Can you download oldrim mods to special edition - remarkable phrase
STEP guide for TESV: Skyrim Special Edition
I'm painstakingly trying to port over as much of 2.10.0 to as can be done , however there is no compilation mod yet for and there is quite a few mods we're dealing with here. I know I can download the mods separately, but that begs the question. Do I place the mods back into their old spot on the guide before they were merged or place them at the end where the compilation would be (which is what I've done). It became obvious that the complete file-set for these mods aren't being used in the compilation. Such as Bellyaches animal and creature pack overwriting files form 101bugs, Sabrecat, and Mammoth for instance. Those mods are newer on the guide and I'm sure they're not meant to be overwritten. The troublesome one is Serious HD. It used to be in the conflicting graphics section but right now this mod is overwriting files from Skyrim HD, Improved Vanilla Mountains HD, and . I've made an educated guess and hid the files overwriting IVM and , but no idea what is supposed to win out between it and Skyrim HD, they both are section 2F mods. Does anyone have any insight? I'm sure I'm not the only one trying to build on .
As far as the port is going? Really well in fact. Just very time consuming. A few considerations below.
The Bad
-Downloading manually from Oldrim Nexus into MO2. Point your browsers downloads to go into 's download folder and this problem will basically be nullified.
-You'll obviously have to input version numbers by hand and zero out the nexus ID. Just add nexus page link in the notes tab.
-MO2 is at a stage where it can be used for modding, but it will crash nearly every time you try to start the game after you use it to run an external application. Just close out and restart after you run an external executable.
-You'll have to check for updates on your Oldrim build on MO1.
-As a rule you'll have to repackage bsa's, use nif converter on the nif's and run .esp's through CK64, but there WILL be exceptions. "Intimate HD Fire Effects" would crash after nif conversion and had to go in vanilla.
"HD Stone Quarry and Clay Deposit" had to go in vanilla because that nif got messed up too. Some .esp's got ruined being saved in CK64. Masters were removed during the save so their were tons of missing ref's in the .esp when viewed under SSEEdit. I re-save nearly all esps's but the few that had to go in vanilla because of those issues were form 43's and so far work without issue.
The Good
If you weren't impressed by 's graphics and have held out. on SEE will win you over. Even without . Most of the mods will port over and even though I'm only have 75% ported, it already look better then Oldrim. The new effects look great with the texture selection. I even think performance has increased a bit. is definitely more stable. I've been pulling mods on and off my build and in oldrim this save would have been trash by now.
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