morogoth35 Posted May 28, 2018 Share Posted May 28, 2018 Hi guys. I am still quite unsure what works out of the box when using mods for SE on LE so I want to ask. Is it right that textures and scripts will work without needing to change anything but meshes and esps will need some editing? Link to comment Share on other sites More sharing options...
FrankFamily Posted May 29, 2018 Share Posted May 29, 2018 (edited) Scripts there should be no issues, unless they have used functions that are SE exclusive, like those added for creation club content, but that's not the norm.Textures, yes, except SE supports bc7 and LE doesn't, so if the mod was made specifically for SE the author may have used bc7 which most likely won't work in LE.Meshes, depends, if they have been converted to the new format then they won't work in LE, but not all meshes need conversion so it's possible they haven't. I don't know if there is an automatic way to reverse the LE => SE mesh conversion beyond using a 3d program to import/export, which is what I'd do.And esp most likely need conversion, can't give any specific there since I haven't tried doing it backwards. Edited May 29, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
morogoth35 Posted May 29, 2018 Author Share Posted May 29, 2018 So aslong the textures are in the dds format it should work? I guess bc7 is another format. Thanks for your response. Link to comment Share on other sites More sharing options...
FrankFamily Posted May 29, 2018 Share Posted May 29, 2018 (edited) bc7 is a compression format within it being a dds still, so it's harder to tell if they are using it, particulary since I think bc7 weights the same as a dxt5 (compression used on normal maps in LE, bc7 is mostly used on normal maps I believe, _n ones). So, you'd need some software for that, an image viewer supporting dds or made specifically for it probably has a way to tell which compression it's using, don't know the best one for that though. Overall backwards conversion can be quite problematic. Edited May 29, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
Roadhouse699 Posted May 29, 2018 Share Posted May 29, 2018 Wait a sec. Are you telling me that you can load SSE mods into 32-Bit CK and turn them back into OG Skyrim mods, just like converting mods forward? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 29, 2018 Share Posted May 29, 2018 As I understand it, once an ESP goes 64 bit it cannot go back to 32 bit. The 32 bit CK does not know how to load the 64 bit file. There is no option in the 64 bit CK to save as a 32 bit file either. Link to comment Share on other sites More sharing options...
Evangela Posted May 29, 2018 Share Posted May 29, 2018 (edited) Well, I just tested out that theory. CK 32bit can definitely load files created with CK 64. So there is forward and backwards compatibility between the two versions, as far as loading is concerned. Anyone that still not sure about this, all you have to do is try it yourself. Edited May 29, 2018 by Rasikko Link to comment Share on other sites More sharing options...
Recommended Posts