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
This mod has come so damn far since the old days where it was basically an overtuned centurion back in 2017. Current iteration I would say is some of the best Mihail has to offer! This mod with combat mods like MCO, Valhalla and such is a marvel to behold. Because the leshen uses human style rig it inherits the combat animations and movesets, in combination with it's base abilities and playing on Legendary difficulty it makes for one hell of a boss fight!
If you want a genuine challenge this mod is fantastic, legit one of the best made boss enemies in all of the modding scene! Whatever you do though, make sure you have a dodge mod installed otherwise you're in trouble! The leshen will possess any nearby "animal" faction npcs so watch out for your other mods...
As constructive criticism, i can add one mod conflict. Whatever location is used conflicts directly with M'rissi Tails of Troubles. Specifically one of the locations used is the exact location of the marriage scene for M'rissi. The spawn in question is in Evergreen cove. The funny thing is, the scene in M'rissi is self driven, so you can't even try to fight back, you just stand there watching as the God of the Hunt kills your soon-to-be spouse. lol.
As a side note. I can travel there before that scene, kill the creature spawned there and the scene proceeds as normal. So, maybe even a mention of it would help out for others? Hopefully this helps.
Hi Mihail, I just found this mod and I was wondering if you had plans on doing stuff for werewolf/vampire lord reskins. I think this type of monster you made would fit for a werewolf + if you change the werewolf shout. Just an idea.
I saw the mod, did't read the description and so did't know what it was capable of. And i did it on purpose as i like to be surprised and surprised i was. In west of Falkreath i found a camp with a springan and some wolves...just normal vanilla encounter i thought then something else emerged from the morning mist. Large antlers, green glow and a sudden death.
This is a Great Mod .. Thank you ... But there is one a little bit of a problem ... About the music in the cave it so annoying even After I beat that monster in the cave the music didn't stop like there is a music loop or something. I hope you can make a patch for that. but still I really enjoy your mod and fighting that Monster who look like hircine :D
hello friend, and thanks :3 regarding the music, it is a matter of personal taste, i don't find it annoying at all, i like it a lot, but each one has its own tastes. it remains playing on the custom new cave even after the battle, but it is a small cave, nothing to do there after the fight, you can simply leave and forget it exists.
uhh so that's normal I thought its just some kind of bug or something. But I am relief that it is normal. sorry for calling your music annoying. it's not really annoying though it's just not compatible to the quest for auri I mean the quest for auri song of the green. In that Quest I need to enter to the cave and almost all of the cave in that quest is playing that music in this mod when I enter so I can't hear auri voice clearly when she's speaking to me.. Sorry for my English I hope you Understand.. But don't worry I already fix that I just deleted the music folder in your mod and all is too well right now.
ah, in this case you are having a bug or incompatibility. The music only plays inside the new custom cave added by this mod, a cave inside bloate mans grotto, there is no music in any other area. are you by any chance using translations? if yes, have you checked if they are in the same version of this mod?
No I didn't check it . But I fix it by removing music folder in your mod. I hope it didn't cause any bug in your mod. So I'll try to fight that monster again and It works well.. Really I play The Legend of Slender Man and other of your mods and It's perfectly amazing how did you create so much amazing mod without having a bug or crash in the game .. You're a genius Bro Seriously Hands Up to you. <3 :D
Thank you again for your reply My Friend. I hope you create more amazing mods like this you made a Skyrim a better challenge for us Players. I'm looking forward for your future mods .. <3 :D
Amazing mod! Forgot I installed it and it gave me a real scare when i first saw one! lol. I would like to know how to disable to music tho... I'm using vortex mod manager and am very new to modding so any help would be appreciated!
there is no music attached to the old gods, guys. only new music plays on the unique new cave added by this mod, and it is linked to the cave itself, not the creature. here you can see me fighting an old god inside the moss mother cavern, without the music you mentioned:
I also get this music in Shadowgreen Cavern and in Moss Mother Cavern but it is bugging out. It's definitely the track from the mod but it is super super loud, garbled and staticky. I have to mute my game whenever I enter these areas. The audio sounds like its doubled on top of itself out sync. I don't have any major sound mods or overhauls. Also fyi the creatures itself can bug out Auri's quest by interrupting her so just be careful, kill the creature before taking her there.
First of all, amazing creature mods, I love them. They really spice up the Skyrim SE experience.
Would be possible to add an MCM menu for some of your mods? This one, in particular, is a bit over the top, with how many enemies he summons. My computer ended up hard locking multiple times when encountering this enemy. When he is summoning bears, the game is still stable, however, when he summons his crows, my game hard locks and it requires a total system reset. Or perhaps a lightweight version of this mod, but without the crow summoning.
For now, I have removed this mod from my mod list (Thumbs up for being able to add and remove your mods during playthrough).
I spawned this creature into the qasmoke cell to test out combat and once the crows got summoned, my game crashed after a few seconds. Granted, there were many dead bodies already in the cell and it didn't crash the second time I fought him (with no bodies lying around), but I do think the crows present a stability issue nonetheless and there should be an option to turn them off. Plus they're hard :(
Never experienced the crows/game freeze until tonight for the first time when traveling in Falkreath. No matter what as soon as the crows came, the game would freeze. I like the effect but I'm thinking maybe it because its too many of them or something. In any event, it's definitely something that should be looked into
Same for me, one or more of the summons makes too many enemies and my game crashes. I'm gonna poke around on Nexus and probably try editing myself in SSEEdit to reduce number of enemies spawned. I want to keep this because otherwise this mod is totally rad.
