strawbqwerty Posted November 26, 2016 Share Posted November 26, 2016 So I have run a whole bunch of oldrim mods through the creation kit. Before the converting they all had there correct master files. After the converting quite a number have been assigned new and non relevant masters. Has been easy enough to remove these masters with SSEEdit. But just a interesting quirk with moving mods. Noticed this when loading up a new game. Trying to start cold turkey with a two thirds full plugin list was a bit much even for a 64 bit sky rim. So had to start with a few core mods that I wanted and then introduce a dozen or so after a bit of play then a bit more play etc. Was at this point I noticed the extra masters. Link to comment Share on other sites More sharing options...
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