Here are some common questions or issues and how to solve them.
1. Load order matters! SR Exterior Cities and all of its patches must be very far down the load order (winning all conflicts, basically). Only mods like DynDOLOD.esp and its Occlusion.esp plugins, or Flat Map Framework would be after it.
If you are using LOOT, make sure to place the main plugin in the Worldspace Settings group.
In addition to that, make sure that you keep your patches in the same order as the mods they patch. That means for example that the USSEP patch would typically need to be the first SREX patch in the load order. This is an advice that should be followed for every single mod out there, not just this one
2. This mod requires a brand new save. You cannot use this mod on an existing save. That means you cannot use any save at all prior to installing this mod. Some object positions (for example doors) are usually baked into the save, and cannot be moved afterwards.
3. Which mods need a patch? Mods that merely place or edit objects can usually be handled by the Synthesis patcher without any issue. If the mod is more complex and adds or edits navmeshes (this is how the game handles where NPCs can walk, it's basically a sort of mesh of triangles all over the ground) , then they will need a handmade patch. So if a mod changes where NPCs walk, or add balconies or other new walkable areas, they will likely need a handmade patch.
4. You need BEES on a downgraded game. This is more a mandatory requirement of any downgraded game than of this mod specifically. Any downgraded game (or game that isn't on the latest game version) needs Backported Extended ESL Support. We are using the latest Creation Kit, so any plugin we make will use the latest format of ESPFEs, which BEES makes compatible with older versions of the game.
5. Patience is a virtue While this patch hub is a community effort, most of us have busy lives and other mods that require our attention just the same. Please stay kind and respectful, and be patient when requesting new patches to be made or after reporting issues with one of the MANY existing patches. We have a quite long TO DO list for patches already!
If you feel like helping us out, we welcome your help! Big thanks to all contributors! Feel free to join SRider's discord (link in the description) to learn how to make patches the right way, and submit your own! We will review and QA them and add them to the next update :) It's not too hard! You will need knowledge of how to use xEdit (for simple patches), and how to run Synthesis and the Creation Kit (for navmesh patching).
USSEP has a lot of good bugfixes in it! I'd still recommend using it. (also all game versions should be using the latest USSEP, VR excluded as it is a bit weird)
Does the "SREX AIO - Fortified Ramp to Castle Dour Patch.esp"really need to have SREX AIO - USSEP Patch.esp and Unofficial Skyrim Special Edition Patch.esp as masters? The FOMOD is blank when hovering over the Fortified Ramp to Castle Dour Patch, so I'm not sure.
I don't use USSEP so I did not install the SREX AIO - USSEP Patch from this mod. And since I don't have these esp's which SREX AIO - Fortified Ramp to Castle Dour Patch.esp relies on, I get errored when I run the Synthesis patcher.
wait why are you not using USSEP?! o_O Everyone should be using it!
I'll keep that in mind. I just started looking into Skyrim mods a few days ago. For now, I'm only looking at SREX and what else I can run with it.
As for why it has ussep as master, I don't know, it probably shouldn't
Got it. Maybe I'll refrain from using the Fortified Ramp until those masters get removed from the patch, or until I learn how to remove them myself. :)
It's probably not required at all, removing masters is a single click on xEdit, but again, you should probably have USSEP ;) (while you're at it, I'd recommend getting USMP too, you'll have a good solid base for bug fixes)
Check it in xEdit! Also blubbo has a tendency to have different versions of the same mod with the same ESP name, so make sure this is not something like that.
Edit: yep he has 2 versions with the same name, JK or not. Make sure you have the correct one. In any case, the synthesis patcher can handle all blubbo mods with no issue btw
Thank you. I have identified the problem. Blubbos's OCS patch are made of Blubbos_Markarth_2022.esp(as you have said, different versions of the same mod with the same ESP) and Blubbos Markarth 2022 - Open Cities Skyrim Patch. When I uninstall OCS I only disable the later one so the original esp is wrongly overwritten. Crash is solved after I disable the Blubbos Markarth 2022 - Patch Collection in the left panel of MO2
Hello, I stumbled upon this one in my search for an alternative to Open Cities!
