I've only tested this with the SPID version of JS Emissive Eyes, so I don't know if I need to make a version for the non-SPID version. However, I highly recommend SPID regardless because it's much superior to the cloak spell method in terms of performance. Still, if you insist on using the non-SPID version, let me know if you encounter any issues, and I can take a look.
the mod is very cool! Is there a way to add the skeleton red emissive eyes to the skeleton race player? im using the playable skeleton race mod im just wondering if its possible
I loaded Skeleton Replacer HD last, and even after tweaking particle light settings on ENB or increasing Emissive Multiple on mesh to 10, I still get it with halo around, same for interiors:
The black dots indicate that one of the effects on the mesh isn't appearing correctly, since the mesh itself is actually a halo with a middle glow. I'm pretty sure it's ENB settings and there's not much I can do about it.
Sad, I was afraid that was this case. I suppose there is no solution given its ENB-dependent so. They become more cute than spooky but it's still pretty cool lol Thank you for the gif and your respond!
I won't be able to test it myself, since I don't use those mods, but you could try this.
Beast Skeletons Revised (Bitter Edition)
Spoiler:
Show
Open JS Emissive Eyes SE - Johnskyrim_DISTR.ini
Scroll all the way down and copy-paste this:
Make sure the part in bold matches the Race entries found within the mod. I'm not sure if our load order affects them, but it shouldn't (the FE is replaced with 0x intentionally, as it's part of SPID's methods of distribution). It should look like this within the ini file at the end.
Cannibal Draugr Unfortunately I don't know how to make an additional MCM entry to customize those eyes, as it's outside my scope of knowledge. However, if you want, you can make a DIRECT REPLACER of the eyes by using JS' meshes. They won't be customizable, but at least it will be glowing red with the new effects from JS'. Here's what you should do for that.
Noice! I've been waiting for a patch like this to come out. Thank you so much for it. Like you, I never knew I needed it until I saw it, now I've got to have it.
Thanks a lot for this! Couple questions though: regarding the Meshes, should Praedy’s skeletons be winning or JS’s? And should any special options be selected when installing Emissive eyes?
25 comments
I loaded Skeleton Replacer HD last, and even after tweaking particle light settings on ENB or increasing Emissive Multiple on mesh to 10, I still get it with halo around, same for interiors:
It's with Natural View Tamriel (NVT) ENB Obsidian Version
Thank you so much for all your mods!
Thank you for the gif and your respond!
Choose the glow within MCM instead.
Beast Skeletons Revised (Bitter Edition)
- Open JS Emissive Eyes SE - Johnskyrim_DISTR.ini
- Scroll all the way down and copy-paste this:
Make sure the part in bold matches the Race entries found within the mod. I'm not sure if our load order affects them, but it shouldn't (the FE is replaced with 0x intentionally, as it's part of SPID's methods of distribution). It should look like this within the ini file at the end.Cannibal Draugr
Unfortunately I don't know how to make an additional MCM entry to customize those eyes, as it's outside my scope of knowledge. However, if you want, you can make a DIRECT REPLACER of the eyes by using JS' meshes. They won't be customizable, but at least it will be glowing red with the new effects from JS'. Here's what you should do for that.
This mod is now featured on my True Graphics and Immersion List
This was basically my reaction to JS' mod when he first published it, so I just had to explore my options for a patch! Thanks for your kind words.
Edit: Endorsed :D