TONI8 Posted December 15, 2016 Share Posted December 15, 2016 Hello, I tried to port this mod to SSE but I can't. I have translated it to spanish language. Could someone port this fantastic mod to SSE? I would be very thanked! This is the mod http://www.nexusmods.com/skyrim/mods/59925/? Thanks to Elianora for making it! Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted December 15, 2016 Share Posted December 15, 2016 We cant port without permission Link to comment Share on other sites More sharing options...
TONI8 Posted December 15, 2016 Author Share Posted December 15, 2016 And could you showing to me how to do it for myself? (for personal use) I saw a lot of videos but english is not my natal language so its a little bit difficult.. My steps were: 1- download the mod, B.A.E and NIF SSE optimizer2- extract the BSA with B.A.E and use the NIF SSE optimizer (don't work, when I rode the text archive it says ERROR, ERROR, ERROR...)3- download CK, click on Serenity (set as active file) and Update.esm, but I only have errors... Link to comment Share on other sites More sharing options...
Kendrick01 Posted November 12, 2018 Share Posted November 12, 2018 I know this is a dead topic, and won't help anyone, but I can't believe that nobody answered this question. I just did a search on Serenity at the end of 2018 and this still came up, so I'm going to answer: 1 - Good2 - Extracting the BSA will give you all the folders the mod uses, typically Meshes and Textures and maybe some others. That's all fine. Keep them with the ESP and delete the BSA. The meshes have the NIF files, which you need to update with the NIF SSE Optimizer. Don't worry about any head parts, just browse to the mod's meshes folder and hit optimize. There should be no errors. I've optimized dozens of meshes folders without incident.3 - Just click on your mod ESP and set as active. I've never included Update, and have never had any problems. When you do this, you WILL get a ton of errors. Just say Yes To All whenever it comes up. Then you have to save. I've heard that you can just save, and I've also heard that that it won't stick unless you modify the mod. So I click on any asset in the mod and hit duplicate. Then I highlight it and delete it. It won't actually go away, but it will ask if you want to save. Say yes and CK will quit and that should be it. You're done. Link to comment Share on other sites More sharing options...
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