This is a possible replacement for Invisibility Glitch Eyes Fix (by KingsGambit), which is currently in STEP.
From the mod page:
There are several approaches to fixing the invisibility eye glitch. One is a mesh approach, which works great for the player but not for other Actors. Another is a scripted approach, which corrects all Actor's eyes after an invisibility effect ends, but may cause brief visual disruption for the player character.
In a thread discussing suggested bugfixes in addition to the USKP, the values of both approaches were brought up. In particular:QUOTEIsharaMeradin, on 16 Jul 2014 - 9:53 PM, said:
I had to test this.
-- Works for Player without fail
-- Does not work on NPCs
-- Works immediately on NPCs (cannot see any glitched eyes)
-- Works slowly on Player (can see glitched eyes for a few moments)
Why not a dual solution? Apply the mesh fix for the player and script for the NPC.
I couldn't agree more. This mod applies both fixes: the mesh fix for the player, and the script fix for every other Actor. There is an MCM which allows you to configure additional options for the script, including a hotkey which applies the fix to all Actors within a distance of one cell. This will correct the issue for any NPC currently experiencing the glitch, and provides additional compatibility for invisibility effects added by mods.
Script lag should not be an issue for anyone. There are no scripts which are run constantly. The scripts are attached to spell effects that cause invisibility, and are triggered when the effect ends. Besides checking for certain conditions, the only real thing they do in most cases is call QueueNiNodeUpdate() on the Actor.
This seems like the best of both worlds, and it would be the preferred option if it works like it says. The only downside is that the current fix is a master for the STEP Compilation.
Edited by Nebulous112, 07 July 2016 - 11:54 PM.