how do I even use this mod there's no instructions I guess Ill just add this to the xedit folder and see if it will even show up.
Alright yall this is what I did drop this .pas file in xedit scripts folder open xedit with sseedit.exe select ok after you made sure all your mods is selected next find the mod you wanna patch with your mouse wright click select apply scripts next in the window next to scripts drop down window chose xpatch auto complete click ok next click ok if you dont wanna change anything click ok again next name your patch file then click ok you can do this with multiple mods at once like I did. go to your mod manager I use vortex and enable your .esp
The only things that would cause missing body for mod armor when using JOP are:
JOP being finicky with mod changes when the game isn't saved indoors and in 3rd person
The mod armor lacking necessary tags or other elements to get it to be processed by the patch
The .esp containing the mod armor not being included in the list for the patch to check in the first place.
Aliens trapping us in a simulation where everything is just slightly off.
This is absolutely not an issue with JOP nor with this script (unless you count JOP's finickiness, as I mentioned). My recommendation would be to check the patch created by this script and make sure your mod armors are actually included in the patch. Beyond that, try looking into the armor mod(s) and see how those ArmorAddon records differ from vanilla ones.
If anyone's having trouble getting this to work for custom vampire races from mods, I posted a solution in response to the relevant bug report. It requires editing the script a bit, but everything you need is right there so all you need to do is copy and paste. Just don't forget to save your changes.
Really great that I can edit the respective mods directly, but is it possible that I tag everything except the books. I use "Legacy of the Dragonborn" which has problems with the books.
it appears a list whit all mod's, DLC's and Skyrim.esm
1. right click: select none 2. write in the search bar the name of the mod you want to patch 3 select the mod 4. ok 5. right click over the mod (the mod appears in the left) 6. Apply Script 7. You see the next: Filter (white empty text box) scripts(<new script>) 8. search _xPatch-autoComplete 9. ok 10. if you only want to patch the Joy of Perspetiv left checked JOP Patch and uncheck everything else 11. cancel 12. !DONE¡
Hay wait you said So all I wanted was JOP and I unchecked everything but JOP So do not select "OK"? Look still says I have 2 errors after closing SSEEdit and refreshing LooT
Same problem. Unchecked all except the JOP part, and LOOT still says "SSEEdit patcher script available here: Auto Patching - VIS - JOP - Disenchant All - Weightless"
You actually want to check ALL the mods that needs a patch. (mods that add armor etc).
I have limited knowledge, but perhaps that makes my explanation easier to understand. (Don't let the pictures below fool you, it doesn't take many steps)
Download and put "_xPatch-autoComplete.pas" in the script folder where you installed SSEEdit? "SSEEdit\Edit Scripts"
Launch SSEEdit
I found it easiest to leave ALL mods selected. Might take longer to patch, but if you're not certain if a mod needs a patch it's easier to let the patcher decide. Click OK if there's a popup about modgroups
Select the mods you want to patch. I clicked once in the left window and pressed ctrl + shift + A, to select all. Then right click, "Apply script..."
Choose "_xPatch-autoComplete", and press OK.
Select your choices. I only enabled "JOP Patch". Took 5 minutes to patch for me. I chose to disable "Amend ESP's", so I can check more easily what it patched. e.g. it did patch a new armor mod correctly (I also confirmed in-game):
Keep in mind that It will make a new .esp with all mods that needed patching as master file. So everytime you change your mod loadout, you need to redo the patch.
If I read it right enable "Amend ESP's" will overwrite all those .esp files instead that need a patch. if you use MO2 then it will put them in your overwrite folder. Which means you only have to use the patcher again when you add new mods or update mods. (when you remove a mod you probably also have to remove the .esp in your overwrite folder though)
Loot still informs you about this patcher after you patched afaik. Everything looks fine in-game for me at least.
Thank you very much for this guide with images. :) It really helped! But unfortunately it did not fix my issue of not showing the arch mage's robe, which is added (I think so?) by Legacy of the dragonborn. I think it is added by LOTD because I can craft a replica of it at the replica crafting station in Hall of Heroes. (EDIT: Might also be the vanilla arch robes, but then I don't understand, why JOP deosn't work.) I did as you said: applied the script on all my mods and selected only JOP Patch in the window "VIS auto Patching", did not enable "amend ESPs". I activated the added ESP-file in Vortex and loaded my game: My body and the arch mage's robe are still missing.... The new patch I created is almost at the really bottom of my loading list, so it should overwrite all other plugins. Any idea what I made wrong? I am really a newbie. I only got so far by reading, trial and error, asking and kind people like you who are willing to help me and to answer my stupid questions... I honestly do not really know what I am doing... But modded skyrim looks so much better and makes a lot more fun! So please don't say "Don't mod a game if you don't know what you're doing." You are right - but I will do it anyway! :D
"only 0 of 1 master could be added. master list now contains 253 entries and is full"... Can someone explain what this means and what I should do... this is maddening.
Nevermind figured it out. You can't patch more than 253 files... mmk. Limiting, would have love to know any of this before hand.
