If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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 mate! First of all, this is absolutely brilliant work, you make my favorite Skyrim city mod and I love it, but I'm sad because I had a problem and I don't know how to solve it. The path to the jarl's palace is floating, I have the skyland AIO and Folkvangr grass mods installed, besides I loaded the mod at the end, which patch should I download? I'm new to this and I tend to get lost, greetings!
Edit: For everyone who had the same problem, I was able to find the solution, just download the grass mod patch.
Some of the recently created or updated patches are made with the new Creation Kit and / or xEdit. This means they have a new plugin header and won't work on older versions of the game. If you don't run 1.6.1130+ Skyrim.exe, you have to install Backported Extended ESL Support.
dang. impossible to patch snazzy gray pine goods. i wont even try if a pro patcher says its not possible. and i just looked. its literally the only interior overhaul of gray pine.
I have good news for you. I tried to approach it one more time and realised it's possible. It's already done, but based on the unreleased yet version of Snazzy Interiors. Gutmaw plans to release it soon, and then I'll update this collection as well.
They all mention landscape and grass mods, which i disabled and it still didnt work. The others talk about lux which i dont have. I thought maybe it was fabled forest and took it out but it did nothing. So im confused. You can see here that i disabled fabled forests and the stairs and upper floor are missing: https://imgur.com/a/GbOmHNK
As far as I know, Fabled Forests doesn't alter the landscape. But many other mods do unfortunately, Falkreath is a very popular modding spot. The easiest way to determine the culprit is to load the entire order in xEdit and check which mods overwrite the landscape records from COTN - Falkreath.esp in cell -8,-20 (00009c3e). Then - if there's no patch for it - you need to set it higher in your load order, above COTN Falkreath.
okay i installed xedit and put a conflict filter that appeared. I took that number you gave me and searched it. Is this what you mean? Im not versed in using these tools. What is difference between navmesh and landscape? Which one would make the ground and stairs clip like in the pictures? https://imgur.com/a/HvT6D9n
Landscape is responsible for the ground height, shape and coverage (grass.tundra/snow/etc.), navmesh determines the walking paths for NPCs. The latter obviously, has to match the landscape's shape and all the potential obstacles added in the area.
00009c3e is the FormID of the cell (part of the worldspace) where you encountered landscape issues. So, you search in the FormID field (no other filters needed) for this record to find the cell (what you did) and check the Landscape record (always the first one in the worldspace cell) for overrides - the last column to the right. It is useful to set the right pane to show only conflicting records (right-click and "hide no conflict and empty rows"). The first screenshot indicates that Gods and Worship overwrites COTN Falkreath landscape settings. In this case, even without conflicting records shown, I am certain that is the culprit as Gods and Worship landscape modifications are based on vanilla Skyrim and it is significantly different the COTN variant. I have a patch for this mod planned, but until I make and upload it here, I suggest setting COTN Falkreath lower in your load order. This should resolve the issues.
I moved the plug in before COTN Falkreath and it worked just like you said! Thank you very much for your help and even more for your patience while explaining the inner workings to a newbie to this sort of thing. Have a great day!
I noticed that there are rocks in Lod's entrance and the stairway to the Jarl's Longhouse is floating with nothing underneath, causing me and other NPC's to fall through. I basically have to parkour my way up the stairs lol
I understand there's an April Fools' Day, but let's get serious for those who would treat your post seriously - Skyland is only a retexture. The issue you mentioned is caused by another mo,d which affects the landscape there. Similar reports with the solutions on how to deal with them were mentioned in the comments a few times already.
You should ask on the Lux page. We didn't make that one. Also, check your crashlog to provide more useful information. "Game crashes with mod XYZ" doesn't bring anyone closer to solve your problem as it might be related to something entirely different than you think.
