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Which Skyrim mods can be expected to work directly in SSE?


Alan47

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Hi,

 

I'm one of the "Oldrim" players out there who just waited for SKSE64 to come out to make the switch to SSE. I had a look at every single mod in my Skyrim load order and looked for ports in SSE. I was pleasantly surprised that a lot of my favorite mods already have SSE versions. However, some of them don't.

 

What I would like to know is: which categories of mods can be expected to work in SSE by simply using their Skyrim counterparts? For example, what about:

 

- Texture overhauls (retextures)?

 

- Sound overhauls?

 

- Standalone followers?

 

Also, what kind of problems can you typically encounter when trying to reuse Skyrim mods in SSE, and how do you fix them? Obviously, some things can't be easily fixed such as papyrus scripts (they need a recompile at the very least, as far as I am informed). I've heard different things about porting characters (i.e. followers) to SSE. Is there any kind of guide or tutorial?

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Textures usually work. Followers needs to be properly ported. Sounds... I am not 100% sure about those. But like a music replacer that only replaces files without an .esp should work. But a whole overhaul probably won't work unless ported. There are some good overhauls already though :smile:

 

As far as I know it crashes unless stuff is ported properly.

 

I did guide a guy through the porting steps cause I got too eager to help lol. In the topic below, but I'd rather not have you comment there since we went way off topic as is. Feel free to pm me if you need further help. I am sure you know already but just for the record; permission from the original author is required if you wanna upload it.

 

https://forums.nexusmods.com/index.php?/topic/6165103-big-burly-nord-redguard-imperial-and-orc-males/

 

In my post below mine with the youtube video.

Edited by Niborino9409
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You may find this link helpful:

 

https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/

 

Also, bear in mind that SKSE64 and plugins that rely on it (SkyUI and so on) are still in alpha and the policy is not to release ported mods that use them until there are stable versions. So behind the scenes there may be ported versions of your missing mods waiting to be uploaded. Otherwise, if their original authors are no longer around, you will need to port them yourself.

Edited by OldMansBeard
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Most texture mods work. Landscape textures do not unless the normal maps have an alpha channel. If there is no alpha channel, you will get things like shiny dirt and rocks. Using these won't break your game, but it certainly won't look right. But pretty much all other texture mods do work: armor replacements, clutter, etc.

 

Sound mods should also work directly if they are loose files.

 

Meshes need to be converted.

 

Any mod assets that are packed in a bsa -- textures, meshes, sounds, scripts -- need to be repacked for SSE.

 

Any esp should be resaved in the 64-bit Creation Kit.

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There are some texture mods that will crash your game right away. The form 43 esps are unpredictable so the general advice is that conversion through CK is necessary. Meshes definitely need to be converted.

 

All oldrim BSAs are NOT gonna work.

 

So, the definite answer to your question is: some texture mods and sound mods (loose files). If you have Photoshop with nvidia dds plugins, you might be able to convert the problematic textures to DXT5 and then it should work.

Edited by yian
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