If one doesn't exist, I either don't know, or it doesn't. My testing list (should be up to date and) is here. Being on it doesn't guarantee that I'll make a patch if it needs one, but if it's on that list and one isn't present, you've got decent odds of not needing it.
2. Can you make a patch for {insert mod here}?
Probably yes, but I'm also not planning on it. I've burnt out HARD the past couple months. I'm scratching the surface trying to start up on stuff I always planned on doing, but I do NOT intend to have my TODO list grow at this point, because it'd be a miracle if I finish what's on it at this point.
3. You made a patch for {mod}. Is it good?
Honestly, as weird as this sounds, I have no idea. A lot of them I've never played with they're things I just thought looked neat. Some of them are staples of my load order. Some of them are things I tried and made a patch for but ended up not liking. Having a patch should not be taken as a recommendation or indication of quality.
3. My game crashed after installing your patches, what gives?
Crashing usually happens because you have some mod which is compacted formIDs, and the patches assume you have not compacted. Patches are made to compacted versions if they're available on the main mod page, otherwise to the uncompacted versions. You may have a compacted version from a discord or something, or in the case of armor mods it's very common for bodyslide specific re-uploads of stuff to compact plugins for people. That's great, but the installer has no way to differentiate, so I stick to the original. You'll need to work around that yourself.
5. I found a bug!
That's not a question. Also, great! Also, an incompatibility isn't a bug. If you want to let us know what's going on, please use screenshots, and especially More Informative Console to point out what's wrong. It might also make you realize it wasn't, in fact, our patch that's the problem :D
Moving forwards, any bug filed without screenshots with MIC, or appropriate description of debug steps taken will be closed as not a bug without response. We've been fielding debug requests for a long time now - years at this point - and while there's certainly potential for stuff to be wrong in our patches, they've been around long enough and there's SO f***ing MANY of them that trying to disprove any random bug report is a fool's errand and honestly is the primary drain on motivation for making anything new. We are 100% happy to fix any bugs in our s***. But before we handle them, it's on you to demonstrate that it's our s*** causing the bug.
I've made a Discord server to handle quick questions for those so inclined, and my TODO/pre-release stuff should be there (it's a smidge out of date right now, sorry). There might be folks who can help answer quick questions in there (including us!) but no guarantees.
COTN Dawnstar requires the CC plugins, and requires USSEP, which requires the CC plugins. Everything gets loaded anytime we open the CK, so the masters get set accordingly.
It's been out for over a year, and you've got them available - if you're staying on the older versions for some reason instead of just reverting the exe, you'll need to learn how to clean masters.
Rally's handcarts is just a retexture mod, it doesn't add any new records worldwide. I suggest checking this canopy with More Informative Console, but my first suspicion is CFTO-Covered Carriages. This implies the question - where's the wagon? Which mod/patch alters its position?
Question: where's the rest of the wagon? CFTO doesn't conflict with COTN Dawnstar at all, so we didn't have to provide any patches. It should look like this:
It is a bit more outside for some reason while the floating bags are exactly like on your picture, I thought it was COTN because I can't think of another mod that changes dawnstar. But maybe I need to check that again...anyways, thanks for answering.
The Jk's Skyrim + Outlaws Refuge and Jk's Skyrim + Wares of Tamriel patches require COTN Dawnstar - Jk's Skyrim Patch.esp but I'm using the COTN Dawnstar - JK's Skyrim - TGC Dawnstar Patch. Should I just remove the patches masters dependency with Wyre Bash?
no those 2 patches depend specifically on the COTN + JK's patch the navmesh is different in the TGC 3 way you can't just swap masters. We haven't gotten around to making every consistency patch for the 3 way combo, and likely won't now that Archinatic is working on a complete re-do of TGC Dawnstar
so found an interesting issue with your COTN patch collections. im using ezPG and for some reasons when i have all 4 patches deployed, the bosmer elf in the beginning wont talk. if i have any combination of 3 or less, she speaks, but as soon as the fourth is inserted, shes dead silent. ive no idea what patch or patches are the cause, but am happy to help however i can. ive also posted on the comments for ezPG, but no response yet.
ive moved her around the load order and still nothing.
ezPG patches only move some references in the world, they don't touch any dialogues/quests/etc, therefore they can't be responsible for your issue. TBH, I have no idea what might cause it.
all i know is that i was deactivating mods until i figured it out, along with other conflicts i had, and she started talking after deactivating one. so i played around with it, for a couple hours, and found out what i did. i should clarify, that its not like theres dialogue, but no voice. i mean, i try to start conversation, and nothing happens
880 comments
1. Does {insert mod here} need a patch?
If one doesn't exist, I either don't know, or it doesn't. My testing list (should be up to date and) is here. Being on it doesn't guarantee that I'll make a patch if it needs one, but if it's on that list and one isn't present, you've got decent odds of not needing it.
2. Can you make a patch for {insert mod here}?
Probably yes, but I'm also not planning on it. I've burnt out HARD the past couple months. I'm scratching the surface trying to start up on stuff I always planned on doing, but I do NOT intend to have my TODO list grow at this point, because it'd be a miracle if I finish what's on it at this point.
3. You made a patch for {mod}. Is it good?
Honestly, as weird as this sounds, I have no idea. A lot of them I've never played with they're things I just thought looked neat. Some of them are staples of my load order. Some of them are things I tried and made a patch for but ended up not liking. Having a patch should not be taken as a recommendation or indication of quality.
3. My game crashed after installing your patches, what gives?
Crashing usually happens because you have some mod which is compacted formIDs, and the patches assume you have not compacted. Patches are made to compacted versions if they're available on the main mod page, otherwise to the uncompacted versions. You may have a compacted version from a discord or something, or in the case of armor mods it's very common for bodyslide specific re-uploads of stuff to compact plugins for people. That's great, but the installer has no way to differentiate, so I stick to the original. You'll need to work around that yourself.
5. I found a bug!
That's not a question. Also, great! Also, an incompatibility isn't a bug. If you want to let us know what's going on, please use screenshots, and especially More Informative Console to point out what's wrong. It might also make you realize it wasn't, in fact, our patch that's the problem :D
Moving forwards, any bug filed without screenshots with MIC, or appropriate description of debug steps taken will be closed as not a bug without response. We've been fielding debug requests for a long time now - years at this point - and while there's certainly potential for stuff to be wrong in our patches, they've been around long enough and there's SO f***ing MANY of them that trying to disprove any random bug report is a fool's errand and honestly is the primary drain on motivation for making anything new. We are 100% happy to fix any bugs in our s***. But before we handle them, it's on you to demonstrate that it's our s*** causing the bug.
I've made a Discord server to handle quick questions for those so inclined, and my TODO/pre-release stuff should be there (it's a smidge out of date right now, sorry). There might be folks who can help answer quick questions in there (including us!) but no guarantees.
Thanks!
"The Great City of Dawnstar Patch" and "Immersive Citizens AI Overhaul Patch" both require masters that are from the AE.
COTN Dawnstar requires the CC plugins, and requires USSEP, which requires the CC plugins. Everything gets loaded anytime we open the CK, so the masters get set accordingly.
It's been out for over a year, and you've got them available - if you're staying on the older versions for some reason instead of just reverting the exe, you'll need to learn how to clean masters.
ive moved her around the load order and still nothing.
There is a typo in the fomod for Live Another Life mod! No biggie