Nice axe's model, but dear author, you should modifying the textures... I mean, it's ok the diffuse or normal maps to be at 4Ks... but the shinning or glowing maps in 4Ks too? What's the purpose? Even if you have them in 1K or less, the shinning/glowing will working just fine.
My point is... this model's loading 12+ textures... all in 4Ks. That's too much for a single weapon.
Only the textures mapped to the axe head itself are 4k, rest is either in 2k or 1k. It's meant to be a unique weapon, and it won't likely affect anything, I run it on a 4gb VRAM machine alongside a big modlist. Though you are right, that it could've been optimized better, I just didn't think much of it at the time. If you want it lower and think it looks just fine, you can downscale the textures with any software of your choice, including CAO, it's a couple clicks away.
Ah yes, a weapon inspired by Kratos' axe from GoW4 that was completely themed around ice-based damage and was even ineffective against Helheim enemies because of that trait deals FIRE damage and not ICE damage.
Ah yes, a weapon most definitely lobbed by Kratos across worlds and directly into Skyrim, and which definitely needs to be as similar as possible to its inspiration. Thanks GoW loremaster.
If you don't like it, edit it in the CK yourself or just don't install the mod. I love it personally and think it looks sick. Mod others take the own time out of their days to make cool stuff for us. Be a little thankful.
I mean if you don't like the mod don't download it? There are several other Leviathan mods with the ice effect or you can just use the unenchanted version and enchant it with ice yourself....
You can make this model compatible with that moveset with a little bit of work. I did it and it works fine. You can use bodyslider to import the models of this mod's axe, and the axe that the MCO moveset uses into one project, delete the meshes of the MCO moveset axe so that only this mod's axe remains, and then export the NIF file into the MCO moveset axe's mod folder with the same file name.
I posted a mod that applies the moveset to all axes (https://www.nexusmods.com/skyrimspecialedition/mods/107778). I was too lazy to figure out how to apply it to just this one.
Same for me , i tried to reinstall , change load order , overwrite every meshes/tex , can't find a solution. Thing is textures appears normaly on inventory, but white textures when equipped.
You are missing, or have incorrectly installed SSE Engine Fixes and thus the transparency on the glowmapped meshes isn't working correctly. Your regular textured mesh is being covered by the glowmap one that is supposed to be transparent.
Thanks for your reply , i tried a lot of things , but with more than 800 mods installed i won't try to reinstall SSE Engine Fixes , too bad tho cause your axe look incredible , i can't use use it but i wish i could. Endorsed for your great work.
I tried it on a vanilla profile to debug the issue, and I found that activating the engine fixes is what solved it. Probably tied to this line in enginefixes.toml : BSLightingShaderForceAlphaTest = True
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I mean, it's ok the diffuse or normal maps to be at 4Ks... but the shinning or glowing maps in 4Ks too? What's the purpose? Even if you have them in 1K or less, the shinning/glowing will working just fine.
My point is... this model's loading 12+ textures... all in 4Ks.
That's too much for a single weapon.
If you want it lower and think it looks just fine, you can downscale the textures with any software of your choice, including CAO, it's a couple clicks away.
https://www.nexusmods.com/skyrimspecialedition/mods/95903
Thing is textures appears normaly on inventory, but white textures when equipped.
Probably tied to this line in enginefixes.toml :
BSLightingShaderForceAlphaTest = True