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- Modular Eyes
Modular Eyes
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Version3.09
- Download:
- Manual
File information
Last updated
Original upload
Created by
plasticmetalUploaded by
plasticmetalVirus scan
Tags for this mod
Activity logs
This page was last updated on 30 July 2023, 10:27PM
- Changelogs
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Version 3.09
- Updated scripts for 4.04. NOTE: Installation steps involving dx11filelist.txt, dx12filelist.txt, input.xml, and input.settings need to be performed again
- Added new optional file of Netflix Veins for All Witchers supporting scarless Geralt
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Version 3.08
- Updated scripts for 4.03
- Fixed a bug where Forced Veins wouldn't work when simultaneously enabled for Alt Eyes and Black Eyes
- changed files: modulareyes.ws (local file), playerwitcher.ws
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Version 3.07
- Fixed a bug where dlc2 beards would shave after loading a save
- changed files: modulareyes.ws (local file)
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Version 3.06b
- Removed sine curve remapping of optional Netflix veins due to bugs
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Version 3.06
- Updated base scripts for Next Gen 4.01
- changed files: ModularEyes.ws (local file), actor.ws, playerWitcher.ws
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Version 3.05
- Added version control with optional automatic default settings applier. Invokes on first launch and also by console command medefault
- Added missing component detection from incorrect installs
- Changed time of day check for Darkness from 10PM-4AM to 10PM-3AM
- Replaced Toxicity and Darkness Activation Condition with a Darkness Required toggle in Toxicity options
- Added debug tool mereport to reveal actors affected by modular eyes, current head name and vein state, and which settings are active and attempting to change eye state
- Updated Netflix Inspired Toxic Veins, also reducing Geralt's neckline seam
- Fixed recent bug where changing Activation Conditions wouldn't register until reloading a save
- Fixed a bug where with some mods vein override thresholds wouldn't work correctly
- Fixed a bug where Simulated Toxicity on NPC Witchers could clear too early and another bug where it wouldn't correctly cycle down in intensity over time.
- changed files: modulareyesconfig.xml (bin file, modulareyes.ws (local file), toxicity.ws, npc.ws, localization files, Neflix Inspired Veins (optional download)
- prev gen changed files: modulareyesconfig.xml (bin file, modulareyes.ws (local file), toxicity.ws, npc.ws, playerwitcher.ws, gameParams.ws, quenEntity.ws, localization files, EE/Redux patch for prev gen
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Version 3.04b
- Fixed a bug where Gaetan would have two heads mounted, one not moving
- changed files: modulareyes.ws (local file)
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Version 3.04
- Fixed a vanilla bug where casting Piercing Cold would purge current vein effect
- Minor logic tweaks to vein management, reducing flickering in some instances
- changed files: modulareyes.ws (local file), toxicity.ws (this file is now script merger friendly with EERedux Next Gen)
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Version 3.03
- Updated base scripts to be compliant with the recently release NGE 4.00 Hotfix 2
- Implemented the NGE fix for Geralt's wet face (or lack thereof) to every modular eyes head entity
- changed files: dlcmodulareyes, playerWitcher.ws, npc.ws
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Version 3.02
- Fixed a bug where Modular Eyes blocked beard growth
- Added Potion Drink VFX and SFX for npc witchers when Simulated Toxicity is activated (battle against another witcher or a monster; prologue dream sequence excluded)
- changed files: modulareyes.ws (local file), dlcmodulareyes
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Version 3.01b
- Added a console command to fix incorrect npcs that already had the wrong face: mefixnpc
- changed files: modulareyes.ws (local file)
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Version 3.01
- Fixed a bug where some npcs could load with the wrong head
- changed files: modulareyes.ws, npc.ws
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Version 3.00
- Next Gen Patch **Please note the updated instructions zipped in the main file download**
- Fixed a low framerate bug that desynced vein updates across head changes (4.00 Ray Tracing made this apparent)
- Fixed a bug where Other Witcher Simulated Toxicity ignored time passage from meditation and cutscenes
- Blocked Other Witcher Simulated Toxicity during the opening nightmare sequence
- Fixed a bug where current veins wouldn't get purged on Other Witchers when switching from Simulated to Inherited
- changed files: modulareyes.ws (local file), playerWitcher.ws, actor.ws, gameParams.ws, npc.ws, quenEntity.ws, toxicity.ws
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Version 2.31c
- Hotfix for Burning HoS Mark, preventing multiple instances of embers from stacking on every head change (most noticeable in the Embers versions)
