Skyrim Special Edition

THIS ARTICLE IS NO LONGER RELEVANT. GO HERE INSTEAD:

https://www.nexusmods.com/skyrimspecialedition/mods/57714




Just keeping the rest of the article around for posterity.

















So when it was just one conflict this made a bit more sense to leave in the comments, but I figured a full explanation is warranted to get these two working together. This is going to be overly detailed, but getting them to work together with other patches is complex.

If you are a novice modder who doesn't understand the basics of how patches/mods "work" under the hood, I highly recommend picking one or the other and going with it. Much like city overhauls, interior overhauls adjust the layout of things, and while we can make patches to make Mod A and Mod B work together, mods A and B might both have patches with C, and the combo of A+B may not work with either of the patches for C, so a separate Mod A+B+C patch is necessary. And then the same thing with Mod D and and so on and so forth: this guide will attempt to guide you through the decision making process necessary for each of these things, but it will ultimately be up to the end user to curate their own mod list.


Dragonsreach

So in the case of JK's Dragonsreach, we have an added layer of complexity. There is a JK's Dragonsreach - PCE patch available on the JK's Dragonsreach page. There is additionally a PCE - JK's Dragonsreach patch available on the PCE page. The JK - PCE patch carries forward more of JK's changes, the PCE - JK patch carries forward more of PCE's changes, made by a user who preferred PCE and wanted a blend that is closer. What patches to use will vary depending on which of these two patches you are choosing to use. As a simple example, consider the Konahrik's Accoutrements patch (all screenshots are from the Creation Kit, which is why you see light sources and markers and whatnot):

This is Vanilla:



This is PCE:



This is JK's:



Here's what KA adds:




So the PCE - KA patch moves the placed KA objects to match the PCE look, while JKs doesn't need a patch with KA because it doesn't rearrange the room. The JKs - PCE patch keeps the JKs stuff, so the patch isn't needed, while the PCE - JKs keeps PCE's changes, so it needs the PCE - KA patch. This is the level of decision making that is necessary for each patch you may have for JK's Dragonsreach or PCE, to know which is necessary: know what changes a given patch carries forward, so you know the appropriate thing to do.

Now for the surgery. When I say "remove Dragonsreach" from a given PCE patch, this is what I am describing:

First, download xEdit, and follow instructions on how to set it up: https://www.nexusmods.com/skyrimspecialedition/mods/164

Once you've got your load order loaded up, scroll to the patch you need to edit. Inside, go to Cell > Block 5 > Sub-Block 5. Dragonsreach's cell is inside. Right click on it, and delete.



That will remove the modifications the patch in question makes to the Dragonsreach cell. We are making these modifications to PCE patches as they may also impact other Palaces and Castles - if we were to remove JK's Dragonsreach patch changes, all that is necessary is to not install the patch. As the first patch made was the JK's Dragonsreach - PCE patch, I ran through my PCE patches to see which ones needed modifying/keeping/whatever at the time. Here's the rundown:

PCE - AI Overhaul: Remove Dragonsreach changes. AI Overhaul patch for JKs Dragonreach available in the JK's Interiors Patch Collection, and should be used.
PCE - Amulets: Remove Dragonsreach changes. No patch needed for JKs Dragonsreach
PCE - Arcanum: Would have to double check, but 95% sure you'll need to remove Dragonsreach changes, and it will need a new patch, but Arcanum keeps updating to add/remove the static it adds to Dragonsreach, so I can't keep track of whether there's changes right now or not :P
PCE - BadGremlins: Remove Dragonsreach changes. Patch for JKs Dragonsreach made and available on the JK's Interiors Patch Collection.
PCE - Immersive Wenches: Can keep with no changes (JKs Dragonsreach will have a patch that does literally the exact same thing. It won't hurt anything to keep around)
PCE - Konahrik's Accoutrements: Uninstall patch. This patch only touches the Dragonsreach cell.
PCE - Mystic Condenser: Remove Dragonsreach. New patch needed, exists in JK's Interiors Patch Collection.
PCE - SUT: does not touch Dragonsreach, so you can keep this patch with no changes, but you WILL need a patch for JK's Dragonsreach. Once more, the patch exists in the JK's Interiors Patch Collection.

