LM's CBVE SE beta SSE - Custom Better Vanilla Eyes !!!WIP!!!



THIS IS STILL beta/WIP! 

  • Men’s TRIs are totally unfinished. Men have only crooked Lash placeholder TRI files. They are only morphed and are only there for testing. 
  • Women’s TRIs are almost done. 
  • Textures can change at any given time.


Tasks that still needs to be done:

  • TRI files women partially
  • TRI files men FULLY
  • EFM slider only support
  • adding more Eyes of Beauty Addon 
  • adding Rod Iris Addon

  • finishing Lash textures


I only publish this WIP because I feel bad for how long I need for finishing this mod. And it will take me even longer because my cat Morris has cancer, and every day could be his last atm and I am really having no time, energy or mood at all for mod making. Like this, people can already use some stuff of it. BUT this is a WIP! This is NOT the finished mod.

This is a big project of mine, and I wanted to do this since years.

I wanted to fix and improve the vanilla eyes, but keep this as compatible, seamless and smooth as possible, yet still improve them as best as I could.

Textures are made by me in Substance Painter and Photoshop, with the help of tools and resources. 

The High Poly lashes and their TRI files are made in Blender from the Vanilla Bethesda lashes by me from scratch. 

It's hundreds of Shape Keys for bottom and top Lash in TRI files made from scratch at this point, because of EFM and Racemenu. Double that, due to having female and male eyes. If I say this mod was and is a lot of work, I REALLY MEAN, this mod IS a lot of work.

The eyecubemap is redone with Bethesda's as base.


Fixes those known issues:

  • Eyeball shadow bug
  • ENB cloud shadow bug
  • missing eyes through water surface
  • missing eyes behind hair
  • vampire eyes have no cubemaps
  • invisibility spells/potions ruin eyes
  • difference in single left/right eye


Benefits:

  • all parts of the eyes are separated - tearduct, AO, eyeball and lashes, everything can have their own needed flags, values and shaders 

  • eyes have two parts, a transparent mesh on the outside that imitates the concave glass corpus and an opaque inside mesh that imitates the convex iris - It’s an illusion, but works

  • improved eyeball UVs for men and women (isn't an issue for existing textures)
    • Iris minimal corrected for both 
    • UVs do not go over tile anymore and are UDIM compatible

  • AO and tearduct UV fully redone for women and men

  • Lashes are now actually bottom and top lashes

  • eyes with the suffix “tint” have tintable Lashes, they will use whatever haircolor you chose

  • tearducts have skin tint and adapt to skincolor (no more overly bright tearducts for darker complexions)

  • Lashes are very detailed and normal mapped + spec 
  • Every race has their own style of lash 

    • Humans 
    • Dark Elf
    • High Elf
    • Wood Elf
    • Orc
  • meshes are exported with BadDog Blender Plugin and are SE/AE/LE compatible, they won't need optimizing, and if you optimize facegens having them, they won't break anymore

  • meshes have correct position in OS

  • CK facegen export fully functional

  • tearduct sliders added - they can be moved, changed in size, rotated, and the ends can be moved further to the eyeball
  • eyeground slider added to HPH
  • individual bottom and top lash length sliders added

  • all parts can be toggled in sculpt, no frustration anymore when editing eyes
  • almost all eyecolors have their own left, right, full blind version and tintable lashes

  • eyeball and tearduct mesh has changed UV and can be used for two different eye colors, or two different sclera and/or tearduct versions 
  • all eyes use the same mesh system 

  • the eyeball UV is still kept thou compatible with the old eyeball texture. So patching existing textures for the eyeball won't be an issue.
  • single left/right eye mesh redundant 
  • I implemented the new sliders to old vanilla eyes, too. This means you can switch between the custom ones and the old ones without any issues.
  • those are 100% standalone, they don’t conflict with anything
  • New High Poly lashes made from scratch from the vanilla lash. They are bigger and look more realistic.
  • due to being low poly and high poly they can be used for NPC Overhauls without being too performance heavy


Credits:












  • BadDog 
    • LE/SE/FO4 PyNiFly Blender plug-in  

  • Paul Green(LL!):
    • TRI file Import/Export Blender plugin 



  • Bethesda
    • TRIs
    • meshes

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

I wouldn't have been able to do this without all those tools and all those permissions from people. 

