Is this applicable for use with High Poly Heads and Eyes of Beauty?
Turns out this does help a bit, specifically with human eyes. Elf eyes, the big alien-ish ones, still have the issue this mod aims to fix. I use High Poly Heads and Eyes of Beauty. I'm not sure if this mod author would be willing to look at the clipping specifically that occurs for the more distinct -mer eyes?
As far as I can tell it should work with both. HPH doesn't touch eyes from what I recall, and Eyes of Beauty doesn't touch the mesh (and for what it's worth, humans and elves use the same mesh). I have three example screenshots showing -mer-shaped eyes and it's been a few years now and I haven't heard of this happening to others. Is it possible you have another mod installed that's interfering? Something that's either replacing the mesh or an eye mod that comes with its own meshes would do it. Another thing that could do it is importing an older nif into RaceMenu for your character's face since it wouldn't have the changes. And just in case, I should note that it doesn't work on NPCs unless they've had their heads regenerated.
If after all that it's still a problem and you don't know what to do, I'll get my hands dirty and see if I can't figure out what's going on.
I have the same issue with some elf eyes clipping and I have nothing conflicting with this mod's eyes. Only reason I noticed is because I was rebuilding FaceGen for all NPCs in my game.
I spent some time this afternoon to figure this out and downloaded and tested a few combinations of High Poly Head, TEOB, Ethereal Elven Overhaul and a few other eye mods and I can say with confidence that I was unable to replicate the clipping. I did experience clipping on some the elven eyes when High Poly Head was installed but that clipping involved the entire eye's placement and was present with and without this mod installed.
I feel like what's most likely happening (in at least one of your cases) is that there is a mod that includes new eye .tri files. They're the files that hold all the info of each slider on them and when they mix and match with other mods, it's easy to run into clipping issues. Common mods that include these are RaceMenu, Niroku's mods, High Poly Head, Aesthetic Elves, Ethereal Elven Overhaul, etc. My only suggestion from this point on would be to keep note of how these files overlap and perhaps use RaceMenu's sculpting brushes to avoid problems on the player. I hope that helps.
Two and a half months later I return to this thread to confirm that the problem with elf eyes clipping into the head is a vanilla bug unrelated to this mod. I can only speculate, but I believe the issue isn't even with the eyes themselves, but with the .tri files giving elves their distinct head shape. Even in a completely vanilla installation, setting some sliders too low will result in clipping. Check Skyrim - Meshes0.bsa for 00033854, 00033880, or 00033885. These are facegen files for some elves with clipping issues and they are all vampires, so then there's also the question of how well does that interaction work when the elven head morph is already compromised? Probably not well at all.
I wouldn't even have noticed this if I hadn't downloaded SUEMR first, but I thought I'd inform you that the non-vampire eye meshes included in Eyes AO Clipping Fix - Ruhmastered No Glow are the ones from the base version, not the ones from Ruhmastered. Also, all standalone right eye meshes seem to have their cubemaps broken and it makes the reflections look unnatural. You could argue it looks fine with blind eyes textures (makes the eye look damaged etc.), but would you please take a look at them just for consistency's sake? If intentional, fair enough.
I didn't know about the SUEMR thing so thanks for letting me know. I believe both eyes are a bit broken rather than just the left. This mod is made using LE nif formats and the normals (and in turn the reflections) seem to break upon converting them from LE to SE. It was a major concern in the beginning but now I know that you can still use LE nifs in SE, the problem being there seems kind of stupid. I never really got around to changing it. Thanks for bringing these to my attention, it's much appreciated. I'll update the mod at some point in the future when I find the time.
This mod is a known tweak that creates a very noticeable difference in visual appearance that doesn't play nice with most eye texture mods so it would need an extra download altogether, and then more options for compatibility with all the other eye mods on the list. I'll do it if there's more rallying support but if you want it right now, the author has kindly put an image in the description showing the change made to the eyes (i.e. in NifSkope, on the NiAlphaProperty, change the Flags value to 4844).
Any idea why the author of Expressive Facegen Morphs says not to use this with that? They don't provide eye NIFs themselves, only TRI files. To be clear I use that with the patches that come with High Poly Head to make them compatible.
