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This will save the esp file in a format that works fine with SSE.
Change something, for example, the name of an item (don't change any ID), and change it back to the original name, so the CK things that your esp file has changed. Load the Skyrim esp file and set it as the Active file. The mod won't work in SSE right now, but you need to install it in the SSE folders for being able of editing it with the Creation Kit.
If the Skyrim mod is packed in BSA format, first unpack the BSA, and then pack the esp file + the loose files into a zip file, as SSE cannot read the Skyrim BSA files. Select the zip file containing your Skyrim mod. Click on the green arrow (Add Mod from File). Launch Nexus Mod Manager for Skyrim Special Edition. The easiest way of doing this is using Nexus Mod Manager. Porting Skyrim mods to SSE Install the original Skyrim mod in the SSE folders Creation Kit: Creation Kit for Special Edition is available via the Launcher (which is itself available from ). I will write down here any new findings, as for the time being I've only ported some mods adding NPCs. I am assuming that you know how to make mods for Skyrim and use the Creation Kit. This mini guide will show you how to port your Skyrim mods to Skyrim Special Edition (SSE).
3.4.3 Bald character (hair mesh not rendering in game). 3.4.2 Vanilla NPCs with black or pixelated face. 3.4.1 NPCs pink face (face texture not loading).
3.2 Open the mod in the SSE Creation Kit. 3.1 Install the original Skyrim mod in the SSE folders.