Just wanted to correct something I spoke about in one of my comments. Load order for most lighting mods are no longer a concern so please read the description and you should not have any problems .
Again thanks for all the support and have a great day .
Just wanted to correct something I spoke about in one of my comments. I was saying that objects in game (trees, rocks, ground) give off light which is what the ambient light is. This is incorrect, the ambient light is part of the games actual cell and not given off by objects (of course actual sources of light such as torches will give off light). So, sorry about that. However this fact doesn't change anything about this mod (doesn't make me have to remake it or rethink ways I've done things). Just wanted to make sure I correct myself.
Again thanks for all the support and have a great day .
Sorry about this but something happened with the update to 1.4 which resulted in the updated version name but the file was identical to 1.3. Re-uploaded as 1.5 (tested file in SSEdit after downloading). Will make sure to test more thoroughly in the future (could have been my browser cache but I'm not sure).
Forgot to include the scripts necessary for version 1.8 to work, sorry . I have reuploaded it as version 1.9 and also included a new fix for the flicker that happens during the activation of Vision of the Tenth.
I realised immediately after uploading it that the Night Vision Fix was required for the Vision of the Tenth Eye Flicker Fix module to work so I modified the fomod (installer) to select it automatically and then I removed the combined fix as that was irritating to deal with when updating the fixes and released it as 2.0.
Then I found out that I had forgotten to tag the Vision of the Tenth Eye esp as esl, so I did that and have uploaded it as version 2.1 (there will be no issues when updating from 2.0 to 2.1 as no FormID's have been changed.
Sorry for any confusion the mass updating may have caused .
But everything is done and the mod should work flawlessly .
Thanks for all the support and have a great day .
Edit: Version 2.2 is a minor update (a tweak to make my naming conventions more consistent). I noticed it while checking to see if I could easily make a patch to allow this mod to work with one that I have in progress.
So feel free to skip it for now but it will become necessary once that new mod comes out. Unless of course you don't intend to use them together .
The Unofficial Skyrim Special Edition Patch has now implemented one of my fixes (Night Vision Flicker Fix) as of version 4.2.4. As such this fix is now redundant if you are using that patch. Using my fix alongside USSEP will not cause any issues however (even if you save) so don't worry if you do that
Edit: Because of the above, I have uploaded a new version of my mod (2.3) with a new installer. No files have been changed since the previous version (2.2). I did this to make the installation clearer in regards to what fixes are redundant if you use USSEP and also make it easier for me to update the installer when my other fixes are implemented (no ETA on that). The installer is much more straightforward now and you can scan over all your selection on a single page without having to go back and forth.
Feel free to skip for now unless you want to remove the fix that has been implemented into USSEP (no harm will come for continuing to use it alongside USSEP however). My previous sticky still stands if you are still on version 2.1 so please read that if you intend on using my new mod alongside this one (no ETA on that either lol).
Perfect mod, quite literally. This is everything Night Eye should have been. No more stupid blur, weird blue tint, loud, annoying noise, or time limit. Just a highly functional night vision that looks great and works with lighting mods. Why couldn't Bethesda have done this in the first place? No clue, but I swear I ask that question every ten minutes or so when playing their games.
Works perfectly but seems like for ENB users it's not working if it's enabled... Anyone knows how to fix this ENB issue? I'm using Sacrosanct vampires if it's necessary to mention it?
*EDIT* Just found it, I enabled post processering and it works now! Just in case someone else has this issue! :)
Can you please release an optional file with the vanilla activation sound effect and without any activation sound effect? I found out at least how I get to have the vanilla sound activation. You open this mod in SSEEDit and remove the sound section in the left. There's only one thing in the far left side about the sounds. You just remove the whole thing. And then you disable the sound fix plugin and that's it. With that you have the vanilla sound effect to active and deactivate your power.
Sorry for the late reply. Sorry but I'm currently not actively working on this mod at the moment as I have been working on something else. I have a major update coming early next year though .
Regardless, I don't understand your request. Do you want to have it so that the 'ON' sound effect played for both activation and deactivation like it was originally? That seems like a regression lol. Besides, I submitted my fix to the The Unofficial Patch Project Team and they already implemented it so there's no point for me to undo a fix. That is if I am understanding you correctly. Let me know as I may have gotten confused while reading your message .
Love how you can adjust the strength of night eye. I have it set at half kinda to keep things dark and moody kinda as a balancing that it lasts forever.
Sorry for the late replay. I'm glad you like the mod .
As for your question, please review my FAQ in the articles section. Short answer, I do not offer support for ENB as I don't understand ENB's much myself.
