Here it might become more problematic: the majority of scripts can be used by the updated engine without any problems, but some make use of external files, like SKSE or other. esp's.Īfterwards, you can rename the file, and reset the ESM flag in SSEEdit. Save the file (use backups), rename the actual file from. esm file of the old mod, and go to the File Header of the file in the left field, then to the Record Flags line in the right field. To do so, download SSEEdit from here, open the.
esp to be able to properly open and convert them in the Creation Kit. esm's (master files), you first have to change them to. esp (and dependencies), wait for it to complete loading, and save. This process is really simple: open the Creation Kit (you can download the CK through the Bethesda Launcher, which you can download at the bottom right of this page), load the old. esp files need * to be converted (from 'Form 43' to 'Form 44'). bsa files (you might need to repack them afterwards using the specific SSE BSA file format).įor your wolf replacer mod, this step is probably the only one you'll need, unless it comes with an. bsa, download BSA Archive Extractor here, and extract the files first, as SSE cannot read the old. To do this, download SSE NIF Optimizer from here, and run the files of the old mod through it.
But different files of mods need different conversion methods.