Temporary500 Posted April 17, 2021 Posted April 17, 2021 Hello, wanted yo ask if anyone has this mod Llink to the forum page https://forums.nexusmods.com/index.php?/topic/6251391-miraak-follower-reincarnation/page-14 main mod page which was deleted https://www.nexusmods.com/skyrim/mods/88539?tab=images#lg=3&slide=17 Pictures of it: https://sentinote.tistory.com/755 Hope this is the right way to ask. I already tried searching around this site and many more (korean and russian ones too) and found nothing but screens and links to the dead mod page. Thank you all that can help :3
D Hine Posted April 17, 2021 Posted April 17, 2021 I found this link by googling (seems to originate from russian site thought). Just press blue "Free dowload": https://modsfire.com/6F084U1aXp3KbFs
Temporary500 Posted April 17, 2021 Author Posted April 17, 2021 1 hour ago, D Hine said: I found this link by googling (seems to originate from russian site thought). Just press blue "Free dowload": https://modsfire.com/6F084U1aXp3KbFs I found that link as well in my search, but, it just opens up ads after I click on the download the first time, afterwards the button changes to just say Download and, if clicked again, it either does nothing or opens a page with an image of the site's logo and nothing more. Did you manage to get it from there? Could it be a browser issue on my end? EDIT: I tried anothe browser just in case, and I get a "Page not found" message with that.
D Hine Posted April 17, 2021 Posted April 17, 2021 Well, I was able to download it (No ads though. Either, thanks to Universal bypass or Adblock).
Temporary500 Posted April 17, 2021 Author Posted April 17, 2021 1 hour ago, D Hine said: Well, I was able to download it (No ads though. Either, thanks to Universal bypass or Adblock). I had an adblocker on and wasn't able to download, that's when I disabled it to see if that was the issue, then switched to Microsoft Edge to see if another browser would work. Just now I tried again with the Opera browser, turns out Opera can download from the site no problem compared to the other two I tried, thank you once more for the link! To any moderators, I am unfamiliar with how wcif works, but this has been solved. Do let me know if I can do anything on my part to mark this as solved or anything like it, D Hine helped me with my issue :3
AZIMIR00 Posted May 25, 2021 Posted May 25, 2021 On 4/17/2021 at 4:35 PM, Temporary500 said: I had an adblocker on and wasn't able to download, that's when I disabled it to see if that was the issue, then switched to Microsoft Edge to see if another browser would work. Just now I tried again with the Opera browser, turns out Opera can download from the site no problem compared to the other two I tried, thank you once more for the link! To any moderators, I am unfamiliar with how wcif works, but this has been solved. Do let me know if I can do anything on my part to mark this as solved or anything like it, D Hine helped me with my issue :3 Hey, sorry, I don't mean to necro your post or anything, but I've also been searching for this mod. I've downloaded the file provided, but I want to know what you did to make the mod look correct. Currently, when I use this mod, he doesn't look like he used to in the image, but just an old man lmao. Is this file for SSE? And if not, what did you do to make it look like. Well. The image? Sorry once again for necro. I know you said this is solved, but this was one of my favorite mods before it got deleted :(
Temporary500 Posted May 27, 2021 Author Posted May 27, 2021 On 5/25/2021 at 7:27 PM, wndr said: Hey, sorry, I don't mean to necro your post or anything, but I've also been searching for this mod. I've downloaded the file provided, but I want to know what you did to make the mod look correct. Currently, when I use this mod, he doesn't look like he used to in the image, but just an old man lmao. Is this file for SSE? And if not, what did you do to make it look like. Well. The image? Sorry once again for necro. I know you said this is solved, but this was one of my favorite mods before it got deleted Hey no worries, if I can, I will always reply, even years later, so do ask away :3 As for the mod, I just needed the textures to use on my character, so I have no idea if the mod works on Miraak himself, but in case, I do believe the mod is for LE, and as I cannot use SSE, I cannot provide help with it, BUT, what I can do is help with what I have What kind of old man face do you see? Is it just grey or is it kind of swollen-looking? If it is