Skyrim Special Edition
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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.


    • 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. Motenator
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    This is much better. Thanks.

    EDIT: There are so many of them outside, and whenever they attack anyone, the whole screen flashes. Im getting spammed!

    EDIT: I used Xedit to disable the flashes:
    Magic Effect > Magic Anomaly Absorption > Explosion > mihailmagicanomaly_attackexplosion [EXPL:FExxxxx]
    I replaced "mihailmagicanomaly_attackexplosion [EXPL:FExxxxx]" with "NULL - Null Reference [00000000]"
    1. MihailMods
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      the number is the same as vanilla, friend.
      you can certainly remove the effect, but then they become basically like vanilla ones.
    2. Motenator
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      I did not mean that you added more, I meant that in vanilla many spawn simulatneously at Winterhold, thus the whole screen flashes every second which makes it hard to see anything. 

      It is still your edition, not like vanilla. I kept all your changes except the flash.
    3. ZapperBX
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      It looks normal in the showcase video, but when pair with some enb, the flash get turn into a blinding light and it is very dizzying
      The flash area is quite large and doesnt related to line of sight my eyes just hurt as if those magic anomaly keep throwing flash bang at u and force u to look at it
      Well done mate, I track this annoying flash feature from High Fantasy Pack all the way here
    4. MihailMods
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      my commitment is with vanilla, friend, what you make in your game by combining several mods is beyond what i can control.
  3. Aelthas
    Aelthas
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    Hi! I love your mods and I remember downloading, a long time ago, a mod with squirrels as well other mods with other animals.

    I miss those mods so much in my current reinstallation!

    Do you plan on re-releasing them too?
    1. MihailMods
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      yes friend, squirrels will return. :3
    2. Aelthas
      Aelthas
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      Thank you soooo much!
  4. DiscoInferno
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    Found this mod at just the right time, thank you for making the game less of a slog.
    1. MihailMods
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      <3
  5. MihailMods
    MihailMods
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    thanks for your kind words my friends <3
  6. HamsterSensei12
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    Wonderful! These have always felt unimmersive and underwhelming. A much needed upgrade :)
  7. Ryokhan
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    Note: I'm not 100% sure about this but I think the latest build of Yuriana may use the anomalies as base for the inherent skill of the main follower, since her summoned wisps now behave weirdly.
    It's not really a issue, though, but one must turn off both her "wisp" abilities in the MCM (she's already pretty buffed up, though, so it's not like she'll become useless).
  8. usaid12345
    usaid12345
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    thank you for fixing these little annoying bugs
  9. NocturnalNerd
    NocturnalNerd
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    Hey Mihail, I know you mod first for LE, so thanks a lot for the ESL flag!! For this mod and the gargoyles!! I know you have ported more but I will add them in the next few days.