Yes, you can make requests, I like helping people and it gives me a direction to focus on. No, I don't promise to actually do them.
Yes, this mod collection is massive and chaotic and constantly under re-organisation. No, I don't promise it will get better. Everytime I start to organise, I'll just start making more patches or create entirely new mods instead (e.g. it went from this page > splitting off the Chanterelle patches > Chanterelle retextures > UNICORNS).
Also, read the main page, use CTRL F if you must, I list every mod there. Also the Changelog and the Requirements section have excessive amounts of detail.
Yes, most of these patches are very useful and gameplay tested. No, not all of them, some of them are experimental, or I moved on to different mods and forgot to go back and finish testing them.
Yes, most of these patches should be completely safe to install or uninstall on an ongoing game, and they should all be ESL flagged. No, I can't promise that for absolute certain, this is Skyrim modding after all.
Hi Restartitius, I have a request. Would you be able to make a patch for 'Nyhus and the border of Cyrodiil' https://www.nexusmods.com/skyrimspecialedition/mods/4016 and 'Legends of Aetherium' https://www.nexusmods.com/skyrimspecialedition/mods/69807 They conflict at Grondal Passage. I understand they are still usable together but if you could make a patch that would be greatly appreciated.
Oooof, yeah, they conflict all over the place at every turn. I've never tried patching navmeshes, and they're apparently notoriously awful, so I can't promise anything, but this will be top of the list if I decide to attempt it.
In the meantime, whichever one you load last will win pretty much completely, and they don't seem to conflict anywhere else, so I suggest taking turns with each mod winning :D
Just want to add that I found that the Thamaturgy VAER patch was disabling effects for fire and frost on most weapons as well as some others. May be in combination with the vanilla effects patch. It's had me puzzled all day.
That's weird. I'm updating all the patches so I'll take a look, but I've definitely been seeing Fire and Frost visuals. Though I may be a few edits along in my game, I've lost track >.>
Will add Daedric Voices to the list of stuff to look at.
VAER patches are slowly moving over here, try the Thaumaturgy shaders to see if one or the other looks better (just overwrite the current patch you're using, until I finish updating that). https://www.nexusmods.com/skyrimspecialedition/mods/149925
Sword one is easy, uploading now - the patch just tells the mod to use the original imperial sword, so it will pick up the replacement automatically.
There are some extra files that aren't showing up in the mod ESP so you may still get some random side views or something in game, but the base sword will work.
The Book' Em one may be a bit more complicated, but I'm having a go.
edit: threw up a couple of test patches until I get more time to poke around in the MCM stuff, as that's all new to me. There isn't much to patch without touching the actual scripts unfortunately.
Yup, you'll be fine to add or remove them - nothing in here would hurt anything, it just renames existing stuff, it doesn't add new things to the world or change active effects, or mess with scripts.
Noted, and yeah, I wasn't sure if they'd do much - I haven't been able to get far enough in game to test it properly, too busy fighting unicorns (or the meshes thereof).
Will try and figure out it, but I suspect it's beyond my skills.
The Thaumaturgy one does, the Vanilla and ROM patches make separate changes to the effects without touching enchantments or items.
ROM already has a patch for magic effects, and VAER already patches basic enchantments, the new patches can be stacked on top of that (or behind them! load order is entirely preference here), or used instead of them (you won't get quite the same combinations of effects, but it will be much more compatible with anything that touches the same items, and will be automatically applied to anything not already patched by hand).
As it turns out the ROM patch doesn't conflict with the patch from the ROM FOMOD at all anyways 😁 I'd say it's best to use both because VAER changes some stats from ROM that it's patch changes back
Yeah, they should work well together - but a lot of the changes will be a bit redundant or may occasionally combine oddly.
E.g. The ROM patch changes Effect A to use VAER Effect B.
My patch changes Effect A to be the same as Effect B. So patching it anywhere else does nothing anymore - but sometimes some items now use Effect C instead, in which case the ROM patch becomes useful again!
My ROM patch also keeps the colour scheme the same as ROM - this is usually similar to VAER, but not always, you may prefer one look over the other (e.g. Thaumaturgy uses grey-blue for fire enchantments, for some reason! I thought I'd broken something when I saw that ingame :D ).
Nope, because the other patch would redirect to VAER's original effects. My patch changes ROM's effects. Which is what I mean by it maybe not always combining the way you want - once I've tested it a bit more I'll put up an expanded patch so people can load them in the order they actually prefer.
Most items still use a combination of ROM and VAER effects - the other patch only changes the straightforward stuff, none of ROM's custom effects, so they will still both make a lot of changes when used together.
My effect shaders patch won't do that, it just depends if you care about getting the lighting perfect, or avoiding conflicts - if you want to play it totally safe, just combine my vanilla + ROM shader patches and disable the VAER esp entirely. Between them they should cover pretty much everything, and if you still notice any effects that bug you, you can go back to a patch that overwrites the actual enchantments.
