Mods / Dark Vision

Tags:
Graphics QoL Tweak
Author:
Cheeki
Side:
Client
Created:
Jan 3rd at 6:38 PM
Last modified:
Mar 21st at 10:28 PM
Downloads:
10758
Follow Unfollow 374
Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.6, potentially outdated):
DarkVisionV.1.2.0.zip  1-click install
For testers (for Vintage Story 1.22.0-pre.1 - 1.22.0-rc.4):
DarkVisionV.1.3.0.zip  1-click install

Makes players' eyes adapt to darkness dynamically. Considers both the light at your position and lights you're looking at, including dynamic lights from other players or entities.

Adaptation ramps up for 15 seconds and maxes out at 60 by default. Lights are detected up to 40 blocks away in a narrow cone. A higher accuracy preset is available in config.

Config is at ModConfig/darkvision.yaml and darkvision-arrays.yaml. Changes apply without reloading the world. Can also be edited through configlib with the exception of the arrays config.

Will try to detect toggleable worn lights.

Other features: vision gets desaturated in the dark, increased light sensitivity when adapted, overexposure when stepping into light. All configurable. Unadaptation rate scales with both light intensity and distance.

Servers: Config is enforced on clients by default, can be turned off. Server side config cannot be edited by configlib. Some settings are not synced by design: dynamic lights, sampling intervals, raycast toggle and preset. Server config will be overridden by stat based mods like race or class mods.

Mod version 1.3.0+ no longer overrides base game shaders.

Source available under GPLv3.

 

If you want to control darkvision through a race or class or similar mod, here you go:

These are the stats you can control, much like PlayerModelLib stats.

These work as absolute values, like a normal config. These are not multipliers!
Important: if you don't set a value for these or you set 0, the server config will be read instead. If server config is not enforced, then client values will be read.
To force a value of 0, set a value of -1 instead. I know.

dv-maxBrightness // max brightness boost at max adaptation. 0 - 1 default: 0.2
dv-adaptationTime // time to reach max adaptation after ramp or if user set linear. 1 - 600 seconds. default: 60
dv-adaptationLossTime // time to lose adaptation from light at minimum unadaptation brightness with no other multipliers. 1 - 300 seconds. default: 30
dv-desaturationThreshold // adaptation threshold at which desaturation reaches full strength. 0 - 1 default: 0.2
dv-maxDesaturation // max desaturation strength. 0 = off 1 = full grayscale. default: 0.7
dv-exposureMultiplier // controls how strong the exposure effect is after looking at a light when adapted to darkness. a value of 0 (-1) will disable it. 0 - 2 default: 1
dv-exposureLag // controls how long the exposure effect lasts. a value of 0 (-1) will disable it. 0 - 30 seconds. default: 7
dv-rampTime // ramps up to a percentage of the adaptation value in this amount of time. used for faster initial adaptation. 1 - 600 seconds. default: 15
dv-rampTargetPercent // percentage of the adaptation value to ramp to. 0 - 100 default: 60 - can be used as linear adaptation if set to 100.

if you have issues implementing these in your mod contact me.

If you override/patch shaders and want to make your mod compatible with darkvision:

Mod version 1.3.0+ patches shaders at runtime instead of overriding them. If your mod replaces/patches vanilla shaders and breaks compatibility with darkvision, you can ship a patch file to fix it yourself.

Full documentation is available in assets/darkvision/config/shaderpatches/documentation

This is not something I will do for you.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.0 darkvision
1.22.0-pre.1 - 1.22.0-rc.4
493 Mar 21st at 10:28 PM DarkVisionV.1.3.0.zip 1-click install

runtime shader patching system: no more shader overrides.

 

sky check feature: default off. raycasts upwards to check if you are in an enclosed space, if you are, adaptation is disabled. meant for caves. no support will be provided for this feature, as it is done on request and i have no interest in further developing it. can and will have false positives. don't report these.

 

minor code cleanup

mod is now feature complete.

1.3.0-dev.1 darkvision
1.22.0-pre.1 - 1.22.0-rc.2
272 Mar 12th at 1:50 PM DarkVisionV.1.3.0-dev.1.zip 1-click install

experimental build

runtime shader patching system: should be compatible with shader mods that also patch shaders as long as they don't change the entire structure.

no support for mods other than that is planned.

