If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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.
Hello, I'm getting this landscape seam up by the forge.
Spoiler:
Show
I am using the patch for Landscape and Water Fixes. I am also using Rob's Bug Fixes. My load order is Great Town of Karthwasten.esp --> USSEP Patch --> Redguard Elite Armaments Patch --> Landscape and Water Fixes patch --> Embers XD --> Atlas Map Markers Patch.
So USSEP and LAWF are both .esm, so they'll always load first, so Karthwasten will always win landscape conflicts between them. Embers, Redguard Elite Armaments, and Atlas Map Markers don't touch landscape.
My recommendation would be to try loading Karthwasten after LFFG and see if that takes care of it?
For anyone else who may encounter this issue, I was able to fix it by ensuring that The Great Town of Karthwasten.esp loaded AFTER the Creation Club Terrain Fixes (Grass Patch - All CC Mods.esp) and the Landscape and Water Fixes - Landscape Fixes for Grass Mods patch (Landscape and Water Fixes - Patch - LFfGM.esp).
+1 to the suggestion from the person with the deleted account above. In my game, cabbages and hay in cell <33,-8> were floating on little rectangular patches of ground. It looked like this.
I checked in xEdit and there were only four mods editing the landscape in this cell. My issue resolved after following the recommendation above. Now it looks right!
My load order needed to be:
Landscape and Water Fixes.esp
Landscape Fixes for Grass Mods.esp
Landscape and Water Fixes - Patch - LFfGM.esp
The Great Town of Karthwasten.esp
P.S. For anyone wondering, the following .esps don't seem to touch this particular cell, so they are neither the cause nor the solution for floating cabbages. In my load order, they are loading after The Great Village of Karthwasten.
Great Town of Karthwasten - Landscape and Water Fixes Patch.esp
Landscape and Water Fixes - Great Village of Karthwasten.esp
And is it possible to make The Great Town of Karthwasten compatible with the Expanded Towns and Cities SSE 0.7 mod? Its full version includes Kartwasten, and it is certain that installing these two mods at the same time will cause conflicts...
The USSEP patch of this mod is causing the black face bug on Mena (Base ID 13B6D), it's touching her face records and making it incompatible with replacers like Kalilies NPCs. Loading Kalilies NPCs after the patch fix this issue, but I have no idea if it will undo some fixes.
Yep, this is an issue with npc appearance replacers across the board, and there's so many permutations out there that not including appearance patches is intentional.
Any chance for a patch for Revenants of the Forbidden Order? The existing patch on the mod page moves trapdor into Karthwasten Hall but it floats outside the walls making it impossible to reach it without tcl
Anyone else having trouble with the AI Overhaul patch? MO2 says that "none of the installer plugins could handle the archive" and trying to open the archive manually doesn't work; windows says that it's not even an archive.
Would you consider reworking the elfx patch or patching for elfx shadows? At the moment the lighting is very bright in comparison to regular elfx modified cells and there is also light flickering in the inn directly at the entrance.
The very bright lighting is actually the mod itself - these were "early" ELFX patches where I was just doing CR instead of trying to rework things to be ELFX-esque.
I'm suffering from a crippling lack of motivation right now, so I odn't know if I'll ever make it back to do a second pass on this mod, but if I do, that would be one of the changes - making the patch not just a "prevent flickering" and more of a "rework the lighting to be much more ELFX-like"
97 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!
I am using the patch for Landscape and Water Fixes. I am also using Rob's Bug Fixes.
My load order is Great Town of Karthwasten.esp --> USSEP Patch --> Redguard Elite Armaments Patch --> Landscape and Water Fixes patch --> Embers XD --> Atlas Map Markers Patch.
I'm also using Landscape Fixes for Grass Mods.
My recommendation would be to try loading Karthwasten after LFFG and see if that takes care of it?
If you are using the LAWF patch provided here, you might also wanna pick up the one provided here: Landscape and Water Fixes - The Great Villages and Towns. It forwards ownership changes to the other crops.
I checked in xEdit and there were only four mods editing the landscape in this cell. My issue resolved after following the recommendation above. Now it looks right!
My load order needed to be:
P.S. For anyone wondering, the following .esps don't seem to touch this particular cell, so they are neither the cause nor the solution for floating cabbages. In my load order, they are loading after The Great Village of Karthwasten.
You're my load order saviour :) Thanks.
You'll want to use something like easynpc.
However, this can also be accomplished in xEdit.
Load "Revenants of the Forbidden Order.esp" in xEdit.
Go to:
cell > block 7 > sub-block 3 > persistent
locate "FarmBTrapdoor02"
Edit: XTEL
Pos:
x 986.50
y -1214.09
z 10222.25
Rot:
x 0
y 0
z 182
Edit: DATA - Position/Rotation
Pos:
x -1471.25
y -1057.67
z -5.80
Rot:
x 0
y 0
z 0
Would you consider reworking the elfx patch or patching for elfx shadows? At the moment the lighting is very bright in comparison to regular elfx modified cells and there is also light flickering in the inn directly at the entrance.
I'm suffering from a crippling lack of motivation right now, so I odn't know if I'll ever make it back to do a second pass on this mod, but if I do, that would be one of the changes - making the patch not just a "prevent flickering" and more of a "rework the lighting to be much more ELFX-like"
I understand the kind of burnout one can get from creating this kind of patches.