hidconsp Posted August 6, 2013 Share Posted August 6, 2013 I've made a mod, and I want to make a SkyRe compatibility patch, but somehow it doesn't work out easily. So let's say I made a new enchantment A with magnitude 10. For SkyRe compatibility, I want to modify the magnitude of enchantment A to 20. So I open Creation Kit, click "Load Mater/Plugin Files". What I see is, Skyrim.esmUpdate.esmSkyre.esp...MyMod.esp I do not want to save my change in MyMod.esp, because that way I have to back up, and make compatibility patch from scratch every time I update my mod. So I do not check MyMod.esp to be Active File. I just check MyMod.esp and proceed, even if it gives me warning that no Active File has been selected. I go to the enchantment A and modify number 10 to 20, then save the esp as MyModCompatibility.esp. What I thought was that MyModCompatibility would overwrite MyMod.esp... But no. Instead of modifying the magnitude of making enchantment A from 10 to 20, this just makes another enchantment, say B, with magnitude 20. So now I have two enchantments:Enchantment A - magnitude 10 - from MyMod.espEnchantment B - magnitude 20 - from MyModCompatibility.esp And since enchantment B is not connected to any weapon, my weapon still has enchantment of magnitdue 10. Anyone know how to do this? Link to comment Share on other sites More sharing options...
LargeStyle Posted August 6, 2013 Share Posted August 6, 2013 If you've edited a value from an original part of the game within your original mod then you could use the method you've already used to make a compatability patch while ensuring this patch is placed directly after the original mod in the load order. If you've edited a value from an added part of the game then the compatability patch will need to contain all added / modded information from the original mod - but using just .esp files will not work as (you already stated) if you modify the original .esp mod then the changes will apply to the original mod. So you have 2 options... 1) Have 2 complete and independent mods - the original mod (which you'll obviously backup and use as the original mod) and edit this mod as active in CK and use the modded .esp as your SkyRe version. The good point to this is that this approach will only use .esp files - the "bad" point to this is that you'll have to keep track of making 2 mods at a time. ...or... 2) Convert your original .esp into a master file (.esm) - this will make it so changes can no longer be directly made to the mod. Once the mod is converted to .esm you can load it in CK (not chosing active because it won't be an option for an .esm) then make your changes for the SkyRe version and when you save it the new changes will be placed into an .esp file. The good side to this is that it is more straight-forward and uses the .esp and .esm file relationship system as it's really intended to be, and the "bad" side is that you'll no longer be able to directly change the master file so you'll have to have the .esp version backup up somewhere for if / when you need it again. Use Wyre Bash to do the esp to esm conversion. Both methods require you to work from multiple versions of your mod so it's really up to you how you want and are able to manage your mod files. Link to comment Share on other sites More sharing options...
Grungehog Posted June 20, 2018 Share Posted June 20, 2018 If you've edited a value from an original part of the game within your original mod then you could use the method you've already used to make a compatability patch while ensuring this patch is placed directly after the original mod in the load order. If you've edited a value from an added part of the game then the compatability patch will need to contain all added / modded information from the original mod - but using just .esp files will not work as (you already stated) if you modify the original .esp mod then the changes will apply to the original mod. So you have 2 options... 1) Have 2 complete and independent mods - the original mod (which you'll obviously backup and use as the original mod) and edit this mod as active in CK and use the modded .esp as your SkyRe version. The good point to this is that this approach will only use .esp files - the "bad" point to this is that you'll have to keep track of making 2 mods at a time. ...or... 2) Convert your original .esp into a master file (.esm) - this will make it so changes can no longer be directly made to the mod. Once the mod is converted to .esm you can load it in CK (not chosing active because it won't be an option for an .esm) then make your changes for the SkyRe version and when you save it the new changes will be placed into an .esp file. The good side to this is that it is more straight-forward and uses the .esp and .esm file relationship system as it's really intended to be, and the "bad" side is that you'll no longer be able to directly change the master file so you'll have to have the .esp version backup up somewhere for if / when you need it again. Use Wyre Bash to do the esp to esm conversion. Both methods require you to work from multiple versions of your mod so it's really up to you how you want and are able to manage your mod files.So I just this method to make like 11 patches but... it broke my NMM, now I can't change my load order in NMM anymore, I can't drag anything or even use the arrows, they are showing as grey rather than green. Tried reinstalling it and nothing changes. Link to comment Share on other sites More sharing options...
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