 

sky check feature: default off. raycasts upwards to check if you are in an enclosed space, if you are, adaptation is disabled. meant for caves. no support will be provided for this feature, as it is done on request and i have no interest in further developing it. can and will have false positives. don't report these.

 

minor code cleanup

 

this update is largely untested. very little validation has been done. use at your own risk.

1.2.1 darkvision 429 Feb 6th at 11:25 PM DarkVisionV.1.2.1.zip 1-click install

recompiled for 1.22 with new shaders

1.2.0 darkvision
1.21.0-pre.1 - 1.21.6
7540 Jan 23rd at 3:26 PM DarkVisionV.1.2.0.zip 1-click install

Dynamic light detection!

Dropped items, entities, ground placed items, other players with hand held lights or worn light sources are all detected.

Universal held/worn light system: no need to define the item's name in config anymore. worn items will still try to check if they have a toggle mechanism.

Config values for held and worn light sources are now used as fallback: they work as they did before.

 

fixed usefulstuff compat in multiplayer

a lot of fixes to the config system

excluded raycast-update-interval, light-sampling-rate, raycast-preset, enable-raycast-detection, exposure-multiplier and exposure-lag from server config enforcement. These can be configured by the client at all times (unless overridden by stat system, only for exposure vars)

mod is no longer required to be on server for it to work. if you have concerns about cheating, blacklist it instead.

1.2.0-dev.1 darkvision
1.21.0-pre.1 - 1.21.6
92 Jan 22nd at 3:12 AM DarkVisionV.1.2.0-dev1.zip 1-click install

Experimental version for dynamic light testing. pls send feedback thx

introduced dynamic light detection. untested in multiplayer.

internal priority system based on distance and light source brightness.

 

debug commands:

.dvdebug - prints some stuff in console/log

.dvraycast - raycast vector visualization + highest light hit

.dvtraversal - shows raycast block traversal - cyan = air, yellow = transparent, red = solid (red spawns inside the block and is not seen if block is fully solid)

.dvdynamic - spawns a particle on the lit block you have LOS on (for dynamic lights)

.dvshowrings - shows both horizontal and vertical rings that are used for LOS checks at max radius (for dynamic lights)

 

introduced automagic held and worn light item detection. config values in darkvision-arrays are now used as fallback.

1.1.2 darkvision
1.21.0-pre.1 - 1.21.6
478 Jan 20th at 10:56 AM DarkVisionV.1.1.2.zip 1-click install

fixed creating default config serverside if configlib was not present (oops)

1.1.1 darkvision
1.21.0-pre.1 - 1.21.6
308 Jan 18th at 10:31 PM darkvisionV1.1.1.zip 1-click install

added enforce-server-config

if true, enforces the config on all clients. stats from race mods or whatever can override server's config.

if false, clients can set their own config.

fixed NVIDIA shader issue

1.1.0 darkvision
1.21.0-pre.1 - 1.21.6
404 Jan 15th at 2:54 AM DarkVisionV1.1.0.zip 1-click install

exposed common and visual settings as stats for race mods (currently only if modelplayerlib is installed. might have bugs!). ask your favorite modder to integrate it with this mod :)
worn lights are now detected. you need to add any in your darkvision-array.yaml config file. will try to detect toggle mechanisms.
worn lights use the same configs as held lights.
explicit compatibility with still useful stuff (clipon lights)
explicit compatibility with wearablelights
revised the exposure logic when holding lights and light adaptation cap is above 0. (avoids building up exposure effect after it has expired if you keep holding a light and the cap is above 0)
tuned exposure decrease curve a bit
fixed rift flickering bug (render order too high)
fixed typo in base config if not using configlib (exposure-mult -> exposure-multiplier)
added wearable-light-sources in darkvision-arrays.yaml
config migration system. should keep your settings intact when upgrading to this version.
made code worse

1.0.0 darkvision
1.21.0-pre.1 - 1.21.6
742 Jan 3rd at 7:57 PM Empty DarkVisionV1.0.0.zip 1-click install

63 Comments (oldest first | newest first) (threaded | flat)

Cheeki , 17 hours ago (modified 17 hours ago)
@Equilix: Hi having an issue on 1.22rc-10 where the Temporal Rifts are invisible disabling this mod fixes it. There could be an incompatbility on my end. but I can't exactly tell. Thanks for the awesome mod.

confirmed, thanks. i'll get it fixed -eventually- along some other thingies. probably when the actual 1.22 release happens.

