Such an intriguing set of possibilities! What ever you do, please provide/document the hooks so we can add it to HUD Status Bars. Sometimes I need to tell if NE and/or LD is on or not.
Well, I'm not fully up on the hud status bars stuff yet, but actorRef.GetAV nighteye will return 1 if the night eye is functioning. I imagine HUD Status bars probably has something for it. And the way mine is set up, those who have it naturally will always have it on (unless they go with a keyboard toggle option).
Yes, but make them optional. And preferably selectable. I would expect type 2 to be "washed out" in daylight, getting clearer as the light dims. Type 1 should be clearest at twilight, worst in daylight, and better at night but not as good as type 2.
Actually, from what I've been reading up on night vision is that it doesn't really work like that for most of the animals that we think of as having night vision. They do not get "blinded" or washed out during the day because their pupils get smaller, and so filter out a lot of the light. When things get darker, the pupils expand. Then depending on how many rods and cones they have, and which types, that determines what colors they see, and to what detail. Humans do not have good night vision because the extra light is lost and gets absorbed. Animals that have night vision have special membrane that bounces the light back like a reflect board of sorts, and so the light that humans lose, animals with that membrane can use. However, it's not as detailed. The whole trend towards "super bright - mono-color" is more imitative of night-vision or light-intensifier goggles, which do not mimic how vision works for animals.
Both (1 for Eventide, and 2 for Midnight). Different spells should have different effects or why bother with the distinction? And now that you are introducing twilight as "natural affect" for certain races, they will need spells to let them compensate for their new "natural deficiencies". "Eyes of Dimness", anyone?
As I mentioned before, their really shouldn't be any deficiencies. The only creatures that might have something like that would be creatures that were either entirely nocturnal or lived their entire lives in a cave. In fact, the Khajiit have the ability to turn on/off night-eye at will in the vanilla game, which to me indicates the correct spectrum, however, either because they didn't think of it, or it just wasn't a priority, Bethesda decided to go for a simple "obvious" night eye look.
Rather than "blurrier", wouldn't the effect be loss of distinction between certain colors? Or perhaps it would be better to lose color for crisper B&W? That's more of what I had in mind with my "washed out" comment earlier.
From what I have read so far, it could go either way, and the two are separate issues. It depends on the animal and the lighting conditions. Dogs have trouble seeing any color other than black and white. Cats have trouble distinguishing red from green, but can separate out blue just fine. The detail comes from the number of receptors, angle, depth of field, etc. Their eyes are good and picking up and reflecting more light, but are only really good at distinguishing detail of what's right in front of them at a fairly short distance.
Type 1 (twilight) should be a bell curve effect as base anyway. It is a compromise between daylight and nighttime optimum anyway.
I was thinking along those lines. Not sure if it's realistic per say, but at a certain point, if it is really dark, you can't see/absorb light that isn't there. However, there always seems to be a little light in all the caves, mines and ruins. Whether it's from torches, lichen, magic glowy thingys, it doesn't really matter. There is just never such a thing as completely pitch black room or area.
As far as "tunnel vision" goes, that might be OK if it included a zoom effect at the same time? Loss of peripheral detail in exchange for enhanced detail in the center of focus seems a reasonable evolutionary development Otherwise, why would anyone want to use it?
Actually, you are getting the chance to see in the dark in exchange for loss of peripheral detail. It's a pretty significant advantage, especially in caves. It doesn't make sense that you just "zoom" in because you are able to capture more light. It's not like your eyes have optical lenses that suddenly kick in.
I'm also excited to see this. How difficult would it be to allow people to add other shader effects to this mod if they come up with them?
Well, I'm setting it up using the Switch Night Eye shader plug-in, and one of its options is to have layered shaders. Basically you tell it which shaders you want to have in the night-eye list, and when the night eye kicks in, those shaders kick in. So if you wanted to create your own mod that added shaders, you could do that. The other option is that I could be nice and set up some programming that would allow you to add your own. However, those custom ones would be "fixed" and always be active when night eye is active. The ones that change how the light impacts the view, the ones that go up and down, unless you want to replace them with your own, those should stay untouched. The night eye shader switcher plugin comes with examples and documentation.
Also, something I miss from my earlier stealth/sneak setup: the ability to hot-key display my current stealth status and penalties so I could fine tune my gear, movement rate, and "reading the environment" experience to my current level.
Some might like to have that on the HUD, but that's an immersion choice.
-Dubious-
Hmm. I do have the detection debug settings still in there. And they are even more comprehensive than before. The default that I have now requires you to click on a "target" in console mode, and then when you are out, you'll see all the data. If that's not what you meant, you will have to be more specific.