File information

Last updated

Original upload

Created by

doodlez

Uploaded by

doodlum

Virus scan

Safe to use

75 comments

  1. kharnageace
    kharnageace
    • member
    • 0 kudos
    you have the most beautiful armour meshes, on such a character
  2. o0Creamy0o
    o0Creamy0o
    • member
    • 0 kudos
    The glass cubemap is being applied to the Nightingale Armor.  Anyway I can fix this?
  3. TheLostButt
    TheLostButt
    • member
    • 1 kudos
    Makes dwemer structures shin like the have there own lightsource with CS enable.
  4. Will this mod be included in CS?
    1. Agilark
      Agilark
      • supporter
      • 6 kudos
      In the future, who's to say, but, as for right now, you still need dynamic cubemap textures. They can be from any mod really.
    2. Well, seems this mod works pretty well with Dynamic Cubemaps integrated in CS
    3. Magicaldonut1
      Magicaldonut1
      • member
      • 1 kudos
      Hmm interesting it is mentioned here by devs that it has been removed to be replaced by pbr (physically based rendering). So I guess it's obsolete i.e. included now?
    4. ARavenOfManyHats
      ARavenOfManyHats
      • premium
      • 43 kudos
      The changelog is a little strangely worded. Myself and others have clarified with Doodlum how this works.

      The code that makes dynamic cubemaps work is included in the base CS now, *alongside* PBR. This mod here simply provides texture files that act as dynamic cubemaps (because the code only works when the cubemap texture is a specific thing). This mod here *was* taken down because Doodlum wanted to stick to code and didn't want to support texture mods, especially when he felt that asset authors should be the ones handling cubemaps, but it seems he brought it back due to popular demand.

      So to sum up: changelog is worded weirdly; both dynamic cubemaps and PBR work alongside each other, and you still need this mod in addition to base CS if you want to use dynamic cubemaps, as base CS comes with no dynamic cubemaps by default (and mods haven't caught up yet).

      Hope this helps!
    5. Agnot2912
      Agnot2912
      • member
      • 0 kudos
      Hi, sorry to bother, my potato´s brain have a doubt:
      So, this mod works ok with the new CS not needing Dynamic Cubemap?
      Or that mod it´s still needed (overwrited by CS) for this to work?
    6. IslaSitheach
      IslaSitheach
      • supporter
      • 2 kudos
      Basically, you don't need the Dynamic Cubemap mod anymore - that's built into CS now.
      This mod is just textures to enable dynamic cubemaps on things.
  5. Simba42o
    Simba42o
    • member
    • 0 kudos
    I'm modding for my girlfriend and she wants your cat
  6. Queli
    Queli
    • premium
    • 19 kudos
    will these cubemaps work with enb?  the dynamic cubemaps page states this:

    The ENBSeries dynamic cubemaps specification is fully supported, including complex material support
    
    if i understand correctly, this means dynamic cubemaps made for enb will work with cs, but how about vice versa?
    1. kahvipannu84
      kahvipannu84
      • premium
      • 752 kudos
      Someone correct me if I am wrong, or this has changed, but as far as I understand it:

      ENB supports one pixel BLACK dynamic cubemaps only.
      CS supports colored dynamic ones, including the black ones.

      Technically ENB instead applies this (metal coloring) with Complex Materials instead, but don't quote me on that.

      What I would like to ask, doodlum, or someone else; will colored cubemaps work (look as intented) with Complex Material, where the metal coloring is stored in the alpha channels instead (?), or should black ones be used with CM instead?
  7. imnotfamous
    imnotfamous
    • premium
    • 147 kudos
    Someone know how to use the Dynamic Cubemaps creator tool? 
  8. kivi212105
    kivi212105
    • supporter
    • 1 kudos
    so i assume that this mod is not compatible with https://www.nexusmods.com/skyrimspecialedition/users/10028290?tab=user+files these mods?
    1. xavbio
      xavbio
      • premium
      • 4,761 kudos
      it's compatible and looks really good with my retextures, imo. I would definetily recommend anyone who uses my retextures to also use CS's dynamic cubemaps
    2. Muttchiii
      Muttchiii
      • supporter
      • 0 kudos
      Should your mod(s) load after CS mods?
    3. xavbio
      xavbio
      • premium
      • 4,761 kudos
      The only one that matters is my ebony retexture. It should be loaded before this mod, so this mod overwrites my cubemap changes. But I am working on an update to the ebony retexture that will revamp most of it and get rid of my cubemap changes. So once this update is out, the load order between my mods and CS won’t matter 
    4. ThisIsRandomName
      ThisIsRandomName
      • member
      • 0 kudos
      Wow hi! So I have a question, maybe you could help? So I really like those retextures too, but reinforced steel armor looks less shiny, more weared off comparing to vanilla one. Is it intended?
    5. RobertOfFlanders
      RobertOfFlanders
      • member
      • 4 kudos
      Amazing 
  9. FlooWAP
    FlooWAP
    • supporter
    • 6 kudos

    I got this weird bug, that the wheel of the mill turns blue with this mod activated. with  CS disabled ingame via * or Dynamic Cubemaps - Metals diabled in MO2 its gone. Anyone else experienced this bug?

    Image of the bug via link, because I couldnt upload the image. (Link to imgur)
    1. monkeyangst
      monkeyangst
      • premium
      • 3 kudos
      I'm also seeing this, and only by hiding testsky_e.dds was I able to fix it. Unsure why a metal cubemap is being applied to a wooden wheel, albeit a wet one. I'm not sure what I'm losing by using "Quality Cubemaps" version of that file rather than Dynamic Cubemaps.
  10. RainbowStalin3000
    RainbowStalin3000
    • supporter
    • 10 kudos
    Could you make an optional patch for Requiem guard's armor by any chance?