Skyrim Special Edition

630 comments

  1. Janquel
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    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    If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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.

    4. 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.


    6. This patch says it needs {insert CC master here}

    Yeah. COTN relies upon USSEP. USSEP relies upon the CC masters. Anytime we load up CK, it loads up ALL masters (including those CC) and includes them on the patches. The update is over a year old, I'm done cleaning the masters every time for people who don't want to update.

    Options? You can create dummy esps with the names of the missing CC plugins, and then clean the masters in the patch file using xEdit. Google it, it's not that hard. But really, just update the game at this point. You can update the game and then use Skyrim Lite Loader or "Best of both worlds"   version  of Unofficial Skyrim Special Edition Downgrade Patcher - you'll still have the 1.5.97.0 engine (so all these DLL/SKSE mods which still haven't received the update to the newest version of the game would still work) and all the free CC content which is needed by recent versions of USSEP, CRF, AI Overhaul, Immersive Citizens and ever-increasing amount of our patches based on these mods.

    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.

    Better Dynamic Snow patches got moved over here, along with explanations if you have questions about 'em:

    https://www.nexusmods.com/skyrimspecialedition/mods/52111

    Thanks!
  2. blo0d1k
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    Hello. I've been wanting to ask this question for a long time. The patch "COTN_Morthal_-_JK-MLOS-NSUTR-CFTO.esp" as the name and description suggests, it only requires "JKs Skyrim, Medieval Lanterns of Skyrim, No Snow Under the Roof, and Carriage and Ferry Travel Overhaul", but in fact it also requires "JKs Skyrim_Dawnstar_BOYD_NSUTR_Patch.esp", how can I understand this? =)
    1. Czasior
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    2. blo0d1k
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      Yes, I know that =) but why does a patch for Morthal require a patch for Dawnstar? Is this a mistake or am I misunderstanding something. Please forgive me if this is a stupid question.
    3. Czasior
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      Ha! I didn't notice we were talking about two different cities. I can't give you the proper answer - the patch was made a long time ago by ra2phoenix, I have no idea how he made it and why it requires this particular master. But I will take a look at it and correct if possible before the next update of the collection.
    4. blo0d1k
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      Thx! ðŸ˜Š
  3. yol13
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    Thanks for the wonderfull work
    I think the Finding Helgi patch has an issue with majestic mountains, the patch behind jarl's house is still obstruced by montain. your patch removes a part of it, but the way is still obstructed unfortunatly. Original mod is noted fully compatible with MM, but I dont know for this patch
    1. Czasior
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      I confirm. We'll fix it for the next update.
    2. yol13
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      Perfect :) thanks a lot!
    3. HavenofDarkness
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      Was this ever fixed? Stairs are still obscured for me. I've got the finding helgi patch as close to bottom of load order as I can. Also Skyking signs is floating above the entranceway to the inn. I went ahead and uninstalled the Morthal sign from Skyking signs for now so it's default.
  4. Lorenzini
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    There are many versions of the patch still downloadable on the file page. Some of them are useable for v1.5.97 (no CC patch) and some are not (for AE only). One would really appreciate it if you could mark them, you know, SE and AE compatible.
  5. Pirat2004
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    when using the JKs Skyrim and great city patch along with the great city of morthal. JKs skyrim and great city are listed as incompatible, how do I fix this
  6. mmest
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    I get a crash on startup with the COTN Morthal - Expanded Towns and Cities - Morthal Patch.esp. In xedit there are errors:

