Skyrim Special Edition

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christchex

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christchex

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About this mod

This is simply a direct port of my oldrim mod at https://www.nexusmods.com/skyrim/mods/11804
11/16: Fixed bsa pathing issue.


Modifies the Night Eye effect with 13 different visual options! Can disable sound effects or use alternate activate/deactivate effects. Separate settings for Khajiit, Vampire, Werewolf, and whatever else

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— Description   —

TES IV: Oblivion had a great Night Eye mod. TES V: Skyrim, at the time that
I started this mod, lacked any Night Eye mod that filled the void for
me. I set out to fill that void as the first mod I ever truly made for
the series. The goal was to give the user (me) a good number of options.
Essentially, this mod adds a power that lets you configure Night Eye
settings. Khajiit. vampire, and werewolf can each have their own
different visuals for Night Eye, as well as an option to either silence
or use a less obtrusive casting noise.

— Features      —
-  In-game Menu

    - 13 different visual effects.
    - 3 options for activate/deactivate sound fx, Vanilla, Alternate (less obtrusive), and Disabled.
    - Separate settings for Khajiit, Vampire, Werewolf, and the vanilla magic
    effect entry. In theory, anything that uses the default magic effect
    for night eye will be compatible. For instance, if someone adds a less
    power to the Dunmer using the default night eye magic effect entry, you
    will be able to change it's settings, too!
    - All Night Eye effects are infinite duration (toggle-able) except for those that use the default magic effect entry.
    - BSA archived to save on clutter.


— Install       —
Unzip into your Date directory or use your mod organizer of choice.


— Uninstall     —
Make sure all your night eye effects are turned off before uninstalling.


— Compatibility —
Will not be compatible with other mods that modify the spell entries for the
various night eye's. Will, however, work with mods that add night eye
using (but not modifying) the vanilla magic effect entry.


— Future?       —
I have no commited plans to add/modify this mod. Locating my old files and what update to the original mod I had has already been a pain. Creation kit crashes on me every time I try to compile a script, also. If I can get past the hurdles, then yes, I would like to modernize this mod and add more options. 
— Bugs          —
Low screen resolutions will cut off the menu options.

Sometimes with heavily modded games the global variable doesn't get set properly and instead of
deactivating, the night eye effect will stack. Deactivating it one or
more times again will fix this.

If you're impatient and activate while night eye is still activating you might briefly see a frame of night eye twice as bright.

I have never tested this mod using enb so I cannot say how well it works in conjunction. I do use ELFX and Obsidian Weathers; however, and my set up kinda ruins the something different setting.

If you experience any issues, let me know, please.


— Change Log    —

v2.00se
- Ported from Oldrim.

v2.00b
- A whole new mod! Upon playing with this new version for the first time,
a new lesser power (Better Night Eye Settings) and a book "Guide to
Better Night Eye" will be added to your character.

v1.2b
- No sound effects when activated/deactivated nighteye.

v1.1b
- Changed effect to appear more natural in color (I believe)
- Smooth Nighteye transition. Prior release abruptly got brighter at the end of the transition effect.
- Decreased eye adjustment speed, which seems to mostly take effect
during daylight, adding to the immersion of not using nighteye during
the day.
- Removed duration from nighteye.
- As I modified the actual nighteye effect this time around, this mod will no longer be
compatible with other nighteye mods that modify the nighteye magic
effect.

v1.0a
- First release