MrTehNoms Posted December 14, 2016 Share Posted December 14, 2016 Does this mean that old mods work with Skyrim Special Edition? Link to comment Share on other sites More sharing options...
Kroekr Posted December 14, 2016 Share Posted December 14, 2016 Some do after the esp has been loaded and saved with the new CK and nif files have been converted. Make sure you read the entire post by OP Link to comment Share on other sites More sharing options...
MrTehNoms Posted December 14, 2016 Share Posted December 14, 2016 Some do after the esp has been loaded and saved with the new CK and nif files have been converted. Make sure you read the entire post by OPBy the looks of this post and the one he linked, I'm gonna have to be a lot more involved in my modding than before. I don't make mods, but am I gonna have to get the creation kit? There are a lot of terms going over my head right now. If there is a forum that describes how to get into modding SE, can anyone link it? I wasn't able to find it myself when I looked for one. Link to comment Share on other sites More sharing options...
Kroekr Posted December 14, 2016 Share Posted December 14, 2016 Some do after the esp has been loaded and saved with the new CK and nif files have been converted. Make sure you read the entire post by OPBy the looks of this post and the one he linked, I'm gonna have to be a lot more involved in my modding than before. I don't make mods, but am I gonna have to get the creation kit? There are a lot of terms going over my head right now. If there is a forum that describes how to get into modding SE, can anyone link it? I wasn't able to find it myself when I looked for one. If you plan on porting (changing) mods from Oldrim (Old Skyrim) to Skyrim Special Edition (SSE) yourself, you will need the creation kit (CK) for SSE which comes from Bethesda.net You are on the forums for SSE modding. This one is for troubleshooting, if go back up one forum branch you will see 3 other forums for SSE Link to comment Share on other sites More sharing options...
ayala84 Posted January 2, 2017 Share Posted January 2, 2017 Thank You! It feels safe to proceed. Here's my exodus 2017! Link to comment Share on other sites More sharing options...
astralmati Posted May 20, 2017 Share Posted May 20, 2017 I have some problem and sorry for my english... Maybe someone could help me. When I want use old skyrim mod (weapons, armors - files contains textures, meshes and .esp file, sometimes bsa archive) in remastered game I use NifOptimiser. I extract files from bsa aswell. And at the end edit esp in CK and save.Recently I found a mod The Vassal sword. I extract files from bsa, optimise nifs, edit esp. Every mod I porting like this works fine. But with this is problem. I used command to add the sword to my inventory. But when scrolling down to it neme, game crash every time. I hope You can understand... Please help me. Link to comment Share on other sites More sharing options...
twowolves80 Posted November 2, 2017 Share Posted November 2, 2017 (edited) ESM/ESP Files:Records Broken by the Skyrim SE CK: SPGD, 'Shader Particle Geometry'Can those records, and only those records, then be repaired, perhaps in TESVEdit as a work-around to handle mods that rely upon those records? I was curious if this would work as a stop-gap solution. Edited November 5, 2017 by twowolves80 Link to comment Share on other sites More sharing options...
Sharlikran Posted December 4, 2017 Author Share Posted December 4, 2017 (edited) ESM/ESP Files:Records Broken by the Skyrim SE CK: SPGD, 'Shader Particle Geometry'Can those records, and only those records, then be repaired, perhaps in TESVEdit as a work-around to handle mods that rely upon those records? I was curious if this would work as a stop-gap solution. I'm going to be updating the post, that was addressed with the release of the Skyrim SE CK for the CC. So now SPGD will no longer be broken by the latest CK. Edited December 4, 2017 by Sharlikran Link to comment Share on other sites More sharing options...
nihlo Posted March 31, 2018 Share Posted March 31, 2018 Hey all,I've got a question regarding some oldrim mods that hadn't been converted to SSE yet.Someone told me that old mods with "only" scripts controlled via MCM should work in SSE without problems with current SKSE and MCM.I'm especially interested in: Timing is EverythingandSkyComplete is it true that such mods doesn't need special conversion ? And if the start, will they work properly forever ? Link to comment Share on other sites More sharing options...
xaba1 Posted December 20, 2018 Share Posted December 20, 2018 Quick question, why do old mods have to be extra ported to SSE ? people say you cant just install old files into SSE just out of spite, i installed a couple old retexture mods and they seem to work fine...there a consequence to this i dont see as of now? Link to comment Share on other sites More sharing options...
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