The latest NGE version of the mod is now compatible with Glowing Witcher Eyes and Modular Eyes mods! Read the easy instructions and download the appropriate compatibility files from the "Optional Files" in the Downloads section!
Notice to all mod creators that would like to use the Framework Package:
The "Framework" package (like in my earlier Kaer Morhen Byzantine Interior mod) is now released to allow other users to create their own unique colored eyes for the game's NPC Witchers which can be used in conjunction with the main mod o this page. Read instructions carefully and have fun with creating your own eye packs!
Whoever wants to share his/her creation with others, just follow this: You can create your own page on Nexus mentioning that the main mod of this page is a requirement pointing here and simply crediting me as the author of original mod OR message me directly and I will add your addon (with accompanying pictures preferably in a horizontal striped format) to this mod page crediting you!
So, what are you waiting for? Unleash your creativity and share your mods with our lovely community !!!
Just a little feed back : I'm using this mod on NG 4.01 since several months/playtroughs and I can not play without it anymore. It gives immersion, depth and goes pretty well with modular eyes , Glowing eyes and young Geralt
how did u manage to make them work together? can you send me a pic of your mod priority list? and also, did u delete any texture inside them? thank you in advance!
Hello, I simply used script merger 0.65 and no, I did not delete anything in order to make mods work. Here is my mod list priorities (script merger/file/open/load order files)
For those that are wanting something similar to what I was after: • During day/normal we want to see (no glow) unique eyes, then at night/in darkness/when activating witcher sense you wanted the witcher eyes to glow. • You want to change the colour or intensity of the GLOW (alt eyes) Some find the default glow a bit too Red
First Download and install the mods (FOLLOW ALL THE INSTRUCTIONS per mod): Unique Witcher Eyes (except Geralt) NEXT - GEN: Go to the files section in the main section get "Unique Witcher Eyes" AND in the Optional files section get "Compatibility Fix for Unique Witcher Eyes AND Glowing Witcher Eyes AND Modular Eyes mods"
Modular Eyes: Go to the files section and get main section get "Modular Eyes - Next Gen 4.04"
Glowing Witcher Eyes Go to the files section and under Miscellaneous files get "Glowing Eyes for Modular Eyes 2.30"
Once installed Put them in this load order: mod0001_CompatUniqueGlowingModularEyes mod0002_modglowingmodulareyes mod0003_modmodulareyes mod0004_modUniqueAllWitcherEyes_v3NGE
Testing: • First run scriptmerge and fix any conflicts.
• Launch witcher3, check under options->mods->modular eyes-> go through each section and hit defaults preset for now.
• Under `Activation conditions` make sure that witcher senses is set to `Alt Eyes` for now.
• Test by exiting the menues and activating witcher sense while looking at Geralt eyes should glow (best seen in a darker area)
Now some have commented that the glow appears a bit too red for their liking (and this is mainly why we are here) or would like a different glow intensity or colour.
Altering the 'Alt Eyes' colour:
(We need to unpack the mod0001_CompatUniqueGlowingModularEyes files and make changes)
"Using the steps posted by Blargle1521 in the posts on the scoutbr0's Glowing Witcher Eyes mod as a base, some things needed changing/updating but most of the credit should go his/her way"
You will need to get and install: •Wolven Kit 7.2.0(latest for Witcher...not the most recent Wolven Kit as that is for cyberpunk) from github scroll down, the download is there
• Wcc_liteGUI (https://www.nexusmods.com/witcher3/mods/3332) (I couldn't understand but in Blargle1521's comments he has it as Gcc_lite... but its Wcc_lite GUI) unpack/install these (follow instructions/prompts):
• launch Wcc_lite GUI and set the path to wcc_lite.exe (when prompted), which will be in the Modkit folder (something like this: \Witcher 3 Mod Tools\bin\x64, wherever you installed your modkit)
• Pick the “Uncook” function from the list, set your input directory (indir) to the “content” folder inside mod0001_CompatUniqueGlowingModularEyes, and your output directory (outdir) to wherever you want the unpacked/uncooked files to be.
