Skyrim Special Edition
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ModpocalypseGaming

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ModpocalypseGaming

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121 comments

  1. Vilskjouran
    Vilskjouran
    • member
    • 1 kudos
    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!

  2. lingsamuel
    lingsamuel
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    I got this error

    [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
    1. goat9988
      goat9988
      • member
      • 1 kudos
      Hey how do you deal with the : [02:01] Exception in unit  line -1: Error in unit 'UserScript' on line 290 : Array index out of bounds error?
  3. aragonit
    aragonit
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    • 53 kudos
    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.
    1. Senaattori89
      Senaattori89
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      • 0 kudos
      Same here. cannot get this to work. always gives this error
  4. msbenson25
    msbenson25
    • supporter
    • 0 kudos
    I am having an error I am unfamiliar with. 

    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?
    1. DarkWandererAmon
      DarkWandererAmon
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      • 109 kudos
      I too am having this, try running 1 plugin at a time for conflict checking
    2. kutalmismete
      kutalmismete
      • supporter
      • 0 kudos
      having same error, makes script unusable for big mod lists.
    3. kutalmismete
      kutalmismete
      • supporter
      • 0 kudos
      using older version of xedit, particularly 4.0.3, is fixed this for me.
  5. khirasier
    khirasier
    • supporter
    • 10 kudos
    i find this actually breaks my game and causes crashes most the time rather than doing patches that would stabilize my game
  6. abelyo
    abelyo
    • member
    • 13 kudos
    Can anyone tell me if this does the same as Wrye Bash/MatorSmash? 
  7. HDMFanatic
    HDMFanatic
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    • 19 kudos
    Does anyone know how to make this script create patches with shorter names?
    1. katnerd
      katnerd
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      • 25 kudos
      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.
    2. HDMFanatic
      HDMFanatic
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      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.
  8. alexkolyberg1975
    alexkolyberg1975
    • supporter
    • 1 kudos
    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?
  9. Vagent
    Vagent
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    • 10 kudos
    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.

    Good luck.
    1. SavageJeeper19
      SavageJeeper19
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      • 7 kudos
      Are you able to explain it a bit better? I have too many questions and can't understand your instructions properly. Thanks for your help.
  10. Vihandu
    Vihandu
    • supporter
    • 0 kudos
    this single script has been single handedly carrying my game. Very useful script thank you