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Does Skyrim mods work on Skyrim SE


McOrqeneraL

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it entirely depends on the mod(s) in question

 

ESP files needs to be converted to form 44, failing to do this can result in bad consequences (its actually a very quick and easy method).

 

Skyrim LE BSA (Archived Files) will not work in skyrim Special Edition, they will need to be unpacked using a BSA Extractor program, and then either repacked using Skyrim special edition bsa packing tool (after any meshes has been optimized), or simply install the loose files again as long as the meshes if applicable has been optimized.

 

Meshes will need to be optimized for special edition.

 

some cubemaps will be a hit or miss, they can cause the game to immediately crash every time when attempting to inspect an item that is using the cubemap (this applies to custom cubemaps)

 

most textures will however work out of the box (meaning they can be copied straight into skyrim special edition), as long as they do not include olrdim cubemaps or parallax.

 

olrdim skse plugins will need to be updated for skyrim special edition skse.

 

mods that require the HDT Highheels system, will not work at all, they will need to offer an alternative method, such as support for Skyrim Special Edition Racemenu High Heels (NIO Override)

 

however since racemenu as well as skyui and skse have been released for Skyrim Special Edition, many mods that requires these will work out of the box. some may need playing around with however.

 

 

So long story short, Skyrim Special Edition is a New Game and as such should be Treated as such. that means many mods will require porting to Skyrim Special Edition's New Standard.

 

Oldrim CBBE Bodyslide files will not work properly on Skyrim Special Edition CBBE as Skyrim SE edition of cbbe has been remade from scratch aswell as Bodyslide and Outfit Studio, as such CBBE Bodyslide files will need to be redone, and many will require paint waiting, which is not a fun task. (so this means any mod that is made for cbbe that includes bodyslide files on Oldrim, will not work properly, or at all, on Skyrim Special Edition) hence the shear amount of SE Bodyslide Ports. unless said mods include a body reference. in which case your body will change to that body when you equip said armor or clothing.

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So all that said, for .esp only mods, open them up in the CK, make active and save it. If you look at the esp in SSEEdit after that, you will see the header has Form 44 (Skyrim was 43, SE is 44).

 

On mods that either have meshes or .bsa's, you have to unpack the .bsa using the CK or a googled method of your choice, and use the SSE Nif Optimizer on all meshes, then repack the bsa with the CK or a tool that you can google or search for here. Echoing Pyro a bit...

 

So, I agree with DoctorKaizeld. Just use the SE mods and if it's something you "got to have", then read about converting.

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