z3nb4st4rd Posted May 10, 2020 Share Posted May 10, 2020 It seems even some official SSE mods act unruly or broken when they get ported over, Joy of Perspective comes to mind. I don't understand the vagaries of porting mods over to Special Edition but apparently it is no trivial matter. There seems to be a huge crop of "core" mods available that mod authors are at least trying to make work. I really like the way SSE behaves and I don't want to go back to LE. However there are a lot of mods that have become essential to me which might never get ported. Take Project Ultimatum for example, particularly the sprint tackling. This is a key mod for any fighter based playthrough. It should have been included in the base game. Short of experimenting and maybe breaking my game, how can one tell ahead of time whether or not an older mod will work with SSE? Is there a "Sprint Tackle" type mod available for SSE? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 10, 2020 Share Posted May 10, 2020 If the mod consist of only a plugin, you can safely load it in the SSE Creation Kit and save it again to allow it to work in SSE. If the mod contains a BSA file, it will need to be extracted and repacked. But some file types will need to be converted. Cathedral Assets Optimizer can handle the extraction, conversion and repacking into an SSE compatible BSA. If the mod consists of only papyrus scripts, you can install them as-is provided any other requirements such as SKSE64 are present. Problems arise when mods get converted into ESLs or ESL flagged ESPs. This changes the form IDs and causes any patches or other child mods to not function properly. No idea about a "sprint tackle" mod. Link to comment Share on other sites More sharing options...
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