Skyrim Special Edition

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Mihail

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MihailMods

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  1. MihailMods
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    Greetings,


    • 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.


    • 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 
  2. MihailMods
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    New quest mod coming soon: The mod's first open alpha test release was initially planned for late September but was pushed back to mid-October for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
    In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.


    Oblivion Gate test

    (First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
    dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
    the video of the first gate test I published time ago), so i came back and redone the oblivion gate
    effects and sounds, and now i like them much more.)


    Oblivion Gate test 2

    (Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
    later on the mod they will come from others, while already in oblivion, specially when travelling between
    realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
    Oblivion Gates on the mod.)

    Mythic Dawn Archvicar lines

    (He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
    quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
    and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
    Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
    they will not be featured yet on the first open alpha testing release))



    Interaction with Dagon at Azrak'ath Ruins

    (First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
    collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
    on current state the eyes of dagon glow in fire when you approach and he starts talking))



    Azrak'ath Ruins boss fight (end of act 1 of 30)

    (Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
    you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
    In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
    Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)


    Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1

    (At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
    ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
    during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
    which start with the Dragonborn opening a portal to Oblivion.)
  3. Kraiea
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    Hello, im having some trouble for some banekins on castle volkihar being hostile to me and to the npcs there when i first walked inside for the dawnguard quest, can't progress because i can't kill them because they're inside the other door lol, we're all just standing outside hahaha, also haven't tried to use console commands to alleviate the issue
    1. MihailMods
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      i am right now on a wheelchair recovering from an accident, but will check it out when i am able to do it, friend.
  4. DarkRiolu199
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    Uuuuh! I like the Banekins of the Deadlands, they are not lore-accurate, but it's convincing enough for me.

    Now, it's possible for them to be in Tamriel? I mean, I can kind of understand the ones of the Deadlands because of the Gate from "The Cause", but the ones of the Coldharbour? Not sure if that can be posible without conjure spells or a gate to that place, and I'm sure there was no gate in the past that justificate his presence.

    It's there is a good reason for them to appear? If it's not, can you please tell me if there's any way to make them not spawn naturally in Skyrim?
    1. MihailMods
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      Uuuuh! I like the Banekins of the Deadlands, they are not lore-accurate, but it's convincing enough for me.

      -they are lore friendly, just not canon (yet) (more info on my faq about the difference between the 2 things), but i am sure that eso soon will introduce them.

      Now, it's possible for them to be in Tamriel? I mean, I can kind of understand the ones of the Deadlands because of the Gate from "The Cause", but the ones of the Coldharbour? Not sure if that can be posible without conjure spells or a gate to that place, and I'm sure there was no gate in the past that justificate his presence.

      It's there is a good reason for them to appear? If it's not, can you please tell me if there's any way to make them not spawn naturally in Skyrim?

      - they are summoned permanently or temporarly on Nirn by mages like any atronach or other vanilla daedra, not a big deal.
    2. GguyWesker101
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      Actually, they did appear in ESO's Deadlands DLC. There's even one that you can talk to telepathically.
  5. IdkOutlaw
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    So do these little critters happen to have a chance encounter in the wild or some places?
    1. MihailMods
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      yes, in warlock and vampire lairs, friend.
  6. Seelenhascher
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    theyre so smol and cute just like in eso <3
    1. MihailMods
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      :3
  7. MihailMods
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    thanks guys <3

    later i answer more comments.
  8. standarddeviant
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    Looking forward to the new quest. I will create a clean profile in MO2 just to test it. Will this quest also feature Beastmaster Mihail himself? Or will he appear in another mod down the line? :)
    1. MihailMods
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      thanks friend.
      the beastmaster mihail will be a separated mod, this quest will be a completely different thing, and, btw, sadly i decided to delay it for end of january/23 due to some personal and family problems i am facing at the moment, but we are pretty close to january, so its not a long time of waiting.
      i will talk more about the delay in the next mod i will release.

      take care
      mihail
  9. NicholeMods
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    Okay, but why do they not have genitalia?
    This doesn't seem very lore-friendly..
    Is compatible with Amorous Adventures and OSEX?
    1. BraveFDS
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      Why would you want... you know what nvmd
    2. NicholeMods
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      For the lore
    3. standarddeviant
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      "I play Skyrim for the LORE"
  10. ccr
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    thank you !!! awesome work !!!!!!!!
  11. msepehri1380
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    Hi! Good to see you back.
    I have a quastion?(general! About all mihail mods after you back.)
    Does Mihail monster and animals kill other enemy around them?
    I ask Because it used to happen before.
    Dead npcs make game easier with free loot and less enemy. And i have a dynamic spawn mod that make things wrose.
    Thanks!
    I am very excited for the return of your modpacks.
    Thanks again!
    1. MihailMods
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      it will depend on the enemies.
      for example banekins will not attack npcs around, since they live alongside warlocks and other daedra.
      wraiths will not attack other undead.
      but for example goblins will attack bandits if they meet eachother.
  12. xienanbin
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    amazing