That said, I can't see any effects in the current ROM-VAER patch that don't forward the ROM magical effects - and if you load ROM or its patch after VAER, it will overwrite everything anyway, so you shouldn't see any VAER magic in game. The only changes you should see are to the lighting/visual effects whichever patch you use, so it really shouldn't be having any effect on gameplay.
Of course, if ROM updates in future or you use a third patch, it may overwrite the enchantments again, but the shaders are totally separate so will be safe ;)
Well, then it will overwrite the enchantments, without a patch.
Thaumaturgy and ROM are separate issues - yes, you'll still need the ESP for Thaumaturgy if you want to use that mod, but I'll throw up a non-dependent patch as well as my tests look good. Or just use the vanilla shaders patch, as it covers a lot of Thaumaturgy anyway.
Coming back to this, your vanilla shaders patch requires the VAER esp so I can't actually disable it But I have a new issue and I'm not really sure what the cause is, the effects aren't showing up on weapons anymore The magic effect around the handle does but I don't get runes on anything anymore :/
I have a question about the VAER and summermyst patch. I have downloaded two file : Sounds and visual patches FOMOD and the VAE REBORN-Summermyst patch in the miscellanous file.
Tried one and the other but i can't see change to the summermyst enchant visual.
I may be dumb but i've been trying for a bit of time and can't find a solution, could you help ? ( Thank you for the great work btw)
Both patches should be the same, but if you're not seeing any change I may have messed something up - I'm just fighting a nasty crash so my ability to run Skyrim is being forcibly limited (I think it's a lighting/texture conflict with one specific mesh... that shows up in every town), but once that's sorted I'll retest that patch to make sure.
Also, I'm pretty sure a lot of Summermyst's enchants use their own custom effects, so it's possible you're just seeing the unchanged ones - I didn't patch all effects just for the sake of it, only the specific visuals that were changed by VAER. Off the top of my head, try checking some simple 'fire/cold/stamina damage' type weapon enchants that would be similar to the base game until I get back to you with actual specifics.
I've checked some enchant from summermyst that "could" get in the simple enchant category ( fire damage lingering and frost damage piercing) but it's still the summermyst visuals.
I think I just miss someting during installation, if you have a list of the enchant you've changed that would help me for sure.
Summermyst originals, like Drain Speed/ Armour/Skills, Burden, and Lingering Fire damage, have their own original effects, so I hadn't touched those originally, but I'll update the ones that use the same shaders and things now.
EDIT: AHA. Literally pretty much everything uses the extra effects, I can't even find a normal fire damage weapon to test easily. Uploading a new version now, it's confirmed working for me in game. (also make sure nothing else overrides it, Summermyst lands fairly high up the load order for me so this patch also gets overwritten easily by other enchants).
sorry, idk what exactly all this is. I don't understand it at all, can you tell me in simple words,
Does this make all those mods work again because they don't on their own anymore? Or Does this just make those mods work together when they would normally conflict?
The latter (mostly, there are a few actual fixes and changes buried in there). This is just a lot of different conflict patches I made for my normal load order (or while trying out mods temporarily), you don't need them - but a lot of them may be helpful to have.
In future I'll probably move some to their own page, so it is less of a confusing collection, but for now I recommend reading the description, there's an index there where I try and at least summarise what each patch does.
edit: I also try and document stuff in the Changelog and Requirements, as well.
69 comments
No, I don't promise to actually do them.
Yes, this mod collection is massive and chaotic and constantly under re-organisation.
No, I don't promise it will get better. Everytime I start to organise, I'll just start making more patches or create entirely new mods instead (e.g. it went from this page > splitting off the Chanterelle patches > Chanterelle retextures > UNICORNS).
Also, read the main page, use CTRL F if you must, I list every mod there. Also the Changelog and the Requirements section have excessive amounts of detail.
Yes, most of these patches are very useful and gameplay tested.
No, not all of them, some of them are experimental, or I moved on to different mods and forgot to go back and finish testing them.
Yes, most of these patches should be completely safe to install or uninstall on an ongoing game, and they should all be ESL flagged.
No, I can't promise that for absolute certain, this is Skyrim modding after all.
Any chance for a VAER and Artificer patch?
Or does the Thaumaturgy one work with Artificer?
https://www.nexusmods.com/skyrimspecialedition/mods/4016
and 'Legends of Aetherium'
https://www.nexusmods.com/skyrimspecialedition/mods/69807
They conflict at Grondal Passage. I understand they are still usable together but if you could make a patch that would be greatly appreciated.
In the meantime, whichever one you load last will win pretty much completely, and they don't seem to conflict anywhere else, so I suggest taking turns with each mod winning :D
I also threw up a very tiny patch for Nyhus and Skyland LOD/Unique Region Names over at Restarter's Location and Map Patches
Or I copied the old patch over the new one somehow. But I'm going with cursed.
(also thank you for the repeated headsup)
Will add Daedric Voices to the list of stuff to look at.
