Borkel added a new version:
QuoteI did an oopsie woopsie and forgot to restore the default GPNVG texture back to the tan one, so it was black. Now the default one is tan and the optional one black, like always.
Borkel added a new version:
QuoteI did an oopsie woopsie and forgot to restore the default GPNVG texture back to the tan one, so it was black. Now the default one is tan and the optional one black, like always.
Borkel added a new version:
QuoteIF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.
Updated for 3.8.1 and all future 3.8 versions
Borkel added a new version:
QuoteDisplay MoreIF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.
For SPT 3.8.0.
New realistic objective lens textures for all NVGs and new mask textures for the PVS-14 and N-15!
Borkel added a new version:
QuoteDisplay MoreIF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.
For SPT 3.8.0.
Improved the masks for the GPNVG-18 and the T-7.
For the GPNVG-18 I've horizontally flipped the lense shadows so that they appear on the outer lenses and not the inner ones. This makes more sense, since the outer lenses are the ones that are angled (new is top, old is bottom):
The T-7 is viewed through a digital display, not a lense like with NVGs, so I've made it look more like a display by cutting its vertical FOV (like the FLIR). The old mask is still available in the optional masks folders. This is how it looks now:
Borkel added a new version:
QuoteIF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.
UPDATED FOR SPT-3.8.0 (doesn't work on previous versions).
All should be working properlly but let me know if there are any issues.
Borkel added a new version:
QuoteIF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.
Two new features:
- New manual gating feature! Increase or decrease the gain of your NVGs by pressing a key (it even makes a cool sound). The keybinds are unbound by default to avoid conflicts with other mods' keybinds, so don't forget to bind them yourself to keys of your choice. Higer gain will offer more light amplification, but there will be more visual noise
- New higher resolution noise texture:
Let me know if there are any issues.
Borkel added a new version:
QuoteIF UPDATING FROM A VERSION OLDER THAN 1.4.8, DELETE THE OLD "BorkelRNVG.dll" LOCATED IN "BepInEx/plugins". LATTEST VERSION HAS A NEW AND MORE ORGANIZED FOLDER STRUCTURE.
New realistic ReShade presets made by FishiDishi, check the instructions in the ReShade tab (the ReShade is a completely optional download and it will never be a requirement for the main mod. It is not the main way to use the mod, think of it as a different experience that you can freely try to achieve more immersion).
Borkel added a new version:
QuoteAnother small update. Added another null check and initialized by default one of the variables, should get rid of the NullReferenceException (thanks Cj).
Please let me know if there are any issues.
Borkel added a new version:
QuoteDisplay MoreEven smaller update, but still a necessary update.
In the past I tried to calculate the FOV of the ingame PVS-14 to adjust the mask size to get a FOV of 40º like in real life, but I was calculating it in the wrong way, resulting in an actual ingame FOV of 37º.
This is now fixed, all NVGs have a bigger and more realistic FOV. The baseline is always the PVS-14, which has a FOV of 40º when using the new default mask size of 1.07. This was calculated using 59 FOV in the game settings (which equates to 90º horizontal FOV).
I've also improved the code a little.
Also, reminder that I recommend enabling the "Sprinting toggles tactical devices" option.
Borkel added a new file:
QuoteDisplay MoreVanilla bullet wounds are quite disappointing, they don't even have a bullet hole .
This mod features more blood and an actual bullet hole, also has blood particles with splatters now. I wouldn't say it's as realistic as my other mods, but it's more realistic than vanilla.
Bigger bullets will spawn more particles.
This is how bullet wounds look with my mod:
With a new particle system that spawns blood splatters on collision:
The particles and splatters can be configured in the F12 menu. It is highly customizable:
This is how they look in unmodded vanilla :
Just drop into the SPTarkov folder.
Threre's a F12 config menu:
I recommend using low values for the splatter chance.
Thanks to TastyNoodle for creating Silly Balls, which served me to create the particles for this mod.
Many thanks to pein and Arys for their help with the particle system.
If you wish to support me and help me achieve my dream of owning night vision goggles you can buy me a coffee.
Borkel added a new version:
QuoteVery small update.
- Disabled by default the the toggling of tactical devices when sprinting because I understand that this feature is very confusing for those who install the mod without carefully reading through the mod description first. Nonetheless, I still recommend enabling this feature as it mitigates the IR lights issue. More information in the Known Issues tab.
- Reduced the noise intensity of the N-15. Being a Gen 3/Gen 2+ NVG it made no sense for it have as much noise intensity as the Gen 2 PNV-10T.
Borkel added a new version:
QuoteMitigated the brightness issue by applying a 65% black filter around the tubes. This is not a defenitive fix, and defenitely not the most elegant way to do it, but I've done my best. Also, as always, this is meant to be used with NVG ORIGINAL COLOR off in Amands's Graphics settings.
Also included optional black textures for the GPNVG-18, more information in "user\mods\BRNVG_N-15Adapter\optional black GPNVG-18"
Borkel added a new version:
QuoteReworked the mask for the PNV-10T. It's a single tube binocular, so it should take as much screen as a binocular but only provide the image of a monocular. It has its own LensTexture now.
Borkel added a new version:
QuoteFixed the vulcan night vision scope not having a night vision effect. Took me hours to figure out I just needed one simple extra line of code .
Borkel added a new version:
QuoteMitigated the IR light being visible outside of the tubes by automatically toggling tactical devices when sprinting, this can be disabled in te F12 menu. Also reintroduced parts of the old server mod to allow the N-15 to be equipped on all helmets (i forgot about this).