If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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}
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.
If using JK's Ragged Flagon read this article to know what to do with the various patches.
Quick note with regards to the ELFX patch and lighting in general in the Ragged Flagon.
Your Ragged Flagon has flickering. It's present in vanilla. It's present with USSEP. It's present with ELFX. It's present with ELFX Fixes. It's present with OTG. And it's present with my patch. I tried to get this thing figured with just ELFX Fixes as a baseline (so no OTG variable in it at that point) for close to a week (not counting time spent initially when I was first making the patch), to no avail. It doesn't matter that ELFX chops the room into like almost 100 goddamn meshes. It doesn't matter that there's only 4 shadow sources. For the LIFE of me, I can't figure it out - as you progress in the thieves guild restoration questline, and more and more light sources are added, the potential for flickering increases and is PROBABLY happening even if you don't notice it.
Opulent Thieves Guild itself adds a few more sources, making the issue more difficult. I've done what I can to mitigate them, and just did three separate runthroughs testing of the version I uploaded and anything I noticed while actively seeking it out was very slight, so hopefully most players won't notice it. Of course this means next time I enter the room, the engine will decide the light closest to me is the one it should disable, so who the heck knows.
Anyway, one final recommendation: ELE sets the lighting template to this room to be extremely dark. I'd recommend putting the patch lower in your load order than ELE if you're using it - any flicker that happens will be EXTREMELY noticeable, otherwise.
Wanted to point out a bug I had with my playthrough and how I fixed it. In case anyone happens to run into the same problem. I run Opulent Thieves Guild, JK's Ragged Flagon, ELFX Shadows and Enhancer, Ember XD, and USSEP. Downloaded/Use patches from here, JK's Interior Patch Collection, and ELFX Shadows - Official Patch Hub.
When I got to the Ragged Flagon for the first time, I had this problem in the above picture where part of it (Area leading into Thieves Guild) was invisible/bugged.
Turns out, the fix was to download the Temporary Fix file from ELFX Shadows - Official Patches Hub. That resolved the issue for me and I can see this area again.
Thank You so much. I absolutely love it when people post the fixes to their problems. It is a big help for other people with the same issues. Again thank you.
so elfx fixes has a ragged flaggon patch, and was just wondering if i should use that as well as this elfx patch or just yours. And if i use both should i make sure yours is lower in the plugin list. Im using MO2.
Does anyone know why there's a floating wine bottle and rag in the middle of the ragged flagon? It is as if there is supposed to be a table there but there isn't. I assumed it was due to some kind of conflict between JK's and OTG but the patch should have fixed that no? Either way, I'd like to find a solution to this issue.
When I want to use both JK's Ragged Flagon and Opulent Thieves Guild, which patch should I use? JK's Interiors Patch Collection has a patch for Opulent Thieves Guild, and the Opulent Thieves Guild has a patch for JK's Ragged Flagon.
I have 2 separate patches one from Jk's interior patch collection and one from here, but MO2 is still saying I'm missing the opulent thieves guild patch. I'm a bit confused.
I'm currently not able to look into my files, but some folks are checking and we think there may be something changed in the updated USSEP itself. We'll let you know.
E: they tested it out, the half bounds are fine. Odds are you've got something else unrelated (lighting mod, probably) that adds its own room markers/portals?
Download the temporary fix from optional files here: https://www.nexusmods.com/skyrimspecialedition/mods/64178?tab=files Fixed it for me even though by the description it shouldn't have
126 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 (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}
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.
If using JK's Ragged Flagon read this article to know what to do with the various patches.
Thanks!
Your Ragged Flagon has flickering. It's present in vanilla. It's present with USSEP. It's present with ELFX. It's present with ELFX Fixes. It's present with OTG. And it's present with my patch. I tried to get this thing figured with just ELFX Fixes as a baseline (so no OTG variable in it at that point) for close to a week (not counting time spent initially when I was first making the patch), to no avail. It doesn't matter that ELFX chops the room into like almost 100 goddamn meshes. It doesn't matter that there's only 4 shadow sources. For the LIFE of me, I can't figure it out - as you progress in the thieves guild restoration questline, and more and more light sources are added, the potential for flickering increases and is PROBABLY happening even if you don't notice it.
Opulent Thieves Guild itself adds a few more sources, making the issue more difficult. I've done what I can to mitigate them, and just did three separate runthroughs testing of the version I uploaded and anything I noticed while actively seeking it out was very slight, so hopefully most players won't notice it. Of course this means next time I enter the room, the engine will decide the light closest to me is the one it should disable, so who the heck knows.
Anyway, one final recommendation: ELE sets the lighting template to this room to be extremely dark. I'd recommend putting the patch lower in your load order than ELE if you're using it - any flicker that happens will be EXTREMELY noticeable, otherwise.
Wanted to point out a bug I had with my playthrough and how I fixed it. In case anyone happens to run into the same problem. I run Opulent Thieves Guild, JK's Ragged Flagon, ELFX Shadows and Enhancer, Ember XD, and USSEP. Downloaded/Use patches from here, JK's Interior Patch Collection, and ELFX Shadows - Official Patch Hub.
When I got to the Ragged Flagon for the first time, I had this problem in the above picture where part of it (Area leading into Thieves Guild) was invisible/bugged.
Turns out, the fix was to download the Temporary Fix file from ELFX Shadows - Official Patches Hub. That resolved the issue for me and I can see this area again.
The JK+OTG patch does touch those refs, but oftentimes there's other patches (ELFX, something else) that might revert their location.
JK's Interiors Patch Collection has a patch for Opulent Thieves Guild, and the Opulent Thieves Guild has a patch for JK's Ragged Flagon.
JK's Ragged Flagon - OTG Patch depends on OpulentThievesGuildPatch.esp
EDIT: Figured it out. This is the update file (for ESL) below the main on the Opulent Thieves Guild Main Page
I'm currently not able to look into my files, but some folks are checking and we think there may be something changed in the updated USSEP itself. We'll let you know.
E: they tested it out, the half bounds are fine. Odds are you've got something else unrelated (lighting mod, probably) that adds its own room markers/portals?
Fixed it for me even though by the description it shouldn't have
nvm i found the meshes from Distinct Opulent Thieves Guild