Maybe a dumb question, but how does this work with Creation Club content? I know Open Cities had a patch for certain Creation Club content such as "Bitter Cup" and "Gray Cowl".
And would a patch for the Bards College Creation by Kinggath be possible too? Open Cities foces me to go to the instanced version of Solitude for that Creation!
Eitherway, thanks for all the hard work you modders provide to the community!
We have patches for those CC :) they work just like any other mod!
As for the bards college, it would need a patch too I guess, I don't know to which extend it edits the city though. I don't have the creation myself... You can always try the synthesis patcher, it can automatically patch all the smaller mods that don't edit navmeshes
The Bards College creation adds NPCs to the Bards College to turn it into a actual faction, and questline! As far as I know it doesn't change navmeshes or anything, but it isn't a small mod either!
Hey sorry to bother you again, but I checked out the Bards' College just now and the College doesn't seem to be working with the Bards' College Creation.
Where the entrance is supposed to be, there's a black abyss! I tried my hand at the synthesis patcher thingy, but I seem to be too dumb to get it work either :(
Ok, so after some crying and retrying everything thrice, I got the Synthesis patcher to work, and it said it had to move around 4000 items/npcs and stuff to the Tamriel world space, BUT now the Bards' College works! It has a door, I can enter, the NPCs are there etc!
For one final question before I stop bothering you, can I rename the Synthesis.esp into something else like SREX Synthesis Patch, or will that break the ESP?
No you can rename it as you wish, it doesn't matter. FYI you can also do that within synthesis, the name of the group of patchers determines the name of the output esp :)
hello, does anyone know how to make SR work with Witherun has walls redone, I use the patches from here, but there are invisible walls at the entrances to the walls.
they already have the name right, there were no conflicts in mo2 because srex had them in a bsa, but even if it wins conflicts there is still the same problem, you can enter the city but you can not enter the walls.
then I have no clue! Something in your game must be overwriting the main gate somehow... You can check in xEdit too, load your whole list and open the SREX WHWR patch, and check the gate in the WhiterunExterior04 cell (located in the Tamriel worldspace)!
the conflicts they have are between the same srex patches, but if I'm not mistaken the WHWR one wins. I think I'd better play without the srex, thank you very much anyway for trying to help me.
Markarth Mossy AF/Lite may need a patch here since the Synthesis patch copies over Mossy's interior walls (eg. MrkFrontWall____MossyAF.nif), overlaying them over SREX's exterior walls, causing z-fighting at the gate. It might be possible to blacklist them in Synthesis, but I think a patch to disable Mossy's int walls would be easier. Also I just don't know how to do it in Synthesis so eh.
Edit: Quickly made my own patch if anyone else is having this issue. Temp link: *reduced to atoms* Haven't been able to get the synthesis patcher to not forward objects flagged as initially disabled. Don't know how to stop it. For now just place this after your generated synthesis patch. I just flagged the offending objects as initially disabled and made SREX's markarth ext wall use the mossy shader. Delete 0006D2D7 - SREXMarkarthFrontWallMossyAF from the patch if you don't like the moss. Lmk if there's any problems, and if there's a proper way to make this patch.
Yeah I have no idea why this is an issue with Mossy Markarth. The problematic objects aren't being newly added, they're just the vanilla walls (same FormID) given a different Static ref. I tested without Mossy Markarth and it works properly, the interior walls aren't carried over with Synthesis. You said you have some sort of internal blacklist, so I tried reverting Mossy's changes back to vanilla and ran Synthesis, but it just ignored it: https://imgur.com/a/eVPjwn7 I have no idea how SREX works under the hood, so my quick and dirty patch will have to do for now, hopefully there's a clean solution.
