Thank you for checking out my guide. If I have missed a step, please let me know right away in the comment section so I can amend the main page asap. If i get any response by kefka95, I will post it here.
I am not sure. You would have to install it to find out. I am not going to update my game to the Anniversary Edition. You can try it and report back here on this post if you want
The mod contains the LE quest list on the scripts provided and checks, if quests started, running or completed. So it will not know and find all additional quest especially not the creations coming with SAE or discover quests of other mods installed, which have not been started or completed.
"These are also required and suggested if you have the Legendary Edition of Skycomplete and want to convert it in the CK:"
This might sound like a dumb question, I'm not all that versed in modding and can really only do basic stuff like altering item states and converting simple oldrim mods to SSE, so these two fixes unnecessary if you altered your CreationKit.INI files to allow multiple master files to be loaded on your own or are they still needed for something else in the conversion process that I'm overlooking? I figured I'd ask first before doing something I'm not 100% sure on.
In case anyone is interested, there is an SSE version (v1.0.0) of SkyComplete over at Schaken Mods. I have been using it and it seems to be working just fine. I believe it is free to access.
You should be aware, it is packed incorrectly having the ESP above the DATA folder (i.e. in the game folder). Scripts are properly inside DATA. I use MO2 and did a manual install, and just moved the ESP down a level, then reset the DATA folder. Those who use MO2 know what I mean. Also, the ESP is named "SkyCompleteLengendary.esp", but it does not throw a Form 43 error, so I assume it's Form 44. If you can handle all that, check it out over at Schaken Mods.
hey, not sure if this has been suggested before or if I'm fine suggesting and basically advertising another mod here (I hope I am) I've found a German version of just the mod we've been looking for uploaded on Nexus. I've seen in the comments somebody linked to another website but I'd rather stay on here. link: https://www.nexusmods.com/skyrim/mods/61015?tab=images peace :)
For some reason, the CK-processed .esp file is only a fraction of the size of the original .esp (38KB down to mere 66B). Even though I'm doing everything the guide says, I don't think it works for me for some reason. Any ideas?
I'm very new to modding. I'm having trouble regarding the CreationKitSSE not finding any of the mods i have on MO2. Does having the mods installed on MO2 not count as having them installed "in my game"? Do I have to set directories for the CreationKitSSE?
I have figured out what the problem was. I had to launch the CreationKitSSE through MO2, instead of through bethesda's launcher like i originally tried.
Hmm thats a good question. I don't have any idea what would happen if it was converted to an .esl I know converting some mods to an .esl changes formID's but I am not sure if it affects Skycomplete in any way. You may have to go into xEdit and see if there are any formID's there. I have never looked for any as I didn't need to
Thanks for the reply! In any case i went ahead and merged all the plugins (vanilla+dlcs-falskaar-3dnpc) and marked the merge as ESPFE. It looks like it's possible to do this only if the .pex scripts don't use a particular function (something like getFormID) but i'm still unsure about this, only time will tell. Also this mod doesn't loads any assets so it's fine. I've only tested it with one vanilla quest for now but it looks like it's working correctly.
If anyone else is interested: 1. Merged all plugins with zMerge 2. Compacted FormIDs with SSEdit (it will not let me mark as esl otherwise) of the newly created merged plugin. 3. Flagged the new plugin as ESL. 4. Created a new mod in MO2 and put all the scripts together in one folder named 'scripts'. 5. Profit
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If i get any response by kefka95, I will post it here.
This might sound like a dumb question, I'm not all that versed in modding and can really only do basic stuff like altering item states and converting simple oldrim mods to SSE, so these two fixes unnecessary if you altered your CreationKit.INI files to allow multiple master files to be loaded on your own or are they still needed for something else in the conversion process that I'm overlooking? I figured I'd ask first before doing something I'm not 100% sure on.
You should be aware, it is packed incorrectly having the ESP above the DATA folder (i.e. in the game folder). Scripts are properly inside DATA. I use MO2 and did a manual install, and just moved the ESP down a level, then reset the DATA folder. Those who use MO2 know what I mean. Also, the ESP is named "SkyCompleteLengendary.esp", but it does not throw a Form 43 error, so I assume it's Form 44. If you can handle all that, check it out over at Schaken Mods.
Is it the same mod as the original?
edit: i have founded the original version and converted to form 44
https://drive.google.com/file/d/1TdAiOsoZ3WbwnCagmSovA0uvz0ln69JH/view?usp=drive_link
I've found a German version of just the mod we've been looking for uploaded on Nexus. I've seen in the comments somebody linked to another website but I'd rather stay on here. link: https://www.nexusmods.com/skyrim/mods/61015?tab=images
peace :)
I know converting some mods to an .esl changes formID's but I am not sure if it affects Skycomplete in any way.
You may have to go into xEdit and see if there are any formID's there. I have never looked for any as I didn't need to
In any case i went ahead and merged all the plugins (vanilla+dlcs-falskaar-3dnpc) and marked the merge as ESPFE. It looks like it's possible to do this only if the .pex scripts don't use a particular function (something like getFormID) but i'm still unsure about this, only time will tell. Also this mod doesn't loads any assets so it's fine.
I've only tested it with one vanilla quest for now but it looks like it's working correctly.
If anyone else is interested:
1. Merged all plugins with zMerge
2. Compacted FormIDs with SSEdit (it will not let me mark as esl otherwise) of the newly created merged plugin.
3. Flagged the new plugin as ESL.
4. Created a new mod in MO2 and put all the scripts together in one folder named 'scripts'.
5. Profit
Glad it works for you.