Skyrim Special Edition

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NerevarineKhajiit

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NerevarineKhajiit

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138 comments

  1. NerevarineKhajiit
    NerevarineKhajiit
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    Let me know here in the comments if you have any ideas you might have for other New Sliders! I'm excited to see what else I can do with this tech.
  2. NerevarineKhajiit
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    Looks like there was an issue with RaceMenu 0.4.15 that was causing CTDs in certain areas. If you experienced these crashes, expired6978 uploaded a fix with 0.4.16, so make sure to go grab that.
  3. Wylerion
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    This doesn't seem to be working for me and I think it might be because of my race overhauls.

    Any suggestions on how I could tweak it so that the sliders show up on the races with mods like Morningstar or Imperious(I'm pretty sure they change the names of the races which might be part of the issue).
    1. NerevarineKhajiit
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      Sure thing! Custom Races definitely mess with the sliders right now - there's not really an elegant way around it on my end. Luckily the solution is fairly simple. Just find the races.ini file in my mod under Meshes\actors\character\FaceGenMorphs\NK_Heterochromia Reborn.esp and add the internal names of the races you're using. Basically add two lines to the bottom of the .ini that look like what I've pasted below, except replace the names of the race with whatever your Custom Race calls itself in the CK for the first line, and whatever the Vampire version of that race is called for the second line. Repeat for multiple Custom Races.

      ArgonianRace= sliders\human.ini
      ArgonianRaceVampire  = sliders\human.ini

      The main reason I haven't packaged the mod with these lines for custom races out of the box is that I don't have time to test all of the Custom Races out there and make sure they actually work if you add the line, and I don't want to claim I'm supporting something I haven't tested. Also because there's a ton of Custom Race mods out there and I don't feel like taking the time to find out what all of their internal names are. It'll work for like 90% of them, though if you just manually add it on your end.

      Stickying this so others can see.
  4. Horsemen1
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    I'm trying to get this mod to work and while I did get it to function with my custom race i am using. it unfortunatly plays really badly as every time I enter a cell or load my save, my eyes vanish and I gotta go back into showracemenu to reapply them
  5. Hentropy
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    Really nice mod, now if we could only get heterochromia for werewolves
  6. TheChriZ
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    Any eyes with an added glowing effect lose their glow when patched for Heterochromia. Is there a way to workaround this issue?
  7. killernoobman
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    How do I uninstall? Removing the mod didn't bring back my normal eye slider, just have empty sockets...
    1. darkfrair
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      seems like you made a patch yourself with the delete eye sliders option

      in this case, depends on what mod organizer you use.
      with mo2
      First, go through the process to reinstall a clean game. (for best results, instead of just using the repair game option on steam, uninstall it and then re-install it)
      Second, reinstall the 3-ish mods that actually need to go into your skyrim install folder, re-clean the files that need re-cleaned.
      Third, reinstall any mod that adds eye sliders. this can include some follower mods. iirc mias lair, auri, and prettier bandits all add eye sliders, and that's just mods I use.
      congrats, your done

      with vortex, turn off all your mods, follow mo2's instructions
      , then turn your mods back on in the correct order.

      without a mod manager, note down what mods you added. uninstall skyrim. re-install Skyrim. re-install all the mods, in the right order.

      Hope this helped
    2. NerevarineKhajiit
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      You shouldn't need to do a clean install. If you made a custom patch through the zEdit script, you just need to remove that custom .esp file - your Mod Organizer likely didn't recognize it as part of the mod when you told it to uninstall the mod, and left that extra .esp in there.
    3. GorillaSam
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      Why on God's green Earth are you advising anybody to do a clean install over a fucking mod???
  8. LittleHector
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    Hello!

    Thank you for your work, this mod is exactly what I've been looking for. Unfortunately, I don't seem to be able to install your patcher into zEdit. Nothing happens after I select it, it doesn't show up in the modules. Any tips regarding this issue would be appreciated!
    1. GorillaSam
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      I'm having the same issue. Wtf is going on
  9. Hmynn
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    Hi I installed this mod and ran the patcher but didn't read the comments (my mistake) and didn't realize it wasn't compatible with HPH. So I uninstalled the mod but now all my heterochromatic eyes are missing. This is what it looks like. Before I installed it looked just fine, any help would be greatly appreciated.
    
  10. darkrazor21
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    Im still having problem were when use patcher with xedit eyes go out the socket only thing can think of so far is if high poly head is making tha happen and is there way fix it.
    1. NerevarineKhajiit
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      Yes, unfortunately this mod is more-or-less incompatible with High Poly head and other head mesh replacers. The way I implemented the eye record generation utilizes vanilla eye meshes, and since the position of the model relative to the character is an inherent component of the mesh, it will sit where a vanilla character's eye sockets would be regardless of if you're using a different head model. I don't personally use High Poly Head, but I imagine it makes minor adjustments to the position of the eye sockets, which would make my meshes not sit right in them.