- changed files: modulareyes.ws (local file)
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Version 2.31b
- Fixed Geralt's misaligned right eye for alt and black eyes
- Increased npc modular eye start time to reduce the chance of crash to desktop in specific scenarios
- changed files: dlcmodulareyes, npc.ws
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Version 2.31
- Implemented two options to block head changing when it might result in non-emoting faces, see Posts for details
- Fixed a bug where Geralt gets shaved when loading a save file where alt/black eyes were active but no longer are
- Shortened npc modular eyes start time, reducing chance of broken lip movement if npc speaks immediately after spawning
- Added fact storage so that Simulated NPC toxicity veins resume correclty on load or when the npc is respawned by a game cutscene
- Added more checks to ensure that npcs have the correct eye state if they're reloaded by a cutscene
- Fixed a bug where veins could persist on Alt Eyes Geralt if ForceVeinState Black Eyes was previously active and vice versa
- Added mod option to correctly cleanup and disable npc modular eyes. Turn on "Cleanup and Disable NPCs" in Other Witchers while "Enable Mod" is also on, then follow on screen instructions.
- Added mod option to correctly cleanup and disable all modular eyes instances. Turn on "Cleanup and Disable Mod" in Other while "Enable Mod" is also on, then follow on screen instructions.
- changed files: modulareyes.ws, playerWitcher.ws, npc.ws, toxicity.ws, quenEntity.ws, modulareyesconfig.xml, localization files
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Version 2.30d
- Fixed a bug where beard growth could occur when using a beard style that's meant to prevent growth
- changed files: modulareyes.ws (local file)
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Version 2.30c
- Fixed a bug with frozen Geralt face animations on cutscene load
- Fixed a bug where witcher npc face mimics could break for the vanilla head state after AppearanceChange (ex: after Vesemir gets injured by the Gryphon in WO)
- Fixed missing code meant to refresh vein effects after quen effects play in combat
- changed files: modulareyes.ws (local file), actor.ws, playerwitcher.ws
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Version 2.30b
- Fixed a bug with flipped UVs, causing incorrect eye appearances
- Updated For Mod Makers misc file
- changed files: dlcmodulareyes
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Version 2.30
- Added Black Eye and Alt Eye support for other witchers. Eye state will match activation conditions and appearances for Geralt
- Added Toxic Vein effects for other witcher and in-game means to activate these effects, including mirroring Geralt's toxic vein effects, and a simulated independant trigger and fall-off timer
- Downgrading toxicity cooked effects are now used but only when Vein Override is enabled
- Added new optional file for Netflix inspired toxic veins for all witchers including Geralt
- Updated premerge toxicity.ws file for EE/Redux
- Updated Misc file for Mod Makers
- changed files: dlcmodulareyes, modulareyesconfig.xml (bin file), localization files, modulareyes.ws (local file), playerwitcher.ws, npc.ws, actor.ws, gameParams.ws, toxicity.ws (and the EE/Redux patch)
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Version 2.22b
- Fixed missing texture cache in 2.22 causing long loads when entering dialogue cutscenes with eyes active
- changed files: dlcmodulareyes
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Version 2.22
- Fixed and updated support for New Hairstyles and Beards (DLC2 Improved). All beards as of 7/2022 should be supported
- Fixed a bug where beard could revert to one of the default growth/shave stages when loading a save with a custom barber beard
- Fixed an issue where Black Eyes had an incorrect appearance when using modular eyes patch of Glowing Witcher Eyes 1.03
- changed files: dlcmodulareyes, modulareyes.ws (local file)
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Version 2.21
- Removed Alt/Black Potion from Activation Conditions and added Potion Required toggle into Toxicity Thresholds instead
- Fixed a bug where two toxic head effects where stored simultaneously, leading to instances of the wrong effect or no effect playing
- Fixed a bug where vein threshold overrides were incorrectly applied when disabled while vein upgrade was enabled, leading to some incorect vein states
- Fixed a bug where upgrade vein level for black eyes would also apply to alt eyes and vice versa
- Changed files: localization, modulareyesconfig.xml (bin file), modulareyes.ws (local file), toxicity.ws (and the EE/Redux patches)
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Version 2.20
- Added Active Potion as an Activation Condition
- Changed Force Vein Effect with Eyes to Upgrade Vein Effect - now increases current vein state by a specific amount instead of forcing a single effect
- changed files: modulareyes.ws (local file), modulareyesconfig.xml (in the bin folder), w3strings
- Updated premerge toxicity.ws file for EE/Redux
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Version 2.19
- Fixed a bug where manually dispelling upgraded quen in EE could break toxic veins.
