Skyrim Special Edition

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lilebonymace

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lilebonymace

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About this mod

some of the patches, mod fixes and tweaks, and xEdit scripts i made

Requirements
Permissions and credits
Translations
  • German
Changelogs
DISCLAIMERS

  • If you're a mod author and don't want to see something i made for your mod, just tell me. Also feel free to include any patches/tweaks into your mod.
  • If i don't update it more than half a year, consider half of the patches outdated.
  • I don't take requests for patches.
  • I reserve the right to remove anything, because i can and will change my mods, and when i do so i don't want to track updates of mods i no longer use and update my patches for them. In such cases feel free to upload my old files to nexus.
  • If i don't provide a patch for mod A + mod B even if i have other patches for each of them, it doesn't mean that such a patch isn't required (because i don't use some of the mods currently, also i use patches by other people).

DESCRIPTION

This is a compilation of compatibility and consistency patches, mod fixes and tweaks, and xEdit scripts i've made. Some of the patches are made by simple drag-n-dropping in xEdit, some are more interesting. Patches and tweaks are included in an "automatic" fomod-installer, though some options should be selected manually, because the only thing the installer can check is whether you have a .esp with a specific name. See the list of files, descriptions and instructions below.


PATCHES

USSEP
WACCF
NARC
AOS
ISC (all the patches are made for ISC SRDified, records covered by it are not included)
AOS + ISC
RDO
The Choice is Yours
Locked Chests Have Keys
Open World Loot
Reliquary of Myth
SB - Lightweight Economy Overhaul
Other patches

TWEAKS

Fixes
  • BD's Armor and Clothing Replacer Complete Collection - Fixes - Fixes farm hat 03 clipping with vanilla long hairs and missing hands when wearing thalmor gloves without the robes.
  • Better Windhelm Ground Meshes - Placement Corrections - Fixes position of a few objects that become slightly floating with the new meshes (see images). Place after Skyrim Landscape and Water Fixes.
  • CBBE Hoods (Bodyslide version) - No Rim Lighting - Does the same as this but for CBBE Hoods mod. Removes "rim lighting" that causes purple glow from the green farm hood. Only for the Bodyslide version. Of course you need to re-build the farm hoods in bodyslide.
  • Civil War Checkpoints - Fixes - A few minor placement fixes for the Whiterun checkpoint.
  • Contraband Confiscation - Fixes - Fixes notifications about contraband that you didn't even have being removed
  • Dragon Lilly - Fixes - Fixes keywords and floating sheated weapons, adds missing value, decreases the number of gold ingots required by x2, changes footstep sounds from light armor to clothing.
  • Indecent Exposure - 5G Remover - Removes the "G" letter after the number of septims in the "bounty added" message that doesn't exist in the vanilla bounty message.
  • Mihail Hanging Dead Chickens - Ownership Fix - adds missing ownership to chickens placed in exteriors.
  • Modest Elderly - Fixes - Adds merchant clothes and missing survival keywords.
  • NARC - Barbas Addon - makes Barbas don't report crimes
  • Nordic Tent upgrade by Pfusher - No BigBlurryRug - Removes the bug blurry rug clipping with objects inside tents and the landscape.
  • Realistic HD Woodcutter's Axe Remastered (Realistic HD Mods Remastered Collection) - Mesh Fix - Fixes broken physics that make axes leaning against walls, such as the one at Mixwater Mill, have incorrect position. Made by WiZkiD.
  • Skyrim 3D Furniture - Item Placement Fixes - a plugin that fixes various items in the world that fall to the floor with 3D Furniture: apples in Proudspire Manor bedroom, a book in Winking Skeever player room, multiple items in Jorrvaskr Living Quarters, a shield and an axe in Candlehearth Hall. Place after WACCF. If you use interior overhauls such as JK, place it before them (though it will prolly be completely overwritten by them).
  • Skyrim 3D Furniture - Mesh Fix - a fixed mesh for Breezehome table with bench that didn't have an animation assigned so trying to sit caused an error.
  • Small Environmental Fixes - Fixes - Fixes disappearing blocks at the Sadri's store with Better Dynamic Snow/Simplicity of Snow, a disappearing block near the marketplace reported by a user, and a duplicated banner at the Sadri's store.
  • The Choice is Yours - Lod Dialogue Tweak - Place after Bring Meeko To Lod if you use it. A tweak for Lod's dialogues in "A Daedra's Best Friend" quest. Without this if you say "Sorry, i don't have time right now", all other dialogues will be blocked until you start the quest, you won't be able to trade with Lod, he will just ask you about the dog again and again. With this tweak other dialogues won't be blocked, and the quest can be started at any time via a new dialogue if you want to do it later.
  • Wearable Lanterns - ESP Fix - Fixes an outdated record TorchEvents [IDLE:0002A9D3], which breaks animations for all mod-added torches and handheld lanterns except Chesko's, and even the vanilla Torch01Shadow. This fix is not included in any of the existing fixes for Wearable Lanterns and is compatible with them. Not needed if you have iEquip with its Wearable Lantern patch.
Tweaks
  • Beyond Skyrim Morrowind - Bonemold Weapons Pack - Remove World Edits - Reverts all the world edits (the placed guy with bonemold weapons and all the related stuff).
  • Campfire - Cook Boars and Potatoes - Allows to cook boars and potatoes on campfires (there are no such recipes for cooking pot in vanilla, but for example Apothecary adds them).
  • Honed Metal - Disable Vanilla Sergius Dialogue - A more immersive and less cringy alternative to the Honed Metal installer option. Simply disables the vanilla dialogue "I need something enchanted", keeping the one added by Honed Metal. Place after Open College if you use it.
  • Mihail Pigeons - Smaller Pigeons
  • More Werewolves - Disable City & Town Attacks - fully disables werewolf attacks to towns and cities.
  • SunHelm - Milk Not Raw - Requires powerofthree's Papyrus Extender. Replaces VendorItemFoodRaw keyword with VendorItemFood so that milk isn't processed as raw food and you don't catch diseases drinking it. Does that via a script to avoid conflicts. Works without SunHelm too.
  • SunHelm - No Meal Dialogue - Disables the dialogue "Can you serve me a full meal?". Included in my Tavern Menu Remade - SunHelm patch.
Remove those config spells (works only on new games)


