Skyrim

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Alexander

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Bretonlord31

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Your nexus mod page allows you to press a button that converts your mod (5 comments)

  1. lefttounge
    lefttounge
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    • 214 kudos
    Hey bud, I think you have a button already when your editing your mod, you press it, and it will convert your mod for SE.
    That's what I did for my follower mod
    1. Bretonlord31
      Bretonlord31
      • member
      • 5 kudos
      I didn't know that , I'll look into it thanks.
    2. lefttounge
      lefttounge
      • supporter
      • 214 kudos
      You might also want a comment section bud, as it helps others to communicate with you on your mod, I had to make a forum to tell you this friend
    3. ThunorEostre
      ThunorEostre
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      • 12 kudos
      I would actually advise against this. As far as I know, the Nexus LE to SE process doesn't do anything to the files themselves.

      The .esp plugins themselves have some differences between the LE and SE versions of the game. Not updating the plugin to the correct form can be fine at best, and at worst can cause savegame corruption or random CTDs during gameplay. To fix any potential problems, the plugin has to be updated by resaving it in the SE Creation Kit.

      In other cases, meshes and textures that are unoptimized for SE can cause the game to CTD at startup or when loading in the texture/mesh. In some cases, the assets don't appear in the game at all. With animations that aren't properly ported, everything in the game T poses and slides around.

      Here's my own process for porting mods to SE, if you or anyone else reads this and wants to know the process:

      1. Use Cathedral Assets Optimizer to unpack all possible BSAs, optimize all textures, meshes, and animations, and repack the BSA when done. For some really difficult meshes, SSE Nif Optimizer may be necessary.

      2. Put the entire mod (including the optimized assets from step 1) in the game Data folder, load the SE Creation Kit, and resave the plugin. 

      3. Load the game itself on a throwaway save to make sure everything is properly ported and doesn't crash the game or have any other issues.

      4. Troubleshoot: You may have to re-optimize the meshes or textures in a different way if you get crashes. In other cases, the issue may be much more complicated and you may have to do extensive troubleshooting.

      5. Move all the ported and optimized files to a compressed archive, preferrably using 7-zip.

      You now have a ported mod that you can upload to the Nexus.

      However, specifically for the house mods you've made, including this one, all that is required is step 2-5, as they seem to not contain any custom assets.

      I hope this helps if you or anyone else would like to do their own ports in the future. Sorry for the lengthy post.
    4. lefttounge
      lefttounge
      • supporter
      • 214 kudos
      Hmm, I used it for my follower mod, and nobody ever complained of crashes
      But I hear what you're saying on more advanced mods