Skyrim Special Edition

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  1. Rightfuldeathray
    Rightfuldeathray
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    To those saying this mod doesn't work: This mod adds new spells and perks that utilize the mod's custom effect. It does not overwrite the vanilla effect, any mod that references the vanilla effect will not have its "night eye" changed. You can choose to make the vanilla Vampire, Werewolf, and Khajit night eyes reference this mod's effects during the install. Outside of that you must use this mod's spells, potions, etc. to achieve the modded effect. I am providing info bellow on how to doctor this mod and even make your own plugin in order to achieve that effect.

    Bellow I reference using xEdit specifically the version for SSE known as SSEEdit These terms are interchangeable here however I will only refer to this program as xEdit

    Flicker fix By Tossapon
    Spoiler:  
    Show

    You can open this mod in creation kit or xEdit and change the fDelay (Float Delay) value from 1.96 to 1.83 on the [Magic Effect]s: NeoNightEyeEffect(Spell,Power,Enchantment)

    In xEdit you can find that at

    Night Eye Overhaul.esm
    ?Magic Effect
    ??NeoNightEyeEffectSpell
    ??NeoNightEyeEffectPower
    ??NeoNightEyeEffectEnchantment


    Overwrite Vanilla Effect 
    Spoiler:  
    Show

    Read through this before you do it There is something that may prove as a simple fix to your problem at the end

    If your game breaks because of this and you have only changed yourmod you can simply delete/disable it. If you change something else that's on you

    I recommend doing this in xEdit
    I recommend creating a blank mod using Creation kit by opening just skyrim, then saving, name it what you want, we will call this yourmod
    You can create a blank mod by creating a "mergepatch" in xEdit and paying more attention on step 1
    Make sure to place yourmod at the bottom of the load order for now. you can remove that restriction when you are done.

    You can instead overwrite this mod directly, and not make your own mod. I personally don't like to overwrite peoples' mods.
    You can theoretically (if you are insane) write the NEONightEye values directly to the Skyrim.esm  nighteye values. You will have to do this every time Skyrim updates. Should you do that ,and break your game it's on you. xEdit is supposed to prevent you from changing Skyrim.esm, but don't do it.

    xEdit lets you see every file you changed upon saving. If something that is not yourmod shows up make sure its checkbox is disabled before confirming save.


    1) In xEdit yourmod should look like this when expanded

    ?yourmod.esm
    ??File Header

    ?If there is anything below [File Header] at this time delete it, we want a blank mod

    In File header you may select [Record Flags] and mark this mod as an ESL to save plugin slots (This is by no means required)

    2) Find

    ?Skyrim.esm
    ??Image Space Adapter
    ??
    ?NightEyeImod
    ??
    NightEyeImodIntro
    ???
    NightEyeImodOutro

    ?Right click NightEyelmod [Copy as override into...] search for and select yourmod
    ?Do that for NighteyelmodIntro and NighteyelmodOutro

    I recommend having the "NEO" values open in one instance of xEdit to see them and the "yourmod NightEye" values open in the other to edit them.
    You cannot properly save in xEdit while 2 instances are open, while Creation kit is open, while the game is open, or any other software that accesses the .esm files.

    3) In a new instance of xEdit open:

    ?Nighteyeoverhaul.esm
    ?Image Space Adapter
    ??
    ?NEONightEyeImod
    ???
    NEONightEyeImodIntro
    ??
    NEONightEyeImodOutro

    ?Start with NEONighteyelmod. Copy all of the different (X)NAM(X),  HDR, and Cinematic values to their corresponding place in

    ?yourmod.esm
    ??Image Space Adapter
    ???Nighteyelmod



    ?That should be ALL values under EDID minus the "Unknown" values.
    ?NEONi...Intro goes to NightEy...Intro
    ?NEONi...Outro goes to NightEy...Outro
    No I don't know of a way to do this all at once, but there's not too many values to change

    You will likely get a different type of flicker if you do this as every Magic Effect referencing the vanilla nighteye will have an fDelay of 0.96 instead of the correct 1.83

    You can find the vanilla magic effect at:

    Skyrim
    ?Magic Effect
    ??
    0006B10C NightEyeEffect

    1alternate) You can make 0006B10C NightEyeEffect reference NEO changing the Nightvision[IMAD:XXXXXXX] sections to reference NEO, however this must be done by using [copy as override into] on 0006B10C NightEyeEffect and placing it into NEO or yourmod 
    That might be the simplest solution if you are using very few mods.

