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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. 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 
  2. Valzryk
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  3. I Vote For the Creation Of Some Form Of Esoteric Mythological Or Cryptozoological Enemy My 1st Choice Would Probably Have To Be Either The True Wendigo Meaning (Look Up Monster Hunter Gameplay Videos On YouTube To See EXACTLY What I Mean) Or Probably Either The Bunyip Or The Cockatrice (Cockaly Doodly MF'ing Doo ;) ).
    1. MihailMods
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      will be done :)
    2. starwyrm1597
      starwyrm1597
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      Ah yes, the cockatrice. The first monster that actually killed me in the Witcher 3.
    3. starwyrm1597
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      Also, the wendigo would fit in really nice in Bosmeri lore as another Wild Hunt Abomination.  
    4. ARavenOfManyHats
      ARavenOfManyHats
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      Why Do You Capitalize Every Word
    5. finnthesubhuman
      finnthesubhuman
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      Please not the bunyip, it looks absolutely ridiculous (idk where the sabrecat depictions are from, they're supposed to be impossible to define physically outside of being aquatic and large -- hell, I was told they looked like a seal with two front legs, which just sounds like a Horker to me lol)

      That being said, I second crptozoological regardless, just maybe something a little more disturbing like the Krasue, Smiling Man, shadow people, mongolian deathworms, mothman, the not-deer...lots of great stuff to choose from.
  4. MihailMods
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    thanks guys <3
  5. MHoberg02
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    Should have made them drop their tongue as it were an ingredient in Daggerfall. Still gonna use it tho
  6. Ghostrick74
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    Isn't there is a mod that include the old version of these ghouls ? I would like to download the version 2 but i have a lot of creatures mods (the vast majority is yours ;) ) but i remember seeing some ghouls in some nordic ruins a long times ago.

    EDIT : Found it ! it's Beasts of Tamriel that add some ghouls, so it's not related to yours XD
  7. sn2113
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    They're back!
  8. IrishWarrior17
    IrishWarrior17
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    Where exactly are these things? I haven't seen any.

    Also is this mod made redundant by the Covetous Demon one?
    1. MihailMods
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      they appear inside nordic tombs, eating corpses of tomb raiders killed by draugr

      covetous demon does not makes this mod obsolete,it only adds aditional ghouls to the new areas added by covetous demon mod.

      you still need this one in order to have ghoulsin the tombs of the game.
  9. MihailMods
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    thanks guys :)
  10. truesurvival22
    truesurvival22
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    Excellent.
  11. Alessnaika
    Alessnaika
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    Best of the beast