It seems like COTN Falkreath - TGCF - ESO Imports - LOTD Patch.esp is out of date. I get these errors
[00:00] Checking for Errors in [FE 006] COTN Falkreath - TGCF - ESO Imports - LOTD Patch.esp [00:00] [NAVI:00012FB4] [00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0919B6BE] <Error: Could not be resolved> [00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0919B6C0] <Error: Could not be resolved> [00:00] [REFR:0802BA0A] (places [0802B9FD] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-22) [00:00] REFR \ NAME - Base -> [0802B9FD] <Error: Could not be resolved> [00:00] [REFR:080071D4] (places [0802B9F2] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-22) [00:00] REFR \ NAME - Base -> [0802B9F2] <Error: Could not be resolved> [00:00] ShipRefFalkreath [REFR:080071D3] (places _DA_Skyship_Static_Dark2 [MSTT:0836C11A] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-22) [00:00] REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [080BE0AC] <Error: Could not be resolved> [00:00] [REFR:08381274] (places [08381251] <Error: Could not be resolved> in GRUP Cell Temporary Children of FalkreathExterior05 [CELL:00009C81] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,-22)) [00:00] REFR \ NAME - Base -> [08381251] <Error: Could not be resolved>
This is on the 1.25 version, I think LOTD must have updated and changed these.
Sorry i was confusing it with a different patch. I was looking at tgcf - lotd patch from 1.25 and thinking it was overwriting tgcf - eso - lotd from my older patches.
It's not an issue with COTN Falkreath but with JK's Skyrim itself. You can try the Unofficial Moonpath to Elsweyr patch, it moves the caravan across the road.
Hum i have an outdated version of Lux and so, the COTNF patch so maybe the lighthing problem with the fire depending of the angle is for that then. Thank you for your answer.
944 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!
Edit: For everyone who had the same problem, I was able to find the solution, just download the grass mod patch.
Some of the recently created or updated patches are made with the new Creation Kit and / or xEdit. This means they have a new plugin header and won't work on older versions of the game. If you don't run 1.6.1130+ Skyrim.exe, you have to install Backported Extended ESL Support.
thanks for all your patches.
i eagerly await these things..
thank you so much!
The stairs to the jarls house are all screwed up. Is this due to me using the great cities of jks north?
00009c3e is the FormID of the cell (part of the worldspace) where you encountered landscape issues. So, you search in the FormID field (no other filters needed) for this record to find the cell (what you did) and check the Landscape record (always the first one in the worldspace cell) for overrides - the last column to the right. It is useful to set the right pane to show only conflicting records (right-click and "hide no conflict and empty rows"). The first screenshot indicates that Gods and Worship overwrites COTN Falkreath landscape settings. In this case, even without conflicting records shown, I am certain that is the culprit as Gods and Worship landscape modifications are based on vanilla Skyrim and it is significantly different the COTN variant. I have a patch for this mod planned, but until I make and upload it here, I suggest setting COTN Falkreath lower in your load order. This should resolve the issues.
I noticed that there are rocks in Lod's entrance and the stairway to the Jarl's Longhouse is floating with nothing underneath, causing me and other NPC's to fall through. I basically have to parkour my way up the stairs lol
Though the patch included requires the non BOS version of the plugin for a master.
[00:00] Checking for Errors in [FE 006] COTN Falkreath - TGCF - ESO Imports - LOTD Patch.esp
[00:00] [NAVI:00012FB4]
[00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0919B6BE] <Error: Could not be resolved>
[00:00] NAVI \ Navmesh Infos \ NVMI - Navmesh Info \ Navmesh -> [0919B6C0] <Error: Could not be resolved>
[00:00] [REFR:0802BA0A] (places [0802B9FD] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-22)
[00:00] REFR \ NAME - Base -> [0802B9FD] <Error: Could not be resolved>
[00:00] [REFR:080071D4] (places [0802B9F2] <Error: Could not be resolved> in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-22)
[00:00] REFR \ NAME - Base -> [0802B9F2] <Error: Could not be resolved>
[00:00] ShipRefFalkreath [REFR:080071D3] (places _DA_Skyship_Static_Dark2 [MSTT:0836C11A] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -9,-22)
[00:00] REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [080BE0AC] <Error: Could not be resolved>
[00:00] [REFR:08381274] (places [08381251] <Error: Could not be resolved> in GRUP Cell Temporary Children of FalkreathExterior05 [CELL:00009C81] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,-22))
[00:00] REFR \ NAME - Base -> [08381251] <Error: Could not be resolved>
This is on the 1.25 version, I think LOTD must have updated and changed these.
So no plans for a new tgcf - eso - lotd patch?
I've tried Snazzy Grave concoction patch. Does it need a Lux patch too ? Is there one? I seems to get light flickering with the fire.
Thank you !
Is the ezpg patch old??
https://imgur.com/cFfVKgr
Or is this problem caused by not selecting all the options in ezpg??