LM's Vanilla Eye Overhaul AIO SSE - Reworked

I reworked this mod fully. It now uses the new texture set up I am going to use for my custom eye overhaul that I will hopefully be able to publish this year. I improved the mod overall.


I made my own eye meshes using unpacked vanilla assets on top added several mesh fixes Mod Authors invented in the last years. Check them out in the credits, awesome people.

Those meshes are universal for AE/SE/LE, you can optimize them for any version without breaking them. 

  • Complete new single mesh and TRIs for Beast races - they have now blind single eyes.
  • All races use now their fitting blind eye version, no more Orc blind eye for Elves.
  • Argonian eyes are now unisex, so both can use all eye colors.
  • Kjahiit and Argonians use their shared assets. They don't use the werewolf assets anymore. 
  • Snow Elf eye for all Elves unlocked, added missing women.
  • Unique Dark Elf eye color for Dark Elf unlocked, added missing man.
  • Added a second variant of the Unique Dark Elf color, for both.
  • Added Demon eyes for Beast races.
  • Corrected Green Hazel and Green Bright. Added the missing Green Hazel texture. As well did I add the respective missing green options to men and women. Bethesda gave you as the player only what they actually made for NPCs. If it doesn't exist for NPCs, it doesn't exist for you. Therefore we have missing CC content. (Same with the blind single eyes for elves.)
  • The humanoid vampire eye texture with the black pupil now use the normal human eye mesh, without glow effect. The vampire eye texture with a yellow pupil uses the vampire eye mesh with glow effect. (If there are any issues with this, let me know, pls. I came to the conclusion it shouldn't be an issue. But I don't know 100%.)
  • Added vampire glow variants to Beasts.
  • The child eye mesh has cubemappping.
  • textures are Bc7 compressed for SE. 
  • Info for NPC replacer Mod Authors: 
    • I edited all the vanilla eye texture records in the esp. Missing texture paths were added. Wrong vanilla world space texture settings for Argonians and Khajiit were corrected. So no more missing eye textures paths or strange looking eyes. You don't have to manually correct eyes anymore in nifskope after exporting facegens.
    • Eye meshes for adult female and male have the correct position in Outfitstudio, sculpting in OS is therefore possible with those eyes. (Argonian, Khajiit and child eye meshes sadly have already broken vanilla TRI files and can't be edited in blender fully, therefore those don't have correct OS position, I am sorry. I tried a lot of things. But they break in game. So it's not that I neglected the Beast races.)

The werewolf eye isn’t included. I focused on the races we have in CC. 

Those changes will apply to your character only in CC. If you want any benefits of this mod for NPCs, they have to be created with my mod active. The existing NPCs that make use of the vanilla textures, will use mine, like always, and will work without issues. But won't magically have my adapted meshes, nor will they suddenly have the correct GreenHazel eye texture, childs not gonna have suddenly cubemaps, etc, etc. 

This mod changes things to fix known issues. Be aware of that.

There's no ESL version of this mod, because this means renumbering record IDs. For technical and compatibility reasons I made the decision to avoid ESL versions with different numbering for mods that could be potential master files for other mod authors. Officially there will be only ONE existing version of this mod. 

For those who have a simple set up, and just want one eye mod, and don't have thousand files installed that overwrite each other, I provided a BSA version of this mod. BE AWARE, loose files always win over BSA, so if you use my BSA version but have mods installed that have loose vanilla eye textures, their mod will overwrite my BSA archive. If you have a lot of eye stuff installed you're probably better off with using the loose option. I just thought people might appreciate the option of a BSA version.

I controlled the vanilla NPCs records in Creation Kit, and couldn't find any elf that uses blind single eyes. Only orcs with single blind eyes. Which is probably the reason why Bethesda didn't make single blind eye textures for elves to begin with. :/ So the new set up from me shouldn't cause any issues. Other than, that the player finally has fitting eyes in the CC.

This is the vanilla set up, just improved. That's how Bethesda intended it to look for the races. Others just changed all the textures to a humanoid white sclera. I never liked that. So I rather fixed the root cause and kept the vanilla look.

It's incompatible with other Vanilla Eye Overhauls. 

Just as info for you:
  • You can overwrite, without any patching Orc, Argonian and Khajiit textures. 
  • Humans would have a mismatched Hazel eye (the one I added), but everything else would be fine.
  • Elves would have mismatched blind eyes. 

Be aware that Drachis Argonian Eyes changes something on the vanilla Argonian set up. Load mine after, if you want my eyes. The standalone options from their mod will still show.

"All Morphs for All Races Beta - Colors and Eyes" overwrite as well some eye records. I provided a patch. If you use the "No colors" option it won't be an issue.

I am still unhappy with the Beast eyes, mainly the Khajiit. They seem to be my nemesis. I am sorry, the textures are so crappy for the Khajiit. But after several frustrating days(weeks), I had to accept I won’t be able to provide better options. 


Install with your mod manager. Let my mod and the mod plugin/ESP overwrite anything else. 

If you update from my old version, fully uninstall the old version and reinstall the new one. 

I provided following options:
  • 1k textures
  • 2k textures
  • loose files
  • BSA Archive
ONLY INSTALL ONE VERSION! 

If you have different textures showing up in CC in game, use the loose files version. 
If you want to work with them in CreationKit, use the loose files version.

