

Whenever I pack it into a BSA, things that should work, don’t. At the same time, the only noticeable issue was the water, and that’s taken care of. The larger point is, saving isn’t some porting panacea. So I’m tabling that for now until I have a better idea of what I’m doing. Someone mentioned bloodgrass specifically needed to be optimized, but I tested that in game and had no issues picking it up from the barrel. Another thing people have mentioned is optimizing NIFs, but I ran the SSE NIF optimizer on the meshes and that just resulted in the game crashing on load. For that, I ran Water Fix Script by azzendix and it seemed to have smoothed out the seams. One thing I know for sure is, saving didn’t automatically fix the water issues caused by porting.

I basically used the technique mentioned by Sasha Kelley of removing the unknown characters from the vanilla QA Books, then restoring them via SSEdit. After trying a few suggestions, I found one that worked. Were you able to save the mod in the SSE CK? While they were added to an enemy faction, they weren’t removed from the College of Winterhold faction, so they were both friend and enemy.

