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Citrus or other high poly head for SSE?


braknar

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Ok I might be on to solving the problem. I openned the mesh in 3ds max and re-exported it. The new citrus high poly mesh looks just like the other one in nifskope. But do you know how to 'unzip' a bsa and re'zip' it? I think I need to insert the new mesh into the citrus bsa for it to work.

 

Incidentally how do bsas work? They are accessed every time the game loads right? Or are they a one time necessity when installing the mod?

 

You didn't open the BSA earlier?

 

I use http://www.nexusmods.com/skyrimspecialedition/mods/913/? - all 32bit mods need to have their BSAs unpacked. You can safely remove the BSA from the data folder when finished.

 

BSA files are a "zip" folder for the game to read all the meshes and textures so they don't clutter up your space.

 

https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/

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I did. I just didn't know how/when the new one was created. I guess it happens when you save the esp...? Im sorta confused on that but what matters is that the citrus femalehead.nif is now in the .bsa so there's that. I'll keep playing with this for a bit.

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