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[Skyrim SE] Porting a mod from LE to SSE


Arthmoor

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^ The above is done automatically by NIF Optimizer ( http://www.nexusmods.com/skyrimspecialedition/mods/4089/ ) but the program must be used with backups made and caution as it works not for all meshes and IS NOT made YET for particle meshes, bodies (you can try, but make backups) and hair (same as for bodies). Just use your head before using that program and you may get excellent results on 70% of older NIFs.

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^ The above is done automatically by NIF Optimizer ( http://www.nexusmods.com/skyrimspecialedition/mods/4089/ ) but the program must be used with backups made and caution as it works not for all meshes and IS NOT made YET for particle meshes, bodies (you can try, but make backups) and hair (same as for bodies). Just use your head before using that program and you may get excellent results on 70% of older NIFs.

 

Weird, i did saw the tool since it was in the hotfiles. I tried it before i applied your tip and it did not worked, mesh was still invisible, that's why i came here looking for your comment.

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Perhaps that was the older version of the tool, and yes - it works not with all the files you feed it, but still it can save you quite some time and effort )

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Is it better to create mods in the original creation kit and then port it over to SSE since it is not backward compatible?

 

This way an author can still provide mods for both the base Skyrim on steam and SSE on  Bethesda.net. 

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Is it better to create mods in the original creation kit and then port it over to SSE since it is not backward compatible?

 

This way an author can still provide mods for both the base Skyrim on steam and SSE on  Bethesda.net. 

 

Depends if said author wants to provide mods for both. If so then I would say yes. That would remove a lot of duplicated work. The few things to be cautiously aware of is what is changed that you'll have to deal with. Water flow being one of them. Custom NPC facegen data being another.

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16bpp compression formats are unsupported by DirectX 11.0 which is used by Windows 7. If you don't want to limit users of your mod to Windows8/10 only, you need to avoid such formats.

I'm planning to run SE in Windows 7, and instead of trying to ask on each of the mod pages individually, was wondering if the experts here could confirm whether any of the below popular SE mods use these "problem" texture formats. Cheers!

 

Static Mesh Improvement Mod - http://www.nexusmods.com/skyrimspecialedition/mods/659/?

Noble Skyrim Mod HD-2K (SE version) - http://www.nexusmods.com/skyrim/mods/45807/?

HD LODs Textures 1K - http://www.nexusmods.com/skyrimspecialedition/mods/3333/?

Skyrim Flora Overhaul - http://www.nexusmods.com/skyrimspecialedition/mods/2154/?

Dust Effects - http://www.nexusmods.com/skyrimspecialedition/mods/2407/?

Vivid Weathers - http://www.nexusmods.com/skyrimspecialedition/mods/2187/?

Realistic Lighting Overhaul - http://www.nexusmods.com/skyrimspecialedition/mods/844/?

Realistic Water Two - http://www.nexusmods.com/skyrimspecialedition/mods/2182/?

Windsong Immersive Character Overhaul - http://www.nexusmods.com/skyrimspecialedition/mods/2136/?

RS Children Overhaul - http://www.nexusmods.com/skyrimspecialedition/mods/2650/?

Book Covers Skyrim - http://www.nexusmods.com/skyrimspecialedition/mods/901/?

CC's Enhanced Ore Veins - http://www.nexusmods.com/skyrimspecialedition/mods/1306/?

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Ha, you're going to make me work for it then... OK, guess I'll have to learn Nifscan and check it out myself. Not sure from previously reading over there how exactly I can use it to check for these particular textures (16bpp uncompressed), but I'll try.

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Ha, you're going to make me work for it then... OK, guess I'll have to learn Nifscan and check it out myself. Not sure from previously reading over there how exactly I can use it to check for these particular textures (16bpp uncompressed), but I'll try.

 

My bold : Thats what you wanted someone else to do for you, so whats wrong with knocking the ball back into your court ?

 

You wanted someone else, none of whom probably use the majority or even any of those mods, to take time out from whatever we are doing, to download those files and to look into that for you O_o

 

Bit much chap

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My bold : Thats what you wanted someone else to do for you, so whats wrong with knocking the ball back into your court ?

 

You wanted someone else, none of whom probably use the majority or even any of those mods, to take time out from whatever we are doing, to download those files and to look into that for you O_o

 

Bit much chap

I didn't say there's anything wrong with it, and I appreciated the reply all the same. I just thought someone here might already know about these mods (i.e. they wouldn't actually have to do the work you describe), but no worries - I'll figure it out.

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Since they're popular mods it would be fairly safe to say they are fine. People would have already reported issues on them if they weren't.

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I can confirm that thanks to the excellent NIFscan and SSE NIF Optimizer tools, Book Covers (and the Lost Library) are converted nicely for SSE.

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Can anyone help? Please. Here is Aradia Kato 3.5a reworked (80%) for SSE: [sure thing this is how help works everywhere nowadays! I could have asked not - equally effective.]

Still Corsets cause immediate CTD. In that particular archive ground meshes for corsets are deleted to avoid CTDs in crafting menu, but if you create one and try to equip you will CTD. This is not a skeleton issue (I have the latest), neither manual cleaning and NIFOptimizer could help.

So if you can help, please have a look and share your wisdom afterwards.

Thanks in advance!

 

-- Edit --

Forget it.

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First, since the meshes were already converted and crashing means that converter did something wrong (most likely due to issues in original meshes) and you should upload the original working ones.

Second, are you the author? This mod is hidden on Nexus and unless you are the author sharing it's assets is not welcomed because this goes against the author's will.

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Next time when I plan to make some conversion/fix (as this mod works not in SSE in it's original state) for mysellf (not for publishing or sharing) and come across some troubles I will know where to ask NOT.

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That more or less implies you are not the author, so linking to their resources the way you did is not allowed. Zilav was entirely correct to question that regardless of why you were doing what you were doing.

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I can confirm that thanks to the excellent NIFscan and SSE NIF Optimizer tools, Book Covers (and the Lost Library) are converted nicely for SSE.

Great - thank you for the constructive assistance!

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  • 2 weeks later...

I'm in the process to convert AFT for SSE and I wonder if the seq folder needs to be checked as Misc in the new 64-bits Archive tool or not.

 

If it is important AFT has these directories in a bsa, so what exactly do I need to check in the Archive tool.

 

meshes/

scripts/

seq/

textures/

 

Also, I read Arthmoor's modding guide, but I forgot where the guide is posted.

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Misc would cover it, but I've found that you don't need to check any of the boxes at all for SSE since the CK doesn't bother when it builds an archive. Everything runs fine that way and you save a few clicks for each BSA you build.

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I forgot to ask.  But does the seq files need to converted too or have they the same status as the scripts, just include them when repacking the bsa?

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