This mod is the release of a mod developed by me initially for the Legendary Edition, now available here also for the Special Edition and Anniversary Edition versions of Skyrim. The .esp is converted to Form 44 format, and all the .NIFs (meshes) and .DDSs (textures) are optimized in the correct ways to run in both SE and AE, requiring absolutely no further work on your part.
When possible, my releases to SE and AE are flagged as .ESLs, which means they don't take up an .ESP slot in the users load order. However, this is not always possible. Below, you can check the three possible scenarios and check which scenario applies to this specific release. Since the other two will be crossed out, and the correct one will be marked in yellow:
The mod is flagged as .ESL, so it won't take up space in your load order, and yet it will be read and executed perfectly by your game;
The mod is not flagged as .ESL, just like a normal .ESP, because it has FaceGen data on it, so if it was flagged, whoever is not using the last official updates for SE or AE, including most pirated Skyrim users, will have the NPCs added by this mod having the gray face bug. However, if you have the latest update installed, you can flag this mod as an .ESL using SSEEdit, at your own risk, but generally with no problems;
The mod is not flagged as .ESL, just like a normal .ESP, as it requires the use of .SEQ files. In all the tests I did, even regenerating the .SEQ files after flagging the .ESPs as .ESLs, the dialogues stopped working. So, to maintain the integrity of dialogues and even quests added by my mods with .SEQ files, you should not attempt to flag this file under any circumstances, and you should use it in the exact way I made it available for download. UPDATE(feb/23): I recently learned a safe method of .ESLfication of .ESPs with .SEQ files, however due to the considerable work involved it is generally only justified in mods with just a few lines of dialog. If this mod is not flagged as .ESL, it is due to the number of dialogs present in it, which would make the process slow and/or unfeasible within a reasonable amount of time.
One last comment: there is a common misconception that all LE meshes need to go through NifOptimizer in order to be used in SE or AE, with the most varied arguments defending this, and a few absurdities about what would happen if it wasn't done. This is just another one of the myths that this community believes without any basis, and that it spreads only because it saw many people repeating the same thing. DO NOT OPTIMIZE meshes, neither mine nor any from other mod's. Most meshes are ready to run directly from LE to SE. NifOptimizer should only be used in cases where they DO NOT WORK DIRECTLY WITHOUT BEING OPTIMIZED. Using NifOptimizer indiscriminately without need, and without knowing how to do it correctly, leads to terrible consequences, being able to damage UV's, Normal Maps, the very 3d structure of the models, and much more, in short, causing more problems than the possible problems you could have with 1 in every 100 meshes needing to be optimized, something you would later do manually and individually when proven necessary. JUST DON'T PASS MESHES THROUGH THE NIF OPTIMIZER EXCEPT IF THEY JUST DON'T WORK IN THE SPECIAL EDITION OR ANNIVERSARY EDITION AFTER YOU TESTED THEM YOURSELF FIRST.
It's a fact that yes NifOptimizer can solve problems in problematic Nifs, but in this case, and if these Nifs are mine, just contact me and I'll solve the problem for you. If you have really in-depth knowledge of how to correct any negative consequences of using the program on the problematic mesh, that's ok, do it, but if not, just contact me and I'll solve it, since the nif having the problem would be caused by a little oversight of mine while I was producing it, so would be my responsability to fix the problem as well.Unfortunately, because the use of NifOptimizer was recommended in many tutorials as a possible step, a lot of people took it as mandatory, and many fools started to use it as gospel and to convince others, but remember, it's not because it's on the internet that is real. There is absolutely NO such thing as an "old nif format". NiTriShape works perfectly in SE and AE, it is NOT necessary in any way to convert the .nifs to BSTriShape format for them to run smoothly in game, and this messy conversion can even lead you to severe ingame problems. Unfortunately, 3 or 4 paranoids managed to create a legion of players who live in constant panic of corrupting their games, and in an attempt to avoid it, they end up diving into a corruption many times greater, created by themselves, unnecessarily.But don't just take my word for it based on my years of experience and dedication to this activity, listen to Arcane University's own words about it, possibly the best center of studies on modding for The Elder Scrolls available on the internet: (image extracted from the link: https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format)
Play more, have more fun, and let the authors be responsible for the technical condition and functionality of the mods they release. And if you don't trust them enough to use mods without trying to fix what often doesn't need to be fixed, just stop using those mods.
