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|08000123myMod.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

Article information

Added on

Edited on

Written by

Zzyxzz

7 comments

  1. iceburner
    iceburner
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    What are the exact folder names required to house the .ini's per each object type? I don't see the list among these articles.

    Based on existing mods I've found, many are intuitive, like "npc", but what about leveled lists and constructible objects?
    1. controllervrelk
      controllervrelk
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      You can find all of the folder names by downloading the "SkyPatcher - Starter Setup" file.
      It really should list them somewhere in these articles, but it doesn't.
  2. Leet
    Leet
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    If I wanted too patch a NPC too be able to sell wheat too them, by adding FavorJobsGatherWheat Faction, and keyword for wheat how would I do this
  3. ThD17gj692
    ThD17gj692
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    Thank you for "Skypatcher". Unfortunately, I have a hard time understanding these instructions. Since I would like to use Skypatcher to change the appearance of NPCs, like  ColdSun does with their Vision replacers, could you please provide  the necessary ini files for that purpose.

    Thanks in advance for your help.
    1. Zzyxzz
      Zzyxzz
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      You can look into the files from ColdSun. There is everything you need. 
  4. kafoaai2
    kafoaai2
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    The part about the mod specific ini files are somewhat confusing. If I already have a mod directory called 'SKSE/Plugins/SkyPatcher/npc/myModFolder' why would I need another subfolder for 'ModA' and 'ModB' ? On the other hand if I have 2 mods, 'ModA' and 'ModB' then why would both use the directory 'myModFolder' ?

    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?)
    1. BluePaperJet
      BluePaperJet
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      +1 I don't understand either