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Issue Data
Status: Confirmed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Textures
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Arthmoor on Jul 1, 2012 5:04 am
Last Edited By BlackPete on Jan 4, 2013 1:07 am

Issue #175: Eye texture/shader corruption when invisibiity is cast and ends before wearing off

Whenever I use an invisibility potion, go into stealth while in combat with the 100 sneak perk or when going into werewolf form, the eye texture on the character messes up/gets misaligned.

This issue occurs both with and without eye texture mods for me. I was half hoping installing a texture mod would fix it, but evidently not.

Here's a screen of my character after said thing has happened.



I can definitely confirm this bug is caused by the Shadowcloak of Nocturnal power and also invisibility potions. My character is a nord with the gray eyes


I also had this problem. I found that the shadow warrior perk was what was doing it to me. So I went into console and used player.removeperk 00058214. Then I've just been avoiding using invisibility potions. Then I reset my eyes in the showracemenu, and it hasn't happened again so far. So unless you just can't live without the shadow warrior perk and invisibility potions I suggest you do this. Please reply if this doesn't work for you. :)



9 comment(s)
VaultDuke said:
I know of three mods that address this bug, none of which offers an ideal solution.
but they share some useful insights into the problem none the less:




Comment #1 Dec 2, 2012 2:00 am  Edited by on Nov 1, 2016 7:06 am
NightStar said:
Related [[http://bugtracker.iguanadons.net/index.php?do=details&task_id=12792|Bug #12792]] (duplicate).

Comment #2 Jun 10, 2013 5:57 am  Edited by on Nov 1, 2016 7:07 am
NightStar said:
USKP#37.125 If you are familiar with Nifskope, there is a tweak to the eye meshes that you can make that seems to fix this problem.

Under SkyrimShaderPropertyFlags1
Check Environment_Mapping
Uncheck Eye_Environment_Mapping

I did this for my own use and it seems to work just fine, and there isn't any difference that I can see in eye highlights/reflections.

Comment #3 Oct 26, 2013 3:04 pm  Edited by on Nov 1, 2016 7:08 am
VaultDuke said:
see mod:


It will be good to keep an eye on it, currently there is still some discussion going on, whether this can lead to mod conflicts or bugs with other head - or eye-mesh mods (eye lashes appear flat for at least one user, with others, including me, having no problems).

While there is no direct permission given on the mods page, the mod actually just flips shaderflags, which imho are bethesda property anyway.

Last but not least, flipping the decal flag will (in conjunction with the environment flag switch) also fix an underwater glitch, that the USKP core team currently was not able to reproduce (just linking this to keep thing together).


Whatever may crop up in the discussion pages of the nexus mod may be helpful in deciding if and when to include this mod, I hope.

Comment #4 Nov 28, 2013 11:46 am  Edited by on Nov 1, 2016 7:11 am
Arthmoor said:
So this actually fixes the invisibility issue, properly?

VaultDuke said:
it would appear the only user who reported an issue had several other mods installed that changed the facial structure, and everyone agreed it must be a mod conflict on his part.

also, the eye meshes have been added to SMPC for a few weeks now, and no bug reports have cropped up about it over there (so the testing base is a bit higher now, too).

as for the actual bug: yes, the eyes will reappear propperly with the rest of the body after the invisibility ends. no side effects during invisibility have been observed.

Comment #6 Jan 10, 2014 7:42 pm  Edited by on Jan 12, 2014 6:33 am
VaultDuke said:
Might be usefull to extend the fix to all the following meshes:

meshes/actors/character/character assets/eyesargonian.nif
meshes/actors/character/character assets/eyeschild.nif
meshes/actors/character/character assets/eyesfemale.nif
meshes/actors/character/character assets/eyesfemalevampire.nif
meshes/actors/character/character assets/eyeskhajiit.nif
meshes/actors/character/character assets/eyeskhajiitfemale.nif
meshes/actors/character/character assets/eyesmale.nif
meshes/actors/character/character assets/eyesmalevampire.nif

Comment #7 Jan 20, 2014 11:40 am  Edited by on Nov 1, 2016 7:11 am
Siham said:
Just FYI, there is a new mod on Nexus which also apparently fixes successfully this bug: http://www.nexusmods.com/skyrim/mods/50132

Comment #8 Jan 23, 2014 11:53 pm  Edited by on Nov 1, 2016 7:12 am
jonwd7 said:
I am of the opinion that changing the environment mapping flag to the non eye version is not acceptable as a fix, at least where USKP is concerned. It changes the look of the eyes and possibly overrides or is overridden by umpteen face mods anyway.

I would like to think that a real fix exists.

Note: I am almost positive that the shader effect is somehow messing up the UVs because one can clearly see other parts of the texture where they do not belong. then when the 3D is reloaded the UVs get reset.

I have confirmed that the issue is not caused by basically any of the other flags or settings in the shader property such as UV scale, offset, the eye environment settings at the very bottom. Nor are the tangent spaces, normals, or vertex colors to blame.

Though I thought it was rather odd that the emissive multiple is > 1 despite the fact that the color for the emissive is black.

Comment #9 Feb 4, 2014 12:33 pm  Edited by on Nov 1, 2016 7:12 am
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