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SE to LE backporting - Requests Taken Inside!


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UPDATE: I've finally noticed the "SSE to Skyrim" tes5edit script... If all you need to do is port the esp, save yourself a couple steps and use this instead of my Open->Edit Something->Save->Remove Edit technique! (Linked below, not mine:)
https://www.mediafire.com/file/ui9kkt85849p5mg/Script_de_conversion_xEdit_SSE_vers_LE.7z/file


Aug 2022 Update: My CK has refused to open anything all month. Not even base Skyrim, no mods. I've reinstalled twice to no effect. Gonna try a less legit CK copy from elsewhere on the net, but I am SO tired of this shit. I started a very light, personal overhaul a few months ago and my game is almost perfect (to me only, obv), but the random crashes, crashes when entering buildings, a specific armor set that ctd's 50% of the time... ON TOP OF a CK that refuses to work? It's incredibly frustrating to have literally the best game ever, except it spits in your face when you play it. orz  

 

UPDATE/NOTE July 2021: Found a "neat" detail that explains why we have trouble porting certain mods... From the TKAA mod: "The 64 bit CK automatically generates new facegen files when you (open mods in the CK).... If you need to make changes use THIS (TESVEditSE)". Did NOT know this. Don't like this. Bethesda... whyyytf would you implement this?!

 

- - - - - - - - -

 

Since a bunch of people have come with requests, and as many have been answering, this is now the SE->LE backporting request thread. 

Post a link and ask nicely, and some kind soul might take a swing at it for you!

 

Since I took the time to type all this up for someone, here's a tutorial for trying it yourself:
(If I missed anything, or explained something poorly, please let me know)

Spoiler

Tools you'll need:

 

Unzip the mod if it is a zip/rar/etc, and if it comes with a BSA, unpack that with BAE. 

(Note: If the BSA only has scripts, you can skip this step.)

 

Go into the Meshes folder, and move the head meshes somewhere else.

(Data->Meshes->Actors->Character->FaceGenData->Facegeom)

 

Open SSE Nif Optimizer and Browse to the mod's folder. At the bottom right there is a bubble for SSE and LE. Check LE, then hit Optimize.

 

Now Browse to where you moved the head meshes, and in the Options section check the box for Head Parts Only. Click Optimize again, then move the head meshes back into the mod's folder.

 

[Optional] Nifskope cannot open SSE files, so the fastest way to test your new files is to try and open them. If they look fine, great! If they give you an error, look broken, or are empty, something went wrong.

 

Install the esp/esm file(s) and Load them with the Creation Kit. Make any small change and undo it so it will let you Save. (I change an Actor's name, then change it back). After saving, load the esp in TES5Edit and remove the small change. (Even though we undid it, the game will still see it and it might cause problems for other mods).

 

  • If you use any mod managers, put the esp/esm back into the mod's folder and rezip it, then install that however you normally would.
  • If you install manually, just dump the rest of the files into your Data folder.

 

Now start the game and test it out! 

 

Most texture will be fine, but if they are purple (but not missing) or very broken looking, you will need to convert them. Find the problem texture(s) and move them somewhere easy like you desktop, then open them with PAINT.NET. Save them as .png, then Open the .png file and resave it as .dds.

 

[Optional] Like Nifskope, GIMP cannot open SSE files. You can convert your .png's in GIMP, or just open your new .dds's to make sure they work. If GIMP can open the .dds, then LE Skyrim can, too.

 

Extra Notes:

-Scripts do not need any converting, they are fine as-is.

-Some followers will have a problem with their faces. I haven't found a way to fix them yet. 

-If the mod uses ESL or ESPL files, I've never tried those, but here is a tutorial that may help: https://www.nexusmods.com/skyrimspecialedition/mods/21289

 

 

TL;DR

Open the esp in LE's CK & resave it; BOOM, PORTED.

NifOpt any meshes; DONE, PORTED

Fix textures with GIMP &/or PAINT.NET; CONGRATS, U DONE IT

 

PSA: PLEASE do NOT run around telling people their files are reposted here!

