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. MihailMods
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    ATTENTION: if Ogre Guards on Strongholds attack you or the Orcs it happens because you are having mod incompatibilities, probably due to mods changing Orcs factions (what is bad mod practice btw due to the consequences of this action). Ogres on Strongholds belong to vanilla Orc crime faction for bounty, and each one belong to the faction of the Stronghold they are him, acting completely harmless in vanilla unless provoked.
    Help finding the culprit mods would be extremely appreciated.

    Here you can see me at lvl 1, vanilla game with no mods except this one, without being orc-kin, so the worst possible non-directly aggressive scenario, since i am actually invading their home, and still they are completely passive to me unless attacked or if i attack an orc:
    1. MihailMods
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      please do not report the situation as a bug of the mod, this is incorrect, and everyone can test it themselves in a vanilla gameplay.
    2. MihailMods
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      EDIT- i will be posting here possible causes, but i can't really confirm they are the source of the issue, i am just posting stuff that users commented with me:

      by Budderlettuce - "Incompatible with "Racial Body Morphs - Diverse body types and height by Race and Gender"." "Disabling Racial Body Morphs fixed the problem, no hostility."

    3. OnHolyServiceBound
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      Hah, here I was coming to ask about this very thing and somehow it's my own mod causing the issue...
      Well, I have no idea what in Racial Body Morphs could cause this as it does not edit any faction, only race height and skeleton.

      Any ideas of how we can fix this issue?
      (This is one of my favourite mods, my son was playing on the xbox version and just had to fight his way through his own stronghold due to the ogres becoming aggressive, I can't really figure any issue that could be coming from RBM
  3. Arthenin
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    Wow, these look amazing! Thank you! :)
    1. MihailMods
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      <3
  4. TurboPaladin
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    I like this mod and like to fight them, but there is annoying bug with radiant quest on giant camp in Eastmarch... So, can i uninstall this mod midgame without further issues?
    1. MihailMods
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      only issue is making me sad.
      you can also simply tell me about this small incompatibility that may happen on a radiant quest that points to random areas and i solve it on an update asap.
      its allways better to talk to the author rather than removing a mod for no reason.

      i will give your update in 2 or 3 days.
    2. TurboPaladin
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      Its on location named "Cradlecrush Rock", random radiant bounty quest can make giant on this camp a target, but there no giant, just ogres, and quest can be finished only by console, and location also cant be cleared. Sorry, this just make me sad too(.
    3. MihailMods
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      as i said, i will find a way around in next days.
  5. tomatin35
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    Hello!
    Your mods are excellent! Thank you very much, I hope you are recovering from your accident.

    One question please.
    Mods
    mihailashgolemIGNEOUS
    mihailashgolemexpansion
    mihailgiantesses
    mihailelementalgolems
    1Ogres
    Can I transform them to ESL?
    or do they stop working?

    Thank you so much

    Greetings
    1. MihailMods
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      if your skyrim is original and up to date, you have no risk to have grey face bug with certain npcs facegen, if you flag them as ESLS, but you will still have problems with the giantesses, with them loosing dialogue.
      btw friend, you dont need to use the mihailashgolemIGNEOUS alongside the mihailashgolemexpansion, because the last one contains the first inside it.
      allways check the announcements part of each mod description to check if a mod is a standalone or a bundle, if its a bundle you dont need the mods inside of it.
  6. redcon48
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    these ettin monsters are very cool with one exception which is their overpowered weapon loot... their weapon is considered a mace and is about as good as like an ebony great sword and their staff has the coolest effect but it's also kind of busted. I've found them twice now and honestly, it's just un-immersive coming across a lvl 20 enemy that drops end game level weapons. Going to have to fall back to only having ogres because they seem to never drop loot or drop very average loot. Minotaurs also drop pretty fair loot as good as Silver weapons. Would it be possible to make it, so Ettins also drop nothing or only drop their weapons upon a certain high level. Especially since they appear in the tundra which is generally a place you explore early on. 
    1. MihailMods
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      think with me, friend, a weapon with the weight and the size of the ettins mace must be as strong as top tier maces, or even 2 handed weapons, such as ebony or glass, even if we have in consideration just the raw proportions and weight of the stone mace itself.
      would make no sense for it to be weaker than a small mace made for humans, such as a glass mace, would be absolutely un-immersive.
      have in mind as well that the weapon is very heavy, you cant swing it as fast as you can swing weapons made for humans, so a 2 handed weapon made for humans is still far more effective than wielding an ettin's heavy mace in combat, because it is very slow, to balance things.
      also, remember that you can only obtain the stone mace if you defeat an ettin, what is, by all means, a big feat of power and skill, so, you diserve it, specially if you do it on early game, and same applies to minotaur's weapons, of course with them being far weaker than ettin's mace because they are also not sub-bosses, unlike ettins.
    2. redcon48
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      oh, you're comparing the weight to Special Edition PC version of Skyrim... I was doing the VR version. I wouldn't say I deserve the ettins mace or staff because to scale, since they're literally larger than the average NPC and then can be dual wielded given the right build and carry weight. You also can find this weapon on the surface level without doing any sort of quests and it just being an encounter. If lucky and defeat them, you basically can ignore the entire smithing skill tree and ignore all weapons you can obtain by working and grinding for them (daedra/unique weapons quests included) like you're usually supposed to do in Vanilla and when obtained, it feels satisfying. Ettins are extremely powerful, but I don't know if it was lvl 20 on purpose, but I still found it extremely weak. The HP was ridiculously low for me, and I was just wearing Wolf armor and Silver weapons and had a follower with basically just a simple great sword. 

