Skyrim Special Edition

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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. thesignedpainter
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    I have made a plugin replacer that removes all of the carcasses if you want to house it here @MihailMods
    1. MihailMods
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      you can upload it on nexus and post a link here, friend
  3. KarmaJockey
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    How did I miss this one?!?

    Downloading immediately for some non-pinchy crabby goodness.
    1. MihailMods
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      <3
  4. babblecat3000
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    I love crabs. I download this mod, start the game coming off a ship at Solitude. Teensy tiny crabs all over the stairs. I'm overjoyed. I play unarmed so I punch the crabs to death in my fine clothes. I use Simple Hunting so I pick up the carcasses, run up to Solitude in my fine clothes, and the first thing I do is is sidle up to a market stall owner in my fine clothes and whisper-ask whether he wants to have a look at my crabs. He buys them all. <3 
    1. MihailMods
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      :3
  5. good0593
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    Hello!

    I like crabs and horseshoe crabs.

    But, not a fan of whale carcasses and human carcasses.
    Can optional items be added to remove whale carcasses and human carcasses?

    Thanks!
    1. MihailMods
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      you can remove them in tesedit, friend
  6. Laptoprocker
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    How can I remove the Witcher NPCs from the game? I'd love to have this mod, but the dead Witcher guys are unimmersive to me.
    1. MihailMods
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      i suggest a good reading on my faq regarding that subject first.
      but, nonetheless, you can simply remove the objects using tes edit.
  7. MonkutPaik
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    I love this mod
    but man, those nilfgaard soldiers are kinda ruining the immersion XD
    also when you look directly at them upclose my framerate massively drops for some reason
    1. MihailMods
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      hello friend, if you are having framerate drop, it may be related to your pc specs, or skyrim version.
      are you playing in VR? on SE/AE i have zero problems with the corpses, but due to them being in 4k you may face problems on VR (it usually only goes well untill 2k), also on some heavy load orders and/or lower specs machines.

      regarding the nilfgaardian soldiers, i have a section about this kind of question on my FAQ, check it out and have fun with the mods:

      "Are all your creations lore-friendly? -First, let's define Canon, Lore-friendly and Immersive: Canon- is part of the official TES lore, presented in official games, books, trailers, etc., and in the case of TES, we can say that it is a partially open-canon franchise, as presented by C0DA, later confirmed at ESO, for the disgust of some fans, and the happiness of the majority; Lore-friendly- something that is friendly and compatible with lore, not necessarily Canon, but something that could be, since it follows the pre-established canonical rules. The partially open-canon feature that allows fans to expand the lore of TES fits like a glove in the concept of Lore-friendly; Immersive- something that, in the field of mods, whether Canon or Lore-friendly, is inserted into the game in a logical, fluid and interesting way for players. So, are mihail mods Lore-friendly? Absolutely always, for my great respect and love for the franchise and its lore, but they are not always Canon, and they are always as Immersive as possible. When not canonical, I create a lore-friendly background to insert them immersively, and due to the partially open-canon feature of TES, they fit seamlessly, without spoiling anyone's gameplay. I know that there are very purist users who don't like this approachment, but my mods follow of course my own philosophy, and obviously being my creations they will always follow that line of thinking.

      But you sometimes bring content inspired by other franchises, isn't that a problem? - No, because other franchises are other universes not related to TES and you have full intellectual and creative capacity to disassociate a concept from another franchise from that same original franchise, and see it adapted to the TES universe in an immersive and lore-friendly way without it affecting your immersion and enjoyment, because, as I said before, you are an intelligent player and not a limited individual. It is important to think outside the box."
  8. Jayombie
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    Always love your creations, 

    I tried this mod out but for some reason the first place I came across at the small boat scene with the two dead bodies there these wonderful small crabs everywhere (love that) but my frames tank really bad whilst at the scene...

    I also notice the crabs behave like your : Fiendroth Beetles (reported same issue way back) when picked up and dropped they disappear into the ground and I wonder if its something to do with there particular physic properties (which may also be cause of the frame drop).


    FYI - your chicks and chickens mod I have no issue with (they excellent) and they handle way better in VR so I can only imagine these are designed differently.
    1. MihailMods
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      probably the VR thing is an issue with very small critters being picked after death.
      i have not much knowledge about VR particularities, so its just a wild guess.

      regarding framerate, if you experience it dropping around the crabs you are facing the consequences of a too heavy load order or your pc is on need of upgrade, sometimes both.

      textures of the crabs are 1k, so, no heavy at all, and the number of actors is not that big.

      how are your pc settings?
    2. Jayombie
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      Thanks kindly for the reply,

      Yeah I use a number of your mods with great glee, just some mods with small critters I seem to have a physics issues with.
      Of course you mod for SSE not VR so its probably hit or miss that some 3D models are not always going to react well in VR.

      You should see your 3D models up close in VR though, they amazing...

      Settings well, its hard to portray what I use compared to SSE flat screen use. I play with a cap of 72 FPS and it does dip now and again but nothing usually below 50fps. I have a RTX3080ti and Skyrim is maxed out in settings.

      I will keep experimenting with different settings, but I do like to keep you posted from a VR players point of view. I try not to be negative but informative and will pass on my experiance whilst I play.

      I found your not the only modder with 3D modelling creatures that do not always behave right in VR. Could be the skeleton used or the anchor points relative to the physics side, truth be told I have no clue as I am gamer not a modder.. :)
    3. MihailMods
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      perhaps the most modified the skeleton of the creature is, the less it behaves properly with VR physics, but is just a wild guess.
  9. MihailMods
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    thanks guys for your kind words :3
  10. Stevenwave
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  11. toostruus
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    Highly underrated mod which is so good.