# RM13 Combat Armor functions hardcoded?

**URL:** https://discourse.cataclysmdda.org/t/rm13-combat-armor-functions-hardcoded/10704
**Category:** The Garage
**Created:** [October 19, 2015, 10:24am UTC](https://discourse.cataclysmdda.org/t/rm13-combat-armor-functions-hardcoded/10704 "2015-10-19T10:24:08Z")
**Posts on this page:** 1
**Page:** 1

<div class="post-metadata">

### Author: ![shinr](https://avatars.discourse-cdn.com/v4/letter/s/57b2e6/32.png) [@shinr](https://discourse.cataclysmdda.org/u/shinr)
#### Post date: [October 19, 2015, 10:24am UTC](https://discourse.cataclysmdda.org/t/rm13-combat-armor-functions-hardcoded/10704/1 "2015-10-19T10:24:08Z")

</div>

Been playing since summer, and while I prefer RetroDays tileset, I decided to change to MShockModded since it seems to be the most updated and feature complete tileset currently.

First thing I noticed is that the screen is covered in the Night Vision green filter courtesy of the armor’s vision enhancement, which is annoying during daylight, so I went to mod that out only to discover that the [“GNV\_EFFECT”] flag is missing, and that it and a few other effects flags (one of them being fireproof, as I found with a character testing a mod-armor meant to replicate RM13 without NV) are hardcoded under the “use\_action”: “RM13ARMOR\_OFF”, and “use\_action”: “RM13ARMOR\_ON”.

Is there is any way to disable night vision without getting rid of other effects?
