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Imp of the Perverse

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IMCN compatibility Patches (12 comments)

  1. Imp of the Perverse
    Imp of the Perverse
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    For now (i.e. for IMCN v0.31) it's pretty easy to make a food compatible with IMCN. You just need to add a couple of keywords to it either via the Creation Kit or TES5Edit. I'd recommend using TES5Edit unless you're comfortable with setting the master flag for .esp files that need to be treated as masters (you need TES5Edit anyway to set that flag if you want to use the CK to do the editing.)


    If you're familiar with TES5Edit:

    1. Create a patch file with overrides of each food from your mod.

    2. Add one of the IMCNgeneric... keywords from Imp's More Complex Needs.esp to each food override. There are 25 to choose from in v0.31, things like IMCNgenericTea, IMCNgenericCheese, IMCNgenericMeatCooked, etc., just pick one and the food will get that nutrition info.

    3. Also add the IMCNisGenericFood keyword from Imp's More Complex Needs.esp to each of those overrides. This lets IMCN know that it should look for an IMCNgeneric... keyword when trying to look up nutrition info for that food.



    If you're not so familiar with TES5Edit (detailed instructions):

    1. Open TES5Edit, and load Skyrim.esm, Imp's More Complex Needs.esp, and your mod. The load order doesn't really matter.

    2. In the window on the left, click the '+' to the left of your mod's name to expand it, and then expand the "Ingestibles" subcategory to see the foods your mod adds.

    3. Right click the first food you'd like to make compatible, and select "Copy as Override into..."

    4. Select "New File" when prompted and click Ok.

    5. Enter a name for the patch. I've been using "IMCN - Mod Name" for compatibility patches, and Mod Name - IMCN for compatible versions of mods like the one for Babette's Feast, but you can use whatever makes sense to you.

    6. When prompted to add Skyrim.esm and the patched mod as masters, click OK.

    7. In the window on the left, right click the newly created patch and select "Add Masters".

    8. Put a check next to "Imp's More Complex Needs.esp" and select Ok. This will let your patch use keywords from IMCN.

    9. Add the keyword "IMCNisGenericFood" to the new food override in your patch to let IMCN know it's a generic food.
    To add a keyword:
    • A. Highlight the food in either your mod's "Ingestibles" list or in the patches.
    • B. In the window on the right, look for the line "KWDA - Keywords".
    • C. Right click the empty cell in that row and under your patch's column, and select "Add". A new keyword entry will be created just below it, initially set to "NULL".
    • D. Click that new entry once to select it, then (with enough of a pause for it not to register as a double click) click again, and you'll get a dropdown menu with keywords in alphabetical order.
    • E. Scroll down to the IMCN keywords, highlight "IMCNisGenericFood", and hit enter.
    10. Repeat steps A through E to also add one of the several IMCNgeneric... keywords to the food, letting IMCN know which kind of food to base the nutrition info on. There are 25 to choose from in v0.31, things like IMCNgenericTea, IMCNgenericCheese, IMCNgenericMeatCooked, etc., just pick one and the food will get that nutrition info.
     
    11. Update the "KSIZ - Keyword Count" field, located just above the new keywords, to match the new number of keywords. If it's just the two IMCN keywords, the new count will be 2, if there's also the VendorItemFood keyword, it'll be 3, etc.
     
    12. Repeat steps 3 through 11 for each food you're making compatible, but choose the new patch file you've created rather than "New File" when prompted in step 4.

    13. Exit TES5Edit, and let it save the patch you've created. If you've accidentally edited any other files and want to prevent those changes, uncheck them in the file list that popped up before clicking Ok.

    14. The patch should load later than Imp's More Complex Needs.esp and the file it's patching.
     
     
    Important: Because the patch has .esp files in its masters list (Imp's More Complex Needs.esp, as well as the mod it patches if that mod is an .esp), attempting to edit it in the Creation Kit will break it unless you've set the ESM flag on those .esp files. Either do all editing of the patch in TES5Edit, or set those ESM flags before working on it in the CK. Don't forget to clear your mod's ESM flag again before uploading to the Nexus or people will be complaining about load order issues and/or mod manager warnings.
     