VAER patches are slowly moving over here, try the Thaumaturgy shaders to see if one or the other looks better (just overwrite the current patch you're using, until I finish updating that). https://www.nexusmods.com/skyrimspecialedition/mods/149925
Didn't work with the previous Thaumaturgy patch, but you should look into generating some tags
Skyrim's Got Talent - Children's Toys patch is required Helps to Have a map
Is this mistake or necessery?
Could you do a patch between this Imperial Sword mod and New Legion?
Also Book 'Em and Hand to Hand for the skill book notifications/xp?
There are some extra files that aren't showing up in the mod ESP so you may still get some random side views or something in game, but the base sword will work.
The Book' Em one may be a bit more complicated, but I'm having a go.
edit: threw up a couple of test patches until I get more time to poke around in the MCM stuff, as that's all new to me. There isn't much to patch without touching the actual scripts unfortunately.
I'm being so cautious about that because I don't want to start over anymore
Will try and figure out it, but I suspect it's beyond my skills.
They replace the old ones?
ROM already has a patch for magic effects, and VAER already patches basic enchantments, the new patches can be stacked on top of that (or behind them! load order is entirely preference here), or used instead of them (you won't get quite the same combinations of effects, but it will be much more compatible with anything that touches the same items, and will be automatically applied to anything not already patched by hand).
I'd say it's best to use both because VAER changes some stats from ROM that it's patch changes back
E.g. The ROM patch changes Effect A to use VAER Effect B.
My patch changes Effect A to be the same as Effect B. So patching it anywhere else does nothing anymore - but sometimes some items now use Effect C instead, in which case the ROM patch becomes useful again!
My ROM patch also keeps the colour scheme the same as ROM - this is usually similar to VAER, but not always, you may prefer one look over the other (e.g. Thaumaturgy uses grey-blue for fire enchantments, for some reason! I thought I'd broken something when I saw that ingame :D ).
Most items still use a combination of ROM and VAER effects - the other patch only changes the straightforward stuff, none of ROM's custom effects, so they will still both make a lot of changes when used together.
That said, I can't see any effects in the current ROM-VAER patch that don't forward the ROM magical effects - and if you load ROM or its patch after VAER, it will overwrite everything anyway, so you shouldn't see any VAER magic in game. The only changes you should see are to the lighting/visual effects whichever patch you use, so it really shouldn't be having any effect on gameplay.
Of course, if ROM updates in future or you use a third patch, it may overwrite the enchantments again, but the shaders are totally separate so will be safe ;)
Also don't I still need the esp for Thamaturgy?
Thaumaturgy and ROM are separate issues - yes, you'll still need the ESP for Thaumaturgy if you want to use that mod, but I'll throw up a non-dependent patch as well as my tests look good. Or just use the vanilla shaders patch, as it covers a lot of Thaumaturgy anyway.
But I have a new issue and I'm not really sure what the cause is, the effects aren't showing up on weapons anymore
The magic effect around the handle does but I don't get runes on anything anymore :/
I have a question about the VAER and summermyst patch.
I have downloaded two file : Sounds and visual patches FOMOD and the VAE REBORN-Summermyst patch in the miscellanous file.
Tried one and the other but i can't see change to the summermyst enchant visual.
I may be dumb but i've been trying for a bit of time and can't find a solution, could you help ? ( Thank you for the great work btw)
Also, I'm pretty sure a lot of Summermyst's enchants use their own custom effects, so it's possible you're just seeing the unchanged ones - I didn't patch all effects just for the sake of it, only the specific visuals that were changed by VAER. Off the top of my head, try checking some simple 'fire/cold/stamina damage' type weapon enchants that would be similar to the base game until I get back to you with actual specifics.
I've checked some enchant from summermyst that "could" get in the simple enchant category ( fire damage lingering and frost damage piercing) but it's still the summermyst visuals.
I think I just miss someting during installation, if you have a list of the enchant you've changed that would help me for sure.
Thank you again
Damage effects:
Light
Shock
Frost
Magicka
Stamina
Fire
Absorb:
H/M/Stam
Other:
Fear
Banish
Paralyze
Ysgramor blade - Elf Slayer
Turn Undead
Summermyst originals, like Drain Speed/ Armour/Skills, Burden, and Lingering Fire damage, have their own original effects, so I hadn't touched those originally, but I'll update the ones that use the same shaders and things now.
EDIT: AHA. Literally pretty much everything uses the extra effects, I can't even find a normal fire damage weapon to test easily. Uploading a new version now, it's confirmed working for me in game. (also make sure nothing else overrides it, Summermyst lands fairly high up the load order for me so this patch also gets overwritten easily by other enchants).
As of now everything work on my end, thank you very much for your help !
(If anyome using Nolvus as an issue with summermyst compatibility, refer to this comment chain)
Awesome, I'm glad it's working for you now, and thank you for bringing it to my attention - I might not have noticed it for ages otherwise!
Does this make all those mods work again because they don't on their own anymore?
Or
Does this just make those mods work together when they would normally conflict?
In future I'll probably move some to their own page, so it is less of a confusing collection, but for now I recommend reading the description, there's an index there where I try and at least summarise what each patch does.
edit: I also try and document stuff in the Changelog and Requirements, as well.