Edit: What also worked for me was straight up deleting the offending references from the main Markarth Mossy esp. Removed my temp fix. You can do it yourselves manually. List of Reference IDs to delete then run synthesis (or make initially disabled in a new patch and put after your generated synthesis): https://imgur.com/a/tk3aPJI Making SREX's ext wall mossy: https://imgur.com/a/IzQDKB7
i love what this mod does but npcs disappear when going through the solitude gate (not the entrance to the city but the first gate on the path to solitude). it is due to the ussep or cutting room floor patch. it doesnt work with either of those patches installed
Hi, looks like patch for Legacy of the Dragonborn v6 don't patch the enter doors, I have tested it with SREX, USSEP and alternate start and without, the outdoor doors to gallery and hall of heroes is not appear correctly, only safehouse's door is ok.
You need a new save after installing this mod. Door positions are baked in the save file and cannot be modified after you start playing. It is never safe to add mods mid playthrough, you should never touch your modlist while you have a playthrough ongoing, to be on the safe side. You can literally break everything.
Also make sure you respect the load order we recommended.
I am using Skyrim SE 1.5.97 and wanted to use this mod because there is no compatibility patch for Open Cities Skyrim and LOTD v6. However, the compatibility patch file for the SR Exterior Cities mod and LOTD v6 requires ccBGSSSE001-Fish.esm, ccBGSSSE025-AdvDSGS.esm, SREX AIO - CC Fish Patch.esp, and SREX AIO - CC Saints And Seducers Patch.esp as master files, preventing me from proceeding properly. How can I resolve this issue?
Even on 1.5.97 you should be having these 4 files. Many mods require them now, so I would advise you procure them! The easiest and best way possible would be to just use the latest skyrim of course, where nearly every mod save 2 or 3 works now. You would need to update your installed mods though.
The second easiest would be to verify game files on steam, which will put your game to the latest version. Then you downgrade back down PROPERLY, first using the steam console to go back down to 1.6.640, then using the BEST OF BOTH downgrade patcher. Very important, not the full patcher, the best of both one! Full process, as far as I'm aware:
Spoiler:
Show
BEFORE downgrading, make sure you have all the Creation Club content you own downloaded. 4 free CC mods come with the latest game version, but if you purchased the Anniversary DLC, you need to download them all from the ingame menu before proceeding.
1. To open the steam console follow this guide 2. To get the 640 versions of skyrim files enter these commands **one by one** into the console:download_depot 489830 489831 3660787314279169352 download_depot 489830 489832 2756691988703496654 download_depot 489830 489833 5291801952219815735
3. Once you get the download completion message for **EACH OF THE 3** downloads, take the files from each folder inside `steamapps/content` and replace your own skyrim files (in the main game folder, `steamapps/common/Skyrim Special Edition`)
Once you've done that, you can also use the latest verions of USSEP, thanks to BEES. You will need it to guarantee all the USSEP patches work by the way.
Just a quick question because I didn't find a SREX AIO - AI Overhaul patch already done by anyone (at least i couldn't find it).
Do I really have to use the provided Synthesis patcher or is it enough to create a manual patch via Xedit? I had a look via xEdit showconflicts. Iirc there wherelike 10-20 entries but actually only a few of them seems to be a real conflict other then some coordinates which, from my experience doesn't have to be carried over anyway.
Just asking because creating that costs me like 10 minutes for my own usage while learning to use Synthesis seems to bit a lot more complicated (I've no problems using DynDOLOD but Synthesis seems to be something else entirely...) and effectively costs more then 10 minutes to master.
Just FYI, Synthesis does what manual xEdit patching would do, but automatically on your entire load order ^^ It's really easy too, I know a new tool always seems daunting, but it can be well worth the leap! Here's a quick video: https://www.youtube.com/watch?v=s7luh0hMMAU
You can definitely patch it manually with xEdit though, the result will be the same in the end. AI Overhaul does not edit navmeshes, so it will be a very easy patching process
489 comments
1. Load order matters!
SR Exterior Cities and all of its patches must be very far down the load order (winning all conflicts, basically). Only mods like DynDOLOD.esp and its Occlusion.esp plugins, or Flat Map Framework would be after it.
