RWL and this mod will conflict over 2 Image Space Adapters. In order to get them to work with each other, let RWL win out (the easiest way would be to load RWL after this mod).
Don't spread misinformation. The conflicts are what this mod makes changes to the exterior and the interior brightness at night. If you don't want brighter fotn, do as he said and let RWL overwrite this mod. Otherwise put this mod under RWL in load order.
Oh, by the way... bweh-heh-heh... it seems like I managed to also port it to be the first working Friend Of The Night for FO3 on the Nexus. (Unless the search fails me, which it often does.) I'll release that one tomorrow, though. Still needs a little testing.
Ok, as requested by Niev, I made a "dark" version too. It applies the day parameters to interiors and nights too, so it doesn't do much to brighten dark spots. Bright spots like near the lamps in Prim or New Vegas will still get a little brighter, as part of increasing the lighting contrast, but much less than with the other versions and dark places should still be dark.
I suppose it could come in handy for certain kinds of screenshots.
And at any rate, more choice is good, right?
As usual, pick only one version of the plugin. Nothing will explode if you try to install 2 or 3, but only the last one installed will actually be used.
That said, something which has only one imagespace modifier, which just turns up the saturation and contrast, should be pretty easy to do. In fact, easier than one which switches between three such modifiers.
Alternately, I suppose I could do a quick and dirty edit which has the same values for all three such situations. Just seems... wrong to sacrifice FOTN for something that DOESN'T brighten the nights.
Well, in any case, not right now, since I must dive into bed.
But if you're not afraid of the GECK, you can just open the normal mod in it, find the imagespace modifiers in the tree on the right, find the three that are marked with an asterisk (*) in the usage count columns. Double click, and then in the dialog just reset the two brightness numbers back to 1.0, e.g., by clicking the little X button next to them. Repeat for all three. Save, and there you go.
Our eyes respond naturally to changes in brightness due to their sensitivity to light. This mod mimics humans' eyes ability and I find it quite realistic. You have my endorsement, mate. Keep up the good work.
Well, at least the bright version adapts IMHO a bit better than it would be expected from a normal human. But at least it's lore-friendly for Fallout that some people could have this good eyes, since the Friend Of The Night perk did just that anyway. And with all the radiation around, yeah, it's probably realistic that someone or another would get that kind of mutation.
Plus, I figure, when you have mods that let one play everything from ghouls to synthetic life forms to elves to robots to magically animated manequins (I kid you not, someone actually made a playable manequin race), who's to say that some of those couldn't have natural night vision?
Well, once you have even mutations that make one immortal and immune to radiation (both the ghouls and the super-mutants), I'd say it's hard to top that :p
Ok, I added a brighter version too. It makes night and interiors even brighter. What you see outdoors in the daytime is identical in both versions.
If you can see well enough in dark tunnels with the normal version, I'd say stick to that one. If things are too dark for you with the normal version, try the brighter one.
Activate one or the other, not both. Well, nothing will explode if you activate both, but the last one installed is the one that will be used.
18 comments
RWL and this mod will conflict over 2 Image Space Adapters. In order to get them to work with each other, let RWL win out (the easiest way would be to load RWL after this mod).
I suppose it could come in handy for certain kinds of screenshots.
And at any rate, more choice is good, right?
As usual, pick only one version of the plugin. Nothing will explode if you try to install 2 or 3, but only the last one installed will actually be used.
That said, something which has only one imagespace modifier, which just turns up the saturation and contrast, should be pretty easy to do. In fact, easier than one which switches between three such modifiers.
Alternately, I suppose I could do a quick and dirty edit which has the same values for all three such situations. Just seems... wrong to sacrifice FOTN for something that DOESN'T brighten the nights.
Well, in any case, not right now, since I must dive into bed.
But if you're not afraid of the GECK, you can just open the normal mod in it, find the imagespace modifiers in the tree on the right, find the three that are marked with an asterisk (*) in the usage count columns. Double click, and then in the dialog just reset the two brightness numbers back to 1.0, e.g., by clicking the little X button next to them. Repeat for all three. Save, and there you go.
Well, at least the bright version adapts IMHO a bit better than it would be expected from a normal human. But at least it's lore-friendly for Fallout that some people could have this good eyes, since the Friend Of The Night perk did just that anyway. And with all the radiation around, yeah, it's probably realistic that someone or another would get that kind of mutation.
Plus, I figure, when you have mods that let one play everything from ghouls to synthetic life forms to elves to robots to magically animated manequins (I kid you not, someone actually made a playable manequin race), who's to say that some of those couldn't have natural night vision?
If you can see well enough in dark tunnels with the normal version, I'd say stick to that one. If things are too dark for you with the normal version, try the brighter one.
Activate one or the other, not both. Well, nothing will explode if you activate both, but the last one installed is the one that will be used.