xEdit (SSEEdit) Scripts

Place lilmacelib folder and scripts you need into the xEdit folder\Edit Scripts\
Don't use the xEdit x64. xEdit x64 has floating point errors, is slower than x32 and must only be used if x32 runs out of memory. Judging by user reports, errors often occur when running scripts on xEdit x64.

Disable Combat Boundary
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Disables "Combat Boundary" in all encounter zones, so enemies follow you through load doors (though they'll be faster than you regardless of the distance).
This script does the same as Disable Combat Boundary, but also patches encounter zones from mods and is compatible with everything.

How to use:
1) Apply the script on any plugin (it will be applied to all the loaded plugins)
2) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add new lands/locations or rebalance encounter zones (you don't need to remove the old patch).

Free Weapon Upgrades
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Makes using sharpening wheel don't require any materials because you just sharpens your weapon lol.
This script does the same as Free Weapon Upgrades, but also patches any weapon mods and compatible with everything.

How to use:
1) Apply the script on any plugin (it will be applied to all the loaded plugins)
2) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add new weapons and mods that add/change weapon sharpening recipes (you don't need to remove the old patch).

Weapon Speed Effects Fix / Attack Speed Framework patcher
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A patcher for Weapon Speed Effects Fix or Attack Speed Framework.
It will both solve conflicts if conflicting mods are placed after WSEF/ASF and apply the fix to non-vanilla perks/spells/enchantments/scrolls.

How to use:
1) If you use WSEF (not required for ASF), make sure it's loaded in xEdit
2) Apply the script on any plugin (it will be applied to all the loaded plugins)
3) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add/change perks/spells/enchantments/scrolls that change weapon speed (you don't need to remove the old patch).

Wiseman303's Flora Fixes patcher (also for its copy included in CACO)
(if you use Scrambled Bugs or just No Scripts version, you don't need this patcher)
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A patcher for Wiseman303's Flora Fixes (Revamped) or its CACO version (CACO includes a copy of WM Flora Fixes) that adds the flora respawn bug fix script to all the plants that don't have it.
It will both solve conflicts if conflicting mods are placed after WM Flora Fixes (not completely for CACO) and apply the fix to non-vanilla plants.