swollen-looking and with no hair at all, that is what the default face for Skyrim Nord males is like (Miraak actually has his own face underneath, but is used just for one version of him, as the game has multiple versions for script handling and such, I myself made it so he uses that one on all his versions, much like Cicero's short height, which gets increasingly higher for each version of him, oh Skyrim what a mess you are). If you can provide a screen or some such, please do, as the other face that you might be seeing (default Skyrim behavior at least) is the "grey-face" and the face you see is actually his original one. In both cases, what usually can be done is to load the mod underneath anything that modifies either NPCs or Miraak himself and see if that works, if not, it might be that the mod is for LE and is giving issues (? I am unsure on this one), in case, to make a mod like this for SSE, simply open it in the Creation Kit for Special Edition and save it. To not waste time and see for certain if a mod is for LE or not, simply open it in TES5Edit and see if this number says 44: Spoiler In my case it says 43, this means that the mod is for LE (you cannot simply change it by editing as far as I know, because FormIDs like items and such need to be converted to the new format, saving the file in the Creation Kit of the version you wish to convert the file to fixes that :3 As for the textures, far as I know there are no issues of compatibility between LE textures and SSE textures, and LE ones can be used in SSE without issue, the other way around cannot be said if the mod authors compress their textures to a format of which the name escapes me at the moment, but can be converted back using this file: https://vectorplexus.com/topic/1358-guide-texconv_-batch-dds-to-le-or-se-tool/ which can also be used to convert LE textures to SSE. Why/if this is something that needs to be done for SSE is something I have no idea of, but it could be of use in case that might be the issue (if the face itself is the problem, though, I do believe it might be more than just the textures, as Miraak here uses a custom face). Which reminds me, I do believe one needs to convert the meshes for SSE from LE in some particular way, as SSE uses a different version, to convert meshes (I use it to convert them to LE), you need this https://www.nexusmods.com/skyrimspecialedition/mods/4089?tab=description seems like a bit of a headache, but it is actually just "tell me where the problem is, I will fix it", I advise making it so that only the desired files are converted though, extracting the mod somewhere else and using this tool on it before putting it in the Data folder (this tool never gave me issues, but I have learned to be EXTREMELY careful when dealing with "sit back, I will handle this, don't worry" kind of batch-fix/update thingies). Do let me know if I can do anything after what info I gave, and do feel free to contact me directly in case you cannot reply to this post if the topic gets locked or stuff like it, I will help if I can no problem :3 P.S. do forgive me if I rambled or repeated myself anywhere, I am a bad shape at the moment, but wanted to help regardless, do ask away if I need to repeat myself or stuff like it, I try to be comprehensive but things can slip or get jumbled when I am like this. In case: if any of the above sounds difficult, it's because I explained it badly or something of the sort, thanks to those that built those tools, things like converting files left and right are actually very simple compared on what I have to do for games like Oblivion ^^" Best of things!
AZIMIR00 Posted May 29, 2021 Posted May 29, 2021 Thanks so much for your help! And I hope you're better soon !
Temporary500 Posted May 30, 2021 Author Posted May 30, 2021 19 hours ago, wndr said: Thanks so much for your help! And I hope you're better soon ! Do feel free to ask away if I can help, if I can I will, for you and any readers
bargoth125 Posted June 11, 2021 Posted June 11, 2021 Here you go, both versions Miraak Follower Reincarnation https://drive.google.com/file/d/1KoyGGO2AVRfl5J7z8xnP4Odh984ZfScl/view?usp=sharing Miraak Simple Reincarnation https://drive.google.com/file/d/1dcTZ8pgwoFMZcg2Th6WBGv6It6zUQo7X/view?usp=sharing
Temporary500 Posted June 12, 2021 Author Posted June 12, 2021 7 hours ago, bargoth125 said: <snip> Really useful, thanks to you as well!
ozzydee Posted June 15, 2021 Posted June 15, 2021 Hey, if anyone out there could send a converted preset option for SSE I'd be incredibly grateful.