• Press “run command” at the top – this will put a few .w2mesh files into your set output dir.
• Now launch WolvenKit and create a new project: create a new project named "altglowingmodulareyes" or "CompatUniqueGlowingModularEyes" (just suggestions as we are not really making a mod, just altering files) and put it in a working directory/folder somewhere other than your witcher mods folder... maybe in a "ModMaking" folder this will create a (name chosen).w3modproj and a (name chosen) folder with the required folder structure.
• in your windows explorer/file browser: Go to where you uncooked the "mod0001_CompatUniqueGlowingModularEyes" files and copy the "dlc" folder (NOT JUST THE FILES INSIDE ONLY...we need this whole folder structure)
• navigate to (name chosen)\files\Mod\Uncooked and paste the just copied "dlc" folder here.
• Go Back into wolvenkit: You will now see a little + next to Mod->Uncooked click it... keep doing this until you see several .w2mesh files
• The .w2mesh we are interested in is dlc\(name chosen)\data\model\alt_he_01_mg__geralt.w2mesh
• Double click it and on the right pane find "CMaterialInstance #1" and click that, then in the right most panel, click the plus next to "InstanceParameters" then the plus next to "colour"
• This is where you change the colour values. for Yellow (The colour scoutbr0 uses) we set: Red to 255 Green to 195 Blue to 0
Or whatever other colour you want (I can get all the colours as suggested by scoutbr0 if requested) - There is also a "color_Power" value which sets its intensity around 3.5 is normal glow (can get the values for the different varients as suggested by scoutbr0 if requested)
• Once you have a colour set, click the "save all" button or go file->save all.
• Now pack the mod using "Project->Pack and install mod" (or click the button that looks like a package)
- make sure "pack bundles -> MOD" is ticked -and "Generate metadata store -> MOD" is ticked leave all the rest empty. hit ok
• now browse to (name chosen) folder and go into "Packed\Mods\(namechosen)\content" Copy the three files you find there (blob0.bundle, buffers0.bundle and metadata.store)
browse back to your witcher 3\mods\mod0001_CompatUniqueGlowingModularEyes folder and paste the copied files there, overwriting what is there when prompted (or what i like to do is keep the original files by adding a .bak extension...just in case)
launch Witcher 3 and test if your colour change worked.
Seems to me when I use the compatibility mod from Glowing Eyes it doesn't even show up on the characters. Modular Eyes still works but there's no glow.
I figured it out that the Glowing Eyes are considered "Alt Eyes" and change the settings to get them when I want them to be activated. Make sure you follow the instructions for load order, mod selections, and ensure you use the"Activation Conditions" to tailor your Glowing Eyes (which is "Alt Eyes").
finally managed to make Glowing + Modular + Unique working LIKE IT SHOULD meaning each Witchers has got a different glow color, just like they each have different base eyes
mod author of Unique Witcher Eyes needs to update his compatibility patch (with the right values for each Witchers instead of the same value for all of them) and mod author of Modular Eyes should specify this in his mod page's description as for the mod author of Glowing Witcher Eyes you should pin the comment of Blargle1521 (or specify it in the mod page's description) while ALSO updating the values of your mod, because all the Witchers have the same values for the glow....
that's why so many people can't make the glow work with the proper colors
almost forgot if you are using Compatibility Patch (for either Glowing Eyes, or both Glowing Eyes & Modular Eyes) you'll need to repeat the instructions/steps for that too ^^
thanks for this! it says to use WolvenKit 7.0.5 but I can only find 7.2.0 on the github, would you be able to direct me to how to find the older version or did you use the newer one?
so for those who are wondering why this shows at conflict at merger, don't be alarmed game still runs and the glowing eyes is working. haven't checked the eyes for other witchers. will update once I see them/will remember this comment.
as for my order for this mods:
PS. i'm new to this mod scene so idk if this is a concern or not.
