SUEMR with ECO support
具有ECO支持的SUEMR
Screenshots 8 screenshots
About this mod Machine translation
Fixed/upgraded male, female, khaki, argon and vampire eye meshes. Applies the invisible eye glitch fix and improves reflections in matches for all players. Argonian/Khajiit eyes have glow option. There are many glowing options for vampire eyes. ESP files contain patches for ECO.
Skyrim's Ultimate Eye Net Ruhmastered v3.0
What's new in 3.0?
Mesh:
- Completely switched to the main ENV shader instead of using the previous exploit (Eye_Env shader with the environment selected in shader1 instead of Eye_Env).
- Adjusted glossiness/specular strength to provide more realistic reflections and compatibility with the latest ENB binaries (higher glossiness values reduce the size of "white sphere" reflections, while lower specular strength reduces the strength of those "white sphere reflections")
-Lighting1 shader (soft lighting shader) is disabled without removing it. Creates a false lighting effect on the eyes.
-Set Cubemap scale to 1.3 (the original value, increasing it above that will just cause false lighting in the main ENV shader)
- Fixed broken vanilla child eye meshes and aligned them with the rest of the mesh here. Since players can't even participate in kid matches properly, this doesn't do anything at all on its own. It doesn't help the vanilla children either, as their eye webs are baked into their faces. Intended as a modding resource for "Kids Overhaul".
No-Racemenu ECO patch:
- Brand new as of 12/22/19. Replaced previous version of Racemenu due to glitches in the eye slider and incompatibility with creating RM presets. Do not use with Simple Vampire Fixer file.
- Correct/fix all headers in No-Racemenu ECO. There are 576 combinations of argon gas. There are 1024 combinations of humans/elves/orcs. There are 144 combinations of Khajiit. All tests work correctly regardless of gender.
-Only requires Dawnguard DLC and latest Skyrim.
- Fixed 6 mistakes Bethesda made with the vampire eye parts for the orcs and beast races. Corrected mesh path. USLEEP only fixes the vampires' Race data so that they use the correct heads. Using USLEEP in this patch means that all races will use all the correct heads, and those heads will all have the correct mesh paths. These corrections are only for the player until I can update the content on the Vanilla NPCs Ruhmastered page.
Simple vampire fix:
-Brand new, starting on 12/23/19. Contains all headpart fixes available in No-Racemenu ECO fixes here. Do not use together.
- Intended for use by those who don't want to use ECO but want all the bug fixes of the patch.
-Only requires Dawnguard DLC and latest Skyrim.
What's new in 2.0?
-With permission from NerevarineKhajiit, I created a patchwork esp for a custom eye overhaul using the mesh here -
Using ECO's One-Eyed Beast Competition Mesh, the One-Eyed Beast Vampire Mesh was created - version 1.1
The esp is replaced with the above content patch, allowing users to have over 1000+ eye combinations
-Despite this short list, this is actually a major feature update.
What's new in 1.1?
- Default vampire mesh in main file changed yellow glow to yellow/orange to better match breakwater texture.
-The optional blue vampire mesh has had its glow changed to a slightly lighter blue.
- The glow of all vampire eye patches has been slightly reduced.
- Created glowing vampire eye nets for Argonians and Khajiit.
- Created glowing one-eyed vampire meshes for non-beast races.
- Created new "No Vampire Eyes" mesh as optional.
- Created an ESP that allows players to use more color combinations during character creation. This includes vampiric eyes, heterochromia, and vampiric heterochromia (having a vampire eye). All races and genders supported (no heterochromia for beast races due to grid/triple restrictions). In particular, this also advances a lot of the basic USLEEP edits regarding vampire matches, as well as a few fixes of my own. esp requires updated Skyrim + Dawnguard DLC.
Mod content and points:
RANs eye reflex expander made by RAN46 and tktk
Glowing …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.