Skyrim Special Edition

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Mihail

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MihailMods

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  1. 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.


    • 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. thappysnek
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    Hi Mihail, love your mods.

    I use Apocalypse Spells and Apocalypse - Spells for NPCs (that uses SPID) and noticed it affecting your crystal golem mod. It loaded the golems with spells which made the aggravated crystal golems try to use spells they didn't have enough magicka to fire and thus never strike. Be careful with your SPID, friends!

    I found a way to fix this detailed here:
    Spoiler:  
    Show

    There is a crystalgolem faction in the mod but the crystal golems are not assigned to it. They are assigned instead to the daedra, hagraven and falmer prisoner factions.

    • I added the crystal golems to the crystal golem faction and removed all other factions from the crystal golems.
    • I then added the crystal golem faction as a friend of the crystal golem faction (this is basic faction logic in skyrim), ally to the the falmer faction and enemy to the dwarven faction.
    • I also use NARC and added those keywords to the crystal golem faction so they wouldn't report hold crimes.

    Mihail, would it be better to use the crystal golem faction for the crystal golems? It's in the mod anyway and I see it as easier to design world interactions with the crystal golems this way.

    BTW, I figured it was easier to implement this approach than to edit the SPID logic in Spells for NPCs--oh my that's a stringy soup to sort through!
     

    Anyway, happy modding!
    1. ftwranger
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      ahh so that's why they were hostiles but didn't attack me or anyone.

      edit: this actually worked, after giving you kudos I noticed you are the one that also fixed ogres AI, thank you helpful person
    2. thappysnek
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      You're welcome. It's all to have good fun.
      I thought this was a rare case, but I'm thinking to make this a patch now since others are experiencing it.
    3. YshtoIa
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      fix worked for me aswell, though I did think it was funny when the golem hauled ass into me and then just stood there chillin. :D
  3. slaVEI
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    i feel stupid for just seeing now that it's the crystal golems from dark souls 1....lmao
  4. slowryder19
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    I may have not looked hard enough but 30 minutes trying to me sounds fair. you dont have a mod to file up all the monster mods together in one happy order?
    1. MihailMods
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      no my friend.
    2. slowryder19
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      Im not slow. Im sure its very simple to merge them somehow . if you want . point me a tthe right direction and ill do it for you. 

      I installed most of your momster mods 

      How come when i install them I have to overwrite your mods against your own mod? am i suppose. I fixed the load order with vortex but still find it odd
    3. MihailMods
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      themed packs will be a thing when time comes, friend, i even already released the dwarven automaton one, but it needs time, and first i must update all the mods that i want to include there but are still hidden.

      regarding overwritting stuff, do not worry, it happens just because my mods sometimes share files among them, it does not matter.
  5. nexuswhy
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    Is there a way to adjust the spawn rate of these? Idk if it's bc of the base mod, or bc I'm also running magical blackreach, but I feel like I'm always in combat down there.
    1. MihailMods
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      they are not hostile per nature, friend, you must really get close to them to make them become hostile.
  6. josearcos
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    ouuu that's wonderful, but one questionif i kill the golden golem can i go to the dlc?
    1. MihailMods
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      sure.
  7. Tenchi2012
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    YOU SIR!  are simply Awesome!!! i discovered your Monsters a while back on Xbox , when i made the Switch to PC your Mods where the First thing I added. my Load order had to be Redone Recently & I was bummed to Find you took everything down.
    However I understand you prob had your Reasons, and glad your Reuploading everything.

    Just know your Monstere's are always my go to. i look fowared to seeing what new things you might Create if you Continue in the Mod community & support your Efforts of always keeping things Fresh!
    1. MihailMods
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      thanks friend, and dont worry, soon all will be back, as soon as possible <3
    2. Tenchi2012
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      oh I have no doubt, I saw your post to ease Peoples Worries, which is why I've just been tweaking my LO while I wait.
      I must ask though, I'm sure your asked this often & I apologies, but do you have plans for new Creatures?
             (I Rember reading something a while back where you said you where working on a Quest Mod, but I Wasn't sure if you meant the Slave Quest mod, or your Slenderman Quest. So I'm sure that's been keeping Ya busy besides life stuff.)
    3. MihailMods
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      possibly around end of september i will release the first open alpha testing of the next quest mod, friend.
  8. MihailMods
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    later i answer more comments, guys
  9. diskdevl
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    Any chance the new chances will make it over to the Golem Pack ?
  10. pendragg0n
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    Mihail, have you ever, or would you please, consider making a MMC mod for all your “Mihail Monsters and Animals” mods?
    Having an in-game capability of controlling the frequency of their occurrence, where they can appear and possibly even their stats would greatly enhance my use of and the enjoyment of these mods.

    I've downloaded ALL of your creature mods I can find for SE, and truly would love to use them if I had a little more control over over where and how they appeared.
    Having an MMC access to control what creatures appear in-game, and how they behave would greatly enhance the immersion of my game and in my ability control my desired difficulty at any given time.
  11. BlairCrabProject
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    These fit really well. Blackreach should be completely alien and full of freaks.