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
New quest mod coming soon: The mod's first open alpha test release was initially planned for late September but was pushed back to mid-October for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more. In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.
Oblivion Gate test (First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on the video of the first gate test I published time ago), so i came back and redone the oblivion gate effects and sounds, and now i like them much more.)
Oblivion Gate test 2
(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but later on the mod they will come from others, while already in oblivion, specially when travelling between realms and/or pocket realms. Check the previous testing to see the full working mechanics of the Oblivion Gates on the mod.)
Mythic Dawn Archvicar lines
(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming", and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although they will not be featured yet on the first open alpha testing release))
Interaction with Dagon at Azrak'ath Ruins
(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated, on current state the eyes of dagon glow in fire when you approach and he starts talking))
Azrak'ath Ruins boss fight (end of act 1 of 30)
(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands. In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)
Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1
(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis, during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans, which start with the Dragonborn opening a portal to Oblivion.)
For those who want to summon them in interiors/exteriors that aren't wide open areas: Open the mod in xedit or the CK, navigate to the "Race" section, locate the entries for the four Bone Colossi and change the "Size" from "Extra Large" to "Medium". By default they are set as Extra Large, which means that they can only be summoned if you have the same amount of space you would need to summon durnehviir. Changing it to Medium allows for the spell to work everywhere one would expect it to.
How come no one has mentioned in the comments that this big bony fella looks like gravelord Nito from dark souls. I am amazed that you managed to make somehthing so look-a-like while using witcher 3 resources.
Buyer beware, experiencing this mod the first time may result in the following.
a) Scare you so bad you might just punch your monitor to avoid those Bonelings running at you. b) You reconsidering your choices if you should just attempt to pick that lock for Illia instead of entering a room filled with hags, hagravens, bonelings, grave lord and bone colossi, for a damn key. c) You will pray to the 9 (or 8 if you are a Thalmor) that your game doesn't CTD when said hags, hagsravens and gravelord spam fire spells at you all at once while getting stomped by the colossi. d) You will give Mihail a kudo and his mods your endorse.
Seems to have a very odd conflict with the blue fire mod, I'm not sure how to describe it, it makes the Sun Hallowed Arrows have blue fire trails and sometimes other arrows are affected. I'm not sure how else to describe it.
your question is adressed on the mod page description of this mod, will copy paste it bellow: It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.
I overread that this package was included in Skeletal Revenants and played through the game getting SWAMPED by Bonelings. Took me a while to catch on that it was not supposed to always spawn two Colossi :D
I just encountered your Bone Colossus and Bonemasters for the first time, and wow, what a fight! I wont say where so as not to spoil anything for others, but this location is normally fairly easy to clear and I was not prepared for the surprise I got! It was a fun experience.
Your work is appreciated. Thank you for all the great monster mods.
hello friend, you can find them usually on places with necromantic activity. all my mods are lore friendly, check my faq for more info about canonicity and lore friendliness.
i always RPd that the gravelord's black cloak is made out of Black Oozes, and they generally are created with this as a way to make them even deadlier and also look scarrier, as the effect they have for this cloak of ''darkness'' looks more like particles of a ooze than a dark energy or miasma
I've just had one of the coolest (mini)boss fights
Spoiler:
Show
of the entire winterhold questline
and it was all because of this mod, can't recommend it enough.
I'm currently on a simonrin playthrough and had to close the game after finishing the fight just to come here and endorse the mod. The HUGE healthpool minibosses with a lot of summons (to keep my allies busy as I'm focusing on the big guy) became my new favorite enemy type, and they've all fitted their locations beautifully so far.
Spoiler:
Show
Fighting the gravelords on Meridia's Shrine was as tough as fighting Malkoran himself and I loved it.
140 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
New quest mod coming soon: The mod's first open alpha test release was initially planned for late September but was pushed back to mid-October for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.
Oblivion Gate test
(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)
Oblivion Gate test 2
(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)
Mythic Dawn Archvicar lines
(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))
Interaction with Dagon at Azrak'ath Ruins
(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))
Azrak'ath Ruins boss fight (end of act 1 of 30)
(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)
Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1
(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)
Btw, no witcher 3 resources were used to make the gravelords
a) Scare you so bad you might just punch your monitor to avoid those Bonelings running at you.
b) You reconsidering your choices if you should just attempt to pick that lock for Illia instead of entering a room filled with hags, hagravens, bonelings, grave lord and bone colossi, for a damn key.
c) You will pray to the 9 (or 8 if you are a Thalmor) that your game doesn't CTD when said hags, hagsravens and gravelord spam fire spells at you all at once while getting stomped by the colossi.
d) You will give Mihail a kudo and his mods your endorse.
It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.
Great mod
I just encountered your Bone Colossus and Bonemasters for the first time, and wow, what a fight! I wont say where so as not to spoil anything for others, but this location is normally fairly easy to clear and I was not prepared for the surprise I got! It was a fun experience.
Your work is appreciated. Thank you for all the great monster mods.
you can find them usually on places with necromantic activity.
all my mods are lore friendly, check my faq for more info about canonicity and lore friendliness.
anyway, awesome mod as always
mini)boss fightsI'm currently on a simonrin playthrough and had to close the game after finishing the fight just to come here and endorse the mod.
The HUGE healthpool minibosses with a lot of summons (to keep my allies busy as I'm focusing on the big guy) became my new favorite enemy type, and they've all fitted their locations beautifully so far.