
Which is because the meta-data does not exist within the Download folder you (should) have set up in your MO2 installation and instance of said game. That being when the STEP says to merge files when you did not download them from the Nexus, but like me, have system stored mods from various games that you are simply re-installing in many ways back into a MO2 Profile for what ever game.Īnd the option to Merge, Replace, Rename, or Cancel does not appear. My question is can CK actually see all the files in a BSA, or do I need to create a separate folder of extracted meshes, textures, scripts, etc (from vanilla and all DLCs) to be able to use all of these files in CK?Īs much a ted-talk as qanda, but the concept of Merging updates or other files into a main file has come up in my current re-installation of SSE and modding of it: I can see any other file from any other mod that is not in BSA format.

So I create a new static and edit model navigate to the clutter/common folder and there is no FishingPole.nif there to use? I know I could just copy and paste the file path to get the correct image, but wondering specifically why there's no list I can scroll through of all the available NIFs in the clutter/common folder?

I see that the clutter version of fishingpole uses the mesh from clutter/common/FishingPole.nif. When in CK I can only see a portion of the meshes and textures that are actually in these files?įor example, I want to create a static version of a fishing pole.

I have not extracted the skyrim BSAs, with the exception of creating the optimized texture folders. I'm working with CK from Mod Organizer, all set up 100% per STEP instructions.
