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.
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
A note: you may notice that the necks of these animals are a little longer than their real counterparts. This isn't anything too egregious or shocking, but in fact they are a little bigger yes, and this is necessary for them to adjust to the possibility of having head and neck with animations, otherwise they would be static, and it's a ridiculously low price to pay for such a huge improvement. I tried various methods to make it work smaller or thicker, but all resulted in texture and/or model distortion. It is however regrettable and disappointing to see people complaining about this, especially since by the time I released this mod they had been playing for 10 years without any decent Hawk mod to use, it is shocking and unbelievable to see people saying that they prefer to use the vanilla Hawk- origami model just because they can't tolerate the a little more elongated neck of these Hawks. I am speechless by this, and it sounds even offensive to me, who works tirelessly for this community, to make the experience better for all of you every day, absolutely for free, with this mod being perhaps one of my most rewarding achievements. Therefore, any comment that borders on absurdity, ingratitude and lack of common sense, on this topic, will be deleted, and eventually the user will be blocked. Let's enjoy things as they are, because until today we didn't even have a proper Hawk to use, and it doesn't seem morally right or logical to complain about this mod, especially for such an absolutely pathetic reason.
Found a solution to the "hawk screeches in dungeons endlessly" issue that people are having: replace the sound file.
F:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Sound\fx\mihailhawkreplacer.esp Delete "eagle1", "eagle2", and "eagle3" sound files, replace with a silent placeholder sound (there was one in Sound\fx folder called xxx_placeholder_silence).
Simply uninstalling the mod left the files in there for me, so this was necessary to avoid pulling my hair out.
this will remove completely the hawk sounds, it is a solution of course, but would be better if the culprit of such mod incompatility was found. as said before, its the result of a weird interaction between mods, a weird thing i was never able to reproduce on my game, so i really can't do much about to discover what is causing that in some load orders.
I'm betting it's one of the dozen sound overhaul mods, but I couldn't track it down, and the hawk noise was the only one that was really out of place and annoying, so Occam's Razor.
I have a question, is it normal to hear the Hawk Sounds inside Dungeons, I am currently starting a new playthrough and when inside Bleak Falls Barrow the Hawk Sounds from the mod play, it´s kind of immersion breaking to hear hawks inside dungeons that are deep underground lol, hope you can help me solve it.
no my friend, you are facing mod incompatibilities, it does not happen in vanilla. to discover the cause of the conflict you must disable mods one by one. do you have mods that modify sounds or how sounds work in vanilla?
I only use Sounds of Skyrim but I didn´t have issues with your mod on previous playthroughs, only on the new one I just started, I´ll disable a few mods and tweaks I downloaded recently and see if that does the trick, if I find the culprit I´ll share it here for others to know, maybe it will help them as well.
Same issue for me. I assumed it was this mod, then pointed the finger at "Ambiance Overhaul" or whatever, and it wasn't that. So it is this mod after all?
no, is not this mod, the sounds play as they should. your problem is a mod interaction in your load order causing the sound to be played on places it should not. never happened to me, or to most of us, so is really difficult to find the cause, if we cant even reproduce it.
I love your mods! The eagle sound in Solitude was so annoying, but I know it's not your fault. I will delete that sound file. I'd much rather do that than remove them... On the other handI was super pleased at the sounds of the crows in Riften on your crow mod... I heard them and was like where is that... oh it's literally from the crow sitting RIGHT there! That was immersive! Sadly the way the hawks spawn in Solitude makes it like a kid pressing a doorbell over and over again.
thanks friend, i indeed don't like a lot the ammount of hawks above the docks, because they can get a bit noisy due to their numbers. i dont find it annoying at all, but i was a bird breeder for over 1 decade when i lived in spain, so i am very used to bird sounds, but i agree would be cool if those specific had half of them having no sounds at all. this would require me to remove half of the vanilla spawns, and place there new entrances that have no sounds, since i attached the sounds to the vanilla ones, a thing that works perfectly in most places, with just 1 or 2 hawks, but on the docks indeed may become too much.
