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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. OliveTea
    OliveTea
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    These looks absolutely horrifying! Well done! 
  3. OutletFinds
    OutletFinds
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    SexLab support?
    1. BjorntheNordman
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    2. deleted119558228
      deleted119558228
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      lmao xD
  4. hoskope
    hoskope
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    1. MihailMods
      MihailMods
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      images from my last tinder date
    2. SomeSortofGeek
      SomeSortofGeek
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      XD
    3. hoskope
      hoskope
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      Hahahah 
    4. Yunanesca
      Yunanesca
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      LOL that killed me LOL  now i have download this LOL
  5. ValarMorghaylez
    ValarMorghaylez
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    Me: the creatures in Skyrim aren't scary enough, let's look at some mods 
    Mihail, in 2019: HOLD MY BEER 
  6. CuriousArtist
    CuriousArtist
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    I know I'm in deep sh-- trouble when I hear that creepy cackle! Thanks for the nightmare fuel! Seriously - great work!
  7. Robobrown
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    I'm sorry but i do not need to be running into this thing in my regular game. Will download for when i get a horror/scary mood though. 
  8. dahoom
    dahoom
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    Hi,

    I have a question regarding the following conflict with Northern Roads at Roadside Ruins:
    https://imgur.com/a/chdKor1

    Can I just delete the record "Water1024Deepwood" ? Or is it used somewhere else? Also will deleting the landscape parameter of your mod at this location (-11,-20) a good way of dealing with it? I just want to get rid of the water. 

    Thanks in advance. 
    1. MihailMods
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      you must remove the edit of this mod on the mentioned area, not the water, using tesedit, if you are facing conflicts.
  9. Zanegaming234
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    The mod won't install for some reason, i keep getting an error on vortex. it says its not permitted and its write protected.
    1. MihailMods
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      an issue on your end.
      try installing manually then.
  10. GlaveKurai
    GlaveKurai
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    holy s#*!, scary
    1. MihailMods
      MihailMods
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      :3
  11. WallRockTree
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    Hi again my friend! While rebuilding my load order, I reinstalled a LOT of your mods - some that I have had, some that are new to me. I just started testing in game. So far it's mostly good. 

    One issue though was that I had this Water Hag mod, which I just updated, and your old Coral Atronach mod, that has been hidden for a while. When they are loaded together with Water Hag winning the conflict, all arrows fired in game had a weird water splash visual effect. It took a while to narrow it down.

    In MO2 right side, Data tab, these two files had the conflict: MPSWaterSprayImpact and MPSWaterSplashBig. I now see that there is a way to look at "Conflicts only" on that data tab, which would have saved me some trouble. So I am pretty jazzed about learning that!

    I also saw the same files mentioned elsewhere in this page as conflicting with a different mod. I assume I needed to choose Hags or Corals so I chose Hags! I disabled Coral Atronach and things work fine again.

    I am only documenting it in the unlikely case that it is helpful to you or that someone else has the same issue and is searching for "weird water arrow effect".

    So all is good now! Thanks yet again for everything you do! My game felt emptier without your mods in it while I have been building it.

    Endorsed!
    1. MihailMods
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      hello my friend,
      regarding conflicts between my mods, when its pointed out to you by the software that 2 or more mods of mine have overwritting files between them it is just shared files between my mods, and does not matter how you solve the "conflict', you can allways overwrite no matter the choosen order.
      since the files are the same, the effects resulting from all types of possible overwrittings should allways result in the same final results as well.
      you can use coral atronachs and water hags without problems, i have used them myself for years.
      strangely, i never saw or received reports of the mentioned thing regarding the water splash.
      it may be another mod forcing it to happen, since to both water hag and coral atronach i used a free nexus resource of water spells, so, other mods also using it as well, depending on how they are using it, may result on the mentioned non-expected effects.