Oblivion

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kuertee

Uploaded by

kuertee

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About this mod

Detect life effect: 1. doesn\'t obstruct your view of the actors that you can see and are in the light 2. doesn\'t reveal the type of actor when behind objects Night-eye shader when in interiors: 1. applied on post light-processed view rather than the un-lit view as in the normal night-eye shader 2. doesn\'t remove shadow information from yo

Permissions and credits
Name: Detect life effect and Night-eye shader
Version: 0.54
Date: 4 February 2012
Category: Miscellaneous
Requirements:
Oblivion.ESM or Nehrim.ESM,
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE): http://obse.silverlock.org/
OBSE Night Eye Shader Switcher: http://tesnexus.com/downloads/file.php?id=19476
Author(s): kuertee
Source: http://tesnexus.com/downloads/file.php?id=36407

Updates since last release (0.53):
==================================
0.54, 4 February 2012:
Bug-fix: I forgot to include one of the shader files in the package of the previous version.
Compatibility: with Nehrim. OBMM will choose the appropriate ESP.
kuerteeNightEyeShader.esp works both in Oblivion and Nehrim.
kuerteeDetectLifeEffect.esp only works in Oblivion and kuerteeNehrimDetectLifeEffect.esp only works in Nehrim.
0.53, 28 December 2011:
Update install info: Remove the previous version before using this new version.
If you are using OBMM, simply Deactivate it.
If you are not using OBMM, delete kuerteeDetectLifeEffectNightEyeShader.esp.
Then install this version.
Tweak: I've split up the mod into 2 esps: kuerteeDetectLifeEffect.esp and kuerteeNightEyeShader.esp.
New feature: You can test the different Night-eye shaders by cycling through them with the left bracket ([) and right bracket (]) keys.
Note that this doesn't change your prefences set out in the INI file.
The mod will still use the shader set in the INI file.
While testng, the shader number is reported in the Console.

Gameplay changes
================
This Night-eye shader doesn't remove the light information what you see.
What this means is that you can tell which areas your surroundings are covered in shadow and which are bathed in light.
The default Night-eye removes this information - making sneaking hard.
I.e. With the default Night-eye you don't know when you've stepped into the light from the shadows.

This Life detected effect doesn't surround it's target with obstructing globes of light - when they are in view.
However, when they are out of view, the effect's reddish glow will still let you know their locations.
Also, when they are out of view, the type of creature is not readilly known from the shape of the glow.
The default Life detected effect obstructs your view of the target when they are in view. It gets distracting very quickly.
Also, the shape of the default effect alerts the player to the type of creature that is obscured.

These make both Night-eye and Detect life effect actually useful and also playable with them turned on all the time.

Compatibility
=============
Requires either Oblivion.ESM or Nehrim.ESM. There is an ESP for Oblivion.ESM and another for Nehrim.ESM.
The effect and shaders are split into two ESPs. Use one or both. Use other mods with other Detect life effect or Night-eye shader by disabling one or the other.

Details
=======
Configure the Night-eye shader with the INI file in (game folder)\Data\Ini\.

Detect life effect:
1. unobstrusive: doesn't obstruct your view of actors that you can see and are in the light
2. non-revealing: doesn't reveal the type of actor when you cannot see them (e.g. behind a door or behind walls)

Night-eye shaders:
1. applied on post light-processed view rather than the un-lit view as in the normal night-eye shader
2. doesn't remove shadow information from your view
3. set which shader to use in interior, exterior cells or when underwater in the INI file
4. the shader used when underwater takes precedent over the shader used in an interior or exterior cell

Upgrade from previous versions
==============================
OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP.

OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD. OBMM will install the appropriate ESP for Oblivion and Nehrim.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install/Uninstall
========================
Unsupported. If you know what to do, go ahead. Otherwise, use OBMM.

=======
History
=======
0.53, 28 December 2011:
Update install info: Remove the previous version before using this new version.
If you are using OBMM, simply Deactivate it.
If you are not using OBMM, delete kuerteeDetectLifeEffectNightEyeShader.esp.
Then install this version.
Tweak: I've split up the mod into 2 esps: kuerteeDetectLifeEffect.esp and kuerteeNightEyeShader.esp.
New feature: You can test the different Night-eye shaders by cycling through them with the left bracket ([) and right bracket (]) keys.
Note that this doesn't change your prefences set out in the INI file.
The mod will still use the shader set in the INI file.
While testng, the shader number is reported in the Console.
0.52, 1 March 2011:
New feature: You can now set which shader to use when underwater.
Note that the shader used when underwater takes precedent over the shader used in an interior or exterior cell.
New install instruction:
Read the section below.
The new critical step is:
...2. Delete or rename the "Data\Shaders\dev.nighteye". These will crash the game when Bloom or HDR rendering is used. This folder is only used when creating new shaders...
0.51, 4 January 2011:
New feature: Apart from the blue-coloured shader, there are red, yellow, purple, orange and green shaders.
Choose one that is appropriate and works well with your Detect life effect.
New read-me section: Using Detect life from other mods
If you wish to use the Detect life effect in THIS mod, ensure that this is loaded AFTER any other effects mod.
If you wish to use the Detect life effect from ANOTHER mod, ensure that this is loaded BEFORE that mod.
New feature: In the INI file, set which shaders you wish to use in interior and exterior cells.
Bug-fix: Detecting when to switch to the new Night-eye shader.
Previously, if you started in an interior cell the mod will not switch to the custom Night-eye shader until it detects that you've moved between an exterior and interior cell - regardless of how many times you cast a Night-eye ability spell or power.
Fixed now.
Bug-fix: The mod's internal variable for the custom shader may get invalid if the other shader files are removed or added in the file system.
Fixed now.
0.5, 3 January 2011: Initial release.

=======
Contact
=======
kuertee in http://www.bethsoft.com/bgsforums/

=======
Credits
=======
kuertee in http://www.bethsoft.com/bgsforums/

==========
Tools Used
==========
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.