- Added Vampire eyes. The intention with these vampire eyes is to make them subtle so that a vampire could theoretically wander around without giving away their true nature unless someone gets close. I hate that vanilla vampire eyes are like fog lights, my eyes still glow but it is much more subtle. These vampire eyes conform to the vanilla style (black sclera) because vanilla vampire meshes and therefore the eyes that are baked/saved into each npcs facegen glow. Colouring sclera (whites) of the eyes in anything but black will lead to massive glow. This approach means that these textures will work without glitchy glows or problems for all the games vampires without the need for another mod. This isn't how I want them to look, but to change it for both the player and all the games vampires would make the mod have a much larger scope (esp, facegen data, conflict galore). I will do this later as an optional file. You can of course use any other vampire overhaul you want and overwrite my files for vampires.
- Improved normal map and other effect maps. Removed alpha channel experiment from normal map that caused blockiness. New map has no artifacts and is much smoother.
Hello there! I was wondering if I could use your wonderful eyes for my quest mod. I first came across your work while playing the amazing Gate to Sovngarde Collection :)
Just wanted to thank you for this! I was noticing very bright eyes with another vanilla replacer I was using, so I swapped it over to standalone and downloaded this for my replacer and everyone looks normal again. No more immersion breaking bright white eyes at night
?There's something funky going on with my werewolf eyes with this mod. The problem goes away when I disable the mod and is present when it is the only mod affecting eyes in my mod list. Is this intentional or I'm missing something?
Edit: eyewolfenvironmentmask_m.dds seems to be the culprit here.
Hey there. Just wanted to say, I really like the textures of this mod. They're a huge step up from vanilla eyes. Excellent work. However, I've noticed that this mod changes pupil shape/size for khajiit, and it does it in such a way that they always look like they're looking up and to the right of where they're intended to be looking. I take a lot of screenshots, and this makes it really difficult to stage things properly -- and in some cases, it makes things outright wonky. A few examples:
The wonky eyes are probably at least in part due to Skyrim's khajiit models being subpar, but I at least wanted to mention it. Screenshot issues aside, the character actually looking at me when they're talking to me is pretty important, so this makes it tough to justify using the mod. Nevertheless, I appreciate the work you put into this project. The textures themselves really look fantastic. :)
Been trying the mod out myself and this isn't exclusive to Khajiit, I've seen it on some human races to, unfortunately a deal breaker for me because it does look pretty silly :(
In case anyone is having this issue, it's possible that this is an OSA/OSex related issue. Considering this mod is just textures, it likely isn't much to do with the base mod. I'm not sure though, I don't use OSA.
surprisingly effective mod, despite how small the changes are. my game isn't as visually impressive as some since my computer isn't as high-spec as most, but even just seeing the loading screen renders with this mod it's a very noticeable difference from the vanilla textures, all while staying subtle and not over-the-top.
NIF optimizer reports that your textures are saved in sRGB rather than linear. I'm a pleb so I'm not really sure if this is a problem, but I just thought I'd ask anyway!
I've flipped through several eye mods now and this hits the best balance of not standing out in a crazy way but still having me go "damn those eyes look nice." Thanks for the great work!
97 comments
- Added Orc eyes.
- Added Vampire eyes. The intention with these vampire eyes is to make them subtle so that a vampire could theoretically wander around without giving away their true nature unless someone gets close. I hate that vanilla vampire eyes are like fog lights, my eyes still glow but it is much more subtle.
These vampire eyes conform to the vanilla style (black sclera) because vanilla vampire meshes and therefore the eyes that are baked/saved into each npcs facegen glow. Colouring sclera (whites) of the eyes in anything but black will lead to massive glow. This approach means that these textures will work without glitchy glows or problems for all the games vampires without the need for another mod.
This isn't how I want them to look, but to change it for both the player and all the games vampires would make the mod have a much larger scope (esp, facegen data, conflict galore). I will do this later as an optional file.
You can of course use any other vampire overhaul you want and overwrite my files for vampires.
- Improved normal map and other effect maps. Removed alpha channel experiment from normal map that caused blockiness. New map has no artifacts and is much smoother.
The mod now replaces all of the games eyes!
Edit: eyewolfenvironmentmask_m.dds seems to be the culprit here.
Vanilla Eyes: Click here (Google Drive)
Authentic Eyes: Click here (Google Drive)
Wonky Eyes: Click here (Google Drive)
The wonky eyes are probably at least in part due to Skyrim's khajiit models being subpar, but I at least wanted to mention it. Screenshot issues aside, the character actually looking at me when they're talking to me is pretty important, so this makes it tough to justify using the mod. Nevertheless, I appreciate the work you put into this project. The textures themselves really look fantastic. :)
my game isn't as visually impressive as some since my computer isn't as high-spec as most, but even just seeing the loading screen renders with this mod it's a very noticeable difference from the vanilla textures, all while staying subtle and not over-the-top.