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. moonemoji
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    aww these cats are so so sooo cute, would i be able to give them treats and stuff like in a cats life, or could i make the cats from that mod use these models or would it require a patch?
    1. MihailMods
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      would require a patch, friend
  3. Unpayedovertime
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    Found one minor mod conflict/issue. An NPC (Karag) added by Settlements Expanded by Urtho attacks the Lefthanded Mine housecat. Are the housecats on a certain faction or something?
    1. MihailMods
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      they belong to the same faction as farm animals such as cows and chickens.
    2. Unpayedovertime
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      Moving the affected NPC around (near chickens and cows), and he seems to only attack the Housecats.
      Seems like all of the guards added by Settlements attacks these housecats. Posted the issue in the other page.
    3. MihailMods
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      probably a faction issue caused by weird mod interaction going on.
    4. Unpayedovertime
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      Now I see the problem now. Your housecats are potentially flagged as the same faction as wild animal faction or something, because the Settlements Expanded named guards attacks wild animals (Hunters?)
    5. MihailMods
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      will check it for you soon, friend
    6. Unpayedovertime
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      Got a reply from Urthos- Said feature is because the modmaker made the guards hostile to the Creature faction.
    7. MihailMods
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      why would he do it?
      not all creatures are enemies.
    8. Unpayedovertime
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      Beats me.

      I don't know why the modmaker could've just add generic guards to his settlements/affected settlements... it's not like these named NPC guards would impact the story anyways.
  4. pervboy12
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    Hell yeah.
    1. MihailMods
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      :)
  5. JJerem
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          />  フ
          |  _  _ l
          /` ミ_xノ
         /      |
        /  ヽ   ノ
        │  | | |
     / ̄|   | | |
     | ( ̄ヽ__ヽ_)__)
     \二つ

    Thank u!
    1. MihailMods
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      :3
  6. Vattende
    Vattende
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    For the love of CATS ! Skyrim cats, yes.

    Thank you very much !
    1. MihailMods
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      <3
  7. DangerMous3
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    the best cats for skyrim!  love em.. only problem is they are pretty huge in VR.. any way to scale them down???
    1. MihailMods
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      they are the correct size, friend, are you using a mod that makes them fluffy? one of them made them larger.
  8. SkyrimChad90
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    please pet CARACAL mod XD
    1. Linkfire111
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      We need Gosha (he will help the dragonborn in exchange for shrimp)
    2. MihailMods
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      :o
  9. TitsOutForHarambe
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    is there a FOMOD installer for all of their mods or am I gonna have to install each separately? Either way is ok 
    1. MihailMods
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      separately, friend
  10. Marcjeli
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    Love this mod but im not a big fan of the foodstep sound effects the cats make.
    is there any easy way i can remove them ?
    1. MihailMods
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      tesedit, friend
  11. assasinxtg
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    will Khajit have cat as pet or partner?
    1. MihailMods
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      depends on the kink (i hope as a pet)