⠀⠀⠀Night Vision Spawner (NVS)

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This mod gives enemy AI a dynamic chance to use tactical equipment at night, making every dark encounter feel more believable and far less predictable.
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Enemies can now appear using flashlights, night vision goggles, and visible weapon lasers based on faction, equipment, and your own configuration.
(WAS must also be installed if you want enemies to use lasers.)
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When enemies are equipped with flashlights or night vision goggles, their sight range is also increased, making trained Enemies become much more dangerous after dark.
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You can now encounter enemies in several different states :
- Enemies using flashlights
- Enemies with active weapon lasers
- Enemies wearing night vision goggles
- Elite enemies using multiple tactical devices
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Features
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Faction based dynamic equipment system

The chance for each faction to use tactical equipment can be adjusted independently.
Flashlight, laser, and night vision range, brightness, and angle can all be adjusted.
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Immersive night combat

You can control how well Enemy can see in darkness,making nighttime combat as punishing or as fair as you want.
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Real equipment behavior⠀
Flashlights illuminate the environment.
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Night vision units emit subtle facial glow.
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Enemies can use visible weapon lasers(red).
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Lootable NVG system⠀
Enemies wearing night vision can drop a usable PV7 after death.
(Random Battery Level)
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Full MCM support
All values can be adjusted directly through the MCM menu.
You can configure :
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Spoiler!
mod_enabled = true
debug = false
force_active = false
activate_at_dusk = true
flashlight_off_on_death = true
bandit_flashlight_chance = 20
bandit_nvg_chance = 0
bandit_sight_boost = 20.0
guard_flashlight_chance = 40
guard_nvg_chance = 5
guard_sight_boost = 35.0
military_flashlight_chance = 60
military_nvg_chance = 30
military_sight_boost = 60.0
flashlight_range = 25.0
flashlight_angle_deg = 28.0
flashlight_energy = 6.0
flashlight_blink_enabled = true
flashlight_on_time_min = 8.0
flashlight_on_time_max = 20.0
flashlight_off_time_min = 3.0
flashlight_off_time_max = 10.0
nvg_energy = 0.1
drop_nvg_on_death = true
laser_enabled = true
bandit_laser_active_chance = 30
guard_laser_active_chance = 50
military_laser_active_chance = 70
laser_energy = 500.0
laser_angle_deg = 0.05
laser_range_m = 80.0⠀
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⠀⠀⠀⠀⠀⠀⠀ ⠀Compatibility
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This mod should not cause hard conflicts or crashes with mods.
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About balance
High equipment values can make nighttime combat dramatically harder, especially against military, carefully.
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About laser support
Laser effects only appear on enemy weapons that already support compatible laser attachments (WAS required).
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⠀⠀⠀⠀⠀⠀⠀⠀⠀Changelog
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Spoiler!
⠀⠀Version 1.1.0
Bug Fixes
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Fixed an issue where AI could incorrectly enable lasers even without laser attachments equipped.
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Fixed a case where lights did not properly turn off when AI died while “flashlight off on death” was enabled.
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Fixed an issue where AI could spawn duplicate flashlights during movement or respawn.
Improvements
- Improved the stacking logic for AI night vision and vision bonuses, reducing the risk of value conflicts with other AI mods.
New Features
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Added a new mechanism for AI to turn off flashlights in non-combat states (enabled by default).
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Added a configurable interval setting for flashlight on/off behavior.
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Version 1.0.0 -
Initial release
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If you encounter any issues, please report them to me.


