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Guide to porting mods into SE

creation kit porting tutorial

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#1
saurusmaximus

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Has anyone made a tutorial on this yet?  Googling hasn't given me much of anything helpful.  I tried importing a custom follower mod I have into the new CK, saving it, and trying it in the game.  But all I get is a frozen Skyrim whenever I go into the cell she is in. 

 

 

Obviously, there is more to it than just a simple load-and-save.  I'm guessing I'm going to have do something with Nifskope as well? 

 

I've tried a couple other mods that have .bsa's attached, and running those through the ck didn't work either.  Arthmoor wrote a post that suggested that was all that was needed, but didn't go into detail, and I'm clearly missing something.

 

Thanks in advance for any help

 



#2
saurusmaximus

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Found this post.  Though I'm still having issues...Why is nothing ever easy? :wallbash:



#3
triptherift

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You might try extracting the bsa first. I use bsaopt for that. If the follower is crashing the game it probably is using a custom skeleton. My problem is that all of my custom Racemenu facegens are all broken - the eyes, mouth, brows, and in some cases hair, are all invisible. So yeah, I'm kinda f'cked at the moment.



#4
saurusmaximus

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You might try extracting the bsa first. I use bsaopt for that. If the follower is crashing the game it probably is using a custom skeleton. My problem is that all of my custom Racemenu facegens are all broken - the eyes, mouth, brows, and in some cases hair, are all invisible. So yeah, I'm kinda f'cked at the moment.

I found this post, which (I think) has the answer; trouble is, I know next to nothing about Nifskope, so I'm kinda dead in the water until I figure it out.  I'm going to start reading up tomorrow (something for me to do if I get bored at work :devil: )







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