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 four possible scenarios and check which scenario applies to this specific release. Since the other three 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;
The mod doesn't have an .ESP, so it obviously doesn't take up space in your load order.
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
New quest mod coming soon: The mod's first open alpha test release was initially planned for late September but was pushed back to mid-October for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more. In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.
Oblivion Gate test (First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on the video of the first gate test I published time ago), so i came back and redone the oblivion gate effects and sounds, and now i like them much more.)
Oblivion Gate test 2
(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but later on the mod they will come from others, while already in oblivion, specially when travelling between realms and/or pocket realms. Check the previous testing to see the full working mechanics of the Oblivion Gates on the mod.)
Mythic Dawn Archvicar lines
(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming", and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although they will not be featured yet on the first open alpha testing release))
Interaction with Dagon at Azrak'ath Ruins
(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated, on current state the eyes of dagon glow in fire when you approach and he starts talking))
Azrak'ath Ruins boss fight (end of act 1 of 30)
(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands. In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)
Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1
(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis, during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans, which start with the Dragonborn opening a portal to Oblivion.)
A mod called More Chicken Variants will be released by me next week, using this one as requirement, and being an .esp that adds several new color variants to chickens. It is not included in this one because this one has no .esp, and the other will have, so, will be separated works, with different functions. This one exclusively replaces vanilla chickens, and the other will add new color variants of chickens, but will not replace the vanilla ones, so both mods are complementary. Nonetheless, this mod is standalone, while the other one will require this Chicken Replacer mod. Will take some days because i am right now finishing some creatures for the announced Extended Cut: Saints and Seducers, namely Flesh Atronachs, Baliwogs, Poliwogs and Shambles. Check the trailer and get hyped for their project, because is made with care, passion and they are amazing nice people:
what if you only have this chicken mod? cause i am having a similar problem but mine look like they are trying to take the pheasent textures that i got from you so it made me confused what i should do
would it be possible for you to add an alternate version of this in esp form so I can edit it and integrate it with other mods? it does not show up in creation kit or sseedit, even though it's an ESL.
this mod is incompatible with the chicken companion mod se port; which is a real shame. anyways, I want to correct this by re-applying the regular chicken mesh to the chicken companion, but I don't know what was replaced with this mod, and I'm fairly new to messing with textures. the mesh for the chicken companion is fully in tact, it's just that the chicken companion is pulling from the same texture file as your chickens. I also have "thiccens" installed, but I don't think that's what's effecting it. I would greatly appreciate any help.
chicken companion uses a vanilla chicken model and vanilla path for textures, this mod replaces both model and textures on the mentioned paths, to make the mod .esp free. (changing the position of files could require the existence of an .esp) it would require the original author or someone else to make a compatiblity patch, even using this new model on the chicken companion.
I think the original author has gone mia and the person who ported it said in their posts that they don't really have much experience with modding and would be unable to help with such things. guess it's up to me, it's for me anyways. at least I can re-extract them if I break them haha..... thanks for the help, though!
okay, I fixed it, I just went into the chicken companion esp and made duplicates of the chicken base and just assigned the duplicates to him in ck, on the off chance anyone else actually uses the chicken companion mod XD also it will still need to be loaded after this mod.
Well, this can't be right. I can't find another mod that interacts with the chickens? I don't even know what sort of incompatibility would cause this. Creepy chickens.
It worked after moving it though I can't figure out what other mod is replacing the chickens. Will have to look into it, weird. EDIT: It was Misc Retexture Project.
168 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, 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;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
New quest mod coming soon: The mod's first open alpha test release was initially planned for late September but was pushed back to mid-October for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.
Oblivion Gate test
(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)
Oblivion Gate test 2
(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)
Mythic Dawn Archvicar lines
(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))
Interaction with Dagon at Azrak'ath Ruins
(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))
Azrak'ath Ruins boss fight (end of act 1 of 30)
(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)
Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1
(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)
This one exclusively replaces vanilla chickens, and the other will add new color variants of chickens, but will not replace the vanilla ones, so both mods are complementary. Nonetheless, this mod is standalone, while the other one will require this Chicken Replacer mod.
Will take some days because i am right now finishing some creatures for the announced Extended Cut: Saints and Seducers, namely Flesh Atronachs, Baliwogs, Poliwogs and Shambles. Check the trailer and get hyped for their project, because is made with care, passion and they are amazing nice people:
it would require the original author or someone else to make a compatiblity patch, even using this new model on the chicken companion.
move this mod to the lowest position of your load order.
EDIT: It was Misc Retexture Project.