      The only fix would be to replace the single-eye meshes I use with variants that work with High Poly head. It may be do-able for Man/Mer races by just taking whatever single-eye mesh comes with the mod, copying it, and renaming it/moving it into my mod to replace the mesh I reference for those races, but since Beast Races don't naturally come with any single-eye meshes you could do this with, High Poly Head compatible ones would have to be made from scratch.
  11. darkrain261
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    I found this oddly behavior when changing gender, the face of my character will be deformed after each change, which means that, the more I swap back and forth between genders, the more distorted my face is.

    Here is some examples: https://imgur.com/a/CmXY9n5

    Some are extraordinary, others are nightmare fuel for me. Beast races are not yet affected (Argonian and Khajiit) cause I haven't change eyes for them.
    1. faephoric
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      I have no idea what may be causing your issue, but goddamn that is GLORIOUS lmfao.  Such beauty.
  12. Exosus0
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    When ever I try to build a patch for Eyes of beauty I get a error saying maximum plugin count of 254 reached and then a bunch of error codes pop up, did a I do something wrong?

    Edit: Found out how to copy the error log
    ================================================================================
    Session started at Sun Feb 05 2023 14:11:53 GMT-0600 (Central Standard Time)
    Error
    [ERROR] Error: Failed to create new element at: 0, "NK_Heterochromia Reborn.esp"Maximum plugin count of 254 reached.
    at helpers.Fail (C:\Users\Exosus\AppData\Local\Programs\zedit\resources\app.asar\node_modules\xelib\src\js\helpers.js:63:15)
    at C:\Users\Exosus\AppData\Local\Programs\zedit\resources\app.asar\node_modules\xelib\src\js\elements.js:37:21
    at helpers.GetHandle (C:\Users\Exosus\AppData\Local\Programs\zedit\resources\app.asar\node_modules\xelib\src\js\helpers.js:80:9)
    at Object.AddElement (C:\Users\Exosus\AppData\Local\Programs\zedit\resources\app.asar\node_modules\xelib\src\js\elements.js:35:20)
    at preparePatchFile (eval at value (file:///C:/Users/Exosus/AppData/Local/Programs/zedit/resources/app.asar/app/app.js:766:18), <anonymous>:672:35)
    at Object.run (eval at value (file:///C:/Users/Exosus/AppData/Local/Programs/zedit/resources/app.asar/app/app.js:766:18), <anonymous>:690:25)
    at build (eval at value (file:///C:/Users/Exosus/AppData/Local/Programs/zedit/resources/app.asar/app/app.js:766:18), <anonymous>:220:52)
    at Array.forEach (<anonymous>)
    at eval (eval at value (file:///C:/Users/Exosus/AppData/Local/Programs/zedit/resources/app.asar/app/app.js:766:18), <anonymous>:288:36)
    at Object.try (file:///C:/Users/Exosus/AppData/Local/Programs/zedit/resources/app.asar/app/app.js:10567:13)
    1. NerevarineKhajiit
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      zEdit and I assume a bunch of other modding tools have a plugin limit that's the same number as vanilla skyrim before they added .esl support. That error just means you're trying to load up the tool with too many plugins active at once - I assume you have a bunch of light plugins to be able to have that many without crashing the game.

      You just need to make sure you uncheck any irrelevant mods during zEdit's plugin selection before running the patcher. My patch script won't do anything with mods that don't add eye textures anyway, so running the patcher with all of those plugins loaded would just slow it down even if zEdit could support loading that many plugins at once.
  13. julycanthrope
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    hello! i love this mod so much and make use of it for practically all my characters. recently i've had an issue, and since i'm not very knowledgeable about modding, i can't really tell exactly what the problem is. i was wondering if you might be able to help.

    before the recent AE updates, i was using this mod with the eyes of beauty mod. i followed the instructions and made a patch just fine, and it worked wonderfully. when the updates hit, i stopped playing skyrim entirely for a while, being discouraged by so many mods (such as DAR and its dependents) no longer working. because it took a while for me to even open my mod manager after the updates, i'm not sure if that's when/why the problem started.

    the problem: i built a new patch with the newest version of the eyes of beauty, and it appears to work at first. however when i am in racemenu, and i flip through the two eye sliders added by your mod, it displays all vanilla eyes as intended, but all the modded eyes have the same texture. it's as if the mod simply adds 200 different names for the exact same eye color.

    my theories are that either the recent updates messed something up (the most likely), i made a mistake building the patch (also very likely), or it has something to do with the changes in the recent version of the eyes of beauty (in which case, it may need to no longer be indicated as compatible?)

    thank you for your time and thank you for the wonderful mod!
    1. julycanthrope
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      upon further investigation i have realized i'm not even using the original version of the eyes of beauty, that might have something to do with it LOL. i'm currently knee deep in a playthrough and i'm not sure if making a new patch with the right version would mess anything up, but once i get around to trying it i'll find out if that's what the issue is.