Skyrim

About this mod

Compilation of all of Mihail's Giant mods in one esp. Finally the Giant family will be complete in your game, bringing immersion and realism to their kind, and filling a lore gap that has existed for over 10 years.

Requirements
Permissions and credits

  • This mod is a compilation of all my Giant mods. At the moment, it compiles in a single esp the mods: Giant Younglings (LE) (SE-AE) and Giantesses (LE) (SE-AE). If you use these two mods, by downloading this new file you will be able to delete these two esps, thus saving space in your load order;
  • Obviously you should not use this mod together with the two mentioned above, since they are already compiled in this new file, and using them at the same time will double the amount of Giantesses and Giant Younglings in your game, in addition to other possible problems;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can find me on Youtube and on my Discord server;
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).






Compilation of all of Mihail's Giant mods in one esp. Finally the Giant family will be complete in your game, bringing immersion and realism to their kind, and filling a lore gap that has existed for over 10 years.


From Giantesses description page:


"Usually secluded in remote camps on the icy mountains, or in the faraway caves of the tribal clans, the female Giants are a rare but equally potentially fatal sight as are their husbands. Observation and study of Giantesses is not easy task for scholars, since they live in places of extremely difficult access, and the few that venture down to the Giants' grazing fields, do so only to those located in the snowy peaks, and are always well protected by the old males.

Not that a Giantess cannot defend herself, after all, despite being a little smaller and having relatively less physical power than a full-grown male, a Giantess still exceeds the dimensions of the largest nord by a huge margin. Nonetheless, they usually stay away from the open fields, and especially from the populous tundra and the reasons for this behaviour are unknown. Several theories do exist, among them one simply says that Giantesses exist in very small numbers, and the remaining few are very well protected by the clans to ensure future generations, while other theory says that they are protected from kidnappings by hostile human tribes, such as the Forsworns, who have a particular interest in capturing Giants, and using them in the dark experiments of the Hagravens. Anyway, the most accepted theory is that the Giants hide their females for religious reasons.

When sighted, Giantesses are always depicted wearing much more clothing, made of fur and leather, and other accoutrements, in comparison to males, who often wear only a simple leather thong. This could indicate a social taboo in relation to the female body, which would be reinforced by their society habit to isolate and protect the females. In any case, it is a fact that Giantesses are hardly ever seen in the lower lands of Skyrim, with the exception of the rare and dangerous sightings of Giantess Matriarchs: these females of high social standing in the society of the Giants are considerably bigger than the males, and an even greater danger than these, and can be seen traveling between the male's grazing fields on the plains. Scholars believe that they function as a kind of leader in these clans, and that they oversee the development of the Giant Younglings brought by the males to the tundra, aiming at their development.

As mentioned, the Giantesses
 use great ornamentation, composed of bones, feathers, fur and leather, in addition to also displaying tribal marks made by scarification, just like the males. They are generally fatter, and use smaller clubs in combat. When spotted in the fields, they are seen to be usually responsible for the production of mammoth cheese, and for cooking the food in the campfires, in addition to weaving the clothes for the males."

by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)



From Giant Younglings description page:

"When a giant child reaches a certain age, adults begin to prepare the youngling for adult life obligations. The young males are then brought to lower areas of the province, taken by the old males to their Mammoth camps, to teach the young giant to be an adult, and thus finally abandoning the protection of the mountains where they were born and spent their early years.

These young giants do not yet have the characteristic tribal marks on their torso made by scarification, using instead body paint to simulate them, until they are old enough to ritualistically begin receiving the painful scars. However, scholars do not know whether they are all done at once, or gradually, nor what they mean in the Giant's society.

Younglings are not as dangerous as an adult, but be aware, because they can already
cause serious damage and are very well protected by the adults."

by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)




- 4 new creatures: Giant Youngling, Giantess (variant 1),
Giantess (variant 2), Giantess Matriarch





So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.



- The last Skyrim Update
- DLC Dragonborn
- DLC Dawnguard
- DLC Hearthfire




Author: 

Mihail- models and textures, animations, sounds, weapons, game implementation



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.)