In most cases, I'm only porting the esp, so you'll need the original mod anyway, but not always

!! I have NOT asked for permission from any of the original authors; these are personal use only, unofficial, unsupported ports. !!

 

*** If Abelone (the lady carrying wood, feeding chickens, etc. near Dawnstar's inn) has some stupid name like AbeloneASDGJASH, either fix it with TESEdit, or let me know and I will. ***

It's one of the steps I do when porting esps and I may forget to remove it when doing multiple mods all at once.

Edited by TentakelnBitte
I can't do this anymore orz
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On 12/9/2019 at 12:06 AM, TentakelnBitte said:

BUMP

 

As expected, some cool bro converted it already, but the question still stands. 

Eventually people will burn out or move on to a different game, so I don't like having to rely on others so completely.

 

Any pointers?

As far as I know, there exists no reliable method of backporting mods from SE to LE. Arthmoor himself has said so on many occasions. Also how do you backport meshes?

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I do it in two steps

 

First I use SSE nif optimiser. https://www.nexusmods.com/skyrimspecialedition/mods/4089 There is a point on the right side bottom. LE wich means optimise for LE

 

 Then I use Cathedral Assets optimiser https://www.nexusmods.com/skyrimspecialedition/mods/23316 which also has a LE option.

 

It works. The only thing it does not work properly is on NPC Headmeshes. You very often get flying hair above the character.

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On 12/11/2019 at 11:07 PM, Dohvakin said:

As far as I know, there exists no reliable method of backporting mods from SE to LE. Arthmoor himself has said so on many occasions. Also how do you backport meshes?

I use SSE NifOpt for all of mine. The only time it's ever failed was on that fancy cabbage replacer lol.

Also does head meshes, but I haven't needed to use that yet.

 

loling hard at "Arthmoor himself", as if you shouldn't take his word with a massive lump of salt (provided by his drama posts) :V

I have no idea how that dude hasn't been kicked from Nexus, given how they are with even the seasoned modders.

 

With the mods people have been porting in the last year or so though, there's got to be an alright method for it. I'm talking quests, voiced followers, whole worldspaces, etc, not just meshes, too. They might just be mad talented, but the rate they're doing it at makes it seem more like it's "just" tedious than actually problematic.  The 2 specific modders I know who are doing it are super busy and don't reply often though, so ehhh. One of them is Russian, too, so the language barrier isn't exactly helpful :/ 

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  • 2 weeks later...
On 12/13/2019 at 1:26 PM, TentakelnBitte said:

I use SSE NifOpt for all of mine. The only time it's ever failed was on that fancy cabbage replacer lol.

Also does head meshes, but I haven't needed to use that yet.

 

loling hard at "Arthmoor himself", as if you shouldn't take his word with a massive lump of salt (provided by his drama posts) :V

I have no idea how that dude hasn't been kicked from Nexus, given how they are with even the seasoned modders.

 

With the mods people have been porting in the last year or so though, there's got to be an alright method for it. I'm talking quests, voiced followers, whole worldspaces, etc, not just meshes, too. They might just be mad talented, but the rate they're doing it at makes it seem more like it's "just" tedious than actually problematic.  The 2 specific modders I know who are doing it are super busy and don't reply often though, so ehhh. One of them is Russian, too, so the language barrier isn't exactly helpful :/ 

Hmmmm. Well, it would be fun if someone can figure out a way to backport them. I've yet to meet someone who has successfully done it.

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On 12/12/2019 at 7:54 AM, Harvald said:

I do it in two steps

 

First I use SSE nif optimiser. https://www.nexusmods.com/skyrimspecialedition/mods/4089 There is a point on the right side bottom. LE wich means optimise for LE

 

 Then I use Cathedral Assets optimiser https://www.nexusmods.com/skyrimspecialedition/mods/23316 which also has a LE option.

 

It works. The only thing it does not work properly is on NPC Headmeshes. You very often get flying hair above the character.

Blender is a far better option for headmeshes.

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  • 1 month later...
On 12/26/2019 at 1:26 AM, Dohvakin said:

 

So...Do you know how to backport mods? I'm looking for a particular one.

They meant for things like statues or weapons. Static meshes are very easy, using the methods posted above.

