Hi Sir. Just wanted to ask, if you want/plan to migrate patches to AoT config? If you need any assistance or don't want to do it let me know, as my Script and KID based framework will be up anyway and AoT and SSSF can be used in paralel
That's a very neat looking mod. I haven't had a chance to open it yet and see how it works to find out if I can do what you're asking. With my current work schedule and the mod I'm working on taking up all of my "fun" time, I don't think I'll be looking at it soon.
Hah know that feeling If I will make some patches myself I will let you know, but I have similar situation so don't know when. I think it will be good at some point to keep all patches in one place anyway, so probably all will end up here, (even ccFishing and Bosmer Harvesting.) I bet will be better to have them here Feel free to just include all paches from main modpage on this page anytime and let me know so I will remove them
And best wishes and good luck with your project, if you will need any advice feel free to ask, maybe I will be able to help
Awesome, and thanks in advance! I will almost certainly need some advice. I've decided to completely remake my armor mod, and the project has grown legs, sprouted wings, and turned into an entirely new creature. I'm hoping to eventually make an MCM, but that's far beyond my knowledge at the moment. Making the mod is going to take up all of my spare time for the next several weeks or maybe even months.
I can migrate the patches here, but since you made a FOMOD, wouldn't it be better for you to take mine and put them in your FOMOD? Then I could delete them from this mod and create new ones if people request them, which you could then add to your FOMOD. I'd basically act as your middleman for the patches for Simple Food Spoilage.
Whatever you think makes more sense. I'm new to modding, so maybe I'm thinking about it wrong.
I just don't want to take your hard work just because Framework changed from KID driven to SKSe and .json configs that's my point to keep patches here :) And about MCM I was using this tutorial: https://www.nexusmods.com/skyrim/mods/70157 And can highly recommend this channel on YouTube as she is the best when it comes to papyrus scripts and SKSE plugins: https://m.youtube.com/watch?v=s_N-ykHy_fI (Link to video about MCM)
I don’t use that mod, but reading the description, it says it adds 100 new foods. I will take a look after work today. I’m guessing it would take me three or four hours to make a patch. I’ve got a project I’m working on right now and don’t know if I want to take that much time away from it, so it could be a little while before I get it done.
If you are sincere about doing it yourself, I can teach you how. Once you understand it, it’s not complicated at all. It’s just tedious, depending on the number of entries you need to make.
When I get home and open up the mod, I will provide an example for you to follow so you can make your own patch if you don’t want to wait for me to do it.
I think I'll try to do it myself. But I observed that the original mod will have some derivatives of decay for the same food, how do I implement these items? I think I'll download your patch for reference and make my own, it's a blessing to be busy with life, go for it. Thanks for your patience.
You don’t need to worry about that. Just copy and paste his .KID file onto your desktop, rename it, and then open up Xedit. Find the foods in CACO and use the ones in your renamed .KID file as a template to make your entries.
Once you’re done, just put the new .KID file into CACO (or wherever you want it).
I would make a couple of entries and test them before you spend a bunch of time so that you know that what you’re doing is working.
Would it be possible to patch this mod? https://www.nexusmods.com/skyrimspecialedition/mods/110935 I understand it adds a lot more items that might not fit certain rotten textures.
It's definitely possible. But 250 entries is time consuming. I'll work on it, but I have several other irons in the fire, so I probably won't get it done anytime soon. Best guess is about a week, although it could be sooner.
Lol was going to add SHO patch and saw you already did it Thank you for taking care BTW I've migrated some time ago to MO2 and I must say that MO2 installer isn't as smart as vortex, If there is no .esp file just some .ini it will install ino Skyrim Folder instead od Data folder. Solution is to pack mods in following structure:
Glad I could save you a little time. I'm a little confused about what you're saying regarding the file format.
I also use MO2, and when I originally test downloaded and activated the files I created, it worked fine. Are you saying that it doesn't show up on the left pane if you download via mod manager and activate it?
I did what you suggested with the Chanterelle patch as a test, but the end result was the same. MO2 installs the mod on the left pane, and it is active in my game regardless of whether or not I place it in a zipped folder with a data folder.
40 comments
Just wanted to ask, if you want/plan to migrate patches to AoT config?
If you need any assistance or don't want to do it let me know, as my Script and KID based framework will be up anyway and AoT and SSSF can be used in paralel
That's a very neat looking mod. I haven't had a chance to open it yet and see how it works to find out if I can do what you're asking. With my current work schedule and the mod I'm working on taking up all of my "fun" time, I don't think I'll be looking at it soon.
If I will make some patches myself I will let you know, but I have similar situation so don't know when.
I think it will be good at some point to keep all patches in one place anyway, so probably all will end up here, (even ccFishing and Bosmer Harvesting.) I bet will be better to have them here
Feel free to just include all paches from main modpage on this page anytime and let me know so I will remove them
And best wishes and good luck with your project, if you will need any advice feel free to ask, maybe I will be able to help
I can migrate the patches here, but since you made a FOMOD, wouldn't it be better for you to take mine and put them in your FOMOD? Then I could delete them from this mod and create new ones if people request them, which you could then add to your FOMOD. I'd basically act as your middleman for the patches for Simple Food Spoilage.
Whatever you think makes more sense. I'm new to modding, so maybe I'm thinking about it wrong.
And about MCM I was using this tutorial:
https://www.nexusmods.com/skyrim/mods/70157
And can highly recommend this channel on YouTube as she is the best when it comes to papyrus scripts and SKSE plugins:
https://m.youtube.com/watch?v=s_N-ykHy_fI
(Link to video about MCM)
05/01: Mod updated with CC Fishing and Simple Bosmer Harvesting added and packaged into a FOMOD.
If you are sincere about doing it yourself, I can teach you how. Once you understand it, it’s not complicated at all. It’s just tedious, depending on the number of entries you need to make.
When I get home and open up the mod, I will provide an example for you to follow so you can make your own patch if you don’t want to wait for me to do it.
Once you’re done, just put the new .KID file into CACO (or wherever you want it).
I would make a couple of entries and test them before you spend a bunch of time so that you know that what you’re doing is working.
Edit: Well, that was a giant file to download. But it's done.
can you take a look at gourmet too ?
Edit: Done
Thank you for taking care
BTW I've migrated some time ago to MO2 and I must say that MO2 installer isn't as smart as vortex, If there is no .esp file just some .ini it will install ino Skyrim Folder instead od Data folder. Solution is to pack mods in following structure:
MyMod.rar
-> Data
-> MyMod.ini
Once again than you for taking care of this
I also use MO2, and when I originally test downloaded and activated the files I created, it worked fine. Are you saying that it doesn't show up on the left pane if you download via mod manager and activate it?
I did what you suggested with the Chanterelle patch as a test, but the end result was the same. MO2 installs the mod on the left pane, and it is active in my game regardless of whether or not I place it in a zipped folder with a data folder.
Maybe it was the case just for seasons .ini files. They are inside Data -> seasons folder.