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Making Overhaul Patches


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Guest deleted45274167

Hey Hey people

 

I made a mod adding lore-friendly armors to the game's leveled lists and a few select npcs, and some people have been asking me to make compatibility patches for it and the major overhauls.

 

Does anyone know where to learn how to make patches for OOO, MMM, WAC and so on?

Edited by PallyMcpaladin
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A patch is not different from a full package really. I do have a couple of questions that you need to answer before I can give any more help.

  • Have you used package programs like zip, 7-zip, rar and so on?
  • Have you any CS knowledge?
  • Is the stuff you want to add unique, well made by you or resources that you will be allowed to share?

Making a patch for any other mod, might not require permissions as far as I know but I cannot say it is so, so it is best you ask a staff member about it or we see if anyone knows more? But it should be enough to add the requirement at the Nexus Mod DL site for sure, so if you make a OOO patch, then add OOO as a requirement at the site and you will be fine.

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Guest deleted45274167

A patch is not different from a full package really. I do have a couple of questions that you need to answer before I can give any more help.

  • Have you used package programs like zip, 7-zip, rar and so on?
  • Have you any CS knowledge?
  • Is the stuff you want to add unique, well made by you or resources that you will be allowed to share?

Making a patch for any other mod, might not require permissions as far as I know but I cannot say it is so, so it is best you ask a staff member about it or we see if anyone knows more? But it should be enough to add the requirement at the Nexus Mod DL site for sure, so if you make a OOO patch, then add OOO as a requirement at the site and you will be fine.

Oh, okay sorry, I meant to write that I made a mod adding armors to the game's leveled lists, and people wanted me to make patches for it and mods like OOO, and I don't know how to do that. My mod is done and here on the nexus already.

 

I edited my first post to make it a little clearer.

 

But to answer your question, yeah I do know how to use .rar, the CS and all the stuff I use on my mod are from nexus resources.

Edited by PallyMcpaladin
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Okay. What you can do is to tell your players to use Wrye Bash Patch. To make the patch, well you right click the patch, and choose Build Patch. To add the patch file to bash in the first place can be a bit tricky as I do not remember if it is there by default or not and I do not think it is possible for me to find out as you only do it ones. There is a video you can link to as well. :D

 

Place MOO after the patch if you use it but Maskar informed that at his site already though...

 

 

This Skyrim video, shows the same principe:

 

It is extremely important to make the patch if you have levelists in your mods but it is not you that provide the patch as each player must do it themselves, otherwise you might end up making a mess for them. I do hope this was helpful. :D

 

Just add the videos to your DL site :wink: That is what I would do, both in the description and at the video section.

Edited by Pellape
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Did people also say what exactly needs patching from your mods or the overhauls? Are your items' stats wrong or unfitting when used together with these mods? Or is it more simply your items no longer being inside leveled lists when also using said overhauls?

The latter will be due to in this game only 1 plugin at a time ever having its effect on a singular leveled list, and for multiple plugins editing the same leveled lists at once, your users needing to use Wrye Bash to merge the leveled list changes from all their mods into their bashed patch themselves.


As for patches towards compatibility between 2 or more mods, requiring the mods they patch to be installed and used in order to work, these are generally considered a-okay, but only unless an author of one of the mods patched contacts staff and complains about it:

User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content.



The technical aspect of making patches is actually quite simple. You simply open the CS, go into Data Files, "don't" select an active plugin but do select the plugins/masterfiles your plugin is meant to patch. This will make it so it creates a "new" plugin, which will have access to all records from the other plugins/masters without changing them directly, and all changes you do to them will only be saved inside the new plugin, the patch as we know it. The other plugins or masterfiles won't be touched in the process.

 

However, please keep in mind the Vanilla CS "cannot" save plugins with other plugins as their parents/masters. Only masterfiles (ESM) can be used as parents of plugins in the Vanilla CS. This is most easily fixed by using the Construction Set Extender (CSE), an OBSE plugin, instead, though it will require OBSE of course.

 

And of course the work that's needed to be done for the patch to do its thing will vary, too. Like making it so NPCs coming from OOO will have your new items in their leveled lists as well, if they're "not" already using a Vanilla leveled list, and other means.

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If you only add new content, you do not need to create an esp with dependencies of other esp's though. To delete a dependency is only possible in CS and CSE, when you choose the mod at the loading section.

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Is it not TES4Gecko that ends up with old path names in registry in win 10 but gets it right in Win XP? I made a solution for it in case it was that one, that I wrote down at Nexus forum somewhere. If it is that one, I will try to find it and link to it or maybe make a new instruction and remake the reg file as well, I guess, but only if it will get required from this thread. Do not trust me on this though, as it was a Java application and my memory is a bit blurred right now. :/

Edited by Pellape
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