Sorry, but I won't be adding that feature because of two reasons. One, it's out of the scope of what I want to do with this mod and two, adding a detect life feature to a fire and forget spell has technical limitations that I'll outline for you in case you're curious.
Basically normal detect life spell works by applying effect shaders on an object that satisfies predetermined conditions. This happens constantly as a concentration magic effect.
The vampire lord detect life spell works the same as normal detect life, except this happens in a single pulse as a fire and forget spell and only lasts a few seconds.
Night vision spells are fire and forget. Meaning they activate and either time out or must be deactivated.
The problem with adding detect life to a fire and forget night vision spell is that detect life will only apply to the objects that are within a specified area of effect and will stay on those objects even if they move out of the area of effect. The area of effect does not follow you as you move. Not only that but it won't affect any object that comes within the area of effect that wasn't there when you originally casted it.
If you however add detect life to a concentration based version of a night vision spell, then the area of effect does follow you as you move as concentration magic effects constantly update the area of effect and will work just like the normal detect life spell.
I'm not sure exactly sure how you tried to implement it but you could try this:
Spoiler:
Show
1. Create a concentration based night vision spell with a concentration based night vision magic effect (just duplicate the khajiit night eye magic effect and alter it to be concentration based.
2. Create a new spell (or duplicate the detect life spell and maybe get rid of the casting perk if you don't want limitations).
3. Add all the detect life magic effects that the detect life spell uses and your new night vision concentration magic effect to your new spell (you just have to add your night vision concentration magic effect if you duplicated the detect life spell).
That will basically give you a detect life spell that also gives you night vision. Then you can customise it to your liking (change the casting sound, spell cost etc.). One thing though, if you trigger the spell and let go of the cast button immediately, the night eye image space modifier (what you see on screen) will be permanently stuck on screen unless you cast the spell again. This can be fixed by removing the delay on your night vision magic effect's script (making the fdelay 0) but this will also remove the smooth visual transition so just be aware of that.
You'll have to make it compatible with my mod if you want my modification but I'll leave that up to you.
Here, I made the base for you (following the above instructions) so you can customise it further to make it your own.
That depends on what the magic overhaul mod does to Night Eye. If it adds another Night Eye spell instead of reusing the default one, then it won't be compatible with this mod. What is the name of this mod? I might give it a quick look.
i dont think is working for me in fact it looks darker than without the mod i even cranked up to 100 strenght and there is no diference
barely a little more light
obviously im doing something wrong but no idea what
any suggestions ?
edit: if i try the flickering fix with any version.... it works for like a second but after the sound effect ends (when it fully activates) it goes back to default night vision
Please review my FAQ in the articles section. Both Sacrosanct and an ENB would require a patch to allow this mod to function and I don't know the first thing about ENBs as I have never used one. I don't currently support other mods either. I might support Sacrosanct in the future but I'm afraid you're on your own with the ENB.
130 comments
Just wanted to correct something I spoke about in one of my comments. Load order for most lighting mods are no longer a concern so please read the description and you should not have any problems
Again thanks for all the support and have a great day
Just wanted to correct something I spoke about in one of my comments. I was saying that objects in game (trees, rocks, ground) give off light which is what the ambient light is. This is incorrect, the ambient light is part of the games actual cell and not given off by objects (of course actual sources of light such as torches will give off light). So, sorry about that. However this fact doesn't change anything about this mod (doesn't make me have to remake it or rethink ways I've done things). Just wanted to make sure I correct myself.
Again thanks for all the support and have a great day
Thanks again for supporting this mod
Forgot to include the scripts necessary for version 1.8 to work, sorry
I realised immediately after uploading it that the Night Vision Fix was required for the Vision of the Tenth Eye Flicker Fix module to work so I modified the fomod (installer) to select it automatically and then I removed the combined fix as that was irritating to deal with when updating the fixes and released it as 2.0.
Then I found out that I had forgotten to tag the Vision of the Tenth Eye esp as esl, so I did that and have uploaded it as version 2.1 (there will be no issues when updating from 2.0 to 2.1 as no FormID's have been changed.
Sorry for any confusion the mass updating may have caused
But everything is done and the mod should work flawlessly
Thanks for all the support and have a great day
Edit: Version 2.2 is a minor update (a tweak to make my naming conventions more consistent). I noticed it while checking to see if I could easily make a patch to allow this mod to work with one that I have in progress.
