I have recently come across this mod, and I really like the work you put into these textures! I do have a questions, however, regarding its lack of special alpha channel existed in the original texture. On the original texture it has some different alpha channel that is used for Miraak's special death animation, which will result him becoming a skeleton in the end. I wonder does your work took that into consideration? Does the special shader you have implemented on the mesh take care of it?
Is there any chance that you will port this over to Xbox on Bethesda.net? I always liked Miraak's promo-art colors and there doesn't seem to be a good re-texture of Miraak on Bethesda.net like yours
For everyone still wondering about SE, according to my testing, the only thing that seems to be incompatible with special edition is the cubemap
textures\cubemaps\FFMiraakGold_e.dds
Testing 1) I loaded a save file with my character wearing miraak robes, the mod unchanged as it is and my game crashed 2) I only set the cubemap to hidden in MO2, everything is working fine 3) I replaced the cubemap with a vanilla cubemap which I extracted from the games texture BSAs, everything is working fine
So for everyone trying to get this mod working, just replace the cubemap with one from the vanilla SE game or another mod, you just need a program to extract the files, like Bethesda Archive Extractor (https://www.nexusmods.com/skyrimspecialedition/mods/974)
Also @FrankFamily if you want to port this mod to SE, from what I can tell, all you need to do is a rework of the cubemap to work with SE
Yes, it's the compression of the cubemap, or actually the lack of it that sse doesn't like. Any yellowish cubemap would probably look good, the closest vanilla would be bronze_e iirc.
I'm sorry, I know that a lot of people have asked you to port this over to Skyrim Special Edition. But I was wondering if you would consider porting this over to Skyrim Special Edition for Xbox One? I'd really REALLY appreciate it. This is an absolutely BEAUTIFUL edit of miraak's outfit and I think it is a MUST for a good roll play as miraak. Thank you :)
Hey Frank, greetings! I've been wanting to use this mod in Special Edition, I'm pretty sure the only thing needed to convert it, is to run the meshes through Nif Optimizer, and resize the cubemap to DXT1 , right? Thanks for sharing your wonderful work! -Amado
101 comments
Feel free to tell what you'd like to see retextured next, I'm open to suggestions and I read all comments
Check my images for W.I.P shots and such about incomming mods
I have recently come across this mod, and I really like the work you put into these textures!
I do have a questions, however, regarding its lack of special alpha channel existed in the original texture. On the original texture it has some different alpha channel that is used for Miraak's special death animation, which will result him becoming a skeleton in the end. I wonder does your work took that into consideration? Does the special shader you have implemented on the mesh take care of it?
Thank you again for your wonderful work.
always found vanilla was more black than green
For everyone still wondering about SE, according to my testing, the only thing that seems to be incompatible with special edition is the cubemap
textures\cubemaps\FFMiraakGold_e.dds
Testing
1) I loaded a save file with my character wearing miraak robes, the mod unchanged as it is and my game crashed
2) I only set the cubemap to hidden in MO2, everything is working fine
3) I replaced the cubemap with a vanilla cubemap which I extracted from the games texture BSAs, everything is working fine
So for everyone trying to get this mod working, just replace the cubemap with one from the vanilla SE game or another mod, you just need a program to extract the files, like Bethesda Archive Extractor (https://www.nexusmods.com/skyrimspecialedition/mods/974)
Also @FrankFamily if you want to port this mod to SE, from what I can tell, all you need to do is a rework of the cubemap to work with SE
Greetings
DS
-Amado
Thanks in advance!