- Fixed a bug where fast travelling across worlds wouldn't preserve toxic vein state.
- Fixed a bug where reloading a save with veins already active wouldn't save vein state for actions that can normally break veins (certain quen fx, Euphoria, fast travel). Applies only if this patch was already installed when most recent vein effect was activated.
- changed files: modulareyes.ws (local file), quenEntitiy.ws
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Version 2.18
- Fixed a bug where Force Eyes On stopped behaving correctly
- Added mod option to functionally force a shave when eyes activate/deactivate
- changed files: modulareyes.ws (local file), modulareyesconfig.xml (in the bin folder), w3strings
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Version 2.17
- Added ability to force override toxic face effect thresholds
- Added ability to force a chosen toxic face effect whenever alt or black eyes activate
- Added fix for vanilla bug where toxic face disappears on quen hit
- Added fix for vanilla bug where toxic face disappears when casting signs while having Euphoria mutation
- Fixed an uncommon bug where incorrect toxic face effect could persist on some eye states
- changed files: modulareyes.ws (in the local scripts folder), playerwitcher.ws, modulareyesconfig.xml (in the bin folder)
- added files: quenEntity.ws, toxicity.ws - EE and Redux users need to follow special instructions as toxicity.ws will not automerge with scriptmerger
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Version 2.16c
- Changed the order of scripts for hopefully an easier auto merge with Script Merger
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Version 2.16b
- Fixed a bug where reloading a save was necessary to update some settings changes
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Version 2.16
- Scripts condensed for easier merging
- Support for New Beards and Hairstyles rolled into main file
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Version 2.15c
- Uploaded support for ScoutBro's Blue HoS Burning Mark
- Added support for Ghost Mode 4.1
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Version 2.15b
- Uploaded support for Ghost Mode Dev Version 6/1/20 from discord
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Version 2.15
- Added an optional support file for New HairStyles and Beards for Geralt. First install modulareyes normally then use this component to patch.
