It's not just you. Suspect that ID number is from a previous version of the site.
Found this: http://tes.nexusmods.com/downloads/file.php?id=24914
But I haven't looked at it. And I suspect it probably just automatically casts a spell, rather than what I want to do which is swap out the shaders without an actual active spell effect. But I'll check it out anyway. Maybe it will point to something. Kurtee's mod might actually have the solution built into it as well.
// EDIT: Looked at the above, and yeah, it's what I thought it would be, and not what I'm looking for.
Big question is: do you have a means of determining both the "current effective" and original "light level"? Mods like "Cava Obscura" might drop the light level to 10% of the unmodified level, but you want to be able to determine both what the effective level is to apply your vision multiplier to, and the unmodified level in order to cap your effect appropriately. Sounds like one for the OBSE team.
Well, in order to calculate the "effective" light level, I needed to capture the current light level, so "yes". The idea here is that you capture the current light level, and if the actor has a night vision variant, depending on the type and the current light level, it will determine the "effective" light level. It's just a matter of determining how the calculation works. It's basically an algorithmic formula with a weird curve to it for the night vision types that spike more on the early side, rather than the default linear. So if x = the actual light level, y = the adjusted light level. For default sight, y will always = x. For night vision, it will be on a curve, rather than a straight multiple, that should approach but never exceed 100. I think the simplest thing to do is decide when a vision type has the equivalent of "50". Default would be at 50, Twilight vision would be at 35, and Night vision would be at 20. They would all still have 0 in complete darkness and 100 in complete light, but the rest would be on a curve (except the default).
// EDIT: It just occurred to me that the difference between a curve and a line is going to be insignificant when the "50" level as the key point. Basically, I can just use two lines. One for up to the 50 point mark, and another for after the 50 point mark. Plus, I can use just one equation for all three vision types. So I think I'm going to do that for the sake of time and mathematical sanity.
Great news about including "Combat Hide". Balances off the additional ESP slot for "NPC Behavior" nicely, not to mention it's neat features.
-Dubious-
That's true, but part of the reason for doing it was the new SDR Detect Life features would actually "break" SM Combat hide. The default SM Combat Hide only checks to see if detect life is cast, which, since in most cases no NPC casts the spell anyway, the feature would not have any effect. But with NPC Behavior handling detect life, it would kick in. But SM Combat hide does not check to see if the detector is facing the player, or whether or not the player is within range of the detect life spell. So, yeah. Kills two birds with a single stone. The one thing I did remove was the SM Combat Hide / SM Bounty compatibility, because I'm not familiar with it, and I'm really just focusing on SDR integration at the moment.
With the player shader and companion problem, that'd be great if you can easily fix it, but again, don't go out of your way to do it just for me.
I've added a new optional feature to the core program that allows you to force any "follower" to have a specific detection level (0 by default). This impacts the game as follows:
1. Regardless of what detection level you set, if a follower is in follow mode, they will follow you.
2. If you set it to 0 and below, then you can pick-pocket / steal in their presence without being "caught" / "seen"
3. You can also pick pocket the follower if you can get behind them with impunity since they will never "detect" you.
4. If you are using the PlayerFadesWhileSneaking, followers will never be taken into account when determining the max current detection level against the player.
5. There is a performance boost when it comes to followers of the player, because when checking detection against the player the detection formula will exit very early.
EDIT: 6. If you force their detection level to 0 or lower, your sneak skill will rise pretty quickly. So the suggested detection default is now 1.
This feature will be available in the next release.