Temporary500 Posted June 16, 2021 Author Posted June 16, 2021 16 hours ago, Relattis said: Hey, if anyone out there could send a converted preset option for SSE I'd be incredibly grateful. I don't think there is a preset for this, but it should work to just import Miraak's head in the Sculpt tab of Racemenu while your character has all the textures from this mod. In case you don't know how this can be done, once you downloaded this mod copy the file you can find in meshes->actors->character->facegendata->FaceGeom->NAME OF THE MOD (the file is called a series of letters and numbers, Miraak's ID ) and place it in SKSE->Plugins->CharGen in your Data folder (I recommend renaming it to something you can remember) and then, once in-game, through the Sculpt tab, you can click on Import and then select Miraak's head file from there. If you see any red entries when importing, you can ignore them, the important things are head, mouth and eyes, if THEY are the red ones, you should be able to fix the eys and mouth with a bit of messing around with sculpting or eye types and the like, the head is the most important for everything to work. Be sure to also know what weight Miraak is to math your character (you can change it after you have the head shape), or you can use the Mask tool (still in the Sculpt tab) to mask the line where the neck connects to the body so that it won't change (be careful because, if the neck has a lot of difference, you might also want to mask that to prevent strange shapes and the like in the neck of your character). I have no idea if SSE has issues with this sort of meshes from LE, but you should be able to fix any errors if you use this tool https://www.nexusmods.com/skyrimspecialedition/mods/4089?tab=description It sounds complicated but, really, it isn't. I also did it for you just in case, and used the tool to optimize it for SSE, but, as I don't have SSE, I have no way to test it, so do let us know how it goes. Rename the numbers and letters to something you can remember in case (you can also just leave it like this, it's more of a matter of being able to find it in the list of sculpts). Remember that the hair don't come with the head, even though they are there, so you will have to add it to your character the usual way. I have no idea what the hair might be called, but I do believe they are from a still available mod, I am thinking this one NUHairstyles https://www.loverslab.com/files/file/475-nuhairstyles/ . Best of things, and do let us know if it works! Miraak's Head as Sculpt ImportE.7z
ozzydee Posted June 16, 2021 Posted June 16, 2021 I'm constantly humbled by this community. Thank you, sincerely. I'm at work but I'll test it tonight and report back.
ozzydee Posted June 16, 2021 Posted June 16, 2021 So I just tried the head sculpt, and it worked! Thanks again! However, I completely forgot that this was originally part of the Miraak Reincarnation Dragonborn race mod. I do have that mod but I've been having no luck converting it to work with this head sculpt. By chance, do you have a copy of the Miraak Reincarnation Dragonborn race mod converted for SSE, or at least some way to use those incredible body textures on the player character? Thanks again either way, your help has been sincerely appreciated!
Temporary500 Posted June 18, 2021 Author Posted June 18, 2021 On 6/17/2021 at 12:31 AM, Relattis said: <snip> I did not know there was also a race mod for this! In case, I have no idea what to look for to find it if it's still out there, but what I can do is to let you know what I personally use for this. To make my character COMPLETELY unique (also animation path if you want, but that requires other mods, do let me know if you are interested, you as well reader :3 ) I typically go on Nexus or anywhere else and search for a custom race that most resembles what I want to create (shortcut so people don't have to keep clicking around to find the category https://www.nexusmods.com/skyrimspecialedition/mods/categories/34/ ), after downloading it, I mess around with texture, meshes, stats, tags/traits, whatever else I might want, replacing them with what I want to use and there we go. I recommend using mods like these two Race Compatibility https://www.nexusmods.com/skyrimspecialedition/mods/2853 and Race Compatibility Dialogue https://www.nexusmods.com/skyrimspecialedition/mods/17595 together with any custom race mod, so that you, with the first, won't have bugs with Dawnguard's and the werewolf transformations, plus mounted combat if I remember correctly, and much more, and, for the second one, so that race specific dialogue will still play if you just wanted to make a copy of, for example, the Dark Elf race just so you could have your own textures/attributes/etc for your character while they still being a dark elf (the issue with dialogue is that it needs to be edited for each line so that it recognizes you as the right race, and while it has been done for the normal game, mods that have race-specific dialogue need to have these things added, and mods like Viljia and Inigo have LOTS of dialogue to search through to get all the tags added in. iI can be done, of course, I myself converted the whole of Interesting NPCs https://www.nexusmods.com/skyrimspecialedition/mods/29194/ a while back, and offered the file to the developers on their website in case others had this issue (I offered the file along with a list of any and all things fixed like IDs of quests touched, dialogue, topic and segments/scene IDs in case they wanted to do it themselves or stuff like it, they never responded) and it was maddeningly huge to do, but it worked flawlessly in the end in case anyone wants to aks for the file: Spoiler I will have to do it again if you want it (and I will, no trouble, it will just take quite a while again), as I deleted it after having countless issues with how the mod had so many characters and encounters that forced my character to be the village idiot or the aggressive dumbass to progress their women plot forward, I say women plot because I had more issues with female characters and followers than with males, but they too had their issues at times, particularly with judging or mocking unique choices or opinions they might have/do. I can understand the complexity of dialogue (I myself make countless of dialogues for custom world and quests I build, the amount of choices is staggering, imagine voicing it all!), but letting the player choose or, if in doubt, let the player have a more neutral response, or the same response but without the added snarky comments would be best (if one MUST do snarky, it should just be a one sentence never spoken of/hinted at again so that it can be bearable for those that would just pretend it never happened, but they kept bringing comments like these up, making it a running joke at times. It reminded me a lot of what Dragon Age Inquisition did, and it is a great shame. The second option, that I use for LE as it works no problem, is this mod Unique Character https://www.nexusmods.com/skyrimspecialedition/mods/3006/ which lets you do the same as above, but excluding everything but body, hand, tail, feet textures and meshes, as everything else would require editing records that only editing a race could do, but it is standalone and does not make your character a custom race, making it better for playing with custom followers and mods that comment or have custom dialogue for your race. What I usually do, in case I want them to have a custom texture for the head, is to either add a new head Headpart that I can switch to or to just replace or add textures to a tattoo/overlay mod for the face (do let me know if you'd like me to do a tutorial or stuff like it, I don't mind :3 ) I also found this race mod Half Dragon Race https://www.nexusmods.com/skyrimspecialedition/mods/18268 , which might interest you. In case you are going to use a custom race, remember to pick one to modify that most resembles your idea of your character or your character's traits, as they might have stats/tags closer to what you want them, while others might have custom spells and all that stuff added on top. Best of things once more, glad the sculpt thing worked!
