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
Need a patch for Dynamic Animal Variants SPID mod, is there any patch available? Thanks. I get Black chicken eyes with both mods enabled and when i disable the Dynamic Animal ... I get back the normal chicken eyes.
I am having this problem too. If anyone can tell me what is causing the incompatibility I would appreciate it. Thanks! Found the problem. This mod needs to load after the mod High Quality Foods and Ingredients otherwise it will try to use that mod's chicken texture.
Crashed just now, "Probably one of them accessing or clashing with this mod: "mihailchickensandchicks.esp". The following record might have been involved in the crash: name: "chick" formid: 0xfe412892." Please advise if possible, thank you very much Have a wonderful day
could be a mod incompatibility, friend, but hardly involving this mod, probably chick was refered just for being one of the references rendered in the scene where the crash happened.
I really love your creature mods, it is such a cool way to incorporate new things to encounter, while still having some lore aspect to them. Like for example the Witcher monsters or even the Wampa. I have both your Rooster and Chick mods, then found this bundle for updated chickens which adds on the chick mod. Which caused me to wonder, will you do a new bundle that incorporates the Roosters, with the Chickens and Chicks? Then that way instead of either having three individual mods, I can have one or instead of two I can have one.
Just a thought. I have been looking at your bundles since I do have quite a few individual ones. I haven't yet found one that adds all Witcher related monsters together as a bundle, but would be cool if you had one if you don't. Again haven't found it yet, so if you do disregard this little bit!
Having real chickens of my own makes me love the skyrim ones you make even more. I do wonder if it would be possible if we could get chicks and roosters for the Hearthfire homes, and other CC mod homes that support it. If not I understand, but can you at least check?
You make amazing mods. But I also see only your red chicken in one color and without eyes. I don't see the other colors. I put the mod last on the list, I don’t see any overwrites. What can cause missing eyes?
If you have Dynamic Animal Variants (SPID version) you just have to open the config file in that mod folder and put an ";" symbol under the lines below chicken. That disables the distribution of variants for chickens and can play nice with this mod.
These are super cute. I just love how your range goes from cute and cuddly critters to terrifying monsters. Your mods truly do make Skyrim a better experience. Well done!
104 comments
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.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
Found the problem. This mod needs to load after the mod High Quality Foods and Ingredients otherwise it will try to use that mod's chicken texture.
The following record might have been involved in the crash: name: "chick" formid: 0xfe412892."
Please advise if possible, thank you very much
Have a wonderful day
I really love your creature mods, it is such a cool way to incorporate new things to encounter, while still having some lore aspect to them. Like for example the Witcher monsters or even the Wampa. I have both your Rooster and Chick mods, then found this bundle for updated chickens which adds on the chick mod. Which caused me to wonder, will you do a new bundle that incorporates the Roosters, with the Chickens and Chicks? Then that way instead of either having three individual mods, I can have one or instead of two I can have one.
Just a thought. I have been looking at your bundles since I do have quite a few individual ones. I haven't yet found one that adds all Witcher related monsters together as a bundle, but would be cool if you had one if you don't. Again haven't found it yet, so if you do disregard this little bit!
i will one day bundle all the chicken related mods together, but only in the future, when i have more chicken stuff to put on it, such as new races.
Thank you