- #HOW TO PORT MODS TO SKYRIM SPECIAL EDITION HOW TO#
- #HOW TO PORT MODS TO SKYRIM SPECIAL EDITION INSTALL#
- #HOW TO PORT MODS TO SKYRIM SPECIAL EDITION MOD#
- #HOW TO PORT MODS TO SKYRIM SPECIAL EDITION ARCHIVE#
#HOW TO PORT MODS TO SKYRIM SPECIAL EDITION MOD#
The mod you want to convert: (In this example I am using Wearable Lanterns by Chesko even though it has already been ported because it has a BSA and uses SKSE, two situations that you will run into. That said, it is a remarkable tool, and so far I personally have not had a single issue with it. Please also keep in mind that it is not infallible, and in some cases has been known to cause issues. It may not be necessary to use for the mod you are converting. Simply unpack to a safe location.) This tool optimizes meshes from Oldrim so they conform to SE's specifications.*** Please make sure to read the documentation before using it, it's especially important for this tool. SSE NIF Optimizer - (Standalone executable, no installation necessary. (HavokBehaviorPostProcess.exe and Archive.exe can both be found in the "Tools" folder in your Skyrim directory.)ĬonverttoSkyrimSE.bat - (Batch file usage instructions are on the page.) This file, when used in conjunction with the HavokBehaviorPostProcess.exe tool from the CK, will convert any Oldrim animations (.hkx files) to the newer format that SE uses.
#HOW TO PORT MODS TO SKYRIM SPECIAL EDITION INSTALL#
It will detect your SSE installation and install Creation Kit.) The CK is used for three functions when converting a mod: 1) converting ESPs to form 44 (Oldrim mods are in form 43)Ģ) using the HavokBehaviorPostProcess.exe tool to convert Oldrim animations,ģ) using the Archive.exe tool to repack extracted BSAs in a format that SE can read. SSE Creation Kit (CK) - (Download "Bethesda Launcher" at the bottom of page, install, and run. To make life easier, associate BSA archives with BAE.) Oldrim mods in BSA archives use a different format than SE, so the files need to be unpacked so that SE can read them properly.
Simply unpack the files to a safe location.
#HOW TO PORT MODS TO SKYRIM SPECIAL EDITION ARCHIVE#
NifScan is a command line tool capable of detecting these files and converting them if necessary.īethesda Archive Extractor (BAE) - (Standalone executable, no installation necessary. I have only ported 2 mods that had any real issues, but I feel that it is something to be cognizant of. TGA files are incompatible too, but SE simply ignores them. Textures in the A1R5G5B5 and/or the B5G6R5 format in particular can crash your game. Something to keep in mind: While not a common source of trouble, there are some situations where you need to be careful with certain texture files. If the mod you are porting contains a SkyProc Patcher, please read "Addendum 2." In those Cases, the DLL would have to be recompiled. The only notable exception is SKSE mods that install a DLL. This process will work for almost any mod, including mods that require SKSE. Once you do it once or twice, it will become second nature. The process itself is relatively simple though, trust me. If it seems long winded, that's because it is. This guide is intended to be super dumbed down, so people that are at the level that I started out at can understand it.
But I know there are people out there that are just as clueless as I was, so I figured I'd write this up. Now that I know what I'm doing, the process is trivial I don't even have to think about it.
#HOW TO PORT MODS TO SKYRIM SPECIAL EDITION HOW TO#
While the information was there to be found, it wasn't in one easy to find place, and sometimes the instructions seemed like they were geared towards people that already knew how to do it. When I first started modding Skyrim SE, I had to bounce around from site to site to piece together the information needed to port Oldrim mods. I recommend reading it there as it is formatted better, is easier to read, and is much more complete. I uploaded this guide to Nexus Mods because I got tired of fighting Markdown and the new "Fancy Pants" system.