D Hine Posted June 18, 2021 Posted June 18, 2021 Im not sure if it helps, but I found on my HDD some files (since I wasn't sure If I downloaded it and my memory have been kinda short lately) for follower and playable race (Its just esp, btw. I guess it just requiers follower mod above and its LE). Miraak Reincarnation - Playable Race-88539-1-0.zip
ozzydee Posted June 19, 2021 Posted June 19, 2021 D Hine, Temp500 thanks so much for taking time to reply. I have managed to find both files and I've been trying to convert them for days with no success. Constant CTD;s and infinite load screens every single time. So, I'm back to the message boards in hopes that someone here can successfully covert these files or perhaps give a detailed walkthrough so that I can see if there's a step in the conversion process that I'm either doing incorrectly or skipping entirely. Again, a sincere thank you to you both. Miraak Reincarnation - Playable Race.esp Azog Follower Race.esp MiraakFollowerReincarnation.esp
Temporary500 Posted June 19, 2021 Author Posted June 19, 2021 11 hours ago, Relattis said: <snip> I wish I could help more with this, but I myself cannot as I do not own SSE. What I CAN do is share what I know on how the process works (or I am told on how it works) for converting LE to SSE. For the esp file, you just need to open it in the SSE CreatioKit as the Active File (you can set this like this Spoiler If your file is a Master File, you can open TES5Edit and do this: REMEMBER that changing an esm to an esp is quite a thing to do, and things WILL break apart in-game if you previously played with the file as an esm, as the game will recognize it as a new file. What an esm file does compared to an esp file I am not still 100% sure, but what I do know is that making any plugin an esm (either through editing the file extension or through TES5Edit only, which I recommend compared to changing the whole file) makes the plugin able to be used as a resource for other mods. So, for example, if you open a master file now made a plugin, but open it as not the active file, and open as the active file a mod that has that master as a requirement/dependency, if you save it in the CreationKit, it will REMOVE any and all records and attachments to that master, and remove it from the mod's master list, breaking things apart. I myself use this to remove the Unofficial Skyrim Patch from mods I want to use, deleting or porting only what changes are needed, before deleting everything from the esp file, making it empty, and marking it as an esp, then removing it completely by opening up the modified mod and saving. once the file loaded, you just need to save (it should just need to save once, but I click the button a few times just to be sure, as this also works for SSE to LE porting). This makes all the records in the plugin file convert to the SSE format, which is 44 instead of the LE 43 (I am unsure if it does any sorts of issue to not do this, as some mods I forgot to convert for LE before using, seemed to load and play just fine), but just to be safe. Scripts are inherently compatible as far as I know, when it comes to SKSE, now, that is where things get different, as many things SKSE64 were not present for normal Skyrim, but I am unsure if this would really give much issue, as, far as I could read, it seems like SKSE64 has all the features SKSE has, maybe they are written differently or something? For meshes and textures, once more, I am unsure. Textures from SSE seems to have a new sort of compression format that LE cannot read (which can be converted), but LE textures does not seem to give any sort of trouble to SSE, so I don't see the need to convert them/compress them at all (visual engine perhaps?) so, far I as I know, should not really need conversion, but, just to be sure, you can convert them with many programs around (I wanted to link them, but I am unsure on what to recommend, as I cannot speak for any of them, as I have never needed to convert textures for SSE, as I cannot test them OR open them to check them via GIMP ). Meshes, on the other, hand, seem to need conversion to work, for this I use the tool I also linked above called SSE Nif Optimizer https://www.nexusmods.com/skyrimspecialedition/mods/4089?tab=description , which can convert LE to SSE and SSE to LE. Why this needs to be done, far as I understand it, is that there is a form in the nif file that needs to be name-changed for SSE, as they there use a different version or something along those lines. For UI and the like, far as I could test with mods like ORomance UIs work without need for conversion (I use the texture conversion