Well you say right. But there is no need to assign priority to all mods. The game handle priority by alphabetical order (number, symbol, letters), so the compatible patch is already higher priority. Also, it is not recommended to assign same number priority on multiple mods, nor in such lower number, best you add step by step like 10, 20, 30, etc...
how can i use Unique Witcher eyes (with Sarina28 addon) and Glowing eyes?, every time i try to do this the eyes dont glow with the color that the addon gives them. For example, with the addon Lambert´s eyes should be blue, but they glow orange like in the main file
for me even with Unique Witcher Eyes (not using Sarina28 addon) all witchers have the same orange glowing eyes no matter what i do AND YES i followed the pinned instructions in comments etc...
i swear getting these mods to work together is annoying af
and finding someone that managed to do it is possible, but get them to explain how they did it ?? LOL you'd have better chance at surviving a f*#@ing plane crash and the mod author repeating over and over again like bot "you should try and follow the pinned comments instruction" when people clearly state they already have.... '-'
I think that is how it works, if you look at the image in the mod page even Jad Karadin (green eyes) has that orange glow. I managed to get diferent color eye glow for every witcher but I had to mess with the files from glowing eyes using WolvenKit
I did everything correctly, same load order as described, no other eye mods. When alt eyes are not turned on (no glowing eyes), everyone has their correct eye color. But once alt eyes are on and everyone should have glowing eyes, their eyes revert back to their original + glow.
For example, Gaetan normally has silver eyes, but once I toggle alt eyes, his eyes glow orange (vanilla) instead of glowing silver. Idk if this is intended or if I did something wrong.
I wonder if anyone else is running into this problem and if anyone has a solution.
I took a closer look and this is what's happening: https://ibb.co/DfP6NDBw
It seems the glowing eyes compatibility patch for modular eyes doesn't make other witchers' eyes glow as their eye colors from this mod, but rather makes them glow according to the author's preset, thus the overlapping.
I imagine that it's probably impossible to make all the witchers' eyes glow the same color as this mod while also using alt eyes from modular eyes. Unless someone out there got it working.
I think what confused me is mostly about modular eyes and "alt eyes". Just to clarify for anyone else who might be confused, the eyes are already glowing without "alt eyes" on (i'm pretty sure). If you activate "alt eyes" from modular eyes, all it does is add on another layer from scoutbr0's compatibility mod that makes it the author's preset, resulting in my picture in my other post (unless that is your goal like snake3y3).
vanilla eyes without mod_GlowingEyes_Yellow_Medium = use alt eyes for glow effect under specific circumstances (modular eyes) with any glowing preset (e.g. mod_GlowingEyes_Yellow_Medium) = eyes already glowing, same with all witcher eyes from this mod
If you use any glowing preset + alt eyes = all witchers will have extra layer of glow from modglowingmodulareyes (author's preset)
Hey, can someone help me i cant get the glowing eyes work with this mod. The unique witcher eyes works but it doesn't glow, i also use modular eyes and yes i have read the instructions, changed my load order around, and tried other methods in the comment section.
My load order is: 1. unique modular glowing eyes patch 2. the butcher of blaviken eyes 3. glowing modular eyes 4. modular eyes 5. dilated pupils modular eyes 6. modular toxic dark red eyes 7. unique witcher eyes
I've tried both the modular, glowing, unique patch as well as the unique and glowing patch both doesnt work, as in the unique eyes works but it doesnt glow. Any help is appreciated.
Hey, have you read the pinned comments with detailed instructions on how to use multiple eye mods together? They might be helpful, although if you use some other eye mods as well that could cause unforeseen conflicts.
Your instruction says "B) Addon Eye Pack of your choice". but the one made by Sarina28 only contains texture.cache
So the order should be: A. mod1CompatUniqueGlowingModularEyes B. sarina eyes that only contains texture.cache (?) >> Ok, suppose we put that on folder name mod2 C. mod3glowingeyes by Scoutbr0 D. mod4UniqueAllWitcherEyes
Your mod is only on order A & D right? I assure you with this setup other witcher eyes will glow but the glowing color same as Geralt. Contrary, we want other witcher glow color different to each other (if using sarina eyes).
