• written by volvaga0   5 February 2013 3:39:30   52286 views   23 likes

    Effects Rundown

    .: Detect Life :.

    The Detect Life effect that is present on both the Goggles and the Scouter, acts the same way the spell of the same name does. You are able to see the auras of NPCs around you, even through walls and other objects. This makes this effect VERY useful in caves or at night when you can't quite see what you want. Another good feature of this effect, is the ability to distinguish friend from foe. Enemies will give off a "Red" coloured aura, living friendlies will show up as "Gold", while Dead friendlies (Vampires for example) will show up as "White", as shown here. No longer will you attack someone you thought was an enemy, only for them to tell you to stop.
    Sometimes you may see White colour signatures when in caves or ruins, these will be the Idle Skeletons or Draugrs that haven't been triggerd and have yet to become hostile with the correct AI package. This is why they are mistakenly coloured white before they are triggered, so make no mistake, they WILL NOT be nice to you.

    .: Night Eye :.

    The Night Eye effect is only available with the Goggles. Again, this does the same job as the vanilla night eye effect. It enables you to see more clearly in the dark. The big differences with this however, is the increased visual fidelity and removed radial blur from the edges of the screen, allowing for a more clear view when traveling at night or spelunking in dark caverns.

    .: Dwemer Sight :.

    The Dwemer Sight effect is only available with the Scouter. This effect highlights each and every NPC with a golden glow, allowing them to be seen more clearly. This can be very useful at night as visibility is at a minimum. NPCs will have this glow to make them more obvious and stand out from the environment, perfect for keeping an eye on your enemies without much worry of losing them in the backdrops. On top of this however, the effect will make dead creatures more obvious too.
    Dead NPCs and creatures will pulse a blueish-white colour, emphasising their whereabouts. No longer will you lose that Elk you just killed for its hide, in the tall long grass. By using this effect, they are much easier to relocate.

    .: Threat Assess :.

    The Threat Assess effect is only available with the Scouter. This effect is custom built for the Scouters and is unlike anything from the vanilla game. This effect will colour NPCs a certain colour, depending on your characters current level in relation to the target NPCs level. In the image above, I have labeled each colour and what they correspond to. For the image above, the characters base level is 50, using the default Threat Assess level thresholds (-6, -2, +2, +6. These can be changed in the MCM menu).
    Using this setup then, if a creature or NPC is glowing white, we can tell right away that its level is less than 44, so it's not going to be a hard fight for your character. If they are glowing blue however, we can tell they are within the range of level 52 to level 55, much higher than your characters current level. If they are coloured yellow/gold, they will be around your current level.
    Learning the colour system used here will help quickly calculate your targets level, and judge how to go about engaging them, all by just looking at them. The colour system used for this effect was inspired by the way the Borderlands series labels it's gun rarity/strength. So if you're a fan of that series, it should come naturally to you.

    .: Dwemer Perception Filter :.

    This effect is unique to the Goggles. When you activate this effect, time will slow down allowing you to perceive your surrounds more clearly. You'll be able to make quick reactions far faster than ever before and take action.
    When in this mode however, a time filter will start bleeding in, showing your character as an ancient dwemer being. This is completely harmless and is just a side effect of bending time using ancient dwemer artifacts.

    .: Goggles Zoom :.

    This effect is unique to the Goggles. It literally does what it says on the tin. This effect allows you to zoom in on far away objects, allowing you to see more clearly from quite a distance. This can also be used in combat so this mode can be extremely useful for archers, or for assessing the surrounding areas for stealth oriented characters.
    Currently, to get this to work, the "Tween Menu" must open/close for the FOV switch to happen. A script will do this for you and will take minimal time to do so. The menu will pop up and close immediately. This is perfectly normal and is just used to update the FOV value, allowing the zoom to function correctly.
    Unfortunately, this is the only effect that does not (and cannot) work when playing with a gamepad. Because of the way the effect fires and does the FOV switch, the same can't be done when using a gamepad. You can manually make it work however, by opening and closing the 'Character Menu' after triggering the effect. The script is designed to do this for you, but the same cant happen when a controller is being used, and so must be done manually.

    .: Goggles Light :.

    This is the Light feature, exclusive to the Dwemer Goggles as of v2.1. This effect was built on the fact that when holding a bow/crossbow for example, if you then pull out a torch, the game forces an unequip animation and pulls out whatever you was using previously. With this Light feature however, this is no longer a problem. The Goggles have a built in light that will light your way with a single keypress, no torch needed. You are then able to carry on using your bow/crossbow as intended.

    .: Goggles Animation :.

    This is the animation for putting the goggles on your head and back again. This animation will only play if you're in third-person mode. If you're in first-person however, they will just quickly change as normal (no interrupting animations).
    The animation will only trigger when the dedicated toggle button is pressed, not when an effect is triggered while the goggles are on your head (This is to make the effect trigger more responsive, instead of waiting for the animation each time)

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