Updated on December 7, 2021 with optional True Seeing script erf & override — adds the ultravision effect to see in non-magical darkness
Updated on August 6, 2021 and tested with EE v85.8193.3 and v83.8193.28 — Major update based on in-game measurements!
Updated on Oct-5-2020 with an override for Human vision only. Torches & items are all vanilla NWN.
Updated on Sept-15-2020 because of the new lighting in EE patch .15 released today
Thanks to the Enhanced Edition of NWN by Beamdog (as of Sept-15, 2020) it is now possible to use the exact area of effect for the PnP light sources and vision.
Four different sets of content to choose from:
3eVisionLightEE - Vision and Light per the D&D 3rd edition ruleset ("feet")
5eVisionLightEE - Vision and Light per the D&D 3.5 Ed., Pathfinder, & 5th Edition ruleset (double "feet")
BXVisionLightEE - Vision and Light per the BECMI ruleset ("yards")
BioVisionLightEE - Vision and Light with true metric values ("meters")
Actual changes vary according to which content pack you select
\hak\ A hak useable by players and builders \override\ Alternatively all the files in the override \optional\ An optional placeables.2da with an adjusted light color scheme so that dimmer lights (e.g. candles) are actually dimmer
Pick one package to try (3e, 5e, BX, or Bio)
Players - Option 1 (Recommended): Use the hak as a userpatch-hak.
- Option 2 (If you don't know how to create a userpatch): Dump the contents of the override directory into your Neverwinter Nights override directory.
Builders - Option 1 (Recommended): Create your own hak using NWHak and the contents of the override except for the scripts. Import the scripts directly into your module.
- Option 2 (If you don't want to create your own hak): Use the existing hak.
Attachment | Size |
---|---|
![]() | 8.17 KB |
![]() | 429.54 KB |
![]() | 441.93 KB |
![]() | 442.19 KB |
![]() | 439.86 KB |
![]() | 7.02 KB |
![]() | 14.21 KB |
![]() | 3.24 KB |
Awesome, thanks for putting this together, I couldn't decide how I wanted mine and prefer someone else do all the lip biting over those decisions! Here, have some stars!
I'm intrigued by this, Grymlorde, thank you for working on it. I always thought that the racial "vision" bonus feats never quite translated into the game. But to be fair, I never thought it quite translated into PnP either.
Nice job.
Nice stuff. :-)
Updated to version 1.01 wherein I removed Symphony's HDR shader as it is no longer needed with the latest EE update.
Note that if you turn off the new enhanced lighting engine, then you should use Symphony's HDR Shader (see related projects). But if I recall correctly, even if you set the new lighting engine to only 16 lights it still looks better than before.
Also, Beamdog updated the light recalculation subsystem, so the "sometimes a door, object, or henchman stays green" bug is gone. Thanks BD!
What if one likes the default...but wants your pitch black for humans and halflings only? I also thought that halflings had infravision....It would be nice to only have humans have pitch black. Could you just make one for humans for pitch black? And make it for both player and builder as an override? Been too long for me to make up haks. Thanks.
Done. Works for both EE and 1.69
In NWN, Halflings don't have "infravision." To give them either low-light vision or darkvision, just edit the race_feat_half.2da and give them the appropriate feat (see feat.2da) and drop it into a hak or override.
Very well done! However, it seems an update will be needed for the new EE version (currently build 8193.21). Human and halfling sight is no longer impaired when they have no light source, though your changes to low-light vision and darkvision are still in effect.
Vapidchap, which package and configuration are you using, e.g. BECMI override? I have done extensive testing over the last couple of days with stable (8193.20.1) and preview (8193.22) and cannot replicate the issue you're having.
I'm sorry to hear that. I tested it twice, once with the 3E-ruleset version installed as a patch hak via NIT and once with just the human-vision override for troubleshooting purposes. No other mods were running. I can see no difference between vanilla and modded human or halfling vision.
EDITED: I'm awfully sorry - tested it again and I do see a difference. It isn't the blindness-like blackness from the preview pic, but the fx_light_clr.mdl file definitely is having an effect. In lightless surroundings, both the character and his immediate surroundings are darker and harder to make out than is the case in vanilla.
I'm relieved to hear that it's working for you. One thing I've noticed with the latest EE version is that "darkness" is different, depending on the tileset, placeable, and items on the ground. For example, the new candlestick item (not the flame) glows in the dark as do the cobwebs in the Crypt tileset. This has something to do with the light colored textures which I have no control over.
Also, in your Advanced Frame Buffer Effects, be sure to turn off High Contrast as that will boost the area brightness. The only time I enable that is when the afternoon sun brightens up my study.
And also consider installing Symphony's HDR shader replacement (linked above in Related Projects) as that extends the light continuum so that dark is darker and light is lighter.
Please let me know if you run into any other issues.
Thank you! I followed both your suggestions and am much happier with the game's lighting now.
Finally! After a ridiculous amount of time spent testing and tweaking, here it is! A massive major update based on actual in-game measurements! Thanks to Buddha for creating a 5 foot and 5 meter placeables! Now for your 3e games, your torches can actually be 20'.
Not only that, but I'm including updates to tileset lights and placeable lights as well.
But wait, there's more! You also get firebrands, lamps, and lanterns!
Using the 3.0 version and I really like this updated look. The only change I made was to put a little color into low-light, darkvision, and ultravision so that players can tell which one they're using.
I'm not planning on using the items as I have my own expendable items it place.
Thanks for the kind words and vote. For my own personal settings, I've played around with green for low-light vision, red for darkvision, and purple for ultravision, so I totally understand your choice. For these models, I had to stick with the PnP descriptions. Oddly enough, for many years I thought that infravision was shades of red until for this project I carefully read what Gygyax wrote in the AD&D DMG about infravision and ultravision which is that only living creatures give off shades of red, orange, etc. and not undead, golems, walls, etc. And in B/X it stated clearly that infravision couldn't be used for reading scrolls! Which all makes perfect sense considering how infravision really works.
And of course, I wouldn't expect you to use the items, as I lifted them from Project Q with the exception of the yellow firebrand icon (torch001, lamp-on-a-stick) which I fixed.
I'm looking forward to what you do with with expendable items.
Grym, is there a way to update True Seeing to allow one to see in nonmagical darkness, per the 3E rules?
Optional script override posted. Let me know if there's any issues.
Seems to be working fine, Grym, thanks!