aritasum Posted March 2, 2019 Share Posted March 2, 2019 i've been trying to convert a standalone follower of mine to SSE without any luck, he shows up ok in game but the screen freezes and i have to force exit the game. i believe i have checked everything, nifscan can't find any errors on textures or meshes and this is the only follower so far that gives me this issue since i have succesfully converted other mods before. is there any experienced modder out there that can point me in the right direction maybe? i can provide the original oldrim mod if anyone wants to try and help me, thanks Link to comment Share on other sites More sharing options...
HadToRegister Posted March 2, 2019 Share Posted March 2, 2019 Maybe try using this bunch of tools called SSE Assets Optimizer that is supposed to make porting from Oldrim to Skyrim SE easier. Link to comment Share on other sites More sharing options...
aritasum Posted March 2, 2019 Author Share Posted March 2, 2019 i hadn't heard of that tool before, i've been using nifskope and nif optimizer, i'll try it and let you know how it goes, thanks! Link to comment Share on other sites More sharing options...
aritasum Posted March 2, 2019 Author Share Posted March 2, 2019 i just tried it but with no luck, now skyrim doesn't crash but his face is a default one and with the black face bug, i'm not sure what to do at this point to keep his face as it is in oldrim Link to comment Share on other sites More sharing options...
DaemonGrin Posted March 2, 2019 Share Posted March 2, 2019 Just curious aritasum, did you happen to save the ESP with the SSE CK to update the esp to form 44? Link to comment Share on other sites More sharing options...
aritasum Posted March 2, 2019 Author Share Posted March 2, 2019 yes i did, i've tried everything at this point lol but i'm no expert so there's probably some mistake i made somewhere that i'm not seeing. when i save the mod in the SSE CK it generates new facegendata which makes my npc actually work and not crash, but his face and textures are reverted to default with the black face bug. when i replace that mesh with the ported and optimized one it crashes once again Link to comment Share on other sites More sharing options...
DaemonGrin Posted March 2, 2019 Share Posted March 2, 2019 for optimizing the meshes I use https://www.nexusmods.com/skyrimspecialedition/mods/4089 you have to do the head parts separately, dunno about the other one but doing everything at once is less control than I like personally. I haven't had any issues. I also use https://www.nexusmods.com/skyrimspecialedition/mods/17990 when I first learned how to port oldrim to newrim. Good luck~! Link to comment Share on other sites More sharing options...
Algabar Posted March 2, 2019 Share Posted March 2, 2019 In addition to the good advice above: The SE CK automatically re-exports facegen data every time you save a plugin file. This means the moment you save your follower's "Oldrim" esp with the SE CK to convert the esp to .44 SE format, the facegen data will be overwritten with standard assets. That's the reason why you get a "standard" face after converting the .esp file. To prevent this, store the actual facegen data (headmesh from meshes/actors/character/facegendata/facegeom/your_mods_name and tintmask from textures/actors/character/facegendata/facetint/your_mods_name) of the "Oldrim" version in a safe place. After you converted the .esp file to SE format, replace the new facegen data with your backups. Make sure to rename your old files: They must have the exact same name as the files created by the CK. Link to comment Share on other sites More sharing options...
DaemonGrin Posted March 3, 2019 Share Posted March 3, 2019 Algabar wow does it? I always slap the esp in the data folder and save it in sse ck before fully installing the rest of the mod so never noticed or payed attention to the overrides when I did. I would probably pull my hair out trying to figure out why it was jacked up, nice bit of info! Link to comment Share on other sites More sharing options...
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