Fallout New Vegas

File information

Last updated

Original upload

Created by

Scott Cegielski

Uploaded by

scegielski

Virus scan

Some manually verified files

Tags for this mod

About this mod

The companion mod to Enhanced ENB Night Eye has finally arrived. Adds proper Night Vision to ENB Presets for Fallout New Vegas. Works great with gophers Advanced Recon Thermal Nightvision and Project Nevada.

Permissions and credits

The companion mod to "Enhanced ENB Night Eye" has finally arrived!Adds proper Night Vision to ENB Presets for Fallout New Vegas! Works great with gopher's "Advanced Recon Thermal Nightvision" and "Project Nevada".



Update (04/14/2015):Added update in files section to fix white screen issue with ENB v0.267



Installation and Calibration Video


Installer now makes it easy to integrate with most ENB presets.Check out the video below!


Description:


Most ENBs do not show the night vision effect which is so immersive with gopher's "Advanced Recon Thermal Nightvision" mod.This will modify your ENB preset's enbeffect.fx file to add a bunch of new controls and let you tweak them in the ENB shader window.

Usage:


Use the in game ENB GUI by pressing SHIFT and ENTER.Make sure the "Show shaders window" control is checked in the main interface. See screenshots for some common settings.

Features:


* Day/Night/Interior multipliers
* HSV, gamma, and tint color correction
* Bloom with HSV, gamma, and tint color correction
* Noise intensity with tint
* Hue Speed control which cycles the hue over time
* Vignetting
* Warping
* Optional .esp to remove image space modifiers that conflict with the night vision effect.This may not be desirable because it removes some of the flashes in the game.If you don't use this, the flashes will have the same look that you set for night vision.

Notes:


Also read the version history below for the most up to date information

1. If you have problems running the installer (missing msvcr120.dll), make sure you install the Visual C++ Redistributable Packages from:
http://www.microsoft.com/en-us/download/details.aspx?id=40784

2. When exiting the installer you may get a message from Windows saying that this app did not install correctly.You can ignore this.

3. If you do not see the changes in game via the SHIFT+ENTER ENB Menu then one of the most likely problems is that the ENB preset you are trying to apply this effect to stores the enbeffect.fx file in an enbseries/ subfolder instead of directly in the game directory.   Check that there is only one enbeffect.fx file either in the game directory or in the enbseries subdirectory and select the appropriate file when running the installer.

4. If you still do not see the changes in game via the SHIFT+ENTER ENB Menu then another likely problem is that the enbeffect.fx shader did not compile correctly.   This is usually because it adds more new features and variables than the game can handle.   It depends on how complicated the ENB you are starting with is.   So if this happens the best way to test it is to comment out all of the lines in enbeffect.fx except the ENABLE_CALIBRATION like this:

#define ENABLE_CALIBRATION
//#define ENABLE_CALIBRATION_REGISTERS
//#define ENABLE_WARPING
//#define ENABLE_VIGNETTE
//#define ENABLE_NOISE
//#define ENABLE_LENS
//#define ENABLE_SCANLINES
//#define ENABLE_NIGHT_VISION
//#define ENABLE_THERMAL_VISION
//#define ENABLE_EMI_VISION


If that still doesn't work then try the advice in my debugging with Nvidia Shader Composer in the forum sticky.   This issue will show up as an error in Shader Composer saying:
Error: error X4507: maximum constant register index exceeded.   Try reducing the number of constants referenced.  

If it does work then comment out one line at a time based on the features that you want the most.   For example, you might be able to run it with the main effects on but not my extra effects like this:

#define ENABLE_CALIBRATION
//#define ENABLE_CALIBRATION_REGISTERS
//#define ENABLE_WARPING
//#define ENABLE_VIGNETTE
//#define ENABLE_NOISE
//#define ENABLE_LENS
//#define ENABLE_SCANLINES
#define ENABLE_NIGHT_VISION
#define ENABLE_THERMAL_VISION
#define ENABLE_EMI_VISION

5. This is not a full ENB preset. It only enhances the enbeffect.fx file that is part of presets and the standard ENB distribution. Either an ENB preset or the standard ENB distribution from www.enbedev.com need to be installed first.


