Arma 3
Natural Night Vision
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.
Cursed 17 Sep, 2024 @ 5:15am 
wow, a splendid mod... I hope this will showcase in the popular tab. :steamhappy:

it brings back arma 2 vibes tho, just realize that it wasn't even in the features of the arma 3. :steamsad:
SoulTechnology  [author] 30 Aug, 2024 @ 12:38pm 
Good knews: Found out whats broken
Bad news: I cant for the life of me find out WHY, and make a patch.

So for the time being im rolling back an update for the weekend, so old bugs will resume but alteats the most mostly works.
SoulTechnology  [author] 28 Aug, 2024 @ 11:04am 
Yeah. New updates pretty borked. Will try to hunt down and patch by the weekend.
SSG 27 Aug, 2024 @ 7:19pm 
After new update, nights seem to be extremely dark, and even some normal lighted afternoons (1730 ish) are like 10% of actual brightness, while putting on NVG would white out because it is actually too bright...I have ACE loaded, and settings for this mod are set default, thanks!
SoulTechnology  [author] 26 Aug, 2024 @ 11:57am 
MAJOR UPDATE:
While it isn't a 'total' rewrite. I have restructured the entire mod (this may effect server keys, im unsure). TLDR:
- mod is much more stable, nolonger should get 'stuck'.
- Mod nolonger runs in 3den when it shouldn't.
- While settings are untouched, changes may happen slightly slower but much smoother then before.
SoulTechnology  [author] 26 Aug, 2024 @ 11:56am 
@Reticuli
If im reading this right, this issue has been found and tested within the unit i play with and the latest update likely fixed this issue. (where aperture gets 'stuck' and stops adjusting)
Reticuli 11 Aug, 2024 @ 11:10am 
I have concluded that, while I love what I can do to nights with this since I found a nice balance of not too bright natural mark 1 eyeball night vision and the time it takes to adjust to the dark, for some reason this mod cannot be prevented from darkening the day, particularly in slightly darkened hallways. 1200 is not "vanila". Even if I put the darkening of bright areas down to 1 it will still slightly darken stuff that should be bright. It'd be one thing if it was just a temporary lack of eye adjustment to the darker hallway after coming from the bright outside, but it's permanent and your aperture doesn't readjust to the not-quite-so-bright hallway no matter the settings I fuss with: response & check times, brightness target, etc. I even have desaturation and distortion all turned off... still the same problem. The only way to keep the partially lit hallway from getting slightly darkened is to disable the mod. So close to awesomeness. :-(
SoulTechnology  [author] 30 Jul, 2024 @ 11:50am 
This mod only effects client players perception of the world. Its not actually making the worlds brighter, its just making you see the world different. Doesn't effect AI in any way, your better off looking at setting AI skill settings or AI specific mods/scripts.
v0t0ms 30 Jul, 2024 @ 11:27am 
Outstanding mod. But i feel extremely weired that AI without NVGs cannot engage the enemy in enough moonlight (Maybe it's a problem with my mod? )
SoulTechnology  [author] 28 Jul, 2024 @ 6:32am 
Currently with the mod. Leaving a small range means your 'eyes' will adjust to a flashlight or something really fast, but not always enough to clearly see in the light. Making the surrounding area super dark. (which is a balancing act with settings).

Ideally, youd want to jack up bloom as your aperture decreased to make the much brighter illuminated areas really washed out and 'glowing'. Which would be a nice blinding effect. But AFAIK you cant edit some user settings like bloom with a mod/script.
Reticuli 27 Jul, 2024 @ 1:47pm 
BTW, what's the best way to configure your mode so we adjust to darkness after a longer period, but have it ruining natural nightvision rapidly when exposed to bright light?
Reticuli 27 Jul, 2024 @ 9:24am 
Phosphor NODs make everything brighter. So if you take off a pair of NODs, your vision should briefly darken, and that's actually what happens with ACE. If it was simply the same brightness with no change, it'd also be no big deal, too, but instead it's briefly brighter like you just took off a pair of dark sunglasses. Weird. If there was some way to completely disable the mod in bright scenes, that'd be a reasonable mitigation.

