grallonsphere Posted September 5, 2018 Share Posted September 5, 2018 I ported an existing follower mod to SE but was not satisfied with the result so I decided to create a new esp using some of the existing assets. However I'm using Mod Organizer 2 and launching the CK from it doesn't allow me to access the base game assets. - Must I use the vanilla CK instead? - The base game assets are all budled in BSAs and consequently there are no loose meshes or textures folders under the Steam\SSE data structure. I presume I must unpack them all before being able to use them with the CK? Otherwise I get a msg stating 'this isn't a valid destination' or some such when trying to save the new plugin. - All I want is use the meshes and textures of that follower I couldn't port to my liking. Link to comment Share on other sites More sharing options...
Deleted3897072User Posted September 5, 2018 Share Posted September 5, 2018 The CK won't automatically load content from your mod's bsa unless you explicitly tell it to by editing the name of the bsa into its ini file. However, some people prefer to unpack just the files they need and put them into their respective folders. Link to comment Share on other sites More sharing options...
grallonsphere Posted September 5, 2018 Author Share Posted September 5, 2018 The CK won't automatically load content from your mod's bsa unless you explicitly tell it to by editing the name of the bsa into its ini file. However, some people prefer to unpack just the files they need and put them into their respective folders. I meant the game bsa. Special Edition, contrary to OldRim, has no data folder - so when you try to save it doesn't know where to save the files. I thought of using MO's CK and putting all my files in the override but I dont think that would qualify. Link to comment Share on other sites More sharing options...
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