Equilix, 19 hours ago

Hi having an issue on 1.22rc-10 where the Temporal Rifts are invisible disabling this mod fixes it. There could be an incompatbility on my end. but I can't exactly tell. Thanks for the awesome mod.

Cheeki , Mar 15th at 4:58 PM

Chrius

thx for reporting. just a very minor issue in the configlib patch. fixed for next release.

Chrius, Mar 15th at 3:40 PM

Every time I load a game (on 1.22-rc2), I get an error: "[Error] [Config lib] (darkvision) Error on parsing config: System.ArgumentException: An item with the same key has already been added. Key: [6.9, ConfigLib.ConfigSetting] at System.Collections.Generic.SortedDictionary`2.Add(TKey key TValue value)" The mod does work, but I don't have any options in DarkVision on the Mods Settings window.

Cheeki , Mar 11th at 5:46 PM (modified Mar 11th at 5:52 PM)

FujjKup

it's a simple shader issue. i can release a fixed version in no time by just updating the shader, though i would much rather prefer to pre-release a version with the runtime shader patching thing for testing which is still ways to go. maybe tonight, maybe in the coming days.

furthermore, the changes they have done to the vanilla shader is marked as experimental, meaning that next release could just break whatever version i release. the runtime shader patching would not have this issue.

FujjKup, Mar 11th at 5:34 PM

As of rc.2 the lighting blowout for held light sources mentioned by Madalovin is still very much present, as I'm sure you are aware. However to add to that I tested several (not all) config values and none of the more obvious settings seemed to help with it. Love the mod and eagerly await any updates when you find you have the time :)

Cheeki , Mar 7th at 11:10 PM

Madalovin

there is a fairly extensive config. read the description to see how to edit it.

Madalovin, Mar 7th at 10:06 PM (modified Mar 7th at 11:13 PM)

I enjoyed your mod for while it worked for a whole night, heheheheh.
I like how your dynamic adjustment works, it functioned better than I could've anticipated.
The process of adapting from bright to dark works in a pleasin' way. c:
Do you have pans to include some configs for tweakin' it to the users content later?
edit: Sorry for not reading the full contents of the description.

Cheeki , Mar 7th at 9:17 PM (modified Mar 7th at 9:29 PM)

Madalovin

yeah i noticed there were changes but i have not tested or checked whatever changed. i'll get around to it eventually.

don't expect a release for rc1 versions. i'll release a proper hopefully finished version when stable hits.

unsurprisingly, this is exactly why i need to implement a runtime patching system for shaders. it's gonna be a bit of time.

Madalovin, Mar 7th at 8:51 PM (modified Mar 7th at 10:06 PM)

Playing in Vintage Story 1.22.0-rc.1
With the latest change of "Tweak: Held/dynamic light range now better corresponds to placed light range (experimental!)"
The change in how the lighting works is.... uhhh.....   Here are screenshots.

grammer edit

Madalovin, Mar 6th at 4:05 AM

Loving this effect, this'll be a keeper for as long as it works. :)
At time of typing, this works in 1.22.0 prerelease 4
Now part of me is wondering if we can get away with a eye patch add-on for the functionality of having one eye pre-adjusted to the dark, hehah.

Cheeki , Mar 2nd at 9:28 PM (modified Mar 2nd at 9:30 PM)

ChaoticNox

it replaces the same shader file I replace to boost the light. so it's fundamentally incompatible with darkvision until i manage to figure out a way to patch shaders at runtime instead of overriding them. (and even then, i will probably only patch them for the 1.22 version)

i think why it works outdoors but not underground is probably due to the overexposure effect boosting light a bit.

