Skyrim Special Edition

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Mura - johnskyrim - PraedythXVI

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Mur4s4me

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25 comments

  1. Mur4s4me
    Mur4s4me
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    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.
  2. Lengendman
    Lengendman
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    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
    1. Mur4s4me
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      There's probably a way, but I wouldn't know. You should check\ask on JS' original mod's page.
  3. HatersFanClub
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    Both mods have been updated after this so is this still needed?
    1. Mur4s4me
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      It should still work. I'm using version 1.3 of JS Emissive Eyes and haven't encountered issues.
  4. Nagola
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    Hi, I have a problem with black dot in the eyes :

    Spoiler:  
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    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:
    Spoiler:  
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    It's with Natural View Tamriel (NVT) ENB Obsidian Version
    Thank you so much for all your mods!
    1. Mur4s4me
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      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.
    2. Nagola
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      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!
    3. Mur4s4me
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      I wish I could help more! Sorry ><
  5. Kulharin
    Kulharin
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    When installing skeleton replacer HD does it matter what option I choose in the fomod under the eye glow options?
    1. Mur4s4me
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      No it won't, since my ESP redirects the eyes to an empty mesh.
      Choose the glow within MCM instead.
  6. Kulharin
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    Thank you! Are you taking any requests for something specifically skeleton or draugr by chance? 
    1. Mur4s4me
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      Hello there! At the moment I don't think I'll take any requests, but you're free to discuss what you have in mind here! 
    2. Kulharin
      Kulharin
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      Cannibal Draugr by Opusglass and/or Beast Skeletons Revised (Bitter Edition)
    3. Mur4s4me
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      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:  
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      • Open JS Emissive Eyes SE - Johnskyrim_DISTR.ini
      • Scroll all the way down and copy-paste this:
      ;BeastSkeleton
      Spell = 0x879~JS Emissive Eyes SE - Johnskyrim.esp|NONE|0x16ED68~Prometheus_BeastSkeletons.esp|NONE|NONE|NONE|100
      Spell = 0x879~JS Emissive Eyes SE - Johnskyrim.esp|NONE|0x16EDF6~Prometheus_BeastSkeletons.esp|NONE|NONE|NONE|100
      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.
      Spoiler:  
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      • Use BAE to open ogCannibalDraugr.bsa from Cannibal Draugr and extract the following meshes
      • Do the same thing with JS Emissive Eyes SE - Johnskyrim.bsa, and extract these two meshes
      • Go to the folder with JS' meshes extracted
      • Rename female_red.nif to fxdraugrfemaleeyes.nif
      • Rename male_red.nif to fxdraugrmaleeyes.nif
      • Copy both of these meshes into the extracted folder of Cannibal Draugr to replace the meshes found there
      • Pack that whole thing into a zip\rar file, and install it like a mod in your mod manager
  7. MisterBanana17
    MisterBanana17
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    Great work Mur4s4me !
    This mod is now featured on my True Graphics and Immersion List
    1. Mur4s4me
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      <3
  8. BrendonofKells
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    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.
    1. Mur4s4me
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      I never knew I needed it until I saw it, now I've got to have it.

      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.
  9. sketchyalleyway
    sketchyalleyway
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    Thank you, thank you, thank you!! Will be endorsing as soon as possible!
    Edit: Endorsed :D
    1. Mur4s4me
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      Much love <3
  10. EazyHarper
    EazyHarper
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    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?
    1. Mur4s4me
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      Yep, let Praedy's meshes overwrite JS'! I will specify that in the Installation section of my description.
  11. PrimalRage
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    Thanks!