Oblivion

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mnp

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mnp

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63 comments

  1. Abernanit
    Abernanit
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    I recently encountered the permanent nightvision effect for the first time so I pulled up the script to see if it could be fixed.

    Turns out it can be fixed easily if line 18 was changed from Activate to Return (without the quotes). The TES Construction Set wiki mentioned that the Activate command can be a little buggy. By replacing Activate with Return, this changes the functionality of the goggles by not bringing up the menu option when un-equipping the goggles instead of bringing up the menu again. Although not being able to access the menu on un-equip is a little more annoying, it is certainly less annoying than perma-nightvision.

    Since not everyone is familiar with scripting here is a short walkthrough on how to make this change:

    Download the TES Construction Set (and patch if you want) here: http://cs.elderscrolls.com/constwiki/index.php/The_Elder_Scrolls_Construction_Set
    Once installed, go to File -> Data
    Select Oblivion.esm and NighteyeGoggles.esp and set NighteyeGoggles.esp to Active.
    Go to Gameplay -> Edit Scripts
    Go to Script -> Open
    Scroll down to NighteyeGoggle (01002A53)* and double click.
    Scroll down to line 18 where the code says:

    begin gamemode
    set button to GetButtonPressed

    If ( button == 0 )
    Activate
    EndIf


    and replace it with

    begin gamemode
    set button to GetButtonPressed


    If ( button == 0 )
    Return
    EndIf


    Then go to Script -> Save
    and then File -> Save in the main construction set.

    This way it forces the script to terminate since button is set to 0 on un-equip. However, the script still enters the begin onUnequip subroutine to disable the spells that were enabled when the goggles were equipped.

    I tested the buttons about a dozen times and they still seem to be working and the nightvision consistently goes away when unequipping the goggles. Give this a try if all of the other methods in this topic fail.
    1. HadToRegister
      HadToRegister
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      I traveled back in time from 2019 just to thank you for this.
  2. BassMunkee
    BassMunkee
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    Nice mod, thank you.
    Endorsed and pic posted!
  3. goranpaa
    goranpaa
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    Wonderful mod! Thank you very much.

    No more torches, nighteye or detect spells and explorer potions! And no problems with my other 70 mods either. Maybe because I use Wrye Bash and Boss for sorting the mods?

    Now I also will make Riddick visit Tamriel.

    Endorsed.
  4. Darkoro10
    Darkoro10
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    Yaay! Now my riddick character can be more... well... riddicky. Okay, so the goggle thing will be the wrong way around, oh well.
  5. Clairefun
    Clairefun
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    Fantastic little mod. My monitor sits by our patio doors which just makes all dungeons impossible, and torches / sneaking is too awkward. This is the 'fix' - and so far has worked perfectly. Thanks a lot!
  6. TheMojaveMan
    TheMojaveMan
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    Could you make this compatible with face wrap mods?
  7. cyba0
    cyba0
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    Awesome mod, thanks a lot.
  8. canodab
    canodab
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    To anyone considering a download of this mod, but is wary of glitches:
    I played with this mod even in its earlier stages of development and have loved it ever since. While I did encounter the stuck nighteye (and even detect life) glitch once in a great while, it was usually remedied by simple goofing around. (i.e. some random combinations of equipping/unequipping the goggles, turning the effects on/off, putting the goggles in a box temporarily, wearing a hood on and/or walking through a door into a new cell.) Yes, it could be irritating at times, but it was very infrequent and I never had to reload a save to clear it (in 300+ hours of gameplay, with 150+ other mods installed).

    Especially as someone who loves to play stealthy characters, this mod was a blast. It's better than having to recast spells, and was way more fun than just having an enchanted amulet or helmet ...and it looks freakin' awesome.
  9. SealCubClubber
    SealCubClubber
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    To everyone who's hit the issue of the night-eye effect not turning off, I think I found a solution using only the console.

    Once you've gotten to the point where the night-eye effect is permanently on, issue these commands in the console:

    setdebugtext 9
    tdt

    and then exit the console. This shows a page of debugging info. Notice a value on the right-side of the screen called "Night Eye Bonus". This is now showing 1.0/1, although the value should be 0.0/0 if the goggles are off. Enter this command:

    player.setav nighteyebonus 0

    and exit the console. This may not remove the effect, but try equipping the goggles and then unequipping them again. This will set the nighteyebonus value to -1 and the effect will probably go off here. Then enter the command:

    player.setav nighteyebonus 0

    and this will get the value back to normal. Again the goggles should be unequipped at this point.

    To see this variable without using tdt to show all the debug variables, you can use the command:

    player.getav nighteyebonus

    Hope this helps everyone out there!

    Also, one other useful tidbit: the FormID for the goggle item is 000CE6. To get the first two digits, the easiest way is to use Oblivion Mod Manager to set the load order of your mods, and just hover over the Nighteye Goggles mod in the list and it will show you the hex order number, which you insert before the FormID above.

    Example: my current hex order value for the mod is 1C. So I can enter this console command:

    player.additem 1C000CE6 1

    And the goggles will appear in my inventory! I plan to use this for the tutorial part of the game on my next run-through, man it was hard to see in the sewers the first time!
  10. xchargerfanx
    xchargerfanx
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    Great mod - works just as described. However, there is ONE incompatibility/glitch that interferes with the Capes and Cloaks mod. When equipping the goggles, they will automatically unequip any cape you are wearing (and vice versa). Now I don't know much about modding with inventory slots, so I'm wondering if this is an issue that CAN be fixed, or is impossible?

    Anyway, great mod nonetheless.