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    If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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

    Thanks!
  2. Blackdeath040
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    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.
  3. Czasior
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    New plugin version disclaimer

    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.
  4. chrismartin
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    Can you make a patch for Beta Falkreath Graveyard? It's a great and hugely underrated mod adding a Sad Hill like cemetery directly outside Falkreath's southwest gate. https://www.nexusmods.com/skyrim/mods/106635
    It's an Oldrim mod but it works in SE with no conversion needed except to update its plugin.
    However, with COTN Falkreath, it causes floating steps and holes in the terrain around the Jarl's Longhouse.
    Many thanks anyway.
    1. Czasior
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      Hmm, it's an interesting idea, but I have to be honest with you - we have too many ongoing and urgent projects, so the chances for the patch are rather small.
  5. fyerena
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    I'm having a small issue, the doors to falkreath barracks seem to be missing, well full missing in one entrance, slightly moved to the side on the other.
    1. Czasior
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      You're missing a patch for a mod that changes the doors position OR / AND you've installed mod/patch on existing save.
    2. Unst4bleFuse
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      I used to have the same issue. You need to install "Custom Doors Add-on" from official "Cities of the North - Falkreath" mod page.
  6. jaaym
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    I'm using JKs Skyrim and the associated patches for it in the AIO, but I'm getting floating shop signs around Falkreath. My console says its coming from JKs, but I figured that kind of conflict is what the patch would solve. Am I missing something?

    Edit: I seem to have fixed the issue for now by clicking on the floating signs in console and typing "disable" to delete them.
    1. Czasior
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      Someone already had a similar issue (it was reported in the Bugs section). Please, provide some screenshots, with More Informative Console.
    2. jaaym
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      I tried to recreate the issue in a new save to make sure it was a patch issue and produce screenshots, but it turns out it was on me. I was using 'Skyking signs' on a pre-existing save when I first had the issue. I even started new last night with Skykings on and the issue persisted. But once I disabled that mod and began in Falkreath on a new save the signs went to their normal positions. Then I re-enabled my Skykings mod and the signs are still where they should be.

      So my problem really was installing this mod mid-playthrough and causing jank like the mod page warns. Perhaps it's also best to go to Falkreath on a fresh game first before altering the signs. Even so, thanks for the quick reply! 
  7. JohnKasarinlan
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    I feel like Skyrim is Luminous needs a patch. This probably applies to Dawnstar, Winterhold, Morthal as well, along with The Great Cities.

    1. Czasior
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      Probably every light overhaul requires patching with every mod that changes the interiors' layout. But, I must disappoint you, someone else has to do it - we're not interested in patching lights' mods anymore.
  8. JaxonHellsing
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    Hey, it's been a while since I last used COTN - Falkreath but I decided to mix it with the great cities and minor towns mod, and I was wondering what order do I have my plugins in to remove this building that's floating in the middle of the town?
    1. JaxonHellsing
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      Also I forgot how to fix the stairs up to the Jarls Longhouse
    2. robertgk2017
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      generally speaking

      COTN Falkreath
      TGC Falkreath
      COTN Falkreath - TGC Patch
      Combo Patches
    3. JaxonHellsing
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      Sorry forgot that It's not just COTN Falkreath and great cities, I'm Using the COTN Falkreath JK's TGCF patch

      Edit: Also what do you mean Combo Patches
    4. JaxonHellsing
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      Here's a screenshot of how my COTN plugins are.
    5. Czasior
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      Check if they aren't overwritten by any patches for TGC. 
    6. JaxonHellsing
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      Nothing said anything about files in the overwrite folder if that's what you meant

      Edit: When I click the building in the middle it says something about the great city of falkreath mod and lux orbis - the great city of falkreath no light
    7. Czasior
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      So, the Lux Orbis patch for TGC Falkreath overwrites COTN Falkreath - JKs Skyrim - TGCF patch. You need to load all COTN patches lower than the patches for TGC
    8. JaxonHellsing
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      Ok, I'm going to test that. Also while I'm testing it how do I fix the giant seam with the strairs leading up to the jarls longhouse again?

      Edit: Some reason moving the Lux Orbis patches before COTN Falkreath is causing my game to crash
    9. JaxonHellsing
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      Ok well, I removed this patch that was causing me to crash if I moved it before COTN Falkreath it would crash. My only issue now is this.
    10. Czasior
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      How do you manage your load order? Because it seems to me it's a mess.

      First - you can't move Lux Orbis - COTN Falkreath patch before COTN Falkreath main plugin. Second - there is a combo patch for COTN + TGC Falkreath in the Lux Orbis installer. I don't think that Orbis - TGC No Light patch still exists. Third - You have messed up the order of patches for Northern Roads - check the Northern Roads Patch Collection page and read thoroughly mod's description and sticky posts about proper sorting of the patches.
    11. JaxonHellsing
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      Honestly no clue. I have the latest version of Lux Orbis and I have a bunch of No Light plugins from it. Also my Loot program some reason unknown reason put a crap ton of disabled plugins first after the cc plugins and everything (which I have no clue how to solve). Sometimes using loot fricks my plugin load order for some dang reason. It's chaotic
    12. Czasior
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      You can and should create additional sorting rules in LOOT to cover the suggested mods order. It's a useful tool, but it won't do all of the work for you.
    13. JaxonHellsing
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      Is there a way I can make it put the patches in the right places when doing that?
    14. Czasior
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      Yes, in LOOT you can attach dedicated sorting rules for certain plugins - put them in groups or set them to load after other particular plugins. I'm pretty sure it's described more precisely on LOOT-related pages.
    15. JaxonHellsing
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      Where do I find these pages?
    16. GeneralZe
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      Wild Sa'chil sighted.
  9. footgo
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    호환되지 않는 잔디 모드
    - 3D Pine Grass https://www.nexusmods.com/skyrimspecialedition/mods/42032
    https://imgur.com/a/iF5M13S
  10. Shawnz392
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    anyone getting a CTD when using this mod?
    1. Czasior
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      What your crash log says?
    2. Shawnz392
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      actually it was an operator short to ground on my part. thnx for the reply!
  11. GennyWoo
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    Could we get a patch for Legacy of the Dragonborn? even with Cities of the North - Falkreath and all the patches I could find, there is still some floating objects that comes from Legacy of the Dragonborn. Thanks!
    1. Czasior
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    2. GennyWoo
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      yeah my bad it was probably an other mod causing the floating signs, cant find what is doing it tho
  12. MrDiyyy
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    Fyi, Lanterns of Skyrim 2 is currently version 4.1. The LOS2 patch is for the old one.
    1. Czasior
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      It will work with the newer version as well
  13. nexusbla18
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    To anyone that is also using Northern Roads: Do NOT install the COTN Falkreath - Grass Mods Patch or you will get landscape gaps.
    Just remove it, it is not needed anyway.
    1. preyka
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      Is it confirmed? 
    2. Czasior
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      If you use Northern Roads, you'll overwrite the landscape settings from grass mods patch anyway.