ChaoticNox, Mar 2nd at 8:53 PM

Cheeki I found it! Somehow the mod Better Jonas Device Fixed (https://mods.vintagestory.at/betterjonasdevicesfixed) was causing the issue. I'm not sure why but my guess would be that it changes the night vision mask perhaps? 

Cheeki , Mar 2nd at 6:59 PM (modified Mar 2nd at 7:23 PM)

ChaoticNox

probably some odd incompatibility. are you running other shader mods?

is your dynamic light count set to 0?

ChaoticNox, Mar 2nd at 6:57 PM

Cheeki I did try to hold a light source and then putting it away. I tried to max the settings to make it brighter and it worked only on the surface, I might have something interfering it wouldn't surprise me if that's the issue since I have a lot of mods running.

Cheeki , Mar 2nd at 6:10 PM (modified Mar 2nd at 6:13 PM)

ChaoticNox

the mod works both underground and above ground at night or in dark enclosed spaces. there is no check that differentiates between above ground and underground. yet.

please tell me more what you are doing, are you holding a light source in your hands?

ChaoticNox, Mar 2nd at 5:31 PM

Is the mod not supposed to work underground? It works above ground but whenever I get just deep enough it's absolutely pitch black and I tried to also have a source of light nearby but still nothing.

Cheeki , Feb 11th at 1:28 AM (modified Feb 11th at 1:32 AM)

PunisherLex

Once again, I disagree with this addition for various reasons and don't consider it worthy of my time.

I will add it only so people can stop asking about it. disabled by default. raycast check straight upwards for sunlight and collision to roughly determine if you are outside or nearly outside. will deadapt using normal timer. don't report false positives. next update.

PunisherLex, Feb 10th at 7:52 PM

Is there any chance of an update to the configs in the future to allow the brightening effect to obey a block sunlight level threshold pulling from the debug menu to more closely imitate irl low-light vision?

The mod's a great QoL addition but currently it feels cheaty as it works in caves even when they are completely without any chance of light reaching the blocks, completely invalidating torches in caving outside of spawn prevention utility. Especially since Human low-light vision in the first place requires at least some light to work (Source: I Have a completely windowless and Isolated bathroom in my home, I can assure you from bumbling in there after waking up at 3am, adjusted eyesight doesn't work in there if I close that door)

Cheeki , Feb 8th at 12:45 PM

Please refrain from clogging up the comments with unnecessary drama. If you cannot accept that a feature request might be denied, it would be best not to comment at all.

Maoman, Feb 8th at 5:04 AM (modified Feb 8th at 5:05 AM)

Rhaenya They can speak for themselves. Quit being a white-knight. It's embarrassing. 

Rhaenya, Feb 7th at 11:56 PM

Maoman
If you want all those features then go ahead and make your own mod. Don't complain when mod author doesn't want to implement something in their completely free to use and download mod.

 

Cheeki , Feb 7th at 4:37 PM (modified Feb 7th at 4:40 PM)

OddMekanism

very curious. well since using a quad instead of triangle fixes it, i'll add a compatibility option in the config next update...

if you want to use the latest version of the mod in the meantime, i reckon deleting those 2 shader files should fix the issue (but you lose the overexposure effect)

OddMekanism, Feb 7th at 3:56 PM

Cheeki

Okay so, the 1.1.0 version doesn't have any problems seemingly!

Altering the code block of the 1.2.1 and 1.2.0 versions doesn't get rid of the quadrat, but both do change change it to this: [image]

I also tried the 1.1.1 version after the Nvidida fix. Interestingly this one has even more quadrats within the quadrats AND the smoke particles from the torches are rendered incorrectly as square outlines: [image 2; It's quadrats all the way baby...]

Cheers!



P.S. As an aside - just in case it's helpful - I noticed seperately (not tied to Dark Vision mod) that the rendering for the Footprints mod is also incorrect, preserving scale and opacity of the footprint layer but not managing to render the image, just the (bounding box?) they're in.