    2alternate) Change fDelay to 1.83

    Moonlight Tales, Ordinator and other mods Note:
    Spoiler:  
    Show

    If you would like to fix compatibility issues with other mods read Overwrite Vanilla Effects first
    Moonlight Tales uses it's own custom night vision [Image Space Adapter] effects. It is not the only mod to do so. You can look at directions in the overwriting vanilla section and apply that information to the effects of other mods.

    Ordinator and Moonlight Tales use their own custom night vision [Magic Effects]. You can take these [Magic Effects] and [copy as override] into your own mod. In these [Magic Effects], where you see a modded or vanilla Nightvision[IMAD:XXXXXXX] alter these to instead reference the corresponding NEO [Image Space Adapter] equivalents, or the vanilla equivalent if you performed the vanilla overrides.
    NightEyeOverhaul will first have to be before the mod you are doctoring in the load order. If you are doctoring your own mod and using it to override another mod then NEO only needs to be before your mod.

    You can make XXXXXX ModdedNightEyeEffect reference NEO changing the Nightvision[IMAD:XXXXXXX] sections to reference NEO, however NEO or yourmod must be before it in load order, or you must use copy as override into NEO or yourmod 
    1. SoyGoyBoy
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      Thanks so much for this! It helps novices like myself do things for myself. I dont use x edit as much as I could, i just dont know how. Ill give these a try and see how it goes.
    2. Rightfuldeathray
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      I highly recommend fucking around in xedit, it allows you to understand the functions of most mods and fix tons of compatibility bits. Try to make some patches, crash the game, figure stuff out. xedit is supper based and can do 99% of what creation kit can, and it's also a ton faster, and in my opinion easier to navigate. My opinion is that creation kit should only be used for scripts, checking things when you cant look at something in game, and cell edits, (and creation of cell objects that you are doing for cell edit stuff).
      I'm better with it now and could probably provide a less manual labor guide, but i haven't touched skyrim in a while and I don't feel like redoing this. I hope it went well for you
    3. ShadowKraz42
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      Anyway to pin this so it doesn't get lost in clouds of comments? It might prevent a lot of the naysayers' comments(those that actually read).
    4. Rightfuldeathray
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      User_1370763 (this mod's author) would have to pin it
    5. Rightfuldeathray
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      You know what, merry Christmas folks, I'll write some patches in December (probably near the end) and I'll post the link here, I'll write patches for vanilla ordinator and moonlit
  2. BlyZeraz
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    Khajiit main player here, genuinely never removing this. Making Night eye not visually horrendous goes so far to improve the game experience and turns it into my go to power outside of swapping to activate Beast Form or something. Thank you so much for the extremely great improvement. But as a slight bit of critique, it does cause some really bad glare issues with light sources. "Better Vampires" by Brehanin also has a custom night eye power for vampires that improves visibility without being blindingly sensitive towards light sources. If the khajiit upgrade this provides was able to work like his it would be flawless.
    1. ShadowKraz42
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      This is the post I needed to, aha, see. I play Khajiiti characters for the most part as well and am VERY cautious with any mod that affects them. good to hear another Khajiit saying this.
      May your road lead you to warm sands.
  3. SLTLD
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    The night-eye spell does nothing. Same for items with the night-eye enchantment. And I don't mean that there's no change from vanilla, but that the spell actually just does nothing. 
    1. GravithX
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      same for me. im playing on 1.6.640 AE.
  4. SecretData001
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    The enchantment is always-on even in a bright outdoor day? Isnt that the same as the duration removed version (as it also need to be turned on/off with the spell)?
  5. Tossapon
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    For those with the flickering bug when activating night eye, go to bug section. I've posted the instruction to fix the problem.

    Due to the sheer amount of files in this mod. I won't be making a patch for it. You're welcome to make a patch if you want.
  6. Lear19
    Lear19
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    It doesn't work.
    1. jaderiver
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      Not for you.
  7. RyuOfTheWastelands
    RyuOfTheWastelands
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    Hey, bud! Need help! Is there a way how to use only tint effect? I don't want any enchantments and scrolls, spells etc. Just visual effect of night vision. Im in love with tint 2. So, how can i do that?
    1. thebat991
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      Little late but if you havent figured it out, when installing with a mod manager, the only required file is the main file. the others are all optional so just install the color you want. Simple. 
  8. SexyPudgyPinkiePie
    SexyPudgyPinkiePie
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    Doesn't work.
    1. jaderiver
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      It does.
  9. nugar
    nugar
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    Does this work with Better Vampires mod as it only changes the player vampire stuff?.
  10. Apacchi
    Apacchi
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    Anyone know how to get this working with Rudy ENB?
    1. Burton112358
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      i wanna know as well
    2. RachelF451
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      Nope, and I've been trying for a few hours.