OK, I managed to port Velothi Palace to SSE. After some training with minor mods (such as a nice rendering of city textures in ‘Sexy Cities’, an example of which for Whiterun can be found here), I have finally arrived at one of my favourite player homes ever.
Apparently everything works. Purchasing, entry (in a previous attempt I had an immediate crash upon entering), NPC idles, dialogues, etc. I'm waiting for Lazz's permission to publish it, but if he wants I can also send it to him to test and publish. Of course if someone wants to test it I can also send it to them, but I would prefer to have Lazz's permission.
For the porting I basically followed the instructions on this page, but in summary I can list the basic programs used and the various steps. I should add that I am currently using the AE version of GOG having not any particular problems, as I had using the non-AE SE versions of other mods.
So, the programs used are: BAE, Cathedral Assets Optimizer and Bsarch Pro. In the past I also used NIF Optimizer, but after discovering Cathedral I would say that it would be superfluous (and besides it crashed the game the first time when entering the house).
First, I copied the original compressed file into a separate folder, together with the links to the above-mentioned programs. I unzipped the compressed file, extracted the files from 'VelothiPalace.bsa' using BAE and passed the ‘meshes’ and ‘textures’ folders to Cathedral, following the instructions in the link above.
Then I recreated the file ‘VelothiPalace.bsa’ with Bsarch, again following the instructions. Finally, I copied the new bsa file together with the original .esp file into the Data folder of ‘Skyrim Anniversary Edition’.
Then, I opened the ‘VelothiPalace.esp’ file with CK (I currently use the steroid-enhanced version of Creation Kit Platform Extended, which I'd recommend to everyone), and simply resaved the file (while I was at it, I also changed the background music of the interiors, more Morrowind-like according to my personal taste: ‘DLC2MUSExploreSolstheimGeneral’.).
Actually, I found out later that Cathedral, in addition to optimizing meshes and textures, can also directly create the new bsa file, which makes it an excellent program in my opinion, practically performing almost all parts of the conversion, apart from the final save with the CK.
I loved this player home when I played LE. Got the equipment to play SE with now, and like how stable it is (considering how I throw so many mixed mods at it, haha). Remembered a player home named 'Feykro' on LE, but it was never ported to SE. Managed to port it myself for my own game, and it works fine. Seeing that this marvelous home of yours doesn't seem to have been ported over, I'm going to take a crack at it myself (for my own game). If it ends up working, I'll reach out to you and let you know.
Just amazing. So much care for the design and architecture. Not overcluttered. Even the NPC's are looking good and normal - and that is often not the case. Very good for my elagant and noble elf figure. I give a s#*! on if it's a morrowind style, i never played that.To me it's an unique little timeless masterpiece.
It was great, but you should have put the button to disable the NPC that has inside the castle it makes a huge lag, because I have wife and 6 daughters and still have 4 followers, and then you can barely walk inside the castle without May this make the FPS explode and even walk inside begins to lock the steps.
Trying to make a personal port to SSE and its mostly functional, except a lot of the furniture appears invisible. Chairs, tables, shelves and beds. Not all of them, just some which is the weird part. Anybody know how I can fix that?
222 comments
Apparently everything works. Purchasing, entry (in a previous attempt I had an immediate crash upon entering), NPC idles, dialogues, etc.
I'm waiting for Lazz's permission to publish it, but if he wants I can also send it to him to test and publish. Of course if someone wants to test it I can also send it to them, but I would prefer to have Lazz's permission.
For the porting I basically followed the instructions on this page, but in summary I can list the basic programs used and the various steps.
I should add that I am currently using the AE version of GOG having not any particular problems, as I had using the non-AE SE versions of other mods.
So, the programs used are: BAE, Cathedral Assets Optimizer and Bsarch Pro. In the past I also used NIF Optimizer, but after discovering Cathedral I would say that it would be superfluous (and besides it crashed the game the first time when entering the house).
First, I copied the original compressed file into a separate folder, together with the links to the above-mentioned programs. I unzipped the compressed file, extracted the files from 'VelothiPalace.bsa' using BAE and passed the ‘meshes’ and ‘textures’ folders to Cathedral, following the instructions in the link above.
Then I recreated the file ‘VelothiPalace.bsa’ with Bsarch, again following the instructions. Finally, I copied the new bsa file together with the original .esp file into the Data folder of ‘Skyrim Anniversary Edition’.
Then, I opened the ‘VelothiPalace.esp’ file with CK (I currently use the steroid-enhanced version of Creation Kit Platform Extended, which I'd recommend to everyone), and simply resaved the file (while I was at it, I also changed the background music of the interiors, more Morrowind-like according to my personal taste: ‘DLC2MUSExploreSolstheimGeneral’.).
Actually, I found out later that Cathedral, in addition to optimizing meshes and textures, can also directly create the new bsa file, which makes it an excellent program in my opinion, practically performing almost all parts of the conversion, apart from the final save with the CK.