Skyrim Special Edition

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Mihail

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MihailMods

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  1. 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
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    Technical info: "Why does the  Mimic use the vanilla boss-chest model and texture instead of adapting to the chest the player is using?" - Very simple, Mimic needs to use a specific chest model as it is a custom animated creature model, rigged on a specific set of bones from an animation, applied to the vertices of a specific chest, chosen during the modeling and animation process of the creature, and that is part of it, not being just a detached object that can be replaced. The chest model is the same as the vanilla one, but I applied a 4k re-texture to it, faithful to the original, only more detailed, but you don't notice the difference from afar. I can't let it use whatever texture replacer you're using because I run the risk that you're using a mod that not only changes the texture, but also the model of the vanilla "boss-chest", which would leave the texture in my mimic buggy, for not being made for the model. Also, yes I could make the chest static model before the Mimic reveals itself to be the chest replacer you're using, but then that would make it look one way when static and another when transformed, and that would break your immersion. Remember that I make mods for vanilla, and I'm offering you a 4k version of this chest in Mimic and the ambush versions of the chest. If you use mods that modify chest textures, or even the model, thus making it very easy to know when it's a Mimic and when it's not, you should understand that this, and I say as respectfully as possible, is not my problem, and my duty is to adapt to the vanilla game, not to the individual load order of each one.
  3. LucillesInferno
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    After getting mauled by these guys a few times, all I can imagine now are little ankle-biter strongbox mimics
    1. MihailMods
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      :3
  4. Moonody
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    can u pls make a mod that replaces the game chests with models similar to the mimic? I use overhaul mods and I just can't find any mods that make only the chests vanilla :(
    1. MihailMods
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      you can find the chest replacer you are using on the folders and delete the replacer, friend, thus forcing your chests to return to vanilla.
  5. JHerbo24
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    Ran into my first one today. Scared the s#*! out of me because I forogt I had this mod. lol
    1. MihailMods
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      :3
  6. GoldRatfan
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    First of all the mod is awesome but I had an issue and rn I don't know if it will keep happening or if it is a one off. basically the mimic was there as it should be and did its job of scaring the s#*! out of me when I tried to open it but then as soon as it stood up it turned invisible and never became visible afterwards. I am mostly bringing this up here in case this is a more common issue and I just don't know the fix. I saw one of the dwarven enemies of yours so not all of my mihail mods are broken.

    anyway thanks for making these awesome mods I appreciate how infrequently they come up sometimes because it makes for great surprises.
    1. GoldRatfan
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      I saw another one today and it worked with no issues. as far as I know nothing changed besides location but it's good to know it was a fluke
    2. MihailMods
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      probably just a weird random glitch you experienced.
      i am glad all is working fine.
  7. ElChico2499
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    Hello! What an epic mod, we got a horrible scare with my friends in Skyrim Together. It probably doesn't have a solution, but right there we run into a problem, the player who activates the monster has no problem, but the other players crash right when the chest transforms. Any idea what the conflict might be?
    1. MihailMods
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      no idea, friend, i don't know much about Skyrim Together, but certainly is a incompatibility with the mentioned mod, due to how specific it is.
  8. nbkdelta1
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    i haven't even came across one yet were do they usually spawn at or is it a random thing
    1. MihailMods
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      they are lurking inside tombs and dungeons, one day one will cross your path. :3
  9. CodyC
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    Salutations, Lore Master. All seriousness though, your mods are awesome, Im a big fan of your creature mods specifically. It's convenient you double as a Lore Master because many creatures dont have much if any information about them in lore. So I had a curious question for you.

    I am balancing the Mimics a bit in my game, and I am integrating Know Your Enemy traits and Diseased Remastered diseases. But, I was not sure about the origin of the creature to get a good pinpoint on these things. They may be creations of Sheogorath, so would that make them technically a Daedra? And also, I dont think so normally but are Daedra capable of spreading diseases, let alone some Nirn-based mortal diseases? I dont think there is any diseases ingame that I could rationalize as being from another realm. Helljoint seems to be the only option, although Im not even sure that is totally logical. I am also considering adding diseases attributed to rotting flesh and general unhygenic vileness, which a Mimic would lilely exhibit. Flesh and blood in its massive jaws, probably doesnt wash its limbs and all. I was immensely curious and wanted to know what you think about this. I am fascinated with diseases in the Elder Scrolls as a whole, and how they are contracted and from what kinds of creatures and circumstances.

    Thank you for all your contributions to the game, it is so awesome to have so many creatures of such an immense variety for any kind of playstyle and gameworld setting. And your mod's quality has only been increasing over time.

    Sincerely, An Adventurer
    1. MihailMods
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      thanks for your kind words, friend.

      well, mimics are yes daedra, but i see no problem on them transmiting diseases.
      even in the case of nirn diseases, they may be indirect carriers, for example, by devouring corpses, rotten meat, dealing on non very sanitary places, i can see their claws easely transmiting diseases such as swamp fever, zombie fever, astral vapors or even the more common skyrim vanilla diseases.
  10. LillithThirteen
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    I just got off the game to come and say that this mod is amazing. I fully thought i was walking up to a big chest and poof, theres a mimic. No clear way to tell it was a mimic, it perfectly looked like a chest, even the placement was convincing. I'm in awe of your skill and this awesome mod, skyrim was in need of some jumpscares. Thank you for making this mod!! its never leaving my load order.
    1. MihailMods
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      thanks for your kindness my friend <3
  11. Pizzahunter31
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    Ahhhh yes, the mimic. I remember playing a game many years before Dark Souls that had these in it. Terrified the hell out of me, but yet, intrigued me. Been a fan of the creature lore since lmfao. I've been around Skyrim since it was released, only now am I discovering your wonderful mods. I do believe a clean install with what looks like to be a full run of your monster mods. Nicely done my friend, nicely done. 
    1. MihailMods
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      alongside the gelatinous cubes, mimics are some of my favorite critters as well. :)
  12. rlsak
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    Thank you! I'm gonna using it in my next run of skyrim!
    1. MihailMods
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      do it <3