 

Cheeki , Feb 7th at 2:49 PM (modified Feb 7th at 2:52 PM)

OddMekanism

that is curious... it's probably some "antique hardware" issue...

does it happen with 1.1.0 version of the mod? that one used a quad to render the exposure effect instead of a giant triangle.

also try 1.2.0 or 1.2.1 (depending on your game version), open up the mod .zip, navigate to /assets/darkvision/shaders/darkvisionfx.fsh and add on top of "vec4 color ..." this

vec2 clampedUV = clamp(texCoord, 0.0, 1.0);

then replace vec4 color with this:

vec4 color = texture(primaryScene, clampedUV);

the end result code block should look like this:

vec2 clampedUV = clamp(texCoord, 0.0, 1.0);
vec4 color = texture(primaryScene, clampedUV);
vec3 originalColor = color.rgb;
outColor.a = color.a;

if this doesn't work, deleting the darkvisionfx.fsh and .vsh should work. you'll be missing the overexposure feature though.

OddMekanism, Feb 7th at 1:32 PM (modified Feb 7th at 1:35 PM)

Hi there!

Reporting an issue with rendering that I am fairly confident is an issue with my old hardware and drivers rather than anything else, but still...

When playing I get an infinitely repeating duplication of the game window in quadrants in the top right corner:

[Image]

 

 

I vaguely remember something like this happening when modding Skyrim or Minecraft with some shaders waaaaay in the past, but I can't say for certain.
As far as the game runs, it seems to be fine otherwise. Tested on the current testing version and the previous version [1.21.6] and the issue was NOT present on my more modern Win11 laptop with integrated Intel Iris grapics & current drivers.


System specs:
Processor - Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz 3.50 GHz
Installed RAM - 8.00 GB
Graphics Card - AMD Radeon R9 200 Series (4 GB)
System Type - 64-bit operating system, x64-based processor
OS - Windows 10 :')
(drivers are as up to date as they can be but still quite old...)

Vari_Ares, Feb 6th at 7:53 PM

Oh okii good to know ! Good luck with patching that !

Cheeki , Feb 6th at 7:51 PM

Vari_Ares

yes. i figured since the drug shader is not screenspace but world space (it applies on blocks, not the screen) that they just put the drug shader into the chunk shader code. I do the same thing too, but for desaturation. hence why this mod overrides shaders.

there are also some other shader changes that are not drug related that are addressed too.

Vari_Ares, Feb 6th at 7:22 PM

Don't worry lol ! Out of curiosity how did you knew that issue that fast too ? xD

 

Ty ! Okii !

Cheeki , Feb 6th at 7:05 PM (modified Feb 6th at 7:06 PM)

Vari_Ares

thanks. i already fixed that in a new build but i did not push it since i did not think people would be interested in playing a pre release version lol

i'll upload a working build in some hours.

also working on a way to not override shaders so issues like this can be avoided in the future but it's not ready yet.

Vari_Ares, Feb 6th at 6:00 PM

Hi ! Ty for your mod I like it ! But just an issue with new 1.22 update : the "drug" effect while eating some of the new mushrooms doesn't work with your mod ! So at least you know (if you can fix that)

Maoman, Feb 4th at 10:21 PM

1: so that's a no then
2: "the realism makes sense, but no."
k.

Cheeki , Feb 4th at 12:41 PM (modified Feb 4th at 12:43 PM)

Maoman

  1. maybe
  2. no. it is meant to boost pure darkness. you lose your torch in a cave because you jump in water or whatever, you get some adaptation to get out or continue exploring. the realistic approach makes sense but i don't think it's neither worthwhile implementing nor an interesting thing to have. the game changes music based on sunlight presence. there is no "cave detection system", and i have no interest in implementing one.
Maoman, Feb 4th at 4:43 AM (modified Feb 4th at 4:51 AM)

I really like this mod, especially the deep customization available. Two suggestions:

1: add a setting that limits how much your adaptation gets ruined by looking at a light that's out of near range but within max range. My night vision is not going to be completely 100% ruined by looking at a distant source of light no matter how long I stare at it--just mildly reduced. Until then I'm just setting max range way shorter than intended because I want to be able to look at my house from across the river and such without losing night vision. 

2: The game already detects when you're underground versus outdoors somehow because the music changes. If you can hook into that system, it would be super cool if the night-vision applied while outside (in moonlight) but did not apply inside caves (where it would be completely pitch black). This would also help with ThePerfectLink's concern about light level 0 boosting. It does make sense at night--the light level is technically zero, but realistically there ought to be moonlight to see by, but in caves, the light level is zero and it should feel like zero. You only get the light you brought with you.

