Skyrim Special Edition

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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. Quintonjj13
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    Would anyone know if this is compatible with "Draugr Upgrades and Improvements (Draugr and Skeleton Overhaul)"? From everything I've read I think it should be fine, but would love to have a definitive or close as answer
  3. aPoPhus19
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    Hi Mihail,

    I love your monster mods

    I have a problem with this mod, Everything has been fine until now & for some reason, when I come across them, they do not attack me, they will happily attack other creatures, but not me or my followers, I can attack & kill them & they still never attack me/us
    Would you have any idea why this could be happening?
    I am level 65 & they have worked flawlessly until now.

    Thank you in advance!.

    My bad, It's fine now
    1. MihailMods
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      i am glad all is solved :)
  4. J0h3l
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    Do your mods replace the vanilla Draugrs? It's strange have a group of HD Draugrs and others not
    1. MihailMods
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      nop, but dont worry, the difference is not that big, and they are never found alongside the vanilla ones.
    2. J0h3l
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      I copied and pasted your textures for replaces the vanilla Draugr, seems to be compatible.

      Nice work 
  5. HenryHopkins
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    Hello Mihail! Long time user of your mods! Im remaking a mod list for skyrim vr and I was wondering if you think using stat modifying mods may break this mod? I use true armor and have it set on balanced, but sometimes mod created creatures become broken stat wise while using that mod. Do you think there might be a potential of that? If you arent familiar with true armor, it affects speed, general stat regeneration rate, and chances of causing harm or deflecting off of armor based on weapon types. I imagine the Draugr mounts have their own meticulously laid out stat pools. 
    1. MihailMods
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      i think you will have no problems :)
    2. HenryHopkins
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      Thanks! Already ran into a patrol. With the encumbrance by true armor I was a lot slower so the horesman ran me down pretty fast lol. Terrifying encounter at night with a Darkness mod. 
  6. pitbulljim
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    Greetings, this mod is excellent no doubt, but man cavalry keeps one shoting me, I've even tried on Novice difficulty where they are at least fightable, i have a very clean and limited mod list, i have no mods that change combat or difficulty whatsoever, just Valhalla combat.. might be conflicting i don't know, I've just come across them at the ruins outside Windhelm on my new character.. 

    *I've read previous comments on difficulty, you explained everything works fine, and i cant understand why they are literally unbeatable on Adept+ difficulty

    Thank you in advance keep up the fantastic work!
    1. MihailMods
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      As you mentioned, friend, i posted already the stats of the creatures to show how their lvls and damage input are perfectly normal and even low, but will repost again in case you have not checked the specific prints:


      Starting with the weapons, as you can see the Glaive they use causes basically same damage of a Draugr Greatsword
      used by Draugrs all the time, just 1 point more because is a stronger weapon with bigger reach;


      They have no natural damage, so the attacks only cause the damage that the weapon has as damage value.
      As you can see, most attacks keep the 18 dmg points, and the main ones duplicate it, like the horse stomp,
      so on these you get 36 points of damage, what is still low even for lower characters and those power attacks are
      easely avoidable;


      As enemies they start at lvl 13, and scale to you untill lvl 35, so at lvl 30 you are facing Draugr Cavalry
      of lvl 30, to maintain the challenge, like vanilla Draugr do. Their stats are a relative combination
      of what the stats of a draugr and a draugr horse together would have, and at their weaker state
      they are comparable in health to a bear, that stands at lvl 12 in vanilla.

      They do a normal damage input, lvls are normal, you should not have problems, specially on Novice as you mentioned.
      I kill them without problems on highter difficulties.
    2. pitbulljim
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      Thank you for the quick response! Apparently something is conflicting with the cavalry stats, i found a solution by editting their weapon damage via SSEEdit, worked well for me !!! 

      Keep up the great work, i hope we see more of your mods!
    3. MihailMods
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      i am glad you found a solution, friend
    4. srfrogg23
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      I'm having the same issue.  The only combat related mod I have is CGO.  Any idea if that could be impacting their damage?  I have about 350 health and 300 armor and they're taking about a third of my life with every hit right now.
    5. jinteki3
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      Same here, My character has 200+ armor rating and 300+ HP and when they charge me i instantly die. 
    6. MihailMods
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      only way to discover the cause is by disabling mods one by one,friends
  7. jayx0l
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    I really enjoy this and all of your other creatures mods but I personally think that the undead horses are maybe a tiny bit too fast as they can basically fling themselves faster than an arrow.
    1. MihailMods
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      they are slower than vanilla living horses, friend.
    2. jayx0l
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      Then something is acting weird but thanks for the reply and thanks for all you've created with custom models, animations, sounds, scripts, spells, events, and even more.
    3. MihailMods
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      <3
    4. jinteki3
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      i do not have any mod that touches horses, mounts or movement speed of creatures, but these undead horses sometimes they run like a horse but sometimes  they charge at incredible unnatural speed.
  8. 0NorthernWinds
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    You have so many good monster mods but this one is one of my favorites. You really have to be careful when approaching nordic ruins with these horsemen around, especially at low level.

    Also, thanks for keeping your monsters challenging and not giving in to the pressure to make them easier. I like the added challenge your mods bring. It's one of my favorite things about them. Keep doing what you do!
    1. MihailMods
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      thanks for your kind words my good friend <3
  9. imnotyourbitch
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    great mod!
    1. MihailMods
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      :3
  10. csclevenger
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    I liked this and it's a great add!
    1. MihailMods
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      <3
  11. ItsRainmoon
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    some of the walking draugr have missing texture while some looks completely normal idk what cause it
    1. MihailMods
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      try re-installing again.