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. 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. xen999
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    Can you make a version of these that live in the sea?? Would really love seeing these swimming in water!
    1. Schlechtwettersusi
      Schlechtwettersusi
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      +1
    2. OlasMarz
      OlasMarz
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      +1
    3. RainChicken
      RainChicken
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      +1
    4. jdcxy
      jdcxy
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      +1
  3. Angerth
    Angerth
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    Thank You Brother ! I love your content.
  4. BlairCrabProject
    BlairCrabProject
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    I went into SSEEdit and added the Animal keyword to their Race, and now thanks to Ordinator's Speak With Animals perk I have a beautiful new buddy. :D
    1. djforgotten
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      Your comment made me install the mod because I want to do the same :D
      I've loaded up the esp in xEdit and added a keyword. In there I've added the line FE0013798 for the Form ID for animals. Would you mind showing me a screenshot of your xEdit of the esp? My keyword doesn't work for me.
    2. Sidea
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      How can I add a keyword? I'm a noob with SSEEdit. 
  5. riddickmp3
    riddickmp3
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    So awesome! Reminds me of that one flying stingray on Dantooine in the game Star Wars Knights of the Old Republic!
  6. 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. Genesis1993
      Genesis1993
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      +1
  7. mpstella91
    mpstella91
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    Yay! TES Travels love! They are sorely underappreciated. Do you have any other monsters from the mobile games?
    1. MihailMods
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      yes, all them, most are on the not ready yet folder, with almost 100 creatures almost ready but still need touch.
      will be available still this year.
    2. DeadMansDeeds
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      wow that's awesome
    3. keithapple
      keithapple
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      A Gehennoth remnant guarding Vaermina's chamber would be nice.
  8. EspinhosoGames
    EspinhosoGames
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    These look beautiful! Are they agressive or neutral?
    1. BlairCrabProject
      BlairCrabProject
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      They are total jerks
  9. LoneSheikah
    LoneSheikah
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    Can anyone give me a few locations that these spawn at? Attempting to port these over to xbox one and can't seem to find any.
  10. Banoubis
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    These are amazing. The mesh quality, texture work and animations are superb! I didn't even know these we're part of the series lore but I'm in love with them now.
  11. Big_Shoe
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    Despite being "simple" monsters conceptually, these snowray models look magnificent. The texture work, level of detail, and color choices are superb. Mihail, I'm sure you have very high standards for your mods, but you outdid yourself with these. They are so gorgeous that I'm actually pleased to be attacked by them. Keep the up the great work, sir. Endorsed!