Hello, I've noticed a new cell with a lot of new nests and a new navmesh in the plugin, but I don't see anything about it in the description. Could you clarify what purpose they serve? Sorry if I'm a little blind and there is a description note that I don't see. Edit: looking at the EditorID ("mihailhawknesttestcell") I think it's just a test cell that wasn't removed for public version. Thank you for the nice hawks!
i see a lot of dead hawks on the ground. i don't know why they are littered about skyrim all the time. seems weird..
but yea. they look great. dead hawks on the ground in 2k or 4k.
the ones flying around are too far up to notice what K resolution they are in.
i don't think this mod is hitting the spot for me..
I want to reiterate.. They Look Better.. yes this mod does what its supposed to do, and improve the the Appearance of creatures. So +1 but no.. its not working for me in my personal mod list, because all i see are dead Hawks on the ground.. i don't need dead hawks to look good.
i'm saying with or without his mod. there is a problem with dead hawks lying on the ground in vast quantities. i don't know what is causing this. perhaps one of my mods is secretly targeting hawks and making them pop out of the sky.
In a mod Imperious the Bosmer have the support of a hawk in many of their racial abilities. But this is not replaced and continues with the vanilla appearance. Could it be possible to patch it?Surely you do not use the mod, but if possible, I would try it myself, it is more than anything for notions.
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.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
F:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Sound\fx\mihailhawkreplacer.esp
Delete "eagle1", "eagle2", and "eagle3" sound files, replace with a silent placeholder sound (there was one in Sound\fx folder called xxx_placeholder_silence).
Simply uninstalling the mod left the files in there for me, so this was necessary to avoid pulling my hair out.
as said before, its the result of a weird interaction between mods, a weird thing i was never able to reproduce on my game, so i really can't do much about to discover what is causing that in some load orders.
I have a question, is it normal to hear the Hawk Sounds inside Dungeons, I am currently starting a new playthrough and when inside Bleak Falls Barrow the Hawk Sounds from the mod play, it´s kind of immersion breaking to hear hawks inside dungeons that are deep underground lol, hope you can help me solve it.
Cheers, keep up the good work.
to discover the cause of the conflict you must disable mods one by one.
do you have mods that modify sounds or how sounds work in vanilla?
I only use Sounds of Skyrim but I didn´t have issues with your mod on previous playthroughs, only on the new one I just started, I´ll disable a few mods and tweaks I downloaded recently and see if that does the trick, if I find the culprit I´ll share it here for others to know, maybe it will help them as well.
your problem is a mod interaction in your load order causing the sound to be played on places it should not.
never happened to me, or to most of us, so is really difficult to find the cause, if we cant even reproduce it.
i dont find it annoying at all, but i was a bird breeder for over 1 decade when i lived in spain, so i am very used to bird sounds, but i agree would be cool if those specific had half of them having no sounds at all.
this would require me to remove half of the vanilla spawns, and place there new entrances that have no sounds, since i attached the sounds to the vanilla ones, a thing that works perfectly in most places, with just 1 or 2 hawks, but on the docks indeed may become too much.
Edit: looking at the EditorID ("mihailhawknesttestcell") I think it's just a test cell that wasn't removed for public version. Thank you for the nice hawks!
but yea. they look great. dead hawks on the ground in 2k or 4k.
the ones flying around are too far up to notice what K resolution they are in.
i don't think this mod is hitting the spot for me..
I want to reiterate.. They Look Better.. yes this mod does what its supposed to do, and improve the the Appearance of creatures. So +1
but no.. its not working for me in my personal mod list, because all i see are dead Hawks on the ground.. i don't need dead hawks to look good.
there is no dead hawks on the ground added by this mod.
i'm saying with or without his mod. there is a problem with dead hawks lying on the ground in vast quantities. i don't know what is causing this. perhaps one of my mods is secretly targeting hawks and making them pop out of the sky.
that's possible..
i'd like to get to the bottom of this though.