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Novelyst

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Novelyst

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About this mod

khisartin's gorgeous eye textures given all of the latest and greatest Skyrim eye tech, including tintable eyelashes, in pursuit of damn good-looking eyes.

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An update for the 31ˢᵗ of October—Happy Halloween! Enjoy some of the missing eyes from Eyes Mod 2. The rest will come in a later update, but for now, I hope your demons and worshippers enjoy these!



I've been personalising khisartin's latest eye mod ever since it came out, adding features, fixes, and customising textures, all in an effort to make it the very best that I could. After realising that I wasn't satisfied with the eye mod I had published on Nexus, I decided to keep working on this one and share it with the world! Eyes Nouveaux is a replacer for the base game's eyes with new seamless textures for the eyelashes with the vanilla UV which, to my knowledge, no other mod has! I did this through some clever baking and hand-painting corrections in photoshop. Of course, though, what really shines is khisartin's amazing texture work on the eyes themselves, which has been left largely untouched. As much as I did need to change every single eye texture to do this, I'd like to stress that everything that looks great here is thanks to her work!

Speaking of which, you can go donate to her Boosty!



Given that the mod is a replacer, I think comparison to vanilla can be pretty helpful. Fun fact: most of the vanilla eye textures are displayed here at full resolution.


Top: vanilla. Bottom: this mod.

khisartin preferred to follow in the convention of past Elder Scrolls games with her textures, which naturally took them farther from their vanilla appearances. She still offered options with yellow sclerae for high elves, red sclerae for dark elves, and dark sclerae for wood elves, but these didn't quite do everything I wanted. My edits bring the textures back quite close to vanilla, as is what I like, but I've left the original direction of the mod as an option too.


Top: vanilla. Middle: khisartin's original textures. Bottom: my cut.

Features
  • Eye textures to replace all those of men, mer, and demons! Saints & Seducers patch optional.
    • You can choose my edited mer eyes, or stay faithful to the original Eyes Mod 3 look!
    • Pick from four different options for vampire eyes, preserved from the original Eyes Mod 3, including red!
  • All of the functionality from khisartin's latest eye mod! Glowing vampire eyes, a unique texture for the 'green hazel' colour, and different blind eye textures.
  • Seamless eyelashes on vanilla eye meshes (IE NPCs, whose eye UV is determined by their facegen).
  • The invisibility and eyes mesh fix, double-sided eyelashes, and the missing subsurface scattering texture. AO clipping fix optional.
  • Optional tintable eyelashes! Watch as changing the colour of your character's hair changes the colour of their eyelashes too.
    • Universally black eyelashes also available, to suit your preference.
  • Eyeball meshes with disabled blending, as with StarSight Eyes' original implementation of this fix. Fixes shading in vanilla and allows screenspace shadow features from shader mods (Community Shaders, Detailed Shadows in ENB) to interact correctly with eye meshes. Preserves blending on the eyelashes and tear duct for the best appearance.
The custom eye meshes do mean that for Race Menu presets using vanilla eyes, their eye colour will have to be reassigned on loading. The mod can also be used as a pure texture replacer, though, simply by disabling its plugin—no more tinted eyelashes, or custom eyelashes at all. All of the vertex painting on the meshes was done painstakingly by hand in OutfitStudio, so do let me know if there's an incorrectly coloured vertex.

Compatibility
Overall the mod is quite compatible. Being that it's a replacer, it's not intended to be used with other base game eye texture replacers. For the most part it would be pointless, but if you overwrote this mod but still used its plugin you would get its custom eyelashes for your player character, along with the blind eye textures. It would probably be stylistically inconsistent, though.

CotR and UBE already have eye head parts that use the vanilla texture paths, and so I will not be patching them until I release the additional eye textures.

Other mods which add eye textures can be patched relatively easily to use this mod's eyelashes, and if people would like I will add those according to demand. They're still compatible without though, of course.

The following standalone eye mods have patches available to give them the custom lashes:
Mod makers' Advice
  • You don't have to make custom head parts if you decide to use the meshes in an NPC overhaul. Vanilla eye head parts will do. If you stack them on an NPC . . . it just works. (Probably. Tell me if it doesn't.)
  • If you want to change the colours of the eyelashes in exported face gen, you can just go in in NIFSkope and change the hair tint there. That way you could overhaul a character and give them blond hair and black eyelashes, or suchlike.
  • You can copy the NiSkinPartition of a vanilla mesh of the eyes and paste it over that of the eyeballs in an exported head to 'vanillify' the eyes. Then tweaking the NiAlphaProperty to have 4333 flags, the eyes will be ready for use on their own, without you having to double up and use the eyeballs + lashes system.
Technical Information
  • Diffuse, sub-surface scattering, and environment maps have been saved using BC7 compression. BC7 compression is superior to BC1 and BC3 in quality and can actually be used for Special Edition.
  • The normal map has been saved uncompressed, given the more noticeable effect of block compression on normal maps.
  • The environment mask has been saved in BC4 which is about four times smaller than BC7. This is because the alpha and two colour channels are discarded. These are unnecessary for these maps and BC4 does a good job of preserving detail in luminosity, and is so the best option.
  • The glow maps have been saved in BC1 which is about half the size of BC7. As a side effect of BC4 saving everything to the red channel, it's unfortunately interpreted as a red glow map, so they've been saved in BC1 to ensure that they control glow correctly.
  • The faces of the eye cube map are 32 × 32 px. Environment maps don't really need to be all that high resolution, really—when you can tell what's in the reflection, you can also tell that it is not what makes up the surroundings.
Otherwise, the textures are pretty much what it says on the tin. The environment mask is half the resolution, and the rest are as per the 'label'.

Recommended Mods
Special Thanks
  • To everyone who was following development in my thread, and especially those who reacted with bees! You know who you are. That kind of support meant (and means) a lot to me, and I really appreciate it.
  • To khisartin, for her great work!
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