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Mihail

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MihailMods

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  1. MihailMods
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    Greetings,


    • 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 
  2. MihailMods
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    For personal artistic reasons, I decided to remove Frost Giant's
    mustache in this new update. I think he looks better that way.

    
  3. Maakotaur
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    Hey Mihail, love the mod. I was just wondering if this mod conflicts with mods that let you summon Karstaag more, and if so, is there a solution?
    1. MihailMods
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      probably no, friend, no conflict.
    2. OhRavens
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      legenddddd <333
  4. BombedDragon
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    hey i have this mod loaded last in conflicts according to xedit, when summoning karstaag after putting his skull back on the throne, he does the blizzard and then insta dies doing a soul trap animation and i get a "summon 3x Karstaag spell" but there is no bossfight? is this intended or what happend here? also the summon spell of karstaag insta dies when summoned
    1. MihailMods
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      no, you have mod incompatibilities, maybe more than 1 mod affecting karstaag
  5. MasterCheesey
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    FOUND AN INCOMPATIBILITY - Not Saying that so you can fix it mihail you're doing a great job just letting others know about it

    less confrontation animals if you use skytest Makes the Frost giant invisible if it overwrites the mihailfrostgiant.esp, so either don't use that or let frost giants overwrite it
  6. haneva26
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    Hey Mihail, thank you for sharing this wonderful creation with the community. Your latest version of this mod does not have an ESL plugin. Is it fine if I use the ESL plugin from the previous version?
    1. MihailMods
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      but is exactly the same plugin friend, are you sure you have not downloaded the LE version?
      i have not touched the .esp on the update.
    2. haneva26
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      Yes, I am certain that I downloaded the SE/AE version (and I checked again to confirm). And I double checked the plugin and it is not flagged as a light plugin, which means it is taking up a slot in my load order.
    3. haneva26
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      And I noticed that the file size of the plugin in the latest version, which is 46.9 kB, is the same as the size of the ESP plugin in the old version. The file size of the ESL plugin in the old version is 46.8 kB.
    4. MihailMods
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      i will check it soon, friend
    5. Bectile
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      I compacted and ESLified the latest version in SSEEdit, should be ok. Like the new look, more toothy!  XD
    6. Kulharin
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      does it require compaction to ESL flag?
  7. SpookyDovah
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    Hello, I have just installed the 1.1 version and you state in the sticky that is flagged as an esl but that is not true for 1.1. It is a standard esp as seen here, I checked in xedit too and it has not been flagged. Is it okay to do it ourselves in this case?

    1. MihailMods
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      yes, i just forgot.
      you can also get the bundle Grahls and Frost Giants, this one is flaged as .esl.
  8. zupashi855
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    Is it possible to have a karstaag replacer version? It would be awesome to make him unique in skyrim from the other frost giants. Something like this but cooler: Karstaag - The Frost King Reborn (Bloodmoon Creature Restoration Project) SE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
    1. MihailMods
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      perhaps in the future, friend
  9. VampireXLord
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    are you going to make an esl version for the newer version?
    1. MihailMods
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      it is an esl, friend.
    2. Laize566
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      what texture resolution is this?

      2k or 4k?
    3. MihailMods
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      4k
  10. TooManyMoths
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    What happened to the version that used the models from the witcher?
    1. MihailMods
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      it is not the same mod, friend
    2. MehrunesDagon47
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      Do you have plans to bring that mod back? It was called Ice Titans I think.
    3. MihailMods
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      i do
  11. Syq111
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    For some reason Frost Giants appears invisible,tried check it in xEdit,the only thing it conlicted(probably) was Skyrim Immersive Creatures,is possible that this may be cause of Frost Giants being invisible?? Edit :Managed to fix that
    1. MihailMods
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      i am glad you found the cause, friend
  12. Oubaas
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    Love it! Now if someone who knows how would patch it to work with Calling of the Conjurer, I'd be delighted.

    I can conjure Karstaag and it works fine. But if I conjure the regular Frost Giant, he's invisible. You can hear him, but you can't see him.

    But, no matter. Outstanding work, as always, Mihail!

    P. S. I'm missing the Ice Golem. I hope he comes back soon!
    1. MihailMods
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      probably would require a patch changing the path for the nifs, friend, since my mod changes the location of the frost giant files. Try placing this mod above the one you mentioned, and tell me what happened, but probably will require a patch to work alongside it at 100%.

      i need to remake ice golems model, so may take a bit, but i promise it before june.