This seems to work basically perfectly on Skyrim Special Edition. Just had to run it through Bethesda Archive Extractor and SSE NIF Optimizer, and it's working, as far as I can tell, perfectly as intended. For anyone wanting more details: Extract out the BSA using BAE to get rid of the crashing (this works for *all* Oldrim mods (Oldrim and SE have different BSA formats, y'see)) and update the meshes using SSE NIF Optimizer to fix the green boxes.
Extract out the archives into new folders or whatever-- where you have them is personal preference. Open "bae.exe". Drag and drop 1 or more BSAs into the B.A.E. window. Extract. I recommend saving the files into their own folder and then manually moving them into the Data folder afterwards. Now, if you had any Oldrim BSAs in your SSE Data folder, remove them.
Some mods, such as this one, have meshes that look odd when brought over to SSE. In cases like these, use the NIF Optimizer. Open "SSE NIF Optimizer.exe". Enter the system path (or Browse) for where the meshes you want to convert are (or your entire meshes folder; I don't know if that's a good idea or not, though). Probably don't check anything in Extras. Don't check Head Parts Only unless you're converting a... head part, I guess? The other options can be checked; I don't see why not. You can have it Write Log if you want to know what it did. "SSE NIF Optimizer.txt" is what the log is called, and it's placed in the same folder as "SSE NIF Optimizer.exe". Optimize. Wait. After it finishes, you can move the meshes into the meshes folder in data if you chose to convert outside of the meshes folder.
Generally, you won't need to do much else with regards to that. If you really want everything as stable as possible, find a way to re-archive the files into an SSE format BSA, as I think scripts can go a bit weird sometimes if you don't-- I've only had one possible issue with one small mod with regards to that, though, so it doesn't seem entirely necessary. If you want to do that, you'll have to figure it out yourself. While I have made some more lightweight mods, I've never made a mod that has any outside assets, let alone a BSA.
If I made any mistakes in explaining, feel free to point them out.
Oh, and by the way, sidenote, BAE works for not just Oldrim and SSE, but Oblivion and Fallout 4, as well. That doesn't mean anything for this guide, but it is something to note if you want to extract archives for those, as well.
Follow this guide: https://www.nexusmods.com/skyrimspecialedition/mods/17990 The .esp needs to be opened up in the Skyrim Creation Kit and saved. Make sure you tick the right master files though (and why I recommend reading the guide. It's pretty easy to do.)
Tried following the instructions, but all of the items are labeled <Missing Name> in the crafting menu, and don't appear in my inventory when crafted. The .esp was run through the Creation Kit, Nif's optimized (Skyrim, Update, Hearthfire, and Campfire as masters,) all that jazz.
I've tried going through the instructions to port this to SE, every Item had <missing name> so I went in and set every items name, the items craft, I can place them, and they look correct, but the soil piles won't activate. Trying to ID what I've missed, or if it just can't be converted anymore.
I found this tip in a thread about another mod when I encountered the <missing name> issue. If you use SSE edit and unlocalize planters.esp after you save it in form 44 in the CK it fixes it. It is then able to use the mods Strings file to get the item names. I also added the facegen data into the bsa that the CK created.
The issue I am having now is really extreme navmesh on some of the planters so I cant come within a couple feet of them. I think it has to do with the navmesh, I'm kind of a noob to this stuff.
umm i have no clue what im doing. im done everything so far up to the meshes. idk what im looking for. i dont see anything that saids planter meshes. i see plants tho. im more and likely gonna mess my game up. which i dont want to lose all the progress ive put into it. id would really like ur help.
@kensaChromewick If you look at planters.bsa in B.A.E., you can see which meshes are used by the mod. Here's a reference image in case you don't want to go back and check again: https://drive.google.com/file/d/1l5Qav1OI-r4VKUpz2Qpq7y1dvIZYwCGW/view?usp=sharing ...assuming that you already extracted it. Hey, actually, what you could do is, after you've extracted planters.bsa, you can just point SSE NIF Optimizer at the extracted files' meshes folder if you extracted the archive to a folder separate for the Skyrim one.
