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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. 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 
  2. Zagordul
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    Hello

    Firstly I like that you add creepy Grahls monsters in Reklings places, because they are not enough strong

    But I have a problem with an other mod: https://www.nexusmods.com/skyrimspecialedition/mods/58750

    The giants become invisible. The frost giant model is not displayed, instead there is the Frost Cloak model.

    Havez a nice day and very good work,
    1. MihailMods
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      you need a patch for that mod to work with this one installed, friend.
  3. Alphonze17
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    Love all your mods as usual mate. I think I might have something else causing this, but is there supposed to be 4 Frost Giants inside the Inner Sanctum where there is usually the one which holds the Ruby Paragon? I just got myself absolutely Spurted when I walked through the door lol.
    1. MihailMods
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      thanks friend <3

      nop, there are no 4 giants there added by this mod, perhaps its another mod doing so.
      regarding frost giants this mod only replaces the models, it does not adds extra ones.
    2. Alphonze17
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      Thank for the reply. I think it might be "Dangerous Skyrim", is says it adds spawn locations for some of your monsters - I guess they quadruple downed on that spot~
    3. MihailMods
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      i think so, friend
  4. Faceless007DP
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    So, this is what happens when trolls fall to Khorne worship?
    1. MihailMods
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      :o
  5. Zlodziejczyk
    Zlodziejczyk
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    Are these Monsters and Creatures... TOO MUCH powerful?
    { I am concerned The Grahls and frost giants will make a new play through too Hard }
    1. Faceless007DP
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      Just make your character chuck in a red bull, and there you have it - UNLIMITED power! Additionally, it is not like Skyrim doesn't allow difficulty change at any time.
    2. MihailMods
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      frost giants have similar stats to the vanilla ones, and grahls are just a bit stronger than frost trolls.
  6. ronaldsmcnuggets
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    Any chance of a patch for High Level Enemies Redux? I forwarded your "Initially Disabled" flag on the vanilla frost giant spawn points (only 4 of them - HLE missed the one in the temple), but adding stuff to HLE's leveled list is a much more complicated process than I thought it'd be.
    1. MihailMods
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      if i make a patch for the mentioned mod, i would need to make one for each patch requested by users, friend.
      but permissions are open for the petch to be made, as far as this mod is used as requirement.
    2. ronaldsmcnuggets
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      Oh, well. Guess I finally have an incentive to not save the Dawnguard questline for last.
  7. llHirosanll
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    I have the frost giant mod, is there any problem if I replace it with this one? Or do I have to uninstall it and replace it? This doubt is just to confirm if this is it :)
    1. MihailMods
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      replace but delete the standalone frost giant esp.
  8. Veslar
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    A hearty greetings from Bulgaria, Mihail. After a long time, I decided to start a new playthrough and naturally, your mods comes as mandatory for most load orders. I was wondering though, if other mods that adds new creatures into the game like Immersive Creatures are in conflict with yours? I mean, for example, Immersive Creatures also add goblins and rieklings into the game. If I load yours and that mod, am I going to experience problems, or are they compatible?
    1. MihailMods
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      you will experience zero incompatibilities, friend.

      have fun :)
    2. Veslar
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      I was hoping you would say that...:) Off to the download section, then. Got a lot of work ahead of me. :) 
  9. SkadiTheFjordWarrior
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    these look great! now all we're missing is your old Ice Titans
    1. MihailMods
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      soon :3
  10. MateusVolrath
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    I only have Frost Giant Overhaul, is it okay to delete it mid game and install this mod instead?

    Thanks for the great work Mihail, as always!
    1. MihailMods
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      sure friend, you can do it.
  11. MihailMods
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    thanks guys :3