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- #WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM MOD#
- #WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM UPDATE#
- #WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM 32 BIT#
- #WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM MANUAL#
- #WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM ARCHIVE#
This is best accomplished by using 圎dit to compare your CELL data with the CELL data from Update.esm.
#WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM UPDATE#
Mods which edit exterior CELL records will need to be checked cell by cell to update the water data to fit with the new shader based water flow mechanics introduced with SSE. Once your file has been saved you'll need to do some minor fixing to make sure it's fully ready.
#WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM MOD#
You WILL end up corrupting the saves of anyone who uses your mod if you do this.
#WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM ARCHIVE#
The game will never use them and they just waste space in your mod's archive for distribution.ĭO NOT attempt to circumvent the need to load your mod into the CK by using scripts or other tools to shortcut the process by faking the new form versions.
#WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM MANUAL#
The manual process will assign them to the correct folders. Be aware that if you have made facegen changes to vanilla NPCs those new facegen files will have been saved in the folder for your mod and you'll either need to separate them to the correct folders or delete what the CK generated when it saved and use the manual process with CTRL+F4 to generate them again. If your mod has NPCs, this process will also generate updated Facegen files. The game will not even launch if one is missing. There should be no exceptions to this as all SSE users will be playing with these files active. You should make sure you include Update.esm, Dawnguard.esm, Hearthfires.esm, and Dragonborn.esm as masters to your file. esm file then you need to remove that flag to be able to load it properly to be resaved.
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Your plugin file needs to be loaded into the new CK for SSE and saved so that all of the form versions on the records can be properly updated. This is necessary due to Havok being upgraded to 64 bits. Fortunately Bethesda has supplied a tool with the new CK that will allow you to update your. Depending on what they are, you may end up with NPCs or the player stuck in a default pose unable to move, or perhaps even being unable to move the camera at all.
#WHY ARENT MY MODS WORKING RAZOR 1911 SKYRIM 32 BIT#
If your landscape texture loads into SSE and looks like it's wet when it's not supposed to be, you found one that needs to be fixed.Īnimation files for 32 bit will not work out of the box. Some landscape textures will need to be fixed manually. SSE Nif Optimizer should be able to detect these issues with the "Scan Textures" option. This seems to be most common for folks using Windows 7. If this is not done, some installations of DirectX 11 will not be able to process it and SSE will crash. Textures originally saved in either the A1R5G5B5 format or the B5G6R5 format must be resaved in A8R8G8B8, R8G8B8, or an equivalent compressed format like DXT5 or DXT1. If you have assets using these, they need to be converted into proper DDS files. SSE seems to handle those flags differently and plenty of vanilla stuff had to have this done as well. If you some across one of your files that has translucent parts that shouldn't, this is probably why. If you have any files that use decal flags (the SLSF1_Decal or SLSF1_Dynamic_Decal flags) these flags may need to be removed. Grab Nif Optimizer and follow its instructions to convert your files.
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Unpack your files to a temporary location somewhere. This step should be done before trying to load your mod into the CK as well since the same problems will occur with the CK - it'll either hang or crash. The game will either hang or crash at the opening menu. If your mod uses a BSA file (and pretty much any decent one ought to be if it has assets to provide), you can't simply use that file with SSE. If you have meshes, you'll need a copy of the SSE Nif Optimizer program. You'll need to have access to the current SSE CK and a copy of 圎dit 4.0.1 or higher at minimum. It also assumes a certain level of familiarity with the packaging of files relating to the mod. This guide is intended for mod authors to use as this process is not suited for end users to follow due to the details that need to be addressed to do the work properly. The following rough outline of the process should be enough to guide you through porting your mod over to SSE. They must be properly converted over so that they will function correctly in SSE and not lead to save corruption or CTDs. Due to differences between LE and SE, they can't simply be dropped in. Many fine mods have been created for the Skyrim Legendary Edition (aka Classic) over the years and not all of them have been brought over to the Special Edition.