- Removed Lazarus from optional files as modular eyes is now built into laz
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Version 2.14d
- Updated support for Lazarus Project 5.7
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Version 2.14c
- Updated support for W3EE 4.93
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Version 2.13
- Fixed beard growth bug
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Version 2.12
- Added priority toggle in mod options - you can now choose to have alt eyes override black eyes when both have active conditions met
- Fixed a bug preventing beard growth; note that when alt/black eyes are active beard growth is paused, but the internal timer isn't reset
- Fixed a bug where a phase of hairworks beard growth with tattoo or demon mark would be wrong
- Fixed a bug where hairworks for dlc beards with alt/black eyes with demon mark and tattoo were missing
- Fixed a bug where demon mark could disappear if eyes activate
- Fixed a bug where quest related head changes such as the robbery mask could unintentionally deactivate or reactivate if eyes changed during quest cutscenes
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Version 2.11
- Fixed a bug where Alt Button Toggle and Black Button Toggle were always active regardless of setting
- Fixed a bug affecting Alt Eye activation for Cat potion effect
- Simplified earlier bugfix for toxic face dissappearing
- Fixed a bug where framerate would tank while witcher senses was active and toxic veins were present
- Fixed a bug where framerate would tank when using some combination of Toxic Threshold and Toxic&Dark
- Fixed a bug where an Activation Trigger could incorrectly turn off an eye effect if another Activation Trigger condition was still being met
- Fixed a bug during haircut scene (changing beard style) where the correct head might not be loaded
- Added support for FriendlyHUD
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Version 2.10
- Added the ability to have two alternate eye textures at once: Black Eyes and Alt Eyes (Alt requires downloading a separate texture mod from other mod makers)
- Added the ability to set many different Activation Triggers for both Black Eyes and Alt Eyes simultaneously
- Split the 'Combat' Activation Trigger to ''Combat Day' and 'Combat Dark'
- Fixed the bug where face textures might not reactivate correct in Lazarus
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Version 2.03
- Fixed a bug where White Honey and/or meditation would not clear toxic face effect in: Vanilla, AMM, FCR3, Ghost Mode, Promods, and W3EE
- Fixed a bug where toxic face texture doesn't activate correctly in W3EE if potions were drank, then White Honey, then drinking more potions with residual toxicity still present.
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Version 2.02
- Fixed script compilation issue with mod_modulareyes for: vanilla, amm, ctfx, fcr3, ghostmode
- Fixed bug where eyes may be stuck active if they were already active when loading a save
- Added localization csv to dlcmodulareyes for translators
- Added support for Promods
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Version 2.01
- Bugfixes for modmodulareyes for vanilla and mod_modulareyes for AMM
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Version 2.0
- Brand new implementation - Alternate eyes now move
- Activation Trigger for alternate eyes and toxicity threshold (if applicable) can be set from the mod settings
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Version 1.40c
- Texture revert for dlcblackeyes. Should shimmer less
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Version 1.40b
- Bugfix for modtoxicity for W3EE
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Version 1.40
- New implementation of dlcblackeyes, modtoxicity and cat variant. The blackeyes are no longer a physical item in your inventory/equipment, and thus don't interfere with any other masks or hoods.
- Slight rework of modtoxicface textures
- Updated support for W3EE 4.76
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Version 1.30c
- Improved neck seamline in modtoxicface_darker. No longer has a sharp edge where the neck ends and torso begins.
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Version 1.30b
- Added mod_toxicface_darker. Same as modtoxicface texture but with darker eye sockets.
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Version 1.30
- Code optimized by teresatiger. Blackeyes mask item no longer sits in inventory when not applicable, and installation no longer requires use of console commands.
- Tweaked code to force disable the black eyes if another mask is worn. The black eyes won't overrule another mask.
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Version 1.23
- Uploaded beta support for Custom Toxicity FX Thresholds mod
- Updated to support newest Ghost Mode release (4.0beta5)
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Version 1.22
- Updated install method and directions to no longer manually alter toxicity.ws files for most cases; modtoxicity files for supported mods included
- Updated support for W3EE
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Version 1.21
- Added support for Lazarus Project
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Version 1.20
- Changed material properties of eyes. They are now shinier.
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Version 1.17
- Refined size and placement of black eyes. Should have less clipping both with the vanilla head model and the Cavill mod
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Version 1.16
- Fixed modtoxicity for vanilla and all toxicity.ws for other mod files. Black eyes now correctly unequip on meditation or drinking white honey.
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Version 1.15
- Changed install instructions and toxicity.ws file for vanilla. Should automate as intended on vanilla
- Added optional Cat Potion variant
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Version 1.12
- Long dialogue load times fixed
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Version 1.10
- The black eyes are now a brand new item added by DLC. It no longer replaces the Professor's glasses
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Version 1.06
- Bugfixes
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Version 1.05
- Material updated to add specular shine to eye
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- Author's activity
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July 2023
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30 Jul 2023, 10:27PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.09'
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30 Jul 2023, 10:26PM | Action by: plasticmetal
File added
'Netflix Inspired Toxic Veins - Scarless Geralt [version 3.09]'
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29 Jul 2023, 6:03PM | Action by: plasticmetal
Attribute change
'File \'Previous Gen 1.32 Only - for EE and EE Redux Users\' changed to \'Previous Gen 1.32 Only - for EE Users\'.