      I would personally think the mace should be considered a War Hammer much like the secret Giants Club you can find in the game since it's too big for humans to wield like a simple mace (the only way you can even equip this is with a follower). This logic would also go for the Ettins Mace and the Staff since they're way too big for humans and should only be able to be two handed. 

      plus, as the dragon born with shouts and all sorts of spells and weaponry skills at your disposal, you can take out most things in skyrim using all of these combined. This is all just an opinion though and I love all your mods so don't get the wrong idea about me hating these. The bar you set for custom enemies is just incredibly high since they all have no bug reports or conflicts. 
    3. MihailMods
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      you have good points, friend, i may consider moving it to the two handed category in a future update.
      but, regarding size of weapon and etc, this is a problem with VR indeed, on normal game the size is perfectly normal.
      regarding how easy or not is to take down an ettin, I personally would love to make ettins stronger, but then i will receive complain after complain from users that dont like them to be that strong. lol
      right now, they are around giant strenght, but with more fire power.
  7. bunnynoah
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    Hey sorry for adding that bug without reading the pinned post. I believe the conflicting mod may be Imperious, as it changes the Orc's racial abilities which may be the reason why the Ogre attacked the non-hostile Orc. I will do further testing and see if a solution can be made so whatever conflicting mod(s) will play nicely.

    That being said, the ogres/ettins themselves look amazing and they really fit well with the game!
    1. MihailMods
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      <3
    2. OnHolyServiceBound
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      I just had it happen, I have Imperious but it is overwritten by my Orc Overhaul(Also edits racials)
      It's funny, I was able to straight up challenge the chief with my nord and the ogres didn't even care, but my son's orc got attacked after about a minute into the alternate start as an orc, had to kill the entire camp.
  8. afuisinakun
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    Bro ur mods is insane.. downloaded almost all of them.. however when I installed this mod alongside this https://www.nexusmods.com/skyrimspecialedition/mods/95101 .. there is some overlapping places with both of them like the bandit cave east of white run... is that intentional? fighting both ogres and swarm of goblins is really hard.. for now I disabled the goblin and riekr.. honestly I want to use them both tho..
    1. MihailMods
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      thats intentional, they fight together sometimes like in ESO.
      if you find them too hard just run and return later, and have the satisfaction of killing a previously dangerous foe, thus bringing you the sense of progress.
    2. OnHolyServiceBound
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      Defeating a camp of ogres, orcs, and goblins is the peak of modded skyrim for me, tough but doable and they just look really cool together
  9. Milliodas732
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    will they team up with goblins and reikers>?
    1. MihailMods
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      yes
    2. Milliodas732
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      omfg this just improved my goblin slayer game by one billion percento! You are the MAn!
  10. JustAnotherNewModder
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    Your mods that add more monsters to Skyrim are great. Ettins & Ogres, Ogrims, Bolgans, they're all fun to fight, and they all contribute to immersion. They create a real sense that the people of Tamriel aren't top of the food chain; that carelessly wandering Skyrim could get you into serious danger if you run into one of them.
    1. MihailMods
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      <3
  11. vfdgpgy073
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    hey great mod, everyone you release is so cool! Just wondering if these are scripted spawns?
    1. MihailMods
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      yes friend, in the way they have planned specific points to spawn, but not in the way of them using scripts to inject them in the game.
  12. alexgreen85
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    Hey Mihail, thank you for the mod! My only concern is about that Ettin Fire Staff has infinite amount of charges and
    seems to be a little overpowered without charging feature.
    1. MihailMods
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      it does not, friend, perhaps you are having mod incompatibilities.
      on vanilla it needs to be charged like every staff.
    2. alexgreen85
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      Thanks for your reply. I'll try to test it on my end. Seems strange, because staves from your other mods are working for me just fine.

      Upd: Disabled almost all my mods. It just stuck with 1000 charges (maximum amount) and not spending charges at all :/
    3. kadsoukui
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      same here it's unlimited power!! but yeah I'm not sure what's causing it, mine doesn't even have a charge bar.