I'm not sure I follow, are you still having a problem with using all the mods together? And my detailed instructions didn't help solve it? Then in that case, try to delete the texture.cache file from inside scoutbro's glowing eyes mod and let me know if this fixed the problem. Cheers
Do you know if your compatibilty patch wouldn't work with a mod that uses custom tagged npcs for the witchers that are effected by your mod.
I have been working with Modular Eyes author to figure it out but maybe you may also know a way to fix the issue, we got modular eyes working but your Unique eyes aren't there base and your compatability patch doesn't give them Unique + Modular + Glowing.
This mod doesn't work with your compatibilty patch for Unique Eyes + Modular Eyes + Glowing eyes for witchers' Letho, Lambert, and Eskel as they are tagged differently.
I managed to do everything according to @snake3y3s guide, for which I thank him very much, now the eyes glow yellow as expected, I also set the eye glow intensity to 9 instead of 3.5 and this is 1in1 Extra Bright in the “Glowing Witcher Eyes” mod. Now at night and when using the Witcher Senses, the eyes begin to glow, everything works flawlessly)
Ive followed the instructions very carefully, but i cannot get this to work with glowing witcher eyes and modular eyes. I dont have any other mods that alter eyes.
I get a virus or malware warning for "Compatibility Fix for Unique Witcher Eyes AND Glowing Witcher Eyes AND Modular Eyes mods". Is there any information about this? Thanks for your help!
Dunno what has happened here, the Nexusmods website shows it has a green checkmark next to it. This means that it is safe to use and the report is available.
hello, sorry if this has been asked before but does the compatibility patch work with glowing eyes and modular eyes or is unique witcher eyes required?
hey I decided to use unique witcher eyes anyways. But I was wondering, is it safe to use any of the color presets (from glowing witcher eyes), and will it override your unique eyes? I would like the glow effect and to still see your eyes
210 comments
The latest NGE version of the mod is now compatible with Glowing Witcher Eyes and Modular Eyes mods! Read the easy instructions and download the appropriate compatibility files from the "Optional Files" in the Downloads section!
Whoever wants to share his/her creation with others, just follow this:
You can create your own page on Nexus mentioning that the main mod of this page is a requirement pointing here and simply crediting me as the author of original mod OR message me directly and I will add your addon (with accompanying pictures preferably in a horizontal striped format) to this mod page crediting you!
So, what are you waiting for? Unleash your creativity and share your mods with our lovely community !!!
Just a little feed back : I'm using this mod on NG 4.01 since several months/playtroughs and I can not play without it anymore. It gives immersion, depth and goes pretty well with modular eyes , Glowing eyes and young Geralt
Merci à toi et bonjour de la Bretagne
I simply used script merger 0.65 and no, I did not delete anything in order to make mods work.
Here is my mod list priorities (script merger/file/open/load order files)
[mod0000_MergedFiles]
Enabled=1
Priority=0
[mod__hoods]
Enabled=1
Priority=1
[mod_0UniqueGlowingEyesCompatPatchNGE]
Enabled=1
Priority=1
[mod_ACS]
Enabled=1
Priority=1
[mod_GlowingEyes_Red_Bright]
Enabled=1
Priority=1
[mod_sharedutils_dialogChoices]
Enabled=1
Priority=1
[mod_sharedutils_npcInteraction]
Enabled=1
Priority=1
[mod00MarlenaTheCook]
Enabled=1
Priority=1
[modAbilitiesRestore]
Enabled=1
Priority=1
[modAccessorySlotModNextGen]
Enabled=1
Priority=1
[modArdDhuStable]
Enabled=1
Priority=1
[modBaWHorseRaceLonger]
Enabled=1
Priority=1
[modBetterMovement]
Enabled=1
Priority=1
[modBetterSecondaryWeapons]
Enabled=1
Priority=1
