Hello and welcome!
Here are some general information about creating .ini files.
For more information for each category, select the article of the category that is interesting to you.
Comments in ini files
They always start with ;
;This is my comment in the ini file.
Structure and loading ini files
Data
|------SKSE
|--------- Plugins
-----------SkyPatcher.dll
-----------SkyPatcher.ini
|----------SkyPatcher
|------------------- ammo, armor, npc, race, weapon, and more
Ini files need to be placed in the folder, depending on the ini type. If you created an ini file to patch races, you need to place it into the race folder.
You can create additional folders, within each category and name them for example like your mod. You can structure your folder freely.
For Example:
SKSE/Plugins/SkyPatcher/npc/myModFolder/myfile.ini
SKSE/Plugins/SkyPatcher/npc/myModFolder/bandits/myfile.ini
SKSE/Plugins/SkyPatcher/npc/myModFolder/dragons/myfile.ini
There are two types of ini files:
1. someIniFile.ini
2. Skyrim.esm.ini, SomeMod.esp.ini
The main difference is, if the ini name contains the name of an esm, esp, esl file, the file is only read, when the mod is also active in the load order. Otherwise it gets skipped.
Important: When you create ini files specific to mods like myMod.esp.ini Make sure that you put them into a mod folder. Otherwise it could happen, that the mod manager will overwrite it by accident. Because they use the same filename.
Example:
Mod A:
SKSE/Plugins/SkyPatcher/npc/myModFolder/Skyrim.esm.ini
Mod B:
SKSE/Plugins/SkyPatcher/npc/myModFolder/Skyrim.esm.ini
This is bad!
Mod A:
SKSE/Plugins/SkyPatcher/npc/myModFolder/ModA/Skyrim.esm.ini
Mod B:
SKSE/Plugins/SkyPatcher/npc/myModFolder/ModB/Skyrim.esm.ini
Perfect! No conflict!
What if two ini files edit the same field?
The ini files are loaded from 0-z. If there are ini files that edit the same field, for example the Iron Sword attack damage.
myCoolIronSword.ini
zuperIronSword.ini
Green will win, because z comes after m
Yes, several patches can edit the iron sword without conflict, as long, they don't overwrite the same field.
You can have different ini files that add and remove keywords from the Iron Sword, without conflict, as those operations only add and remove.
The chance of conflicts with SkyPatcher is significantly lowered.
How to create a patch string
Patch strings are now modular. This means, you only need to use the parts, which you really need.
Patch strings have two parts
Filter and Operation
With the Filter options, you can specify which objects you want to patch.
With the Operation you can change an object or do something with it.
For example we want to patch the iron sword and iron war axe weapon and want to change the damage, weight and add a new keyword.
filterByWeapons=Skyrim.esm|00012EB7, Skyrim.esm|00013790:attackDamage=99:weight=0:keywordsToAdd=myMod.esp|20000223
In general, when something is named in plural, you can add multiple values/objects.
filterByWeapons, allows you to filter by multiple weapons, separated by comma.
filterbyKeywords, allows you to filter by multiple keywords, separated by comma.
keywordsToAdd, allows you to add multiple keywords to the object/s. keywordsToAdd=myMod.esp|08000123, myMod.esp|08000223
spellsToAdd, allows you to add multiple keywords to the object/s. spellsToAdd=myMod.esp|08000123, myMod.esp|08000223
It's best to always copy the full formID from xEdit or the Creation Kit to prevent missing characters or spelling errors.
It's sometimes possible to shorten the formIDs like that:
myMod.esp|08000223 -> myMod.esp|223
But in general it's best, just to copy the full formID and insert it after |
FormID & EditorID
SkyPatcher supports FormIDand EditorID.
Currently there are some function that are not supported for EditorID
NPC Patcher
objectsToAdd
factionsToAdd
Outfit Patcher
formsToReplace
For everything else, you are able to use what you want:
filterByAmmos=IronArrow:weight=0.5
filterByAmmos=Skyrim.esm|1397D:weight=0.5
7 comments
Based on existing mods I've found, many are intuitive, like "npc", but what about leveled lists and constructible objects?
It really should list them somewhere in these articles, but it doesn't.
Thanks in advance for your help.
I assume that the example want to say that it is bad if the ini file names are matching between 2 different mods - and this can easily happen if you use modname specific ini files like 'skyrim.esm.inii'. To avoid it all mod author should always use subfolders specific to their authored mods. that way conflicts will not arise:
'SKSE/Plugins/SkyPatcher/npc/modA/skyrim.esm.ini'
'SKSE/Plugins/SkyPatcher/npc/modB/skyrim.esm.ini'
I am just guessing here, because I don't really understand the provided example.(especially not the part about the mod manager, what does that has to do with anything?)