The script you linked is outdated while it was good last year we now have this script made by Byku12345 which makes the xEdit side of things a lot easier as it auto fixes many of the errors. (This auto fixes water errors, weapon data, directional errors (after saving), ect)
You don't need to install USSEP as you can use Wyre Bash to change it to USLEEP with the Change Master option in the Masters tab (This works for any mod that can use the LE version of a SE mod)
i am trying to use the northern roads le, I have done all that was required but still when in game the snow texture get removed and some white patches are tinted into blue and I have also backported folkvangr and near whiterun above the sleeping bedrolls there's a this platform and the orange grass and land is on top of the green ones, how do I fix this? also I installed the retexture for the northern roads but it doesn't seem to work either...
Northern Roads LE and Lux Via LE both need updates as both are having textures issues. For Folkvanger pop in my own backporting server as we have most of the work done there (The link is in my profile)
Cool Ill look into it thank you! btw the only issue remains are the blue ice and the landscape and road texture not blending properly, I am trying a blended roads mod and see if that works!
The Omnibus is Complex Parallax not Parallax. You can't get the Complex Parallax on LE (Unless ENB gets a update on LE) (My LE ports of Complex Parallax just works with the normal Parallax part so the depth is not as good)
despite amazing tutorial i couldnt backport smoothcam mod. beside esp it has skse64 scripts that i couldnt figure out. im new to skyrim modding btw. any tips?
For anyone else coming across this issue later: "*This guide is not intended for mods with a hard SKSE requirement. It is possible to convert SKSE mods but I hear it requires some knowledge of C++"
From what I've read, you essentially have to rewrite the code yourself for SKSE scripts. Porting code like that has a solution that differs between each script and therefore you can't just run a tool that does it for you. It requires deep programming knowledge and a particular skillset different from most Skyrim modders. I've never tried it so I haven't come across any guides myself.
I could be misinformed, but I think that essentially, it's impossible for most people to backport these themselves.
Cool but still can't convert.dll files and libraries. Also animations can be converter but not mentioned here. The method I know is slow with halgotools
For animations, refer to this guide. I haven't tested porting animation mods myself yet, but when I do, I'll update this guide.
Yeah, I've got no idea how to convert .dll files. This guide is just condensing the all latest information I could find about backporting in one place. If anyone finds new or better workflows, please share and I might add it to the guide!
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The script you linked is outdated while it was good last year we now have this script made by Byku12345 which makes the xEdit side of things a lot easier as it auto fixes many of the errors.
(This auto fixes water errors, weapon data, directional errors (after saving), ect)
You don't need to install USSEP as you can use Wyre Bash to change it to USLEEP with the Change Master option in the Masters tab
(This works for any mod that can use the LE version of a SE mod)
I wish I found that script earlier haha... It's been added to the guide now.
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 does one convert Tri files? like eeekie's Enhanced NPCs they show in-game with black face and weird hair color only alvor works.
edit: for anyone having the same problem, here are the steps to fix it:
- Open the facegeom mesh file with Nifskope
- Expand the top node called ‘BSLightingShaderProperty’. Look for the option ‘Packed Tangents’ under ‘Shader Flags2’.
- If it is checked, uncheck it and save the file.
- Do the same for every part of the head mesh (face, eyes, hair, etc.).
This should solve the issue of black face.For Folkvanger pop in my own backporting server as we have most of the work done there
(The link is in my profile)
You can't get the Complex Parallax on LE (Unless ENB gets a update on LE)
(My LE ports of Complex Parallax just works with the normal Parallax part so the depth is not as good)
But any normal Parallax will work on LE with Rudy
End of story.
"*This guide is not intended for mods with a hard SKSE requirement. It is possible to convert SKSE mods but I hear it requires some knowledge of C++"
From what I've read, you essentially have to rewrite the code yourself for SKSE scripts. Porting code like that has a solution that differs between each script and therefore you can't just run a tool that does it for you. It requires deep programming knowledge and a particular skillset different from most Skyrim modders. I've never tried it so I haven't come across any guides myself.
I could be misinformed, but I think that essentially, it's impossible for most people to backport these themselves.
Also animations can be converter but not mentioned here. The method I know is slow with halgotools
Yeah, I've got no idea how to convert .dll files. This guide is just condensing the all latest information I could find about backporting in one place. If anyone finds new or better workflows, please share and I might add it to the guide!