Honestly, I find this much LESS realistic, as if the whites of the eyes have a light source behind them. It's a common effect in games (and was very common in Oblivion "beauty" mods), but it's pretty immersion-wrecking for me. I don't mean to be too critical; the effect is very well-done here, and will appeal to people who like this style of effect - a somewhat more cartoony and surreal milieu (especially if you lean toward the anime side), but "Brighter Eye Lighting" would probably be a more appropriate name.
Great mod, endorsed. To those who have trouble with eye-texture mods with .esp there is a easy solution:
- backup or rename any "eyebrown_n.dds" located in the game folder DataTexturesActorsCharacterEyes - extract the file eyebrown_human_n.dds from the "Realistic Eye Lighting"-archive (its in DataTexturesActorsCharacterEyes) - rename "eyebrown_human_n.dds" to "eyebrown_n.dds" and put in the game-Folder DataTexturesActorsCharacterEyes
Explanation: Vanilla has only one eye normal map for humans, elves, orcs and vampires. Thats ok because vanilla doesn´t treat the "iris-part" different from the rest of the eye. Realistic Eye Lighting does and - since orc eyes are bigger than elves eyes etc. - offers four different normal maps. Unfortunately the vanilla facegeoms all point to the vanilla "one-fits-all"-normal map. Risuun therefore had to redo all the facegeoms. All the meshes and the ESP (which together take up 99% of the file-size of this mod) are only needed for that reason.
So, if you don´t mind using a "one-fits-all"-normal map you do not need the esp or the meshes. http://www.nexusmods.com/skyrim/mods/54416/? e.g. also uses a "one-fits-all" normal map despite treating the "iris-part" different from the rest of the eye in order to achieve correct reflections.
The main difference between "Realistic Eye Lighting" and "Eye normal map" by Mr. Dave lies in the change to the "iris-part" of the eye normal map. Risuun simply kept this part blank. If in doubt try both and see for yourself . "Eye normal map" is quite heavy with a resolution of 512x512 and over 1 MB file size as opposed to the 128x128 resolution and 15kB filesize of the "Realistic Eye Lighting"-normal maps. But you can change resolution/compression yourself.
81 comments
- backup or rename any "eyebrown_n.dds" located in the game folder DataTexturesActorsCharacterEyes
- extract the file eyebrown_human_n.dds from the "Realistic Eye Lighting"-archive (its in DataTexturesActorsCharacterEyes)
- rename "eyebrown_human_n.dds" to "eyebrown_n.dds" and put in the game-Folder DataTexturesActorsCharacterEyes
Explanation: Vanilla has only one eye normal map for humans, elves, orcs and vampires. Thats ok because vanilla doesn´t treat the "iris-part" different from the rest of the eye. Realistic Eye Lighting does and - since orc eyes are bigger than elves eyes etc. - offers four different normal maps. Unfortunately the vanilla facegeoms all point to the vanilla "one-fits-all"-normal map. Risuun therefore had to redo all the facegeoms. All the meshes and the ESP (which together take up 99% of the file-size of this mod) are only needed for that reason.
So, if you don´t mind using a "one-fits-all"-normal map you do not need the esp or the meshes. http://www.nexusmods.com/skyrim/mods/54416/? e.g. also uses a "one-fits-all" normal map despite treating the "iris-part" different from the rest of the eye in order to achieve correct reflections.
The main difference between "Realistic Eye Lighting" and "Eye normal map" by Mr. Dave lies in the change to the "iris-part" of the eye normal map. Risuun simply kept this part blank. If in doubt try both and see for yourself