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
Always happy when a classic returns or a new mod by you releases! But I think I found a bug with this one. I noticed that this mod adds a water effect to arrows shot, can you look into it, Mihail? Thanks! :D
thanks friend :3 the mod itself does not cause such effect, as you can see in the video bellow. but, the water spells come from a resource, other mod using it may be causing such error, and such mod may have corrected it by removing the "mps" nifs from the resource. this mod adds the "mps" back, because they are a part of the original resource, but if the mod with the bug solved its issue by removing the files under "mps" instead of finding and fixing in ck the problem, then the return of the "mps" folder will bring the bug back from such mod, since it was never really solved. best thing would be disabling mods one by one to find the culprit, but in last case, you can go also to "mps" folder under "Meshes", and remove "mpswatersplashbig" and "mpswaterspraysplashimpact", however you may end loosing part of the effects of the water spells, but not much i believe.
video bellow showcasing how all works fine with the arrows with this mod installed:
Really hope you create Nereids as well. I've been obsessed with those since I first saw them in ESO during the Morrowind chapter world boss when one seduces a bunch of sailors. Flying Siren-like creatures, what's not to love?
Wow, this thing looks amazing. I'm a HUGE fan of your other creature mods. Downloading this and the Chicks right now!! Thank you for all that you do for this community!!
Good my nobleman, I'm a fan of your work, I was looking at some lines and noticed incomplete sentences, like: "Sprayed on the ground, it creates a wall of water that does <50> points of water damage per second and." and "Cast on a nearby surface, it explodes for <mag> points of water damage and" should something come later of this lines?, I haven't been able to see this in play yet, but I'm reporting it here.
Oh, sorry friend, I didn't see the "and" part, I thought you were referring to the values between "<>". I answered on my cell phone and in a hurry. However, don't worry, these texts don't appear in game.
hello friend, lets continue the discussion on the sticky comment, to avoid keeping 2 topics on the same subject. but i will copy paste here what i wrote there:
"the mod itself does not cause such effect, as you can see in the video bellow. but, the water spells come from a resource, other mod using it may be causing such error, and such mod may have corrected it by removing the "mps" nifs from the resource. this mod adds the "mps" back, because they are a part of the original resource, but if the mod with the bug solved its issue by removing the files under "mps" instead of finding and fixing in ck the problem, then the return of the "mps" folder will bring the bug back from such mod, since it was never really solved. best thing would be disabling mods one by one to find the culprit, but in last case, you can go also to "mps" folder under "Meshes", and remove "mpswatersplashbig" and "mpswaterspraysplashimpact", however you may end loosing part of the effects of the water spells, but not much i believe.
video bellow showcasing how all works fine with the arrows with this mod installed:"
34 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. 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.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
I noticed that this mod adds a water effect to arrows shot, can you look into it, Mihail? Thanks! :D
the mod itself does not cause such effect, as you can see in the video bellow.
but, the water spells come from a resource, other mod using it may be causing such error,
and such mod may have corrected it by removing the "mps" nifs from the resource.
this mod adds the "mps" back, because they are a part of the original resource, but if the mod with the
bug solved its issue by removing the files under "mps" instead of finding and fixing in ck the problem,
then the return of the "mps" folder will bring the bug back from such mod, since it was never really solved.
best thing would be disabling mods one by one to find the culprit, but in last case, you can go also to
"mps" folder under "Meshes", and remove "mpswatersplashbig" and "mpswaterspraysplashimpact",
however you may end loosing part of the effects of the water spells, but not much i believe.
video bellow showcasing how all works fine with the arrows with this mod installed:
Thanks for the quick response! :D
However, don't worry, these texts don't appear in game.
but i will copy paste here what i wrote there:
"the mod itself does not cause such effect, as you can see in the video bellow.
but, the water spells come from a resource, other mod using it may be causing such error,
and such mod may have corrected it by removing the "mps" nifs from the resource.
this mod adds the "mps" back, because they are a part of the original resource, but if the mod with the
bug solved its issue by removing the files under "mps" instead of finding and fixing in ck the problem,
then the return of the "mps" folder will bring the bug back from such mod, since it was never really solved.
best thing would be disabling mods one by one to find the culprit, but in last case, you can go also to
"mps" folder under "Meshes", and remove "mpswatersplashbig" and "mpswaterspraysplashimpact",
however you may end loosing part of the effects of the water spells, but not much i believe.
video bellow showcasing how all works fine with the arrows with this mod installed:"
i have been very busy lately and not very well on my health (got covid), but asap i will answer comments
Check his posts out for clarification on what he's working on!
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