How to use
1) Apply the script on any plugin (it will be applied to all the loaded plugins)
2) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add/edit harvestable objects (their base, not instances placed in the world) (you don't need to remove the old patch).

Use cell parameters from files

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Sets cell parameters in selected files to values from some other files.

By default, it patches/restores most of the cell parameters for vanilla plugins and USLEEP/USSEP, which is the same as what "water fix" scripts do but for more parameters
(to use it as a water fix script check only "XCWT - Water" and optionally "XCLW - Water Height").
In this configuration it can be used to patch cell parameters in mods that were ported from other Skyrim version or just created without Update/DLCs/Unofficial Patch as masters.
You can uncheck any elements to use it with mods that are supposed to change some cell parameters, such as lighting, water or encounter zones, so you don't revert their changes to vanilla.

It also can be configured differently, to patch values for other mods.
The list of plugins to patch for can be changed through constant FilesToPatchFor at the start of the script. Filenames with spaces or commas must be included in "".
The list of avialable elements to patch can be changed through constant AvialableElems at the start of the script. Elements with spaces must be included in "". If an element has an abbreviation, you don't have to specify the full name ("XCWT - Water" can be XCWT).

How to use:
1) Make sure that all the files you want to patch for are loaded
2) Select plugins you want to patch and apply the script on them
3) Select parameters to patch
4) Wait

Spell Tome Sorting
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Changes all spell tome names to be written as "Spell Tome - <School> <Rank> : <Spell Name>" to sort spell tomes in your and vendors inventory.
Based on Spell Tome Sorting.

How to use:
1) Apply the script on any plugin (it will be applied to all loaded plugins)
2) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add/change spell tomes (you don't need to remove the old patch).

Falmer Chests Have No Locks
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Removes locks from falmer chests. Like, where's the lock? Can a falmer create a lock mechanism at all?

How to use:
0) You can use this script in two ways:
    1. Run it with mods that change cell properties (such as water and lighting mods) loaded, then you will have to place the generated patch after them
    and also re-generate it when adding/moving/removing/updating them.
    2. Run it without mods that change cell properties (such as water and lighting mods) loaded, then you will have to place the generated patch before them.
1) Apply the script on any plugin (it will be applied to all the loaded plugins)
2) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add/change falmer locations (you don't need to remove the old patch).

Nirnroots Don't Respawn
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Prevents nirnroots from respawning. Made by request, i don't personally use it.

How to use:
0) You can use this script in two ways:
    1. Run it with mods that change cell properties (such as water and lighting mods) loaded, then you will have to place the generated patch after them
    and also re-generate it when adding/moving/removing/updating them.
    2. Run it without mods that change cell properties (such as water and lighting mods) loaded, then you will have to place the generated patch before them.
1) Apply the script on any plugin (it will be applied to all the loaded plugins)
2) If you run it for the first time, enter a name for the new patch

Re-generate the patch every time you add/remove/re-order/update/edit mods that add/edit/remove specific nirnroots placed in the world (you don't need to remove the old patch).

NPC De-Standaloner
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Makes female NPCs use default body meshes and textures. Works only on those mods that use vanilla filenames but different folders for their textures.

"(All plugins, only changed NPCs)" version is applied to all plugins and only changes NPCs that don't use standalone body\textures where they're defined (i.e. only NPCs that are made standalone by NPC overhauls).
"(Selected)" version is applied to selected records.

(All plugins, only changed NPCs)

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How to use:
1) Remove the meshes previously generated by this script if you have any
2) Apply the script on any plugin (it will be applied to all the loaded plugins)
3) If you run it for the first time, enter a name for the new patch
4) Select the output folder (a folder 'NPC De-Standaloner Output' will be created inside)
5) Wait
6) When the patching is finished, save the plugin
7) Place the 'meshes' folder from the output folder into your data folder in any way you like.
    If you use MO, it's recommended to create an empty mod on the left panel and move the files into it.

Re-generate the patch every time you add/remove/re-order/update/edit NPC appearance mods (you don't need to remove the old patch but need to remove the old meshes).

