Skyrim Special Edition

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  1. xrayy
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    this mod includes a normal map with directional information for the eye mesh and this influences smoothness and the amount of detail of reflected objects and shadows of the eye bulb surface depending to some extend on the cubemap used.
    it does not influence or change directly the color information of the eye texture and it is never responsible for color-, mesh- or script-related problems with the eyes or other mods. in these cases don't blame my mod or ask for support! i can not help you.

    nov 19: V2.0 is a sse exclusive optimized bc7 compressed 1k sized version.
    rumastered meshes for se are available: https://www.nexusmods.com/skyrimspecialedition/mods/18147
    together with my normal map mod this should provide ultimate vivid eye experience without artifacts, iris seams and contact lens effects!

    If you are a chinese, japanese or a russian fan of my mods please help me to let the site owers in their respective native language sites know that they may set a link to my mods here on nexusmods but that any upload of my work on any other site including their native language sites is not permitted from my side! thank you very much for your support (see also description)! this is free stuff and can be any time downloaded and endorsed here on nexusmods.com!

    some words to normal maps and texture compression BC1 to BC7 and the uncompressed dds fomat:
    all texture compression formats are more or less optimized for rgb textures and not for normal maps. BC5 seems to be the exception but is seems also to work suboptimal with sse.
    BC7 (DX11 only) is the slowest (most complex) but also the best compression method. it comes very close to uncompressed quality and it delivers in all cases better results than DXT5(=BC3) including normal map compression.
    i recommend to use at least BC7 or uncompressed format in special cases (some normal maps e.g. for the character appearance, textures you like to watch zoomed) for best quality. for all the rest (rgb textures) you are fine using BC1 or BC3 for performance reasons. glow and height maps are a special case and you may have to test which format works best wihile saving memory and bandwidth. for these cases i would suggest to study the BC formats in detail..

  2. Kulharin
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    btw what eye mod do you think is the best for your normal maps?
    1. xrayy
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      hello, read my description with my recommendations. i also placed some recommendations in my presets descriptions.
      i hope this helps. feel free to pm me if you need even more info.
    2. Kulharin
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      Hi sorry, preset description? I was mostly looking for your favorite eye texture mod to along with these. I do have SUEMR for meshes and AO eye clipping fix... but not sure if I should use Authentic Eyes, Eyes of Beauty, Natural Eyes, Improved Eyes, True Eyes, etc .
    3. xrayy
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      i did not try them all. it's matter of taste thing. you can use them all and they have all some specific beauties included. the problem is more the compatibility if you use a race like ningheim race as i do or at least i did.
  3. cthunsthrall
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    just so you're aware, the "eye normal map fix" mod isn't a 'contact lens effect.' obviously it's true that contact lenses are convex and have a smaller radius than the entire eyeball, but contact lenses have to have the same radius as the iris or they won't work. with the exception of scleral contact lenses, which need to rest on the sclera. but those are rare, when people say contact lenses they're generally referring to soft contact lenses, whose inner diameter is necessarily about equal to the iris' outer diameter. these lenses are supposed to adhere to the iris and basically act like a film, so they should not change the reflective optics except for of course being a different material and making the iris slightly thicker.

    anyway my point is, the iris itself, even without contacts, already has a smaller radius than the eyeball. the iris visibly and obviously "sticks out" from the sclera. close your eyelids and feel around your iris with your fingers, you can clearly feel the ridge at the edge of the iris, where the radius sharply changes and becomes steeper. so it's not some cosmetic contact lens effect, it's actually necessary to model a human eye accurately. unfortunately i agree with you that your normal map looks better, the reflections are more precise, but it's unfortunate that people have to choose between image quality and accurately modelling the optics. the shapes in your iris reflections look sharper and more detailed, but they also look fake because the reflections run uninterrupted across the surface of the eye, not affected by the iris bump.

    personally it stands out a lot to me because it reminds me of a doll's eye more than a human's eye. any healthy human eye should look like it has 2 'isolated' sets of reflections, one set on the iris and another on the sclera, because the eye is essentially two overlapping ellipsoids. don't quote me on that, i'm not entirely confident that the curve of the iris constitutes an ellipsoid, but it absolutely has a different curve from the sclera and that means a visible edge between them which would disrupt any reflection which might otherwise run smoothly across both of them. it's especially pronounced in images #3, #16, #13 in this mod's gallery, since these have big light reflections running from sclera to iris.

