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Skyrim Mods and SE Mods


taryl80

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Hi guys

 

I am new to SE. And so I have presumably miss some informations in the past. I like to know, where is the big difference between skyrim and skyrim special edition mods, particularly with regard to manual installation?

 

I have already read, that I should avoid to use skyrim mods in SE that take use of skse, skyui, hdt and/or use .bsa's.

 

Is that everything?

 

I just ask, because I like to have every of my skyrim mods also into se, but not every of those mods have convertet yet to se (and in some cases they will probably never).

Edited by taryl80
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You can use most texture mods from Skyrim (Oldrim) in Skyrim Special Edition (SSE). The main thing with textures is that you can't use landscape textures, because those need to be adjusted. They won't break your game, but they can look "shiny" and wrong. Some mods, like Noble Skyrim, have Oldrim and SSE versions available on the Oldrim page; the two versions are mostly the same, except for landscape textures. Other popular texture mods, like Rustic Clothing, can be used from Oldrim. In that case, the only reason to make a separate SSE Nexus page for that mod is for player convenience in using NMM to install mods; if you try to install an Oldrim mod to SSE using the "install with NMM" button, there will be an error. But even then, you can still install manually using the green + button in NMM after downloading the file. Otherwise, the two versions of Rustic Clothing are exactly the same.

 

Other mods might work, but there is the potential for crashes. Just because the game loads up and runs, doesn't mean that you won't get a crash at some point from an old mod.

 

Esp should be re-saved in the 64-bit Creation Kit. If there is a simple esp mod, like Numerical Smithing Upgrades, you only need to load it in the CK and save it in order to port it over.

 

Meshes should be converted using SSE NIF Optimizer, which is a simple, easy-to-use tool.

 

A bsa isn't a requirement for most mods, but is provided for convenience so there aren't a bunch of files floating around. You can unpack the bsa using BSA-Manager and just use the files. If you prefer to have it be a bsa, you can re-pack the files into a new bsa using the Archive utility that comes with the 64-bit Creation Kit -- tutorial on that here.

 

As for SKSE, you'll be happy to know that SKSE64 is in the works. It is currently in alpha stage of development. The author of SkyUI is also working on his port. In order to have any mods that use the MCM, you will need both SKSE64 and also an updated SkyUI. I advise just waiting for those.

 

I can't give any advice on porting SKSE mods into SSE, since I don't know anything about it. I also don't know anything about HDT, sorry.

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Thanks for your answer. You have help me a lot. Also I am happy about the news from skse and skyui (or at least, it is new for me). The skyrim mod I acutal miss most in se, is skyui, in the first place.

Edited by taryl80
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