Make cubemap light not shiney?

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I'm using a cubemap to light my character. It renders a small 16x16 cubemap of the surroundings, and it gives my character the look that he is being properly lit by his surroundings.

Looks great if he was wearing a shiney suit of armour ^_^

However, he's not. I have fiddled with different blend modes and setcubemode, and nothing really seems to work. In fact, the mode that best works, is the 3rd setcubemode. Which seems to invert the cubemap, but provide much better lighting.

Anyone have any ideas? I currently use the texture to provide detail and the cubemap to light him.