These are not replacers for the character creator's eye colors, they are overlays that load on top of the eyes, so they can be used with any eye color replacer mod. I'm not familiar with the mod you specified, but if it is an eye color replacer then it will work with this mod.
Since that would require the base resource (.morphtarget) files this mod relies on to be completely remade, and Nora and I are both on sabbatical--it's unlikely to happen any time soon, if ever, sorry!
Can I clarify how I'm meant to install this please, as it seems to be different to most mods. Do I only install ONE slot .archive, and then ONE colour .archive? Or can I install one slot and all the colours to choose in-game?
You install only the slot. archives and color .archive that you are intending to use -- you cannot install them all at once, as they are loaded directly on V via the framework that's listed as a requirement. They aren't an equippable item, so changing them out would require closing the game and swapping the .archive files. Detailed install instructions are in the mod description.
This mod is mysteriously hard to discover. Whenever I've done a tear down of my mod setup I've had to do some archeological foraging in my download history to find it again.
This and your other mods are weirdly underappreciated. I'm certain lots of folk are looking for exactly what this does but they just can't find it. I know you're not currently active but you might look at improving the tags and title to give it a deserved boost in visibility.
edit: and while I think of about it I might do a little visual guide on how to assemble your files and then package them up in wkit when I get time and send it to you to have a look. I have a project that I can just drop in a different color or material and I'm good to go. I do this for all mods that use Nora's frameworks, really makes things convenient.
For what it's worth, I'm certain JSILVERHVND knows how to use WKit to assemble mods - we made this mod, and all its included files, using the tool. Is there a reason you were inclined to believe otherwise?
You've misunderstood my comment Nora.I was not suggesting JSILVERHVND doesn't.
For example, their Wired and Encrypted mods, once I've made my choices I finish up with maybe 6 or 7 archives that JS has carefully named so they correctly overwrite. I then merge them by that load order and finish up with one archive with all my choices in it. I could maybe keep several versions of that one archive with different custom choices and just swap them out if I wanted a new theme or whatever.
I use quite a few mods for all of your frameworks, that adds up to a lot of archives, for those of us with heavy load orders getting that number down and making it easier to manage has obvious benefits.
I was wondering if you were having issues with unpacking the mod files and things being unlabeled - this is something that can happen with older mod packing tools, and I was unsure if the utility we used to mass-package these mod files (WolvenManager) after they were created in WolvenKit was producing the same issue. If that was the case, I could see how that would lead someone to believe that JSILVERHVND wasn't up to date on how to use WKit, and then to extend an offer of a guide.
I figured if the above scenario was what was happening, I could save you the trouble of creating a guide and also learn about something to consider for how we pack mods going forward. Thank you for clarifying!
Are you seeing any visual impact from this mod at all - like the glow ring is present but just not the text? If so, as silly as it sounds, can you double check that the text does not appear if you get closer to the character / use a smaller FOV in photomode? I know the game has a tendency to sort of "smooth" over extremely fine details at a distance.
great work, any chance of a version with just the center glow without the glow rings so we can mix and match? ive tried already with current files to get white glowing center using the cloud both color file in slot 15 and red rings left and right color files in slots 13 and 14 but just get clipping issues on the rings from the glowing full version
Neither Nora or I are currently actively modding right this minute, but we'll look into putting together an override file for the glowing full set that will replace its texture with a center-only version sometime in the future.
The mod which allows this one to appear on V (Morphtarget & AnimRig Additions) has a number of open "slots" that it uses to load mods like CyberLenses (but also many other available mods, like Heterochromia 4.0, More Scars, More Freckles, etc.). These slots are numbered, and each slot can only be used to load one mod at a time.
For example, if you tried to use the Slot 4 version of CyberLenses at the same time as the Slot 4 version of More Scars, only one of those mods would work. However, if you use the Slot 4 version of CyberLenses and the Slot 5 version of More Scars, then the mods work perfectly together, as they are not "competing" for the same slot.
Is it possible you perhaps have the Unique Eyes framework installed, but without a mod that makes use of it? That is known to give your V black eyes. This mod is entirely separate from Unique Eyes, and thus would simply sit on top of the black eyes produced by the other factors in the situation.
If you're sure that the above is not the case, you can also test whether this mod (CyberLenses) is responsible by removing this mod and seeing if the issue if resolved. Please let us know what you find.
just done downloading and installing the mod. but game won't even start after the launcher is done, launcher closes, game won't start. copied all required files to the archive/pc/mod folder
Seem to have missed this comment, apologies. If you are still looking to resolve this issue, please let us know if you experience the same fail-to-start issue with just zz_NLD_Morph_and_AnimRig_Additions.archive installed, and without the additional files from this specific mod (CyberLenses).
92 comments
Both eye mods look fantastic and wanted to try using both together. Just wasn’t sure if one would overwrite/overlap the other.
Thank you!
This and your other mods are weirdly underappreciated. I'm certain lots of folk are looking for exactly what this does but they just can't find it. I know you're not currently active but you might look at improving the tags and title to give it a deserved boost in visibility.
edit: and while I think of about it I might do a little visual guide on how to assemble your files and then package them up in wkit when I get time and send it to you to have a look. I have a project that I can just drop in a different color or material and I'm good to go. I do this for all mods that use Nora's frameworks, really makes things convenient.
For example, their Wired and Encrypted mods, once I've made my choices I finish up with maybe 6 or 7 archives that JS has carefully named so they correctly overwrite. I then merge them by that load order and finish up with one archive with all my choices in it. I could maybe keep several versions of that one archive with different custom choices and just swap them out if I wanted a new theme or whatever.
I use quite a few mods for all of your frameworks, that adds up to a lot of archives, for those of us with heavy load orders getting that number down and making it easier to manage has obvious benefits.
Was just thinking of my fellow users. Never mind.
I was wondering if you were having issues with unpacking the mod files and things being unlabeled - this is something that can happen with older mod packing tools, and I was unsure if the utility we used to mass-package these mod files (WolvenManager) after they were created in WolvenKit was producing the same issue. If that was the case, I could see how that would lead someone to believe that JSILVERHVND wasn't up to date on how to use WKit, and then to extend an offer of a guide.
I figured if the above scenario was what was happening, I could save you the trouble of creating a guide and also learn about something to consider for how we pack mods going forward. Thank you for clarifying!
Like a dream!
For example, if you tried to use the Slot 4 version of CyberLenses at the same time as the Slot 4 version of More Scars, only one of those mods would work. However, if you use the Slot 4 version of CyberLenses and the Slot 5 version of More Scars, then the mods work perfectly together, as they are not "competing" for the same slot.
If you're sure that the above is not the case, you can also test whether this mod (CyberLenses) is responsible by removing this mod and seeing if the issue if resolved. Please let us know what you find.
double checked everything and game will launch as normal after i delete the files from the mod folder again...