If you are using LOOT, make sure to place the main plugin in the Worldspace Settings group.
In addition to that, make sure that you keep your patches in the same order as the mods they patch. That means for example that the USSEP patch would typically need to be the first SREX patch in the load order. This is an advice that should be followed for every single mod out there, not just this one
2. This mod requires a brand new save.
You cannot use this mod on an existing save. That means you cannot use any save at all prior to installing this mod.
Some object positions (for example doors) are usually baked into the save, and cannot be moved afterwards.
3. Which mods need a patch?
Mods that merely place or edit objects can usually be handled by the Synthesis patcher without any issue. If the mod is more complex and adds or edits navmeshes (this is how the game handles where NPCs can walk, it's basically a sort of mesh of triangles all over the ground) , then they will need a handmade patch. So if a mod changes where NPCs walk, or add balconies or other new walkable areas, they will likely need a handmade patch.
4. You need BEES on a downgraded game.
This is more a mandatory requirement of any downgraded game than of this mod specifically. Any downgraded game (or game that isn't on the latest game version) needs Backported Extended ESL Support. We are using the latest Creation Kit, so any plugin we make will use the latest format of ESPFEs, which BEES makes compatible with older versions of the game.
5. Patience is a virtue
While this patch hub is a community effort, most of us have busy lives and other mods that require our attention just the same. Please stay kind and respectful, and be patient when requesting new patches to be made or after reporting issues with one of the MANY existing patches.
We have a quite long TO DO list for patches already!
If you feel like helping us out, we welcome your help! Big thanks to all contributors!
Feel free to join SRider's discord (link in the description) to learn how to make patches the right way, and submit your own! We will review and QA them and add them to the next update :)
It's not too hard! You will need knowledge of how to use xEdit (for simple patches), and how to run Synthesis and the Creation Kit (for navmesh patching).
(also all game versions should be using the latest USSEP, VR excluded as it is a bit weird)
Does the "SREX AIO - Fortified Ramp to Castle Dour Patch.esp" really need to have SREX AIO - USSEP Patch.esp and Unofficial Skyrim Special Edition Patch.esp as masters? The FOMOD is blank when hovering over the Fortified Ramp to Castle Dour Patch, so I'm not sure.
I don't use USSEP so I did not install the SREX AIO - USSEP Patch from this mod. And since I don't have these esp's which SREX AIO - Fortified Ramp to Castle Dour Patch.esp relies on, I get errored when I run the Synthesis patcher.
Everyone should be using it!
As for why it has ussep as master, I don't know, it probably shouldn't
(while you're at it, I'd recommend getting USMP too, you'll have a good solid base for bug fixes)
Edit: yep he has 2 versions with the same name, JK or not. Make sure you have the correct one.
In any case, the synthesis patcher can handle all blubbo mods with no issue btw
Glad you figured it out!
Maybe a dumb question, but how does this work with Creation Club content? I know Open Cities had a patch for certain Creation Club content such as "Bitter Cup" and "Gray Cowl".
And would a patch for the Bards College Creation by Kinggath be possible too? Open Cities foces me to go to the instanced version of Solitude for that Creation!
Eitherway, thanks for all the hard work you modders provide to the community!
As for the bards college, it would need a patch too I guess, I don't know to which extend it edits the city though. I don't have the creation myself...
You can always try the synthesis patcher, it can automatically patch all the smaller mods that don't edit navmeshes
The Bards College creation adds NPCs to the Bards College to turn it into a actual faction, and questline! As far as I know it doesn't change navmeshes or anything, but it isn't a small mod either!
Where the entrance is supposed to be, there's a black abyss! I tried my hand at the synthesis patcher thingy, but I seem to be too dumb to get it work either :(
Hope you can help me?
https://creations.bethesda.net/en/skyrim/details/d9436fab-12d5-4bcf-a8a1-c359d6a200ea/Bards_College_Expansion
This is the creation in case you were wondering!
