good day,i am a new hand and i play Skyrim just two weeks,now i have a problem that i downloaded v4 resource pack and v4 vanilla npc pack but every vanilla female is bald.i tried every method to fix that,such as adjusting my load order,using Modpocalypse xEdit script,using easynpc etc...but those methods cannot fix this problem,even a bit.so it is an error in Modpocalypse v4 pack or my install and load methods? edit:i found the issue is rsv(racial skin variance)(that taught me reading descriptions carefully)
Nice to have this here, but Modpocalypse has uploaded an xEdit script that creates patches for you. It's very simple to use too: put the Modpocalypse SSE esp file at the end of your load order, open xEdit, de-select mods you don't want/need to patch then run the script on the Modpocalypse esp and disable everything but the NPC patching. It takes quite a few minutes depending on the size of your mod list, but it's a lot easier than manually patching everything you use.
I'm aware of that, there's also EasyNPC. However, not only does this save people a good chunk of time, or learning xEdit, but for some, if not most of these patches provided, some of the NPCs are patched for 3-4 different mods, and it doesn't really merge right without a humans touch.
For example, merging in certain changed packages and giving priority to the similar (but more important) sandboxing package, or using 2 sabdboxing packages. Another example is combining ICOW + JKCOW + AIO + IW + MODPOCALYPSE + BIJIN, you have multiple outfits to choose from, weapons, spell and perk packages, keeping height values from Modpocalypse with Bijin faced NPCs, the list goes on and on and on. Even with EasyNPC it gets very time consuming and tedious when dealing with multiple packages and other things from other mods, human discretion is best in that regard.
My favorite example is between Bijin and Modpocalypse; if you use xedit tools to try to patch it, you end up with two sets of head geometry and facial/head components because of how Bijin works with heads (and I believe how the merging tool work in general). Also you can't merge components of each one like height values from Modpocalypse and facial data from Bijin like I did for some of the Bijin modified NPCs, which is the issue with easyNPC (as well as package and perk merging, and hand picked outfit/weapon merging, among other things).
Ah makes sense. Kinda like how it's recommended to thoroughly examine a Bashed/Smashed Patch in xEdit to ensure the values you desire have been forwarded.
My apologies if it seems like I was disrespecting the effort you put into these patches.
Pretty much yeah. And you're good 😊 no disrespect felt. I appreciate you giving useful info, imagine if I didn't know about those tools and they worked perfectly for this 😅
Just wanted to give a few good examples of why I couldn't use them.
Hey I just stumbled in here. I use a Smashed Patch and check it in xEdit and do notice the same mods making changes to NPC's that these patches fix. I usually just end up dragging the Red Modpocalypse records over to the Smashed Patch and everything turns green. I'll admit I don't really understand if this is the correct way to do it or not. Would you recommend staying to that method or trying these patches out, I suspect the end result is about the same but not 100% sure.
Each patch combination has to be created as its own file, by hand. I had to individually create all of those combinations, its not just a "blend these with the fomod" or "blend these with 1 click" type deal.
Also, you can only effectively run ONE patch file when it comes to NPC's, so by you using those 3, if all 3 of those affect, say, Ralof, only one will be applied (lowest in plugin LO)
Thats why these merges I made exist. 😅 They are, in essence, the original patches, combined.
Descriptions of what the patches do aren't really necessary either, that would basically a description of each mod. Just use patches for what you have installed.. 😅
12 comments
edit:i found the issue is rsv(racial skin variance)(that taught me reading descriptions carefully)
For example, merging in certain changed packages and giving priority to the similar (but more important) sandboxing package, or using 2 sabdboxing packages. Another example is combining ICOW + JKCOW + AIO + IW + MODPOCALYPSE + BIJIN, you have multiple outfits to choose from, weapons, spell and perk packages, keeping height values from Modpocalypse with Bijin faced NPCs, the list goes on and on and on. Even with EasyNPC it gets very time consuming and tedious when dealing with multiple packages and other things from other mods, human discretion is best in that regard.
My favorite example is between Bijin and Modpocalypse; if you use xedit tools to try to patch it, you end up with two sets of head geometry and facial/head components because of how Bijin works with heads (and I believe how the merging tool work in general). Also you can't merge components of each one like height values from Modpocalypse and facial data from Bijin like I did for some of the Bijin modified NPCs, which is the issue with easyNPC (as well as package and perk merging, and hand picked outfit/weapon merging, among other things).
My apologies if it seems like I was disrespecting the effort you put into these patches.
Just wanted to give a few good examples of why I couldn't use them.
I have a problem with blackface on vampire characters, but only the friendly ones.Hern, Alva, etc. have black heads, but hostile vampires look normal.
I had a bug cause this with old people once related to this patch and another mod 🤣
I have these three;
- AI Overhaul patch from Modpocalypse NPCs (v3) SSE - Patch Collection
- Modpocalypse NPCs - Cutting Room Floor
- Unoffiicial Skyrim Modders Patch
Are your patches different from these, and if so, what are the changes? It's to bad the Description isn't listing exactly what the patches are for.
It would be nice if FOMOD is listed to individually pick, instead of from the sets, I would like to just have these three installed.
THANKS
Each patch combination has to be created as its own file, by hand. I had to individually create all of those combinations, its not just a "blend these with the fomod" or "blend these with 1 click" type deal.
Also, you can only effectively run ONE patch file when it comes to NPC's, so by you using those 3, if all 3 of those affect, say, Ralof, only one will be applied (lowest in plugin LO)
Thats why these merges I made exist. 😅 They are, in essence, the original patches, combined.
Descriptions of what the patches do aren't really necessary either, that would basically a description of each mod. Just use patches for what you have installed.. 😅