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The eye lock happens consistently for me, although only after a scene, never during. It persists between saves. It impacts both player and npc.
For a fix, in oGlobal, replace blendMo with:
;Blends MFG Modifier.
Function blendMo(actor actra, int zGoal, int zCur, int zMode, int zSpeed) global
zGoal = papyrusUtil.ClampInt(zGoal, 0, 100)
zCur = papyrusUtil.ClampInt(zCur, 0, 100)
zSpeed = papyrusUtil.SignInt(zGoal < zCur, zSpeed)
If zSpeed != 0
While zCur != zGoal
zCur