  • LM's Vanilla Eyes Overhaul 1.4 - AllMorphsAllRaces Patch (If you use the "No colors" option you don't need this patch.)
"All Morphs for All Races Beta - Colors and Eyes Patch" LoadOrder:

Load the patch LAST! How you sort the two main mods doesn't matter. It just matters that the patch overwrites them both.

Download link is at the end!



- Credits -

Artsick:
  • lash AO mesh clipping fixes forwarded

Ellise:
  • iris resource

Vobla:
  • iris glistening resource

  • pupil resource
  • iris resource 

LogRaam and JRICH604:
  • vampire eye mesh glow map system forwarded

And THANKS to all the people who photographed their iris for me.

Some iris resources I bought.


Filter Forge Iris and Sclera Generators by:
AppleBetisChangelingChickMachinesInMotion, MalkyneNebreah2OrestesRawn


Applications used:
Filterforge, OS, Photoshop, Substance Painter, nifskope, xEdit, Blender, Octagon

Big thanks to Olivier Lau and the HairTG-Facial Hair tool for substance. I bought the Indie license to work with. 

Thanks to Darkluke1111 for the substance painter shaders.

Thanks to Gka1 for Cathedral Assets Optimizer.

Main THANKS to BadDog who made this all possible with the Blender LE/SE/FO4 plug-in. 


A big Thank You to Deedes and Paul Green (LoversLab LINK!!!) for the TRI file Import/Export. Without Paul this mod wouldn't be possible.


ElminsterAUthe Nifskope Gang, expired6978 and ousnius, who make our modmaking life so much easier!


Halofarm for providing the best place for screenshots, and btw. can I just say that t
he Aether Suite has the most relaxing, nice music to work with. 


BIG THANKS TO ALL THIS AMAZING PEOPLE - FEEL FREE TO GIVE THEM AN ENDORSEMENT AND KUDOS!!!


I don’t have any testers, if the colors are too bright, I am sorry. Let me know if they are too bright, and I try to darken the textures, or just provide darker options. This is depending on the ENB and the settings in individual ENBs, too. I tried my best to darken the sclera as much as needed, but not too much. It seemed fine on several ENBs. But there are so many weather and ENB combos out there, so results may vary. I don't mind to provide options if needed. Just let me know.

If you have any issues, or find something wrong, etc. please let me know. I always like to improve my mods. TY!

If you read the whole thing:




changelog:

Update 1.4 Hotfix 25th March 2024 -

  • Added a Hotfix that changes the Snow Elves eyes to be "AllRacesMinusBeasts", because for whatever reason tagging them as "AllElves" seems to be not working in CK. 

As far as I can tell, the 1.4 version without HotFix works fine for Gameplay and for Racemenu. One of Bethesda's many quirks.
 
You only need this HotFix if you work with CK and this mod, and are actually editing Snow Elves. 

Installation:

  • Overwrite the Main file with the Hotfix. 


Update 1.4 : 30th June 2023 - 
  • Reworked the whole mod. (I learned again a lot while working on my new custom eyes.) 
    • Second variant of the Unique Dark Elf color.
    • Wrong vanilla world space texture settings for Argonians and Khajiit were corrected in the esp.
    • Corrected Green Hazel and Green Bright.
    • Added vampire glow variants to Beasts.
    • The humanoid vampire eye texture with the black pupil now use the normal human eye mesh, without glow effect. 
  • Textures are all redone by me in substance painter and photoshop. 
  • Switched back from big iris for orcs and elves to humanoid size. Not because I want to. It's a technical issue of how the bigger texture behaved badly on the UV(the texture map of the 3D object.) I felt the need to correct this. It's better to increase or decrease iris size via Racemenu slider. 
Please fully uninstall the old version and reinstall the new one. 




Update 1.3
- edited some mesh values


_Permission_

No Upload in full, nor partially anywhere else.

Using the eye meshes for your NPCs in mods is fine, as long as they are only as baked in assets in the facegens. 
Means, you can use this eye mod as a base for all your NPC/follower mods, even if you don't use my textures. Please credit me with the link to the mod blog page, thou. 

No permission to add the meshes, nor TRI files, as extra files into your mod. 

If you want to use the new beast content of single blind eyes, use my mod as dependency. 

If you want to use textures in your mod, ask me for permission.




































































































































Comments

  1. I finally gave these eyes a chance, and these are the most beautiful and lifelike eye textures I've used. They instantly add so much life to a character and your normals are great. Thank you for sharing!

    ReplyDelete
    Replies
    1. Thank you so much! I am glad all the work was worth it. :) <3

      Delete
  2. hello, can i use this eye texture in a npc replacer mod? thank you for this mod, is wonderful

    ReplyDelete
    Replies
    1. Hi there, and thank you! :) Using the textures in your NPC replacer mod is fine for me. Thank you for asking, very much appreciated.

      Delete
  3. Hello! Hope this message finds you well, i love this eyes they feel super High Quality and fresh, i was wondering if i can use them in my NPCs Replacers/Followers, thank you for taking your time reading me and wishing you an amazing day!

    ReplyDelete
    Replies
    1. Hi there! Sure! Thanks for asking and I am glad you like them! Cheers o/

      Delete
    2. Thank you LeelooMinai, i will take a pic of your confirmation in case i forget you gave me permissions haha, cheers!!

      Delete

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