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
Iv'e had this mod in my loadorder for some time and sort of forgot i had it. So while i was aimlesssly running around the Morthal swamp in the middle of the night, i came upon these guys, thought to my self "i'll go poke them with my sword and see what happens". Well, i wont be running around any swamps in the middle of the night anymore, thats for sure. These creatures scared the heck out of me, (whilst slashing my helpless dragonborn to death). Oh my gosh. I'm gonna need the Dawnguard to take on these monsters. Absoulutely awesome mod. Thanks Mihail
Just installed and was doing a test run of it. I was surprised that I ran all over Morthal swamps and didn't see one. Just for the sake of playtesting is there a reliable location that I can find one to test it out? Please and thank you.
Got a question that I'm unsure if you would know the answer for (considering a have a large emount of mods installed). Do you know any reason why the starved hunger stays invisible, even after I have attacked it? I'm guessing I'm running into a bug, and just was curious if you knew of any reasons why that would happen. Thank you, and I'm loving your mods so far!
I don't want to be rude, but why are so many of your creatures so OP? Hungers have paralysis off the bat. The storm colossus deals ridiculous DoT damage. Indriks are flat-out unfair, especially within the bounds of Falkreath as an "Early-game" area. Etc etc.
I just don't see the need for them to be so powerful straight away at least.
they are not, except if you use legendary difficulty, a very artificial setting that no one should use (master being the most recommended if you want difficulty), or if you use combat mods or other stuff like that. except this, if you still find them op, is a skill issue, friend. i follow the old rpg rule: world is not built or balanced around you, so, if you find certain foe too difficult, run and return later when ready. also, all creatures have weaknesses you can explore. but, i think probably it may be a load order issue, since, as you can see on the video on this page, hunger barely manages to paralyse me, i was even forced to wait for him to do it, so, if happens to you often, is problem on your end.
I 100% agree with Mihail's old rpg rule, always play my rpgs on the hardest difficulties. I'm also not afraid to say that, in my current playthrough, I've ran from many fights during the early-game. The safest bet to someone who's suffering on the early game is usually to do the guild quests, so I'd recommend you do that @BurnsofWhiteFire, but if you still want a weakened Hunger, I can also point you in the direction of a patch I've made that deals specifically with that, here.
I want to start by saying this mod is fantastic. I just started to learn about dyndolod, and this mod threw an error for me in dyndolod something called a unresolved form id.
Wanted to say love this mod. Won’t spoil the first encounter but I enjoyed it. Played the encounter multiple times and 1 time it fled and chasing it was fun. Nice job
81 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.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
Good thing I'm a stealth archer primarily
Absoulutely awesome mod.
Thanks Mihail
I just don't see the need for them to be so powerful straight away at least.
except this, if you still find them op, is a skill issue, friend.
i follow the old rpg rule: world is not built or balanced around you, so, if you find certain foe too difficult, run and return later when ready.
also, all creatures have weaknesses you can explore.
but, i think probably it may be a load order issue, since, as you can see on the video on this page, hunger barely manages to paralyse me, i was even forced to wait for him to do it, so, if happens to you often, is problem on your end.
you can disable it while making the necessary stuff if necessary, and then enable it again.
I need to generate Dyndoload again ?