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Skyrim SE does not start after converting LE mod


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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=0

And the original LE version: https://www.dropbox.com/s/39rpupq24icpe0o/NewKoahni.zip?dl=0

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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 by Smirkyguy
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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.esp

NewKoahni0.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.

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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.esp

NewKoahni0.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.

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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 through

  • Install your LE version in SSE
  • Activate your LE plugin in MO2
  • Launch the SSE CK through MO2
  • Load your LE version of the plugin
  • Press save. No need to make any changes the CK will save the file when you press save.
  • CK may complain about missing face gen
  • Exit the CK
  • Exit MO2
  • Download and extract to a clean folder Cathedral Assets Optimizer
  • CAO does not install to your system, it is fully self contained in the archive file.
  • Run the CAO executable
  • Use settings below
  • Press Run
  • Launch MO2
  • Hide the old BSA / BSL files
  • Rename the new BSA to match the plugin
  • Confirm plugin is still active
  • Launch SSE / SKSE as necessary
  • If SSE successfully starts, test your mod

CAO settings:

  • Profile - SSE
  • Open directory - Locate where your mod folder in MO2's directory structure
  • Ensure it is set to "One Mod" rather than "Several Mods"

Under BSA

  • Extract BSA - check
  • Delete Backups - uncheck
  • Create BSA - check
  • Create the least possible BSAs - your choice
  • Create dummy plugins - uncheck

Under Meshes

  • Necessary Optimization - check
  • Always process headparts - check
  • Resave meshes - check

Under Textures

  • Necessary Optimization - check
  • Compress textures - check
  • Generate mipmaps - check

Under Animations

  • Necessary Optimization - check

 

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