Also, everytime I see SREX I think of Shrexy...
For one final question before I stop bothering you, can I rename the Synthesis.esp into something else like SREX Synthesis Patch, or will that break the ESP?
eitherway thank you for the help, you're great!
Make sure you have my new mesh winning over SREX's
If they are not named like this, rename them like this!
they already have the name right, there were no conflicts in mo2 because srex had them in a bsa, but even if it wins conflicts there is still the same problem, you can enter the city but you can not enter the walls.
I think I'd better play without the srex, thank you very much anyway for trying to help me.
Edit: Quickly made my own patch if anyone else is having this issue.Temp link: *reduced to atoms*
Haven't been able to get the synthesis patcher to not forward objects flagged as initially disabled. Don't know how to stop it.
For now just place this after your generated synthesis patch.
I just flagged the offending objects as initially disabled and made SREX's markarth ext wall use the mossy shader.
Delete 0006D2D7 - SREXMarkarthFrontWallMossyAF from the patch if you don't like the moss.
Lmk if there's any problems, and if there's a proper way to make this patch.
That sounds like a conflict we could potentially resolve in the main plugin though, we'll need to investigate
https://imgur.com/a/eVPjwn7
I have no idea how SREX works under the hood, so my quick and dirty patch will have to do for now, hopefully there's a clean solution.
Edit: What also worked for me was straight up deleting the offending references from the main Markarth Mossy esp.
Removed my temp fix. You can do it yourselves manually. List of Reference IDs to delete then run synthesis (or make initially disabled in a new patch and put after your generated synthesis):
https://imgur.com/a/tk3aPJI
Making SREX's ext wall mossy:
https://imgur.com/a/IzQDKB7
Also make sure you respect the load order we recommended.
The easiest and best way possible would be to just use the latest skyrim of course, where nearly every mod save 2 or 3 works now. You would need to update your installed mods though.
The second easiest would be to verify game files on steam, which will put your game to the latest version. Then you downgrade back down PROPERLY, first using the steam console to go back down to 1.6.640, then using the BEST OF BOTH downgrade patcher. Very important, not the full patcher, the best of both one!
Full process, as far as I'm aware:
BEFORE downgrading, make sure you have all the Creation Club content you own downloaded. 4 free CC mods come with the latest game version, but if you purchased the Anniversary DLC, you need to download them all from the ingame menu before proceeding.
1. To open the steam console follow this guide
2. To get the 640 versions of skyrim files enter these commands **one by one** into the console:
download_depot 489830 489831 3660787314279169352
download_depot 489830 489832 2756691988703496654
download_depot 489830 489833 5291801952219815735
3. Once you get the download completion message for **EACH OF THE 3** downloads, take the files from each folder inside `steamapps/content` and replace your own skyrim files (in the main game folder, `steamapps/common/Skyrim Special Edition`)
4. Downgrade to 1.5.97 using the best of both downgrade patcher (this is the direct link to it: Direct link to the right downgrade patcher here on nexus ).
5. When done, don't forget to install BEES!
Once you've done that, you can also use the latest verions of USSEP, thanks to BEES. You will need it to guarantee all the USSEP patches work by the way.
Do I really have to use the provided Synthesis patcher or is it enough to create a manual patch via Xedit? I had a look via xEdit showconflicts. Iirc there wherelike 10-20 entries but actually only a few of them seems to be a real conflict other then some coordinates which, from my experience doesn't have to be carried over anyway.
Just asking because creating that costs me like 10 minutes for my own usage while learning to use Synthesis seems to bit a lot more complicated (I've no problems using DynDOLOD but Synthesis seems to be something else entirely...) and effectively costs more then 10 minutes to master.
It's really easy too, I know a new tool always seems daunting, but it can be well worth the leap! Here's a quick video:
https://www.youtube.com/watch?v=s7luh0hMMAU
You can definitely patch it manually with xEdit though, the result will be the same in the end. AI Overhaul does not edit navmeshes, so it will be a very easy patching process