The DE ports use the newer methods described in the original post below to improve performance, reliability, etc. Special K is no longer used
Original post: ------------------------------------------------------------ Over a lengthy period of time, we have found an alternative to Special K that resolves many of these issues: noteably the mip map bug where injected textures will "shimmer" or don't show at all. (Sometimes you hear the 'Reload All Injected Textures' trick suggested, which sometimes works, but many times doesn't).
With the DQXIHook method, texture mods are applied natively (improved performance, lower memory use) and work consistently.
I have one such mod, which makes extensive use of it (in fact, it wouldn't have been possible with Special K).
If any mod authors would like to convert their SK mods to DQXIHook, you can see the instructions under #tutorials in the Community Modding Discord. Of course, we'd also be happy to do so for you (provided we have permission).
It is our goal that this becomes the new standard for texture modding in DQXI/DQXI-S.
I had an issue where it reverted back to normal in a random battle. But when I did actions the armor shimmered so to say. The modded textures. Not sure if that's supposed to happen.
It is a known Mip Map bug. Could happen with every retexture. Ingame you need to reloade the textures manually in Special K and it should look normal again.
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The DE ports use the newer methods described in the original post below to improve performance, reliability, etc. Special K is no longer used
Original post:
------------------------------------------------------------
Over a lengthy period of time, we have found an alternative to Special K that resolves many of these issues: noteably the mip map bug where injected textures will "shimmer" or don't show at all. (Sometimes you hear the 'Reload All Injected Textures' trick suggested, which sometimes works, but many times doesn't).
With the DQXIHook method, texture mods are applied natively (improved performance, lower memory use) and work consistently.
I have one such mod, which makes extensive use of it (in fact, it wouldn't have been possible with Special K).
KomodoXeno is also converting his mods over to DQXIHook as well.
If any mod authors would like to convert their SK mods to DQXIHook, you can see the instructions under #tutorials in the Community Modding Discord. Of course, we'd also be happy to do so for you (provided we have permission).
It is our goal that this becomes the new standard for texture modding in DQXI/DQXI-S.