bchick3's guide to porting skyrim LE models to SSE

by bchick3·v1.0.1·Updated 2018-12-05

Here is my guide for porting Skyrim LE mods to SSE. You can use it any way you want. I don't need any permissions. You still need to get author permissions for any mod you port.

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About this mod Machine translation

Here is my guide for porting Skyrim LE mods to SSE. You can use it any way you want. I don't need any permissions. You still need to get author permissions for any mod you port.

need:

Skyrim LE (some cases)

Skyrim SE

Skyrim Creation Suite (32-bit) - some cases

Skyrim Creation Suite (64-bit)

Nif optimizer for SSE v2.5

BSA extractor tool

SSEedit

tes5edit

Nifskope

Step A: If the mod requires High Heels Esm and you are not using the Chinese version of SSE, go to step A1, otherwise skip to step 1 (this process works for any mod dependency, mostly)

Step A1: Load mod in skyrim LE (oldrim)

Step A2: Run tes5edit and go into spells - right click to remove hdt hh spell (may be called something else but the trigger will always be hh or hdt in spell section}

Step A3: Find the armor that has a vmad entry (usually a boot or shoe) and remove (remove) the vmad entry (not the armor, just the vmad entry)

Step A4: Click on the top-level directory of esp in tes5edit and right-click. Select Clean Master and save esp. At this point your plugin should have no HH esm - check to make sure.

Step A5: Enter the normal porting process (Step 1) with oldrim ESP (no dependencies now)

Step 1: Manually download the mod’s installation file to a non-game directory

Step 2: Use nmm to manually install the files into your sse profile using the green plus button, then use the green check button to install the mod as normal.

Step 3: Close nmm (do not run the game) and navigate to the create kit exe file. If you've downloaded the creation kit from Bethesda, it should be located in your home directory. Double-click the creation toolkit exe file to open the creation toolkit. You may get some warnings, but don't worry this is normal, just click "Yes" when this happens.

Step 4: Once the creation toolkit opens, click the Load button (yellow folder icon). This will open a window showing all installed esp files. Find the esp of the mod you want to convert and double-click it. This will put the x in the little box next to it. Now click on the "Activate" button. Click to load esp. You'll get a bunch of error warnings, but don't worry about just saying "yes" to everyone.

Step 5: Now load the esp use the object window to change some things. It's better to change something in the mod you're working on to avoid dirty editing. What you want to do is double-click an item to open its properties window. Now just change the name (not the id) from bedroll to bedroll1 and click OK. You may get error messages again, but now you know the problem and just clear them. Now click on the Save button (floppy disk icon). Now that you've done this, go back to the project you changed and change it back to the original project, then click Save again. Once you click OK and save, you can exit creating the toolkit and you won't need it anymore. By the way, make sure you are using the 64-bit version of the creation toolkit. Another note to note is that sometimes when I exit the creation kit it will say there was a problem and it needs to be closed. Not sure why, but as long as you press the save button before exiting, the esp is saved.

Step 6: Now navigate to your sse data folder and find the esp you just converted and copy it to the non-game folder

Step 7: Go back to nmm and completely uninstall the mod from the sse config file, just like you would with any other mod. The whole purpose of all the steps so far is to convert esp to sse format.

Step 8: Now go to the non-game folder where you downloaded the mod installation file and unzip it using 7zip (I used that option to extract to a folder with the same name as the installation zip, but you don't have to). Next, replace the old esp in the extracted file with the file you just converted.

Step 9: It would be great if the extracted files are all loose files. If not, you will need a bsa extractor tool to do it since sse cannot read bsa from oldrim mods. Once all the files are in a loose format, download a tool called sse nif optimizer (I th …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
bchick3将天际LE模型移植到SSE的指南
File size
8.0 KiB
SHA-256
2b5548cfde0fdf951ad206081d028df651c64b68b55a75385fc278d6c3bb0e42
Stored at
2026-10-09 23:51