File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Some manually verified files

196 comments

  1. MihailMods
    MihailMods
    • premium
    • 13,492 kudos
    Locked
    Sticky
    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. KemurDuhLemur
    KemurDuhLemur
    • member
    • 1 kudos
    For some reason, specifically the Goblin Skirmisher has some kind of conlift with Growl I believe, sometimes when I feed then loot a SKirmisher as a werewolf my game crashes. it's only happened with Skirmishers and sometimes it happens more than once in a row but it's not ALWAYS.
  3. Lalalandlo
    Lalalandlo
    • member
    • 0 kudos
    Hi Mihail. 

    Thanks for this mod. I've been enjoying it a great deal and I like the increased goblin presence that it brings to the game.

    That said, I think the goblin spawns need a little more curating. I can think of two notable examples where goblins should imo be moved.

    (1) Outside Whiteriver Watch, on the path leading up to the entrance to the cave, a band of goblins hang around what is meant to be an area now taken over by a group of rogue guards / bandits.

    More notably:

    (2) On the path right outside Ivarstead to the south just by Autumnwatch Lodge, there is a goblin camp. Not a roaming band. An actual camp. It blocks the road in an unrealistic manner, within eyesight of the town guards. Anything pathing through it gets killed or, if it's unkillable, caught in an infinite combat loop. 



  4. wlfziabc1
    wlfziabc1
    • member
    • 0 kudos
    when those little guys be killed, Can it be refreshed for me to killing one more times?
  5. DenlimWolf
    DenlimWolf
    • premium
    • 15 kudos
    Hello,

    Is there a reason why you decided to put a goblin cave inside Clearspring Cave? This cave is used for the Dawngaurd questline in where you help kill a bear for the quest. Does this mod conflict with that quest?

    Cheers.
    1. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      hello friend,
       Clearspring Cave is not used by dawnguard to kill a bear.
    2. DenlimWolf
      DenlimWolf
      • premium
      • 15 kudos
      https://elderscrolls.fandom.com/wiki/A_New_Order

      Cheers.
    3. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      there you don't see a clear reference to Clearspring Cave , friend, just that he hunts a bear inside a random location.
      of course one of the random locations could be Clearspring Cave, but, when you check the page for the cave (https://en.uesp.net/wiki/Skyrim:Clearspring_Cave) there is no reference there about a bear being possibly rendered there to such quest.
    4. gerconde
      gerconde
      • member
      • 0 kudos
      These missions are procedural, the mission can occupy that cave or another one
    5. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      uesp mentions when the place can be used for the procedural quests, friend, unless it made a mistake on that one, but in this case both uesp and tes wiki did same mistake.
  6. SpaxExclipse
    SpaxExclipse
    • member
    • 0 kudos
    This mod add place in the world space. I fear it may conflict with other mod that add things to the world space such as Interesting Roads, Travel Stops of Skyrim, Ancient Land, Schlitzohr mod, Viking Towns of Skyrim, Northern Towns, point the way,  and maybe some of northern road stuff. Can you comfirm these are compatible? I really like your mod and would want to add it to my next playthrough for a more difficult and diverse encounters.
    1. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      no idea my friend, i make my mods for vanilla, cant really assure they will be compatible with every load order, because each one is unique.
      but, test and tell me the results.
  7. gr1mm1gs
    gr1mm1gs
    • premium
    • 0 kudos
    can i have a pet durzog ?? pleeease ? hahah
    1. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      mayhaps :3
  8. ShamlessSamurai
    ShamlessSamurai
    • member
    • 0 kudos
    Love the mod, sadly I installed it after a few hours of playing. Having set up all my followers in homes and everything, and just noticed that the mod sets up a camp inside the courtyard of Kintama Castle, basically at the front door. Will definitely disable the castle and enable this mod on my next playthrough though. 
    1. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      :3
  9. TheKidsNextDoor
    TheKidsNextDoor
    • member
    • 3 kudos
    I reaaaaaaaaally love this mod as it makes the game more interesting. However, I encounter way too many crashes, mainly because I use mods that alter the environment. I'm guessing it doesn't play well with Northern Roads. Kinda sad that I have to part ways with this one. 
    1. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      hardly related to this mod, friend.
      if you have 2 mods changing the same place, you will have stuff on top of eachother, not crashes.
    2. TheKidsNextDoor
      TheKidsNextDoor
      • member
      • 3 kudos
      It seems that I am mistaken. You're right, its not really this mod that causes the crashing, its something else. I already tried ReSaver and the crashes went away (thank the heavens, here I thought I'd have to give this one up).
    3. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      <3
    4. TheKidsNextDoor
      TheKidsNextDoor
      • member
      • 3 kudos
      Hello mihail, just wanted to come back to this post and make it known to others in case anyone's experiencing the same, that the cause of the crashes (at least in my modlist) was Xtudo's retexture of this mod. As for the reason, I am not quite sure. My guess is that it has something to do with LOD. What I can guarantee though is how this mod isn't the one causing the crashes. I'll be sure to tell xtudo about this, if such issue is reproducible or not.
    5. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      i am glad you found the cause so it can be fixed, friend
  10. nonolepetitrobot
    nonolepetitrobot
    • member
    • 22 kudos
    Hello,
    This mod is incompatible with Anises Cabin Exterior and Interior Overhaul and I don't know who to ask for a patch, being unable to do so myself. The Anise's cabin has an exit a little further away but makes the nearby goblin camp and its objects (crates, etc.) float in the air.
    1. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      let's hope someone makes a patch
    2. This is seemingly not due to that mod but the Anniversary Update. For some reason the Anniversary Update made a ton of minor landscape changes to that area but didn't move any of the foliage for some weird reason. I get it even when this mod is not there. You can see for yourself in TESEdit and there are no landscape edits in that area at all from this mod. Probably needs to be resolved by USSEP or something.
    3. nonolepetitrobot
      nonolepetitrobot
      • member
      • 22 kudos
      Thank you for your reply. I'll just have to wait for someone who knows how to do it to make a patch. Unfortunately, I don't have the time, knowledge or motivation to do it myself.
  11. BoboLu
    BoboLu
    • member
    • 0 kudos
    Please help, my game always crashing when fighting goblin at broken tower redoubt

    Crash was likely caused by one of the following mods: Skyrim.esm -> Update.esm -> Unofficial Skyrim Special Edition Patch.esp -> Lux Via.esp -> Lux Orbis.esp -> Embers XD.esp -> S3DLandscapes NextGenerationForests.esp -> Lux Via - plugin.esp -> mihailgoblinsandriekrs.esp
    Probably one of them accessing or clashing with this mod: "mihailgoblinsandriekrs.esp".

    The following record might have been involved in the crash: formid: 0x0001ea69.

    To fix the issue, you can try disabling one or more of the mods mentioned above. If the crash still happens, try again with a new log. If you are an advanced Skyrim modder, you can use a tool like SSEEdit to see more information about what record the FormID contains and which mods are accessing it.
    1. BoboLu
      BoboLu
      • member
      • 0 kudos
      nvm, I fixed it. I use a console command to kill each goblin 1 by 1, and the problem was resolved.. still is tho is this because the goblin mod? it only happen that area
    2. MihailMods
      MihailMods
      • premium
      • 13,492 kudos
      probably not related to the goblin and riekrs mod, friend, it was referenced just because the mod was rendered on the area.