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Converting my Old Mods to SSE


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Depends on the mod really.

Some will work just by loading them up in the Skyrim SE CK, and saving them in order to change the Form ID to 44 instead of 43.

For more complex mods with Meshes and Textures, "I believe" you'd have to run the meshes and textures through an optimizer that converts them for use with Skyrim SE (SOmeone with better knowledge of this will chime in hopefully)
As far as scripts go, I'm not sure, I converted a SKyrim LE lod for my own personal use called "Forgotten Magic" which ahs a lot of scripts, but it worked just from running it through the CK and resaving it for the Form ID

I guess it depends on the complexity of the scripts and what things they affect?
I could be wrong on that one.
But so far, it sounds like it's not THAT difficult to do it.

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OK, Cheers.

 

I think all my mods have meshes and textures. The Sun, Moon and Star mod has only three spellbooks, but the Alchemy and Smithing ones have quite a few.

 

As you may recall from other threads, I played Skyrim heavily between Feb 2012 and Feb 2014, now and then in between. I recently came back to play Skyrim more regularly and have a few mods I'd like to merge into one and another not quite finished yet.

 

But as I have a free version of SSE (Second or Special Edition? Not quite sure there) and also have a new ISP with much better, cheaper and faster connection, I could try downloading SSE and giving it a go.

 

It is possible to have both versions on the same drive, in different folders? SLE and SSE?

 

Do you think it would be better to merge the mods I want to merge first, then convert to SSE?

 

Also, is there a guide anywhere for converting to SSE? Like, do I need to clean the esm files like with Oldrim and SLE?

 

I just want to avoid the Creation Club and any idea of paid mods. Also, I do not want to be forced to upload them to any site other than here. Will I have to upload any of my mods to a Bethesda site? And does the SSE CK work offline?

 

 

Many Thanks!

 

:)

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You can have both 32 bit Skyrim and 64 bit Skyrim installed at the same time. Steam recognizes them as separate games and so they get their own install locations.

 

You do not have to upload your mods anywhere you do not wish to upload them. The CK does have an option to pack up the archive and upload to Bethesda.net just like the 32 bit CK has for Steam, but you do not need to do that. You can build your BSA files externally with the Archive.exe tool. You can also use a third party tool to create your BSA files: BSArch

The CK works fine when offline. It has no need to be 'online'.

 

As far as converting to SSE, two steps are needed:

Step one, load the plugin in the 64 bit CK and save. No need to change anything, just save it.

Step two, run this tool on the mod: Cathedral Assets Optimizer

The tool can be setup to extract a 32 bit BSA, optimize any files that need it and re-build a 64 bit BSA

 

Things are much simpler now than they were before. But the following is still worth a good read: https://www.afkmods.com/index.php?/topic/4633-skyrim-se-porting-a-mod-from-le-to-sse/

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Not wanting to take this too far off subject, but how hard is it to convert from SSE back to LE? I believe there are some tools (eg SSE NIF Optimizer) that convert nifs back and forth, but how about the .esp and scripts?

 

I've been developing mods for SSE, but if it only took a couple of hours to convert back to LE I'd be happy to release on that too.

 

Cheers - dafydd99

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