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Skyrim legacy (regular skyrim) mods usable in skyrim SE


DJFrosted

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Just a heads up and good news to anyone pissed about not being able to use skyrim mods in skyrim SE, You CAN! as long as the mod doesnt use Skyrim script extender. also all texture mods work although in order to get skyrim legacy mods to work on special edition they require a manual install.

NOTE: Not all textures will work unless the alpha and / or spec maps have been adjusted accordingly Meshes may not also work (some need conversion this requires modeling knowledge) this whole process is trial and error.. some work some dont.

Manual install USE AT OWN RISK!

- manually copy textures, meshes, and esp's to skyrim SE data folder.
- navigate to your plugin's.txt and add the mod name ( modnamehere.esp ) to toggle it on add an asterix " * " IE - ( *modnamehere.esp) the * means it's toggled on.

To navigate to your plugin's folder you first need to turn on "show hidden files" in windows folder options (just google this if you dont know how it's very easy)

- open explorer (my computer or C:\ )
- open users (select your name.. so users --> your name
- then open the hidden folder appdata
- open local look for skyrim special edition and open it you'll see plugin's.txt

If my crappy explination isnt enough just google "how to get to the skyrim special edition plugins.txt" theres a few tutorials on youtube.

Cheers

Frost

Edited by DJFrosted
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It does, as will most mods, textures are np, nif's might have to be ran through the latest nifskope, bsa's will have to be extracted and esp's should be ran through the new CK. Even a few mods that use skse will work, as long as their core function does not rely on it, ie.. if they just use it for the MCM and they have an alternate way of configuration.

 

A good example is Chesko's Wearable Lanterns. Version 2.2a can be used in SSE and works fine. Even though it requires SKSE, that version only requires it for the MCM.

Edited by mrmcphister
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