SalemStyles, Jan 25th at 6:39 PM

hey @cheeki im currently making an armor mod and lookng into how your mod functions mine is more of a rust rot vision but new to shaders can I possibly look into how your doing some things on a code level and maybe adapt and mod it to my uses would save me weeks im guessing as im 3 months into shaders and feel dumber than whe I started..... but if not i understand and ill find another route not asking to use your code just kinda see how it works for my own purposes but don't want to step on any toes that would be mean.

ThePerfectLink, Jan 20th at 7:31 PM

Not bad, however the default is way too strong, and there is no brightness level minimum for when your character's eyesight should unadapt, just a maximum. In other words, my character shouldn't be boosting the brightness of his retinas at light level 0, but that might be a decent stand-in for night vision at light level 1.

Cheeki , Jan 20th at 10:53 AM

captanredbeard

fixed. thanks. the issue was i forgot to write the default config on the server if missing. so it just spam that it creates it every config reload check but it actually doesnt.

i didn't catch it because configlib was on the server and that would handle config creation.

captanredbeard, Jan 20th at 3:55 AM

Cheeki

 

Have a Logspam about config.

Spoiler
20.1.2026 03:51:00 [Server Event] Saved player world data...
20.1.2026 03:51:00 [Server Event] Saved map regions...
20.1.2026 03:51:00 [Server Event] Saved map chunks...
20.1.2026 03:51:00 [Server Event] World saved! Saved 0 chunks, 0 mapchunks, 4 mapregions.
20.1.2026 03:51:00 [Server Notification] Server ticking has been resumed
20.1.2026 03:51:00 [Server Event] Offthread save of 0 chunks done.
20.1.2026 03:51:00 [Server Notification] Offthread save of 0 generating chunks done.
20.1.2026 03:51:00 [Server Event] Offthread save of 0 map chunks done.
20.1.2026 03:51:00 [Server Event] Offthread save of savegame done.
20.1.2026 03:51:03 [Server Notification] [DarkVision Server] Created default config: ./data/ModConfig/darkvision.yaml
20.1.2026 03:51:08 [Server Notification] [DarkVision Server] Created default config: ./data/ModConfig/darkvision.yaml
20.1.2026 03:51:13 [Server Notification] [DarkVision Server] Created default config: ./data/ModConfig/darkvision.yaml
20.1.2026 03:51:18 [Server Notification] [DarkVision Server] Created default config: ./data/ModConfig/darkvision.yaml
20.1.2026 03:51:18 [Server Notification] A Client attempts connecting via TCP on [::ffff:47.185.196.207]:49338, assigning client id 2
Cheeki , Jan 18th at 7:54 PM

CycloniumGame

ask seraph leveling's author for support. the relevant stats are exposed.

CycloniumGame, Jan 18th at 7:30 PM

Cheeki yes i would like to gain some darkvision while spending time in the dark 

Cheeki , Jan 18th at 6:49 PM (modified Jan 18th at 6:51 PM)

CycloniumGame

elaborate, is something not working properly? do you want to gain some darkvision related trait while spending time in the dark?

traits/stats can be changed (currently only if playermodellib is installed, not a hard requirement, just needs further testing atm) by mods. it's meant for race/class mods.

CycloniumGame, Jan 18th at 6:04 PM

is there anyway to make this compatitible with Seraph Leveling?  

Cheeki , Jan 18th at 11:39 AM (modified Jan 18th at 1:58 PM)

Ironscale AstralDragon

Cannot get to reproduce it either with immersive lantern.

Does this happen with the previous version of darkvision? 1.0.0? The shader on that version has its own issue of flickering rift portals due to bad render order, and that is what is changed in the current version. Might be that.

Care to share your GPU, out of curiosity? I am testing on both windows and linux with an AMD card.

Edit: i have confirmed this is an NVIDIA specific issue. fixed in upcoming update

Ironscale, Jan 18th at 9:45 AM

Might test this a bit further out of interest, but I can confirm that I do not have Immersive Lanterns.

