Skyrim Special Edition

File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Safe to use

103 comments

  1. MihailMods
    MihailMods
    • premium
    • 10,220 kudos
    Locked
    Sticky
    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. ThatOneDudeK
    ThatOneDudeK
    • premium
    • 1 kudos
    hello, first of all thx for these cool mods. but i have a question, guess newb question, but couldnt find any info on the mainpage.
    is these creature mods safe to install in mid-game or only new game? would love add some of these mods to my game.
    tyvm in advance for any info!
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      you can install mid game without problems, friend
    2. ThatOneDudeK
      ThatOneDudeK
      • premium
      • 1 kudos
      now im glad to hear that. decided to try and install...a LOT of your mods^^ tyvm man for this beautiful mods! i feel it will make the game so much better! wheni see all the creatures you created i feel like game getting a touch of the witcher or zelda games.
      cant wait cross paths with any of these! tyvm for this great stuff! 
    3. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      have fun <3
    4. ThatOneDudeK
      ThatOneDudeK
      • premium
      • 1 kudos
      i truly have, ty! did install like tons of your mods and do really enjoy. best was to meet your ice titan. sent me straight to sovngarde with 2 hits on where others need (SPOILER ALERT!!!!!!) ......need to play the whole main story for :D
  3. kei902901
    kei902901
    • member
    • 0 kudos
    Hello, sorry for bothering, after installing presicion there are some times that the minotaur stays in permablock, I tried to use some mods that solve that but it didn't work, I really like your mod, is there a way to solve this? ? ? Please help, English is not my native language, sorry if I don't express myself well.
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      hello friend, i dont use precision neither have deep knowledge about it.
      i know it can mess up with some custom creatures' behaviour, but you would need to ask someone with more knowledge regarding precision's working.
  4. UnderFaust
    UnderFaust
    • member
    • 0 kudos
    Hi, Sir.Mihail.
    I love this minotaurs!
    I appreciate your mods because they are carefully made without causing conflicts.
    Thanks for uploading so many great mods!

    God bless you every day. <3
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      <3
  5. d4d5
    d4d5
    • member
    • 0 kudos
    love how the minotaur's look and would like to fight them but i havnt seen one, where would i find them commonly?
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      north skyrim, friend
  6. r4bblerous3r
    r4bblerous3r
    • member
    • 11 kudos
    Just wanted to say you are a skyrim legend to me. Keep on  making awesome beasts
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      thanks for your kindness, friend <3
  7. virgoproxyy
    virgoproxyy
    • premium
    • 4 kudos
    Should I still install this if I already have immersive creatures? I'm not sure if it includes this mod or not
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      no creature mod pack is authorized to include my mods, friend.
  8. Cruor34
    Cruor34
    • premium
    • 10 kudos
    Hey, first off, nice work on the models for the enemies you make. That said, I think you need to do a little more work in balancing them. Example, These Minotaur are impossible to fight as a melee character. Just to test, I put on God Mode (TGM) and spawned one. (normal Minotaur) he knocked me down so often, I couldn't fight back even though I was unkillable. There is no CD on it, he just ragdolls you every time he swings. I couldn't even get up. I think you need to remove that effect, or make his attack speed a lot slower. I like hard - I think he should be hard, but if I can't move at all as a melee, what can I do? He even got me through MCO Dodge. I can kill Giants without much issue. 

    Ogres on the other hand I think are way too easy, they do good damage but have low HP and no resistance to damage. (at least not slash) They should have some natural resist from thick skin and fat. 

    Zombies are also WAY too easy, very low HP, no resists. Maybe give them a poison aura and poison on hit, and a lot more HP. 

    I modded in more health myself, but I'm not sure how to fix the Minotaur on my own without breaking something. 

    I think the Ettin is a good example of a well balanced enemy. He has good HP, and 2 attacks, but nothing "cheap" that's a fun fight. 
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      hello friend, i will be answering one by one:

      "Just to test, I put on God Mode (TGM) and spawned one. (normal Minotaur) he knocked me down so often, I couldn't fight back even though I was unkillable. There is no CD on it, he just ragdolls you every time he swings. I couldn't even get up. I think you need to remove that effect, or make his attack speed a lot slower. I like hard - I think he should be hard, but if I can't move at all as a melee, what can I do? He even got me through MCO Dodge. I can kill Giants without much issue."

