You could just assign every character Nightvision in those low-light maps. The quickest way to do this is with the TokenMod API. I use a macro that calls TokenMod, and lets me select the party, and with two clicks assign everyone vision appropriate to the situation: 90 ft nightvision for full moon, 60 ft nightvision for half-moon, 0 nightvision for utter darkness, no vision of any kind for blindness, etc. etc. I may be wrong about this, but I don't THINK that TokenMod can affect the "Dimming" property for UDL Nightvision yet. Which is unfortunate, because it means that the Nightvision is all very bright unless you add "Dimming" manually for each token. I assume this property will be added as UDL is finalized. In the meantime, I use the brute force method of stretching a semi-transparent black graphic over the map layer. (If I'm lucky, I'm misreading the TokenMod Help menu and someone will let me know!)