[modBrothersInArms]
Enabled=1
Priority=1
[modColoredMapMarkers_AQO]
Enabled=1
Priority=1
[modCriSlowMoCR]
Enabled=1
Priority=1
[modExtraSlotsKucz]
Enabled=1
Priority=1
[modFirearms]
Enabled=1
Priority=1
[modGwentRedux]
Enabled=1
Priority=1
[modMagicSpells]
Enabled=1
Priority=1
[modMagicSpellsQuestRewards]
Enabled=1
Priority=1
[modMergeSlotsAndSortEverything]
Enabled=1
Priority=1
[modNTakHorse]
Enabled=1
Priority=1
[modPreparations]
Enabled=1
Priority=1
[modQuestItemEquipment]
Enabled=1
Priority=1
[modRestoredBuffedMonsters]
Enabled=1
Priority=1
[modRuneSlotsSafewithDLC]
Enabled=1
Priority=1
[modStackYourItems]
Enabled=1
Priority=1
[modTheTwoGwentStoresGwentReduxEditionNG]
Enabled=1
Priority=1
[modTurnOnTheLights]
Enabled=1
Priority=1
[modUnlimitedEnchantingNG]
Enabled=1
Priority=1
[modUnstoppableRoachRework]
Enabled=1
Priority=1
[modOmd_BiA_MT_CompatibilityMod]
Enabled=1
Priority=2
[modYellowMutagenPanelAddon60fps]
Enabled=1
Priority=2
[modShowroomChandeliersWhite]
Enabled=1
Priority=1
Hope this helps
• During day/normal we want to see (no glow) unique eyes, then at night/in darkness/when activating witcher sense you wanted the witcher eyes to glow.
• You want to change the colour or intensity of the GLOW (alt eyes) Some find the default glow a bit too Red
You will be needing:
Unique Witcher Eyes (except Geralt) NEXT - GEN (this page's mod) - by Feregorn
Modular Eyes - by plasticmetal
Glowing Witcher Eyes -by Scoutbr0
First Download and install the mods (FOLLOW ALL THE INSTRUCTIONS per mod):
Unique Witcher Eyes (except Geralt) NEXT - GEN:
Go to the files section in the main section get "Unique Witcher Eyes" AND in the Optional files section get "Compatibility Fix for Unique Witcher Eyes AND Glowing Witcher Eyes AND Modular Eyes mods"
Modular Eyes:
Go to the files section and get main section get "Modular Eyes - Next Gen 4.04"
Glowing Witcher Eyes
Go to the files section and under Miscellaneous files get "Glowing Eyes for Modular Eyes 2.30"
Once installed Put them in this load order:
mod0001_CompatUniqueGlowingModularEyes
mod0002_modglowingmodulareyes
mod0003_modmodulareyes
mod0004_modUniqueAllWitcherEyes_v3NGE
Testing:
• First run scriptmerge and fix any conflicts.
• Launch witcher3, check under options->mods->modular eyes-> go through each section and hit defaults preset for now.
• Under `Activation conditions` make sure that witcher senses is set to `Alt Eyes` for now.
• Test by exiting the menues and activating witcher sense while looking at Geralt eyes should glow (best seen in a darker area)
Now some have commented that the glow appears a bit too red for their liking (and this is mainly why we are here) or would like a different glow intensity or colour.
Altering the 'Alt Eyes' colour:
(We need to unpack the mod0001_CompatUniqueGlowingModularEyes files and make changes)
"Using the steps posted by Blargle1521 in the posts on the scoutbr0's Glowing Witcher Eyes mod as a base, some things needed changing/updating but most of the credit should go his/her way"
You will need to get and install:
•Wolven Kit 7.2.0(latest for Witcher...not the most recent Wolven Kit as that is for cyberpunk) from github
scroll down, the download is there
• Modkit (https://www.nexusmods.com/witcher3/mods/3173)
• Wcc_liteGUI (https://www.nexusmods.com/witcher3/mods/3332)
(I couldn't understand but in Blargle1521's comments he has it as Gcc_lite... but its Wcc_lite GUI)
unpack/install these (follow instructions/prompts):
• launch Wcc_lite GUI and set the path to wcc_lite.exe (when prompted), which will be in the Modkit folder (something like this: \Witcher 3 Mod Tools\bin\x64, wherever you installed your modkit)
• Pick the “Uncook” function from the list, set your input directory (indir) to the “content” folder inside mod0001_CompatUniqueGlowingModularEyes, and your output directory (outdir) to wherever you want the unpacked/uncooked files to be.
