Unique Eye Textures
This makes all 39 player eyes load unique textures for diffuse, normal and roughness, without any masking, overlays etc. What you see is what you get.
After rewriting 1170 file paths, this changes the mesh file for the player eyes (currently Femme body only, but Masc body will come soon) using a new list of material files. It does not include any eye textures, so on its own, all the player eyes will end up being completely black. It uses a separate eye mask texture that is completely blank, but can be replaced/overridden. A copy of the “bubble normal” texture is also part of the mod, and is unchanged. This too can be replaced/overridden.
Placeholder texture .archive files should be loaded last (alphabetical loading, therefore they are named with “ZZ_” at the start) to avoid conflicting with the textures you do want to use.
From start to finish, the textures and material files are separate from npcs etc, so all of these textures will only ever be used by the player. The files for each eye are labeled from 01 – 39. This currently does not correspond with the character creator eye selection, but instead is the order they are loaded from the material list, so you might have to skim through the list of eyes to find the one you are looking for. This might be changed in the future, but is currently not high priority.
To use this to load your own textures, you need to have your textures in:
base\eyes\textures\
and the textures here must be named
eye_00_diffuse.xbm – Diffuse Texture
eye_00_normal.xbm – Normal Map
eye_00_roughness.xbm – Roughness Texture
Replace 00 with numbers from 01 – 39
If you are not making custom normal/roughness textures, or not adding all 39 textures, you should copy the vanilla textures into your mod, or also make the placeholder textures a requirement for your mod. However this should still not be all that much of an issue since the “missing textures” pitch black eyes will only ever happen for the player.