So feel free to skip it for now but it will become necessary once that new mod comes out. Unless of course you don't intend to use them together
The Unofficial Skyrim Special Edition Patch has now implemented one of my fixes (Night Vision Flicker Fix) as of version 4.2.4. As such this fix is now redundant if you are using that patch. Using my fix alongside USSEP will not cause any issues however (even if you save) so don't worry if you do that
Edit: Because of the above, I have uploaded a new version of my mod (2.3) with a new installer. No files have been changed since the previous version (2.2). I did this to make the installation clearer in regards to what fixes are redundant if you use USSEP and also make it easier for me to update the installer when my other fixes are implemented (no ETA on that). The installer is much more straightforward now and you can scan over all your selection on a single page without having to go back and forth.
Feel free to skip for now unless you want to remove the fix that has been implemented into USSEP (no harm will come for continuing to use it alongside USSEP however). My previous sticky still stands if you are still on version 2.1 so please read that if you intend on using my new mod alongside this one (no ETA on that either lol
I'm using Sacrosanct vampires if it's necessary to mention it?
*EDIT*
Just found it, I enabled post processering and it works now! Just in case someone else has this issue! :)
I'm glad you like it
Sorry for the late reply. Sorry but I'm currently not actively working on this mod at the moment as I have been working on something else. I have a major update coming early next year though
Regardless, I don't understand your request. Do you want to have it so that the 'ON' sound effect played for both activation and deactivation like it was originally? That seems like a regression lol. Besides, I submitted my fix to the The Unofficial Patch Project Team and they already implemented it so there's no point for me to undo a fix. That is if I am understanding you correctly. Let me know as I may have gotten confused while reading your message
Sorry for the late reply. I'm glad you're enjoying it
I love this mod. been using it for awhile now.
just installed ENB to try and improve my game performance, and it did !
but unfortunately now when i Click Vampire's Sight i get no effect.
can you offer me any support for this ENB issue ?
Sorry for the late replay. I'm glad you like the mod
As for your question, please review my FAQ in the articles section. Short answer, I do not offer support for ENB as I don't understand ENB's much myself.
Sorry, but I won't be adding that feature because of two reasons. One, it's out of the scope of what I want to do with this mod and two, adding a detect life feature to a fire and forget spell has technical limitations that I'll outline for you in case you're curious.
Basically normal detect life spell works by applying effect shaders on an object that satisfies predetermined conditions. This happens constantly as a concentration magic effect.
The vampire lord detect life spell works the same as normal detect life, except this happens in a single pulse as a fire and forget spell and only lasts a few seconds.
Night vision spells are fire and forget. Meaning they activate and either time out or must be deactivated.
The problem with adding detect life to a fire and forget night vision spell is that detect life will only apply to the objects that are within a specified area of effect and will stay on those objects even if they move out of the area of effect. The area of effect does not follow you as you move. Not only that but it won't affect any object that comes within the area of effect that wasn't there when you originally casted it.
If you however add detect life to a concentration based version of a night vision spell, then the area of effect does follow you as you move as concentration magic effects constantly update the area of effect and will work just like the normal detect life spell.
I'm not sure exactly sure how you tried to implement it but you could try this:
2. Create a new spell (or duplicate the detect life spell and maybe get rid of the casting perk if you don't want limitations).
3. Add all the detect life magic effects that the detect life spell uses and your new night vision concentration magic effect to your new spell (you just have to add your night vision concentration magic effect if you duplicated the detect life spell).
That will basically give you a detect life spell that also gives you night vision. Then you can customise it to your liking (change the casting sound, spell cost etc.). One thing though, if you trigger the spell and let go of the cast button immediately, the night eye image space modifier (what you see on screen) will be permanently stuck on screen unless you cast the spell again. This can be fixed by removing the delay on your night vision magic effect's script (making the fdelay 0) but this will also remove the smooth visual transition so just be aware of that.
You'll have to make it compatible with my mod if you want my modification but I'll leave that up to you.
Here, I made the base for you (following the above instructions) so you can customise it further to make it your own.
https://drive.google.com/file/d/1ZEOGjXmtVLAA9dyKc4PVj_G1rs5Jnxnb/view?usp=sharing
Just type "help 111" without the quotes on the console to easily find the spell when trying it out.
Have fun
That depends on what the magic overhaul mod does to Night Eye. If it adds another Night Eye spell instead of reusing the default one, then it won't be compatible with this mod. What is the name of this mod? I might give it a quick look.
i even cranked up to 100 strenght and there is no diference
barely a little more light
obviously im doing something wrong but no idea what
any suggestions ?
edit: if i try the flickering fix with any version.... it works for like a second but after the sound effect ends (when it fully activates) it goes back to default night vision
im using sacrosanct and enb
Please review my FAQ in the articles section. Both Sacrosanct and an ENB would require a patch to allow this mod to function and I don't know the first thing about ENBs as I have never used one. I don't currently support other mods either. I might support Sacrosanct in the future but I'm afraid you're on your own with the ENB.
cheers