• Press “run command” at the top – this will put a few .w2mesh files into your set output dir.
• Now launch WolvenKit and create a new project:
create a new project named "altglowingmodulareyes" or "CompatUniqueGlowingModularEyes" (just suggestions as we are not really making a mod, just altering files) and put it in a working directory/folder somewhere other than your witcher mods folder... maybe in a "ModMaking" folder this will create a (name chosen).w3modproj and a (name chosen) folder with the required folder structure.
• in your windows explorer/file browser:
Go to where you uncooked the "mod0001_CompatUniqueGlowingModularEyes" files and copy the "dlc" folder (NOT JUST THE FILES INSIDE ONLY...we need this whole folder structure)
• navigate to (name chosen)\files\Mod\Uncooked and paste the just copied "dlc" folder here.
• Go Back into wolvenkit:
You will now see a little + next to Mod->Uncooked click it... keep doing this until you see several .w2mesh files
• The .w2mesh we are interested in is dlc\(name chosen)\data\model\alt_he_01_mg__geralt.w2mesh
• Double click it and on the right pane find "CMaterialInstance #1" and click that, then in the right most panel, click the plus next to "InstanceParameters" then the plus next to "colour"
• This is where you change the colour values.
for Yellow (The colour scoutbr0 uses) we set:
Red to 255
Green to 195
Blue to 0
Or whatever other colour you want
(I can get all the colours as suggested by scoutbr0 if requested)
- There is also a "color_Power" value which sets its intensity
around 3.5 is normal glow (can get the values for the different varients as suggested by scoutbr0 if requested)
• Once you have a colour set, click the "save all" button or go file->save all.
• Now pack the mod using "Project->Pack and install mod" (or click the button that looks like a package)
- make sure "pack bundles -> MOD" is ticked
-and "Generate metadata store -> MOD" is ticked
leave all the rest empty.
hit ok
• now browse to (name chosen) folder and go into "Packed\Mods\(namechosen)\content"
Copy the three files you find there (blob0.bundle, buffers0.bundle and metadata.store)
browse back to your witcher 3\mods\mod0001_CompatUniqueGlowingModularEyes folder and paste the copied files there, overwriting what is there when prompted (or what i like to do is keep the original files by adding a .bak extension...just in case)
launch Witcher 3 and test if your colour change worked.
Seems to me when I use the compatibility mod from Glowing Eyes it doesn't even show up on the characters. Modular Eyes still works but there's no glow.I figured it out that the Glowing Eyes are considered "Alt Eyes" and change the settings to get them when I want them to be activated. Make sure you follow the instructions for load order, mod selections, and ensure you use the"Activation Conditions" to tailor your Glowing Eyes (which is "Alt Eyes").
(you can find his comments on the Glowing Witcher Eyes mod page)
finally managed to make Glowing + Modular + Unique working LIKE IT SHOULD
meaning each Witchers has got a different glow color, just like they each have different base eyes
mod author of Unique Witcher Eyes needs to update his compatibility patch
(with the right values for each Witchers instead of the same value for all of them)
and mod author of Modular Eyes should specify this in his mod page's description
as for the mod author of Glowing Witcher Eyes you should pin the comment of Blargle1521 (or specify it in the mod page's description) while ALSO updating the values of your mod, because all the Witchers have the same values for the glow....
that's why so many people can't make the glow work with the proper colors
Hope this can help out anyone who was struggling like i was with this
you'll need: WolvenKit 7.0.5 / Complete ModKit (wcc_lite) UI - All Commands / Official Modkit 1.3
then i suggest following Blargle1521 instructions, he explains it really well
almost forgot
if you are using Compatibility Patch (for either Glowing Eyes, or both Glowing Eyes & Modular Eyes) you'll need to repeat the instructions/steps for that too ^^
as for my order for this mods:
PS. i'm new to this mod scene so idk if this is a concern or not.