AstralDragon, Jan 18th at 3:46 AM (modified Jan 18th at 3:48 AM)

I was just noticing the same issue as mentioned a bit below my comment. This effect is 'very' visible with SaltyWater's Immersive Lanterns (Torch specifically) due to the flickering effect IMO. Perhaps, if the user experiencing it below also had Immersive Lanterns, it could be just bluntly tied to that in some way. Its even funnier because I was just about making a comment on Immersive Lanterns before I realize its probably due to Darkvision in some way more directly for why it fades in and out.

 

To outline what happens, you get your darkvision adaptation, and then you pull out the torch, and you'll likely notice the seam across your vision diagnally. I might test it without any other mods but right now I'm running a coop set up thats kinda messy with my personal save's mods so reluctant to be disabling and reenabling mods right now while we're doing a little bit of exploratory testing of certain things we've noticed.

Ironscale, Jan 18th at 12:14 AM

Cheeki

Seems like it was, indeed, something to do with the exposure effect - Turning that feature off by setting exposure multiplier to 0 fixes it.

And yeah, probably whatever's going wrong here is specific to my setup. GPU hasn't given me any other trouble like this (or at all), but GPUs in general are also powered by evil wizard magic BS so it's impossible to rule out.

Either way, thank you for pointing me in the right direction!

Cheeki , Jan 17th at 6:30 PM (modified Jan 17th at 6:31 PM)

Ironscale

I cannot reproduce the issue in any way...

Please check if it happens with only this mod enabled in a fresh world. If yes, try turning exposure-multiplier to 0 and trying again. If it still happens, open the mod zip folder, navigate to /assets/darkvision/shaders/ and delete those two shaders there and restart the game. They control the exposure effect and it's a fullscreen quad, which would fit with the "diagonal line" symptom. If that solves it, it tells me there is some kind of issue either with your GPU... which could be a myriad of things, or it's some issue with how the shader renders (somehow specific to your game? maybe some other mod that adds some overlay?) 

Ironscale, Jan 17th at 4:55 PM (modified Jan 17th at 4:59 PM)

Cheeki

  • It's 100% consistent with dark vision turning on. I have not seen it happen in any other context.
  • Disabling desaturation didn't affect it at all.
  • Only shader-related thing I have is XVshaders. I tried turning that off, but it didn't seem to make any difference.
  • This effect is always in the exact same place, and it doesn't seem to interact with block selection. It's like there's a transparent filter/overlay on the screen.
  • It's a diagonal-ish (It's not a clean diagonal, the edge is jagged, the top edge of the screen is also included, and there are some glitchy looking flickering squares separate from it) separation where the bottom right "half" is darker. The effect is only really visible when looking at brighter textures - E.g., if I stare at dark rock or into the night sky, it's basically invisible. The closest thing I can liken it to is that it's almost like if you had a perfectly clean diagonal overlay/filter that was supposed to darken the bottom right side, but it was saved with really bad image compression that messed it up.
  • Yeah, these comments only allow super-small images, sadly. I tried uploading to an image host, but the links always get culled as well.

 

I did notice that resetting the maximum brightness to default effectively stops it from happening because the textures never get bright enough for it to be discernible. However, even then, I can still see that the overlay effect is there if I go looking for it - E.g., if I have full dark vision but I put a lit area in the top right corner of my screen.

Cheeki , Jan 17th at 2:09 AM (modified Jan 17th at 2:22 AM)

Ironscale

curious. is it intermittent or is it consistent with dark vision turning on? can you check if by disabling desaturation (turn strength to 0) it disappears?

any shader or graphics mods? anything more you can tell me about it? is it always in a fixed position or does it extend from the block selection overlay?

looking at the image... do you mean the literal diagonal line separating "lit" from "unlit"? a bit hard to interpret xd

Ironscale, Jan 17th at 1:02 AM

Getting this extremely odd diagonal "overlay" effect/artifacting when the dark vision turns on.

