Dwalin2012 Posted January 10, 2017 Share Posted January 10, 2017 I am just about to buy the Special Edition, but am not sure: will the mods that were made months or years ago for the earlier versions, work on this edition? Because there are many mods that I haven't even tried yet and have just kept them in my collection so far, but now want to make a big "mod upgrade" for my game. However, I am not sure, whether it makes a big difference if it's the old version or Special Edition. It probably does, since I see there is a whole new part of the site for the Special Edition mods....So do I have to make a choice or is it possible to make them work all together in one of the versions, even with some bugs (although depends on how relevant they are....). Which would cause more bugs, putting them all in the old edition or the new one? Or wouldn't this work at all? To be honest, I never got THAT forward not even in the original Skyrim, because I was always into the continuously appearing new mods for Oblivion and Morrowind, that didn't make me finish the games, since they never ended :smile: So it doesn't really matter whether I continue with my character from the old edition or start a new one in the Special Edition, the problem is, if I want to have the biggest quantity of interesting mods (I am collecting only quest mods, new lands if they have quests ecc, I don't use graphic mods and combat imporvement), to have most of them, which edition would you suggest? That's of course, if I take only the mods that are all compatible with each other, what worries me is the compatibility with the Skyrim version. Sorry if my post is worded in a somehow confusing way, but I hope you get the point... Link to comment Share on other sites More sharing options...
Mavkiel Posted January 10, 2017 Share Posted January 10, 2017 (edited) No simple answer to your question. But will try and cover it anyhow If the mod requires SKSE it won't work. As there isn't a script extender out yet. Texture mods - Should work, but you need to run them through SSE nif optimizer, sse uses a slightly different format, that can cause issues if you don't do it. Oldrim BSA files - Can't use any mods using that (At least every last one of them end up locking my game up). You need to unpack them, run the converter if needed, then repack, or run it as loose files. (Some mods break if you run with loose opposed to bsa) ESP files - You need to load up the construction kit and save each and every oldrim mod. They made some changes in the esp format, the construction kit fixes it. -- You can risk running without the fix, but your save games might break. Script mods - Should work. Not seen any issues yet with a script working in oldrim but breaking in SSE. Edited January 10, 2017 by Mavkiel Link to comment Share on other sites More sharing options...
Dwalin2012 Posted January 10, 2017 Author Share Posted January 10, 2017 (edited) If the mod requires SKSE it won't work. As there isn't a script extender out yet. That's really sad....If I remember the descriptions, many mods I haven't yet tried need SKSE.... Oldrim BSA files - Can't use any mods using that (At least every last one of them end up locking my game up). You need to unpack them, run the converter if needed, then repack, or run it as loose files. (Some mods break if you run with loose opposed to bsa) That's the most interesting part, as the mods that have bsa are even more numerous than the ones that need SKSE I think. So if I run each of the archives' contents (including the bsa files of course, first of all) through the converter and then re-pack the archive, the mod may work in the Special Edition? But what converter program should I use, what's its name, could you possibly give a link if it has to be downloaded separately? Sorry if this is a newbie question, but I never needed to use it so far, so am not familiar with it. EDIT: or does the bsa file have to be unpacked separately, not just the archive? But thanks for the reply anyway, now I understand more about the situation with mods. Hopefully somebody will be interested in working out a program of compatibility with SKSE sooner or later.... Edited January 10, 2017 by Dwalin2012 Link to comment Share on other sites More sharing options...
Mavkiel Posted January 10, 2017 Share Posted January 10, 2017 You need to unpack the bsa first, then run the converter, then repack. I am a newbie when it comes to packing bsa files, never had to deal with it before. Nif converterhttp://www.nexusmods.com/skyrimspecialedition/mods/4089/? And a bsa unpackerhttp://www.nexusmods.com/skyrimspecialedition/mods/974/? As for skse, a new version is in the works, from what I understand of the dev process it should be backwards compatible, so don't lose hope for using mods like SkyUI Link to comment Share on other sites More sharing options...
Kroekr Posted January 10, 2017 Share Posted January 10, 2017 It is not necessary to repack the bsa, just put them in the proper file format (data\meshes\prehensile_nose_hairs-or-whatever_comes_next). Also, remember to delete the old bsa from the data folder. Link to comment Share on other sites More sharing options...
Dwalin2012 Posted January 10, 2017 Author Share Posted January 10, 2017 Thanks again for the links and the information! I see that many old mods have already got a Special Edition version, so the ones to be converted manually won't be that many after all. Link to comment Share on other sites More sharing options...
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