ralphxxxxx Posted November 26, 2019 Share Posted November 26, 2019 I just created sucessfully my first mod. Everything works as desired. I've just a minor issue I can't solve. I'm absolutely unable to set a version number ( 1.0 for example ) I can't find any option in CK. Found something in the fileheader-section of SSedit, but it's not editable. Can someone point me into the right direction. Maybe I'm blind and the solution lies directly in front of my nose.Thanks in advance! Link to comment Share on other sites More sharing options...
darkmatterslayer Posted November 26, 2019 Share Posted November 26, 2019 (edited) I'm a little confused by this question, If you have all the .esp .esl .bsa etc saved, when you pack up your mod and actually post it to nexus you will be given an option to select a version number. Edit: and you can just rename it before you pack it up also like: mod blah blah version 1.0 Edited November 26, 2019 by darkmatterslayer Link to comment Share on other sites More sharing options...
ralphxxxxx Posted November 26, 2019 Author Share Posted November 26, 2019 Uhhh, I knew the solution is right in front of my nose. You are confused by my question? Maybe my question was a bit to common and I should have said, that it doesn't show a version number in my ModManager. Well, you still offered me the solution. I have copied my file to NMM, but still not uploaded it to Nexus. By default it appears under the category "unassigned" and shows no version number. Stupid me - of course it doesn't! The version number is only assigned by Nexus itself when uploading my mod to the site.Thanks, you gave me the right hint! Link to comment Share on other sites More sharing options...
darkmatterslayer Posted November 26, 2019 Share Posted November 26, 2019 (edited) lol glad i could help, and by the way, you may want to consider trying out :Mod Organizer 2 if your creating mods, it makes it really simple to convert them straight to a mod with just a couple clicks, it saves your mod straight to whats called an overwrite folder after using creation kit, within Mod Organizer 2. You just right click the overwrite then click create mod and its made. Edited November 26, 2019 by darkmatterslayer Link to comment Share on other sites More sharing options...
ralphxxxxx Posted November 27, 2019 Author Share Posted November 27, 2019 (edited) Don't know if I'll do more mods in future. Since now I've only converted some old Skyrim LE stuff to SE for private use. This is the first time I did something which could be interesting for others without violating copyrights (it's a standalone CBBE version with CBP-physics and Bodyslide support of the original hagraven dress - wearable by female players and NPCs. I think, nobody has it done before exept within a complete follower mod, But according to the comments it seems to be pretty buggy.) Thanks for the hint about Mod Organizer 2. For now I'll stay with NMM. Even others's reported several problems, for me it works fine and I have an installation with 200+ Mods, which runs very stable and smooth. I don't want to mess it up. But for future playthoughts it might be an option. Edited November 27, 2019 by ralphxxxxx Link to comment Share on other sites More sharing options...
NexusComa Posted November 30, 2019 Share Posted November 30, 2019 (edited) When you first open your mod in the creation kit there is a spot you can name it. On the same interface you set the mod to be the active mod when loading. I've always put the version number right there.Other than that you can add the version number to the file name of the mod. Edited November 30, 2019 by NexusComa Link to comment Share on other sites More sharing options...
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