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. Kyuukei
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    horrible creatures >:(
    1. MihailMods
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      KILL THEM ALL!
  3. MihailMods
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    thanks guys, later i answer more comments :)
  4. marleystar7
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    This mod is great! but the collision not aligning with the models (especially in VR HIGGS) is very distracting. grabbing the parts in VR only allows a tiny specific part to be held and watching them tumble around after an explosion looks like they are running away lol
    1. MihailMods
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      collision is not 100% perfect because i used as base the collision made for and used on my "dismember those chaurus" mod, but works fine enough outside VR, since the shape of the parts is similar. 
      VR may not make them look that good because you can pick everything, but perhaps in the future i may generate another collision for them.
  5. chimpoforevah
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    So, this does have one drawback: Mudcrab chitin pieces are left throughout the world where the explodable mudcrabs are killed, which over a long period can add some bloat to a save game. But I think it would only be a problem if someone went on a mass mudcrab killing spree.

    Edit: You can go into xEdit and change the 'explosion' from dropping the Mudcrab Chitin to Null. Now they don't drop and stay around anymore, but the explosions are not as cute without the big claws dropping.
    1. MihailMods
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      the drop is essential for you to have a way to obtain the loot, otherwise you would loose the chance.
      the mudcrab chitin is there to be looted, friend.
  6. CHOMEAUX
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    Really fun ahahah
  7. Grungehog
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    Mudcrab go BOOM...hehe
  8. SeraVerte
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    Been a fan of your mods for a long time. Any chance we can see dismembered dwarven constructs?
    1. MihailMods
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      thanks my friend, and yes, certainly they are on the plans :3
    2. Onichu
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      I thought dwarven spiders and spheres already fall apart when killed. At the very least, they split in two.
    3. jaderiver
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      The little dwemer spider thingies do in vanilla , when you kill them they fall to pieces, just like the other dwarven bots, when you kill them they too should all fall to pieces ..
  9. YoungEmmaWatson
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    rly love all of your work, I'm running into a slight issue though. I'm using both the Chaurus and Mudcrab Dismember mods, and the scripts from both want to overwrite eachother in my Data directory. Could I just rename one or the other to avoid this overwrite? 
    1. MihailMods
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      dont worry, friend, let them overwrite, its the same script.
    2. YoungEmmaWatson
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      sweet, thank you! 

      Another unrelated question, i'm looking at porting your Handicapped Citizens mod for the console users, but felt it necessary to ask if that mod contains any explicit text or dialogue (swearing) that would result in Bethesda.net terminating the upload?
    3. MihailMods
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      all dialogue can be seen on the video of the mod on mod page friend.
      it contains only what is showcased there.
  10. jaderiver
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    50% of the Mudcrabs will be dismembered in combat when killed, giving you the chance to get revenge for all the times they messed up your fast travel, in an immersive and realistic way.
     
    Lols  made me really laugh, downloading just for that alone =D
    1. MihailMods
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      XD
    2. jaderiver
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      Erm,  killed the 1st 2  crabs that I saw , they stayed  whole , flipped on their back, but whole  o.O,  sooo random dismemberment ?

      All  good missed reading - 50% of the Mudcrabs will be dismembered in combat when killed
    3. MihailMods
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      yes friend, 50% and only smaller ones get dismembered.
  11. Br8tus
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    I don't say WOW very often, but WOW! I enjoy the pop of eating a steamed mudcrab leg every once in a while (using food eating mods) and this will just make that much more enjoyable. Thanks Mihail. 

    Edit: Damn, I was so busy downloading other MihailMods, I forgot to actually download it. Will endorse when timer nanny goes away.
    1. MihailMods
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      <3