Contributor Information:
Squenix for vanilla textures + models
Sel and the rest of the amazing TexTools team
ganbureika for the 6.58 customizable Thancred mod that I sorta reverse engineered a while ago to get this one to work
Author's Comments:
UPDATE 7/1: Now included in the download is an additional version of the modpack that DOES NOT have heterochromia or stubble, only the adjusted lips. Also included is a raw file for making Thancred's lashes dye white with the rest of his hair, as shown on the preview.
Squenix works hard but blorbo derangement syndrome works harder. πͺ
A combination of a few different edits to Thancred's updated unique face model, just something quick I threw together yesterday so I can have Mr. Cred the way I like him for MSQ. Rundown of the edits include:
-Lips slightly sculpted to give him his cute pout back (first Estinien now Thancred? what does Squenix have against luscious man lips? smh). This sculpt ONLY has his lips edited and nothing else. If you'd prefer heavier edits to bring him even closer to his original face, there's a few really good ones on XMA now, as well as an entire port of his old pre-Dawntrail face. Lots of choice!
-Optional version that restores Thancred's Heavensward heterochromia and stubble alongside the lip fix
-Optional file for making Thancred's eyelashes dye white with the rest of his hair
This SHOULD only affect Shadowbringers+ Thancred's face model, as it gives him unique eye texture paths that aren't shared by any other race. But bear with me if there's any issues coz I literally threw this together the day before early access and my Dawntrail-specific modding knowledge is still shaky (as is everyone else's probably, lmao).
IF YOU WANT TO REPLACE THE HETEROCHROMIA EYE TEXTURES WITH A DIFFERENT SET, it's fairly simpleβ make sure they're 7.0 compatible and double them up to match the layout of the included iris textures. The texture resolution should be a ratio of 2x1 (eg 4096x2048, 256x128, etc) . I recommend flipping the left eye horizontally on both the diffuse and mask, but NOT the normal map. In an image editor, overlay your desired color onto the iris part of the eye diffuse. To ensure the color change isn't overwritten by the in-game eye color, remove ALL the blue channel data from the mask via PS or GIMP (it should be all green and red, no blue). Then simply import them over the included doubled iris textures. NON-DOUBLED EYE TEXTURES WILL NOT WORK due to how I had to change the eye UV mapping to support heterochromia.
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