      - Minotaurs do not knock you down with their swings, they may stagger you a bit, but never knock you down. Only thing that can knock you down is the left hand punch (the hand with no weapon), and only after they gatter enough momentum. Also, it does not happen if you are in TGM. Due to that fact, you are clearly facing mod incompatibilities if minotaurs manage to knock you down. They are perfectly fine to fight on melee, specially because their attacks are slow, easy to predict and they are slow as well. Fighting a Giant is much more difficulty, and they hit in most case far harder and faster. Have in mind you have probably mods changing how stuff behave in your game, specially because minotaurs use human  behaviour so are affected by lots of combat mods and similar stuff, even making them move and attack fast; (also please check if you are really using my Minotaurs and not 4thunknown ones because i saw some had knockdown effects applied to them in the past)

      "Ogres on the other hand I think are way too easy, they do good damage but have low HP and no resistance to damage. (at least not slash) They should have some natural resist from thick skin and fat."

      - Since they are faster, they must be balanced having less endurance than minotaurs. If they had as much as hp as minotaurs, but had the velocity they have now, people would complain they are too OP. They are not resistant to weapons because they are not specially magic enemies, just basically fat goblins;

      "Zombies are also WAY too easy, very low HP, no resists. Maybe give them a poison aura and poison on hit, and a lot more HP."

      - Its a reanimated rotten corse, you cant expect much, specially for lower lvl ones. If you had explored more you would know you can also find zombies with poisonous auras and far more HP. Just explore;

      "I think the Ettin is a good example of a well balanced enemy. He has good HP, and 2 attacks, but nothing "cheap" that's a fun fight."

      - Because those are mini boss encounters, they must be special.

      So, friend, specially in the minotaur cause, you are simply having troubles in your load order.
    2. Cruor34
      Cruor34
      • premium
      • 10 kudos
      Thanks for the reply. So, I meant "High Minotaur" I guess, the big ones, not smaller ones that are like humans with a cow head and furry legs. In console its just "minotaur" he is huge, has a big maul, and a pack of wood on his back.

      I understand Ogres and Ettiins attack faster, but I just found them to be super easy. I edited them myself and made them a bit tougher. I will add I use Valhalla Comat and MCO. Now, these are mods from vanilla Skyrim, true, but I think they are becoming standards now. I hope nobody still plays Vanilla Skyrim combat. 

      I did find the poison aura zombie later on, so my mistake there. I do think they need more HP, as they are dead, a simple cut wouldn't kill them, they would need to be chopped apart. Skyrim is limited in what we can do, so I'd just say add HP or resists to melee/frost/poison weakness to fire.  

      I want to say again you did a good job on models and animations; I just think you should make your enemies harder. I think most people who download mods are not super causal gamers and want some challenge. Just my 2 cents. Thanks for the mods. 
    3. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      believe me, friend, if i make them harder, i would get an avalanche  of people complaining about the enemies being too strong, its hard to please a community that has so many different interests and ways they like to play, so in the end i make stuff as i like it to be and how i like to play, if fits other people tastes, excelent, if not, well, they can make their own tweaks to better mach their styles.
      also, do not believe most people use modded combat, most people play pure vanilla one, and of course my mods are made for it, since its impossible for me to adapt my stuff for the dozens of different mods out there changing combat, but again, users can tweak the stuff themselves.
      regarding the minotaurs, none of them can knock you down with their weapon hits, except if this is being caused by your mods, same to their movement, they are slow in vanilla, and the strikes are also slow.
  9. greensmith
    greensmith
    • premium
    • 4 kudos
    Hey, thanks for the mods again, just have a quick question: this mod edits navmeshes which are also touched upon by the mod Project AHO, examples are 04032A69, 04029F99. Will these edits cause problems with project AHO, and, if so, which should take priority here? 
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      no my friend, nonetheless give priority to project AHO on the load order.
  10. witchkissed
    witchkissed
    • premium
    • 0 kudos
    these are great. Would you consider making this a playable race? 
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      sadly i have no time to work on that right now, but i would like to se someone doing it, friend
    2. witchkissed
      witchkissed
      • premium
      • 0 kudos
      Late response on my part, but thank you for responding.
  11. superbear20
    superbear20
    • member
    • 0 kudos
    Looks F. Amazing. Is there a way to make them a follower? pretty cool to have them as companion.
    1. MihailMods
      MihailMods
      • premium
      • 10,220 kudos
      perhaps in the future, my friend