File \'Previous Gen 1.32 Only - for EE Users\' description changed.'
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22 Jul 2023, 11:39PM | Action by: plasticmetal
Attribute change
'File \'Modular Eyes - Next Gen 4.03\' category changed to Old versions.'
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19 Jul 2023, 8:07PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.09'
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19 Jul 2023, 8:06PM | Action by: plasticmetal
File added
'Modular Eyes - Next Gen 4.04 [version 3.09]'
May 2023
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12 May 2023, 7:13PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.08'
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12 May 2023, 7:13PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.08'
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12 May 2023, 7:11PM | Action by: plasticmetal
File added
'Modular Eyes - Next Gen 4.03 [version 3.08]'
February 2023
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19 Feb 2023, 12:41AM | Action by: plasticmetal
Changelog added
'Change log added for version 3.07'
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19 Feb 2023, 12:41AM | Action by: plasticmetal
File added
'Modular Eyes - Previous Gen 1.32 [version 3.07]'
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19 Feb 2023, 12:40AM | Action by: plasticmetal
File added
'Modular Eyes - Next Gen 4.01 [version 3.07]'
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09 Feb 2023, 2:17PM | Action by: plasticmetal
Attribute change
'Mod version changed to 3.06b.'
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09 Feb 2023, 2:16PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.06b'
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09 Feb 2023, 2:15PM | Action by: plasticmetal
Attribute change
'File \'Netflix Inspired Toxic Veins for All Witchers\' version changed to 3.06b.'
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09 Feb 2023, 2:15PM | Action by: plasticmetal
File added
'Netflix Inspired Toxic Veins for All Witchers [version 3.05]'
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03 Feb 2023, 9:24PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.06'
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03 Feb 2023, 7:35PM | Action by: plasticmetal
Changelog added
'Change log added for version 3.06'
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03 Feb 2023, 7:34PM | Action by: plasticmetal
File added
'Modular Eyes - Next Gen 4.01 [version 3.06]'
January 2023
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25 Jan 2023, 5:45AM | Action by: plasticmetal
Attribute change
'Description changed.'
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- Mod page activity
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April 2024
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19 Apr 2024, 3:39PM | Action by: darkoleyn
Endorsed
'Modular Eyes'
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18 Apr 2024, 6:40PM | Action by: TKDang
Untracked
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18 Apr 2024, 6:39PM | Action by: TKDang
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18 Apr 2024, 7:39AM | Action by: HiddenBush
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18 Apr 2024, 3:08AM | Action by: lolhahhah
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17 Apr 2024, 5:19AM | Action by: QuietAbyss69
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16 Apr 2024, 8:47PM | Action by: bapeape6
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16 Apr 2024, 7:24PM | Action by: SocialEnema
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15 Apr 2024, 12:17PM | Action by: bullet4327
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12 Apr 2024, 4:44PM | Action by: Kire0711
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11 Apr 2024, 4:36PM | Action by: TheRiddler87
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11 Apr 2024, 9:16AM | Action by: guiltyinfinity
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10 Apr 2024, 12:25PM | Action by: Poolshark78
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10 Apr 2024, 11:12AM | Action by: 9Kittipot
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10 Apr 2024, 8:34AM | Action by: XFR0ST666X
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08 Apr 2024, 3:25PM | Action by: Gerichrealwitcher
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08 Apr 2024, 2:26AM | Action by: Kire0711
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07 Apr 2024, 9:47PM | Action by: SpartanNinja06
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07 Apr 2024, 2:20PM | Action by: denisxcc1
Endorsed
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07 Apr 2024, 1:39PM | Action by: mogari2002
Endorsed
'Modular Eyes'
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