Smirkyguy Posted May 7, 2020 Share Posted May 7, 2020 Ive been developing an LE mod for a while now, and it works flawlessly on LE. but, i wanted to convert it to SE for some friends. so, i went through the effort of installing it on SE, loading and saving it on creation kit 64, but as soon as i go to boot skyrim SE, it just doesnt boot? disabling the mod lets SE boot just fine. other than my mod, SE only has SKSE64 installed, as my mod requires it.Download of SE version: https://www.dropbox.com/s/vwf4d9inslrsavb/KoahniSE.zip?dl=0And the original LE version: https://www.dropbox.com/s/39rpupq24icpe0o/NewKoahni.zip?dl=0 Link to comment Share on other sites More sharing options...
dylbill Posted May 7, 2020 Share Posted May 7, 2020 You have to re-pack the BSA with the creation kit 64 bit. LE bsa's won't work on SSE. Link to comment Share on other sites More sharing options...
Smirkyguy Posted May 7, 2020 Author Share Posted May 7, 2020 can i just do loose files instead of a bsa?if so, tell me if this works or not, and why https://www.dropbox.com/s/vwf4d9inslrsavb/KoahniSE.zip?dl=0 Link to comment Share on other sites More sharing options...
Smirkyguy Posted May 7, 2020 Author Share Posted May 7, 2020 i cant even get CK LE to fully pack the BSA, for starters. then, CK SE doesnt load the BSA? this is just a mess of WTFs for me Link to comment Share on other sites More sharing options...
dylbill Posted May 7, 2020 Share Posted May 7, 2020 For packing BSA's, use the archive tool included, and not the creation kit. Packing BSA's with the creation kit always messes some things up. You could, alternatively, use only loose files. Link to comment Share on other sites More sharing options...
Smirkyguy Posted May 7, 2020 Author Share Posted May 7, 2020 (edited) For packing BSA's, use the archive tool included, and not the creation kit. Packing BSA's with the creation kit always messes some things up. You could, alternatively, use only loose files.so can somebody test the loose files version i uploaded and tell me if it works or not? really at my wits end here with this conversion nightmare Edited May 7, 2020 by Smirkyguy Link to comment Share on other sites More sharing options...
Smirkyguy Posted May 8, 2020 Author Share Posted May 8, 2020 could it be because of missing script source files? if so, how exactly do i find which ones belong to my mod? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 8, 2020 Share Posted May 8, 2020 Missing PSC files will not prevent a converted mod from working. Those are only needed by the Creation Kit rather than the game. I took your LE download, installed it to SSE via MO2.I loaded the plugin in the SSE CK and saved it. The CK complained about not finding face gen data files and exported them.I then exited MO2 and ran Cathedral Assets Optimizer.It extracted the BSA and repacked the BSA.Ended up with the following file structure:NewKoahni.espNewKoahni0.bsa (had to hide the original and rename)Textures > Actors > Character > FaceGenData > FaceTint > NewKoahni.esp > 00005901.dds (appears to have been a tga file converted by CAO)Sound > Voice > Processing > FonixData.cdf The BSA contains mesh and texture files for face gen data for an NPC that I think is supposed to be headless (might be why the SSE CK complained about face gen data). A scripts folder, an seq folder and sound folder. Overall BSA file size 41,573 KB. That is way more than the original BSA which was 15 KB. But then, the LE download had a bunch of loose files that CAO incorporated. Anyway, after all that. I started up the game with SKSE but no other mods. Main menu loaded fine and I was able to COC to Riverwood from the console. No idea if the mod itself works. However, SSEEdit indicated that there would be conflict with any mod that affected the DialogFollower quest. Hope this information helps in some way. Link to comment Share on other sites More sharing options...
Smirkyguy Posted May 8, 2020 Author Share Posted May 8, 2020 Missing PSC files will not prevent a converted mod from working. Those are only needed by the Creation Kit rather than the game. I took your LE download, installed it to SSE via MO2.I loaded the plugin in the SSE CK and saved it. The CK complained about not finding face gen data files and exported them.I then exited MO2 and ran Cathedral Assets Optimizer.It extracted the BSA and repacked the BSA.Ended up with the following file structure:NewKoahni.espNewKoahni0.bsa (had to hide the original and rename)Textures > Actors > Character > FaceGenData > FaceTint > NewKoahni.esp > 00005901.dds (appears to have been a tga file converted by CAO)Sound > Voice > Processing > FonixData.cdf The BSA contains mesh and texture files for face gen data for an NPC that I think is supposed to be headless (might be why the SSE CK complained about face gen data). A scripts folder, an seq folder and sound folder. Overall BSA file size 41,573 KB. That is way more than the original BSA which was 15 KB. But then, the LE download had a bunch of loose files that CAO incorporated. Anyway, after all that. I started up the game with SKSE but no other mods. Main menu loaded fine and I was able to COC to Riverwood from the console. No idea if the mod itself works. However, SSEEdit indicated that there would be conflict with any mod that affected the DialogFollower quest. Hope this information helps in some way.Yeah, she is supposed to be headless. can you go to the temple of the divines in solitude and check if she spawned? if your method works, ill need a full walkthrough, because half of this conversion is gibberish to me. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 8, 2020 Share Posted May 8, 2020 Already removed the files as I've got my own stuff that needs testing. I just did it to see if the game would launch after conversion. A full walk throughInstall your LE version in SSEActivate your LE plugin in MO2Launch the SSE CK through MO2Load your LE version of the pluginPress save. No need to make any changes the CK will save the file when you press save.CK may complain about missing face genExit the CKExit MO2Download and extract to a clean folder Cathedral Assets OptimizerCAO does not install to your system, it is fully self contained in the archive file.Run the CAO executableUse settings belowPress RunLaunch MO2Hide the old BSA / BSL filesRename the new BSA to match the pluginConfirm plugin is still activeLaunch SSE / SKSE as necessaryIf SSE successfully starts, test your modCAO settings:Profile - SSEOpen directory - Locate where your mod folder in MO2's directory structureEnsure it is set to "One Mod" rather than "Several Mods"Under BSAExtract BSA - checkDelete Backups - uncheckCreate BSA - checkCreate the least possible BSAs - your choiceCreate dummy plugins - uncheckUnder MeshesNecessary Optimization - checkAlways process headparts - checkResave meshes - checkUnder TexturesNecessary Optimization - checkCompress textures - checkGenerate mipmaps - checkUnder AnimationsNecessary Optimization - check Link to comment Share on other sites More sharing options...
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