I will say, though, that if you crank the brightening of dark scenes to 5, you get a nice representation of helmet LLTV like IVAS with your mod. Putting it at 4 and adding back some of the color gives you what they can do with a shoe box size partial color LLTV apparatus. Arma 3's NODs have never really faithfully portrayed phosphor NV devices, but amazingly your mod does a good job mimicking LLTV digital chips.
SoulTechnology  [author] 27 Jul, 2024 @ 7:48am 
In short, the mod is converting the vanilla range of aperture (from 4 to 120) to values you can define (like 1 to 100).
Because aperture viability appears visually exponential, anything past a certain brightness is effectively indifferent from vanilla. If your on about the post process effects (black/white and abbe ration) then thats settings you can configure, but by default they die off at around sunrise/set brightness.

Without more information as to what your experiencing in what conditions i can only guess either:
- Your experiencing this while in 3den editor, see known bugs or my last comment
- or you found a new bug. Please post an image or video in the bugs/issues discussion. May also help if you mention the map, time of day, weather, other mods in there aswell.
Reticuli 27 Jul, 2024 @ 5:07am 
Is there a way to completely get rid of any effects on your mod to bright scenes or the daytime? It says to put that one setting at 1200, but that is not actually equivalent to disabling the mod.
SoulTechnology  [author] 27 Jul, 2024 @ 2:53am 
@Reticuli Unsure if this will help but worth a shot.
- If your accessing any of these arsenals while in 3den editor (before you hit 'play), your still in the editor space. See the known bugs part of the description, 3den editor interface doesn't work right but theres some fixed /workarounds till i find a solution.
- If you want to exaggerate the 'eyes adjusting' effect for leaving NVGs and such. You can turn the range and multiplier down to 1 and leave the check frequency at 15. Keep in mind you aperture in nods is 11@15 depending on mods so itll never really be THAT dark when you leave them during day unless i add an additional effect (which isn't a bad idea), It does however make night super dark when you leave NVGs

Ill make a discussion/Thread here on the workshop page for bugs. While video is king, even screenshots with the hint system enabled can help me loads in debugging and making improvements.
Reticuli 26 Jul, 2024 @ 7:08pm 
It's a problem in the Arsenal VR space. The night stuff does work in a normal mission & map, but your mod does do weird stuff to bright scenes. Putting on bright NODs during the day should make the day dark briefly when you take them off. With your mod even with that one brightness setting set to the vanilla 1200, it still is briefly bright when you take them off. Also, it'd be nice to find smaller stars.
Reticuli 26 Jul, 2024 @ 3:32pm 
At night in the VR space for ACE Arsenal, it's very bright when I use Zeus to make it bright no matter what I do to the settings on your mod. I didn't try touching the anticheat thing, but I'll try that.
SoulTechnology  [author] 26 Jul, 2024 @ 3:24am 
Huh, didnt think about that but yes getVideoOptions wasn't introduced until arma 2.12.
However this is only used if you enable the anticheat system, so disabling that may fix it for you.

Next non-launch function was introduced in 2.04 and is part of core functionality.
Reticuli 25 Jul, 2024 @ 5:12pm 
Ahh... I guess this only works correctly in the latest version, then. I'm still using 208.
Yo Gabba Gabba! 23 Jul, 2024 @ 10:18pm 
Incredible.
Cole 20 Jul, 2024 @ 10:59pm 
Outstanding.
SoulTechnology  [author] 18 Jul, 2024 @ 1:34pm 
Couldn't reproduce in that or other sog missions. I was able to reproduce it pre-release in some super niche cases involving certain maps / lighting conditions, and usually time acceleration.

I will keep an eye on this and try and implement and automatic fallback of somesort in the future, in addition to fixing it if it is a bug. For now ill update the known bugs in the description.
SSG 18 Jul, 2024 @ 4:23am 
Hi it's me again, I noticed some sporadic "black-outs" during the day, when the brightness suddenly drops to a point that I can only tell the silhouettes of the terrain and foliage; I look around but nothing changes, and the hint tells that the target value is at 62 or sth...I have all settings at default, and one of the cases was in the Eldest Son of SOG:Prairie Fire, but I have not found any causes...
SSG 17 Jul, 2024 @ 4:25pm 
Absolutely love it, makes night fights without NVGs now possible! Finally no need to skip 8 hours in Antistasi!
SoulTechnology  [author] 17 Jul, 2024 @ 2:42pm 
Good spot, Thanks!
No its not intentional. I also just updated the mod so its also nolonger an issue

UPDATE NOTES:
- Fixed postFX staying on when you turn on NVGs.
- Fixed/Improved postFX when update frequency is not per-frame.
- Added a new setting to control the After-aperture brightness value.
SSG 16 Jul, 2024 @ 5:49pm 
Hi, it seems that the distortion would still be in play when wearing ACE NVGs, is this intentional?