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.
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
So far no incompatibilities have been found between this mod and other mods. One last addendum: It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.
(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 health regen the bosses have in this mod is ridiculous and makes fighting them annoying and unenjoyable. Love the conjuration spells, as the ones summoned seem to be killable and not overpowered, but it's irritating that the bosses can regen faster than my damage output at level 100+... Have to use console commands to disable bosses just so I can push forward because of how terribly balanced they are. Every other monster mod I've downloaded by you are amazing, but this one not so much in my opinion.
I cannot use the conjure spell of bone colossus for some reason, the magic mana is used and I was aiming at the available place, but I just heard a 'puff' sound and nothing happened.
i still don't know after reading your description where exactly they are located.. i see a reference to the "Soul Cairn" but you didn't really say.. 'all these monsters can only be encountered in the soul cairn..' your screenshots allude to, ruins, outdoors, and dungeons, not specifically located in the soul cairn. i see a reference to "randomly in dungeons linked to warlocks" .. that doesn't properly describe where i am going to find them.
i think that you should express the location of your custom monsters Better to the community of downloaders. I don't think your monster descriptions adequately express this always.
thats the goal, friend, you explore, you discover. being a mod of mine, you can be sure the creature was placed with care for your immersion, so now is up to you to explore and find the stuff.
Hello, back again, very sorry. I can successfully conjure the colossus now! But I have a new problem. They are all T-posing and does not seem to fight. The mod is very high in the load order. Any ideas?
There's a slight incompatibility with the Interestings NPCs mod. This mod conflicts with the Pit Dogs quest added by Intersting NPCs since The Forgotten Construct at the top of Skytemple Ruins edits the same spot the quest uses during one of its objectives, the one where you save Zora from the Corpse Buyers. When you get there during the quest, nothing happens; Zora and the Corpse Buyers just stand there doing nothing. It's not a big deal because the quest can still be advanced and completed by simply attacking the Corpse Buyers, but it prevents the small scene from playing where the necromancers are baffled over the fact they bought a person that's still alive when they thought they were buying a very fresh corpse. Like I said, not a big deal, just thought I'd report it. As always, absolutely love your mods and the work you do, Mihail.
thanks for telling me, friend. sadly despite looking big, the world of skyrim is extremely small, so minor incompatibilities will happen all the time. gladly most are harmless.
Have you ever thought about overhauling the Reaper boss in Soul Cairn? I saw this mod and thought it would be an awesome replacer for the Reaper and make for a much better boss battle. Having this walk out from the giant pile of bones would make a lot more sense and be much more terrifying than just a ghost with red eyes that can't even attack because its ai is so broken.
Hello. I`m having trouble summoning the colossus and I need help. I have a lot of mods installed(Lost Legacy) so it might be a conflict. I have level 96 conjuration and have not done the master ritual yet. I can cast the spell but nothing appears. I do not have any magic absorption. Any help or suggestion is very much appreciated.
I tried it outside and inside multiple times. Is it possible that it`s a load order problem? I`ll go fiddle around with it right now. It`s not a magicka problem either. I went all in on magivka and have like 700 with additional boosts. Thanks for the quick reply.
I tried to place it as high as I can, but it is still happening. I understand that your mod is compatibility free; any ideas what might be causing this? Thanks again for your reply
131 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.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
So far no incompatibilities have been found between this mod and other mods.
One last addendum: It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.
(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.)
on vanilla they are pretty regular bosses, nothing specially strong or unfair.
the skeletal babies are a nice touch.
the robed skeleton 'wizards' look great too.
but this one ,the circle bone texture on the ground looks ... not good.
i still don't know after reading your description where exactly they are located..
i see a reference to the "Soul Cairn"
but you didn't really say.. 'all these monsters can only be encountered in the soul cairn..'
your screenshots allude to, ruins, outdoors, and dungeons, not specifically located in the soul cairn.
i see a reference to "randomly in dungeons linked to warlocks" .. that doesn't properly describe where i am going to find them.
i think that you should express the location of your custom monsters Better to the community of downloaders. I don't think your monster descriptions adequately express this always.
being a mod of mine, you can be sure the creature was placed with care for your immersion, so now is up to you to explore and find the stuff.
that's part of the game
I can successfully conjure the colossus now!
But I have a new problem. They are all T-posing and does not seem to fight.
The mod is very high in the load order.
Any ideas?
Thank you for the quick reply!
Like I said, not a big deal, just thought I'd report it. As always, absolutely love your mods and the work you do, Mihail.
sadly despite looking big, the world of skyrim is extremely small, so minor incompatibilities will happen all the time.
gladly most are harmless.
I have a lot of mods installed(Lost Legacy) so it might be a conflict. I have level 96 conjuration and have not done the master ritual yet.
I can cast the spell but nothing appears. I do not have any magic absorption.
Any help or suggestion is very much appreciated.
Is it possible that it`s a load order problem? I`ll go fiddle around with it right now.
It`s not a magicka problem either. I went all in on magivka and have like 700 with additional boosts.
Thanks for the quick reply.
I understand that your mod is compatibility free; any ideas what might be causing this?
Thanks again for your reply
Thank you for your support
try changing mod load order position.