Skyrim Special Edition

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About this mod

Compilation of Mihail's Classic Ghosts and Mourning Souls mods in one esp. Take Skyrim's spooky haunts to the next level with this terrifying add-on.

Permissions and credits
  • German
  • French

  • This mod is a compilation of my Classic Ghosts (LE/SE-AE) and Mourning Souls (LE/SE-AE) mods. If you use these 2 mods, by downloading this new file you will be able to delete these 2 esps, thus saving space in your load order;
  • Obviously you should not use this mod together with the 2 mentioned above, since they are already compiled in this new file, and using them at the same time will double the amount of these creatures in your game, in addition to other possible problems;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can also find me on:
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).

Compilation of Mihail's Classic Ghosts and Mourning Souls mods in one esp.
Take Skyrim's spooky haunts to the next level with this terrifying add-on.

From Classic Ghosts page:

"Ghosts are the spirits of the dead who have unfinished business in the mortal world, or are magically bound to it. They generally remain human-like as a result of their residual self-image from when they were alive, and able to speak and interact coherently, until they begin to lose self-identity, memories and purpose. At that moment, they begin to transform into just a floating figure with fewer and fewer human elements, and with visible signs of self-punishment and guilt molded into their bodies, like hangman's ropes, broken bones and scars scattered by the remnants of their ectoplasmic bodies, and torn clothes.
Obviously all of this is illusory and is just their mind manifesting the inner state they are in. At the end of the destructive process, a ghost usually transforms into what we classify as Wraiths.

These ghosts in the process of transforming into a Wraith are fading and seem more ethereal than regular human ghosts. They appear inside catacombs, halls of the dead, in places where people died, wandering around Soul Cairn, and also in some dwarven and nordic ruins, as spirits of thieves and adventurers who died inside these abandoned places, killed by automatons or draugrs. One way to distinguish friendly ghosts from hostile ghosts is to look for a more humanoid form. If they're just a floating vaguely humanoind being, usually legless, covered in ragged clothes, and with an expression of suffering, they're probably dangerous. But remember that in some places you will find human-like ghosts that for some reason can also end up attacking you, so be careful, because each case is unique, although there is a tendency that helps to deduce the mental state of a soul."

by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)

From Mourning Souls page:

"Few things are more pitiful than the transformation of a soul into an insane wraith. Among these, there are those who have plunged into a deep mental abyss of sadness and despair, becoming what many know as Mourning Souls, the personification of desolation.

Souls trapped in the mortal world for their desires, fears or unfinished purposes, gradually end up transforming themselves into traditional ghosts, who obsessively seek what holds them to their former existence, and prevents them from moving forward. It is known that after a while, this state corrodes their mind making them insane, almost irrational, excising their personalities, and transforming them into a mere avatar of their desires, fears and passions, making them become nothing more than a shadow of their former selves, now covered by an ectoplasmic form that reflects their disturbed and deplorable minds and hearts.

A wraith can then be the personification of many things, from the most well-known, generally personifying anger and ambition, be it religious, economic or political, to some very specific ones like the case of Rotten Maidens, young girls who died close to their marriages, or even those who were dominated and enchanted by magicians, becoming powerful Guardian Specters. But, among all these horrifying beings, those who are the personification of absolute sadness and despair stand out: their ectoplasmic appearance shapes what is going on inside their minds, a shattered heart and personality, reflected in the soul's torn clothing, gaunt body and a corrosive sadness manifested on their deformed faces in an extravagant look of disillusionment. They carry sharp daggers and schytes, with which they penetrate the body and soul of their enemies in quick and cutting blows, just like the excruciating thoughts that haunt their minds in the afterlife, weapons that cause bloody wounds, and drainage of the victim's vigor, as if they were the touch of depression itself.

These kind of revenants occur and are common in Soul Cairn, haunting not only the journey of mortals who, perilously, penetrate this Oblivion plan, but also disturbing even the souls who live there imprisoned."

by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)

- 5 new creatures: Mourning Soul (in 2 variants), Ghost, Ancient Ghost, Sanctified Ghost;

So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)

The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.


Mihail- models, effects, sounds, animations, game implementation;

Some assets used on this mod belong to:

- for the original models of part of the ragged clothes used by the models of the Classic Ghosts.

Update on Deadlands development: unfortunately I will be postponing the release of the Project Deadlands first open alpha test to late January 2023. It was initially planned for late September 2022, and later postponed to mid-October of the same year, but circumstances have been delaying me, so instead of delaying it again by another month when October ends, and then by one more at the end of November, I prefer to put a more realistic date already. Unfortunately I have been facing personal, financial and mainly family problems (which end up becoming financial too) that prevent me from being able to dedicate full time to the project at this moment, so I will focus on these remaining 3 months of the year on faster and smaller jobs, so I will continue to be active, and I will not stop producing content, and then on January 1st, with everything more stabilized in my life, I will be able to dedicate myself fully to the project. As I've shared it several times, mainly on my server, I'm not only investing time and effort, but the project also costs money, and right now I can't afford it, nor can I dedicate full time to it. I work practically alone, I do almost everything myself, and it's not feasible for me to continue developing the project this year. Thank you for understanding, and unfortunately unforeseen events arise, and a sequence of them occurred to me in the second half of the year, so I need this end of year to balance things out first. You can check more info about the mod bellow.


New quest mod coming soon: The mod's first open alpha test release was initially planned for late September/2022 but was pushed back to end of January/2023 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 January/23 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.)