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
Regarding Vahlok's Dragon Priest's "nice and cool" status,it is important to remember that this was his condition in life. I even thought about giving him different combat lines, but not only the generic lines are "neutral" enough for a creature like them (compared for example to the very darkest and most malevolent lines of my Liches), as well as after eons Vahlok is but a shell/shadow of his former self, being, like a Wraith, a creature now lost and corrupted for his existence as living dead. He is now just that, a fragmented soul, torn by the passage of time into a unnatural form of existence, and which persists only fueled by the energy of his servitors and/or tonal magic that modifies the pillars of the balance of life, in an endless cycle of energetic "vampirism". There is no justification for someone to remain "cool" after ages in that condition. Furthermore, he attacks us and has exactly the same attitude as the other Priests, so in fact there is no need to give him unique taunts, since he already has his unique initial taunt, in which, despite everything, he still remains somewhat faithful to his initial mission, even if distorted.
Thanks to Jayserpa for converting this mod into .ESL, thus not using an .esp slot anymore, and for teaching me a way to mark mods with dialog as .ESLs in a safe and functional way, something that until then had not been working for me when using methods of traditional ESLfication.
Technical details: - users shouldn't switch from the ESP file to this new ESL-flagged file mid-game. - If installing on a existing save, users might need to save/re-load the save once for the new lines to start working.
EDIT- i am having a hard time making the Dragon Priests say the death lines on the .ESL version for some unknown reason. All the dozens of lines work, except the 2 said by them when killed. If you use the .ESL version, lemme know if they say in your game the lines in dovahzul when they get killed, like they do on the .ESP version.
It's just a speculation, but because the .esls are read first and faster, maybe the new death sounds are being overwritten by the vanilla death sounds, something that doesn't happen in the case of the mod in .esp format, but it's just a theory, since everything is properly configured as in the case of the mod in .esp format.
I have the esp eslified myself, I'll have a look when I have the time to kill a dragon priest and report back here. Too busy playing new land mods now.
Using the ESL as well, not sure if they are supposed to say the death line everytime they die or if its random. I did some testing on Krosis, I killed him 3 times and he said the death line only on the last time I killed him, first 2 times no death line. All other lines working/sounding great, this is an awesome mod :)
At a quick glance through the file tree, there are some files which do not have an ESL-compacted ID in their filenames, e.g. 00005903. Might this be related to the issue? (Or are they just files which are unused?)
its because as usual CC is terribly done, friend. they probably not even bothered to change the ayleid's race. dont worry, i am in a sequence of CC overhauls, so i will touch the ayleid soon.
Thanks for creating this awesome mod and i wanted to ask is there any way to add Summonable DPs to not use the Voice provided by this mod it gets annoying real fast when you use Summon 3 of them in combat and you can't hear / read anything else but them -.-
Oh sorry my bad its an overhaul mod called Requiem that add them been playing with it for so long i kinda forgot that its not a vanilla feature :D So its not as simple as to add it to some Exclusion list or something but a patch Thanks for the info :)
I had a similar problem (summoning 2 Dragon Priests at once). One easy solution, which will not stop it but make the voices less noisy: There is a folder within the mod: archive - initial volume. Taking these, copy & paste them over the ones in CrDragonPriestVoice (letting it overwrite), replaces the audio files and they are easier to listen to ingame. Of course, that will make encounters quieter as well.
Hey does anyone have the issue where the priest talk endlessly and do not attack at all. I just started a new playthrough and I went to shearpoint and the dragon priest there spawns and talks and talks as me and my followers beat the crap out of him, doing nothing to slow us down or defend himself. Its honesty goofy and out of place in my hardcore modded game. Just wondering if anyone has any tips how to make the priest to behave and attack like normal while also talking with these awesome to lines.
Thanks a bunch for the quick response! Will try this fix out tonight.
Edit. Tried it and help a lot, it may require a custom patch to be fully effective. It did help turn the dragon priest back into the hardcore boss enemy they are designed to be instead of loot piñatas that talk.
the issue is not related to this mod, friend, it can be a simple AI bug (and it sometimes happens with dragon priests) or caused by your mod list, although not specifically due to an interaction of mods that includes this one, since it literally does not touch at all dragon priest game entrances.
some of the lines are in dovahzul, friend, i only did not made all of them on the dragon tongue because the priest voiced in vanilla (Morokei) mixes both languages, so i followed same rule.
147 comments
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.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
Thanks to Jayserpa for converting this mod into .ESL, thus not using an .esp slot anymore, and for teaching me a way to mark mods with dialog as .ESLs in a safe and functional way, something that until then had not been working for me when using methods of traditional ESLfication.
Technical details:
- users shouldn't switch from the ESP file to this new ESL-flagged file mid-game.
- If installing on a existing save, users might need to save/re-load the save once for the new lines to start working.
It's just a speculation, but because the .esls are read first and faster, maybe the new death sounds are being overwritten by the vanilla death sounds, something that doesn't happen in the case of the mod in .esp format, but it's just a theory, since everything is properly configured as in the case of the mod in .esp format.
In this mod's desc,
The new lines of dialogue are directly attached to the "DragonPriestRace" and "DLC2AcolyteDragonPriestRace"
So, to make it work together, I think you have to attach this voice with "DragonPriestHumanoid" race from HDP.
they probably not even bothered to change the ayleid's race.
dont worry, i am in a sequence of CC overhauls, so i will touch the ayleid soon.
Could you maybe think about expanding ghost adventurer and subjugated ghosts voice lines ?
In the likes of Skyrim:Rannveig's Fast they say nothing but seemingly two lines mostly.. I HAVE NO CHOICE and I AM SORRY.
Drives one insane...
Thanks anyways...
So its not as simple as to add it to some Exclusion list or something but a patch
Thanks for the info :)
Taking these, copy & paste them over the ones in CrDragonPriestVoice (letting it overwrite), replaces the audio files and they are easier to listen to ingame.
Of course, that will make encounters quieter as well.
Edit. Tried it and help a lot, it may require a custom patch to be fully effective. It did help turn the dragon priest back into the hardcore boss enemy they are designed to be instead of loot piñatas that talk.
i added a Enigma Series Patch to match Valthume and some minor fixes, amazing voice acting!!