BIG UPDATE 12 May 2025 - 100 eyes added

LM's Vanilla Eyes - Artsick Edition - Standalone - SSE


I made this for myself a long time ago and now made myself a lot of work to make it publishable. 

This is my Vanilla Eye Overhaul as Standalone with benefits.

  • my universal AE/SE/LE meshes, can be optimized for any version without breaking them 
  • Uses the system Artsick introduced with Starsight Eyes that fixes the shadow bug and invisibility behind hair and underwater. Be aware those are more mesh parts now and importing existing sculpts with different eye mesh amount cause issues. Nothing new this mod introduces, you will have the same issue with vanilla normal eyes and blind/dual color eyes. 
  • no single left/right eye, one side is decreased in size, means this only uses one tri file for all eyes
  • has correct position in Nifskope, OutfitStudio and InGame - sculpting in OS is no issue
  • made new lash UVs and very detailed textures (left and right has difference)

    • ironed UV and made the texture to mesh 1:1 
    • increased in size to make use of the whole texture tile
    • can have two different lashes for left and right
    • is mirrored on Y for easier handling

  • added for every single color a tintable lash option. Novelyst thought of this first to use this for lashes/eyemods. It's simply the system that prevents hairtints being applied to hair accessory. Vanilla hair and other hair mods use this. Comes with losing eye shader flags, which makes the tearduct look flat. Be aware of that. Which is why I don't use it, but added it for people. So this workload was purely done for others. My CBVE mod has a better tintable lash option, btw. check that one out if you want good tintable lashes that don't make the tearducts looking flat. 
  • The eyes are provided for women, men and children that make use of humanoid eyes. So Beast races are not part of this, because Beast races use different eye meshes.
  • Children have now left and right eye color options. 

  • I fixed children's eye mesh shape. I gave them a chargen morph. Switch to EyeType1 (be it CK or Racemenu)  and the eye shape will be fixed.

  • I added some new colors to all races.

  • All eyes are flagged "AllRacesMinusBeast".

  • ESP eslified
  • textures are BC7 in 2K
  • mod is a standalone, there are no conflicts
  • uses the standard vanilla TRI file and will work with everything out of the box that makes use of said TRI (like EFA and EFM, etc.)

  • BSA version for gameplay and racemenu workflow or loose version for CK compatibility

  • lash color variants as optional files 
    • red
    • brown
    • black


- Installation -
Install one MAIN version, BSA or loose with your mod manager of choice. It's standalone, doesn't conflict with anything. The colors will show up directly next to the vanilla version of them. This is done for easier use for me, to be able to compare.

If you export NPCs over CK and need this mod to work 100% use the loose version.

If you do not need the eyes to be 100% in CK, like e.g. you just make tiny edits in CK like skintint, use BSA.

If you use only for gameplay use BSA version.

If you want to switch lash color for the default lashes - install one of the optional lash files.


- Credits -

Artsick:

Ellise:
Vobla
  • iris resource




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

  • Photorealistic Eyes Pack

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 Gka1 for Cathedral Assets Optimizer.

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

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


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


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


Permission:
  • You are not allowed to upload this partially or full. 
  • You are not allowed to use my assets in mods that use AI voice nor art. 
  • If you want to use these eyes for any mod, ask me for permission.
  • If you want to use these 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.



changelog_

UPDATE 1.1 - 12th May 2025:

  • Updated 13teen humanoid textures who were, for whatever reason, a tiny hint darker than the other. It's not noticeable, imo, but I catched it and needed to update it so all are the same. 

  • added the mod as loose and BSA - for easier use in CK

  • added 3 new lash color variants that are in the mod as a resource for mod authors (me, they are in there for me and my NPC mods x'D) or can be installed as optional file and a overwrite for the default lash
    • red
    • brown
    • black
  • added 100 new colors
    • rod variants
    • Heterochromia variants
    • new colors for all races
    • more vampire options


UPDATE March 21st 2025:
!!!IMPORTANT NECESSARY UPDATE!!!
Reinstall mod. Texture sets weren't correct. Sorry! -_- 


UPDATE March 13th 2025:
I forgot to remove my Vanilla Eye Overhaul as dependency in the ESP. 

I have a general Vanilla Eye Overhaul for all races which fixes a lot of things, too. Can be used together with this one.








Comments

  1. Replies
    1. Thank you! Very much appreciated. It's nice to hear my eye mods are your favorites. <3 Now that I have a standalone again, it will be the base for adding eye colors for humanoids. Though I always have so much on my plate it's gonna be a slow process. x'D

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  2. I remember commenting i think on nexus a long time ago how awesome it'd be if you added more standalone options to your eye mod because your eye mods are my favorite. they always are so beautiful

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  3. This is absolutely beautiful. Thank you so much for sharing. Would it be alright if I used some of the textures/meshes to some NPC replacer mods? They wouldn't be playable of course. I would give credit. Thanks. :3

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    Replies
    1. Hi, thank you, I am glad you like them. You can add textures, but meshes are baked in the facegen and are not needed to be added again into your mod. So yes to textures, yes to use them whilst you make your NPC, and be baked in your facegen(means you exported your head with my mod installed), but no to add the meshes seperate again into your mod. You do not need them for your new fake, unplayable eye records. You can leave the mesh pathing original, or even just literally write dummy.nif in your eye record in the esp. The game isn't interested. It get's all it's meshes from the facegen. For publishing your mod, my meshes have not to be as separate eyemeshes in any shape or form in your mod. If anything is unclear, feel free to ask. And happy modding! :)

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    2. Oh, okay! Thanks for the explanation and permission! :D I wasn't sure because I had exported a face with those eyes earlier and there were multiple meshes for the eyes. But that makes sense. I won't include the meshes then. Happy modding to you as well. I've been using your slider mods to improve my Redguards and they have been so helpful, too, so thanks for sharing all your goodies. ^^

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    3. You leave all the meshes !!!in!!! the facegen. Don't remove any. That's totally fine. You just don't need to add the meshes directly from my mod into yours. Like extra. Everybody does that wrong. It's like bloat, just increases your mod size for nothing. As well TRI files that aren't needed so many add. Like the morphs and the chargen. They are only needed for character creation. But the game for NPCs uses only the facegen and only the expression tris. Which are always the tris that are "headpartname".tri. So you just make your fake headrecords that are needed without adding any meshes. The only thing that happens is, that instead of blackface bug people have missing headparts, when they haven't installed the mod correctly. Like floating eyes and mouth. This kind of stuff. Which, doesn't matter. Because blackface and missing parts is equally annoying. And you can't really do anything about people installing NPC mods wrong. I just don't want my meshes in mods spreading around for nothing. And I am glad the redguard slider helps so much. I was so reluctant to publish that ONE slider. But it's so good, so I thought why not. :)

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    4. The Nerdy Neko1 April 2025 at 00:59

      Oh. I just meant I wouldn't add your eye meshes into my mod. Sorry for the confusion. But yeah. XD That's very true.

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    5. I just wanted to make sure. I hate to cause modding misery/stress. :) Take care!

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