Why these bloody PATCHES all the time?

I don't want to go too technical in here. *
Main reason is, that quite a lot mod authors just dump their recipes into 'Utility'-section of the chem workbench.
(This CAN be a good idea, i.E. Fadingsignals Dog Tac Harness. Why wasting space in the main menu for one item which probably is going to be crafted only 2 or 3 times in a play-through)
And since I don't want to pull the whole 'Utility'-section into Outfits Workbench,
I have to move these recipes out of 'Utility' into a new custom menu and give it an appropriate name.
(yep, I also took that route to be able to use these patches with or without Outfits Workbench)

THAN, I am able to address the specific items I want to move and can tell RobCo Patcher what to do.

Another reason is performance....
(Trust me, I am more annoyed than anyone else about patches. While I need minutes for a straight forward plug-in, I literally need HOURS for one patch/plug-in combo with testing and all that jazz)


And why the heck not put the PATCHES and the PLUG-INS in ONE file/download???

Each time I upload a combo, I am re-thinking this topic.... but always come to the same conclusion.
I've uploaded roughly 100 (!) mods/plug-ins so far in less than a month. To keep it kinda manageable for myself, I prefer single files at the moment.
Plus, I do want the users to be able to save the files the way they want without fiddling around in an archive. Easier to do this way.
Finally the patches are load-order sensitive. I don't know how people organizing their load-order and putting an emphasis  on  a  single  PATCH  is raising the
user-awareness for this minor topic.... I hope ;)


And where are the All-in-One-downloads anyway?

They are coming. Soon™.

DonEb already up
Vtaw up as well
next AiO will be Deserter X, but still some files missing to be considered 'complete'.
Doggo is impossible and will not get an AiO. Too many variants of the same mods.


Why so many plug-ins for one mod?

short answers:

1. Performance...
2. some patches for some mods are moving recipes, so original plug-in/RobCo will not find and cannot move to Outfits Workbench
3. some mods need to be 'compacted'... before being able to be flagged as ESL. This process is shuffling the keywords.... tldr: need a new plug-in


ESL?

ALL files I upload are ESP-light (flagged as ESL)
ESP to be able to move them in load-order and flagged as ESL, so no ESP slot will be used.

(only exception to this rule are replacer-ESPs, which I leave as ESP like the original to avoid keyword chaos, incompatibilities and missing objects if inserted mid-game)


* short for tekkis:

I was looking into auto add/remove keywords via RobCo Patcher as well but it seems from my perspective quite a risky move at the moment .
Not really stable and/or performant plus loosing a lot of advantages compared to my current approach.

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