File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Safe to use

12 comments

  1. MihailMods
    MihailMods
    • premium
    • 13,377 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 formatand 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. UPDATE(feb/25): I recently learned a safe method of .ESLfication of .ESPs with FaceGen files, however due to the considerable work involved it is generally only justified in mods with just a few FaceGen files. If this mod is not flagged as .ESL, it is due to the number of facegens present in it, which would make the process slow and/or unfeasible within a reasonable amount of time.
    • 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.
    1. MihailMods
      MihailMods
      • premium
      • 13,377 kudos

      • 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. Trynn135
    Trynn135
    • supporter
    • 0 kudos
    Hi Mihail, sorry to post a question like this here but, why did you never re-uploaded Squirrels mod? It was cool!
    Anyway thank you for all your magnificents mods.
  3. CSOcarrier
    CSOcarrier
    • member
    • 0 kudos
    Hi Mihail, I love these creature mods you upload, I have a question. Would it be possible to have FOMOD's on which types of creatures there are? Like example a FOMOD for Daedra, FOMOD for animals and a FOMOD for undead for example? I'll be honest it's not convenient to download one by one and having to sort conflicts and cycles.
  4. Hiya! The mod looks AMAZING. Can't wait to try it out.

    One problem: I genuinely can't find where I'm supposed to get it. Went to Fort Snowhawk, checked east of that. Place is covered in trees but no scrolls or necromancer corpse. Completely stumped. Is there a screenshot of it or even a video on where to locate it? Would sincerely appreciate it!!
  5. onebritishgamer
    onebritishgamer
    • member
    • 4 kudos
    i wonder if it's possible to add zombies that ride these as if it's cavaliers or something
  6. VikkDamone
    VikkDamone
    • member
    • 18 kudos
    the character in the 2nd picture is like WTF happened to that horse? LOL thanks Mihail!
  7. RemiFlan495
    RemiFlan495
    • premium
    • 1 kudos
    this would be a sick shadowmere replacer :3
  8. DustDragonsLair
    DustDragonsLair
    • member
    • 9 kudos
    It is VERY COOL! But I can't help but have my little heart tightening seeing a horse in this sorry state ='( poor baby
  9. aibrecher
    aibrecher
    • premium
    • 3 kudos
    thank you !
  10. Coconutgurl
    Coconutgurl
    • supporter
    • 24 kudos
    Thank you for this mod ❤️
  11. Baalsamhain
    Baalsamhain
    • supporter
    • 4 kudos
    This zombie horse looks SICK! (Both in the cool way and literally sickly kind of way). Almost reminds me of a Nuckelavee only without the human part. Would be cool to see your take on such a horrifying creature.