    anyway i still think it's great work and it's your mod, i don't expect you to make it the way i would prefer it. i will try to make my own version with a distinct iris and high image quality. just thought in the meantime, i'd respond to your statements in the description since the point about contact lenses seems like a misconception. maybe i misread it though, and if so i apologize for the lecture lol

    edit: here's an illustration too:
    https://upload.wikimedia.org/wikipedia/commons/3/30/Blausen_0389_EyeAnatomy_02.png

    imo even this illustration doesn't do justice to just how sharp the edge really is, i think the iris sticks out a bit more than that.
    1. xrayy
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      take it easy. the whole game is just a fake - but a beautiful one and it is all a matter of taste. so please don`t tell me how real eye physics work . my taste is to have sharp and clear eye reflections without artifacts and lens effect and to show images with my mod as posted. many other stuff is done by eye mesh and cube map. chose the right ones and watch your enb settings!
      it is your decison and a good idea to omit my mod if you do not like the effect of my mod. so why posting here ? i don't get your motivation. if you like eye strong lens effects chose another mod (there are already mods out there covering this) and omit my mod or try both and just chose the better one. i tried them and i don't like this effect and it doesn't change if you post what you like more. compare the real images and chose what you like.
      if you like nice eyes and some info about eyes i recommend to watch this: https://www.nexusmods.com/fallout4/images/153383

      i offer also a teeth mod because this mod offers the best images for my taste. there are other 2d and 3d teeth mods out there and i compared them with my skyrim solution. all i can say is: chose what you like most or build your own mod.
  4. ComradePark
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    Hey, great work! I was just wondering if this mod was compatible with Bijin mods? I didn't see the mod in your optional file listing.
    1. xrayy
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      i mentioned followers and non standard npc in my description. you have to apply my mod manually in these cases.
      download my mod and compare the file of my mod with the bijin files and replace (and maybe additionally rename) them if they use an own custom path for the textures. many npc /follower use the standard vanilla texture path. in this case you will not find a texture to replace in the mod folder and it is not needed if you already use my mod.
    2. ComradePark
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      Thanks for the quick answer! Although it is a bit of a lengthy process since I use a lot of NPC replacers, it's worth every minute!
  5. Kulharin
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    Questions I have, answers I seek.

    Does this effect NPCs or just the player? Should this be used alongside Eye AI Clipping Fix and Eye Normal Map Fix?
    1. xrayy
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      my mod does the same as eye normal map fix but i do not use a contact lens effect in my mod. read my description for more detail. my mod focuses on high resolution and smooth and natural eye normal map effects. my mod is even closeup image capable without using more ram keeping same distance as lower res solutions with one exception: being very close to the object my mod is capable to use the even higher res mipmaps.
      My description and the thread includes all you should know and what my mod does, what to do with some custom races and eye mods and why i recommend to use it in favour of other solutions. if you still have questions after reading this you are welcome to send me a pm for going into further detail if needed.if a mod overwrites my included texture you can be sure it is not compatible with my mod.
      you will find an optional pack including more races like werewolves and argonians under optional files with a short description.
    2. Kulharin
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      Gotcha thanks... so I can just replace eye normal map fix with this... and I assume I put this after any other custom eye mods such as eyes of beauty/natural eyes?
    3. xrayy
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      i use modorganizer and i can see if a mod texture is overwritten by another mod. if you are not sure place it at the end of your load order and you are fine.
    4. Kulharin
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      Yup, I removed eye normal map fix.there is some overwrite with with HMB Cathedral, but that has Eyes of Beauty built into it and some other stuff. I also have Mild eyes for Humans which has the eyebrown_n.dds but it looks very different from yours, so again I am just placing yours after in MO2 to let yours overwrite.

      I am just gonna use your all in one and let it win/overwrite other mods.

