Ooh, Wow! This is not to understand for my little "me". I only want to patch "Hashire" (it's a Horse) with "Light Horses of Skyrim" (i want Hashire to have the Model, Textures and Meshes of Light Horses of Skyrim... The Mod-Author does not react on providing one ; so i have to do it myself... BUT!
After reading the comments, here, i do not trust "This Thing" ; not to mention that the video provides NO COMMENT and explainations to guide you during the entire process. From ... How to install: (Video with spoken explaination, DETAIELD PLEASE!) to How to create a Patch: DETAIELD AND SPOKEN STEP-by-STEP, PLEASE!
This, as it is here right now, would shoot my game to the Moon! No, Iam not sacrificing my intensly modded game!
*Please, make this "Kid-Safe" to understand and follow!
If someone is fit and understands how to make a compatibilty patch for "Hashire" with "Light Horses of Skyrim", that would be appreciated!
[02:01] Exception in unit line -1: Error in unit 'UserScript' on line 290 : Array index out of bounds [02:01] Error during Applying script "Create Compatibility Patches": Error in unit 'UserScript' on line 290 : Array index out of bounds
Really impressive work. Just use it in a limited count of esp files.
But the script will strangely ignored this conflict types:
Load order and contents: Skyrim.esm: original value USSEP.esp: USSEP value AI Overhaul.esp: AIO value Appearance.esp: original value
xPatch doesn't contain this type records. It falsely ignores this changes
I'm always getting this error: [00:22] Exception in unit line -1: Error in unit 'UserScript' on line 904 : Not enough array bounds [00:22] Error during Applying script "Create Compatibility Patches": Error in unit 'UserScript' on line 904 : Not enough array bounds
I'm trying to create a compatibility patch for two mods.
You can change the name of the esp by simply right clicking it and selecting "rename". Just keep the ".esp" at the end. Also, you will get a missing plugin message on any save that the renamed esp is was loaded in before you renamed it.
Problem is, if you rename a patch that is a master of another patch, you get a "missing masters" error. After all, this script will patch the patches it generates as confusing as that might sound.
Hello I installed your script, but when I run it it gives the following error.
[00:02] Exception in unit UserScript line 904: Access violation at address 000000000175F3A3 in module 'SSEEdit64.exe'. Read of address FFFFFFFFA33493A0 [00:02] Error during Applying script "Create Compatibility Patches": Access violation at address 000000000175F3A3 in module 'SSEEdit64.exe'. Read of address FFFFFFFFA33493A0 Any thoughts on this?
You can tell xEdit to automatically launch and tell you which plugins are conflicting.
1) Add a new instance of xEdit to your preferred mod organizer. 2) Name it something else (eg: ShowConflicts/ShowAllConflicts) 3) Add either: -quickshowconflicts or -veryquickshowconflicts To the argument box to launch xEdit with it's plugin selection (ShowConflicts) or without and loading all plugins at once (ShwAllConflicts).
Don't use both together. Use two separate xEdit instances for each. I usually also add:-IKnowWhatImDoing and -AllowMasterFilesEdit To the arguments line. Add in commands with only a space between them.
121 comments
This is not to understand for my little "me".
I only want to patch "Hashire" (it's a Horse) with "Light Horses of Skyrim" (i want Hashire to have the Model, Textures and Meshes of Light Horses of Skyrim...
The Mod-Author does not react on providing one ; so i have to do it myself... BUT!
After reading the comments, here, i do not trust "This Thing" ; not to mention that the video provides NO COMMENT and explainations to guide you during the entire process.
From ... How to install: (Video with spoken explaination, DETAIELD PLEASE!)
to
How to create a Patch: DETAIELD AND SPOKEN STEP-by-STEP, PLEASE!
This, as it is here right now, would shoot my game to the Moon! No, Iam not sacrificing my intensly modded game!
*Please, make this "Kid-Safe" to understand and follow!
If someone is fit and understands how to make a compatibilty patch for "Hashire" with "Light Horses of Skyrim", that would be appreciated!
I got this error
Really impressive work. Just use it in a limited count of esp files.[02:01] Exception in unit line -1: Error in unit 'UserScript' on line 290 : Array index out of bounds
[02:01] Error during Applying script "Create Compatibility Patches": Error in unit 'UserScript' on line 290 : Array index out of bounds
But the script will strangely ignored this conflict types:
Load order and contents:
Skyrim.esm: original value
USSEP.esp: USSEP value
AI Overhaul.esp: AIO value
Appearance.esp: original value
xPatch doesn't contain this type records. It falsely ignores this changes
[00:22] Exception in unit line -1: Error in unit 'UserScript' on line 904 : Not enough array bounds
[00:22] Error during Applying script "Create Compatibility Patches": Error in unit 'UserScript' on line 904 : Not enough array bounds
I'm trying to create a compatibility patch for two mods.
Exception in unit UserScript line 904: [EVariantOverflowError] Overflow while converting variant of type (Int64) into type (Integer)
any idea why this is stopping the patching process?
I installed your script, but when I run it it gives the following error.
[00:02] Exception in unit UserScript line 904: Access violation at address 000000000175F3A3 in module 'SSEEdit64.exe'. Read of address FFFFFFFFA33493A0
[00:02] Error during Applying script "Create Compatibility Patches": Access violation at address 000000000175F3A3 in module 'SSEEdit64.exe'. Read of address FFFFFFFFA33493A0
Any thoughts on this?
1) Add a new instance of xEdit to your preferred mod organizer.
2) Name it something else (eg: ShowConflicts/ShowAllConflicts)
3) Add either:
-quickshowconflicts or -veryquickshowconflicts
To the argument box to launch xEdit with it's plugin selection (ShowConflicts) or without and loading all plugins at once (ShwAllConflicts).Don't use both together. Use two separate xEdit instances for each. I usually also add:
-IKnowWhatImDoing and -AllowMasterFilesEdit
To the arguments line. Add in commands with only a space between them.Good luck.