  • 6. I'm not sure why, but if the ENB Time of Day feature is turned off, then during the night, the day multiplier for will also affect the night. From my tests though, the reverse is not true whereas during the day the night multiplier does not affect the day.



Version History:


2.5
-Added separate calibration color for EMI interior to allow it to work without increasing the ranges to account for the differences between the interior and exterior EMI colors.

2.4
-By request, added DNI controls for EMI ENB Bloom

2.3
-Fixed issue with installer not recognizing the following line if it had a comment after the l; . _oC0.xyz=color.xyz;

-Fixed issue that occurred when commenting out the line:
#define ENABLE_WARPING

2.2
-Improved the isolation of the effect by using the minimum of the RGB colors for the "Cal Use Color" ranges instead of the maximum.

-Added ""EENV Game CC Override Enable" control override all other effects and show the game's color correction only.Used mainly as a utility to see what the base ENB game color correction looks like without any effects or this mod's color correction applied.This is the same as enabling the "#define APPLYGAMECOLORCORRECTION" in the default enbeffect.fx file.

-Added "General IMOD" controls which can be used to enable image space modifications other than the three vision modes.This allows effects such as the Datura root trip from "Honest Hearts" to work with ENB without turning on game color correction in general.The effect is isolated by setting the range values shown below. This effect is disabled in the enbeffect.fx file by default because it most likeley goes over the PS 3.0 instruction limit as described in the 2.1 update and will cause the entire effect to not work unless you disable the calibration controls.So first get your calibration working, then you can enable it by first commenting the calibration controls like this:

//#define ENABLE_CALIBRATION

Then uncomment the Genreral Imod feature by changing this line:

//#define ENABLE_GENERAL_IMOD

to this:

#define ENABLE_GENERAL_IMOD

This will enable the following controls:
"EENV General IMOD Enable" - Turns general image space modifications on/off
"EENV General IMOD _c19.w Min"
"EENV General IMOD _c19.w Max"
"EENV General IMOD _c20.w Min"
"EENV General IMOD _c20.w Max"
"EENV General IMOD _c22.w Min"
"EENV General IMOD _c22.w Max" - These ranges set the minimum below which the IMODs are disabled and the maximum above which they are at full intensity.The maximum of the three mapped values is used.
"EENV General IMOD Gamma"
"EENV General IMOD Hue"
"EENV General IMOD Saturation"
"EENV General IMOD Value"
"EENV General IMOD Game Bloom"
"EENV General IMOD ENB Bloom"
"EENV General IMOD ENB Bloom Gamma"
"EENV General IMOD ENB Bloom Tint" - These color controls work like they do for the other effects.

2.1
-Added #define statements for the various parts of this mod to the "enbeffect - FNV.fx" file that comes with it.To disable the controls and effects comment out any of the following lines by placing // at the beginning of the line.The defines are at the top of the file and look like this:

#define ENABLE_CALIBRATION
#define ENABLE_CALIBRATION_REGISTERS
#define ENABLE_WARPING
#define ENABLE_VIGNETTE
#define ENABLE_NOISE
#define ENABLE_LENS
#define ENABLE_SCANLINES
#define ENABLE_NIGHT_VISION
#define ENABLE_THERMAL_VISION
#define ENABLE_EMI_VISION

If you don't want the warp effect for instance, comment out that line like this:

//#define ENABLE_WARPING

Of course, you can just enable/disable the effect in game with the toggle.This is if you don't even want to see the controls for them.It also fixes a problem reported by user "spoon16" in regards to the "Enhanced Shaders" ENB (http://www.nexusmods.com/newvegas/mods/49882) where the shader failed to compile because (my guess) it exceeded the instruction limit for Pixel Shader 3.0. After I added these #define statements, it no longer had the problem even with everything enabled. However, if this problem does come up, I suggest first commenting out the line:

#defineENABLE_CALIBRATION_REGISTERS

This will disable part of the calibration display, but should make the rest of the effects work correctly.


