This mod is ancient and hasn't been touched in almost a decade. It also works exactly as advertised, and is the only Night-Eye mod I've found that properly grants skill experience.
After I installed this mod the "Instinct" ability for Campfire broke; i.e. corpses, living, and collectible plants would no longer show an effect when using Instinct. Curiously, even after uninstalling Night Eye Spell (NES) the Instinct ability would stay broken and continue to break it on saves in which I'd never even loaded while NES was installed. The fix was to close the game, load up a save that never been loaded while NES was installed, then check the Instinct ability. If it worked, then the fix would work for all saves again.
This is going to be a great addition to the game! I always found it odd that Argonians never got their own version of the Night Eye consdiering they're technically a predatory race themselves like the Khajiit. This feels more immersive now, especially for mage or assassin/theif characters ^_^
This mod does nothing,i use mod to darken interior of dungeons.SO i needed a night eye spell.I bought the night eye spell from whiterun vendor and then casted it and nothing changed much.
They were added to the leveled lists that I assume the higher level spell vendors use. So in theory someone at the College should have them. I haven't verified however.
Haha it's true!! So much to do around ever tree rock and hill!
Hmm... so I'm still confused ? I'm now at the college, and checked with everyone and no one has the level 3 Tome? The "illusion" professor sells level 1 and 2.
So does my character have to be a certain level? I'm currently level 45 and have two points in illusion one under novice and one apprentice. With a 26 rating in category ? I did notice that the level 2 tome is listed as novice .
I love the spells and ideas, and the fact that it uses the vanilla spell so it can cancel itself out and the 'power' version of the spell. It also means I can use Realistic Night Eye and Vampire Sight and the spell uses that effect instead of the whited-out vanilla (even with radial blur removal). That said, I hate the naming system. Any possibility of just having it named Night Eye I, or Night Eye Short? Something without all of the characters? I realize it's a classification for a sorting mod, but not everyone uses them, or even that particular one.
P.S. This is meant as a small request--if it sound like an attack or something I apologize for the wording, it was not intended to sound as such.
EDIT: Small con--deactivating the sight costs magica just like activating it. You can use the 30 sec version to deactivate the longer ones, but still a slight issue. Not sure if it's 'fixable' tho--a free deactivating power/spell might also count as an activator. I guess if it's set to 0 seconds, it would prevent abuse, however. Not sure the limitations of this as all the mods that I have seen do this had the power act as both on and off.
Actually the fact that it toggles when you cast it is more of a side effect vs. a feature. I actually intended to have a recast refresh the cooldown as opposed to cancel the effect. I still intend to take a look and see if I can make it work the way I originally intended, but haven't had the time.
Regarding the dislike of the naming... You're right, the naming convention is in line with my sorting mod, which I use, therefore I would want my spells to conform. Additionally, I really just made this mod for myself because I couldn't find one (and used a mod like this in Oldrim) and since a mod that offers a Night Eye spell didn't exist, figured I would share. So I probably won't make a variant without the sorting tags... probably.
If it bothers you that much, it is easy to fix in SSEEdit. Just load it up and edit the FULL field of the 4 spell tomes and 4 spells.
Thanks for the heads up (and reply)! I'll try that out (haven't done much with editing but I have futzed around with TESVEdit and seems straightforward enough). And I realize that a majority of the great mods come from that (modders making stuff to improve their game then sharing), which is why I didn't want to come off as demanding. people start doing that and the next awesome mod night never get uploaded.
Also, as an afterthought, if you don't mind the effects of (or since you are a more accomplished modder than me), 'fixing' the mod by removing all but that, "Werewolf Perks Expanded" has a replacement of the original Totems of Hircine book (found in Skjor's room) that grants 'Predator Vision'--basically the 60-sec toggle-able night-eye perk. Obviously it was added as a roleplaying buff for werewolves who join the companions, but works as a very fast and easy way to get the power on any character. It's what I was messing around with when testing your mod. I was considering trying to find a new perk replacer, because (as a replacer and because it is learned like a spell from a spell tome) it removes the tome from the game and even if it re-spawned the text inside is lost. It prevents most conflicts because of that (who else would use the book?) but there goes my book-hoarding.
EDIT: Managed to change it and all works well. I even used a scalpel on the other mod I mentioned and removed the book (and tweaked a few things, too!). Thanks for the push, and doing the groundwork for the mod!
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Curiously, even after uninstalling Night Eye Spell (NES) the Instinct ability would stay broken and continue to break it on saves in which I'd never even loaded while NES was installed. The fix was to close the game, load up a save that never been loaded while NES was installed, then check the Instinct ability. If it worked, then the fix would work for all saves again.
But where can I get level 3 and 4 spell tomes?? Or how can I get them? Thanks
Sorry totally new to Skyrim, I got the level two tome from Feranger I haven't been to the college yet. Been running around like a A.D.H.D Hero
Hahahahaha, have a Kudos for your funny description
Hmm... so I'm still confused ? I'm now at the college, and checked with everyone and no one has the level 3 Tome? The "illusion" professor sells level 1 and 2.
So does my character have to be a certain level? I'm currently level 45 and have two points in illusion one under novice and one apprentice. With a 26 rating in category ? I did notice that the level 2 tome is listed as novice .
P.S. This is meant as a small request--if it sound like an attack or something I apologize for the wording, it was not intended to sound as such.
EDIT: Small con--deactivating the sight costs magica just like activating it. You can use the 30 sec version to deactivate the longer ones, but still a slight issue. Not sure if it's 'fixable' tho--a free deactivating power/spell might also count as an activator. I guess if it's set to 0 seconds, it would prevent abuse, however. Not sure the limitations of this as all the mods that I have seen do this had the power act as both on and off.
Regarding the dislike of the naming... You're right, the naming convention is in line with my sorting mod, which I use, therefore I would want my spells to conform. Additionally, I really just made this mod for myself because I couldn't find one (and used a mod like this in Oldrim) and since a mod that offers a Night Eye spell didn't exist, figured I would share. So I probably won't make a variant without the sorting tags... probably.
If it bothers you that much, it is easy to fix in SSEEdit. Just load it up and edit the FULL field of the 4 spell tomes and 4 spells.
Also, as an afterthought, if you don't mind the effects of (or since you are a more accomplished modder than me), 'fixing' the mod by removing all but that, "Werewolf Perks Expanded" has a replacement of the original Totems of Hircine book (found in Skjor's room) that grants 'Predator Vision'--basically the 60-sec toggle-able night-eye perk. Obviously it was added as a roleplaying buff for werewolves who join the companions, but works as a very fast and easy way to get the power on any character. It's what I was messing around with when testing your mod. I was considering trying to find a new perk replacer, because (as a replacer and because it is learned like a spell from a spell tome) it removes the tome from the game and even if it re-spawned the text inside is lost. It prevents most conflicts because of that (who else would use the book?) but there goes my book-hoarding.
EDIT: Managed to change it and all works well. I even used a scalpel on the other mod I mentioned and removed the book (and tweaked a few things, too!). Thanks for the push, and doing the groundwork for the mod!