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Mihail

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MihailMods

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  1. MihailMods
    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. 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
  2. MihailMods
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    Compatibility
    This mod modifies a small portion of Gloomreach, adding lava and smoke to it, and modifies the caves leading up to the Aetherium Forge, replacing the water with lava. Both modifications are ESSENTIAL for the immersion and correct functioning of the mod. If you use mods that modify the Aetherium Forge and Gloomreach areas in any way, they can overwrite and delete the modifications made by this mod at those locations. Move this mod to a position below the other mods that modify these areas to keep the changes made by my mod.
  3. Averybras
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    Added it through additemMenu mod and game crashes every time I try to conjure it. 
  4. MarkAntonyXVI
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    Really Cool Mod!

    Quick Question, though. What is the Molten-Iron Ore used for? Or is it just a decorative touch?
    1. MihailMods
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      just decorative, friend.
    2. MarkAntonyXVI
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      Thanks for the reply!
  5. OddlyFoxyNerd
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    Super cool mod! Question though: how did the Falmer manage to summon one of these guys from a spellbook they found if they are all blind and cannot read?
    1. MihailMods
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      the book had braille support :3
  6. Omniz
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    I hate being the only that seems to be having a problem, but I need some help. 

    Every time I summon him, the game crashes soon after. The only files that overwrite it on the left panel of MO2 is Vile Guardians and Ragdoll Golem. It overwrites High Fantasy Pack and Vampire Falmer Overhaul. I got the spell tome through Skyrim Cheat Engine. I use a mod that gives new animations to Ice Atronachs, which this creature uses. I use Embers XD and Flame VFX Edit. I use Summoning Portals VFX edit. I'm running 800 mods currently. Frost Lord Worked.

    That's all I can think of that could affect this. What do you think is the problem? Any suggestions on what I should do to fix the issue before going mod by mod. I hope the solution isn't staring me in the face like before.

    Edit: After trying again in an interior, I notice that after it stands up, it disappears. That's when it crashes. Before this, I only tried outdoors.

    Edit 2: Now I just tried to test Vile Guardian and it can't be summoned. Nothing appears. Yeah, something's up. I did use Skyrim Cheat Engine to get the tome again. Could that really be it?
    1. MihailMods
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      hello friend,
      getting the spell using cheat engine can be the problem sometimes, but not on this case.
      overwritting files are also normal, they are simply files shared amongst my mods.
      so, you are unable to summon both creatures? then something is going on on the load order.
      do you use magic/perk mods? if yes, wich ones?
    2. Omniz
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      Thanks for responding Mihail.

      As for magic mods, yes. A lot. Nearly all of them, I make it a point to collect every(good) magic mod out there. It will be hard to tell which one affects them. Will it be the spell packs or something that affects magic itself like Mysticism, NPC Spell Variance or Skysunder Metamagics.

      For Perks, Vokriinator, not the black version. I don't think custom perk mods will affect this, right?
    3. EntropyEnjoyer
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      I had the same issue, fixed it by modifying the cloak spell to have a reduced duration (I picked 40 minutes). Since it's set to the maximum value (which ends up being almost 5 months IRL time haha) any mods causing this number to go up (outside the number limit) cause the game to CTD. Works great now.
  7. MihailMods
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    thanks guys <3
  8. Accrossa
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    what can I do with the meteoric iron?
    edit: wrong mod
  9. ganred
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    A perfect addition to each mages arsenal, although it's too big to summon it anywhere but outdoors. Gets really messy in interiors.
  10. PsychoticHazard
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    Got it
  11. TheFlyingGyro
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    Is there a way to make it a permanent summon? If so that would be awesome. Thanks
    1. GenuinelySad
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      Bit of a late reply, but you can open the esp in xEdit and under the "spells" tab you can set the effect duration to "99999999", effectively infinite.
  12. xienanbin
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    endorse this mod god work