Nightcrawler913 Posted December 9, 2016 Share Posted December 9, 2016 What needs to be selected exactly when updating the esp file in the creation kit? For example I have an simple old mod that replace the Moon texture with the Earth. However that mod comes with a esp. file, On CK I will need to update the esp? If yes this, what do I need to select on CK. Skyrim.esmUpdate.esmearth.esp {mod} Do I also need to include the dlc esm files when updating? Another question any original skyrim mod that I decide to port on SE for personal use only will require to always update the esp file? I'm just wondering is it necessary to actually update the esp. file if old mod works fine with SE. Link to comment Share on other sites More sharing options...
Lisselli Posted December 9, 2016 Share Posted December 9, 2016 (edited) You include dlc master files if the plugin depends on them. So if you didn't save the mod with the dlcs, then you don't need to include them.And as this is a texture mod, and you only need to update the actual dds file, you don't need to update the plugin itself, IIRC. Porting Oldrim plugins to SE is simply saving the mod in the CK SE. Edited December 9, 2016 by Lisselli Link to comment Share on other sites More sharing options...
Deleted42746620User Posted March 12, 2017 Share Posted March 12, 2017 (edited) Porting Oldrim plugins to SE is simply saving the mod in the CK SE.Hi is it really as simple as saving it in the CK for SE? I have a simple mod that I used in Oldrim, created by Volek http://www.nexusmods...yrim/mods/164/?I would like to port this to SE.I have the creation Kit installed for SE and working fine I had moved one of the esp's from that mod to my data folder for SE and seen it loaded in the ck,clicked on the skyrim.esm and the update too, also set the jump plugin active, loaded, and now i am lost as what to do. Can someone confirm that indeed porting a former mod (based on what it is of course) is just a matter of saving it in the ck for SE?this mod I'd like to port is just a change in number for the base game and theres multiple esp's with different numbers. Edit.... I havent tested it but i have 1 esp from that mod linked and loaded it, and saved it in ck for SE, now i loaded Mod manager up, chose the plugin,made it active in the plugins tab and it said:"Jump300 can't be added."So what does this mean the game dont recognize it or its not transferred, or it can load it? Edit... Ok I loaded up Skyrim and checked out the mod load order in the game and like in the mod manager its at the bottom of the list, so i got intogame with a new character and tested it, and.................it works! http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/goodjob.gif So now that i can confirm saving the mod in SE works at least i think it does, my question comes down to the Nexus mod manager and why the modis not listed with the rest of the mods, but only showing under the plugins tab? Edit... i figured out how to add it to the mod list.heres what i did, since the mod was in my data folder already as an .esp as the mod is a port from Oldrim and i saved it in Skyrim SE's creation kit.1. I created a zip file gave it a name2. then moved a copy of the .esp into the zip, saved,3. then went back to the NMM and clicked on the + at top left and "add mod from file" Located the zip and NMM added it to the list. Yay! Edited March 12, 2017 by Guest Link to comment Share on other sites More sharing options...
jameshobe Posted November 15, 2019 Share Posted November 15, 2019 My creation kit has not changed any of the esp. files in my data folder. Installed properly. I can't even see anything in the render window except sometimes the stupid mountains. Link to comment Share on other sites More sharing options...
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