Take care, and if you have any doubts, look for me on my Discord server, Mihail
Hey Mihaill ! Man , i just wanted to say that i discovered you very recently and i feel like the need to give you my respect in your dedication and work .I am pretty new to modding and experimenting in my game and i read countless threads and that was when i came across your profiles ...and yeah , the main thing is that i am shocked of how we think of fantasy and lore in the same manner and how you implement it in your mods , with top quality , minimalistic style while complex at the same time and specific description on your mods. You love lore , creatures and fantasy and that how you design , period. And guess what ....most people need an arcade game to play , they need the easy road , and when we talk about fantasy based lorewise hardcore modding , they see imbalances all of a sudden ....you know, you know xd ..dont listen to no one , follow you gut and keep up the good work !! If it was to ask something it would be ' if the goblins are supposed to spawn near orc strongholds or roam inside ? is this a coincidence or its designed with orc lore in mind ?
thanks for your kind words, they mean a lot. i have been consistent for years to my views about how a rpg should be, and i will keep being loyal to them, and i am glad everytime i meet someone that shares the same game design/building philosophy. regarding the goblins, yes, the passive ones around strongholds are seeking protection among their "cousins".
damnn , i was sure about that ,haha , i just wanted to make sure ..so yeah , as you figured out discovering you from various threads , and been the guy i am , you understand that i immediately felt the need to express to you that i share your philosophy and i really feeeeel the lore vibe ,as i am also obsessed with creatures and beasts . Its not a simple one and its not for everyone ...and when something is not for everyone ...crybabies emerge. But yeah , lets stay in the positive side. At the moment i found out 2 goblin camps , just awesome ...i really love the uniqueness and custom aspects of the design , even LOOT gives me a different vibe in every goblin type , and i know you understand very well what am i saying , haha .I also got the ogres and ettins ,although i dont know where i can find them , i didnt bother to google cause i want to be surprised .And looking wich will the next of your mods will be , considering the vibe any recommendations accepted !!!)))
i actually have the rieks one , but i initially commented here before even downloading .. then i figured out the awesome merges you have done and i got the double pack . But i think they are only in dlc area of the game .
Oh i see i see , i havent tested it yet but i love that you design lorewise so instead of saying where the creatures are you leave the player to find it from the descriptions , i think thats the case although i havent fully tested it yet . Also i am very curious if there is a mod that actually adds Mihail the beastmaster in the game , or a mod of yours that add extensive and complex creature lore in game ( for reading or even better listening/questing) ( i think you write the ' pages' )
nicee , the best !! i dont know , i am just obssesed with concepts that carries heavy lore and details about creatures and beasts , for example i love your writings and i wish there was a way to get more of it .Have you ever thought of making big expansion like mods based on a specific creatures lore ? .Also i wanted to ask you if the discord is still active cause the link didnt took me anywhere , thanks !!
nice nice i will join your disc as soon as possible , also , i downloaded the imps and homonculus yesterday and i ecountered a problem that one more guy said in the imps page , when i go near and beggin to fight the charged ones i get a severe lag spike .Now , at that guys you answered that its a mod conflict maybe but the only creature mods i have are yours , any suggestions ? or i simply cant handle the ambient effects ?
the interesting is the fact you dont face the same bug with the other imps, and the effects are the same except a shader effect applied over the charged one that is a vanilla effect. but, mod interaction and incompatibility inside load orders are indeed sometimes a weird thing, and its usual to be very hard to find the culprit of such incompatibilities.
yeah yeah thats the exact thing i was taling about , thats why i put it this way in terms of solution , some people dont even understand how difficult modding and codding can be and simply expect from the mod author to walk on water swing his wand and solve their unkown problem , haha . So i totally get what you are saying
Some of the placement of the goblin camps is a little strange, for example the camps outside Ivarstead and Dragon Bridge, they are right next to the towns on the main roads, they would have been dealt with by the guards or travelers a long time ago.
