Jagged Alliance 3

Jagged Alliance 3

Darker Nights - NightOps
119 Comments
cockadoodledoo Nov 14, 2024 @ 10:44am 
I am loving it! What a great job!
ice-design  [author] Nov 8, 2024 @ 8:00pm 
"Nocturnal Beauty" by MyOneGod was created because I was not active for a long time and it only does the visual effect changes, but not the tactical enhancement. And big thanks to MyOneGod who created his very nice mod.

My Mod should NOT be used together with the "Nocturnal Beauty" mod, as they would overwrite them selfs on the visual part. Not sure which one would take over the upper hand.

As "Nocturnal Beauty" does a great job in the visual changes, my mod also changes the behaviour in night and underground operations in terms of visual detection range and chance to hit propabilities, thus making those mission harder.
dichebach Nov 8, 2024 @ 1:40pm 
Should I run this WITH the "Nocturnal Beauty" mod?
ice-design  [author] Nov 4, 2024 @ 2:35pm 
@alfn86
Thanks. I'm glad you like it.
alfn86 Nov 4, 2024 @ 1:24pm 
Bro, this mod is amazing!
I really enjoy using it!
Simple and effective, wonderful.
I made it mandatory to play my own mod!
Wonderful mod!
=D
ice-design  [author] Nov 3, 2024 @ 7:38am 
UPDATE:

* reworked the mod to work better in different environments and color gradings
* reworked the mod to function properly in underground maps
ice-design  [author] Oct 31, 2024 @ 9:32am 
UPDATE:

* Updated the mod to function with game version 1.5 again
* removed not needed NightVision goggles code fix
MyOneGod Jun 26, 2024 @ 2:16am 
For anyone interested in the visual part of this mod, check out my spiritual successor:
Nocturnal Beauty
Stark May 24, 2024 @ 1:15am 
It looks like the author abandoned this wonderful mod. Can anyone adapt it to the current patch?
mikesh1958 Apr 28, 2024 @ 1:13am 
Is the hope that this mod will work still alive?
khomotso Mar 29, 2024 @ 10:43am 
@deputydawg it's fine as long as you just use it for the visual darkness, at least, and turn off the gameplay settings., which can be adjusted by other combat mods which are 1.5-updated. The aesthetic difference is enough for me to keep it in my modlist. Night just seems so ridiculously bright and washed out without it.
Method Man Feb 8, 2024 @ 6:25am 
Does this work with 1.5?
Martello Dec 19, 2023 @ 5:55am 
Do Thermal scopes work at night? Sniper rifles with thermal scopes should dominate night ops, just like they do in real life.
ice-design  [author] Dec 13, 2023 @ 2:05pm 
I'm still on my Asia trip. As said, I'll update this mod as soon as I am back.
mikesh1958 Dec 13, 2023 @ 1:11pm 
Is there a chance that this mod will be reanimated in terms of the possibility of enabling dark mode? As I understand it, the developers have already included the rest in patch 1.3.
rato Nov 27, 2023 @ 9:10am 
Hey, great mod! thanks for it!


I was having a look at the code, and noticed you seem to override the unit:GetSightRadius.
Im not sure what the override does, but I noticed it is out-of-date, it is not considering the new Unit Reaction system that was implemented. Maybe you can update it? have a look a the new function too and see if the override is still necessary. Thanks
ice-design  [author] Nov 14, 2023 @ 7:28pm 
Thanks @Ragnakora
I'll look into it as soon as I am back from vacation :D
BurgerKing Nov 14, 2023 @ 5:28pm 
Patch 1.3 made mod wrecking changes to variable CurrentModOptions.
By default it will not contain anything.
You need to check if the call is for your mod like so:


function OnMsg.ApplyModOptions(mod_id)
if mod_id ~= CurrentModId then return end
options.mod_darker_nights_lights_level = CurrentModOptions["mod_darker_nights_lights_level"]
options.mod_darker_nights_vision = CurrentModOptions["mod_darker_nights_vision"]
options.mod_darker_nights_debug = CurrentModOptions["mod_darker_nights_debug"]
end
ice-design  [author] Nov 14, 2023 @ 3:59pm 
Thanks guys.
Yes 1.3 broke the mod currently.
As soon as I have a fix I'll let you guys know.
mikesh1958 Nov 14, 2023 @ 11:29am 
I.e. it turns out that this mod is no longer needed?
LionCat Nov 12, 2023 @ 1:11am 
BTW, in 1.3 patch, dev've already fixed the ' the visual impairment effect in dark areas by 50% '
Here is the code I found where they fix it in function Unit:GetSightRadius(other, base_sight, step_pos)
--
if night_time and other then
local darknessMod = const.EnvEffects.DarknessSightMod
if self:HasNightVision() then
local penaltyReduce = CharacterEffectDefs.NightOps:ResolveValue("night_vision_penalty_reduction")
darknessMod = MulDivRound(darknessMod, penaltyReduce, 100)
end
modifier = modifier + darknessMod
end
--
LionCat Nov 11, 2023 @ 7:54pm 
@ice-design Hi all Mod options in 1.3 are not working anymore. When I update my mod, I found you may consider this new method:
function OnMsg.OptionsApply()
local Option = ''
Option = CurrentModOptions["mod_darker_nights_vision"]
if Option == 'Apply Darker Nights new Vision Range' then
return applyDarkerNightsVision()