    There are additional steps involved if you want the food to also spoil, but I'd hold off on doing that for now since spoilage is currently broken, and because those steps will be changing after the update (meaning you'd need to remake the patch.)

    There is also the more involved process of creating new nutrition information, which involves creating new scripted activator objects with information stored as properties, but that process will be changing significantly with the upcoming update, so I'd hold off on doing it since it's a fair amount of work, and would need to be redone after the update.
     
    If you create a patch for your mod, feel free to upload it. Let me know and I'll add you to my compatible mods list, and/or host the patch here if you want (though I can lag a bit sometimes, don't take it personal.) If you create a patch for another author's mod, you have my permission to upload, but be sure to get their permission as well if required. Also be aware that I might want to take over responsibility for compatibility with some mods if there's an opportunity for more intricate compatibility features, though I'm willing to work with you, I'm definitely open to anything that reduces my workload.
  2. digger4400
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    Patch request: Hunterborn, it adds a fair deal of meats to the game all of which can be cooked. Kthankbye
    1. TheWiseOldGoat
      TheWiseOldGoat
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      yeah that would be nice and very appreciated
  3. Calanor001
    Calanor001
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    [Posting this in the main thread instead]
  4. WoodElfMagefemale
    WoodElfMagefemale
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    I just wanted to add a helpful hint to the instructions.

    After you select all the foods for the patch and label the top mod with IMCNisGenericFood [KYWD:03073336]

    you can then click the bottom most food item, hold shift and click for food item you just edited with IMCNisGenericFood [KYWD:03073336]. If you right click IMCNisGenericFood [KYWD:03073336]; you can add to all selected mod, this helps save time in writing this data to all of them... you can even do with with the additional null file and then just slow double click to get the drop down menu for the specific generic food you are labeling the item as.
  5. UWShocks
    UWShocks
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    @ Patch creators

    When creating a patch in TES5Edit, don't forget to update the "KSIZ - Keyword Count", or the entries you made to "KWDA - Keywords" will not be saved. So if you have 3 entries in the "KWDA - Keywords", then you need to update "KSIZ - Keyword Count" to 3.
    Took me about 5-10 hours to figure this out.

    If anyone else figures out any tips/tricks to creating IMCN patches, please post them here
  6. macrads
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    @imp

    Hello

    I've been using your older version with Real wildlife loot, Cooking expanded and Babettes Feast.
    For the new update I see that you have already patched Babettes, could you please patch the other two mods I mentioned (in older version they were patched) or is it sufficient to use the function provided by mod to include new foods?

    Thank you for this mod and you sharing it with us
  7. thatreallyweirdgirl
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    I don't think this is very likely, but is this mod compatible with any of the new foods in Tytanis' mod? http://skyrim.nexusmods.com/mods/1601
  8. leoleopold
    leoleopold
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    I play this mod with skyrim Redone and looks like it works quite well
  9. TheThirdVoid
    TheThirdVoid
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    anyone know of a compatibility patch with skyrim Redone for this mod? Would love it work with Skyrim Redone
  10. 09jlardinois
    09jlardinois
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    Hello, I am a modder as well.

    I found that IMCN is not working properly with any of the four "new foods" listed mods. When you eat a food, it does not affect hunger or satiation.

    The vanilla foods do work.

    I am hoping to edit the IMCN mod for a fix. Are the foods that affect hunger listed in some sort of table or script (with stat modifiers and such)?

    I am hoping to add the foods to the master list, if it exists, and then slowly work to combine the mods for my own personal use. I will use my own coding standards and naming conventions. The project will - not - be released publicly or shared privately. It will be for my own use only.
  11. ScarabMonkey
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    What do I need to do to make a patch for my cooking mod?