NightEyeBonus

Night Eye BasicsEdit

This value determines whether an actor has the Night-eye effect, which allows the actor to "see in the dark". There are two separate effects of this value.

If the actor is an NPC or Creature, it improves their ability to detect the player. See Category:Detection.

If the actor is the player, it determines whether or not to apply the night-eye visual shader to the player's point of view.

The default value is 0, which means no Night Eye effect, while 1 or greater means that the Night Eye effect is active.

The value will reflect the number of active night-eye effects currently active. So if the player drinks a night-eye potion, is wearing a ring of night-eye, and casts a night-eye spell, the value will be 3.

Removing "Permanent" Night Eye Effect left over from inactive modsEdit

In some cases, it is possible for the player to end up with a seemingly "permanent" night-eye effect. This happens when a mod adds its own custom spell or ability that adds the effect to the character, the game is then saved, and the mod is then uninstalled. The saved game is then under the impression that the NightEyeBonus is > 0, even though there are no active night-eye effects, and so the night eye shader effect becomes active for the player.

There are three methods to resolve this:

Method A. Remove utilizing the mod that created the effect (fairly reliable)Edit

  1. Reinstall the mod that added the night-eye feature
  2. Using the mod's settings/commands, disable the night-eye feature
  3. Save the game with the night-eye feature deactivated
  4. Uninstall the mod.

Method B. Remove using console commands (mileage will vary)Edit

  1. Go into console mode (usually with the ~ key)
  2. Type in: player.setav nighteyebonus 0
  3. Exit console mode
  4. Do a quick save of the game (F5)
  5. Do a quick load of the saved game (F9)

This will re-evaluate the night eye status and reload/dump the night-eye shader set. This is not always 100% reliable, depending on how the mod applied the night-eye effects.

Method C. Remove with a custom mod (very reliable, but takes work)Edit

  1. Create a mod that "cleans" up stray night-eye effects.
  2. Run the mod when the player has no current active Night-Eye effects, but is still experiencing the night eye visual effect.
  3. Save the game after the effects have been cleaned.
  4. Disable the mod.

You will need code along these lines (requires OBSE):

ref vNeyeCode

Begin GameMode
  let vNeyeCode := MagicEffectFromChars "NEYE"
  if PlayerRef.HasMagicEffect vNeyeCode == 0
     PlayerRef.SetAV NightEyeBonus 0
     PlayerRef.SetAVMod NightEyeBonus "Max" 0
     PlayerRef.SetAVMod NightEyeBonus "Script" 0
     PlayerRef.SetAVMod NightEyeBonus "Damage" 0
  endif
End

This will clear out every category of night eye that might have been left over from other mods. Just make sure you don't have Night-Eye listed in your active effects list when you run this mod!