2.0
-Added lens effects
-You need a "enblensmask.png" texture in your game directory.Great textures available here:
http://www.nexusmods.com/skyrim/mods/45054

-Lens Controls:
-"Lens Enable" - Turn effect on/off
-"Lens Adaptation Min" - Minimum ENB adaptation value where effect becomes visible
-"Lens Adaptation Max" - Maximum ENB adaptation value where effect is at full intensity
-"Lens Adaptation Gamma" - How sensitive the effect is to ENB adaptation
-"Lens Texture ScaleX/Y" - Scale the lens image
-Day/Night/Interior lens intensities for Night/Thermal/Emi vision modes

-Added scanline effects

-Scanline Controls:
-"Scanlines Enable" - Enable primary scanlines
-"Scanlines Frequency" - Verticle repeating of scanline pattern
-"Scanlines Speed" - How fast the pattern moves up or down the screen
-"Scanner Lines Enable" - Adds additional oscillating lines which affect ENB bloom

-"Scanner Lines Number" - Number of additional oscillating lines to add
-"Scanner Lines Intensity" - How much the lines boost the ENB bloom
-"ScannerLinesDistance" - How tall the lines are
-"ScannerLinesDistancePower" - How fast the intensity of the lines falls off over their height
-"ScannerLinesSpeed" - How fast the lines move
-Day/Night/Interior scanline intensities for Night/Thermal/Emi vision modes

1.9
-Still not perfect, but I added another layer of calibration controls.Now, in addition to the DNI offset and mult, there is an option to set a color and a min and max range.The effect will only be active when the tint color matches the color you set within the range you set.For example, the night vision effect uses register _c20 (visible in the calibration display) for it's green tint.The default calibration RGB color setting for the night vision effect is (0.3, 0.6, 0.3).The default min range setting is 0.2 and the max is 0.3.Therefore, the night vision effect will only be active when the difference between _c20 and (0.3, 0.6, 0.3) is less than 0.1 on each of the RGB channels.It will not be active if the difference is greater than 0.2.In between values will make it partially active.This option can be turned on and off for each of the night, thermal, and emi vision modes.Night vision and EMI vision use register _c20 and thermal vision use register _c22 for their tint colors. You should still use the offset and mult controls for the primary calibration, but if you find the effect coming on at times when it shouldn't then tweak the color values and the min and max range to try and limit it.Let me know if this is not clear in the comments.

-Added color swatched to the calibration display so it's easier to tell which register values to tweak for the new color matching calibration modes.

-Now all three vision modes (night, thermal, and emi) have the same sets of controls which are similar to previous versions.I have tweaked the default values to match as close as possible to how the game looks without ENB on. I think these values should be pretty similar for all ENB presets if not exactly the same.

-Removed the hue speed controls that did the color cycling.I felt it was more of a novelty than something people were using.Let me know if I'm wrong and I can put it back.The number of controls was/is just getting way out of hand.

-Removed the "eyes" mode for the warping and vignette for now.

1.8
-Removed "GameCC Offset" and "GameCC Mult" parameters from 1.7
-Added more experimental controls to try and make ENB work with PN's thermal and EMI modes
-New Parameters are:
"Night Vision Thermal Offset" - use calibration display and these controls to make thermal go between 0 and 1 when on/off
"Night Vision Thermal Mult"
"Night Vision EMI Offset" - use calibration display and these controls to make EMI go between 0 and 1 when off/on
"Night Vision EMI Mult"
"Night Vision Thermal Gamma" - gamma for just thermal vision
"Night Vision Thermal Value Mult" - brightness for just thermal vision
"Night Vision EMI Gamma" - gamma for just EMI vision
"Night Vision EMI Value Mult" - brightness for just EMI vision

-Changed calibration display to show correct registers for FNV (_c19, _c20, and _c22)
-Changed calibration display to show NightVis, Thermal, and EMI calibration values (these should go from 0 to 1 when each effect is off/on)

-I know the parameter names are kind of wierd right now.Let's test this version and if all seems to be working well, then I might do a full set of controls for night vision, thermal, and EMI.

1.7
-Added experimental controls to try and make ENB work with Project Nevada's vision modes by fading in the game's color correction based on register _c22.w
-New parameters are:
"Night Eye Enable GameCC" - turns the feature on and off
"Night Eye GameCC Offset" - used like calibration controls if necessary
"Night Eye GameCC Mult" - used like calibration controls if necessary

1.6
-Added Day, Night, and Interior separation for:
-Night Eye Gamma
-Night Eye Value
-Night Eye Bloom Gamma
-Night Eye Bloom Value
-Night Eye Noise Mult
-Night Eye Warp Mult

1.5
-Now works for both Skyrim and Fallout New Vegas
-Fixed integration issue where EInteriorFactor was missing in some preset
-Fixed integration issue where register _c3 or _c19 was missing from Skyrim or FNV respectively

1.4
-Added installer app
-Renamed some variables for better preset compatibility

1.3.1
-Added "Night Eye Calibrate Position X/Y" controls to reposition calibrate text.

