Darkf0rge Posted June 25, 2018 Share Posted June 25, 2018 After recently hitting an issue with the latest Wrye bash bashed patches causing the game not to process the main screen correctly and finding it's due to form 43 mods. I went about converting the ones I had to form 44. It all seemed to be going fine, and Wrye bash stopped complaining about the wrong form, game started booting correctly again and I thought all was well until I got to the.... Notice board -open cities patch.esp Converted it in the CK as normal and then fired up the game only to find the notice boards were gone....Looking around I don't see any really clear tutorials on this process and now I wonder if I have been doing it wrong all along, and this is just the first time I have noticed a broken mod. Particularly concerned about the skytest animal tweaks and Re-balanced encounter zones.esp. When loading it seems you must set the esp, to convert to 44 as the active file and also select all parent masters, load, then click save. This is where I get confused. For example: "notice board - open cities" stated parent masters are: Open Cities Skyrim.espSkyrim.esmUpdate.espNotice Board.esp Am I supposed to select all of these while loading in the CK or just the esm file?That further leads the question if it's all of them, the Open Cities esp also requires all the DLC esm's (dragon born, Hearthfire ect) So does that mean I would have to select those too? Been trying various combinations the last couple of hours and the Notice boards never appear in game until I revert to the original form 43 version. Please Help =) Link to comment Share on other sites More sharing options...
JWGamimg75 Posted June 25, 2018 Share Posted June 25, 2018 (edited) Hello, Short Answer: yes, you have to select ALL the dependencies listed in the Parent Masters file list while loading the CK -- but only set the plugin you're intending to convert as the active file. To convert 32bit ESPs to 64bit ESPs, open CK 64-kit and when you go to File/Data, under Plugin/Master Files you select the plugin that you're converting -- set as active file -- and look to the right at the Parent Masters list for this plugin. This lists the ESM or ESP dependencies. You need to select each of these along with your plugin. Only your plugin is to be set as the "active file". So, if EXAMPLE.ESP needs to be converted and the Parent Masters box says SKYRIM.ESM, UPDATE.ESM and DAWNGUARD.ESM then you need to select these in the Plugin/Master files list along with EXAMPLE.ESP (again only set this as the "ACTIVE FILE"). EXAMPLE.ESP is dependant on those 3 masters. I hope that makes some sense. So for: Open Cities Skyrim.esp <--select this and set as "active file"Skyrim.esm <--select thisUpdate.esp <--select thisNotice Board.esp <--select this and if it's not Form44 then it needs to be converted to Form44/64bit too Once everything is loaded in the CK, just click on save and the ESP is now converted in 64bit. Also keep in mind that if there are any meshes in the mod, they also need to be converted for SSE. SSE NIF OPTIMIZER is the common tool to convert the NIF files to work in SSE. Texture files don't typically need conversion. Edited June 25, 2018 by justinglen75 Link to comment Share on other sites More sharing options...
Darkf0rge Posted June 25, 2018 Author Share Posted June 25, 2018 Great, thanks for the fast and clear response.Wrye bash does not complain about the Notice board.esp and it's listed as form 44 in sseedit. I guess I was confused if esp needed to be selected.So I have definitely tried this and it causes the notice boards to not appear, there are no meshes in the "Notice Board - Open cities skyrim" part of the mod I need to update.. wierd. Link to comment Share on other sites More sharing options...
JWGamimg75 Posted June 25, 2018 Share Posted June 25, 2018 Sure, no problem! Actually, I should be clearer on this one: Open Cities Skyrim.esp <--select this and set as "active file" If the Parent Masters box lists these below when the Open Cities Skyrim plugin is selected, you have to select these below as well:Skyrim.esm <--select thisUpdate.esm <--select thisNotice Board.esp <--select this and if it's not Form44 then it needs to be converted to Form44/64bit too Link to comment Share on other sites More sharing options...
Darkf0rge Posted June 25, 2018 Author Share Posted June 25, 2018 Yeah, cannot get it to work at all, I guess I will leave this one as form 43 and hope for the best. :confused: Link to comment Share on other sites More sharing options...
JWGamimg75 Posted June 26, 2018 Share Posted June 26, 2018 (edited) Hey, I just happened to notice this and I'm going to assume that you're playing Skyrim Special Edition (SSE), is that right? Open Cities Skyrim is already in 64bit for SSE --> https://www.nexusmods.com/skyrimspecialedition/mods/281/as is The Notice Board --> https://www.nexusmods.com/skyrimspecialedition/mods/3218and there is an Open Cities Patch --> https://www.nexusmods.com/skyrimspecialedition/mods/3218?tab=files Edited June 26, 2018 by justinglen75 Link to comment Share on other sites More sharing options...
Darkf0rge Posted June 26, 2018 Author Share Posted June 26, 2018 Exactly. Yes SSE The Open cities patch is the issue only, the others report they are ruining the correct form version.It's still in form 43 and if convert it the mod stops working altogether. At this point I might just have to use missives instead but wanted the OBIS bounties for open cites as well. Unless of course someone knows a solution. =) Link to comment Share on other sites More sharing options...
soupdragon1234 Posted June 27, 2018 Share Posted June 27, 2018 (edited) Exactly. Yes SSE The Open cities patch is the issue only, the others report they are ruining the correct form version.It's still in form 43 and if convert it the mod stops working altogether. ESMify all the masters the patch requires in Wrye Bash then load 'n' save the patch in the CK. Should be ok now. Then ESPify the masters again afterwards. Edited June 27, 2018 by soupdragon1234 Link to comment Share on other sites More sharing options...
ubronan Posted April 18, 2019 Share Posted April 18, 2019 Hey allI wanted to see if i could make the sse version of A quality world - Vivid with stone roadsAnd want also the Clear Map Skies preferable as a single esl marked mod.But somehow i got a lot of errors about missing stuff.I read in the guides that this mod is not easily to be converted as esl flagged so i stopped trying.After my first 2 tries the game instant crashed after start :DDuring my modding experience i discovered that a lot of old tools for conversions and such not really are user friendly or even lack proper instructions to get something done.My short term memory disorder makes it ofcourse much harder, because when i read it and have to switch ot another screen i often forget what i had todo before i could enter the program where i must do something.However to make the game playable for me i need a lot of mods to make things easier, such as shortcuts and mods who make the required things todo easier as well. Like no TG grind and such things else i am constant trying to remember what i had todo or seeking where it was.I still play the game because its still one of the best games in my view, but because of all the extra mods i quickly get at a huge number of esp files.And then i am not even counting the fixes and other stuff the guides tell you todo to fix the compatibilty between some of them.Ofcourse i want to add nice followers like every man and want them to look good and yes sexy :DSo when i tried to follow several guides i discovered that the author claimed to have 200 esp files but i end up with 284 esp files.Ofcourse you can say i should disable the extra stuff, but then the game becomes boring and dull, because i have actually played the game till the end in almost every variation.For me making the game work vortex is the easiest because that gives me tips what mod goes where when conflicts start to happen.I constant forget todo things in MO2 which ofcourse ends in disasters with mistakes ( again my memory does make it much harder, If you constant have to switch to read what you forgot a few seconds ago. You probably would become frustrated as i do ).The sad thing is i got it working in MO2 with a lot of mods and when i added 2 simple mods the game ended up crashing at each startup again.Now you would say fix what you added, right if i could remember what i had added it would be easy.So again it ended in disaster, i tried a lot of mods but it simply never wanted to start anymore.After which i deleted everything again. Because i can not remember what the bad mod is which is responsible for the crashing Link to comment Share on other sites More sharing options...
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