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
I am loving these new Deadra creatures. There my Snow Elf character (Mirellan) was, traveling through Castle Volkihar with Serana (who needs to put a sock in it lol). Mirellan was feeling really powerful, a vampire lord fledgling basically. She was making short work of the gargoyles, skeletons, ect. Peaceful Fiendroth beetles getting caught in the crossfire. Everything was going her way...Until she got to Valerica's lab. Suddenly Mirellen was caught face to face with the instrument of her doom. A massive Vigilant boss with huge tentacles, strait from Oblivion. Good thing she was a vampire, as she died three times trying to slay the epic creature. Serana wasn't much help, and in fact seemed to make the situation worse as the creature almost seemed to feed off of her health. Eventually Mirellan, with her trusty Deadric light bow, was able to slay the Deadra. It was a truly epic boss battle, the like of which Tamriel may have never before seen. Thanks Mihail :)
i had a fun idea! what do you think about adding little normal snakes and adding them as a chance to be found when searching urns and crates and other containers minus chest in certain areas in the wilds? have a function similar to resident evil 4 when opening something one might launch out and bite you.
also side idea ive been searching for is giant titan creatures that are just background for show. they can move around a little but cant be interacted with. for instance the giant bird in God of war 2018 in Hel and world serpent in the overworld.
having cool ones in the backgrounds of skyrim, a different one in solstien and a really unique one in soul cairn.
Encountered the first in the College's main quest. Got absolutely dominated. Now the college feels more like end game content due to the difficulty spike. I enjoy this change and look forward to the revenge. Great mod.
The Watchers fit greatly into Herma-Mora's sphere, we only had Seekers and Lurkers till you came along! However, there is one thing that could be improved. I'd love to see the big eye of the Watchers being animated. If you cannot rig it to a bone in the skeleton, perhaps you can make it play an animation, like the eye in the bow Ruin's Edge. It would make them just slightly more realistic and I'd have no complaints!
where do these guys spawn? i don't like the idea of finding them around Skyrim. but places like Apocrypha, Blackreach or summoned by enemy conjurer masters or Solstheim dragon priests? that would be awesome. maybe we could have a replacer for the lurker? https://elderscrolls.fandom.com/wiki/Lurker
they appear exactly in the conditions you mentioned. 2 special ones guard exterior locations and have unique names, the one that guard the entrance of labyrinthian and the one that guards the entrance of rannveig's fast, summoned by the powerfull mages that live in each one of that dungeons. a big part roam on apocrypha, some passive ones guard the entrance of miraak temple and some aggressive on the interior. warlock dungeons commonly have them too, summoned by the mages.
36 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
also side idea ive been searching for is giant titan creatures that are just background for show. they can move around a little but cant be interacted with. for instance the giant bird in God of war 2018 in Hel and world serpent in the overworld.
having cool ones in the backgrounds of skyrim, a different one in solstien and a really unique one in soul cairn.
The Watchers fit greatly into Herma-Mora's sphere, we only had Seekers and Lurkers till you came along!
However, there is one thing that could be improved. I'd love to see the big eye of the Watchers being animated. If you cannot rig it to a bone in the skeleton, perhaps you can make it play an animation, like the eye in the bow Ruin's Edge. It would make them just slightly more realistic and I'd have no complaints!
Thank you for everything you've done already!
2 special ones guard exterior locations and have unique names, the one that guard the entrance of labyrinthian and the one that guards the entrance of rannveig's fast, summoned by the powerfull mages that live in each one of that dungeons.
a big part roam on apocrypha, some passive ones guard the entrance of miraak temple and some aggressive on the interior.
warlock dungeons commonly have them too, summoned by the mages.