Users running ENB b.436 onward should use the optional vanilla eyes version if they want to take advantage of ENB's shadow removal. Please know that this will force the Invisibility bug to return unless you have another means of avoiding it installed.
Hey, I was wondering how to get such eye shapes as yours in the first 4 images. Did you use RaceMenu or something like that and sculpted it or is it some kind of preset?
That definitely sounds like a texture issue, yeah. I can't really recommend anything other than to maybe try different textures. A screenshot might help diagnosis a bit but I'm not sure.
I had the same issue and it's discussed in https://www.nexusmods.com/skyrim/mods/91568/?tab=posts&jump_to_comment=70254378 comment section. The mod author updated with a fix.
I haven't seen it yet in this mod's version of SUEMR but I haven't been in all light yet.
Oh, thanks for the replies! This was the outline: http://prntscr.com/nt4m97 - It can also be one single square with one of your files.
It seems to be related to an overlay texture, because after taking a shower with Bathing in Skyrim the effect was gone. Not sure if I've edited the texture, but this file https://www.dropbox.com/s/lk0f9yu9wznhubx/StojaRunningMascara.dds?dl=0 (original from Stoja's Warpaints) has been active by that time. Maybe it's done or saved incorrectly and one of you got more knowledge of it?
So literally the only difference between your meshes and HHaleyy's is the shader type being set to original Eye Envmap again, right? Does this mean that I can 100% fully adopt that fix of you for my self-made standalone companion by simply doing the same in its FaceGenData mesh on the eye meshes, without any drawbacks as compared to regenerating FaceGenData entirely? It's just I don't think I could ever again replicate that perfect set-up again when FaceGenData was first generated ...
That shader type change was removed in the latest update actually so they're identical now, at least in lighting shader settings. However, there's some vertices that have been moved in order to fix the clipping, so no, you'd have to regen completely or edit the mesh in OS/3DS, etc.
As for the clipping I understand, thought there never was any issue with that specific NPC in the first place. Please explain what's changed over version 1.1 to 1.2 to 1.3 and why? Also, what does AO actually stand for?
I have a changelog on this page that says what each version is and the reason why is they were problems spotted by people using it that I've fixed up. 1.1 was making the edits symmetrical which I should've done in the first palce tbh, and 1.2/1.3 are fixes for conflicts with shaders.
AO stands for ambient occlusion. There's a fake AO strip that hangs under the upper eyelashes which is causing the clipping, which is why it's the Eyes AO Clipping Fix.
Are you a mind reader? Cause babs, I was getting hella MAD at the eyes, this close just removing that part of the eye cause its bugging af. I love you so much.
48 comments
Users running ENB b.436 onward should use the optional vanilla eyes version if they want to take advantage of ENB's shadow removal.Please know that this will force the Invisibility bug to return unless you have another means of avoiding it installed.
Fixed, disregard.Got a visible outline around the eye lashes and am trying to find a solution.
A screenshot might help diagnosis a bit but I'm not sure.
edit: commented too late lol
I haven't seen it yet in this mod's version of SUEMR but I haven't been in all light yet.
This was the outline: http://prntscr.com/nt4m97 - It can also be one single square with one of your files.
It seems to be related to an overlay texture, because after taking a shower with Bathing in Skyrim the effect was gone. Not sure if I've edited the texture, but this file https://www.dropbox.com/s/lk0f9yu9wznhubx/StojaRunningMascara.dds?dl=0 (original from Stoja's Warpaints) has been active by that time. Maybe it's done or saved incorrectly and one of you got more knowledge of it?
thatnk for this
https://www.nexusmods.com/skyrim/mods/27783
This has brought new life to the eyes of my characters! Truly wonderful work!
Please explain what's changed over version 1.1 to 1.2 to 1.3 and why?
Also, what does AO actually stand for?
AO stands for ambient occlusion. There's a fake AO strip that hangs under the upper eyelashes which is causing the clipping, which is why it's the Eyes AO Clipping Fix.
I love you so much.