If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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.
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.
Before you post a report about any issues encountered, please ensure you don't have The Great Town of Ivarstead - Rob's Bug Fixes installed. This mod is obsolete and incompatible with the current version of The Great Town of Ivarstead and this patch collection.
I'm wondering if you're aware of a patch for The Great City of Ivarstead that fixes incompatibility with Skyrim 3d Landscapes, removing the floating s3dplants_dirtciff01_weed_a.nif that's present at a couple places?
Hello, I'd like to request a patch, if that's okay. I use More Wooden Bridges, and it adds a wooden bridge to the entrance to Ivarstead coming down from the main road. That mod overwrites the bridge added by the new TGC Ivarstead, and I rather want to keep the other bridge but at the same time keep using the More Wooden Bridges mod (it also adds one to Morthal which I think is far more fitting to that area; the big stone bridge looks out of place there IMO).
Would you be willing to make a patch for it so that the bridge from TGC Ivarstead shows up instead?
Just a note for anyone checking in. There's a patch for DK's Nord Ships, and there's a patch for JK's Skyrim, but there is not a patch for both at the same time. A ship will be clipping with the dock and there will be an unusually placed floating ramp. Cutting out the patch for the ships makes things a bit better from afar but the barrels on the ship are clipping, the ship is full of water, and the ramp still says no.
If you want to use both mods I'd suggest not using the Nord Ships patch and instead just disabling the conflicting stuff.
1. Check if you have updated The Great Town of Ivarstead 2. Check if you don't use Rob's Bug Fixes variant of the mod 3. Check if you have the current version of DynDOLOD
If I understand "I have all of the above" correctly, you have Rob's Bug Fixes installed (highly possible since your The Great Town of Ivarstead.esp is a regular plugin, not the ESLified one. Uninstall it, the mod is not needed with the current version of TGT Ivarstead and is incompatible with the current version of the patches. Also, if you want to check anything with xEdit, you need to ensure that you have the proper version of xEdit (4.1.5f or higher).
I noticed when checking my load order for errors that the atlas map markers patch has a lot of unresolved formids. unsure if this causes crashes as i haven't checked in game yet.
"[00:00] MAP_NEW_TownShopsList [FLST:0600082C] [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000B19] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A4A] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000B1E] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000B1C] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A4B] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A47] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A46] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A4C] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A45] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A48] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C32] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C35] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C41] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C52] <Error: Could not be resolved> [00:00] MAP_NEW_CityTemplesList [FLST:0600087E] [00:00] FLST \ FormIDs \ LNAM - FormID -> [060009F4] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [060009FB] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [060009F8] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [060009EC] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A12] <Error: Could not be resolved> [00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C25] <Error: Could not be resolved> [00:00] Done: Checking for Errors, Processed Records: 10, Errors found: 2, Elapsed Time: 00:00"
Edit: now upon testing ivarstead the drinking fountain patch does this and now npcs are swimming through the drinking fountain area?
You have an outdated version of Atlas Map Markers. If you don't want to update it now, grab a patch from the older version of the collection. I'll check the Fountains patch.
I'll repeat: "Maybe you have another LoS patch which overrides the settings from TGC Ivarstead". Check this lantern with More Informative Console, fences aren't important in that matter.
Yes, when I encountered this issue, the first thing I did was check these records. After confirming that no other mods were interfering, I then checked whether any other mods had altered the objects around this lantern. That’s why I went to check those fences (in the image you showed me, there is a building there instead of fences).
You're right. I think the patch has no problem. I don't know what's wrong with my game. This lantern's record is changed by your patch but its position is not changed at all in game. It keeps the position from LOS2. Never met this in my modding life.
Edit: I deleted the changed form in my save file (There is a havok move data in that changed form). The problem is gone.
this mod has a lot of bugs nowadays or is it just me? i started a new game with it and the innkeeper rents me the room but i can't use any of the beds. If I ask him to take me to my room, he says he will take me to the room but he stands there without moving an inch.
would need a patch for "mihail crow and raven" https://www.nexusmods.com/skyrimspecialedition/mods/98555?tab=posts " a crow is floating in the air. i'll post on mihail page too.
307 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.
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.
Thanks!
Would you be willing to make a patch for it so that the bridge from TGC Ivarstead shows up instead?
If you want to use both mods I'd suggest not using the Nord Ships patch and instead just disabling the conflicting stuff.
2. Check if you don't use Rob's Bug Fixes variant of the mod
3. Check if you have the current version of DynDOLOD
Edit After checking SSedit the reference is empty
"[00:00] MAP_NEW_TownShopsList [FLST:0600082C]
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000B19] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A4A] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000B1E] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000B1C] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A4B] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A47] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A46] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A4C] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A45] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A48] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C32] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C35] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C41] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C52] <Error: Could not be resolved>
[00:00] MAP_NEW_CityTemplesList [FLST:0600087E]
[00:00] FLST \ FormIDs \ LNAM - FormID -> [060009F4] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [060009FB] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [060009F8] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [060009EC] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000A12] <Error: Could not be resolved>
[00:00] FLST \ FormIDs \ LNAM - FormID -> [06000C25] <Error: Could not be resolved>
[00:00] Done: Checking for Errors, Processed Records: 10, Errors found: 2, Elapsed Time: 00:00"
Edit: now upon testing ivarstead the drinking fountain patch does this and now npcs are swimming through the drinking fountain area?
without the patch
I've check the fences nearby. They're all from The Great Town of Ivarstead. None of the fences record changed by other mods.
Yes, when I encountered this issue, the first thing I did was check these records.
After confirming that no other mods were interfering, I then checked whether any other mods had altered the objects around this lantern. That’s why I went to check those fences (in the image you showed me, there is a building there instead of fences).
XX02942E isn't the ID of the reference but of the base object
You're right. I think the patch has no problem.
I don't know what's wrong with my game.
This lantern's record is changed by your patch but its position is not changed at all in game. It keeps the position from LOS2.
Never met this in my modding life.
Edit: I deleted the changed form in my save file (There is a havok move data in that changed form). The problem is gone.
If I ask him to take me to my room, he says he will take me to the room but he stands there without moving an inch.