Skyrim Special Edition

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  1. Janquel
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    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    If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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.
  2. chisbalanquee
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    I tried the patch and crash to desktop. Its an error related to the player character. i installed patches for fishing, ai overhaul, atlas map markers, embers xd, rs children , immersive wenches and landscapeand water fixes. what is the culprit so i can fix it?
    1. Janquel
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      Without a crash log, I'm afraid I wouldn't be able to help pinpoint what the problem is.
  3. Madbey3796
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    Sir, can you do another version of patch for ETaC, where inn and houses are from ETaC?
    1. Janquel
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      I mean, if you're not using the unique architecture, isn't it easier to just not install TGCofKyne?
    2. Madbey3796
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      I just want ETaC for main village and TGCofK for 3 additional houses near a river. I tryed deleting things in SSEedit, but I just screwed up and it's to much work...
    3. Janquel
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      So ETaC doesn't actually touch the inn at all, so you're looking for something a bit more involved that actually straight up undoes things from TGVoKyne. Sorry, I'm not going to be doing that :)
    4. Madbey3796
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      Understandable, thank you anyway. I'll just stick with the ETaC then.
    5. Madbey3796
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      Is making a patch for Clefj's and ETaC Morthal possible?
    6. Justascarypuppet
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      @Madbey3796
      https://www.nexusmods.com/skyrimspecialedition/mods/112751
    7. Madbey3796
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      Thx mate, you made my day
  4. Justascarypuppet
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    So I'm awfully confused. I'm running this mod and ETAC modular btw. I am NOT running cutting room floor. Only reason I mention it is because I have two lumber mills, seemingly identical to the "CRF before" pic in the images on this page. What does it even mean?
  5. nesslowland
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    EDIT: NVM
  6. TheCapo024
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    Somehow missed this before starting a new game and am pretty far into the playthrough (not to mention everything I've done has gone perfectly as far as RP goes, and now I realize Erevan's quests are now fucked).  So I am seeing I need an entirely new game to use the patch.  What exactly are the problems this mod causes with the 3dnpc quests? Is it something I can fix with console commands? If anybody could help me out I'd appreciate it.
  7. Fe4therstone
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    FYK the Landscape Fixes patch seems to be outdated, a lot of new crops haven't got any ownership.
  8. SkyKatarsis
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    Thank you very much for such useful patches.  Can I ask for a patch for Touring Carriage? The cart stop is superimposed on the tavern.
  9. nexusbla18
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    Hey, thanks for the patch collection. I know its aged, but this mod needs a patch for:

    • Enhanced Landscapes
    • SkyBirds
  10. HidaSobu
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    Hey there!

    Thank you for this patch collection! I've noticed that there is no patch for Alternate Start - Live another Life. Would you consider creating one or are you done with this patch collection?
  11. tarheelram
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    3DNPC patch doesn't work. Erevan's friend just gets stuck behind the inn instead of walking to the bandits
    1. Janquel
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      Did you install on an existing game/do you have opther 3dnpc patches? I opened in CK and verified - no markers are behind the inn, but some of them are moved to reflect the new inn shape, but they're persistent references so if the patch was installed sometime after clicking "new game" on the main menu, their location wouldn't get updated.
    2. ferrari365
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      This happening to me as well on a new game. I believe the issue is that Hiram's AI package is told to go a specific activator marker, but the new shape of the inn is not allowing that. Looking at the patch in the CK, said marker was extended to accommodate the 2 new doors, but doing so makes it go through the entire inn and can cause Hiram to be unable to reach it, hence running at the back of the inn repeatedly.

      This can be worked around by talking to Hiram right after he exits the inn and is in front of the door. Doing that will cause his AI package to get updated and he will acknowledge he's reached the marker, but ideally the solution would be to reduce the size of the marker to just the south door.
    3. Janquel
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      Ah, bleh. I was working to cover both doors so it could use either. Yeah, I'll try making that update when I get the chance (which might not be for a bit, got a pile of work lately)
    4. ferrari365
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      Of course. Don't worry about it, take as much time as you need. My workaround can be used in the meantime for anyone experiencing the same issue.
    5. Janquel
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      So I've adjusted this one to only cover the south door, which will hopefully work just fine (since that's what the original did).
    6. ferrari365
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      Sweet, thank you! :)