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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. 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. Hi! please answer me! is the design (the look of that werewolf zombie) the same as those of the Witcher series (specifically the Witcher 3) or inspired by them ?
    1. MihailMods
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      yes friend
  3. Fear2288
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    Just encountered them for the first time in the Glenmoril Coven.

    Something isn't right and I'm 99% sure it has nothing to do with the mod itself, but the blood effect on them is VERY bright red and they've got this sort of white-ish glow to them. This visual issue goes away upon their death and they look as they should.

    I'm assuming this has to be related to ENB.

    I'm using Cabbage ENB w/Ragnarok reshade.

    Any thoughts on what's causing this issue or suggestions for what I can tweak or settings I can change to get these guys looking as they should while theyre still alive?
    1. MihailMods
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      it is ENB related, friend, you may tweak some settings on the ENB, but i would not know wich ones
    2. Fear2288
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      Still haven’t figured this out.

      Out of curiosity, do they have some kind of status or magic effect on them when alive? 

      If so, I wonder if the glow is due to some kind of interaction between the status effect’s glow and the ENB. 

      Cabbage ENB also seems to increase the prevalence and noticeability of rim lighting. 
    3. MihailMods
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      yes friend, the blood is applied as a "magic effect"
    4. Fear2288
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      Ah okay, for some reason Cabbage ENB must mess with that kind of visual effect. I wonder if using a mod like Glow Be Gone would set this right. I’ll have to try it on my next playthrough. 
    5. 8824
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      Have you solved this problem, bro? TT
  4. TheBigIgnition
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    Hey Mihail love the mods man!! 
    1. MihailMods
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      <3
  5. ChefeElJefe
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    I love these
    proper reminds me of the werewolves from the game legendary so its a real hit of nostalgia!
    1. MihailMods
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      :3
  6. Randomguy0011
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    Is there a way to reduce the number of undeadwerewolves? I was pretty excited when I found my first group then all 8 or 9 bent me over the nearest bolder. They're very cool but on expert the only way to fight them is to be a werewolf yourself and abuse the ability to ragdoll them.
    1. MihailMods
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      they are considerably weak in low lvls, friend, you should not have problem dealing with them, since they are decaying corpses.
      of course this may change if you use certain combat mods or similar stuff.
      also, most packs will be of 3 or 4, with an alpha, larger ones are around specific ruins.
      you can reduce their numbers using CK or Tesedit.
    2. Randomguy0011
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      I'm at lvl20 on Expert Diff. I went to clear the Glenmoril Coven and there were at least 7 or 8 in the starting room with 3 extras guarding each of the off rooms. I didn't have trouble with the three extras in the side rooms but the main room was a bloodbath. Same thing happened at Ysgramor's Tomb. I got there and there were 6 or 7 not including the alpha. They aren't super difficult but it gets pretty hard to manage them when they are in numbers that large.
    3. MihailMods
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      ah yes, those are the 2 locations with big packs.
      the glenmoril coven now becomes a much better and more intense boss battle than before.
      all other encounters will be much smaller.
  7. MihailMods
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    thanks guys, later i answer more comments <3
  8. hoangdai94
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    10/10
  9. DizzyXC
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    "...because I'm working a lot on a mod quest that is getting very big"

    Has it been released yet? Is it the land of the dead with a 'Night King' type of anti-hero enemy like game of thrones that resurrects the dead to animated dead and conquers all? That'd be freakin EPIC! Cuz I just saw your undead monsters pack with 83 new enemies. Freaking wow, dude! Or maybe you modified the Potema Quest in Solitude and the Wolf Queen doesn't die like a *censored* again and instead comes back like the NIGHT KING and resurrects all the dead to animated dead and takes over again unless you stop the bitch.
  10. KUSHxBLAZED27
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    How would i get this to replace beast form?
  11. DEMONTIMECEO
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    could you make dis for undead plays like litchs that use litchdom mod would be dope for when you join the companions ps realy dope mod