Tristamid Posted September 10, 2018 Share Posted September 10, 2018 https://cdn.discordapp.com/attachments/487746183314276363/488050523673591808/unknown.png https://cdn.discordapp.com/attachments/487746183314276363/488055188758855681/unknown.png ------These are the nexus forum posts with the author of Auto Sell Junk for LE.https://www.nexusmods.com/skyrim/mods/71634The mod that it points to as its unofficial successor Quickly Sell and Buy Your Marked Items has been pulled by the author, and there seems to be no alternatives. After getting the blessing from the original author (who is different from the uploader on Nexus) we now only need someone with the skills to make this a SE mod.So for anyone and everyone who has the talent to do so, please, please step up and make this a thing.https://www.dropbox.com/s/te7hitnbe2r8aye/junk.7z?dl=0^ source files. We originally had someone considerably more experienced than us planned to convert this, but we weren't able to establish contact with them, hence this post. Link to comment Share on other sites More sharing options...
leonardo2 Posted September 10, 2018 Share Posted September 10, 2018 https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ Link to comment Share on other sites More sharing options...
Tristamid Posted September 10, 2018 Author Share Posted September 10, 2018 Scripts Nothing new here, but I'm mentioning it because there are rumors afoot that they will break. They won't. Your scripts can be copied over as-is with no modification. Absolutely no changes to any of Skyrim's 13000+ scripts were made beyond many of the DLC ones getting recompiled with their debug statements commented out. Which the source code had already but the .pex files did not.When the CK first starts though, all of the vanilla scripts will be incorrectly unpacked to Data\Source\Scripts instead of Data\Scripts\Source. The CK should be able to find them, but if you'd prefer to have them where they belong then you need to make a change to CreationKitCustom.ini and add the following to its Papyrus section:sScriptSourceFolder = ".\Data\Scripts\Source"As with the 32 bit CK, the DLC scripts need to be moved directly into the same folder. The CK will be unable to find them at all if you don't. You should move them into the proper folder in the same order the DLCs were released. It would be strongly advised to do the work for this in a seaprate folder, then make an installable package for the base scripts so you can put it in as the first thing in the Wrye Bash installers tab (or NMM too I suppose) so that it will have proper conflict tracking for anything you may edit later on.CreationKitCustom.ini should be in the same folder as the executable for the CK itself. Any custom changes you do with the CK should go here instead of in the main files so that the changes you want won't be lost when the CK updates. https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ I assume you're talking about this section. I've converted several mods before but never anything that required the source or .DLL. I don't know what needs to be done differently and I don't see anything out of the ordinary in these instructions. Could you please explain it to me like I'm 5? Seriously, no sarcasm. Please and thank you. Link to comment Share on other sites More sharing options...
leonardo2 Posted September 12, 2018 Share Posted September 12, 2018 Sorry, no I can't explain that as I can barely convert a simple mod to SSE in the CK. I suggest that you jump over to AFK Mods and ask your question there. :smile: Link to comment Share on other sites More sharing options...
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