Hey guys. Have a weird issue where the recipes disappear from HIDE section at the forge whenever I have the required pelt in my inventory. So for example if I need a wolf pelt to craft the Black Backpack it shows up in the crafting menu just fine as long as I don't have the required wolf pelt in my inventory. The second I add the wolf pelt to my inventory, the Black Backpack crafting recipe disappears from the HIDE section. And that goes for the rest of them including all the Light versions as well. The .esp file is almost all the way at the very bottom. Has anyone else encountered this weird issue?
So I can only offer a guide on how to convert the mod to SE yourself. (I WON'T BE SHARING THE FILE ANYMORE!)
Tools you need are: -SSE NIF Optimizer (https://www.nexusmods.com/skyrimspecialedition/mods/4089/) -Creation Kit 64 (Obtained from Bethesda Launcher) -Bethesda Archive Extractor or B.A.E (https://www.nexusmods.com/skyrimspecialedition/mods/974/) -Archive.exe (tool can be found in Skyrim Special Edition\Tools\Archive)
1. >Unpack the mod from the ZIP.
2. >Unpack the SabreFurBag.bsa file with B.A.E. (You should get 2 folders "Meshes" and "Textures", make sure they are inside a folder named "Data")
3. >Use SSE NIF Optimizer to update the meshes by browsing to the folder and then press "Optimize". (Make sure you only have: Clean Skinning, Calculate Bounds, and Remove Parallax ONLY checked!) Example in this picture:
4. >Open up Archive.exe and drag the Data folder which has the 2 folders inside which were the "Meshes" and "Textures". Now check the 2 boxes "Meshes" and "Textures" in the Archive.exe example here in this picture:
save it as: "SabreFurBag"
5. >Use CK64 and open SabreFurBag.esp (Make sure SabreFurBag.esp file is inside Skyrim Special Edition\Data). If warnings come up while using CK64 press "Yes to all" to ignore all warnings (Don't worry it's all ok).
6. >Once the SabreFurBag.esp has been loaded up with Creation Kit 64, save the file you do not need to do any changes only load and save the file that is it.
7. >Now make sure the esp and bsa files have identical names by then you should be done. You can also put the files inside a ZIP and then loaded it manually with Vortex or MO2 (MO2 man myself, never used Vortex)
If there are questions or confusion about smth, leave a question I'll be sure to answer and maybe fix the guide a bit.
Would love this port, only ever wanted Camping for this bag! Could you please possibly send to [email protected]? Has it already been optimized and resaved as Form 44? Thanks!!
Could use the file as well. Really appreciate your hard work and dedication to the mod to port it. Just curious as to why you don't upload this to the Skyrim SE Nexus though.
@Lostchild101 Sorry, I won't be sharing the file anymore since it is against their guidelines and such.
I recommend going through the guide on how to do the converting yourself which can be useful if you are in need of other mods that haven't been converted to SE.
If someone could edit the NIF to remove the alpha and gold cubemap from the potion bottles, that would be awesome. I don't know enough about Nifscope to do it myself.
In an alternative .esp there are also Non-Enchanted versions (NE) which have no effect attached to them, but you can enchant them yourself at the enchanting table.
507 comments
ADDED:
This mod does work with AllGUD.
Tools you need are:
-SSE NIF Optimizer (https://www.nexusmods.com/skyrimspecialedition/mods/4089/)
-Creation Kit 64 (Obtained from Bethesda Launcher)
-Bethesda Archive Extractor or B.A.E (https://www.nexusmods.com/skyrimspecialedition/mods/974/)
-Archive.exe (tool can be found in Skyrim Special Edition\Tools\Archive)
1. >Unpack the mod from the ZIP.
2. >Unpack the SabreFurBag.bsa file with B.A.E. (You should get 2 folders "Meshes" and "Textures", make sure they are inside a folder named "Data")
3. >Use SSE NIF Optimizer to update the meshes by browsing to the folder and then press "Optimize". (Make sure you only have: Clean Skinning, Calculate Bounds, and Remove Parallax ONLY checked!) Example in this picture:
4. >Open up Archive.exe and drag the Data folder which has the 2 folders inside which were the "Meshes" and "Textures". Now check the 2 boxes "Meshes" and "Textures" in the Archive.exe example here in this picture:
save it as: "SabreFurBag"
5. >Use CK64 and open SabreFurBag.esp (Make sure SabreFurBag.esp file is inside Skyrim Special Edition\Data).
If warnings come up while using CK64 press "Yes to all" to ignore all warnings (Don't worry it's all ok).
6. >Once the SabreFurBag.esp has been loaded up with Creation Kit 64, save the file you do not need to do any changes only load and save the file that is it.
7. >Now make sure the esp and bsa files have identical names by then you should be done. You can also put the files inside a ZIP and then loaded it manually with Vortex or MO2 (MO2 man myself, never used Vortex)
If there are questions or confusion about smth, leave a question I'll be sure to answer and maybe fix the guide a bit.
[email protected]
Thanks.
Thank you so much!
Has it already been optimized and resaved as Form 44?
Thanks!!
[email protected]
Thank you :)
[email protected]
Hi, I've sent you the file to your email.
Sorry for the delay.
Also to answer your question, I don't think I should upload it since you would need to ask the creator to upload it and some of them are kinda ded.
[email protected]
[email protected]
Cheers!
[email protected]
I recommend going through the guide on how to do the converting yourself which can be useful if you are in need of other mods that haven't been converted to SE.
-Cosmic
Textures, Meshes, Animations and ESPs need converting.
Sounds, Scripts should work without converting.
SKSE DLL files need to be recompiled by author.
Source: https://www.afkmods.com/index.php?/topic/4633-skyrim-se-porting-a-mod-from-le-to-sse/