A little late, but the problem with your method is that the records you copy this way will still have form 44, not 43 in them, which is like doing nothing at all. This means the only possible way to copy them from an SE plugin is to do everything by hand, first creating the base categories, then the entries, and only then copy the actual content.
Convert SE mod to LE
Posted 11 April 2020 - 05:29 PM
Posted 10 May 2020 - 05:40 PM
Backporting meshes is not at all the same as trying to backport the .esp file and it's disingenuous of you to imply otherwise.
There is no such thing as a successful backport of the .esp file - which is the most important part of 99% of the mods you'll find out there. Those will break, period. Actively campaigning to break peoples' saves is abhorrent.
Well first of all dont install mods midgame. SO what if I, like everybody should start a new game with it? Stop talking already. if it works it works. The modding community would be nowhere as of today with people like you thinking nothing is possible out of the ordinary
Posted 10 May 2020 - 06:25 PM
A little late, but the problem with your method is that the records you copy this way will still have form 44, not 43 in them, which is like doing nothing at all. This means the only possible way to copy them from an SE plugin is to do everything by hand, first creating the base categories, then the entries, and only then copy the actual content
dude, that's pretty much what the method does. Did you read it? You're making a whole new .esp in form 43. You are copying over all the entries into form 43. You're just doing it in the easiest and quickest way possible.
Posted 15 June 2020 - 02:46 AM
Whenever I copy the records from the source file (SSE mod) to the empty esp (from LE), the SSE esp becomes the master of the LE plugin. I guess I'm missing something.
Apologies for just seeing your message. What you do in this case is that instead of "copy as overwrite" you "Copy as new record" into you new blank esp. Make sure the new blank ESP has any other masters added to it.
ie. You want to port over Vivid Weathers.esp from SSE to LE.
- Make your blank (name is Vivid Weathers_Temp.esp for now)
- Open both esp's in SSEEdit
- Click and select all the items below "File header"
- Right click and select "Copy as new record" or "Deep Copy as new record"
- Add them to "Vivid Weathers_Temp.esp
- Sometimes it will ask you for a prefix. Add the first 2 alpha-numeric characters - Here's an example of where you find the number (only you'd take the ones from the Vivid Weather_Temp.esp) : https://i.imgur.com/YVhxk8c.jpg
- If it asks you for a suffix, just skip and leave it blank then continue
- Click ok
- once finished, open the location where Flowers_Temp.esp is located and change it to Flowers.esp (the same name as the SSE version of the file.
- Place in your Skyrim LE load order.
... This should make it where you don't need the other as a master
Can your method still work if I use one of the plugins from the high res texture pack?
They're empty esp files but they are Form 40, not 43.
Also your step 9 confuses me. I'm not sure how changing the name of the temp file takes care of the SE esp being a master
Edit: Decided to just open the SE plugin in the CK and save. Then opened it in TES5Edit and SSEEdit to confirm the form change. Don't know if it's really that simple but the mod itself isn't complicated. just some changes to vanilla assets.
Edit 2: It works just fine. Who knew it would be even simpler than copying the records in xEdit. Just open the esp in the CK and save. I suppose it's ok since it's a very simple mod, either way though I'm happy....for now. Thanks Phoenix.
Edited by RyanBurnsRed, 15 June 2020 - 05:15 AM.
Posted 18 June 2020 - 12:52 PM
What an amazing thread! I did the same thing, and it works. Logical really, as you're essentially creating a new mod entirely.
Edited by Derwan, 18 June 2020 - 12:53 PM.