If one doesn't exist, I either don't know, or it doesn't. My testing list (probably out of date at this point, but close enough) is here.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. Common culprits are armor mods and Solitude and Temple Frescoes (which you were explicitly warned about). There's a bunch more suggestions for debugging over on the Articles tab (as well as a second article specific to Opulent Thieves Guild).
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. It didn't install patches for some of the palaces, what gives?
You didn't read the warning tab that you clicked through. Argh. Go to this page and install those. It happened because you have Palaces and Castles Enhanced installed.
7. This patch is looking for DBM_{something} while I have DBM_{something}_DoS. What gives?
You're using Dawn of Skyrim. I don't. I'm sure it's a perfectly groovy mod - I may in fact check it out some other time. But looking for that mod which has that shared master isn't just for that. It'd be making 1) DoS patch, 2) DoS + ES, 3) DoS + JK, 4) DoS+Skyway, 5) DoS + LOTD, 6) DoS+ES+LOTD, .....you get the picture. It's almost a factorial scale (not quite because ES and JK are disjoint). I just...no. Not happening. Sorry. From what folks have said, you can swap masters and it works fine.
8. 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.
9. The description of your mod rambled and was pointless.
That's also not a question. And I enjoyed writing it, so tough :D
10. Can you work in Blue Palace Terrace?
*stabs you in the face* :D
(Not a comment about BPT - it's great. Just about how I definitely do not want to deal with the blue palace at the moment :P )
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.
having an issue with mistveil keep dinning tables in throne room. they dont line up and it makes the chairs not line up as a result(looks like they all need to move closer to entrance door a few feet). i do have the requirements and the load order is correct. idk what else it could be unless i need to make a fresh start and see if it happens still.
nvm i got it to work. i had it load after all of the JK's castles but some reason it still required me to put jk's mistviel in front of the patches in dependencies. so weird. even though the other castle areas are good to go. either way its solved. thanks for the mod. its really amazing.
Ik this is super greedy to ask for and I understand it if you can't/won't, but is there any possibility of slapping all these patches into a FOMOD pack? It's a bit of a headache going through each patch one by one. Thank you so much regardless for making them in the first place, though. ☺
Is there any benefit to getting the vanillafied version of Palace and Castles Enhanced? Like, can I actually add some other overhaul on top of JK's or not?
No real benefit unless there are specific palaces you don't want to be affected by Palaces and Castles Enhanced. If you want to run JK's Blue Palace Terrace (not compatible with PCE), for example, you could install the Vanillafied version of Blue Palace PCE to reset things to vanilla, and then install the other mods. It's really a question of what mods you want to run.
Our patches are modular, so if you did follow through on the above example, you could still use our patches for the non-Blue Palace palaces.
Let's say I wanted to skip both PCE and JK for Blue Palace and get Skyfall+Drengin instead. Could I still use JK and PCE for the other castles/palaces?
This might be a dumb comment, but since this patch collection crashes my >800 mods modlist, I gotta ask: If I am using JK's stuff and not PCE, do I still "need" this collection? (or is this only for those who use PCE and JK's stuff)
Hey there Patch crew. The Optional Files > JKs Blue Palace - PCE Patch is not updated to that of the same file in the Main File FOMOD for the 2.0 release. Writing this because I am guessing it was forgotten and also to hopefully prevent a possible sad day where next in line runs the old patch saving up against JKBP 2.0. Folk should tell by its last upload date but we all know, many wouldn't
Hey KhrysINXS, I stopped updating the optional files some time ago. It takes too much time, and these days, I am the only one who manages our collections - some people are retired, and others are occupied with other things (modding or RL related). I am removing these optional files occasionally, but it's also a tedious process.
Ahhh, I see. I knew there was more to it then just my shallow observation that its not updated. Yeh, I know there is a lot on you here. Was not aware you were slowly pulling the optional files. I agree that that will significantly help simplify the page content for you guys. I'm glad to know that its old and I guess its safe to say that I nor others should use anything other then the main file FOMOd
Hey hard work as usual thanks for it ! Extravagant interior is not usable i guess with JK blue palace and PCE or it will create a lot of bugs i guess?? I don t find any patch anywhere about it
Hello. There are no plans for a patch for Fort Dawnguard? And is it possible to somehow fix the armor falling from the racks in the Palace of Kings in Windhelm?
I'm in "the others" mentioned by Janquel. I have too many other projects, much more interesting than PCE. I will get back to it at some point, but it's not at the top of my priority list.
The Jk-PCE combo is very heavy of FPS for me. I feel this is because of the kitchen being in the same space as the main part of the castles rather than in its own cell in standard PCE. Is there any way to change the kitchen back to its original place while still using it JK Blue palace?
So I'm having an issue inside Caste Dour. It seems to be the JKs Castle Dour - PCE - CRF - Undeath Patch.esp plugin from this patch. I'm using JK's Castle Dour, PCE, USSEP, CRF, Undeath for this area. Even placing the plugin at the very bottom to win all conflicts, this issue still persists, but if I disable the plugin, the problem is gone. Testing this on brand new save, starting as as an imperial soldier via ASLAL, which starts you inside the castle. I tried numerous different load order placements and nothing corrects it(started brand new with each different load order placement)
Can't seem to load the image here, but the link is here Castle Dour issue. This happens up the stairs that General Tolias comes down, if you go up the stairs, to the left and turn right. When disabling the plugin it's a dead end and you cannot go anywhere once up the stairs and to the left.
279 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. Common culprits are armor mods and Solitude and Temple Frescoes (which you were explicitly warned about). There's a bunch more suggestions for
debugging over on the Articles tab (as well as a second article specific to Opulent Thieves Guild).
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. It didn't install patches for some of the palaces, what gives?
You didn't read the warning tab that you clicked through. Argh. Go to this page and install those. It happened because you have Palaces and Castles Enhanced installed.
7. This patch is looking for DBM_{something} while I have DBM_{something}_DoS. What gives?
You're using Dawn of Skyrim. I don't. I'm sure it's a perfectly groovy mod - I may in fact check it out some other time. But looking for that mod which has that shared master isn't just for that. It'd be making 1) DoS patch, 2) DoS + ES, 3) DoS + JK, 4) DoS+Skyway, 5) DoS + LOTD, 6) DoS+ES+LOTD, .....you get the picture. It's almost a factorial scale (not quite because ES and JK are disjoint). I just...no. Not happening. Sorry. From what folks have said, you can swap masters and it works fine.
8. 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.
9. The description of your mod rambled and was pointless.
That's also not a question. And I enjoyed writing it, so tough :D
10. Can you work in Blue Palace Terrace?
*stabs you in the face* :D
(Not a comment about BPT - it's great. Just about how I definitely do not want to deal with the blue palace at the moment :P )
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: nvm, ignore this. :sob:
Our patches are modular, so if you did follow through on the above example, you could still use our patches for the non-Blue Palace palaces.
If I am using JK's stuff and not PCE, do I still "need" this collection? (or is this only for those who use PCE and JK's stuff)
Only change is I've been retired longer ;)
Can't seem to load the image here, but the link is here Castle Dour issue. This happens up the stairs that General Tolias comes down, if you go up the stairs, to the left and turn right. When disabling the plugin it's a dead end and you cannot go anywhere once up the stairs and to the left.