EFM fixes the eyes using their own tri files unlike this mod which only displaces the eye mesh to fix vanilla tri files. The best way to put it would be that this mod is made to be a quick fix that's widely compatible while EFM is made to be a complete facial overhaul and it should be treated as such. Combining the two only applies the fix twice, pushing the AO strip further up into the skull. I don't think it'd be very noticeable tbh but it's obviously not a good idea. Thanks for bringing it up, I'll put a mention of it in the description.
With a skim, I can't confirm from the mod page either but the author, Niroku, published Kireina prior to EFM which does include the fix so I figured it's safe to assume the changes have been implemented into the latter as well. The comparison's on the fifth picture.
Yes but the glow will be restored unless you change the emissive multiple (in NifSkope) to 0. Alternatively, you can change the colour to black, that works too. I won't be making extra versions for all of his versions simply due to how many versions I've already got to publish every time something new happens. Thankfully it's a very small and simple change.
I've just added some files that I think might've been missing so try redownloading and installing it again. If there's still issues I may not be able to get to working on them for some time.
Thanks! I've been testing all morning, I think it's different now, but the eyes are yellow / have a yellow overlay. And I think that might be a different problem then the glow. Maybe it's related to facegen and it should be regererated for those NPC's to get rid of the yellow.
"The intention with these vampire eyes is to make them subtle so that a vampire could theoretically wander around without giving away their true nature unless someone gets close. I hate that vanilla vampire eyes are like fog lights, my eyes still glow but it is much more subtle. These vampire eyes conform to the vanilla style (black sclera) because vanilla vampire meshes and therefore the eyes that are baked/saved into each npcs facegen glow. Colouring sclera (whites) of the eyes in anything but black will lead to massive glow. This approach means that these textures will work without glitchy glows or problems for all the games vampires without the need for another mod."
Yes and no. I don't believe that mod touches eyes, possibly for compatibility's sake, so this issue would be present but not because of anything wrong with their mod. I haven't been able to try it myself though.
Wow! I spent the past two hours learning how to sculpt and attempt to fix this problem but I could not get that exact fit that I wanted. To make things worse I was worried I would have to do this will all my characters. You just saved me so much time. Cheers mate!
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Turns out this does help a bit, specifically with human eyes. Elf eyes, the big alien-ish ones, still have the issue this mod aims to fix. I use High Poly Heads and Eyes of Beauty. I'm not sure if this mod author would be willing to look at the clipping specifically that occurs for the more distinct -mer eyes?
As a mostly -mer player, I'd love you forever.
Something that's either replacing the mesh or an eye mod that comes with its own meshes would do it. Another thing that could do it is importing an older nif into RaceMenu for your character's face since it wouldn't have the changes. And just in case, I should note that it doesn't work on NPCs unless they've had their heads regenerated.
If after all that it's still a problem and you don't know what to do, I'll get my hands dirty and see if I can't figure out what's going on.
I feel like what's most likely happening (in at least one of your cases) is that there is a mod that includes new eye .tri files. They're the files that hold all the info of each slider on them and when they mix and match with other mods, it's easy to run into clipping issues. Common mods that include these are RaceMenu, Niroku's mods, High Poly Head, Aesthetic Elves, Ethereal Elven Overhaul, etc. My only suggestion from this point on would be to keep note of how these files overlap and perhaps use RaceMenu's sculpting brushes to avoid problems on the player. I hope that helps.
I believe both eyes are a bit broken rather than just the left. This mod is made using LE nif formats and the normals (and in turn the reflections) seem to break upon converting them from LE to SE. It was a major concern in the beginning but now I know that you can still use LE nifs in SE, the problem being there seems kind of stupid. I never really got around to changing it.
Thanks for bringing these to my attention, it's much appreciated. I'll update the mod at some point in the future when I find the time.
I won't be making extra versions for all of his versions simply due to how many versions I've already got to publish every time something new happens. Thankfully it's a very small and simple change.
"The intention with these vampire eyes is to make them subtle so that a vampire could theoretically wander around without giving away their true nature unless someone gets close. I hate that vanilla vampire eyes are like fog lights, my eyes still glow but it is much more subtle.
These vampire eyes conform to the vanilla style (black sclera) because vanilla vampire meshes and therefore the eyes that are baked/saved into each npcs facegen glow. Colouring sclera (whites) of the eyes in anything but black will lead to massive glow. This approach means that these textures will work without glitchy glows or problems for all the games vampires without the need for another mod."
So I think that's it.
I haven't been able to try it myself though.