thanks! this would be something intensive for performance?
Just a few lines? Nah, most likely not. Computers have a lot of processing power, short and simple script stuff is usually very lightweight.
Papyrus also runs scripts in separate threads so they have far less impact on FPS than for example scripts in Oblivion.
Just always try to script as efficient as possible out of principle and then in most cases you're fine concerning performance. There's no need to be paranoid about it, just script whatever feature you want. Even if you get some performance loss, useful features are usually worth it. If not, you'll find out eventually.
If you figure out a good way for nighteye to activate in the correct situation, please let me know! its something which I would like to add to the auto-cast powers mod I am working on, but I really dont know of a non-invasive way of doing this.
You could try using GetLightLevel:
http://www.creationkit.com/GetLightLevel_-_Actor
The value represents how much light shines on the actor (used for detection). It's usually a good indicator whether Night Eye would be useful or not, although it's possible that the player character is standing under the only light source in a very dungeon. You could perhaps make it somewhat more accurate by placing an invisible actor without collision and AI turned off 10 meters in front of the player every few seconds and also check it's light value.
It's rather hard to detect through Papyrus script when exactly it is a proper situation for Night Eye to be activated. It might be better to just add an extra toggle button for it so the player can decide?