I’m late again but any mod that doesn’t contain skse plugins or a .seq file can be converted this way. I’d personally only use it for armour mods or patches, maybe smaller single quest mods without voiced dialogue.
My creation kit crashes as soon as it opens, is there any way I could bum a file or link of the Sea of ghost for SSE. I loved playing it in legacy years ago, and I'm not very technically inclined, can't seem to find any help for solving my issue.
On the part about removing the _ from tos_ SSEEdit part, would I need to do this if I was porting Pit Fighters? I assume this process is the same for any of his quest mods.
He quit Nexus many years ago due to a ban he got, and does not want his mods hosted here. He has also long since quit the modding scene, so there's no chance of getting permission to port his stuff to SE and publish it somewhere else like Bethesda.net
Yesss it works! I did this for Faction: Pit Fighter as well and its not having any problems. Just to note, I don't have an in-depth knowledge of modding tools I just simply followed the directions. Go SSE.
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any help?
Edit
Nevermind i manage it to fix it using Cathedral Asset Optimizer and when optimizing the meshes i ticked on "Resave Meshes"