If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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.
2a. What about {insert lighting mod}?
As this was pointed few times before - we're not planning to make the patches for ELFX Shadows. WiZKiD and nicola are working on their own ELFX Shadows - Official Patches Hub, so if you're looking for a patch, you should ask there. ELFX patches available here should work with ELFX Shadows, but some issues can occur. Patches for ELFX Enhancer and ELFX Hardcore won't be compatible due to compacting and eslifying both modules in ELFX Shadows. Those available here are dedicated to original ELFX Enhancer / Hardcore.
RLO and Relighting Skyrim were started at one point and then abandoned because the parent mods hadn't removed bulbs they disabled which made working with them in CK a nightmare. Relighting Skyrim, as of late 2022, has fixed this so there's potential to revisit this at some point in the future, but it's not an immediate concern.
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. Common culprits are armor mods and Solitude and Temple Frescoes (which you were explicitly warned about). There's a bunch more suggestions for debugging over on the Articles tab (as well as a second article specific to Opulent Thieves Guild).
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. It didn't install patches for some of the palaces, what gives?
You didn't read the warning tab that you clicked through. Argh. Go to this page and install those. It happened because you have Palaces and Castles Enhanced installed.
7. This patch is looking for DBM_{something} while I have DBM_{something}_DoS. What gives?
You're using Dawn of Skyrim. I don't. I'm sure it's a perfectly groovy mod - I may in fact check it out some other time. But looking for that mod which has that shared master isn't just for that. It'd be making 1) DoS patch, 2) DoS + ES, 3) DoS + JK, 4) DoS+Skyway, 5) DoS + LOTD, 6) DoS+ES+LOTD, .....you get the picture. It's almost a factorial scale (not quite because ES and JK are disjoint). I just...no. Not happening. Sorry. From what folks have said, you can swap masters and it works fine.
8. 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.
FYI, I have created a patch between JK's Understone Keep and Greater Markarth Expansion. It can be found here: Jonado's random patches. An Open Cities version can be found here: Jonado's Open Cities patches.
Most likely you have ELFX Shadows.esp present in your load order. I can't remember why I added this condition to the installer, but I'll remove it for the next release.
Well it's cool, even with the JK's Ragged Flaggon - ELFX - Embers XD patch, ELFX Shadows undoes it all anyway so I'm not sure the patch is even necessary with it in the load order (Assuming I am right to let ELFX Shadows load only before Northern Roads, Atlas, Synth, Bash, Dyndolod, and FWMF)
You are wrong, that mod doesn't patch JK's High Hrothgar with Thunderchild. But such a patch is already made and available in the JK's Guild HQ Interiors Patch Collection for over three years.
I have the ELFX patches for the different Jarl palaces and so far the Blue Palace and Dragonsreach have infinite loading. Removing the plugin breaks the game and causes immediate crash. If I remove the plugin, I can start a new game and it lets me in. Since it doesn't actually crash, I have no crashlog. Any advice? I have been using all modding tools I know how to and can't seem to figure it out
Hello, i don't know if you guys are still accepting patch requests but a patch for this mod would be really nice : https://www.nexusmods.com/skyrimspecialedition/mods/92768 When you pick the full clutter version like for example in JK's Dragonsreach, the table will clip with the candles, i can disable the objects myself but having a patch would be really nice, it's okay even if you guys can't make a patch, i didn't check the other locations, i'll do tomorrow it's too late and thank you Czasior for taking care of the mods
I'm sorry, but I don't plan to make one. Besides, there is a less-cluttered version available on this mod's page, and it fits perfectly with JK's Dragonsreach (and probably many other interior mods that add a variety of stuff on top of enchanting tables).
It's not SPO, it's an issue with RoomMarkers, which are significantly modified in JK's Blue Palace. There are two possible culprits for this: 1) lack of patch for your lighting mod (or any other mod that touches RoomMarkers in the palace) 2) installing mod/patch on the existing save (RoomMarkers are persistent references and they can't change their shape/size/position mid-play)
No one forces you to do anything :). IMO it doesn't look good without a patch, but it's me, you can have a different opinion about it. Rugnarok itself (without JK's interiors) have this issue, if you didn't notice it so far, maybe it's not that noticeable for you.
any chance you could patch jk's candlehearth hall with jk's skyrim? the outside balcony is clipping with the added architecture from jk's skyrim as well as some trees
2562 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.
2a. What about {insert lighting mod}?
As this was pointed few times before - we're not planning to make the patches for ELFX Shadows. WiZKiD and nicola are working on their own ELFX Shadows - Official Patches Hub, so if you're looking for a patch, you should ask there. ELFX patches available here should work with ELFX Shadows, but some issues can occur. Patches for ELFX Enhancer and ELFX Hardcore won't be compatible due to compacting and eslifying both modules in ELFX Shadows. Those available here are dedicated to original ELFX Enhancer / Hardcore.
RLO and Relighting Skyrim were started at one point and then abandoned because the parent mods hadn't removed bulbs they disabled which made working with them in CK a nightmare. Relighting Skyrim, as of late 2022, has fixed this so there's potential to revisit this at some point in the future, but it's not an immediate concern.
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. Common culprits are armor mods and Solitude and Temple Frescoes (which you were explicitly warned about). There's a bunch more suggestions for
debugging over on the Articles tab (as well as a second article specific to Opulent Thieves Guild).
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. It didn't install patches for some of the palaces, what gives?
You didn't read the warning tab that you clicked through. Argh. Go to this page and install those. It happened because you have Palaces and Castles Enhanced installed.
7. This patch is looking for DBM_{something} while I have DBM_{something}_DoS. What gives?
You're using Dawn of Skyrim. I don't. I'm sure it's a perfectly groovy mod - I may in fact check it out some other time. But looking for that mod which has that shared master isn't just for that. It'd be making 1) DoS patch, 2) DoS + ES, 3) DoS + JK, 4) DoS+Skyway, 5) DoS + LOTD, 6) DoS+ES+LOTD, .....you get the picture. It's almost a factorial scale (not quite because ES and JK are disjoint). I just...no. Not happening. Sorry. From what folks have said, you can swap masters and it works fine.
8. 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.
Thanks!
I THINK THERE IS NO PATCH FOR DRAGONREACH AND BURP
https://www.nexusmods.com/skyrimspecialedition/mods/53611
https://www.nexusmods.com/skyrimspecialedition/mods/92768
When you pick the full clutter version like for example in JK's Dragonsreach, the table will clip with the candles, i can disable the objects myself but having a patch would be really nice, it's okay even if you guys can't make a patch, i didn't check the other locations, i'll do tomorrow it's too late and thank you Czasior for taking care of the mods
1) lack of patch for your lighting mod (or any other mod that touches RoomMarkers in the palace)
2) installing mod/patch on the existing save (RoomMarkers are persistent references and they can't change their shape/size/position mid-play)