Right now we just delete texture hashes - see #403 for all of the backstory on this. The TL;DR is that texture hashes are an optimization used by the game.
SSE notably has two incompatible formats, an older and a newer format. Forwarding the older format into a record with the latest form version causes the game to misread the hash and hang on startup.
Since then, xEdit has decoded texture hashes and it would theoretically be possible to load the older SSE format and convert it into the newer format, thereby getting rid of unnecessary conflicts in the BP (and keeping the minor performance benefit that these hashes provide).
Right now we just delete texture hashes - see #403 for all of the backstory on this. The TL;DR is that texture hashes are an optimization used by the game. SSE notably has two incompatible formats, an older and a newer format. Forwarding the older format into a record with the latest form version causes the game to misread the hash and hang on startup.
Since then, xEdit has decoded texture hashes and it would theoretically be possible to load the older SSE format and convert it into the newer format, thereby getting rid of unnecessary conflicts in the BP (and keeping the minor performance benefit that these hashes provide).