1.3
-Added calibration controls
-Now includes EnhancedENBDiagnostics.fxh and EED_verasansmono.bmp to draw text
-Removed controls:
_c3.w offset
_c3.w mult
-Added controls:
- Night Eye Calibrate - Shows "NightEye" value which should be 0.0 when night eye is off and 1.0 when on
- Night Eye Day Offset - During the day, adjust until "NightEye" display is 0.0 when night eye is off
- Night Eye Night Offset - During the night, adjust until "NightEye" display is 0.0 when night eye is off
- Night Eye Interior Offset - Whil interior, adjust until "NightEye" display is 0.0 when night eye is off

1.2.2
-Fixed bugs in 1.2.1

1.2.1
Added controls for:
-Night Eye _c3.w offset - Offsets _c3.w value before using it in DNI calculations
-Night Eye _c3.w mult - Multiplies _c3.w

1.2
Added controls for:
-Night Eye Enable Eyes - Separates the vignette and warping effects into two points
-Night Eye Eyes Separation - Horizontal distance between the points
-Night Eye Debug - Turns on Debug mode (see below)

-Fixed bug where warp was on even if enableNightEye was off
-Renamed t variable to nightEyeT to avoid conflicts

1.1
Added controls for:
-Night Eye Vignette Enable
-Night Eye Vignette Min Distance
-Night Eye Vignette Max Distance
-Night Eye Vignette Distance Power
-Night Eye Vignette Aspect Ratio Power
-Night Eye Vignette Value Mult - Multiplies the base color (not the bloom)
-Night Eye Vignette Mask Mult - Fades the vignette out at 0. At -1 produces inverted vignette which can be useful!
-Night Eye Bloom Vignette Mult
-Night Eye Bloom Vignette Mask Mult - Same behavior as base color vignette mask mult which allow one or both to be inverted
-Night Eye Warp Enable
-Night Eye Warp Mult
-Night Eye Warp Shift
-Night Eye Warp Min Distance
-Night Eye Warp Max Distance
-Night Eye Warp Distance Power
-Night Eye Warp Aspect Ratio Power
-Removed the _c3.w variable from the APPLYGAMECORRECTION as I describe in the Other Integration Issues below. This should turn off any existing night eye effect.
-Added a new section for setup and warping.See preset integration section below for details.

1.0
Added controls for:
-Night Eye Enable - Enables/Disables all of the effects
-Night Eye Day - Mix for night eye during the day
-Night Eye Night - Mix for night eye during the day
-Night Eye Interior - Mix for night eye in interiors
-Night Eye CC Enable - Enable the color correction controls
-Night Eye Gamma - Controls gamma (applied first)
-Night Eye Hue Shift - Shift Hue (0 - 1 full spectrum)
-Night Eye Hue Speed - Speed of hue shift over time (Uses ENB Timer.x variable * 1000.0)
-Night Eye Saturation - Saturation (0 - 10)
-Night Eye Value - Brightness control (0-100)
-Night Eye Tint - Color which is multiplied with HSV result.
-Night Eye Bloom Enable - Enable Bloom Effect
-Night Eye Bloom Gamma - Applies gamma to the bloom
-Night Eye Bloom Hue Shift
-Night Eye Bloom Hue Speed
-Night Eye Bloom Saturation
-Night Eye Bloom Value
-Night Eye Bloom Tint
-Night Eye Noise Enable
-Night Eye Noise Mult
-Night Eye Noise Tint

Permissions


ENB preset authors can include my code in ENB presets released on Nexus but must give me a credit on the description page.

Credits:


Boris Vorontsov for ENB
RGB to HSV code converted from here
Random number generator adapted from code here

My Other Mods


Enhanced ENB Night Eye
Enhanced ENB Diagnostics
Mod Explorer