Jawsuleashed Posted October 26, 2016 Share Posted October 26, 2016 So, I think a good way to update mods for which the author is no longer active, or doesn't wan't to update to Special Edition, would be to make automated tools for people to convert old mods to the Special Edition themselves. Would any of the kind modders of TES5Edit, or these type of programs, be interested in that? And would it be an easy task to do? Link to comment Share on other sites More sharing options...
Giftig Posted October 26, 2016 Share Posted October 26, 2016 Will the older mods not support Skyrim:SE? Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted October 26, 2016 Share Posted October 26, 2016 Some will, but there are a lot of changes in SSE that require conversion (namely, file formats). And of course, everything that uses SKSE/SkyUI will also need an update once SKSE itself is made compatible. Barely any mods can be ported without any changes, however minor. Link to comment Share on other sites More sharing options...
tadcaster Posted October 26, 2016 Share Posted October 26, 2016 Some will, but there are a lot of changes in SSE that require conversion (namely, file formats). And of course, everything that uses SKSE/SkyUI will also need an update once SKSE itself is made compatible. Barely any mods can be ported without any changes, however minor.I have read the same. BSA files, ect.. will not work in SEE... Hope there will be some tools to convert theses mods by us, the average users. Link to comment Share on other sites More sharing options...
Zaayl Posted October 26, 2016 Share Posted October 26, 2016 At the very least a step for step tutorial, the CK isnt too difficult to use at a very basic level, and from what I have heard you basically will just need to repack the BSA's using the new CK (theoretically as easy as hitting "save" ). Though a utility to convert them automatically would be better, you first got to find someone with the time, knowhow, and interest to do something like that though. Im giving the SSE a week or two for people to figure this all out before I venture forth, especially since I cant imagine playing without my SKSE mods. Link to comment Share on other sites More sharing options...
lofgren Posted October 26, 2016 Share Posted October 26, 2016 Heck you don't even need to convert the bsas really. Just unpack them. Link to comment Share on other sites More sharing options...
Project579 Posted October 27, 2016 Share Posted October 27, 2016 Animation mods for the old game are 100% broken as well on SSE. Link to comment Share on other sites More sharing options...
Zaayl Posted October 28, 2016 Share Posted October 28, 2016 From what I read in a post by arthmoor over on another site, supposedly the CK will have a utility for porting animations over to the new format. Link to comment Share on other sites More sharing options...
Graelock Posted November 1, 2016 Share Posted November 1, 2016 (edited) Well, I see the new TES5Edit has BA2 support and a 64bit fix. I'm assuming that's half the battle right there, on the more basic modding level. Naturally, there's the animation issues. I'm thinking of converting and crediting the author of the Dawnguard Underworld Eyes for the lovely Blue, Green and Bright Blue vampire eyes. Instead of the default, narsty red. The mod even features eye whites, so is more desirable. I figure, this mod has very little to screw up...unfortunately, the author is no longer active, so haven't even gotten an OK from him. I'm going to do it anyway, I think, and just credit him. Edited November 1, 2016 by Graelock Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted November 3, 2016 Share Posted November 3, 2016 Well, I see the new TES5Edit has BA2 support and a 64bit fix. I'm assuming that's half the battle right there, on the more basic modding level. Naturally, there's the animation issues. I'm thinking of converting and crediting the author of the Dawnguard Underworld Eyes for the lovely Blue, Green and Bright Blue vampire eyes. Instead of the default, narsty red. The mod even features eye whites, so is more desirable. I figure, this mod has very little to screw up...unfortunately, the author is no longer active, so haven't even gotten an OK from him. I'm going to do it anyway, I think, and just credit him. You can't do that, you really need his permission, unless he stated explicitly otherwise. You could always try to hunt him down, but if you can't find him, textures are rather easy to modify, so you can make your own. Link to comment Share on other sites More sharing options...
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