I don't believe any changes in the Jarl's chambers in anything will prove problematic. If Dragonsreach is the only cell inside that
block/sub-block, you can also remove the block/sub-block, respectively.

Similar edits will also likely be needed for the patches that come bundled with PCE if you go this route. I do not use all those mods, and as such did not run through all of them. Similarly, I have not run through all of them for the PCE - JK's Dragonsreach patch, but in that case, rather than modifying the PCE patch, it's more likely you will need to keep the PCE changes and uninstall the corresponding JK's Dragonsreach patch.


The Blue Palace

A patch exists on JK's Interiors Patch Collection for PCE - JK's Blue Palace. Both of these significantly edit the interior, in drastically different directions. I have not had the opportunity to even attempt a proper "blended" patch between the two, and as such the patch in question will revert all PCE changes to the Blue Palace and forward the appropriate changes for JK's Blue Palace. If you like PCE's Blue Palace, I recommend you keep it and not install JK's Blue Palace. This patch is only intended for people who prefer JK's Blue Palace, but want the other PCE Palaces and Castles.

The cells edited/added by PCE which involve The Blue Palace are:
  • Block 0 > Sub-Block 6 > SolitudeBluePala
  • Block 1 > Sub-Block 3 > solitudeblue
  • Block 1 > Sub-Block 3 > solitudebluepDUPLICATE001
  • Block 3 > Sub-Block 2 > SolitudeBlueCellar
  • Block 5 > Sub-Block 8 > solitudebluePAL
  • Block 5 > Sub-Block 9 > solitudebluePA
  • Block 6 > Sub-Block 7 > SolitudeBluePalace
  • Block 6 > Sub-Block 9 > solitudebluep
  • Block 7 > Sub-Block 9 > BluePalaceWingDUPLICATE001
  • Worldspace > SolitudeWorld

Any PCE patch involving any of these cells should have those cells removed from those patches.

If at some point there is a separate patch which combines the two which is provided, and I have the time, I will attempt to run through my patches to note what edits, if any, are necessary.


Palace of the Kings

Generally speaking, any patches in question which touch cells other than the main Palace of the Kings will need the PCE patch, while any patches that touch the main Palace of the Kings cell will need JKs patches. The two primary exceptions to this are Skyrim Sewers and ELFX, both of which I have provided patches which assume that the user will have PCE - ELFX and PCE - Sewers patches as well, and forward/revert the appropriate changes. You should NOT use the JKs - ELFX and JKs - Sewers patches, but rather the JKs - PCE - ELFX and JKs - PCE - Sewers patches.

For other PCE patches which need removal, the cell in question can be found at:
  • Cells > Block 8 > Sub-Block 2 > WindhelmPalaceoftheKings


Mistveil Keep

Individual patches probably needed. Quick rundown of those I've got handy:
  • Embers XD - use separate patch INSTEAD of JK's Mistveil patch. Order relative to PCE patch is irrelevant.
  • AI Overhaul - use both patches as normal, no adjustment.
  • BGCollectables - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch.
  • Cheesemod - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch.
  • Immersive Wenches - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch.
  • Mystic Condenser - use separate patch INSTEAD of JK'sMistveil patch, AFTER PCE patch.
  • Open Civil War - use existing patch as normal, no adjustment.
  • SUT - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch.
  • 3DNPC - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch.
  • ELFX - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch
  • SFCO - use separate patch INSTEAD of JK's Mistveil patch, AFTER PCE patch.

Others I checked which didn't touch the cell: Red Flame, Amulets, Cloaks, Dawnguard Arsenel, Easierriders, Elder Outfit Overhaul, Immersive City Gates, Improved Puddles, Morrowloot, Royal Armory, RW2, SIC, Skyrim Underground, Solitude Dome, TBoO, Ursine Armor, Vigilant, WACCF, ACE, RDO, Sewers, SPO, USSEP+CRF. Any other PCE patches out there will likely have to be checked separately.


I hope all this makes sense. :) Let me know if you have any questions.

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Janquel

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  1. Janquel
    Janquel
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    Leaving all the above, but there's going to be changes to how this is done in the near-ish future, so not updating for now.