The only failure I've had was that really nice cabbage, because it has waaay too many vertices for oldrim.

 

If you just want that one, you can ask/beg for it to be ported, or google for a shady mod site.

I still haven't found a go-to way of backporting, but sometimes you can get lucky with just resaving it. I have no clue how people are porting the esl or creation club stuff.

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  • 3 weeks later...
On 12/12/2019 at 7:54 AM, Harvald said:

I do it in two steps

 

First I use SSE nif optimiser. https://www.nexusmods.com/skyrimspecialedition/mods/4089 There is a point on the right side bottom. LE wich means optimise for LE

 

 Then I use Cathedral Assets optimiser https://www.nexusmods.com/skyrimspecialedition/mods/23316 which also has a LE option.

 

It works. The only thing it does not work properly is on NPC Headmeshes. You very often get flying hair above the character.

what about the esp plugin?

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2 hours ago, superrayas said:

what about the esp plugin?

That is no problem, most of them work with LE. If you want you can load them in Skyrim-CK change a little and undo, save.... ready.   The only thing the really doesn't work are BSAs. You have to unpack before working on the meshes. Recently I made a backport of https://www.nexusmods.com/skyrimspecialedition/mods/12371. It works fine and is really big improvement.

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  • 2 weeks later...
  • 2 weeks later...
On 2/18/2020 at 3:44 PM, Harvald said:

That is no problem, most of them work with LE. If you want you can load them in Skyrim-CK change a little and undo, save.... ready

Could you expand on this, please?

I just tried loading an SE esp in LE CK and it bombed out after a message about a missing master (the SE USLEEP version). The mod I want to backport is only an esp. I don't have SE installed.

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23 hours ago, Grey Cloud said:

Could you expand on this, please?

I just tried loading an SE esp in LE CK and it bombed out after a message about a missing master (the SE USLEEP version). The mod I want to backport is only an esp. I don't have SE installed.

OK, that is a problem. You need USLEEP for LE  in your skyrim game. You need Wyre Bash https://www.nexusmods.com/skyrim/mods/1840?.2031159154_bandicam2020-03-1223-32-45-348.jpg.e303099f37dc02fdb56e11b3c79d7e6f.jpg

 on the right bottom there is a field called masters listing the maters of the choosen mod. Right click on the Master you want to change and a small window will open "change to" Click on it and choose "USLEEP LE" in the opening Data-Window. After selecting the window will close automaticly. Choose "save" beyond the window and your backport will work.  Now you can load it to CK. The only thing that happens there is that the file version is put from 44 to 42. Thats a shit and changes noting.

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2 hours ago, Harvald said:

OK, that is a problem.

That is problem solved. Thank you very much. :thumbsup: Biggest problem was that the Masters window in my WB was collapsed so small it took me a couple of minutes to figure out what was happening and why my WB didn't look like your screenshot. Also had to click on the white space in the Masters window and choose allow edit or something, before I could change to USLEEP.

Anyway, it loaded into the CK without a problem and saved and exited. NMM seems happy with the esp and TESVEdit now acknowledges its existence. Too late to try it in the game so it will have to wait until tomorrow.

 

Thanks again from a very happy bunny.

 

Edit: I lied about it being too late. Just fired up the game and it worked - the esp that is. The power is mine, all mine. MUAHAHAHA.

 

Thanks again, again.

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  • 4 weeks later...
  • 4 months later...
On 4/5/2020 at 2:12 AM, Dohvakin said:

I have a mod which I would love to see backported. Here it is:

https://www.nexusmods.com/skyrimspecialedition/mods/22572/?tab=description

 

I shall be ever so grateful:)

LE port complete~!

[I didn't see the notification for this or it would have been done AGES ago. PMing the author on Nexus atm, but it's attached here in the meantime.]

ThaneOfSkyrim_LEport.zip

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How would i go about porting an SE mod with an ESP that is flagged as an ESL. I know I would have to unflag the ESP but I need either SSEEdit or Wrye Bash which both need Skyrim SE. SSEEdit won't run without Skyrim SE and Wrye Bash won't display esfl options if it does not recognize SE.