tool just in case) if wanting to use SSE to LE, but vice-versa I have no idea, but it should work no problem. Now, for infinite loading screens and the like, in my experience it is a mod issue for (strangely) collisions plenty of times (on my end at least) and that is something that, far as I have seen, is quite volatile and I have conflicting reports on if things can be ported working or not (animations need to be converted far as I know, but collisions are using engine things, which makes things trickier or something), but in your case, if I have to guess, I would think that either the mod is not loading because of a lod-order problem or because it needs to be converted via the "open in the CreationKit and save" process. EDIT: Forgot an important one! The SEQ file is used to make startgame quests and dialogue work, and, if the file record is changed (from 43 to 44 for example, or if any dialogue /topics at all is/are added) it might not work anymore. To fix this, you just need to open TES5Edit and open your mod (it is just ONE click fix, don't worry :3 ) Spoiler Right click on your mod, go to the bottom of the list on Other and click on Create SEQ File , done! You will be able to see if the file was created in the dialogue at the VERY bottom of the TES5Edit window (remember to do this AFTER you changed the record number and/or added or modified dialogue/topics/scenes, so that the changes will be recorded in the SEQ file) Also, do remember that the race mod is dependant on the Follower mod it seems, so you need to convert and load them both, and place the follower mod higher in the load order than the race mod (be careful with opening the race mod, as I don't remember it being a master file, so you might delete it as a depependancy if you do not add the tag before). I personally use the follower mod, and, as files are concerned, you will just need to convert the esp (meshes perhaps as well, but I am unsure), the scripts should work out of the box/// Was going to link you the follower mod for LE, but I found that they did an SSE version, so at least one step is done! https://www.nexusmods.com/skyrimspecialedition/mods/19829/ Do let me know if you want me to help in any way if it sounds confusing or anything like it, but you will have to do the saving process, as what I do will just be converting/doing things for LE. Do let us know if anything works at all, in case, I also recommend making a new topic or seeing if there is a topic for SSE requests for conversions around, as this way you will be able to get more visibility, as I don't know if many SSE users would be able to see your request here for an LE mod, and if yes, it might be a slower process than asking directly. Once more best of things, I am very glad D Hine was able to find such a gem once more 14 hours ago, D Hine said: <snip> Thank you for sharing!
ozzydee Posted June 20, 2021 Posted June 20, 2021 Temporary500 you're a saint. I'm on vacation but when I return in about a week I'll try these steps exactly as you've written them in hopes of having a successful conversion. If successful, I'll repost the converted files here so that others can more easily acquire them.
Temporary500 Posted June 21, 2021 Author Posted June 21, 2021 11 hours ago, Relattis said: <snip> Do share if the files work! I am sure there are many people that also like these Miraak textuters and might want them for their own characters a well! Once more, do let us know if there is any issue, if I cannot, I am sure others here are more than happy to help out, as you have seen above. it is all thanks to D Hine and bargoth125 that we are even having this conversation X3
ozzydee Posted June 27, 2021 Posted June 27, 2021 Just a heads up, no luck in porting any of these mods. I've used cathedral optimizer and the CK but so far I've been stuck at an infinite load screen. Hopefully someone with a bit more experience porting mods will have success transferring these mods to SSE.
Temporary500 Posted June 29, 2021 Author Posted June 29, 2021 On 6/27/2021 at 1:25 PM, Relattis said: <snip> Have you tried loading just the official DLCs and these mods to test things? I do believe also MCM and SKSE are needed for the follower mod though, so, in case, it could be an issue with them, I have never found a problem porting to normal Skyrim if an SSE mod has those requirements though (SKSE64 has some different functionalities though far as I understand).
BigBat Posted February 8, 2022 Posted February 8, 2022 I got it to work, Used files from KingShadowSKull on Reddit and Relattis esp Miraak Follower Reincarnation.7z
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