Skyrim Special Edition

File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Safe to use

29 comments

  1. MihailMods
    MihailMods
    • premium
    • 10,238 kudos
    Locked
    Sticky
    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.


    • 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. Dieselface
    Dieselface
    • member
    • 20 kudos
    I've been having an issue where I hear the Wraith sound from this mod in random interiors, like inns or houses (all inhabited). When I use TCL to go out of bounds I see a bunch of floating auras in the void, but not the actual Wraith models themselves. But it is definitely the sound from this mod. 
    1. MihailMods
      MihailMods
      • premium
      • 10,238 kudos
      hello friend, i have seen 2 people before talking about the same, and i believe is caused by a minor incompatibility between mods.
      sadly (or not) never happened to me or to the majority of people during all those years, so its hard to really find the culprit, if i cant see it happening.
      are you using console commands to teleport between interiors?
    2. Dieselface
      Dieselface
      • member
      • 20 kudos
      No, it occurs when I enter interiors normally. I figured it's probably some incompatibility but I have no clue which mod would be causing the inconsistency. It seems like a pretty random issue. 
    3. MihailMods
      MihailMods
      • premium
      • 10,238 kudos
      possibly is a very random incompatibility yes, friend, sometimes with mods that not even touch sounds.
    4. Stevenwave
      Stevenwave
      • member
      • 0 kudos
      If I had that issue and couldn't work out what was causing it, I'd probably just replace the Wraith audio file with a fraction of a second of silence. That way even if it does trigger when it shouldn't, it won't matter. Unfortunate to lose it when encountering them, but would get rid of the problem otherwise. Just a thought, if someone's having the issue and not sure how to tackle it (I'm a bit OCD so something like this would really annoy me lol).
    5. RuffRyderZ95
      RuffRyderZ95
      • premium
      • 0 kudos
      Ive got the same issue. I cant figure out what the conflict is.
    6. mcmoris
      mcmoris
      • premium
      • 0 kudos
      me too but when you reenter interior the sound is gone it comes randomlly
  3. LLDan
    LLDan
    • premium
    • 32 kudos
    what happened to rotten maiden? His designs were fantastic :(
    1. MihailMods
      MihailMods
      • premium
      • 10,238 kudos
      under maintenance, friend.
  4. Thijmen2017
    Thijmen2017
    • member
    • 7 kudos
    If you use the mod ''Alternative Start''' and choose to escape the starting cell, there are multiple high level wraiths that spawns just outside of the cell while you are only lvl 1. I don't know if this is even something that can be fixes but I just thought I'd let you know 'cause it kind of makes that start impossible to do.
    1. MihailMods
      MihailMods
      • premium
      • 10,238 kudos
      i make the mods having vanilla in mind friend, i have no control about what other mods do regarding the way the game is played, friend, specially when it is started.
      a patch made by the community is allways welcome, if someone does it, i can stick the link on this mod page.
  5. MihailMods
    MihailMods
    • premium
    • 10,238 kudos
    thanks guys, and answering the question made by several of you: wraiths will have summon spells on a future necrospells mod.
  6. christianhulen
    christianhulen
    • supporter
    • 9 kudos
    This is awesome!
  7. SkyrimAddict0
    SkyrimAddict0
    • member
    • 2 kudos
    Can we please get these Wraits as summons too, just like in Oblivion?
  8. zerorage1983
    zerorage1983
    • member
    • 1 kudos
    they look scary, can't wait to find them in skyrim. thanks for the update
  9. Jayombie
    Jayombie
    • member
    • 25 kudos
    Wish you could apply your model to ALL in game ghosts as well... 
  10. Xizziano
    Xizziano
    • member
    • 0 kudos
    do any more of the Mihail monsters have a summon spell, or is bone colossus the only one? 
  11. SkyrimAddict0
    SkyrimAddict0
    • member
    • 2 kudos
    Hi Mihail,is there any chance you can add a couple of spell tomes to summon those wraiths?I really miss them from oblivion.Thanks!