The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Quevik Jan 3, 2022 @ 6:53pm
All in one tool to port skyrim mods.
Over the last few weeks i have seen one of you regulars post a nexus link to a tool that can port nearly any mod to SSE with like 1 click. I swore i added that mod to my favorites but now i cannot find it. I also seem to be failing in my attempts to search for said tool via keywords.

Would a kind soul post the link for me again please.
Originally posted by HazakTheMad:
OP, you likely mean the CK and Cathedral Assets Optimizer[www.nexusmods.com]
You can get the CK from Bethesda through their launcher,
https://bethesda.net/en/game/bethesda-launcher

What you are thinking of is the top link, just making sure I have everything for others looking to port mods.
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Vlad 254 Jan 3, 2022 @ 7:01pm 
depends on the mod and the files within it.

There's The Creation Kit
Cathedral Assets Optimizer

and others

sometimes you need a combination of tools
The author of this thread has indicated that this post answers the original topic.
HazakTheMad Jan 3, 2022 @ 7:03pm 
OP, you likely mean the CK and Cathedral Assets Optimizer[www.nexusmods.com]
You can get the CK from Bethesda through their launcher,
https://bethesda.net/en/game/bethesda-launcher

What you are thinking of is the top link, just making sure I have everything for others looking to port mods.
Last edited by HazakTheMad; Jan 3, 2022 @ 7:03pm
Quevik Jan 3, 2022 @ 7:05pm 
CAO, that was it. thank you very much.
HazakTheMad Jan 3, 2022 @ 7:06pm 
Originally posted by Vlad 254:
depends on the mod and the files within it.

There's The Creation Kit
Cathedral Assets Optimizer

and others

sometimes you need a combination of tools
There are of course other tools needed for more complicated ones, especially scripted ones
can be a pain.
Quevik Jan 3, 2022 @ 7:13pm 
There is still some issue with scripts then? I know anything that depends on skse or has a dll is something i should avoid (beyond my skill) but i couldn't remember if regular scripted mods had issues.

Converting simple esps via CK is easy. But, in the past, i always had to use BSA extractor, nifoptimizer, CK, and at least one more tool i think. (something to repack the bsa and something for textures). From what i understand CAO should replace everything but the CK for the esp, correct?

Like, for a house mod with custom assets, i can open the CK, save the esp, then use CAO to handle the rest?
Last edited by Quevik; Jan 3, 2022 @ 7:15pm
HazakTheMad Jan 3, 2022 @ 7:20pm 
Originally posted by Quevik:
There is still some issue with scripts then? I know anything that depends on skse or has a dll is something i should avoid (beyond my skill) but i couldn't remember if regular scripted mods had issues.

Converting simple esps via CK is easy. But, in the past, i always had to use BSA extractor, nifoptimizer, CK, and at least one more tool i think. (something to repack the bsa and something for textures). From what i understand CAO should replace everything but the CK for the esp, correct?

Like, for a house mod with custom assets, i can open the CK, save the esp, then use CAO to handle the rest?
Yeah, that sounds right.
As for scripts, the latest update, and the change to SE, changed some scripts, so some cross
over well, but others might not.
Quevik Jan 3, 2022 @ 7:28pm 
Originally posted by HazakTheMad:
Yeah, that sounds right.
As for scripts, the latest update, and the change to SE, changed some scripts, so some cross
over well, but others might not.

Noted, thanks again!
HazakTheMad Jan 3, 2022 @ 7:42pm 
Originally posted by Quevik:
Originally posted by HazakTheMad:
Yeah, that sounds right.
As for scripts, the latest update, and the change to SE, changed some scripts, so some cross
over well, but others might not.

Noted, thanks again!
In general, try is and see if it works.
smr1957 Jan 3, 2022 @ 7:43pm 
Scripts themselves are not effected by porting - a script for Oldrim will work just as well in SSE, and port exactly as any other would. The issue with scripts, is if the script hooks into something that was changed - then the whole script would need to be rewritten or updated - but there is no basic incompatibility in scripting between Oldrim and SSE (and this is usually only seen with mods that use SKSE - that is incompatible between the two versions - SKSE and SKSE64 - not because of the scripts, but because of the .dll. file being incompatible).
Last edited by smr1957; Jan 3, 2022 @ 7:47pm
HazakTheMad Jan 3, 2022 @ 7:46pm 
Of course, but as you said somethings have to be redone, and for some that is a daunting task.

I am just trying to get across that in most cases it will go just fine, but not in every case
if all you do is run CAO and CK.
Last edited by HazakTheMad; Jan 3, 2022 @ 7:47pm
smr1957 Jan 3, 2022 @ 7:50pm 
Originally posted by HazakTheMad:
Of course, but as you said somethings have to be redone, and for some that is a daunting task.
Yes, but that is a mod author issue - not a porting one. When you port, you do not rewrite the mod, you are converting to proper formats. A mod that is incompatible because basic scripting needs to be done, is not what is referred to as a mod that can be ported - it cannot be - it would need to be redone.

If CAO cannot do it - then the mod, for all intents and purposes, is not considered portable.
Last edited by smr1957; Jan 3, 2022 @ 7:52pm
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Date Posted: Jan 3, 2022 @ 6:53pm
Posts: 11