I doubt it's this mod's fault in any way, but if anyone else sees this and figures out why it happens, let me know, because as of now I'm stumped.

image

lechkingofdead, Jan 16th at 10:28 PM

thinks for saving the time it would have cost me for divin,

Cheeki , Jan 16th at 10:26 AM (modified Jan 16th at 10:32 AM)

lechkingofdead

supported. you just have to add the relevant item name in the config.

i'll save you some time and tell you that it's walkingstick:walkingstick-lantern that you have to add to darkvision-arrays.yaml, in the light-sources array

ground placement doesnt get detected though. i'll have a more universal solution for that in some time.

lechkingofdead, Jan 16th at 7:43 AM (modified Jan 16th at 7:50 AM)

given im the miner/caver of my game (dwarf with a vary much crazy elf comanion) this will do nicly

though i quandry about adventure walking stick mod. as it adds walking sticks and you can put a lantern on em im just wondering how the mod handles it as they basicly function like a lanturn but with exstra boons. in ya hand.

Cheeki , Jan 13th at 1:55 AM (modified Jan 13th at 2:06 AM)

gndrneutralnoun

as the mod description says, this mod does not detect dynamic lights. the way i am going to implement wearable lights detection is checking for the item (when you put it in the config) for some attributes if it's toggleable, otherwise it will assume it's always light emitting and will not tick adaptation.

detecting dynamic lights is probably impossible at this time, or at least I have not seen a way to do it.

I have worked on a wearable light detection system which works well, though it is yet to be fully done. I guess I will have to also check backpack slots too, not sure how still useful stuff works. you mention a backpack clip which i assume is something that stays in the backpack slot?

I'll check regardless "later" what the mod you mentioned does, but if you can provide details I can brainstorm some stuff in the meantime.

 

as for the rift issue, i have noticed it with rustbound magic too, and a bit less with vanilla. probably some shader stuff. i will look into it.

gndrneutralnoun, Jan 12th at 8:33 PM

Is anyone else having an issue where rifts tend to pop in and out of view depending on which way you're looking? It's possibly a mod conflict - the only mod I can think of that I have installed that does anything with rifts is Rustbound Magic, though of course it could be something else.

I really like this mod; the only problem is that it doesn't seem to work with the backpack clip from (Still) Useful Stuff. I get the desaturation effect when the only light around is via my backpack clip. It meshes well with playing as a kobold or other PML model that you can interpret as having better night vision than seraphs do, since you can make it so that you have better night vision without the unrealistic aspect of being able to see in perfect color in the dark.

 
Cheeki , Jan 11th at 7:58 PM (modified Jan 11th at 7:59 PM)

JStarling3

not sure what your issue is. light should not flicker even if you set the adaptation rate to near instant.

probably some hardware related shader stuff.

if you care enough, send me a video on discord or ping me on the game's discord with a video attached.

JStarling3, Jan 11th at 7:41 PM

Having issues with flashing. Not very playable with the lighting flickering constantly with every change. Not sure what makes it happen. Cool in concept if fixed

Cheeki , Jan 11th at 6:59 PM

Vanra

can be done. I already check if the player is wearing the vanilla night vision helmet and disable adaptation. can expose this so it can be configured and you can add any modded wearable sources.

Vanra, Jan 11th at 6:54 PM

Would you consider making Fueled Wearable Lights compatible? 
Right now dark Vision still work even with lamps on making light overblown.

Cheeki , Jan 4th at 12:16 PM

frogblaster

it's kind of already a feature. you can crank exposure multiplier and exposure lag and have a similar effect.

though I might make a different effect for sunlight exposure that is stronger.

 

Pentasis

this mod makes brightermoonlight redundant.

as for naturalnight, you may want to disable desaturation or increase desaturation threshold so it only kicks in when its really dark. Otherwise it will desaturate your colors.

both work fine and are compatible.

Pentasis, Jan 4th at 11:08 AM

How does this relate to (overlapping functionality or compatibility) with: https://mods.vintagestory.at/naturalnight and https://mods.vintagestory.at/brightermoonlight ?

frogblaster, Jan 4th at 5:41 AM

would it be possible for future versions to include the reverse, such as exiting a cave causing an almost blinding brightess that needs adjusting to?

EnderMelody, Jan 3rd at 9:56 PM

now we just need integration with playermodellib to have different races have different low light adaptation