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
"Can I pet that dawg?~" Jokes aside, it's an amazing model and concept. Would it be possible in future to have one of these swamp puppies as a companion/pet? Great work anyway, I can't wait to see more creatures from you lol you're amazing ^^
Hello, Mihail,what should I do if I want to increase the number of it? It is easily killed by other enemies on the migration route, and more often than not I only see its dead body.
I can't believe how many mods you've made Mihail. It's like being a rabbit caught in the headlights trying to decide where to start when confronted with a selection of this magnitude and quality.
You really have to do us a favour and create a collection of your mods please, which would be difficult I'm sure, but it's almost necessary, you're a bit of a legend lol. Has anyone else done it do you know?
Is there a lot of overlap here, I mean are we tripping over creatures there's that many of them, or is it similar in density to vanilla but with greater variation? I guess it ups the difficulty significantly reading through comments of your mods. High level encounters with low level characters etc?
I've downloaded a few in the past and not gotten around to putting them in a build, like the high fantasy pack with 132 creatures which is no longer listed. Is there a reason you took it down, no longer a good idea to use it?
"You really have to do us a favour and create a collection of your mods please, which would be difficult I'm sure, but it's almost necessary, you're a bit of a legend lol. Has anyone else done it do you know?"
- Collections are not on my plans, but i have themed packs released and more to come, friend, and its a more easy-to-use way to have my mods.
"Is there a lot of overlap here, I mean are we tripping over creatures there's that many of them, or is it similar in density to vanilla but with greater variation? I guess it ups the difficulty significantly reading through comments of your mods. High level encounters with low level characters etc?"
- Density is just a bit over the vanilla one, lets say it duplicates it, since on vanilla most spaces are very boring and empty. The approachment is a mix of morrowind and skyrim styles, some stuff is leveled, some stuff is not, you may have encounters that you cant overcome yet, but you can allways run, and most of those are in places you must directly search for. Most enemies you will find do level with you, or are at a lvl not that distant from yours. The ones that are not will be a source of satisfaction when you return later and easely kill them, or even when by using strategy you manage to defeat them at low lvl, by exploring their weaknesses.
"I've downloaded a few in the past and not gotten around to putting them in a build, like the high fantasy pack with 132 creatures which is no longer listed. Is there a reason you took it down, no longer a good idea to use it?"
- Hidden mods are simply under maintenance right now, friend, i have more than 300 mods hidden at the moment
Hi :) Is there a sea monster mod planned? I always thought it was a shame and untapped potential in the fact that there are no octopuses, sea serpents, a leviathan or eponymous sea ghosts or other creatures in the Sea of Ghosts. Maybe an giant octopus hidden in the deep of the sea and edge of the map or dancing ghosts on the floor or something.
39 comments
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.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
Jokes aside, it's an amazing model and concept. Would it be possible in future to have one of these swamp puppies as a companion/pet?
Great work anyway, I can't wait to see more creatures from you lol you're amazing ^^
You really have to do us a favour and create a collection of your mods please, which would be difficult I'm sure, but it's almost necessary, you're a bit of a legend lol. Has anyone else done it do you know?
Is there a lot of overlap here, I mean are we tripping over creatures there's that many of them, or is it similar in density to vanilla but with greater variation? I guess it ups the difficulty significantly reading through comments of your mods. High level encounters with low level characters etc?
I've downloaded a few in the past and not gotten around to putting them in a build, like the high fantasy pack with 132 creatures which is no longer listed. Is there a reason you took it down, no longer a good idea to use it?
"You really have to do us a favour and create a collection of your mods please, which would be difficult I'm sure, but it's almost necessary, you're a bit of a legend lol. Has anyone else done it do you know?"
- Collections are not on my plans, but i have themed packs released and more to come, friend, and its a more easy-to-use way to have my mods.
"Is there a lot of overlap here, I mean are we tripping over creatures there's that many of them, or is it similar in density to vanilla but with greater variation? I guess it ups the difficulty significantly reading through comments of your mods. High level encounters with low level characters etc?"
- Density is just a bit over the vanilla one, lets say it duplicates it, since on vanilla most spaces are very boring and empty. The approachment is a mix of morrowind and skyrim styles, some stuff is leveled, some stuff is not, you may have encounters that you cant overcome yet, but you can allways run, and most of those are in places you must directly search for. Most enemies you will find do level with you, or are at a lvl not that distant from yours. The ones that are not will be a source of satisfaction when you return later and easely kill them, or even when by using strategy you manage to defeat them at low lvl, by exploring their weaknesses.
"I've downloaded a few in the past and not gotten around to putting them in a build, like the high fantasy pack with 132 creatures which is no longer listed. Is there a reason you took it down, no longer a good idea to use it?"
- Hidden mods are simply under maintenance right now, friend, i have more than 300 mods hidden at the moment
I hope they have a Nexus insanity award for you when you release your one thousandth mod then you nutter lol. Appreciate you friend!
Is there a sea monster mod planned?
I always thought it was a shame and untapped potential in the fact that there are no octopuses, sea serpents, a leviathan or eponymous sea ghosts or other creatures in the Sea of Ghosts.
Maybe an giant octopus hidden in the deep of the sea and edge of the map or dancing ghosts on the floor or something.
Now I m hyped :)