Skyrim

Here's the tutorial I followed on how to make Real Shelter Patches.


http://www.nexusmods.com/skyrim/mods/52612/?tab=5&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D52612%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2213939&pUp=1

To summarise:

1. Esmify (RealShelter.esp and your mod (if it's large - see below)
1a. (Esmify = convert plugin to esm or master file, I do it in Wryebash, can also do it in Tes5 record/header/flag/master)
2. Load up both in CK. Do not set as active.
3. Save new plugin MyModRSpatch.esp which will be your real shelter patch.
4. Navigate to your mod in CK, make shelters etc, save, espify masters and test in game.

To make a shelter
A/ Add a triggerbox, select 'getshelterTB' in the dropdown and shape triggerbox accordingly.
B/ Add a standard xmarker, mark as initially disabled
C/ Right click your triggerbox, edit properties/script to reference that xmarker
D/ In object window, type rs_d whilst selecting "all" and add rs_default rain statics surrounding your shelter.
E/Enable parent each rain static to that xmarker. You can speed up the process via batch reference.
F/ save plugin, test in game via fw rain like fw c8220

Snow shelters also currently only work with vanilla snow.


The only thing that tripped me up was " Link that xmarker to the "rainsoundfx1" property value that is found on the getsheltertb triggerbox created in step 3, leave "rainshelterfx2" and everything else alone

To do that you right click the triggerbox and go to edit/scripts/properties and link rainsoundfx1 to your xmarker via 'pick reference in render window

'The other thing that really speeds the process up is batch reference action via highlighting your added rs_defaultRain statics in the cell view right hand column, then clicking the render window and pressing the "-" key. Then you can select enable parent/select reference in render window and it will hook  all your rain statics up to the window in one go
It's not 100% though so if you go into a shelter and the rain stops, but the statics don't activate, they could be hooked up to another real shelter x marker close by.


Re esmifying etc, I esmify both the realshelter esp and the mod.esp for larger mods like city overhauls, etac, tes arena, solitude reborn etc so i would suggest you do the same if its a larger mod that crosses several cells.
It's not a requirement but it helps prevent xlcn errors when building merges in merge plugins.

Finally backup your progress frequently as you may well have to roll back to an earlier version of your patch

Reasons why it doesn't work when it should.

1. rain statics linked to incorrect xmarker
2. getsheltertb trigger-box not linked to correct xmarker
3. rain statics placed too close to trigger-box. I put no more than 10% of the rain static inside the trigger-box.
4. bad shelter - roll back to a previous version of your patch and rebuild that shelter and its statics etc. Do not delete it and rebuild it in the same CK session, as it leaves null un-repairable references in your patch.


Any more questions, leave a comment etc...

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kojak747

11 comments

  1. kojak747
    kojak747
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    Copied from the original page for posterity:

    2. Launch CK and select real shelter then whatever mod you are creating, and make it so the mod you are creating is set to active. (or if you want to make a compatibility patch, do not mark any of the files as active)

    3. Create a Triggerbox and have it use GetShelterTB that comes from RealShelter.

    4. Have the triggerbox fill the entire sheltered area.

    5. Place a standard xmarker static just above the triggerbox. Double click it and select the "Initially disabled" checkbox

    6. Link that xmarker to the "rainsoundfx1" property value that is found on the getsheltertb triggerbox created in step 3, leave "rainshelterfx2" and everything else alone.

    7. Place a bunch of RS_DefaultRain movable statics around the shelter. For each placed static, make the placed xmarker from step 5 its enable parent.

    8. Test it.
  2. SaulieSaul
    SaulieSaul
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    Does the Rain marker work for snow too? Or do i use another marker?
  3. wanghao1987
    wanghao1987
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    A tutorial video is real needed. I want to creat a Patch for a fort mod. For now I dont know how to add a triggerbox and Xmarker. Please~~~~https://www.nexusmods.com/skyrim/mods/35951
  4. Kriemen
    Kriemen
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    Thanks for this guide. It saved me much time and effort pulling Real Shelters apart to see how it works. It worked perfectly for me on the first go. Now to get busy and start patching my other mods...
  5. Phayntom
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    Ive tried following this to make a Real Shelter patch for Millwater Retreat, but it didnt come out right. would you be willing to make one for me?
  6. StevenMai7
    StevenMai7
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    can you please make a tutorial video
    1. kojak747
      kojak747
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      What are you trying to patch?
    2. StevenMai7
      StevenMai7
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      I have a few mods, that i would love to patch ive gotten fair amount of patches from real shelter patches, but it would be annoying for you to do the mods i would like because there are afew i would love to see a tutorial i'm pretty bad with ck
  7. kamenai
    kamenai
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    This worked perfectly, thank you!
  8. Ceasirius
    Ceasirius
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    Thanks for the guide! My only question is, what should I do with an "L" shaped cover? Do I use two trigger-boxes all linked to the same rain stats and x marker?
    Cheers!
    1. kojak747
      kojak747
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      I use two trigger boxes, each with their own xmarker and rain statics. I also allow a small overlap between the trigger boxes so the weather doesn't 'blink' when moving between them.
    2. Ceasirius
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      Cheers again