HippeusOmega Posted November 8, 2016 Share Posted November 8, 2016 (edited) Looking to convert Wyrmstooth for my own personal use on SSE as it's no longer supported by the author. Problem is I'm not very familar with the CK. Can someone give me some tips on how to convert the files properly without damaging the mod? Edited November 8, 2016 by HippeusOmega Link to comment Share on other sites More sharing options...
dreamer2008 Posted November 8, 2016 Share Posted November 8, 2016 +1 I would also like to know that. Link to comment Share on other sites More sharing options...
adwag Posted November 8, 2016 Share Posted November 8, 2016 +1Same for Moonpath Link to comment Share on other sites More sharing options...
TombRaiser Posted November 8, 2016 Share Posted November 8, 2016 You would need to load and save the ESP in the new CK, and then you would have to use something like BSA Extractor to extract the files, and either use the loose files in your data folder, or repack the loose files in the new CK. Link to comment Share on other sites More sharing options...
saurusmaximus Posted November 8, 2016 Share Posted November 8, 2016 Extract the .bsa files first, then run the mod through the CK. Being that you aren't going to be reuploading it anywhere, you can leave the files loose if you like, or repack them into an archive. Link to comment Share on other sites More sharing options...
Salchichen Posted November 8, 2016 Share Posted November 8, 2016 I converted this mod on my own leisure so let me guide you in the process:You will need:- Wyrmstooth for old Skyrim - Wrye Bash for SSE- Creation Kit for SSE- BSA Extractor1 - Extract the content from the BSA into loose files.2 - Place the .esp in your SSE Data folder. Then open Wrye Bash, right click in the plugin and click on "Esmify Self". This is done since the Wyrmstooth plugin was marked as a Master file by his author and CK won't save any master file.3 - Open the Creation Kit and click on File -> Data. Check Wyrmstooth.esp and mark it as the active file. Dismiss any warning message you receive until it loads. Once the plugin is loaded, just click on save and close the CK.4 - Go back to Wrye Bash and do the same you did in step 2 again. This will result in wyrmstooth.esp being tagged as master plugin again5 - You are almost done. Pack the .esp and loose files into a .7z or a .zip file so you can manage the mod easily with NMM or MO2Also be warned that since the mod content wasnt handly reviewed nor meant for SSE, you might encounter some issues when playing Wyrmstooth (For example, the water flow is completelly wrong since the way it works was modified on SSE)You are allowed to share Wyrmstooth privately, but do not publish it anywhere Link to comment Share on other sites More sharing options...
HippeusOmega Posted November 8, 2016 Author Share Posted November 8, 2016 You would need to load and save the ESP in the new CK, and then you would have to use something like BSA Extractor to extract the files, and either use the loose files in your data folder, or repack the loose files in the new CK.Do you know of a video guide? Bit lost in this CK. I learn better seeing someone do something. Link to comment Share on other sites More sharing options...
adwag Posted November 9, 2016 Share Posted November 9, 2016 I converted this mod on my own leisure so let me guide you in the process: You will need: - Wyrmstooth for old Skyrim - Wrye Bash for SSE- Creation Kit for SSE- BSA Extractor 1 - Extract the content from the BSA into loose files.2 - Place the .esp in your SSE Data folder. Then open Wrye Bash, right click in the plugin and click on "Esmify Self". This is done since the Wyrmstooth plugin was marked as a Master file by his author and CK won't save any master file.3 - Open the Creation Kit and click on File -> Data. Check Wyrmstooth.esp and mark it as the active file. Dismiss any warning message you receive until it loads. Once the plugin is loaded, just click on save and close the CK.4 - Go back to Wrye Bash and do the same you did in step 2 again. This will result in wyrmstooth.esp being tagged as master plugin again5 - You are almost done. Pack the .esp and loose files into a .7z or a .zip file so you can manage the mod easily with NMM or MO2 Also be warned that since the mod content wasnt handly reviewed nor meant for SSE, you might encounter some issues when playing Wyrmstooth (For example, the water flow is completelly wrong since the way it works was modified on SSE) You are allowed to share Wyrmstooth privately, but do not publish it anywhere Worked like a charm for Wyrmstooth, thanks. Tried to convert Moonpath to Eslweyr like this, didnt work.Can anyone help me? There is moonpath.esm which I cannot "esmify", also there are two .bsa files. How do I convert it? Link to comment Share on other sites More sharing options...
Salchichen Posted November 9, 2016 Share Posted November 9, 2016 (edited) Tried to convert Moonpath to Eslweyr like this, didnt work.Can anyone help me? There is moonpath.esm which I cannot "esmify", also there are two .bsa files. How do I convert it? Haven't checked yet that mod out, but I'm pretty sure the process is more or less the same. .esm are internally just the same as .esp. To edit it just change the extention of your .esm to .esp (no special tools for this, just rename the file). Then you can espify/esmify the file with wrye bash to allow CK resaving. If the mod has several BSA, just extract their content into loose files. You don't want files packed into old BSA format. If the mod has custom rigged meshes (bodies,armors,creatures...) you migh want to check them with Nifskope. If they have any strip on them, you need to apply some spells to get rid of them. If the mod features new landscape textures, you need to make sure normal maps use DXT5 compression and have a proper specular map on it's alpha channel (This will likely sound to you like random gibberish if you don't anything about textures). Edited November 9, 2016 by Salchichen Link to comment Share on other sites More sharing options...
adwag Posted November 9, 2016 Share Posted November 9, 2016 (edited) Tried to convert Moonpath to Eslweyr like this, didnt work.Can anyone help me? There is moonpath.esm which I cannot "esmify", also there are two .bsa files. How do I convert it? Haven't checked yet that mod out, but I'm pretty sure the process is more or less the same. .esm are internally just the same as .esp. To edit it just change the extention of your .esm to .esp (no special tools for this, just rename the file). Then you can espify/esmify the file with wrye bash to allow CK resaving. If the mod has several BSA, just extract their content into loose files. You don't want files packed into old BSA format. If the mod has custom rigged meshes (bodies,armors,creatures...) you migh want to check them with Nifskope. If they have any strip on them, you need to apply some spells to get rid of them. If the mod features new landscape textures, you need to make sure normal maps use DXT5 compression and have a proper specular map on it's alpha channel (This will likely sound to you like random gibberish if you don't anything about textures). Thanks, it worked.So I kind of managed to convert both Wyrmstooth & Moonpath, the quests technically show up in my journal, there are NPCs, but after I talk to them the quest do not progress. Also, some of them have bodies missing, The Bannered Mare is missing some textures too (must be because of Wyrmstooth).And I thought it was that easy. :laugh: Edited November 9, 2016 by Assnfiks Link to comment Share on other sites More sharing options...
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