RageBear from MIE, who helps me a lot with Blender. 

Big special thanks to all the named above who allowed me to use their tri files, or have open permits, so I can add those eyes seamless and without any conflicts into Racemenu. Without them, this mod couldn't have been published with Racemenu support. 



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


Applications used:

  • Photoshop
  • NifSkope
  • xEdit
  • Blender
  • OutfitStudio

  • Cathedral Asset Optimizer

  • Notepad++
  • MyBrain™



Requirements: 
EFM full and EFA full has to be enabled in your High Poly Head install, too. 

Installation and Info:
  • Install with your mod manager. I won't be able to help people who use vortex or install manually, as I am using MO2.
  • Eyes can be found at the beginning. They all start with 00. 
  • They work with RaceMenu presets made with EFM full.
  • NPC mod authors who use CK for NPCs, need to use the CK FaceGen Export version(it's loose files). If you use RaceMenu to make your NPCs, you can use the Standard version.
  • This changes eyes - which means it changes TRIs. Which means this is incompatible with any vanilla TRIs for eyes. That's why those eyes are standalone. This changes textures as well. It’s incompatible with any vanilla texture. But patches can be made for the eyeball easily.  
  • Any preset you make with my added sliders will need my eye mod being enabled/present of course for that preset. The same rules apply, like when you would use EFM for your presets. You can avoid this, by simply not using my added sliders. 

  • This should work for ALL Skyrim versions. I tested it on SE and AE GOG! 
  • IF you have issues with the transparent mesh parts, update your ENBseries.
  • No LE version, sorry. I don't use LE and I anyway need to finish this beast of a mod first in general.
  • I do not give support for Community Shaders. If you have issues with the eyes using those, I simply can't help you. I don’t use them. 
  • ENBseries has full support, thou, and my eyes are made with vanilla and ENB in mind. It works with both without issues for me. 

  • TRIGGER WARNING - one demon eye version is looking like an open flesh wound. 




Known issue:

  • Presets made by sculpting eyes and imported sculpts on a new game with different eyes, do not work. This is a known limitation. It happens as well between imported sculpts that uses vanilla single eye meshes(blind, heterochromia eyes) and the standard mesh. Ever wondered why suddenly one type of eye glitches? This isn't anything my mod introduces. It's just something you have to be aware of. 

  • This uses the decal flag solution for transparent meshes. It comes with one little downside. When you move backwards in TFC or TFC 1 with the keyboard, the tearduct will "follow" you, and they will move out of the head. This is a known issue with this fix. Using your mouse scroll wheel for backwards is fine, thou. FreeFlyCam is the solution here. 
  • Vampire transformation....I don't even know where to begin with that one. It's just fucked. It don’t even works well in vanilla. It causes issues as well when you use High Poly Head. Get ANY mod that disables this shit. x'D Like seriously. I use the High Poly Head Vampire Fix patch. It disables it for everything. You have to switch to vampire assets yourself. Get a Face Sculptor mod, or go to the sculptor in Riften. 
A word to transparent objects in games. Transparency on transparency is a known issue in ALL GAMES! This isn't unique to Skyrim. This is a standard game limitation in general. Ray Tracing would be the only thing that fully "fixes" that. But we are far away to use this in the general gaming world, let alone in Skyrim. So there is no better solution for any of this. All Game developers had to live with those limitations for the last decades, and they still have to. This means, that you, Skyrim mod users, have to live with this, too. If you mad about my eyes, I can simply not help you.


Permission:
  • You are not allowed to upload this partially or full. 
  • If you want to use this eyes for any mod, ask me for permission.
  • If you want to use this eyes for a NPC/Follower mod, ask me for permission.
  • If you want to use any specific files from this mod, ask me for permission.
  • If you want to make retextures, or add new eyes to the game, ask me for permission.

This IS a massive amount of work. 
Please respect the permission requirements.

I am always reachable and I reply in timely manner. I don't bite. :) 
Contact me over the form here, or nexus pm.


You read all that?



This is just examples of the eyes. I refuse to make thousands of screenshots. Install the mod, look at the eyes.




















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