Arma 3
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Natural Night Vision
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
63.158 KB
13 Jul, 2024 @ 9:17am
31 Oct, 2024 @ 2:52pm
6 Change Notes ( view )

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Natural Night Vision

Description
REQUIREMENTS:
- CBA A3
- Arma version 2.12 or higher (may work in 2.04 with the cheat system disabled)

COMPATIBILITY:
- A3TI (Arma 3 Thermal Improvements).
- ACE3.
- & Likely any mission/map/mod. Even ones that try to override aperture.

DESCRIPTION:
TLDR: makes arma night not suck, Sortof simulates the human eyes natural night vision, and eyes adjusting to different light levels.

LR:
- Overrides the vanilla aperture range to allow better vision
- Can create a slowly moving ‘range’ so small adjustments (like entering buildings) are unaffected, but large adjustments take time.
- Can simulate color loss in vision in dark areas
- Options to ‘blur/distort’ vision when adjusted to darkness to NVGs dont seem obsolete in gameplay
- Options to counter abuse of brightness, gamma, shadows, and other postFX settings that usually give better vision in the dark.
- Full range of configurable settings for every part of the mod, including a hint system to help adjust settings.
- Only needed to be loaded on clientside. Server only needs it to force settings.
- Mod works with vanilla and ace spectator, but the extra effects (blackWhite and blurriness) will stop intentionally.


Q&A:
Q- Can we have a version that doesn't require CBA?
A- No.
Q: Do I have your permission to reupload with X changes?
A: No.
Q:Can I include this mod in my unit/clan/groups modpack?
A: Go for it, if its packed up in another mod I dont care if it winds up in the workshop that way. And if you're not even using the workshop then I really don't care what you do with it. Including any changes you wanna make.

Known bugs:
- !!! Please Give me all your feedback on bugs and issues. Screenshots and video with the hints enabled help allot. See 'discussions' for the bug report one to keep it organised in one place. Thank you.
Popular Discussions View All (2)
5
16 Feb @ 6:35am
BUGs / Issues (please enable hint system in Screenshots and video)
SoulTechnology
1
27 Jul, 2024 @ 3:14am
Share your settings.
SoulTechnology
36 Comments
Reticuli 14 Mar @ 6:45pm 
Yep, definitely screwing up mid-level-lit alleyways, hallways, and rooms during daytime, especially dusk or dawn. If I switch your mod off, everything brightens back up like it should. As the name implies, this ought to be just gradually brightening dark night, and not touch anything else. It also still gets stuck, especially when you're fiddling with settings. Seems like it hits a brick wall or gets in some sort of feedback loop, like it's not using the original brightness, but the post-processed brightness to adjust from.
SoulTechnology  [author] 12 Feb @ 11:57am 
@WirtsLegs
This is a quirk from just how the mod and arma function. There's a few reasons i have no intent on making a workaround specifically for this. there MIGHT be a setting combo to make it better, maybe messing with the brightness offset value?

@elpedrochicoraulalfonsotejada (had to copy paste that name)
Not currently planned but could be added to the mod yes.
played around with everything and a BW + chromatic aberration combo seemed most compatible with ace and other mods (everything uses blur) while seeming an accurate gameplay representation.
Would it be possible to change the distortion fx to a blur instead?
WirtsLegs 31 Dec, 2024 @ 7:16am 
this is awesome! been looking for a mod to do just this

question though, im fiddling with the settings and having a real hard time with something

the loss of night vision due to NVG use seems extreme, really NVGs aren't that bright and while you will have to re-adapt a bit if you remove them its not on the same level as if you got beamed in the face with headlights, or if you entered a bright room etc, problem is with settings set to achieve a realistic adaptation time every time i flick NVGs on for a second i end up waiting 10s of minutes to get it back haha

am i missing a quirk of the settings I can take advantage of? or is this more a limitation of the mod itself?
Axle 18 Nov, 2024 @ 1:11pm 
@SoulTechnology. Any singleplayer mission. Reloading a save results in darkening.
SoulTechnology  [author] 18 Nov, 2024 @ 11:05am 
@Axle
Loading a save... like a campaign mission? Thats an interesting one ngl. Which mission from which campaign? (hopefully not one of the 2 CLDCs i dont own)
Alemand 10 Nov, 2024 @ 4:58am 
I recommend complementing this mod with CH Bright Nights. Makes getting the settings to work in all weathers a breeze.
Axle 9 Nov, 2024 @ 10:06am 
Loading a save will result in a way darker screen than before (during the day at least). The brightness is turned down a lot without returning back to normal lighting.
SoulTechnology  [author] 31 Oct, 2024 @ 3:01pm 
PSA:
You can now turn on the HINT system without ti resetting the mod. So if somethings broken you can enable it and grab a screenshot/clip.
In previous versions this would reset the mod and usually fix the issue (DW, you can still turn the mod on and off again from in game using the addon setting just above hints. )
SoulTechnology  [author] 31 Oct, 2024 @ 2:54pm 
UPDATE!!!!
Fixed the glaring issues with the last version and continued off that, then:

- Switched allot of manual math out for BIs linear convert command. Also allowing automatic clamping to reduce how often we could get 'stuck' and trigger the antistick system.
- Got a better understanding of, and made better use of, the final brightness value. TLDR the effect is smoother and looks more like vanilla when it should.
- Fixed a bug where the cheat system could be circumvented by having a slightly negative cheat value with lower brightness, Then turning shadows off.
- Fixed some minor cleanup issues when changing settings.
- Edited and added some cases in the large loop, helping us adjust at mission start, AND avoid getting stuck so we dont gotta unstick as often.
- Antistick is smoother.