File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Safe to use

68 comments

  1. MihailMods
    MihailMods
    • premium
    • 13,784 kudos
    Locked
    Sticky
    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. sh3riff
    sh3riff
    • member
    • 0 kudos
    Very nice.
    Though sometimes many appear and they share same movement animation so it looks weird, like synched swimming. The flying animation is bit wonky too.
    Visibility is kinda too short too. I dont know how others do it, but it is possible too see some stuff like this from extremely very far away without any dyndolod. Some even from all over the world.
    That would be bit extreme but bigger visible distance would be nice.
  3. thelooneyhatter
    thelooneyhatter
    • member
    • 0 kudos
    Hoping one day skywhales can look like TERA's skywhales. These are GORGEOUS though! Good work!
  4. nindrana
    nindrana
    • member
    • 0 kudos
    a dragon got eat 
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      :(
  5. Verzii
    Verzii
    • supporter
    • 2 kudos
    Love the mod, but just one question - Is it possible to remove the flapping the whales do and just have them glide on their fins statically? I wouldnt mind doing it myself if it's a possibility.
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      you can remove the movement directly on the nif, but would look weird in my opinion, even normal whales "flap" their fins.
  6. LegateLatin
    LegateLatin
    • member
    • 0 kudos
    Do either of these creatures show up on solstheim too?
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      if i remember correctly no 
  7. NutmegAndChili
    NutmegAndChili
    • member
    • 0 kudos
    I was about to give up on the whales and thought - because I have to run textures and DynDOLOD on medium or lower - that I would never see the whales. Last night, taking a shortcut through the mountains relatively close to Whiterun, I finally saw the first ones.

    What a breath-taking sight, beautiful sound, and even with my "medium" setting, I could see them all.

    Like seeing whales at sea IRL, this was quite a similar experience although "it's just a game". I am in love with them!

    Thank you for this beautiful mod, and such an experience. Also, thank you for creating such an abundance of amazing mods - my modlist definitely starts to be dominated by yours when it comes down to creatures :D

    PS: Any chance the manta's could be peaceful creatures? They are amazing and it's a shame having to kill them. Also, any chance you could make whales for the sea? I still haven't found anything that ads value to "under the sea" and makes it less desolate in life.
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      i am glad you had a cool expeirence, friend <3

      i have plans for both sea whales and mantas yes
  8. Cesar199529
    Cesar199529
    • member
    • 1 kudos
    Your mods are always spectacular, you really have a lot of talent and imagination.
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      thanks for your kindness <3
  9. MihailMods
    MihailMods
    • premium
    • 13,784 kudos
    thanks for your kind words, guys, and for the great suggestions. <3
    1. hoangdai94
      hoangdai94
      • member
      • 196 kudos
      💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖
  10. eletrohero
    eletrohero
    • member
    • 2 kudos
    For some reason I think the Ice Wraith animations woulf fit well for the whales
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      would not, friend, they would not be able to fly on the sky.
      whales are not animated as true actors, but as movable objects, like hawks are.
  11. Butterman325
    Butterman325
    • supporter
    • 1 kudos
    Any way to make it so these only spawn in the forgotten vale?
    1. MihailMods
      MihailMods
      • premium
      • 13,784 kudos
      you would need to remove the other entrances manually on tesedit.