@zoneofdarkness @Servovicis @ziggymanILT I don't know what to say. I haven't had any issues like that (well, not in Skyrim, at least). I'm guessing that updates might have messed with stuff? I'm still on SkyrimSE version 1.5.53, which is a version behind, last I checked (1.5.62), just because I don't feel like finding updated versions for the SKSE64 mods I use. :P
why do i need to become a creator just to get esp. file to stop crashing my game? ive already downloaded 3-4 other things and went threw all that mess. for someone that knows what there doing this is nothing. but to someone that dont? this is very anxiety inducing and can easily break there game a lose all that they have worked really hard for in game. im just very very nervous at what im doing and dont want to mess up. every time i think im done im not and getting antsy every time i discover a new step and the game is not working. is there a video on how to do this? im a visual learner and this will ease my stress of the whole matter.
@kensaChromewick I don't know offhand if there are any videos. I don't think there should be crashes. Is planters.bsa in the Data folder? If so, remove it, as Old Skyrim BSAs crash Special Edition on startup. I'm sorry that I'm not of much help.
well been working on this all night now. not sure sure but i think ive gotten most of it right. but now creation kit is giveing me "multiple master files selected for load operation aborted. went online to figue that out. told me to bAllowMultipleMasterFiles=1 bAllowMultipleMasterLoads=1 under [General] in SkyrimEditor.ini but there is only skyrim_default.ini. game still wont start unless i disable planters.esp. ive downloaded so many things now.7-8 things maybe more to get this to work. i dont even know which one to follow anymore. there all different tutorials. i want this to work but i put too much effort, time and frustration just to get this what mite be a lovly mod but honestly may never get to enjoy it to work. my eyes hurt from all the reading ive done. but i hope other can learn from obvious mistakes i have made. maybe i need to sleep but i feel drained. but this is not worth it for someone that dosent know what there doing. i strongly hope someone port this mod to SSE. i tried and failed. wish me luck for when i try this agin at a later date. hopefuly ill have lots of replys of where i went wrong.
I was able to get this to work in SSE via the various instructions as provided. I also had the "missing name" problem, and I had to hunt around to figure out how to "unlocalize" the ESP (Using SSEEdit, right clicked the ESP to get a menu screen (btw, I called the repackaged esp "planters.esp") and selected "other" near the bottom). This allowed me to chose "localization" and then delocalize after telling the pop-up warning message that I knew what I was doing. If anyone wants to try my planters.7z file just let me know and I can send it to you to "test".[[[ that said, this may be against the rules ]]]. Now I can finally live off the land with a new survivor play through! Thank you to all the modders out there!
Cheerybelle ?Thank you so much for your detailed instructions. I was able to successfully port this on my own and it actually works. Thank you so much man!
Hi, Are you in anyway open to requests? I was wondering how hard it might be to add the 'General Stores' items and some sort of displays for special items, along with the full host of craft stations (including DLC (like ovens, staff enchanter, spider imbiber so on) to the Campfire Menu as this would make player homes super compatible and customisable?
128 comments
*update* just do what Cheery says, then delete the bsa and basl files and repack them. Then open with NMM. Works great.
I never seems to have enough time to actually take time to learn converting, and honestly little scared because I might do it wrong.
This post will be a blanket tutorial for updating mods.
BAE: https://www.nexusmods.com/skyrimspecialedition/mods/974/
SSE NIF Optimizer: https://www.nexusmods.com/skyrimspecialedition/mods/4089/
Extract out the archives into new folders or whatever-- where you have them is personal preference.
Open "bae.exe".
Drag and drop 1 or more BSAs into the B.A.E. window.
Extract.
I recommend saving the files into their own folder and then manually moving them into the Data folder afterwards.
Now, if you had any Oldrim BSAs in your SSE Data folder, remove them.
