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Can someone explain, in painful detail, how to port an armor mod?


Jimmyjojo

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Skyrim SE is seriously lacking in cool armor mods, in my opinion. I've got some favorites from the original Skyrim that I doubt will ever get ported, and I thought I'd try porting them myself.

 

Ha ha, what was I thinking?

 

I don't know the first thing about doing this. I've used Creation Kit to make custom player homes, but never armor mods, and I don't know my way around nifskope AT ALL.

 

I read that all you have to do is open the mod in Creation Kit, change something like maybe the name, then re-save it. Okaaaay, how do you do that? I need details!

 

If you can help, I will love you forever. :p

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It's not hard for the mesh nif files with SSE NIF Optimizer by ousnius it's the esp/esm files you have to use ck for SE to upgrade or convert them to work with SE

 

 

I managed to get two of my favourite armor/clothes mods meant the original skyrim to work with the special edition of skyrim after running there mesh nif files throw SSE NIF Optimizer and I didn't use ck at all on there esp/esm files and the two armor/clothes mods worked perfectly after I used SSE NIF Optimizer in there nif mesh folders!..

 

the SSE NIF Optimizer is just as easy to use as Loot and SSEEdit

 

 

I'm novice when it comes to mods and have a basic education and I consider myself a complete idiot at understanding modding and wont touch the ck with a ten foot pole, because I'd probably go find a corner to cry in after opening the ck :happy: :ermm: :confused:

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Okay, I can try the Nif Optimizer.

 

The instructions I read on Reddit said to open the plugin in Creation Kit, make a change, like to the name or something, then re-save the plugin. So, I opened the plugin in CK...then sat and did nothing since I had no idea what to do at that point. That's where I'm stuck. But if I don't have to use the CK then I'll do that. Still, I'd like to know how to change the name of a plugin in CK in case that's what I need to do. And, since the tutorial is so vague on that point, I'm going to need someone to explain things to me. Sigh.

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You don't actually need to change anything in the plugin - just load it into the CK as the active file, and hit save. The CK is clever enough to know that you've loaded an Oldrim esp and it knows what to do.

 

As well as converting the meshes (btw make sure you have V1.9 or later of SSE Nif Optimiser), you could check the textures too. There's a handy utility called NifScan that will do this for you.

 

If any of your meshes have transparency you may hit a bug in the CK whereby it fails to render them. They will be okay in-game, though.

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