 

The mod in question is JK's The Bannered Mare which is script free.

Link: https://www.nexusmods.com/skyrimspecialedition/mods/33845?tab=description

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14 minutes ago, notFBIor007 said:

How would i go about porting an SE mod with an ESP that is flagged as an ESL. I know I would have to unflag the ESP but I need either SSEEdit or Wrye Bash which both need Skyrim SE. SSEEdit won't run without Skyrim SE and Wrye Bash won't display esfl options if it does not recognize SE.

 

The mod in question is JK's The Bannered Mare which is script free.

Link: https://www.nexusmods.com/skyrimspecialedition/mods/33845?tab=description

 

From Harvald with love.  JK's The Bannered Mare.esp

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See, you're a very kind soul for doing that for me and I appreciate it alot. Can i assume you unflagged the esp because you have SE? I was actually planning on doing a combination of JK's The Bannered Mare, JK's Warmaidens, JK's Belethors General Goods, JK's The Drunken Huntsmen, JK's Arcadias Cauldron, Jk's Dragonsreach(with the PCE patch cos I like the other palaces in PCE).

 

I asked for a method cos I didnt want to burden anyone but it seems SE is a hard requirement for unflagging an esp. If i could selfishly further indulge in your love, unflagging the esp's for the above mentioned mods would be very much appreciated. There is no rush and if you feel it is too tedious a task to do, that is fine too. This goes without sayig but you would only need to unflag the esp and I would obv take the other necessary steps(i.e. extracting bsa, SSE NIF optimizer, DDS compression).

 

JK's Warmaidens: https://www.nexusmods.com/skyrimspecialedition/mods/33685

JK's Belethors General Goods: https://www.nexusmods.com/skyrimspecialedition/mods/33636

JK's Dragonsreach: https://www.nexusmods.com/skyrimspecialedition/mods/34000/?tab=description

JK's Arcadia's Cauldron: https://www.nexusmods.com/skyrimspecialedition/mods/33565

JK's The Drunken Huntsmen: https://www.nexusmods.com/skyrimspecialedition/mods/33783

 

Thank you very much for your help provided thus far

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1 hour ago, notFBIor007 said:

See, you're a very kind soul for doing that for me and I appreciate it alot. Can i assume you unflagged the esp because you have SE? I was actually planning on doing a combination of JK's The Bannered Mare, JK's Warmaidens, JK's Belethors General Goods, JK's The Drunken Huntsmen, JK's Arcadias Cauldron, Jk's Dragonsreach(with the PCE patch cos I like the other palaces in PCE).

 

I asked for a method cos I didnt want to burden anyone but it seems SE is a hard requirement for unflagging an esp. If i could selfishly further indulge in your love, unflagging the esp's for the above mentioned mods would be very much appreciated. There is no rush and if you feel it is too tedious a task to do, that is fine too. This goes without sayig but you would only need to unflag the esp and I would obv take the other necessary steps(i.e. extracting bsa, SSE NIF optimizer, DDS compression).

 

JK's Warmaidens: https://www.nexusmods.com/skyrimspecialedition/mods/33685

JK's Belethors General Goods: https://www.nexusmods.com/skyrimspecialedition/mods/33636

JK's Dragonsreach: https://www.nexusmods.com/skyrimspecialedition/mods/34000/?tab=description

JK's Arcadia's Cauldron: https://www.nexusmods.com/skyrimspecialedition/mods/33565

JK's The Drunken Huntsmen: https://www.nexusmods.com/skyrimspecialedition/mods/33783

 

Thank you very much for your help provided thus far

All in oneData.7z The point is one time you have to unpack the BSA. The skripts should work in oldrim. Transforming also works with Tes5edit and LE. You have to cange first the Flag to ESM and then delete the esm_flag., but ist is much easyer in SSE.

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Thank you very much for your time, effort, patience and knowledge. It is very much appreciated.

 

So you're saying if i want to port an ESP that is flagged as an ESL, i can just open TES5Edit and flag the ESP as an ESM, save the ESP, close and then re-open the ESP and remove the ESM flag? and this procedure would remove the ESL flag?

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