The game handle priority by alphabetical order (number, symbol, letters), so the compatible patch is already higher priority.
Also, it is not recommended to assign same number priority on multiple mods, nor in such lower number, best you add step by step like 10, 20, 30, etc...
1
2
3
4
[..]
no matter what i do
AND YES i followed the pinned instructions in comments etc...
i swear getting these mods to work together is annoying af
and finding someone that managed to do it is possible, but get them to explain how they did it ?? LOL
you'd have better chance at surviving a f*#@ing plane crash
and the mod author repeating over and over again like bot "you should try and follow the pinned comments instruction" when people clearly state they already have.... '-'
appreciate the help mate! :D
For example, Gaetan normally has silver eyes, but once I toggle alt eyes, his eyes glow orange (vanilla) instead of glowing silver. Idk if this is intended or if I did something wrong.
I wonder if anyone else is running into this problem and if anyone has a solution.
It seems the glowing eyes compatibility patch for modular eyes doesn't make other witchers' eyes glow as their eye colors from this mod, but rather makes them glow according to the author's preset, thus the overlapping.
I imagine that it's probably impossible to make all the witchers' eyes glow the same color as this mod while also using alt eyes from modular eyes. Unless someone out there got it working.
My load order:
modCompatUniqueGlowingModularEyes
modglowingmodulareyes
modmodulareyes
mod_UniqueAllWitcherEyes_v3NGE
mod_GlowingEyes_Yellow_Medium
I think what confused me is mostly about modular eyes and "alt eyes". Just to clarify for anyone else who might be confused, the eyes are already glowing without "alt eyes" on (i'm pretty sure). If you activate "alt eyes" from modular eyes, all it does is add on another layer from scoutbr0's compatibility mod that makes it the author's preset, resulting in my picture in my other post (unless that is your goal like snake3y3).
vanilla eyes without mod_GlowingEyes_Yellow_Medium = use alt eyes for glow effect under specific circumstances (modular eyes)
with any glowing preset (e.g. mod_GlowingEyes_Yellow_Medium) = eyes already glowing, same with all witcher eyes from this mod
If you use any glowing preset + alt eyes = all witchers will have extra layer of glow from modglowingmodulareyes (author's preset)
look up my comment and follow it if you want each Witchers having different eye & glow
My load order is:
1. unique modular glowing eyes patch
2. the butcher of blaviken eyes
3. glowing modular eyes
4. modular eyes
5. dilated pupils modular eyes
6. modular toxic dark red eyes
7. unique witcher eyes
I've tried both the modular, glowing, unique patch as well as the unique and glowing patch both doesnt work, as in the unique eyes works but it doesnt glow. Any help is appreciated.
you'll need:
WolvenKit 7.0.5
Complete ModKit (wcc_lite) UI - All Commands
Official Modkit 1.3
note that you'll need to modify the values inside the Compat Patch & inside ModularGlowingEyes
So the order should be:
A. mod1CompatUniqueGlowingModularEyes
B. sarina eyes that only contains texture.cache (?) >> Ok, suppose we put that on folder name mod2
C. mod3glowingeyes by Scoutbr0
D. mod4UniqueAllWitcherEyes
Your mod is only on order A & D right? I assure you with this setup other witcher eyes will glow but the glowing color same as Geralt.
Contrary, we want other witcher glow color different to each other (if using sarina eyes).
I'm not sure I follow, are you still having a problem with using all the mods together? And my detailed instructions didn't help solve it? Then in that case, try to delete the texture.cache file from inside scoutbro's glowing eyes mod and let me know if this fixed the problem. Cheers
I have been working with Modular Eyes author to figure it out but maybe you may also know a way to fix the issue, we got modular eyes working but your Unique eyes aren't there base and your compatability patch doesn't give them Unique + Modular + Glowing.
This mod doesn't work with your compatibilty patch for Unique Eyes + Modular Eyes + Glowing eyes for witchers' Letho, Lambert, and Eskel as they are tagged differently.
Now at night and when using the Witcher Senses, the eyes begin to glow, everything works flawlessly)