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Invisibility Eye Glitch Multifix (by jimkaiseriv)


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#1 Nebulous112



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Posted 09 December 2015 - 11:59 PM

Invisibility Eye Glitch Multifix (by jimkaiseriv)


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:

IsharaMeradin, on 16 Jul 2014 - 9:53 PM, said:
I had to test this.  

Mesh fix:  
-- Works for Player without fail
-- Does not work on NPCs

Script fix:
-- 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.

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#2 boycad



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Posted 11 February 2016 - 11:46 PM

I am trying to use this.  It does sound better, and its newer.  I'll try and report back, but it might be a while.  In the mean time, would you say which other mod in the STEP compilation (the multi-patch?) requires it, please.

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#3 EssArrBee


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Posted 12 February 2016 - 12:05 AM

You would probably need to install both mods and put this one lower in the load order.

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#4 Exoclyps



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Posted 17 February 2016 - 03:58 AM

The Extended Patch use it as one of it's masters. But if that is the only issue, that'd be easy to fix.

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#5 Nebulous112



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Posted 07 July 2016 - 11:56 PM

As there are some compatibility issues, I have dropped the unofficial testing tag from this mod. This mod was never in official testing.




Fully compatible with all spell mods that use the vanilla invisibility effects. New spells that use new effects will be compatible without a patch as long as the effect is only applied to the player. New effects that apply to other Actors will require a patch, or the use of the configured hotkey.

Fully compatible with eye texture mods, as long as they don't change the meshes.

May not be fully compatible with characters using the YGNord race, or one based on it. Testing done by Mr. Dave shows that the meshes used in the eye fix may cause a bulging eye effect when zooming out, if combined with this race (see the comments for details). As a workaround, the meshes this mod adds can be safely deleted, and the scripted fix can be applied to the player by changing a setting in the MCM. Note that this issue is not present for Vanilla races, and has not been reported for other race mods.


Italicized and underlined section (formatting mine) is of particular mention.

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