Thank you for the feedback I will try. I tried playing with light, by toggling spotlight on showracemenu, with lights on, it's not this bad, with spotlight off, it looks like on the picture.
But I tried playing around with lights in ENB settings and changed to stellar core ENB and it seems to have worked for now, but I've only spent 2 mins in game ,I will have to check further with more NPC's as well.
I had that issue, everyone's eyes looked like milk, and then I installed the mod HunterZ inked and it worked without tweaking anything in the ENB, though characters have more bloodshot looking eyes, it's not really bad (and probably something else I have in my order).
Is there any way to control the sky's reflection ? The cubemaps are differents : ore_iron_e.dds for the gate and ShinyBright_e.dds for the armor https://ibb.co/1tBv4QsD
I had the same/similar issue (see my post below from 13 May 2025). I haven't been able to figure it out. I ended up disabling this here mod alltogether unfortunately because I got too many issues with it on too many objects.
Hey, im having a small issue with all reflective objects like glass and metals bring way too "shiny" in places they should normally be dark in. Like they have a small, usually orange, glow to them when ENB is enabled thats very visible in the dark, and couldnt find any info on how to tweak the cubemaps to make them less bright like that.
If anyone could help, or atleast tell me where the settings to tweak the cubemaps or shine is, thatd be appreciated
I have an issue with this Daedric armor mod and ENB Dynamic Cubemaps: when being indoor, most armor parts really look like shiny metal. But when being outdoor, it looks like the armor seems to reflect the sky color (which looks kind of odd to me) -> see screenshots here: https://imgur.com/a/Lx6TltV
I have tracked this behaviour back to "ore_ebony_e.dds", which is the texture file #5 that is referenced in the affected armor meshes. As a workaround to get rid of those outdoor reflections, I have hidden the "ore_ebony_e.dds". Now the armor looks the same indoor and outdoor (no more blue reflections).
Fixed grayish reflections on water in some interior locations – i found the problem in Chillwind Depths. I couldnt find the reason why it was looking like that, then i found cubemap section in cell id, and decided to install cubemap replacement mod. This mod made some cubemaps essentially deleted, which fixed my issue. Many thanks. Screenshots Only one question – why modders doesnt make this mod as requirment? I have Lux, and there is not any single word about it(
edit: Dynamic Cubemaps - Metals returns caveicecubemap_e.dds its texture, so the grayish reflection returns. Gonna post it in a bug section.
Since nobody else seemed to answer this ima go ahead and say you should never have "apply dynamic cube maps everywhere" enabled outside of "i feel like setting my PC on fire" scenarios. The only option you need to enable is within enbseries.ini
I'm sorry if this is a stupid question. if I only want the Dynamic Cubemaps on my ENB I need to change the Environment tab. but activating that changes my lighting and I don't know which values I need to chnage or into what. how can I get the metallic cubemap effect without changing my ENB lighting?
All the gems in my inventory are so bright that they all look white. Has this something to do with the chosen ENB I use or can I adjust that in the ENB Helper settings?
Its not that serious of a problem, still would be cool to fix
for anyone that is still struggling with white eyes , if you are using weather mods(and even if u are not using try it not gonna lose anything ) , in the enb.ini go under the [EYES] section and check ignore weather system , u don't need to apply for change to take effect once you check it now you can adjust the reflection amount, after u find the sweet spot save and apply . You're welcome.
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It's like the eyes are reflecting way too much and you can barely see the eye colors.
If you're like me and this only fixes NPC eyes but not player eyes, pile on here where the ENBSeries developer blew me off: Skyrim SE: [EYE] settings not applied to player character eyes
As a workaround, I'm overwriting the eye texture from this mod with a non-dynamic one from another mod: Improved Eye Reflections and Cube Map SE (port plus)
I tried playing with light, by toggling spotlight on showracemenu, with lights on, it's not this bad, with spotlight off, it looks like on the picture.
But I tried playing around with lights in ENB settings and changed to stellar core ENB and it seems to have worked for now, but I've only spent 2 mins in game ,I will have to check further with more NPC's as well.
in the ENB, though characters have more bloodshot looking eyes, it's not
really bad (and probably something else I have in my order).
If it's *only* player eyes affected, it would be cool to get more posts on that ENB forum thread I linked, since the developer doesn't believe me...
All NPC's would look bright white in the eyes, like a cloudy day. I assume it's the sky reflection.
The cubemaps are differents : ore_iron_e.dds for the gate and ShinyBright_e.dds for the armor
https://ibb.co/1tBv4QsD
I'm keeping the mod but I'm going to overwrite these 2 cubemaps.
If anyone could help, or atleast tell me where the settings to tweak the cubemaps or shine is, thatd be appreciated
https://www.nexusmods.com/skyrimspecialedition/articles/6392
I have tracked this behaviour back to "ore_ebony_e.dds", which is the texture file #5 that is referenced in the affected armor meshes. As a workaround to get rid of those outdoor reflections, I have hidden the "ore_ebony_e.dds". Now the armor looks the same indoor and outdoor (no more blue reflections).
Is this expected behaviour?
For me it wasn't ore_ebony_e.dds that I needed to hide, but rather the ones the STEP guide mentions for a non-dynamic cubemap mod: STEP Recommendations: Quality CubeMaps - HD Cube Maps
For some reason, armor is much less shiny outdoors than indoors, but at least I can see that it's reflecting the actual scenery now.
Only one question – why modders doesnt make this mod as requirment? I have Lux, and there is not any single word about it(
edit: Dynamic Cubemaps - Metals returns caveicecubemap_e.dds its texture, so the grayish reflection returns. Gonna post it in a bug section.
[EFFECT]
EnableDynamicCubemap=true
Has this something to do with the chosen ENB I use or can I adjust that in the ENB Helper settings?
Its not that serious of a problem, still would be cool to fix
You're welcome.