      Also what's your personal favorite custom eye textures mod to use with this?
    5. xrayy
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      i have not a special favorite. my favorite race is ningheim and so i'm limited to mods with ningheim support. most times i customize the textures for my needs. eye meshes are also important. i use and recommend the SUEMR SSE mod for crisp eye reflection.
  6. Fetterbr
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    Hi. Just a comment. I use Player Blink Fix and after i installed your mod the blinking stopped so i removed it again.
    1. xrayy
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      are you serious ? my mod is nothing else then a texture replacer for the vanilla texture. your blinking problem is definitely not related to my mod. maybe it has something to to with your blink fix mod. i do not use such a mod. where should be the connection of your problem with a texture mod ? answer: there is no.
      update: i installed the blink fix mod and it works perfectly with my mod. never missed this blinking before but it works nicely. by the way this mod does not include any texture. both mods do not interfere with each other.
  7. Donselino
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    What kind of issues could I encounter when just downloading this as is with Fantasy followers and improved eyes mods?
    Just wondering :)
    I saw your readme but I'm kind of a noob when it comes to certain file locations, will try again if it is absolutely needed to function correctly with your mod though.
    Since I think this mod is a great idea, it is a big improvement for sure!
    1. xrayy
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      this mod is so tiny that i have doubts that your problem is related to my mod. it only includes one normal map texture for better eye appearance. i'm sure it has no conflicts with any other mod not doing the same as my mod. it just overwrite / replaces the standard skyrim eye normal map texture but it should also overwrite all mods using this texture to overwrite the vanilla one! so check your modorganizer and your mod load order. my mod should be the last replacing the eyebrown_n.dds file. some customized mods use their own eye framework inculding the eye normal map. in this case follow my recommendations in the description or juest replace the eyebrown_n.dds file in this mod with my HD file. just check if the mod texture is vanilla comaptible (uses roughly the same pattern).
  8. Shiva182
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    can you also add for eyewerewolfbeast_n?
    1. xrayy
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      i did indeed some optimizations also for beasts and some animals. never tought that anybody asks for that
      i will have a look. you may have to test it for sse
    2. xrayy
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      update: uploaded my optional all in one package including werewolves and argonians. just waiting for a test in sse.
    3. ff7legend
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      As far as I can tell, the all-in-one version is working properly. Installed it awhile ago & haven't noticed any issues so far. Using it alongside Babes of Skyrim - Vanilla NPC Replacer (CBBE version) by Dar0ne44 without issues. Just thought the author should know.
    4. Shiva182
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      Nice, thanks :)
      You should compress them to BC7 format instead of uncompressed.
      Uncompressed textures can apparently cause some problems on SE. BC7 doesn't loose any quality.
    5. xrayy
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      i was not aware of the uncompressed/bc7 problem in sse becuase feedback was positive. thank you for that info. i will consider
    6. xrayy
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      update: didn't find anything about problems with uncompressed dds textures and sse at least using loose file mod structure. a link would be helpful. thanks in advance!
    7. Shiva182
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      ousnius said it to me on my SG textures for CBBE port.

      Quote "... uncompressed texture, those can cause instabilities for some people with certain hardware in SSE.."

      I've also heard it from other places, but why not, I mean same quality for half the size. Not a big issue in this mod but still. Good habit.
    8. ff7legend
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      The instabilities with regard to uncompressed textures issue in SSE Ousnius mentions is especially true for Windows 7 versions of DX11. This is a DX11 issue, which Skyrim SE utilizes instead of DX9.0c like Oldrim did.
    9. xrayy
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      did some additional tests with bc7 format and i think it is usable for my purposes. thanks to shiva for mentioning this option.
  9. ThatSpartacusGuy
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    Figured I would add this in it's own thread: I looked at your profile and realized I have actually been using your better prisonerstuff (replacer) from LE in SSE for a few weeks and I like the textures a lot. Also, I have used your Katarina Ningheim Preset in LE. Quality stuff.
    1. xrayy
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      thanks, good to know. you may also test better ropes mod. i'm pretty sure you will like it if it works. but it needs smim or other compatible 3d rope meshes to be fully 3D
  10. EDraven2010
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    Hi, can you please tell me what character you have used for image 3? Thank you :-)
    1. xrayy
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      it's the maryl ningheim preset (skyrim le). i don't know if ningheim race already works in sse because i'm not using sse. some feedback on this would be appreciated.
    2. EDraven2010
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      Thanks for the info :-)
    3. ThatSpartacusGuy
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      Yes it works in SSE, just need the SSE version of Race Compatibility. My first playthrough with SSE was with Ningheim.
    4. xrayy
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      and racemenu works too including loading my ningheim presets ? this would be great!
    5. ThatSpartacusGuy
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      Yes, expired has a github where he has uploaded his Beta versions of Racemenu SSE. Link HERE. Video instructions on how to install Racemenu SSE in your game properly: Click HERE
    6. xrayy
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      thank you for that information! so i will offer my presets (already in le available) for sse relating on your info. i do not have sse installed and i do not plan to switch from my heavily modded and stable oldrim to sse in the near future. so i'm glad that people like you help me to find out if my mods are sse compatible and ready to release for sse.
    7. ThatSpartacusGuy
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      Just build your presets in LE with mods that are also available on SSE for compatibility, save to get your .json file and post the presets to SSE Nexus
    8. ThatSpartacusGuy
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      To add, file path for Racemenu presets folder is the same as LE.
  11. Zeridian
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    Thanks :3