Uploaded a new version 1.6 - just added 1 missing Survival Mode keyword to remove from armor/clothing
Uploaded a new version 1.5 - fixed the stripping of survival mode entries hopefully, otherwise same as 1.4
Uploaded a new version 1.4 - even more automated removal of survival mode stuff (thanks to bruhbama7451 for the feedback) - added a failsafe to prevent the script from running in a situation when only 1 esp was loaded and no Update.esm masterfile was present which would result in the script treating the esp as Update.esm (discovered by nofunnylogin)
Uploaded a new version 1.3 - more automated removal of survival mode stuff (discovered by bruhbama7451)
Uploaded a new version 1.2
Added in automated fixes related to differences in Update.esm in LE and SE. It now scans for the presence of new records from SE Update.esm and will correct them if need be. Currently supports: - water type in cells will be changed back to oldrim values, if null is present in water type it will be removed to prevent error message - survival mode additional regions will be removed if found in cells to prevent error message - ingredients added by Creation Club will be removed from formlists - references that place static objects from Creation Club will be removed if not persistent - survival mode keywords will be removed from gear (new in 1.3) - survival mode effects will be removed from ingestibles (new in 1.4)
Bonjour, Un grand merci pour cette création et ce partage. Cela faisait plus d’un an que j’espérais voir rétro- porté le mod Widget –Addon. Grâce à vous j’ai pu le faire avec succès. Un bel outil simple et pratique. Un gros apport pour la communauté Oldrim. Encore merci et bravo, super travail ! David
Great tool. but the there were se update on 2023/12, so the esm form id relation were changed. It's hard to convert both "SE to LE" and "LE to SE", however it's not impossible. so the there are ctd by "Could not be reslorved" and in future, I hope you will support this. thank you upload this.
The latest SE CK creates a version 1.7100, you need to change it to 1.7000. Some mods won't run in TESVEdit, you have to run them in SSEEdit, meaning you need a legit copy of Skyrim SE. Hth.
I am running this with SEEdit and a legit copy of SE. The mods load fine in SE tes5edit and I have nothing else installed but vanilla SE and the 2 mods I'm trying to port.
Is this error not literally an issue with the script? I get the exact same error before and after changing the version number.
The script was written before Bethesda changed the .esl range. I've found that the world space on those files is different. It'll take someone with more skills than I to make it work.
Just wanted to comment again to share my appreciation of this great useful tool you gave everyone Byku. I admit i was skeptical at first but after seeing the changelogs, the source code on xEdit and trying it several times i can't have anymore doubts about this. Even people with low skills like me can now get to backport many more complex mods in an instant haha.
If today LE is still partially supported by backporters it is also thanks to people like you who got their hands dirty to create new tools to make their job easier and far more efficient.
Are you some kind of techpriest or something alike? Absolutely amazing work, works flawless like 99% of the time, would have never thought to be able to backport mods, especially since my modding-knowledge is very limited when it comes to Skyrim. Sticking with Oldrim since ENBs feel way better to me in the 32bit. Thank you for this script!
Yes. You must run FNIS for Modders tool (LE version) on the corresponding txt file of the hkx behavior. Its called same as the hkx file but with *.txt extension and is located in the animations folder in its own subfolder, usually it spells FNIS_somename_List.txt. It will create the behavior file for you then. More info is found in the FNIS manual if you want to do it.
Paste it into a text file and rename it from *.txt to *.pas Place this file in 'Edit Scripts' folder of xEdit. You can now select its name from the scripts when running xEdit.
Well, you won't need to remove anything when porting forward so yeah, pretty much it. Some cell data might change back to oldrim values, but you can easily fix it manually in xEdit by forwarding the entries from SE into the ported mod.
Been using this for a little while now. It has yet to fail.
I even use it to convert Enderal SE mods to Enderal LE, and it has worked all 3 times I've done it. One was on this Enderal SE mod that is pretty big, has alot of things going on.
thanks for making this, it makes conversion incredibly easy. Open xEdit, select the .esp, right click, apply script, "Convert ESP from SSE to SLE", done.
51 comments
- just added 1 missing Survival Mode keyword to remove from armor/clothing
Uploaded a new version 1.5
- fixed the stripping of survival mode entries hopefully, otherwise same as 1.4
Uploaded a new version 1.4
- even more automated removal of survival mode stuff (thanks to bruhbama7451 for the feedback)
- added a failsafe to prevent the script from running in a situation when only 1 esp was loaded and no Update.esm masterfile was present which would result in the script treating the esp as Update.esm (discovered by nofunnylogin)
Uploaded a new version 1.3
- more automated removal of survival mode stuff (discovered by bruhbama7451)
Uploaded a new version 1.2
Added in automated fixes related to differences in Update.esm in LE and SE. It now scans for the presence of new records from SE Update.esm and will correct them if need be.
Currently supports:
- water type in cells will be changed back to oldrim values, if null is present in water type it will be removed to prevent error message
- survival mode additional regions will be removed if found in cells to prevent error message
- ingredients added by Creation Club will be removed from formlists
- references that place static objects from Creation Club will be removed if not persistent
- survival mode keywords will be removed from gear (new in 1.3)
- survival mode effects will be removed from ingestibles (new in 1.4)
David
but the there were se update on 2023/12, so the esm form id relation were changed.
It's hard to convert both "SE to LE" and "LE to SE", however it's not impossible.
so the there are ctd by "Could not be reslorved" and in future, I hope you will support this.
thank you upload this.
Unfortunately:
Exception in unit line -1: [EJvInterpreterError] Error in unit 'UserScript' on line 16 : Not enough parameters
Is this error not literally an issue with the script? I get the exact same error before and after changing the version number.
If today LE is still partially supported by backporters it is also thanks to people like you who got their hands dirty to create new tools to make their job easier and far more efficient.
You have my gratitude Byku!
CK error says the esp is a higher version than 'this EXE can load'
Edit to add: It's OK I fixed it. The mod had a header version 1.71 I put it back to 1.70 using SEEdit and re-did the backport..
how would I add the script to Xedit
Place this file in 'Edit Scripts' folder of xEdit.
You can now select its name from the scripts when running xEdit.
unit UserScript;function Process(e: IInterface): integer;begin if GetFormVersion(e) < 44 then SetFormVersion(e, 44); MarkModifiedRecursive(e);end;end.
I even use it to convert Enderal SE mods to Enderal LE, and it has worked all 3 times I've done it. One was on this Enderal SE mod that is pretty big, has alot of things going on.
thanks for making this, it makes conversion incredibly easy. Open xEdit, select the .esp, right click, apply script, "Convert ESP from SSE to SLE", done.