While this does seem to work, there is a concern. If you select ALL of your plugins then it will make those into needed (master) files for this esp. Normally this isn't a problem, but be aware that if you remove a mod from your load order for ANY reason you will HAVE to rebuild this patch or the loader will crash.
This means that if you uninstall a weather mod to use something different, then this patch will fail to find one of its masters and will choke. That is the reason why it is suggested to only highlight the mods that would be affected by the script. JOP doesn't matter if its snowy. And weights don't get lighter when it rains.
TL;DR: Selecting all works, but rebuild the patch every time you remove a mod.
This may seem like a dumb question but I ran the patcher on JOP only loading JOP and it's dependencies in SSedit. I left all the default checks checked and ran it as is. it did its thing and game me an esp file as output.... Am i supposed to just add the new esp to my list overwriting JOP like a patch.. or am i supposed to name it so it replaces the--> Joy of Perspective.esp? I'm pretty sure I add it as a patch... since well you see why it's a dumb question.
The inconsistent use of brackets, braces, parenthesis and pipes for item tag wrappers is very frustrating. You will have something like [Heavy:Boots] {1h:Mace} |Book| (Potion) all on the screen at once. There should be an option in the script to select which type of tag separator you want to use. There should also really be an Undo option that removes all tags from items. Would be very handy for testing!
Can we have an optional file to reverse the altered names? I only wanted the disenchantment and ended up not really liking the new names (especially since SkyUI makes their purpose superfluous)...
232 comments
Alright yall this is what I did drop this .pas file in xedit scripts folder open xedit with sseedit.exe select ok after you made sure all your mods is selected next find the mod you wanna patch with your mouse wright click select apply scripts next in the window next to scripts drop down window chose xpatch auto complete click ok next click ok if you dont wanna change anything click ok again next name your patch file then click ok you can do this with multiple mods at once like I did. go to your mod manager I use vortex and enable your .esp
Aliens trapping us in a simulation where everything is just slightly off.This is absolutely not an issue with JOP nor with this script (unless you count JOP's finickiness, as I mentioned). My recommendation would be to check the patch created by this script and make sure your mod armors are actually included in the patch. Beyond that, try looking into the armor mod(s) and see how those ArmorAddon records differ from vanilla ones.
also it DOES NOT say how u use this dafaq?
if you'r using mod organizer 2 start SSEEedit from the mod organizer 2
if not just start SSEEedit
(a link to the SSEEedit https://www.nexusmods.com/skyrimspecialedition/mods/164/? page )
it appears a list whit all mod's, DLC's and Skyrim.esm
1. right click: select none
2. write in the search bar the name of the mod you want to patch
3 select the mod
4. ok
5. right click over the mod (the mod appears in the left)
6. Apply Script
7. You see the next: Filter (white empty text box) scripts(<new script>)
8. search _xPatch-autoComplete
9. ok
10. if you only want to patch the Joy of Perspetiv left checked JOP Patch and uncheck everything else
11. cancel
12. !DONE¡
So do not select "OK"?
Look still says I have 2 errors after closing SSEEdit and refreshing LooT
I wish someone would just make a patch for this
I have limited knowledge, but perhaps that makes my explanation easier to understand. (Don't let the pictures below fool you, it doesn't take many steps)
Then right click, "Apply script..."
I chose to disable "Amend ESP's", so I can check more easily what it patched.
e.g. it did patch a new armor mod correctly (I also confirmed in-game):
Keep in mind that It will make a new .esp with all mods that needed patching as master file. So everytime you change your mod loadout, you need to redo the patch.
If I read it right enable "Amend ESP's" will overwrite all those .esp files instead that need a patch. if you use MO2 then it will put them in your overwrite folder. Which means you only have to use the patcher again when you add new mods or update mods. (when you remove a mod you probably also have to remove the .esp in your overwrite folder though)
Loot still informs you about this patcher after you patched afaik. Everything looks fine in-game for me at least.
I did as you said: applied the script on all my mods and selected only JOP Patch in the window "VIS auto Patching", did not enable "amend ESPs".
I activated the added ESP-file in Vortex and loaded my game: My body and the arch mage's robe are still missing.... The new patch I created is almost at the really bottom of my loading list, so it should overwrite all other plugins.
Any idea what I made wrong? I am really a newbie. I only got so far by reading, trial and error, asking and kind people like you who are willing to help me and to answer my stupid questions... I honestly do not really know what I am doing... But modded skyrim looks so much better and makes a lot more fun! So please don't say "Don't mod a game if you don't know what you're doing." You are right - but I will do it anyway! :D
Can someone explain what this means and what I should do... this is maddening.
Nevermind figured it out. You can't patch more than 253 files... mmk. Limiting, would have love to know any of this before hand.
This means that if you uninstall a weather mod to use something different, then this patch will fail to find one of its masters and will choke. That is the reason why it is suggested to only highlight the mods that would be affected by the script. JOP doesn't matter if its snowy. And weights don't get lighter when it rains.
TL;DR: Selecting all works, but rebuild the patch every time you remove a mod.
works and resulted in a working esp patch file - immediately resulting in disenchantable items that were previously not able to be disenchanted.
Thanks for providing something that helped all the way into 2023
I'm pretty sure I add it as a patch... since well you see why it's a dumb question.