- EM vision no longer highlights all living creatures, only actors in power armor and robots.
- EM vision no longer highlights all activators, it is now limited to energy weapons, explosives, traps, and terminals.
- EM and heat vision properly reapplies to newly equipped weapons.
- Fixed highlighting not applying to newly loaded actors, for example when moving to a new cell.
- When B42 Optics is loaded, removes shaders from the scope when aiming.
- Fixed cycling MCM quest.
- Added power consumption options.
- Improved compatibility with Hazmat darklight cowl.
- Moved all quest stages to UDFs.
- Added support for additional equipment slots: Hat, Eyeglasses, Mask.
- Added support for multiple equipped items.
- Removed universal option for Power Armor, each new kind must be activated separately.
- Upgrade price is calculated using standard barter equation, accounting player’s skill.
- Excluded most casual headwear.
- Implemented upgrades via the MCM panel.
- Added support for Gopher’s Advanced Recon Thermal Nightvision.
- Extracted and refactored Enhanced Vision from Project Nevada.
- Updated: No running quests in idle mode.
- Updated: All PA helmets got night vision support.
- Updated: HUD now shows all remaining energy cells in inventory plus one cell in the EV device. Zero seemed a bit confusing.
- Updated: The Spotter and Search and Mark perks now work with enhanced vision, too. They were intentionally disabled with an EV mode activated, but I haven’t found any reason to do so, they work ok together.