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All of this was added to Update.esm so if you're not already using it as a master, you need to be, so that you can move these new objects out of the way of your stuff to avoid ugly clipping.
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Mods which edit populated areas will need to be mindful of this when updating so that the new plants can be accounted for. Mostly plants and shrubs, but some occasional rocks and other small things as well. There's TONS of new ground clutter objects all over the place. If you've been watching any of the new footage that's all over Youtube you're either already aware of this or are wondering if it might be true. Yes, Bethesda themselves forgot to account for this in their DLCs too so guess who's going to have to fix that now
SKYRIM SPECIAL EDITION CODEX ERROR UPDATE
Mods which edit cells with water in them will need to update this data or they're going to cause noticeable patches of rivers, lakes, and even the ocean that don't look right or flow properly with the surrounding cells. In some cases the type of water has also been changed. So far as I can see, every river has had the flow type changed and new drop in icons have been placed to indicate the direction the water should go. There are numerous instances throughout the game that have been updated to take advantage of the new water flow mechanics that were introduced. This is presumed 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. The reason for this is that they've changed the header structures and compression methods.Īnimation files for 32 bit will not work out of the box. Fortunately all you need to do in this case is unpack your existing BSA file somewhere and then use the new archive tool that comes with the new CK to repackage it. The game will either hang or crash at the opening menu.
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SKYRIM SPECIAL EDITION CODEX ERROR MOD
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. With Skyrim Special Edition on the horizon, and with the go ahead given to be able to discuss modding technicalities finally given, it's time to throw up a quick list of things I've noted need to be done in order to get an existing mod from 32 bit Skyrim to work on Special Edition.