Open your ESP in TES5Edit and check for errors. USSEP –> USLEEP)Ĭlick the save button underneath the masters field. Right click the SSE master and select “Change to…” You will then be able to expand the masters field. If the masters field is too small, take your mouse and hover just below the save or cancel button. Select your desired ESP and go to the masters field. Here’s a better way of changing ESP masters. If there are masters that cannot be ported (USSEP), follow this guide to remove them: Īfter you fully remove it, add a master by loading your desired ESM with your edited ESP, right click ESP, and left click “Add Master” in TES5Edit (if applicable), for example USSEP –> USLEEP. 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.
The Changelog has been moved to the What's New document.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. Otherwise any fixes and updates to cleaning process won't take effect. With each new version of 圎dit it is recommended to restore plugins from backups and reclean them. The online documentation is available from the Help button built into the developmental version of 圎dit or you can view it from here. While the UI itself has had few changes over time the functions work the same and only certain functions are game specific.
The previous PDF file presented step by step illustrations of the built in functions available to 圎dit. However, for now consider what the Tome of 圎dit presents as a current resource for 圎dit functionality. Also the website will continue to evolve over time. New screen shots of the Fallout 3 examples that Miax and JustinOther presented will be added as time permits. With the help of GhPages and Jekyll online documentation for 圎dit is now available.
Fallout New Vegas Training Manual for FO3Edit (applies to all game versions)ĮpFwip started an HTML conversion of the Fallout 3 Training Manual many years ago.Fallout3 Training Manual for FO3Edit (applies to all game versions).Rename to FO76Edit.exe to work with Fallout 76. Rename to FO4VREdit.exe to work with Fallout 4 VR. Rename to FO4Edit.exe to work with Fallout 4.
Rename to FNVEdit.exe to work with New Vegas. Rename to FO3Edit.exe to work with Fallout3. Rename to SSEEdit to work with Skyrim SE. Rename to TES5VREdit.exe to work with Skyrim VR. Rename to TES5Edit.exe to work with Skyrim. Rename to TES4Edit.exe to work with Oblivion.