Step 7 should be omitted since bsa for the 3 old DLC do not exist here in SE. 3 esm remain but you would not add those since they are master plugins and not archives for files
You might be right. This was a while ago, but I just remember it being safer to include all the base game files, and it wouldn't harm or bloat the mod either way, whereas not including certain ones would lead to the mod files not replacing what they were supposed to. Things may have changed now but I wouldn't know.
Do you have a donate button? I wanna buy you a coffee. Seriously it's the only guide on the internet for this stuff. I was looking for a good 6 hours before I found this.
No idea if my mod works yet but at least it's up on the d*mn site now. Thank you!
quick question since you ported mods to Xbox..it really necessary to have skyrim on pc vai steam for this to work can't we just convert the mod if we download it manually as a zip (or rar) file and unpack it have you tried that? because i dont have skyrim on pc and my parents laptop probably don't have the space for a pc game like skyrim
Darkknightsparda, to be able to upload to Bethesda.net, you need to link your Steam purchase to that account. I don't know if XB1 has steam or steam purchases of Skyrim SE (you might be better off asking Bethesda), but I know Bethesda.net didn't allow uploads of mods without a steam-linked purchase at the time I made the mod just under two years ago. Things may have changed. Again I recommend asking Bethesda.
The create archive option doesn't show any files related to the esp. It simply stays blank white. Even the manual import option not detecting any files in data folder, just the folder names. Drag and drop also not working. What to do?
Thank you for the guide, it will definitely make things easier.
But if i want to port a mod that contains both meshes and textures, will the Creation Kit automatically put the meshes and textures in separate bsa's after i drop the loose files in that window? Or is there more to it?
Thank you but I am blocked at the start of the tutorial or it is indicated to modify the Archive command line, this command line is not present. I never managed to use the creation Kit Se of the neck I wear my fashion since Oldrim. I cannot load the cells with the se version. I tried all the Nexus fixes as well as all the tutorials and this PDF was the last.
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No idea if my mod works yet but at least it's up on the d*mn site now. Thank you!
can't we just convert the mod if we download it manually as a zip (or rar) file and unpack it
have you tried that?
because i dont have skyrim on pc and my parents laptop probably don't have the space for a pc game like skyrim
But if i want to port a mod that contains both meshes and textures, will the Creation Kit automatically put the meshes and textures in separate bsa's after i drop the loose files in that window? Or is there more to it?
Thank you but I am blocked at the start of the tutorial or it is indicated to modify the Archive command line, this command line is not present.
I never managed to use the creation Kit Se of the neck I wear my fashion since Oldrim.
I cannot load the cells with the se version. I tried all the Nexus fixes as well as all the tutorials and this PDF was the last.
Every single one has purple heads even tho I MAKE SURE to include the facegen meshes and textures in the BSA
I noticed in my ini file that UseArchive was set to 0 just now
do you think that is the problem?