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
Technical info: Guars are now widely spread across Solstheim, mostly tamed and used as pack beasts or mounts by NPCs. Some Pony Guars are also kept as pets. In Skyrim, some Dunmer and Argonians also have Guars for the same functions. Wild guars can be found in Solstheim, though rarely. The mod adds some new NPCs, as the owners of some of these Guars. It is possible to steal some Guar mounts and use them in this stolen condition, however it is not possible to buy and/or have your own mount, or even pack guar, using this mod, as it is content for other mods in my portfolio. Saint Jiub now has the only White Guar (in ghostly form) added by the mod. The saint also had his appearance modified to be more similar to the character we saw in Tes 3: Morrowind.
Known issue: As with any other mods that adds creature mounts that are not users of the same horse animation set as the vanilla horses, for which all the vanilla mount mechanics were designed by Bethesda, the use of these mounts by the player or NPCs will sometimes produce bugs, such as for a brief moment the mounted character will appear standing on the creature, instead of properly seated. The mount and unmount animation is also problematic, not fitting perfectly to the new creature's form. It's a vanilla bug and nothing can be done about it.
Compatibility: As this mod modifies Jiub's appearance, it causes incompatibility with any other mod that does this as well, with the mod placed lower in the load order being the modification that will prevail in Jiub. This is irrelevant, so you just need to choose which Jiub modification you prefer to keep, and put that mod below any other mod that also changes that NPC.
there is nothing to be fixed, friend, the possibility of turning this mod into esl depends only in the version of SE or AE you are using, if your skyrim is not pirated and your game is updated you can turn it into esl. i must offer mods that work on all versions, including non-official ones, thats why i never flag as esls mods with facegen.
all is perfectly explained on the sticky comment on top of the page:
"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;"
I am having the same issue. Most of the time the guar doesn't do anything, but sometimes it does, and if you continue playing, your whole game will get screwed up. People in cities attack you, all of Fort Dawnguard attacks you, even though you sided with them. It's a mess, and I have to revert to an earlier save that was hours old.
MihailMods, I don't get what you wrote, "some weird mod incompatibility with factions, friend." That doesn't mean anything to me. How can I fix this?
i cant tell you exactly what happens because it happens due to weird interactions between mods in your leveled lists. i make the mods and test the mods on vanilla, and make sure all works fine, but all that goes beyond that is beyond my responsability, and despite the fact i de facto try to help when possible, is also beyond my reach to know what mods exactly cause the issues. It depends on the user to make the tests by disabling mods one by one, but my guess is that is a mod that modifies factions.
I've been searching for guars or kagouti mounts and voila. Thanks for the amazing mod. Alhough I think it would be more amazing if there's some armored guars running about. Again, thank you.
78 comments
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, 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.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
Known issue: As with any other mods that adds creature mounts that are not users of the same horse animation set as the vanilla horses, for which all the vanilla mount mechanics were designed by Bethesda, the use of these mounts by the player or NPCs will sometimes produce bugs, such as for a brief moment the mounted character will appear standing on the creature, instead of properly seated. The mount and unmount animation is also problematic, not fitting perfectly to the new creature's form. It's a vanilla bug and nothing can be done about it.
Compatibility: As this mod modifies Jiub's appearance, it causes incompatibility with any other mod that does this as well, with the mod placed lower in the load order being the modification that will prevail in Jiub. This is irrelevant, so you just need to choose which Jiub modification you prefer to keep, and put that mod below any other mod that also changes that NPC.
i must offer mods that work on all versions, including non-official ones, thats why i never flag as esls mods with facegen.
all is perfectly explained on the sticky comment on top of the page:
"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;"
MihailMods, I don't get what you wrote, "some weird mod incompatibility with factions, friend." That doesn't mean anything to me. How can I fix this?
i make the mods and test the mods on vanilla, and make sure all works fine, but all that goes beyond that is beyond my responsability, and despite the fact i de facto try to help when possible, is also beyond my reach to know what mods exactly cause the issues. It depends on the user to make the tests by disabling mods one by one, but my guess is that is a mod that modifies factions.
https://www.nexusmods.com/skyrimspecialedition/mods/87630
Wow! they are super cute
some stuff exists to give just athmosphere elements.
EDIT: W-wait! You can't buy them?! AAAKHHH!
Ah, well. Still a good mod though.