Noita
Rogue Vision
28 Comments
bagskiii 23 Jan @ 12:26am 
White screen when using this and the lite version, unfortunately. Loved this mod when it worked and would kill for an update or patch :er_sad:
nef36 14 Apr, 2023 @ 7:46pm 
Could this be patched so that your vision emenates from your head instead of your feet? There are tons of instances where you're walking and your vision ahead is constantly being obscured by small elevation changes in the ground
Q Pop 10 Jan, 2023 @ 7:33am 
Man I want this game to have this built in and well done now. This is just too hard to play with as jittery as it is.
ElderCub 18 Jan, 2022 @ 12:49pm 
When polymorphing the view goes completely black. Any idea what's happening?
cool guy 3 Apr, 2021 @ 9:54am 
@MLGLuigi Gamer for me it causes more lol
Greenstranger500 18 Feb, 2021 @ 5:51pm 
does it help with lag or does it cause more?
After Effects 9 Feb, 2021 @ 12:22am 
is this abung us????????????????????????
Kyleoren 15 Oct, 2020 @ 5:33pm 
Will this mod be updated to the latest 1.0?
Sekijo 23 May, 2020 @ 7:32am 
This mod is excellent, but is there some way to alter the height of this vision? It currently looks as if my eyes are at shin height. Even in the gif, when you're next to the box you're blind even though your head is poking above the box.
NSFWolves 22 Mar, 2020 @ 10:15am 
I am so happy. Thank you <3
NotPyry  [author] 21 Mar, 2020 @ 5:18pm 
Yes, thanks to new API functions, vision is no longer obstructed by liquids and gasses.
DisKorruptd 20 Mar, 2020 @ 9:11am 
Latest update:
MODDING: Lua - added RaytraceSurfacesAndLiquiform()
does this mean we might be able to see through water?
NSFWolves 4 Mar, 2020 @ 3:05pm 
I tried the % darkness change rather than 100%, and it actually felt pretty good. I played at something like 94% darkness everywhere but in my vision cones, and that is around where it felt best i think. Maybe this could be configurable from a file?


If you want to make this change by hand as a user, go to

[steam install directory]\\steamapps\workshop\content\881100\1988276354\data\shaders\post_final.frag

and change line 256 to be
float fog_of_war_amount = 0.6; //chose your fog of war value between 0.0 and 1.0

and change line 261 to be
fog_of_war_amount = fog_of_war_amount-light_tex_sample.a;


This worked for me, but I found the value of 0.94 to be about right for my desired opacity, rather than 40-60%

And sorry mod maker man, hope you don't mind me poking around in the code T_T
Spock The Builder 3 Mar, 2020 @ 4:33am 
Is it possible to make a 40-60% opacity version so its not total darkness?
NotPyry  [author] 1 Mar, 2020 @ 8:33pm 
Unfortunately, no: entities are things like the player, projectiles, and enemies. Gasses and liquids are part of the physics simulation and there isn't a function AFAIK to get the material at a location.
NSFWolves 1 Mar, 2020 @ 5:34pm 
Could you use one of these

EntityGetClosest( pos_x, pos_y ) -> entity_id
EntityGetClosestWithTag( pos_x, pos_y, string tag ) -> entity_id

right after your call to Raytrace() on line 71 of roguevision.lua
to detect if the hit object is a gas or a liquid?

I'm trying to hack it together myself, but you could get it to work much easier than I if it's possible.

Also thank you, I love you. No mod has ever motivated me to actually look into modding a steam game before. This mod is exactly what the game needs and makes EVERYTHING better. :winter2019joyfultearsdog:
8bit shadow 27 Feb, 2020 @ 2:48am 
Cool idea but needs work.
Smoothed shadows (if at all possible) and 'explored' but non-entity visible areas is seriously needed for this mod to be really usable at all. Maybe use some overlay for the 'explored' areas? Not sure how you'd get it to work.
DisKorruptd 25 Feb, 2020 @ 9:20pm 
is there at least something that can be done about Polymorph not having sight?
NotPyry  [author] 25 Feb, 2020 @ 4:48pm 
I'd also love if smoke and water didn't stop line of sight but unfortunately the modding API doesn't have a way to do that right now. The lantern thing could probably be done.
DisKorruptd 25 Feb, 2020 @ 10:58am 
it'd be appreciated if things like individual pixels of fire or smoke didnt completely block view in their line, liquids could do with giving at least a better range than trying to look through a solid, polymorph completely turns off your ability to see, I'd also appreciate if the lanterns gave a small radius around them that clears fog of war even without line of sight
Derpy_Penguin 21 Feb, 2020 @ 3:13pm 
i've won the game once, but if i subscribe i won't ever again
Chotato 8 Feb, 2020 @ 5:52pm 
Great, just what we need, something that makes the game even more difficult! Seriously though, great work, once I beat the game a single time normally I'm totally gonna give this a try
ArmedManWithArms 8 Feb, 2020 @ 10:50am 
would be nice if the parts of the world you already saw were like, greyed out, but objects and enemies just weren't shown (if it's possible that is)
lechkingofdead 7 Feb, 2020 @ 10:16am 
hum looks liek a good chalinge
Snorkelman 6 Feb, 2020 @ 9:58pm 
Could you make the shadows a little smother? They're giving me a headache.
NotPyry  [author] 4 Feb, 2020 @ 2:24pm 
Anything that permanently clears the fog, like all seeing eye, doesn't work, because this disables permanent fog clearing. Things that temporarily clear the fog, like torches and the light from explosions, do still work.
Proto 4 Feb, 2020 @ 10:13am 
Will this prevent the all-seeing eye perk from working or the spell that reveals the world?