Hi there. This is a red crosshair for Sniper Rifles. I've shared it here just in case someone wants to use it. In the bottom of this description there is also info about using Blender & NifSkope with Fallout 3 meshes. (24. August, 2016) WHY RED: Black crosshairs are practically invisible against dark backgrounds often so I've been making some red crosshairs for my guns. I think that they are much better and look nicer too. At least they work really well in my dark and heavily modded Fallout 3. FILE: The file is a .nif mesh file I made with Blender & NifSkope. It's based on existing game resources. INSTALLATION: *** EDIT 11.09.2016 Post by PushTheWinButton in the comments section. Thank you for this correction :) "Just to let people know who might not be so mod savy: to use this as a replacer for the original sniper scope crosshair you only need to place it in meshes\Interface\HUD\ and then rename it to "Scope01.NIF". You don't actually need to extract the game resources as the description states." *** You'll have to implement the .nif file to a weapon yourself. You can use the FO3Edit for example to change the Scope model (.nif file reference) of an existing weapon. You can also try to replace an existing scope (crosshair) file in your game data/meshes subdirectory, if you have suitable extracted game resources already in your data folder. HOW TO DO IT YOURSELF: Method 1: Basically you can use older Blender and Nif Scripts to import / export .nif files. You will also need Python and Pyffi. Download links and info here: http://niftools.sourceforge.net/wiki/Blender Method 2: You can also use a current Blender version and Blender Nif Plugin. Plugin download here: https://github.com/niftools/blender_nif_plugin/releases However I found out that the exporting has some problems, but you can make things right again by using NifSkope 2.0 Pre-Alpha 5. Problems with Method 1: With the older Blender and Nif Scropts the exporting may work fine without error messages, but some features may be missing from the the resulting .nif file, like BSShader data etc. and the file won't work correctly in the game. Problems with Method 2: With the newer Plugin there is a problem with UV textures and BSshaders at least if you choose the "Fallout 3" option in the export file options. You may end up getting a lot of errors and those errors may prevent exporting completely, but I managed to export by using the "Oblivion" option. NifSkope 2.0 Pre-Alpha 5: With both methods I had to use NifSkope to practically reconstruct the .nif file data manually after I've exported a finished model with Blender. NifSkope download here: https://github.com/niftools/nifskope/releases While working I had two NifSkope instances open. In the other I had my exported new .nif file and in the other I had a functional corresponding mesh as an example. I compared the data and worked to modify the exported file so that it would have the same structure and the same entries as the functional game file. Some of the options I used a lot: "Remove Branch" to get rid of possible redundant data in the new file "Copy/Paste Branch" "Attach Property" to add missing data to NiNodes, NiTriShapes or NiTriStripts etc And optimize and sanitize options, which will automatically make the file more compatible. I had to modify a bunch of incorrect values like to change the shader type from default to nolighting in BSShaderNoLighting property, change shader flags and so forth. I also modified the rotation and other similar values to make sure that the new mesh would be correctly positioned in 3d space. Modifying data is relatively easy however, if you have a similar mesh open as an example.