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Mods that need to be resaved in CK


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Here is a list I've found so far of mods/patches that need to be resaved by user in CK for compatibility in sse. These I've included were indicated by Wrye Bash as "older versions of plugins" If you have others that should be included, please post in the topic and I'll include them in this list, and any that get corrected by the authors I'll remove. Your input here will help SSE become a more enjoyable gaming experience and let authors and users alike make the necessary corrections need for smooth gameplay.

 

 

Needs special attention

HearthfireMultiKid.bsa will need to be extracted before HearthfireMultiKid.esp will load in CK. Following will not load without this being done.

HearthfireMultiKid_pnpPatch.esp

SFCO_MultipleAdoptionsPatch.esp

 

Convert as is

AddItemMenu.esp

amidianborn_skyforge_weapons.esp

Brows.esp

JoyofPerspective.esp

ShlongsofSkyyrim.esp

SFCO_AlternateStartPatch.esp

SFCO_CastleVolkiharPatch.esp

SFCO_CRF_Patch.esp

SFCO_ImmersiveCitizensPatch.esp

XN-Microbikini.esp

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Not wanting to discourage you, but...

 

A list like that doesn't really make sense.

There's some general rules, that should cover all "oldrim" mods:

 

- esp and esm files need to be converted (esp is simply resaving in the ck, for esm: convert to esp with Wrye Bash, resave in the CK, reconvert to esm with Wrye Bash)

- bsa files need to be repackaged for SE (or at least unpacked and used in SE as loose files)

- meshes need to be converted to SE format (nif optimizer: https://www.nexusmods.com/skyrimspecialedition/mods/4089 )

- animations need to be converted to SE hkx format (Guide: https://www.nexusmods.com/skyrimspecialedition/mods/2970 )

- NPC eyes (especially female ones) may need to be "re-adjusted": Thanks to R246 for this post: https://forums.nexusmods.com/index.php?/topic/5058135-sse-nif-optimizer/page-103&do=findComment&comment=54592653

- "Oldrim" landscape textures without alpha channel won't work properly. Could be resolved with some knowledge of texturing, but a larger task..

 

That's about everything users can do themselves.

Note: Every mod you want to use in SE MUST be converted properly. Simply using the "Oldrim" mod is NOT an option! "Oldrim" esps / esms are said to maybe corrupt your savegame, unoptimized meshes will at least reduce performance.Mods depending on the "Oldrim" SKSE may work or not. They require extensive testing. Also, simply resaving the esp isn't enough if a mod contains meshes and/or animations.

 

If a mod contains a .dll file, users usually can't port this mod, since the .dll needs to be adjusted and recompiled - which requires the source code...

Edited by Algabar
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You're correct in stating that with some searching that users should be able to fix/convert oldrim mods to sse, but what I've listed are mods that are currently on the SSE pages that are not converted correctly that users should be aware of.

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That's about everything users can do themselves.

Note: Every mod you want to use in SE MUST be converted properly. Simply using the "Oldrim" mod is NOT an option! "Oldrim" esps / esms are said to maybe corrupt your savegame, unoptimized meshes will at least reduce performance.Mods depending on the "Oldrim" SKSE may work or not. They require extensive testing. Also, simply resaving the esp isn't enough if a mod contains meshes and/or animations.

 

 

Where on earth did you see that using oldrim esp/esm would cause savegame corruption?

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@Charles17: My apologies for misreading your post! You're right: People should be aware of mods, that were released as "SE mods" without proper conversion. Sorry I didn't get the goal of your post.

 

@BigAndFlabby: There were rumors about "Oldrim" esps causing save game corruption in SE. TBH, I've heard and believed them. After reading your post, I went through some of the more recent guides and tutorials about converting mods from "Oldrim" to SE. According to them, it's a myth. So using plugin files from old Skyrim shouldn't be the cause of savegame corruption. Sorry!

 

Anyway, I think we agree, that "Oldrim" mods should be converted properly before using them in SE...

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Makes sense now. Not re-saving the plugin should have no direct impact in any way. Not upgrading the water flow types for cells that have had it changed would cause inconsistencies of water but that's about it. And that doesn't have anything to do with just re-saving the plugin. The biggest things I've seen potentially cause corruption is if someone edited the plugin incorrectly either changing script properties, adding, or removing scripts entirely from objects that should/shouldn't have them. That could cause problems. I've heard rumors, but not experienced it myself, that NavMesh data doesn't computer correctly if not re-saved. I find that hard to believe unless the original plugin was messed up to start with.

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When Skyrim Special Edition was announced there was a debate about whether there should be a dedicated new section here on the Nexus for it. The debate was resolved when Bethesda stated that all existing Skyrim mods (which to Bethesda means things with a .esp file) would need to be converted for the new game.

 

Just because you find a guide or tutorial that tells you to take shortcuts doesn't mean you should. Bethesda said that all old mods would need to be converted for the new game by opening and resaving them in the new CK. Isn't it worth the small amount of time and effort to be sure you're doing it correctly instead of second-guessing the game's own developers? (Yes, they could be wrong, but are you 100% sure they are?)

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