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Guide to porting mods into SE


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

 

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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.

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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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