ok a few rules i need to set out:
Self ported mod - while this guide may contain some texture and meshes ported from the Legacy version of Skyrim these will only be used if there is no SE equivalent. Mods that are used by the museum wont be ported by me.
I will be adding mods that are supported by the museum but for one reason or another was left out of SRLE Extended LOTD.
For the moment I ask you keep mod suggestions to a minimum (or until the guide reaches a more stable Beta state).
It would be interesting if the guide had instructions on how to port mods, in true "Neo" tradition ;) I had to watch a few videos but now I think I can port a good deal of the simpler mods, using the CK to resave esp's (and clean them subsequently in SSEEdit) and SSE Nif Optimizer for meshes - I'm not aware if there's a need to further optimize textures as well. New stuff to learn but hardly more complicated than using DDSOpt.
Mind that not all SSE ports on the nexus have been ported by the original author. Might be good to test each one before deciding it's better than doing our own port. I've found a few that were no ports at all, wrye bash still flagged the esps as being of an older version.
By the way, here's my MINIMUM mod suggestion :P There's a new"er" version of Wyrmstooth, 1.17 alpha, available since last May. Not published on the Nexus but TheCaretaker is trying to contact jonxr to let it be uploaded there (https://archive.org/...oth116225704116 and there's also the link to that file if you want to test it, it's probably the only version now publicly available). Maybe it could make a comeback to the oldrim guide (because for the time being LOTD SSE dropped wyrmstooth integration).
Love to hear that you'll be adding the rest of the content for the museum!
Edited by godescalcus, 13 January 2018 - 09:41 AM.