Sure. I was planning for a GUI of sorts - nothing fancy however. Seeing as I don't have a definite list of priorities until the 10th I might as well do that.
I'm no modder so bear with me: If I wanted to combine several conflicting mods in my order - namely ELFX, Sounds of Skyrim, Audio Overhaul Skyrim, and Pure Weather - how difficult would it be to use this tool? How much learning would I need to do as opposed to clicking a few obvious things and letting the process automate itself? I ask because I'd like to make a patch to get those mods working together, but I fear that I'll mess things up if the process isn't either straightforward or simple.
I don't know much about these mods and how badly the work together. Often a merge patch created by TES5Edit will do a well enough job. But I'll usually want to go through all the conflicts and using common sense adjust the merged patch manually. This tool could automate the "manually" part - in that you provide the instructions what to do once, and let the tool do the job anytime you change the load order and create a new merged patch.
Is it easy to provide the instructions? I wish, but probably not. It does helps to be a programmer of sorts. Ultimately the bigger challenge I think is to locate the conflict and figure a way to solve it if at all possible.
I am no serious modder but if you have a specific kind of conflict in mind let me know and I will try to provide a specific example.
So this takes the whole load order into account, just like a SkyProc patcher? I've had some ideas for mods, but I lack the coding skills to create any of them. Stuff like weapon and armor mods created with one patzcher of sorts, instead of separate files for each of them. Place the meshes in the correct path and generate the esp-file with said patcher and config fiules for each item, containing all stats and properties. Or a patcher to change the file paths for armors for individual races (so Argonians have different meshes than humans, for example) without overwriting changes made by other mods.
Would something like that be possible when this is finished? Definitely following this.
Yes and yes. This tool could easily display a menu of options and let the user choose and fine tune the final patch if that is something the mod creators would find useful.
Getting WEAP done should definitely be part of *proving the concept* since that is quite a complex form. I think I'll do that after I finish ALCH and ARMO which I already started.
This has lots of potential. The demo rules created a new plugin based on xml instructions. Also the WIKI is nice https://github.com/unforbidable/patcher/wiki You got my endorsement.
This seems to be less functional than xEdit, with which you can already do these things you mention in the description, and much more. So what is the the reasoning or advantage behind your mod?
You are right. Even when (if) it is finished it will *never* replace TES4Edit and it was never meant to. Best to think of it as an alternative for some things TES5Edit does, an ugly, much less visual alternative with a slightly steeper learning curve, yet an alternative that will do the job automatically and quickly for *any* user without extensive modding knowledge who downloads the rule files others may produce.
Patcher has the potential to do for just about *any* mod what ReProccer does for SkyRe and what Reqtificator does for Requiem. Mods that already use SkyProc-based tools for their automatic patches will gain little or no benefit from this tool, although users may ultimately benefit when using both, to generate their own little patches on top of SkyProc generated patches.
Hi, I need to make a patcher for Immersive Jewelry that looks over a user's load order and finds every constructible object for a weapon. I would like it to change all the ingots in these recipes into "bars" which are added by Immersive Jewelry - a steel ingot becomes a steel bar from Immersive Jewelry, and so on. Is this possible with your patcher?
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Version 1.6.0 is the last pre-Fallout4 release. Thanks for the comments, endorsements and the company.
Is it easy to provide the instructions? I wish, but probably not. It does helps to be a programmer of sorts. Ultimately the bigger challenge I think is to locate the conflict and figure a way to solve it if at all possible.
I am no serious modder but if you have a specific kind of conflict in mind let me know and I will try to provide a specific example.
I've had some ideas for mods, but I lack the coding skills to create any of them.
Stuff like weapon and armor mods created with one patzcher of sorts, instead of separate files for each of them. Place the meshes in the correct path and generate the esp-file with said patcher and config fiules for each item, containing all stats and properties.
Or a patcher to change the file paths for armors for individual races (so Argonians have different meshes than humans, for example) without overwriting changes made by other mods.
Would something like that be possible when this is finished? Definitely following this.
You got my endorsement.