Did quite a bit of experimenting and testing. Freeze occurred every time a particular attack/spell/something caused a flock of crows to attack a target. I don't know what the attack/spell/effect is.
I experimented with changing actor effects on the Old God npc's, changing spell and magic effect magnitudes and areas of effect.
Ultimately I was unable to solve the freeze but I did achieve a workaround by creating a patch in xedit that deleted anything that seemed crow-related, including: spells, magic effects, projectile, explosion, and npc.
So in my game the Old Gods don't use crows anymore (or roots, apparently). But I did get to keep them and they are still a difficult fight the way my LO is balanced.
my wild guess is that you may be facing mod incompatibilities, perhaps with magic mods. i did not had the freezing or crashing problem not even back in 2017 when i had a very crap pc. as you can see bellow, all works fine on all the leshen mechanics:
Mihail you may have single-handedly returned the fantasy to Elder Scrolls.
Skyrim was, by lore, supposed to be as enchanting and odd as Morrowind. Not as alien in landscape perse, but full of mystery and wonder like High Rock.
But by the time Bethesda got to it, they had been drained of all imagination and effort. Their Cyrodiil held the last flashes of actual fantasy, and even then they left out so much. Vanilla Skyrim may as well be low-to-no fantasy and just be called, "Adventures in alternate universe Norway."
You, though. You have contributed MASSIVELY to saving it. These mods of yours help make the game feel like Daggerfall or Morrowind. As a long time TeS fan I truly, truly appreciate it.
Question: Are they part of the same faction as Hag Ravens, Witches, and Forsworn?
The first one I came across didn't attack me. I have a mod which makes it so I actually join that faction once befriending Madanach (though I wish the Forsworn were a unique faction, lazy Bethesda).
Same was true with Water Hags. They are neutral towards me as a result. All because I am besties with the Forsworn.
212 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.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
Current iteration I would say is some of the best Mihail has to offer!
This mod with combat mods like MCO, Valhalla and such is a marvel to behold.
Because the leshen uses human style rig it inherits the combat animations and movesets, in combination with it's base abilities and playing on Legendary difficulty it makes for one hell of a boss fight!
If you want a genuine challenge this mod is fantastic, legit one of the best made boss enemies in all of the modding scene!
Whatever you do though, make sure you have a dodge mod installed otherwise you're in trouble!
The leshen will possess any nearby "animal" faction npcs so watch out for your other mods...
As a side note. I can travel there before that scene, kill the creature spawned there and the scene proceeds as normal. So, maybe even a mention of it would help out for others? Hopefully this helps.
This foe is beyond any of you....run.
regarding the music, it is a matter of personal taste, i don't find it annoying at all, i like it a lot, but each one has its own tastes.
it remains playing on the custom new cave even after the battle, but it is a small cave, nothing to do there after the fight, you can simply leave and forget it exists.
are you by any chance using translations? if yes, have you checked if they are in the same version of this mod?
there is no music, except in a custom cave added by this mod, is to that one you are refering to?
only new music plays on the unique new cave added by this mod, and it is linked to the cave itself, not the creature.
here you can see me fighting an old god inside the moss mother cavern, without the music you mentioned:
Would be possible to add an MCM menu for some of your mods? This one, in particular, is a bit over the top, with how many enemies he summons. My computer ended up hard locking multiple times when encountering this enemy. When he is summoning bears, the game is still stable, however, when he summons his crows, my game hard locks and it requires a total system reset. Or perhaps a lightweight version of this mod, but without the crow summoning.
For now, I have removed this mod from my mod list (Thumbs up for being able to add and remove your mods during playthrough).
I spawned this creature into the qasmoke cell to test out combat and once the crows got summoned, my game crashed after a few seconds. Granted, there were many dead bodies already in the cell and it didn't crash the second time I fought him (with no bodies lying around), but I do think the crows present a stability issue nonetheless and there should be an option to turn them off. Plus they're hard :(
I experimented with changing actor effects on the Old God npc's, changing spell and magic effect magnitudes and areas of effect.
Ultimately I was unable to solve the freeze but I did achieve a workaround by creating a patch in xedit that deleted anything that seemed crow-related, including: spells, magic effects, projectile, explosion, and npc.
So in my game the Old Gods don't use crows anymore (or roots, apparently). But I did get to keep them and they are still a difficult fight the way my LO is balanced.
Cheers.
i did not had the freezing or crashing problem not even back in 2017 when i had a very crap pc.
as you can see bellow, all works fine on all the leshen mechanics:
Skyrim was, by lore, supposed to be as enchanting and odd as Morrowind. Not as alien in landscape perse, but full of mystery and wonder like High Rock.
But by the time Bethesda got to it, they had been drained of all imagination and effort. Their Cyrodiil held the last flashes of actual fantasy, and even then they left out so much. Vanilla Skyrim may as well be low-to-no fantasy and just be called, "Adventures in alternate universe Norway."
You, though. You have contributed MASSIVELY to saving it. These mods of yours help make the game feel like Daggerfall or Morrowind. As a long time TeS fan I truly, truly appreciate it.
The first one I came across didn't attack me. I have a mod which makes it so I actually join that faction once befriending Madanach (though I wish the Forsworn were a unique faction, lazy Bethesda).
Same was true with Water Hags. They are neutral towards me as a result. All because I am besties with the Forsworn.