FOMOD needs some editing, its got the wrong filenames(specifically, it lists the USSEP version of the files, for Skyrim SE, thereby making it impossible for the FOMOD to work), so things wont install. Image linked below.
Thank you for bringing this to my attention. I have since fixed the FOMOD and updated it.
Installing it will still throw an error that the Source folder is missing, but that is due to different file organisation between LE and SE. I abided by LE's format while the FOMOD expects SE's file organisation. I am not interested in tracking down one specific line and fixing it, for I do not know how to work with FOMODs in general. This error is inconsequential because the Source folder isn't used by the game, but for debugging and mod makers. Just Click Install Anyways.
Hello just noticed this error, i know the error is inconsequential as the source folder doesn't matter, however MO2 is refusing to install the mod even when i press on "install anyway". Nothing happens and the mod doesn't get installed. Any advice on how to force it to install it?
Just a heads up, I downloaded the update and Nemesis is warning me about mismatched architecture of the animations, saying they do not match Skyrim LE.
I am no longer working on backports due to moving to new stages of my life, so the most recent backport was not done by me, but by someone else who asked for permission to upload their backport in my stead. It appears that they have forgotten to properly backport the animations when they took the files from the SE page. I decided to come out of the shadows just this once and correct the mistake.
I really enjoyed the 'agent 47' option, however, after she gets dunked it doesn't auto kill her. Had to put an arrow through her to sink her to the watery grave. Other than that little hitch, really like these backported efforts so keep 'em coming.
Uh, all the versions have the same version number! I realized this when I tried to download it and it wanted to overwrite the one I downloaded before. They're obviously not ALL version 1.01.
The reason the versions all have the same number is because they are actually all backports of the same version 1.01 from the SE page. They are technically all the same build with minor differences. The very first version of the backport did not contain animations because I didn't know how to backport animations at the time. The second version re-added the animations, courtesy of Krijanowsky. The current third version of 1.01 is not really an update. I just noticed that I overlooked a tiny error in the .esp caused by the backporting process, so I fixed it and reuploaded it.
For more specific details, water flow data in cells data of .esp files result in errors when converted from SE to LE. Those errors require manual fixing and I overlooked one. It doesn't break anything, as most people usually have other mods that contain the proper water data for the same cells, but I still want to resolve tiny errors for the sake of quality.
Ooh thank you very much for backporting Jay's mods! I wanted to backport them too but unfortunately i am not good enough with the CK so i gave up. I wonder how porting a quest mod works? I usually copy the esp records by hand but obviously some mods are too big for that and it can't be done for all records. Sry, got curious.
Also proud to see other backporters here in the comments <3
When I first started backporting, I just followed the guide which is linked above. In addition, try not to backport by hand. I recommend using the available xEdit scripts, instead.
found a rather interesting letter after i sent Grelod to jail, i went to pay aventus a visit with a Crossbow Bolt to the back of his head. and a few day's later i received a letter from the old hag herself. saying that she knew my character killed that Psychotic bratt.
and for the record i have the killable children's mod. and this is the first time i received that letter.
I looked through both mods. There are no file conflicts nor .esp conflicts. In addition, Innocence Lost and Destroy the Dark Brotherhood are different quests, with the former being a prequel and the latter being a sequel. They should be compatible in theory, but don't take my word as a guarantee, for I am not a mod creator. However, I do believe that if you lock yourself from the Dark Brotherhood quests by choosing the non-murderous routes in JaySerpa's quest expansion, you will be locked out of the Penitus Oculatus mod contents due to story reasons.
JaySerpa gave me permission to backport everything. Except for animation mods, which the backport is very complicated, I have already finished the backport. It's just that setting up the mod page for every backport is a long and tedious process. Worry not. Almost all his mods that can be backported is already finished. I'm just slowly making the pages.
And yes, that mod is already backported. Since you want "NPCs React to Necormancy", I'll move it its page towards the front of my upload schedule just for you. :)
If you had problems with the backport, then I dare not ask you for the favor of porting to LE the EVG Animated Traversal mod created by Evergliad. But still, I thank you for bringing this mod, almost lost hope of seeing it in LE.
I would love to see EVG Animated Traversal also backported to LE, but the problem is not the difficulty of backporting animations, but rather the SKSE files that EVGAT requires. The SKSE requirements are .dll files, which require a complete rewrite for the LE SKSE in order to backport. Alas, it is not within my ability. I'm not a programmer by training, but a mechanical engineering student. Skyrim is only a small hobby and not a job. :(
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https://imgur.com/uuHOCY7
Installing it will still throw an error that the Source folder is missing, but that is due to different file organisation between LE and SE. I abided by LE's format while the FOMOD expects SE's file organisation. I am not interested in tracking down one specific line and fixing it, for I do not know how to work with FOMODs in general. This error is inconsequential because the Source folder isn't used by the game, but for debugging and mod makers. Just Click Install Anyways.
Any advice on how to force it to install it?
For more specific details, water flow data in cells data of .esp files result in errors when converted from SE to LE. Those errors require manual fixing and I overlooked one. It doesn't break anything, as most people usually have other mods that contain the proper water data for the same cells, but I still want to resolve tiny errors for the sake of quality.
I wonder how porting a quest mod works? I usually copy the esp records by hand but obviously some mods are too big for that and it can't be done for all records. Sry, got curious.
Also proud to see other backporters here in the comments <3
When I first started backporting, I just followed the guide which is linked above. In addition, try not to backport by hand. I recommend using the available xEdit scripts, instead.
Oh and definetly am gonna use xEdit scripts from now on, too tedious to copy everything by hand. :D
and for the record i have the killable children's mod. and this is the first time i received that letter.
Do you plan to backport other mods like "NPCs React To Necromancy"
And yes, that mod is already backported. Since you want "NPCs React to Necormancy", I'll move it its page towards the front of my upload schedule just for you. :)