Some mods, such as this one, have meshes that look odd when brought over to SSE.
In cases like these, use the NIF Optimizer.
Open "SSE NIF Optimizer.exe".
Enter the system path (or Browse) for where the meshes you want to convert are (or your entire meshes folder; I don't know if that's a good idea or not, though).
Probably don't check anything in Extras.
Don't check Head Parts Only unless you're converting a... head part, I guess?
The other options can be checked; I don't see why not.
You can have it Write Log if you want to know what it did. "SSE NIF Optimizer.txt" is what the log is called, and it's placed in the same folder as "SSE NIF Optimizer.exe".
Optimize.
Wait.
After it finishes, you can move the meshes into the meshes folder in data if you chose to convert outside of the meshes folder.
Generally, you won't need to do much else with regards to that.
If you really want everything as stable as possible, find a way to re-archive the files into an SSE format BSA, as I think scripts can go a bit weird sometimes if you don't-- I've only had one possible issue with one small mod with regards to that, though, so it doesn't seem entirely necessary.
If you want to do that, you'll have to figure it out yourself.
While I have made some more lightweight mods, I've never made a mod that has any outside assets, let alone a BSA.
If I made any mistakes in explaining, feel free to point them out.
Oh, and by the way, sidenote, BAE works for not just Oldrim and SSE, but Oblivion and Fallout 4, as well.
That doesn't mean anything for this guide, but it is something to note if you want to extract archives for those, as well.
I have unpacked bsa file and optimize them but it still dont work.
Could someone help me ?
Follow this guide: https://www.nexusmods.com/skyrimspecialedition/mods/17990
The .esp needs to be opened up in the Skyrim Creation Kit and saved. Make sure you tick the right master files though (and why I recommend reading the guide. It's pretty easy to do.)
The issue I am having now is really extreme navmesh on some of the planters so I cant come within a couple feet of them. I think it has to do with the navmesh, I'm kind of a noob to this stuff.
If you look at planters.bsa in B.A.E., you can see which meshes are used by the mod.
Here's a reference image in case you don't want to go back and check again:
https://drive.google.com/file/d/1l5Qav1OI-r4VKUpz2Qpq7y1dvIZYwCGW/view?usp=sharing
...assuming that you already extracted it.
Hey, actually, what you could do is, after you've extracted planters.bsa, you can just point SSE NIF Optimizer at the extracted files' meshes folder if you extracted the archive to a folder separate for the Skyrim one.
@zoneofdarkness
@Servovicis
@ziggymanILT
I don't know what to say.
I haven't had any issues like that (well, not in Skyrim, at least).
I'm guessing that updates might have messed with stuff?
I'm still on SkyrimSE version 1.5.53, which is a version behind, last I checked (1.5.62), just because I don't feel like finding updated versions for the SKSE64 mods I use. :P
I don't know offhand if there are any videos.
I don't think there should be crashes.
Is planters.bsa in the Data folder? If so, remove it, as Old Skyrim BSAs crash Special Edition on startup.
I'm sorry that I'm not of much help.
bAllowMultipleMasterLoads=1 under [General] in SkyrimEditor.ini but there is only skyrim_default.ini. game still wont start unless i disable planters.esp. ive downloaded so many things now.7-8 things maybe more to get this to work. i dont even know which one to follow anymore. there all different tutorials. i want this to work but i put too much effort, time and frustration just to get this what mite be a lovly mod but honestly may never get to enjoy it to work. my eyes hurt from all the reading ive done. but i hope other can learn from obvious mistakes i have made. maybe i need to sleep but i feel drained. but this is not worth it for someone that dosent know what there doing. i strongly hope someone port this mod to SSE. i tried and failed. wish me luck for when i try this agin at a later date. hopefuly ill have lots of replys of where i went wrong.
https://www.nexusmods.com/skyrimspecialedition/mods/31193?tab=description
Great Mod to BTW