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cantorsdust

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cantorsdust

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About this mod

This mod turns the Eye of Night spell available to the Khajiit race into a toggled effect that can last indefinitely and be turned on and off at will. It uses MWSE and the MCM to allow for a customizable level of Night Eye magnitude so users can choose their desired Night Eye brightness. Non-Khajiits can use the console to easily add this spell.

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Summary

This mod turns the Eye of Night spell available to the Khajiit race into a toggled effect that can last indefinitely and be turned on and off at will. It uses MWSE and the MCM to allow for a customizable level of Night Eye magnitude so users can choose their desired Night Eye
brightness. If you don't play a Khajiit, it's simple to put player->addspell "eye of night" into the console so you can use it as well. It's a simple, easy utility that lets you use one brightness for daytime and well lit spaces, and quickly pull out another brightness for nighttime and dungeons.


Details

At baseline, the Eye of Night spell the Khajiit have lasts 30 seconds with a magnitude of 50.  It costs no magicka, so you can recast it again every 30 seconds for long-lasting Night Eye.  But it would be much more convenient to just have it last indefinitely, and then you could just recast it to turn Night Eye off and on as desired.  Also, a Night Eye of 50 is pretty bright.  Somewhere around 20 to 30 feels best to me.

Another modder, Vinifera7, agreed and published the Eye of Night Toggle mod.  This mod does exactly what I said above.  Eye of Night now when cast adds a scripted ability with a Night Eye effect of magnitude 20.  Because it's an ability, not a spell, it lasts forever until removed.  Casting Eye of Night just adds or removes the ability.

The mod is great!  It works really well and was a clever idea.  If you're on OpenMW you should stop reading and use that mod!

But I just had the script get stuck on for me on my most recent run, and I can't tell how.  I've used it for years without issues and this was the first time I had the script get stuck.  Additionally, while I like a magnitude of 20, other users wanted the original magnitude of 50.

So I've made a mod which replicates the Eye of Night Toggle mod but with all scripting run in MWSE-lua.  It additionally has an MCM menu where you can choose what magnitude of Night Eye you want to use, defaulting to 20.


Installation

Using Mod Organizer 2, simply add this mod to your profile and activate it.

Installing manually, unzip this mod to your Data Files folder so that the file structure is:
Morrowind\Data Files\MWSE Eye of Night Toggle.esp
Morrowind\Data Files\mwse
and activate the .esp.

This mod requires MWSE to work. DO NOT INSTALL FOR OpenMW, IT WILL NOT WORK.


Usage

Khajiits already have the Eye of Night spell to start.  For everyone else, run the console line:
player->addspell "eye of night"

Then, once you have the power, cast it once to add the configured magnitude of Night Eye.
Cast it again to remove Night Eye.

Use the MCM to change the magnitude of Night Eye applied.  The magnitude will only change the next time you cycle the casting, so if the Night eye effect is currently on, cast Eye of Night once to turn it off, then again to turn it back on with the new magnitude.  (If the MWSE team adds an MCM configuration values changed event, or if I decided to add data to the save, I could make this change immediate, but without such an event and while avoiding adding any save data you need to cycle the casting.)


Compatibility

This mod is compatible with any mod that doesn't change the Eye of Night spell.  It would work with mods that do, so long as the spell isn't deleted, but the effects of the Night Eye from the Eye of Night spell will stack with the Night Eye effects from this mod.  Putting this mod lower in the mod list to overwrite the other mod should fix this. 

To my knowledge, the only mods which would be incompatible with this mod are the original Eye of Night Toggle or the similar Eye of Night Toggle - Default Values because both mods would add their scripted effects.  It won't break anything, but it would be too bright and also not necessary.


Changelog

Version 1.0.0: Base release