Skyrim Special Edition

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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.


    • 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
    MihailMods
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    thanks friends <3
  3. squash21
    squash21
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    Every time these guys spawned inside a dungeon they'd scare the s#*! out of me. Nonetheless these guys are great additions. Amazing work yet again!
  4. WildSlayer
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    These are awesome! I thought they would use giant animations, and I think they would benefit incredibly from it, but they are fantastic nonetheless
  5. SG013
    SG013
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    I came across one of these guys when I was maybe level 5. Just the sound scared me so I scurried off to grab Kaidan who got iced three times by this dude. I had to kite him around a table to finish him off. 10/10
  6. Meatballis1
    Meatballis1
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    Could we merge you're mods? If possible
  7. Bachirsnake
    Bachirsnake
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    man these ogrim look sooooo good, a great example of why Morrowind's fantasy kicked Skyrim's ass. Thanks again Mihail for bringing and updating an epic monster to Skyrim.
  8. pendragg0n
    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.
    1. deleted119721
      deleted119721
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      Perhaps the advent of the ESL has made Monster Compilation Mods obsolete ....

      This is because:

      1) They waste a mod authors time maintaining the compilation, and are a nightmare to keep up to date .... If one creature has a bug it makes the whole compilation unusable, and compatibility is also a problem if some of the monsters conflict. They also discourage creativity .... if Mihail feels like he wants to improve a given monster, he edits that mod and releases it .... and it is a done deal .... As a user we decide if we like that change and download or not.
      2) With individual mods, for each monster the end user downloads exactly the ones they like and for each one they open it in SSEedit and remove any monster spawns they don't agree with ...... it is a win win. I am doing that for this mod right now. Mihail is good at not overloading with monsters and putting them where they fit so for this mod I only removed them from Fellglow Keep because there are already more than enough there already...
      3) The ESL means there is no advantage to merging monster esps, as they do not take up a spot in your maximum.
    2. Luridum
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      I'm not quite sure what either of you are talking about, but I'm going to hazard a guess that pendragg0n was talking about the MCM, the thing that SkyUI adds, and deleted119721 mistakenly thought they wanted a compilation mod then deleted their account out of embarrassment. 
  9. ZELMOFF
    ZELMOFF
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    And ESL flagged? You spoil us.
  10. WoodyMontana
    WoodyMontana
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    This looks fantastic.

    Thank you for your work.
  11. FeelTheTrip
    FeelTheTrip
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    whats is the id from ogrim ? :ooo i want to spawn with the console