I use this method or similar to successfully updated my hardcore enemies mod and also fixed yours. Hope it helps :) :praisesun:
BurgerKing Nov 11, 2023 @ 12:58pm 
After Patch 1.3, I am getting this error:

D:\GAMES\STEAM\steamapps\common\Jagged Alliance 3\CommonLua\Classes\Mod.lua(1119): metamethod __index
Mod/obzeuEx/Code/ModDarkerNights.lua(3): <>
BurgerKing Nov 4, 2023 @ 11:14pm 
No wonder Ambidex NightOp merc suck.
ice-design  [author] Oct 28, 2023 @ 4:26pm 
This is a vanilla settings.
I am not going to touch this.
The mod is only chaning the current vanilla parts of visual improvments and night behaviour. Not the times.
alfn86 Oct 28, 2023 @ 10:16am 
Do you think the night starting for real only at 21:00 is a bit odd? Like, would be possible to add a feature to change it? Because, at least for me, the common hour when there is night is from 19:00 to 5:00.
Btw, I am really enjoyning this mod, very good. It adds another layer to the strategy.
ice-design  [author] Oct 20, 2023 @ 7:11pm 
The 3 darknes options just change the visual darknes of the nights.
The gameplay changes are identical between those 3 options.
alfn86 Oct 20, 2023 @ 4:38pm 
Hi, congrats for the mod, I really liked it!
For sure it changed how night combat is played.
So, I noticed there is 3 options of darkness and my question is: there is a difference in how dark is the night among those 3 options or what changes is just the perception ranges and stats?
OxCD Oct 14, 2023 @ 6:44am 
Combining* NVG with* helmets?
OxCD Oct 14, 2023 @ 6:44am 
Would this work with mods like Timmeh's Armor Overhaul which allow coming NVG to helmet? NVG keep their upgrades properties once combined?
mikesh1958 Oct 12, 2023 @ 7:29am 
@ice-design This good news!
hakansherif Oct 8, 2023 @ 8:11pm 
That would be lovely
ice-design  [author] Oct 2, 2023 @ 10:14am 
This is a good idea.
I can build a standalone version to seperate vanilla NVGs and NightOps behaviors, as I do not think this should be part of this mod here.
Rake5000 Oct 2, 2023 @ 7:59am 
Love it! Would it be possible to have a version where the night ops perk and NVGs stack? I think it's a bit ridiculous that the perk and NVGs are identical.. and a person with the perk gets no benefit from the NVGs. :)
ice-design  [author] Sep 14, 2023 @ 2:49am 
You are reffering to the aim penalty.
I have not changed aim penalties in this mod, only visual night darkness and sight ranges.
mikesh1958 Sep 14, 2023 @ 2:35am 
A mercenary with a "Night Ops perk" has a penalty of -9, and a mercenary with a "Night vision goggles" has no penalties. Adding "Night vision goggles" to it doesn't change anything.
ice-design  [author] Sep 14, 2023 @ 1:26am 
In vanilla game the values do not add up and are identical in the code. So there is no difference between those two.
Basically the NVG just add the Night Ops perk to the merc.
mikesh1958 Sep 13, 2023 @ 11:32am 
The effects of "Night Ops perk" and "Night vision goggles" as I understand it do not add up? "Night vision goggles" has a bigger bonus.
mikesh1958 Aug 30, 2023 @ 12:57pm 
Great mod! The game has become much more interesting. Now, indeed, night has become night. Thank you so much for the work done.
Yosharian Aug 27, 2023 @ 4:41am 
Hmm. Ok.
ice-design  [author] Aug 27, 2023 @ 3:59am 
Every enemy NPC in this game has the possibility to have NVG equipped. Even legion.
Only if you can reproduce your issue on every Legion NPC, then this is not NVG related.
All test I have made work just fine on most enemies you encounter.

Also, looking at your screenshot. You are not in shadow. Not sure why, but the dot next to your char name is full white. means you are lighted up. This can happen if your weapon has a laser pointer or flashlight. Then you are visible like in day light.
Yosharian Aug 27, 2023 @ 2:41am 
@ice-design these are just Legion enemies, they aren't using NVG
ice-design  [author] Aug 27, 2023 @ 1:06am 
Enemies can have NVG too. This is a vanilla setting.
Yosharian Aug 26, 2023 @ 7:07am 
I don't think that the enemies are subject to the same penalties as I am somehow. They spot me when I can't even see them, and while I'm wearing NVG. Evidence: https://ibb.co/V9nQK2G
socialdarwinism Aug 26, 2023 @ 12:31am 
seems like legion enemies with rifles (ak) are still able to perfectly hit my mercs in blinding darkness while i cant hit them back...i like the mod overall tho
ice-design  [author] Aug 23, 2023 @ 4:54pm 
yes. works perfectly with 1.1.1
Yosharian Aug 23, 2023 @ 11:46am 
Safe to use for 1.1.11 hotfix?
Yosharian Aug 22, 2023 @ 10:15am 
Ok got it, yeah it wasn't that, they just seem super accurate that's all. I guess it's just MI difficulty haha.
ice-design  [author] Aug 22, 2023 @ 9:36am 
Enemies are affected. In combat they just start shooting blind at you while you are out of sight, if they knew or heard your position before. This is vanilla game mechanics.
Yosharian Aug 22, 2023 @ 7:47am 
Is it me or are enemies not affected by this mod?