:) Very good, their actions and tolerances are reminiscent Oblivions. I found the first camp quite by accident (Glad I saw them first). They really should eat better food, very unhealthy (still haven't found any Pheasants, need more Cure Disease potions). Good job.
Heads up for anyone using EVG Conditional Idles, the goblins will be walking around trying to cover themselves like they are naked. Turning this setting off in the MCM of EVG will fix it no issues.
129 comments
The mod is not flagged as .ESL, just like a normal .ESP, because it has FaceGen data on it, so if it was flagged, whoever is not using the last official updates for SE or AE, including most pirated Skyrim users, will have the NPCs added by this mod having the gray face bug. However, if you have the latest update installed, you can flag this mod as an .ESL using SSEEdit, at your own risk, but generally with no problems;The mod is not flagged as .ESL, just like a normal .ESP, as it requires the use of .SEQ files. In all the tests I did, even regenerating the .SEQ files after flagging the .ESPs as .ESLs, the dialogues stopped working. So, to maintain the integrity of dialogues and even quests added by my mods with .SEQ files, you should not attempt to flag this file under any circumstances, and you should use it in the exact way I made it available for download. UPDATE(feb/23): I recently learned a safe method of .ESLfication of .ESPs with .SEQ files, however due to the considerable work involved it is generally only justified in mods with just a few lines of dialog. If this mod is not flagged as .ESL, it is due to the number of dialogs present in it, which would make the process slow and/or unfeasible within a reasonable amount of time.JUST DON'T PASS MESHES THROUGH THE NIF OPTIMIZER EXCEPT IF THEY JUST DON'T WORK IN THE SPECIAL EDITION OR ANNIVERSARY EDITION AFTER YOU TESTED THEM YOURSELF FIRST.
It's a fact that yes NifOptimizer can solve problems in problematic Nifs, but in this case, and if these Nifs are mine, just contact me and I'll solve the problem for you. If you have really in-depth knowledge of how to correct any negative consequences of using the program on the problematic mesh, that's ok, do it, but if not, just contact me and I'll solve it, since the nif having the problem would be caused by a little oversight of mine while I was producing it, so would be my responsability to fix the problem as well.Unfortunately, because the use of NifOptimizer was recommended in many tutorials as a possible step, a lot of people took it as mandatory, and many fools started to use it as gospel and to convince others, but remember, it's not because it's on the internet that is real. There is absolutely NO such thing as an "old nif format". NiTriShape works perfectly in SE and AE, it is NOT necessary in any way to convert the .nifs to BSTriShape format for them to run smoothly in game, and this messy conversion can even lead you to severe ingame problems. Unfortunately, 3 or 4 paranoids managed to create a legion of players who live in constant panic of corrupting their games, and in an attempt to avoid it, they end up diving into a corruption many times greater, created by themselves, unnecessarily.But don't just take my word for it based on my years of experience and dedication to this activity, listen to Arcane University's own words about it, possibly the best center of studies on modding for The Elder Scrolls available on the internet: (image extracted from the link: https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format)
Play more, have more fun, and let the authors be responsible for the technical condition and functionality of the mods they release. And if you don't trust them enough to use mods without trying to fix what often doesn't need to be fixed, just stop using those mods.
Take care, and if you have any doubts,
look for me on my Discord server,
Mihail
wish you the best my friend !!
i have been consistent for years to my views about how a rpg should be, and i will keep being loyal to them, and i am glad everytime i meet someone that shares the same game design/building philosophy.
regarding the goblins, yes, the passive ones around strongholds are seeking protection among their "cousins".
most possible cause are magic mods, but can be lots of things.
but, mod interaction and incompatibility inside load orders are indeed sometimes a weird thing, and its usual to be very hard to find the culprit of such incompatibilities.
Turning this setting off in the MCM of EVG will fix it no issues.