Retexture of the stalhrim ore from the Dragonborn DLC.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Author notes
Upon being granted permission, you are simply required to:
- Improve and expand upon the mod in a meaningful way. - Create any patches with attention and care. - Not make this mod totally obsolete. You must make sure that every single asset in this mod is not amalgamated into your mod. Some part of it must be required or remain untouched by your mod. - Make users aware that your mod isn't the original mod. Example: if your mod is an add-on, inform users on your mod page of this fact. - Add a link to this mod somewhere on your mod page. - Make sure users are aware that this mod is a requirement, if that is the case. - Credit the author(s) of the original work. You can find this information in the "File credits" section of this mod.
You may:
- Gain Donation Points for your hard work.
Note: It may say above that this is not allowed, but this is due to a particular site restriction on this option. You are allowed to earn Donation Points!
You may not:
- Include any assets from this mod in a mod collection. - Upload the mod partially or in full with little to no edits. - Create more than one mod that uses or edits assets from this mod.
File credits
CaptainCockerel for the mod. TechAngel85 for mod maintenance.
Donation Points system
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Changelogs
Version 3.1
MINOR VERSION CHANGES
General ================================================== - Updated meshes to the SE format. - Added new option that causes the ore's transparency to fade in and out.
Version 3.0
===== General ===== > Initial SSE Release --- All files saved in BC7 format for maximum quality and file size reduction.
Stalhrim Source
What an ice ore!
DESCRIPTION
Stalhrim Source is a simple mod that re-textures the stalhrim ore from the Dragonborn DLC. Mesh edits are provided for the transparency and also to fix Bethesda's terrible mapping so the textures don't become a melted bowl of cheese. On top of this, the meshes have been tessellated (more polygons) with upmost care to provide a smoother look to the surface.