Skyrim Special Edition
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Mihail and Wazaman

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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. Zdummy1
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    guys i really move MihailMods retexture of all animals/creatures but I dont really want the unncessary addons, I dont really want more .ESP 

    I just really like to use the retexture only, what should I do?
  3. TheSchroedingercat
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    ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!
  4. DwemerRocks
    DwemerRocks
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    Ok, that's freaky
  5. godofmadness
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    So I've been using your "Talkative Dragon Priest" mod and it has worked wonderfully but for whatever reason I cannot get the hagraven or this one to work for me and I genuinely cannot figure out what might be wrong as xedit is not registering any conflicts, not that I could even think of what would; might you or anyone in this comment section be able to offer me some insight?
    1. MihailMods
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      if you are trying to test it by spawning the creatures by console, it may be the cause, on the very first try the console-spawned creature will not talk, so you may need to save in front of the creature, exit game, and then reload.

      if its not the case, and they are not speaking even if you already encountered them in the world several times, perhaps you had an issue during installation.
    2. godofmadness
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      The only difference I can deduce between them is that I used the ESP version of "Talkative Dragon Priest" while I presume the Hagraven and Falmer files are marked as ESL? Perhaps I'll attempt to do a manual installation, see if that does anything! Thank you either way for the input <3
    3. MihailMods
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      lemme know the results :)
    4. godofmadness
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      Okay, so, it turns you were right! I had to save, restart my game and reload for the mods to initiate properly but they do appear to be working; I did however come across another issue when I reactivated xpanchy's Falmer 'Dialogue' Overhaul it appears as if the game is prioritizing his additions over yours? At least when I tested them together for a while they only seemed to make the clicking noises, I even moved them around in the load order and started a fresh save to see if that changed anything but no such luck! I don't know if it just made the lines you added alot more rare, I could test for that too, but I just thought you should know.
    5. MihailMods
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      i am glad all worked fine.
      regarding the combination of the 2 mods, try moving mine to the lowest positions on load order.
  6. WarAcez
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    Can I ask if its compatible with Falmer Dialogue Overhaul?
    1. MihailMods
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      no idea, but i saw some users saying that yes it is, friend.
  7. maumanga
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    "Dragon-Bagginses comes to steal my Nirnroot! Oh no they won't, precious..."
    1. MihailMods
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      XD
  8. Ariawen
    Ariawen
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    Great... and I already had that Falmer audio overhaul that makes their clicking noises creepier. Welp. Thanks for the nightmares! Love your work!
    1. MihailMods
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      <3
  9. CRKrueger
    CRKrueger
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    I first read this as Talkative Farmers, imagine my confusion at the picture.

    Not sure Falmer need to be scarier, but I'll use it.
    1. MihailMods
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      <3
    2. TikiPrime
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      I also thought it said "Talkative Farmers." Had flashbacks of Noober from Baldur's Gate...
    3. MihailMods
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      XD
  10. hfor2011
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    Hello, i have an idea for a piece of dialogue if you release a talkative giants. When you go to retrieve Gleda the goat in the A Night To Remember quest, the giant Grok has a cut piece of attack dialogue which was: "You cannot eat Gleda! Gleda is protected by Grok!" My idea is you could sneak that in the giant attack dialogue but only for Grok.
    1. MihailMods
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      yes friend, its on plans to revoice giants in general, and touch the unique ones, they diserve some love :)
  11. marishnikov
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    Great mod!!! Is this compatible with this? Falmer Sounds -The Betrayed Remaster
    1. Ghostrick74
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      It is since this mod add combat lines to them without changing their original sounds wich can be overwritted by another mod like this one
    2. MihailMods
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      i believe will be fully compatible