Scroll down until you see “Convert SSE to LE.” Right click on your ESP in either TES5Edit and click “Apply Script”. Open your ESP in the program where you installed the script. pas script file into the “Edit Scripts” directory in TES5Edit. If an ESP holds no masters besides core ESMs (skyrim.esm, update.esm, etc.), it is simple.ĭownload “Script de portage SSE vers LE pour 圎dit”ĭrag the. Instead, use the uncompressed format (r8g8b8a8_unorm).ĮSPs are very tricky. Meshes & textures should work after this.ĭon’t forget to mark “Always process faceparts” when processing things like face meshes and hair meshes.Īlso, please do not compress normal maps (_msn or _n).
To be safe (theoretically it will work without doing this), go down to unwanted formats and click edit.Ĭheck every BC format above BC3 (BC4, BC5, BC7). Go down and change the output format to BC3_UNORM. Switch to the textures tab and check “Necessary Optimization”. I recommend naming it “SSE to TES5 Converter” so you know what it is.īrowse for your mod’s data folder and select it. Cathedral Assets Optimizer (NOT THE BETA) – Ĭreate a new profile and use the TES5 profile as a base. To port meshes and textures, you need only one program. Check the “Ignore specular, normal, and glowmaps” box Keep clicking continue until the continue button disappears and only the close button remainsġ9. Leave Octagon on “Don’t change compression”ġ4. Select “Add format/compression filter”ġ2. In the general tab, open your textures directoryĩ.
Change the setting to “LE” on the lower rightħ. It should optimize both textures and meshes.ģ. If it works for you, just change your compression to “Uncompressed”. Users have been running to problems regarding it. You do not need SSE NIF Optimizer and Octagon if Cathedral Assets Optimizer works for you. The old way is below if for some reason you dislike this method. It preserves the quality of normal maps without having to manually separate them from the rest of the mod. I found a new way process textures that in my opinion works better.
All this revision does it make the conversion of mods faster.
If you have made any mods with the old way, do not worry, your mod still works. Thanks to Shadohz, I managed to streamline the process further. So far, I have ported four mods (Nordic Faces, High Poly Expressive NPCs, High Poly Project, and High Poly Vanilla Hair) without any added save bloat, crashes, or visual glitches. I have zero idea about the repercussions from doing such things.
You can see below that the first 18 mods in my original load order on the left in Mod Organiser (I have currently 200+ in my mod list this is just a subset) is massively different from the load order on the right after BOSS has corrected it.This is a guide on how to port certain mods from SSE to LE.Īfter fiddling with SSE mods for an entire day, I have found a way to backport them to LE. When you launch Mod Organiser, Nexus Mod Manager or the Skyrim game launcher, you will notice that the load order has been updated by BOSS. Use the mods readme files as a guide as to where in your order they should go. Note: If you have an Unrecognised Plugins tab in BOSS, those mods will have to be placed in your load order manually.
Install any patches BOSS recommends and active the mods.Heed any warnings and take action if required (in many cases you may not need to take any action as the warnings are triggered by BOSS automatically).Disable any mods that are missing dependencies you don’t have or intend to install (so I would go to my game folder and delete Ars Metallica – Dawnguard as I don’t have Dawnguard installed).Now that we have a list of problems with our mods, first: Note: the Bash Tag suggestions are for another application that can be used to create levelled lists known as Wyre Bash and can be safely ignored.