Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Revenant0713

Uploaded by

revenant0713

Virus scan

Safe to use

Tags for this mod

About this mod

Because Doggo and Catto do not need to turn their eyes on IRL. Passively activate Night Eye when light level is below 40, with cleaned up Night Eye script to remove bugs commonly found in other passive Night Eye mods. Also, vampires and werewolves have passive detect life and detect dead within 100 ft.

Permissions and credits
Changelogs
Donations
        Eye Can See       
A Passive Night Eye Mod


                                                               Requirements                                                               

  • Updated Skyrim

                                                                     Details                                                                     

Because Doggo and Catto do not need to turn their eyes on IRL. Passively activate Night Eye when light level is below 40, with cleaned up Night Eye script to remove bugs commonly found in other passive Night Eye mods. Also, vampires and werewolves have passive detect life and detect dead within 100 ft.

I know, I know. Passive night eye isn't for everyone. Some people get annoyed when it turns on at inopportune moments. Some people find it turns on when the light is too dim or too bright... it's all subjective innit? But passive night eye is for me, and I thought since I made it anyway, I might as well share it. So as per my usual greeting, you guys have fun.


Features                       
Passive Night Eye

Night Eye activates when light level on the player dips below 40. This means a clear night probably... depending on your weather mod... won't proc it, but a foggy or overcast night will.

What makes this different from other attempts at a passive Night Eye? Well... most other passive Night Eye mods I've seen have a couple problems.

  • Night Eye's imagespace modifier activates when ANY actor (not just the player) with Night Eye is under low light. What's that? You have a torch but your vampirism-infected Kharjo decided to step under a roof? Night Eye. Oooh. Serana is dungeon crawling with you and you're not a khajiit, vampire or werewolf? Nighteye.
  • Vanilla Night Eye script is slow and can cause a passive night eye to permanently deactivate. I won't get too technical about this one, but the short version is the vanilla script has a wait period between the intro IMOD and main IMOD. This wait period can cause the entire script to glitch out permanently if light levels change too fast because it was never meant for dynamic passive activation/deactivation.

These bugs that plagued previous implementations of passive Night Eye have been addressed in this mod. Am I the first to do so? Idk. Maybe. Maybe not. All I know is Nexus is huge and I haven't found a mod that does this.

NOTE: I have not customized the Night Eye Imagespace modifier. It uses the vanilla brightness and radial blur. This is because 1.) I am shit tier at visual design and 2.) I cannot account for your tastes on what a "good" Night Eye IMOD would be. That said... this is perfectly compatible with any mod that brightens or otherwise alters the vanilla Night Eye IMOD. So feel free to load one BEFORE this.

                                       
Night Eye Variety

Introduced in v 1.5: Each variant of Night eye has slight differences
While I originally wanted all Night Eye effects to be passive, I decided to roll back into an active Night Eye for vampires. The reason for this is the Detect Life functionality. While it seemed fine for Werewolves to have a constant Detect ability marking NPCs with shaders for the duration of their beast form, having the same effect on vampires turned out to be a major annoyance for the simple reason that vampires are vampires 100% of the time. Ergo, they would apply Detect shaders on all NPCs 24/7. Now, I could have made the shader function only when light was low, but then it felt more like a gimmick rather than a useful ability since it meant the vampire would only be capable of detecting prey while it was dark. On the other hand, I didn't want to remove the ability to detect life altogether.

So I thought... why not give each type of night eye a small variation compared to the others?

Werewolves now have adaptive night eye and the ability to detect both living and dead targets, but only for a limited time, as it only lasts for the transformation.

Vampires have their Night Eye at will, upgraded with Detect Life.

Khajiit have a basic adaptive night eye; and Khajiit vampires have adaptive Night Eye with a bonus of Detect Life when sneaking or in combat.

                                                      
Optional Red IMOD for Vamps

Vampires may use a red-tinted IMOD instead for their Night Eye. Simply type the following in the console to enable Red Night Eye (Or set to 0 to re-disable). Disabled by default
set _ECS_RedEyeGlobal to 1
I don't really recommend turning it on though. Like I said, I'm bad with visuals. The transition from regular vision into Night Eye is a bit jarring. I don't know how to smoothen it out so for now, you'll have to make do.

                                    
Upcoming Features?

  • MCM (Once the mod is feature-complete, so I can upload for XBox as well).
  • Get good with IMODs so I can put ones people will actually like.


                                              Compatibilities and Performance                                              

  • Load after all mods that alter Night Eye MGEF or SPEL.
  • Safe to use with mods that alter Night Eye IMOD. If these mods have alterations to the magic effect or spell, LOAD EYES CAN SEE AFTER THEM.
  • Uses 2 scripts: 1 to add an identifying perk to the player, and 1 as a replacement for the vanilla Night Eye script.

  • Special note for Light Emitting Spells mods: Using a mod that makes spells emit light will cause Night Eye to deactivate because the game detects the light source on the player regardless of whether the light is drawn on the screen or not. If you use a spells emit light mod, either make sure your computer renders the light fast enough, or if it isn't fast enough, avoid this issue by keeping your hands down until you actually need to cast.


                                                                  Installation                                                                  

MO/Vortex

  • Download
  • Install

Manual

  • Download .rar file.
  • Extract contents to Skyrim/data folder.




                                                               Uninstallation                                                               

  • Be sure Night Eye is off.
  • Do not be a werewolf during uninstallation.
  • Uninstall.

                                                              Also Check Out                                                               

Souls Do Things 2
Weight A Minute