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
I love your replacers, they are really qualitative, bravo, it makes me think that the game has also pheasants, they are really not pretty in vanilla, do you think you replace them too?
I caught one of these once when 2 friends and I were climbing towards a large mountain. My one friend wanted to just eat the damn thing, but I wanted to make a stew out of it. Funny thing is, When I told him I was gonna put potatoes in the stew, he didn't even know what they were. Unfortunately we didn't really have time to enjoy it when a couple of straight up Chads ended up stopping by. It was a crazy day really.
Yes i but i really wish if i could remove all this silly clutter, or best option, replace them all with some enemies that secretly lives inside various inns of Skyrim and feeds on the life force/spirit of sleeping guests(they usually prefer inns rather than homes as they are lazy creatures, and have a diverse taste, due to which they prefer to relish on both outsiders and local nords at one same place) (^^)
regarding the pheasant: yes, i will do both a creature and a replacer for the hanging ones very soon.
regarding the shell texture, i will copy paste what i answered about that on the alive rabbit replacer mod: Tbf the reason i don't allways use shell textures (which causes the fluffy effect), is the fact that tbh it does not look that good when you see them up close. Looks allways great on screenshots, but on first person sometimes not that much. Some authors do it better than others, and some do it pretty well and manage to hide the flaws of the method, but in general, i think shell textures are really overrated, and everyone can test what i am saying by looking at them up close, and it is not fault of the authors, but fault of the method itself, so, despite the fact i like to see the pics, and i think stuff looks cute when fluffy, because i know the flaws of the method and I see its problems i usually avoid it. But, i am super into the idea of someone making that fluffy patch to it, since, as i said, some authors really do it very well and manage to hid most of the problems of the shell texture method. As i said, it continues to look bad when you see the model up close, because shell textures are just a shortcut to trick the eyes, they are not really creating real 3d fur, but random holes on top of layers and layers of the same model, each one more enlarged than the previous one and with more holes, but would look great in third person view, or even first person for a distance, and would be the prefered choice of many players.
32 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
By the way, you look pretty good-looking. You will look more handsome if you shave your beard.
FIGHT ME HEPARI!
thanks again for your great work :)
Finally a rabbit that looks like a rabbit
just a remark, could you do the front legs and the ears drooping
regarding the position, they already match the vanilla one, to avoid them clipping on stuff.
regarding the pheasant: yes, i will do both a creature and a replacer for the hanging ones very soon.
regarding the shell texture, i will copy paste what i answered about that on the alive rabbit replacer mod:
Tbf the reason i don't allways use shell textures (which causes the fluffy effect), is the fact that tbh it does not look that good when you see them up close. Looks allways great on screenshots, but on first person sometimes not that much.
Some authors do it better than others, and some do it pretty well and manage to hide the flaws of the method, but in general, i think shell textures are really overrated, and everyone can test what i am saying by looking at them up close, and it is not fault of the authors, but fault of the method itself, so, despite the fact i like to see the pics, and i think stuff looks cute when fluffy, because i know the flaws of the method and I see its problems i usually avoid it.
But, i am super into the idea of someone making that fluffy patch to it, since, as i said, some authors really do it very well and manage to hid most of the problems of the shell texture method. As i said, it continues to look bad when you see the model up close, because shell textures are just a shortcut to trick the eyes, they are not really creating real 3d fur, but random holes on top of layers and layers of the same model, each one more enlarged than the previous one and with more holes, but would look great in third person view, or even first person for a distance, and would be the prefered choice of many players.