sictired Posted March 8, 2021 Share Posted March 8, 2021 Hey guys, so i ported a mod successfully and then i wanted to make a clean backup install of the mod so my staging folder and my download folder are the same.then i dont know what i did wrong but the mod broke.when i tried to redo it like 5 times i couldnt get it to work at all anymore and i dont get what i did wrong. its a simple BSA and ESP (BSA contains less than 10 textures and less than 10 meshes). and it has an additional master file needed eventhough its actually not using it. So would anyone here maybe help me out and just port this thing for me privately? (actually idk if thats against any rules since my request is meant to stay private. if it is please consider this request null and void.)alternatively maybe someone tell me in clear and short steps whats needed to be donehere is what i did- extract bsa- nif opt meshes- deleted the unused master for esp with CK- renamed something in CK and reversed it - then saved- redeployed and applied changesi cant thing of anything i forgot but im not sure at this point anymore. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 8, 2021 Share Posted March 8, 2021 Try this tool instead: Cathedral Assets OptimizerBe sure to read the linked tutorial on how to use it when converting SLE mods to SSE. Link to comment Share on other sites More sharing options...
sictired Posted March 8, 2021 Author Share Posted March 8, 2021 Try this tool instead: Cathedral Assets OptimizerBe sure to read the linked tutorial on how to use it when converting SLE mods to SSE. before or after removing the master if it matters?and for what? proccessing the textures and meshes? extracting the bsa? thanks for your answer but thats too vague for me. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 8, 2021 Share Posted March 8, 2021 If you'd read any of the associated documentation then you would know that the tool can extract the SLE BSA contents, optimize them and re-build them into an SSE BSA. You still load the ESP into the 64-bit CK and save it, no changing of any data needed. As far as when to remove any required master files, that is on you to figure out. I don't recommend removing master files without being absolutely certain that no records in the plugin require said master file. Link to comment Share on other sites More sharing options...
sictired Posted March 8, 2021 Author Share Posted March 8, 2021 i tried it in so many different ways with different tools. the only thing i didnt try until now was the repacking. but i got it to work with loose files before. i honestly dont know what i did wrong even after reading everything i found.may i overlooked it but i didnt find any info on if i have to do thos steps seperately or if the tool is basically able to do all that with one click if i check the needed setting in all tabs."extract the SLE BSA contents, optimize them and re-build them into an SSE BSA."im trying again just now. and yes i know for certain the master isnt used at all i double checked in ssedit as well.lets see how this goes then... Link to comment Share on other sites More sharing options...
sictired Posted March 8, 2021 Author Share Posted March 8, 2021 (edited) i just did:- extract- optimize- repack- install mod- load with CK- delete master- save in CK- deploy changesand yet again something went wrong and it isnt workingmaybe i need to save first then reopen CK and remove the master?im so lost. sorry if it sounded like i didnt read any instructrions. and this should be like the 10th mod i ported. like deadly dragons was no issue at all when i ported it before it was available on nexus too. btw neither the meshes nor the textures work.on my first success only the textures worked first and then (i think optimize them with nif opt) it worked fine Edited March 8, 2021 by sictired Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 9, 2021 Share Posted March 9, 2021 Start over... Extract LE version of the mod to a clean folderCopy plugin to data folderLoad in SSEEditRight click and remove unused mastersExit SSEEdit and let it save the pluginLoad the plugin as active in 64-bit CK and save without making any changes then exit the CK Launch Cathedral Asset OptimizerSelect SSE profileClick "Open Directory" and navigate to where you have the LE mod to convertSelect "One mod" rather than "Several mods" from the drop down on the rightBSA tabcheck "Extract BSA"optionally check "Delete backups"check "Create BSA"user choice regarding "Create the least BSAs possible"everything else leave as-isMeshes tabcheck "Process meshes"check select Necessary optimizationcheck "Always process headparts" and "Resave meshes"everything else leave as-isTextures tabcheck "Process textures"check "Necessary optimization", "Compress textures" and "Generate mipmaps"Animations tabcheck "Necessary optimization"Finally press "Run"Log tab will show the results of what it does. Copy new BSA to the Data folderConfirm that the plugin is form 44 in SSEEditTest in game. If it all works, create a new 7z / zip / rar archive of the converted plugin and optimized BSA, move the 7z / zip / rar archive as well as the plugin and bsa to a clean folder for backup purposes. Install the 7z / zip / rar archive with your mod manager. Test again in game. If it does not work after that, I don't know what to tell you. Link to comment Share on other sites More sharing options...
sictired Posted March 9, 2021 Author Share Posted March 9, 2021 thank you ill try tomorrow Link to comment Share on other sites More sharing options...
sictired Posted March 9, 2021 Author Share Posted March 9, 2021 ah maybe i found the issue could you guve me your piece of mind on this? at some point i cleaned the masters with ssedit but it couldnt remove it entirely and afterwards i removed it in CK. maybe the cleaning in ssedit is needed bc i didnt do that more then one time. afterwards only ever via CK Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 9, 2021 Share Posted March 9, 2021 I do not know, sorry. Link to comment Share on other sites More sharing options...
Recommended Posts