(Selected)

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How to use:
1) Select records you need to de-standalone and apply the script on them. You don't have to select all at once, you can use this version of the script multiple times.
2) Select the output plugin or use the option to create a new one. Unlike the "All plugins" version of the script, this one doesn't remove old contents of the file.
3) Select the output folder
4) Wait
5) When the patching is finished, save the output plugin(s)
6) Place the 'meshes' folder from the output folder(s) into your data folder in any way you like.
    If you use MO, it's recommended to create empty mod(s) on the left panel and move the files into it(them).

For every NPC, this script created a copy of their record and head mesh. When either one is changed (when you add/remove/re-order/update/edit mods that affect this NPC), you need to re-run the script for that NPC (you don't need to remove the old output file).

Swap Masters
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Swaps two master files in dependent plugins. Can be used when a master is renamed, compacted, merged or whatever (both the masters need to be loaded).
It also can swap to itself and (only links) from iself.
The masters' contents don't have to be identical, but the identifiers - FormIDs/EditorIDs (depending on the selected mode) must be the same in both the masters.

How to use:
1. Both the masters and all plugins you need to swap masters in must be loaded in xEdit.
2. On the left panel select files/records to swap masters in.
    It's possible to select other files as well, they'll be skipped but the process will take more time.
    Also, if the new master is selected, it will swap masters in it too. Unless this is what you want, make sure that it's NOT selected.
3. Apply the script on them.
4. Select masters to swap, mode, and click OK.
    Modes:
    a. FormID - uses FormIDs for swapping. Can be used when the old master is renamed, as well as in any other case unless FormIDs of dependent records are different in the two masters.
    b. EditorID/Contents - uses EditorIDs for swapping. Can be used when you compacted or merged the master with something, as well as in any other case unless the EditorIDs of dependent records are different between in the two masters. It tries to swap even records that have no EditorID (such as most references and dialogue infos), but success is not guaranteed (you can still fix remains manually).
5. Wait until it's done.
6. A log is provided. You'll be notified if some of the plugins aren't finished due to errors occured. Master files lists of finished plugins will be automatically cleaned and sorted.

Note: If you need to ex post facto fix dependent plugins for a master file compacted to ESL format, you can rename the compacted master, load it along with the original one and use this script in EditorID mode, then remove the old master, create a copy of the compacted master with the original name and swap it again but in FormID mode. Yeah.

Known issues:
- If you get error "Overflow while converting variant of type (Cardinal) into type (Integer)", load only necessary plugins when using the script and un-ESLify the new master if it's ESL-flagged before the swapping (you can ESLify it back after). This is an xEdit bug.
- The script is currently not very good at finding records without EditorIDs in the "EditorID/Contents" mode.

Find Dialogue Infos/Topics by text
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Finds dialogue infos/topics by text.
*Dialogue Info records contain NPC lines, Dialogue Topic records contain player lines (Dialogue Infos can change the player line with a Propmpt, but it already handled by my script).

How to use:
1) Select plugins to seach in
2) Apply the script
3) Enter the text to search for
4) Wait

Find records by script name
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Finds records by papyrus script name.
*there's already 'Skyrim - Filter by script' default script that allows you to use a filter for the same purpose.

How to use:
1) Select plugins to seach in
2) Apply the script
3) Enter a script name to search for (without extension)
4) Wait

Find text in records
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Finds all elements that contain the entered text/value in selected records or files and prints full paths to elements that contain it.
*you already can find text in current record using the bar in above the record content in xEdit.

How to use:
1) Select records/files to search in
2) Apply the script
3) Enter a text/value to search for
4) Wait

Check for Dialogue Errors
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Checks for particular types of potential errors in dialogues (this is only potential errors, all may be intentional as well):
1) Empty Dialogue Info: INFO with no Responses or Response Data and no "No LIP required" flag. This can happen when you use "Response Data" not acceptable by Creation Kit (CK only accepts response data from "SharedInfo" branches on the same quest, even though setting any dialogue from any active quest in xEdit actually works fine in the game) and CK removes this Response Data when you open the dialogue in CK. This may also be intentional, though.
2) INFO order not matching masters: "PNAM - Previous INFO", which sets the order of INFOs, not matching the master. This can happen if you copy dialogues from vanilla masters and edit them in xEdit and then save this plugin in Creation Kit (CK will assign "PNAM - Previous INFO" that will be incorrect, changing the order of INFOs). This may be an intentional change of dialogues order, though.

How to use:
1) Select files to check
2) Apply the script
3) Wait