The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Tri Night Eye
   
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Category: Magic
File Size
Posted
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38.019 KB
8 Feb, 2012 @ 1:42pm
29 Feb, 2012 @ 1:14pm
7 Change Notes ( view )

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Tri Night Eye

Description
- Screen effect was modified to be easier on the eyes with a subtle radial blur that only shows up near the edges of the screen.

- Khajit, vampire and werewolf have each been given their own colorized versions. White for khajit, blue for vampire, red for werewolf.

- The sound effect for toggling Night Eye on or off has been disabled.

- It's tuned for low light, so you won't want to use it during the day.

- Night Eye is now a permanent effect you can toggle. While this also applies to werewolves, it's outside the scope of this mod to give werewolves the ability to toggle it and is not included in order to preserve maximum compatibility.

- A 4th optional green night eye is now included by request. It does not modify any existing abilities and the only way to get it is to add it manually using the console. Open the console and type: "Player.AddSpell 0a0068f8"




REVISION 6:
- Adjusted Night Eye transitions and scripted timing delays to reduce the chance of a flicker during the fade.
- Reverted some changes that were made to the vampire night eye in the previous revision accidentally.

REVISION 7:
- Fixed a bug that allowed NPC werewolves to activate Werewolf Night Eye effects on the player's screen.
- Gave each Night Eye effect a proper name for the active effects list.
- A new optional Nature Night Eye has been added that is colored green. The only way to get it is to open the console and type "Player.AddSpell 0a0068f8". If that ID doesn't work for you, type "help nature" and use the ID listed for (SPEL) Nature Night Eye.
114 Comments
Crache  [author] 3 Feb, 2020 @ 8:43am 
@Cmrd Knightmarez, you might have your brightness settings too high or are using another visual mod that conflicts. The mod was designed assuming the default look of the game, with calibrated brightness so that light spells and night eyes aren't redundant.
Lord Knightmarez 3 Feb, 2020 @ 4:44am 
khajit is too bright, can it be adjusted? it white-outs my screen
hellie 23 Sep, 2018 @ 7:44pm 
thank you!! the blur made me want to throw up asdfga
Crache  [author] 28 Jan, 2017 @ 9:10pm 
@Lycanian, Unfortunately I don't own Skyrim SE and even if I did, there's no guarantee I would get back into modding for it. :/ I do appreciate your interest and that so many people enjoyed the mod.
LykEl 28 Jan, 2017 @ 8:39pm 
can u make it for skyrim se
Flaming 13 Aug, 2016 @ 1:24pm 
That's okay. It's really great but the night eye was sort of annoying so I don't use this anymore.
Crache  [author] 13 Aug, 2016 @ 1:06am 
@Flaming127: it's outside the scope of this mod to give werewolves the ability to toggle it and is not included in order to preserve maximum compatibility.
Flaming 12 Aug, 2016 @ 10:38pm 
Is there a way to turn the werewolf night eye off? If there isn't please add like a mod config or something.
si7h7e 2 Dec, 2015 @ 3:08pm 
ok i will see what happens when i use both:steamhappy:
Crache  [author] 2 Dec, 2015 @ 12:38pm 
@Corgisaurus-REX: I'm not sure, you probably end up with 2 different night eyes as they are different spells.