Skyrim Special Edition

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Mihail and ED Hartwood

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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. Mercury7Elite
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    I have 2 questions and forgive me if I missed information some place about these two questions: 
    1. Are you planning on an AIO creature/animal mod? You have so many to install.
    2. I am adding mods to Together (coop mod) which does not like expansions nor the Unofficial Patch. Do all or most of your mods work without the Unofficial Patch? Some modders just don't list the Unofficial Patch requirement in the details section. That is why I am asking.
    Thanks for all the great work you do in the modding community. Peace !!!
    1. MihailMods
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      thanks my friend

      1- themed packs yes, a full one probably no.
      2- you can run my mods with or without the AE/CC content and/or Unnoficial Patch, friend.
    2. CorneliusAdler
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      One of those pacs should defiantly be a canon Daedra pack, with just daedra from es 1 to online.
  3. nlmiller0064
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    instant download love the voice acting 
    1. MihailMods
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      <3
    2. EDhartwood
      EDhartwood
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      Thank you! :)
  4. BerryBog
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    TY for these thicc Xivs!
    1. MihailMods
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      :3
  5. Staerk
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    Any plans to add any female Xivilai? ;)
    They are canon in ESO after all...
    1. MihailMods
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      yes friend
  6. ganred
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    Thanks for this great mod, your Xivilai look really great. Is there a certain reason why they can't run? Summoning them over and over again because they're too slow to follow you is quite a hassle.
    1. MihailMods
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      they look stupid running with human animations, friend.
    2. ganred
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      I see, nobody would be afraid of stupid looking Xivilai. :-)
    3. NEXUSKKCK
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      there are many animations to make them look good
    4. MihailMods
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      would require the mod having requirements, friend, and remember, the mods are made for vanilla to serve most users possible.
  7. TheIreheart
    TheIreheart
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    Ever think about making your own oblivion gate for skyrim? That would be something with these Daedra.
    1. TheIreheart
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      Scratch that,  i see several months ago, you posted about your own oblivion realm, with gate, very impressive, i hope you are able to maintain your passion and complete it
    2. MihailMods
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      it got considerably delayed due to personal problems, but yes will be made, friend.
  8. ellyaouisamy94
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    That's really cool how you expand the daedric bestiary ! It was such a disapointment with vanilla skyrim how the game was lacking in monster diversity
    1. MihailMods
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      <3
  9. Danna233
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    Do they have their own skeleton or will they use the XP32 Maximum Skeleton Special Extended?
    1. MihailMods
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      own skeleton.
  10. huthuthut83
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    Will these be added to immersive creatures mod in the future?
    1. MihailMods
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      no my friend, my creatures are not part of skyrim immersive creatures.
    2. huthuthut83
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      Thank you for the kind reply and in taking the time to do so... Do we need a batch patch for this mod and IC to work together without ctds? I wish you could do a dremora replacer lol I bet it would be so much better than bethesda's
    3. MihailMods
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      you can use both with no problems, friend, my mods are compatible with all other creature mods, no need of a patch.
      regarding the dremora, yes, its on my plans in the future to work around them.
    4. huthuthut83
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      Man that is some pretty great news. Thank you for the fast response. 
    5. huthuthut83
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      I was wondering bud... May I ask If you will have an AIO of all your creature and Immersion mods? Or should I just Download them all one by one? lol
    6. MihailMods
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      AIO no, friend, but themed packs in the future yes.
    7. huthuthut83
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      Oh I see. Ok thank you for the replies and for all your generous work for Skyrim.
  11. Oubaas
    Oubaas
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    More first rate monster fun from Beastmaster Mihail! They made short work of the wizards occupying Fort Amol. Thank you once again!
    1. MihailMods
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      <3