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Mihail and Elizabeth Plant

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MihailMods

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  1. MihailMods
    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. Zanzibarbarian
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    Love this MOD.
    @MihailMods has obviously met my ex mother-in-law!  😅🤣😂
  3. supergoji18
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    I'm having an issue where the talkative mods aren't working unless I save and reload in front of an enemy. The fix seems to work for a little bit but then stops after some time playing. Any idea what to do about this?

    Strangely, the Dragon Priest one is the exception. It works without issue. 
    1. MihailMods
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      saving and reloading in front of an enemy is exactly how we make mods with dialogue work after they get flagged as .esl, since they initially do not work.
      but, this is made just one time, if you need to repeat it from time to time then you are having some weird stuff happening on your load order, or you are loading saves from different characters, thus needing to have the "ritual" realized again.
    2. supergoji18
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      Got it. I'll try to play it more consistently with one character and see how things go. So far I've been mainly just testing the mods so it's basically a new save every time. 
  4. LokeRagna
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    i hope 1 day we get a gibberish language for giants instead of grunting everytime 🙏🏻🙏🏻 another good mod also
    1. MihailMods
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      :3
  5. monkeyknight
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    This mod doesn't work for me. They don't talk in my game with it installed.
    1. MihailMods
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      save in front of a hagraven, exit, reload, they will talk.
      this is usually the solution when voices in a mod are not playing in your load order.
  6. MihailMods
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    thanks guys <3
  7. blackmoralkrena
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    U should add joke about balls haha 
    BUT IT IS VERY IMMMMM MERSIVE mod
    thanks
  8. Stargayzer
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    Absolutely spot on! Love it. Can't wait to forget that I've installed this and utterly terrify myself one day soon lol. Thanks :D
  9. laurencelamb
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    i was always afraid of these things for some reason and now they're really going to terrify me. great mod!!
  10. ftwranger
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    Sensual Hagravens Dave's edit patch  most likely work with original Sensual Hagravens as well
  11. sattyre
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    awesome.  What a great addition. 

    I did have some trouble hearing her dialogue in the video because I'm getting hard of hearing.  Is there a way to tweak the sound files to make them louder?  For me at least, the ambient game noises can drown out certain voice types.
    1. MihailMods
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      thanks friend :)
      you can make the lines louder by using a software such as audacity, editing their volume and replacing the original ones with the new edited ones.
    2. sattyre
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      awesome.  Thanks.
    3. Pixieborn
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      Mihail, I love your mods. Your creatures are way def. Lots of great work there. Thanks!

      Ok, here you say "you can make the lines louder by using a software such as audacity" but the voices are in .fuz format & Audacity can't open them... I'm a sound person and made many sounds for Oblivion, but those were simple .wav format files. How do I open the .fuz format for an edit?
    4. MihailMods
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      hello friend,
      you can use the tool bellow:
      https://www.nexusmods.com/skyrim/mods/8303/