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. Jak0theShadows
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    So my durzog all have missing textures. I just installed normally with MO2 and nothing is overwriting the mod. Their meat is also missing textures.

    +Edited: Fixed by downloading Xtubo's textures and patch for Ancient Dwemer Metal in case anyone else comes across this.
    1. MihailMods
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      its all working fine, you got an issue during installation, friend.
      there is no need to install mods from third parties to fix missing textures on my mods, of course you can install them if you want other resolutions offered by the mentioned third parties, i am just explaining that you don't need to do it in case you have missing textures on my mods.
      in case of missing textures, you just need to re-download the mod, and if in last case it does not work, install the mod manually, because on those cases you will be having a bug in your installer.
  3. Milliodas732
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    MY goblin slayer game is almost perfect thank you so much the only thing missing from the goblin classes are a goblin king or champion . btw do your goblins have a sexlab patch or anything like that?
    1. MihailMods
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      probably they have made one on LL, just check if its up to date with my current version, friend.
  4. DenlimWolf
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    Howdy, think you can make a patch or a mod of this where golbins and riekrs spawn in the world without camps? Also, the same should be considered for your ogre mod as it conflicts with many caves and bounties. 

    Cheers.
    1. MihailMods
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      would make them far less unique, friend.
    2. DenlimWolf
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      Maybe so, but it would make your mod much more compatible with other mods out there, including the stated issue of ogres killing bounties, etc. As a leveled listed mob, you could randomly be hit by a hoard of mobs. It would be a great addition to Skyrim's distractions and diversions. 
  5. babayaga515515
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    hi, what is the id of goblin and riekr faction?
    1. MihailMods
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      id of modded stuff depends on your load order, friend, but in this case they use the vanilla riekling one.
    2. babayaga515515
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      so if i added myself into riekling faction, the goblins and riekrs wouldnt attack me, right?
    3. MihailMods
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      yes
  6. Beltzer1
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    The goblins used to drop some awesome weapons. Specifically an axe with a couple feathers on the handle and sheids with animal skulls on the front.

    I hope you kept those files around and can put them together in a weapon pack someday. I loved using them on for my savage orc characters.
    1. MihailMods
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      they never did, friend, you are mistaken them with skyrim immersive creatures.
  7. Plainguy
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    Possible to create a playable race out of this ?
    1. MihailMods
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      its technically possible yes
  8. DarkRiolu199
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    This mod replaces the Goblins of the Creation Club?
    1. MihailMods
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      no my friend, i dont recognize or respect the existence of CC content.
    2. DarkRiolu199
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      Well, that's kind of inconvinient for the people of the AE.
      I hope someone does a replacer to solve this issue.
    3. MihailMods
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      not inconvenient at all, i care to make the stuff compatible with AE, so no user of AE will have problems using my stuff on it, i just dont recognize as canon the new additions due to the absolute lack of respect and logic behind their implementation, so, i make my stuff ignoring the fact some of the content was already covered by AE. (well, actually several were made by me much before they even existed on CC/AE, such as the goblins)
      in worst scenario you will have 2 versions of same creature.
    4. hunlucansu
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      "no my friend, i dont recognize or respect the existence of CC content."

      ABSOLUTE GIGACHAD
  9. DerplYSS
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    hey, love the mod, just one problem, probably due to a mod conflict, but the campfires at the goblin camps have 2 sets of smoke,

    one looks correct and is the right color (white/grey) and blowing in one direction, the other is dark orange and blowing in the other direction, that one is fxsmokelargeclose01.nif,

    I looked for the mesh in the mod files and couldn't find it to delete/hide it, but I found it in the esp in xedit, i'm going to disable it and see if that solves my issue.

    idk why this is happening but thought i'd mention it anyway, cheers
    1. MihailMods
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      yes friend, a mod incompatibility in your load order.
      hope you manage to fix the thing.
  10. Kevin5264
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    - Exploring near Ivarstead

    - Sees goblins

    - "Oh s#*!, I haven't run into any yet" watches off in the distance

    - Sees a northern bear charge head first into the goblin camp

    - Places bets on who'll win. I vote bear

    - All the goblins attack it

    - Bear gets low health and runs towards Ivarstead

    - Goblins chase it

    - Guard patrolling sees the bear and attacks it

    - I run after it

    - Goblin sees me and attacks

    - I use a shout but accidentally hit the guard too

    - Goblins are now attacking the guards and guards are attacking the goblins and me

    - Complete chaos as even civilians in cloth robes are pulling knives from nowhere, chasing me down

    - Jumps away saying "no no it was an accident"

    - They don't care

    - Forced to kill everyone

    - Everything is dead

    - Puts weapon away and hears noises

    - Looks to the right and sees a goblin got stuck in the tent

    - Stares him down and says "tell them what happened"

    - Walks away

    Banger mod man. Endorsed
    1. MihailMods
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      XD you made me laugh, this was a very cool experience
  11. aceb20
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    I'm having the purple no textures glitch with this mod. No other mods loaded, version 1.6.353.
    Not sure what the issue can be.
    1. aceb20
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      Solved
      Seems Nexus had a stroke and failed to download a lot of textures that should have been in this mod. A redownload and reinstall fixed the issue.
    2. MihailMods
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      i am glad all worked fine