    Spoiler:  
    Show
    [00:00] [REFR:1487068B] (places [1500094F] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalTempleOfStendarr "Temple of Stendarr" [CELL:14870686])
    [00:00]     REFR \ NAME - Base -> [1500094F] < Error: Could not be resolved >
    [00:00] [REFR:14870704] (places [15000977] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalHardOfHerringFishery "Hard of Herring Fishery" [CELL:14870097])
    [00:00]     REFR \ NAME - Base -> [15000977] < Error: Could not be resolved >
    [00:00] [REFR:14870988] (places [15000977] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalMustFootWinery "Must-Foot Winery" [CELL:14870980])
    [00:00]     REFR \ NAME - Base -> [15000977] < Error: Could not be resolved >
    [00:00] [REFR:1487047A] (places [1500094F] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalMeanAndMutton "Mean 'n' Mutton" [CELL:1487041D])
    [00:00]     REFR \ NAME - Base -> [1500094F] < Error: Could not be resolved >
    [00:00] [REFR:148708CF] (places [15000ACE] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalTheBowyersFloat "The Bowyer's Float" [CELL:148708C4])
    [00:00]     REFR \ NAME - Base -> [15000ACE] < Error: Could not be resolved >
    [00:00] [REFR:148707E7] (places [1500094F] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalFjolsHouse "Fjol and Savard's House" [CELL:148707E0])
    [00:00]     REFR \ NAME - Base -> [1500094F] < Error: Could not be resolved >
    [00:00] [REFR:148705AB] (places [15000ACE] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalSwampMeet "Swamp Meet" [CELL:14870594])
    [00:00]     REFR \ NAME - Base -> [15000ACE] < Error: Could not be resolved >
    [00:00] [REFR:15000F8A] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -10,15)
    [00:00]     REFR \ XTEL - Teleport Destination \ Door -> [15000F89] < Error: Could not be resolved >
    [00:00] [REFR:148700A2] (places [15000800] < Error: Could not be resolved > in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,17)
    [00:00]     REFR \ NAME - Base -> [15000800] < Error: Could not be resolved >
    [00:00] [REFR:14870087] (places [15000819] < Error: Could not be resolved > in GRUP Cell Temporary Children of [CELL:0000937B] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,17))
    [00:00]     REFR \ NAME - Base -> [15000819] < Error: Could not be resolved >
    [00:00] [REFR:15000801] (places [15000800] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalExterior05 [CELL:0000937C] (in Tamriel "Skyrim" [WRLD:0000003C] at -10,17))
    [00:00]     REFR \ NAME - Base -> [15000800] < Error: Could not be resolved >
    [00:00] [REFR:148700A1] (places [15000819] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalExterior05 [CELL:0000937C] (in Tamriel "Skyrim" [WRLD:0000003C] at -10,17))
    [00:00]     REFR \ NAME - Base -> [15000819] < Error: Could not be resolved >
    [00:00] [REFR:148700A3] (places [150008BC] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalExterior05 [CELL:0000937C] (in Tamriel "Skyrim" [WRLD:0000003C] at -10,17))
    [00:00]     REFR \ NAME - Base -> [150008BC] < Error: Could not be resolved >
    [00:00] [REFR:14870084] (places [150008BC] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalExterior03 [CELL:0000939C] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,16))
    [00:00]     REFR \ NAME - Base -> [150008BC] < Error: Could not be resolved >
    [00:00] [REFR:14870086] (places [15000800] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalExterior03 [CELL:0000939C] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,16))
    [00:00]     REFR \ NAME - Base -> [15000800] < Error: Could not be resolved >
    [00:00] [REFR:14870085] (places [15000800] < Error: Could not be resolved > in GRUP Cell Temporary Children of MorthalExterior04 [CELL:0000939D] (in Tamriel "Skyrim" [WRLD:0000003C] at -10,16))
    [00:00]     REFR \ NAME - Base -> [15000800] < Error: Could not be resolved >


    Oops, I forgot to deactivate the old Robs Bug Fixes
    1. Czasior
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      You have an outdated version of COTN Morthal.
  7. preyka
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    Hey, is there a possibility to have a patch for this mod https://www.nexusmods.com/skyrimspecialedition/mods/85923? There's one on Nexus but I doubt it will work with ESL version of Morthal as it was done for ESP.
  8. Kulharin
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    Would it be possible to get a combo patch for both Finding Helgi with Great City of Morthal?  Currently the two standalone patches conflict.

    thx
    1. robertgk2017
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      We can put it on the list but we're gonna update tgc itself first
    2. Kulharin
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      Thanks. I tried to do this myself but my navmeshing is pretty limited to x, y .... a patch requires navmeshing the gates and rampart ramps.
  9. CandlelightRogue
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    Hey! I'm having a weird issue with the JK's patch in DynDOLOD: I've double-checked that both the patch and COTN Morthal itself are up to date and reinstalled both, but DynDOLOD is insisting that there's an issue. It's doing the same with COTN Dawnstar and its respective JK's patch. I can't quite figure out what the problem is, though. It says:

    Unresolved Form ID (3B000800). COTN - Morthal.esp might be the wrong version. Error in COTN Morthal - JK's Skyrim Patch (REFR:FE07E39) (places [3B000800] <Error: Could not be resolved 1 > NAME: Base in GRUP Cell Temporary Children of MorthalExterior02 [CELL: 000093BD) (in Tamriel "Skyrim" [WRLD:0000003C] at -9, 15))

    Thank you for any help you can give
    1. Czasior
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      Your JK's Skyrim patch isn't up to date. Its FormID suggests it's not in the compacted state (3B000800, it should be FEXXX800).
  10. Adoryck
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    Has anyone created a patch to apply COTN Morthal aesthetics to Morthal Where's Wares? It would make my life complete! 

    Edit: Ugh, guess I missed it, my bad. But now my life is complete!
    1. robertgk2017
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      Been in the collection since version 1.7!
  11. volfman6
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    Why Better Dynamic Snow patch removed?
    1. Czasior
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      It's explained in the post right above yours. The big one with the red frame around it. You know, the colour, the logo, top page placement, all these suggest that you should start looking for answers to questions right there.