JettThorp Posted July 21, 2020 Share Posted July 21, 2020 So i'm following a modding guide, and i've run into my first mod that is a zip folder. I unzip it, chuck the interface folder into the /data folder for Skyrim Special Edition, but I start to worry when I can't "activate" the mod through NMM. It's just a SWF file in the interface folder, but I can't find any resources telling me how to deal with this new type of mod! Please help! I have some knowledge of modding, through MC forge, the Sims, Terraria, but Skyrim SE is throwing me for a loop Link to comment Share on other sites More sharing options...
JettThorp Posted July 21, 2020 Author Share Posted July 21, 2020 And now i have found that .zip files are an accepted mod format? The nexus page talked about chucking the interface folder into the data folder, so as much as i'm hoping it's as simple as "just don't unzip the file, NMM will handle it for you", I don't really know. The mod in question was a SkyUI savegame flicker fix, and since i've found 3 other mods that are also zips. From what i can tell, based on the language inside these mods compared to outside (generally, it isn't cut and dry) implies that if it's a zip, it's a plugin, but if it's a .yz or whatevs it's a mod? Anyways, would love some guidance in the ways 9 hours in to modding skyrim using NMM and SKSE, insanity pulls at the edge of my mind Link to comment Share on other sites More sharing options...
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