Indio21 Posted February 10 Share Posted February 10 Hello, I think I am missing a step in creating my patch, but all the videos I've found either don't show this step or they use MO2. I use sseedit to make my patch and after saving/exiting it shows in my vortex plugin list but does not show in the mod list. As I made a mistake and wanted to remove the patch, I could not. I had to go into the data folder to do so. Am I missing a step for making a patch? The videos I found are quite dated. Thanks for reading Link to comment Share on other sites More sharing options...
TenaciousDSquare Posted February 10 Share Posted February 10 (edited) Did you install (manual or thru Vortex) your patch/mod? If you didn't put a new folder, with your patch/mod file(s) in it, into the installed mods folder (the folder/directory where all of your other mods are installed) it will not show on the "Mods list". If SSEEdit just created a new plugin in the plugins folder that is all you will see. And since you put is there, you have to remove it manually. Edited February 10 by TenaciousDSquare wrong word Link to comment Share on other sites More sharing options...
Indio21 Posted February 10 Author Share Posted February 10 43 minutes ago, TenaciousDSquare said: Did you install (manual or thru Vortex) your patch/mod? If you didn't put a new folder, with your patch/mod file(s) in it, into the installed mods folder (the folder/directory where all of your other mods are installed) it will not show on the "Mods list". If SSEEdit just created a new plugin in the plugins folder that is all you will see. And since you put is there, you have to remove it manually. I installed sseedit through vortex. I am not understanding what you mean with where I need to create a folder. All my mods show in the data folder, and they are not in folders. Also I am not seeing an "installed mods" folder. I may be asking this from not understanding the previous portion of your reply, but where else could the patch/plugin be put so I don't have to remove it manually? Thanks Link to comment Share on other sites More sharing options...
scorrp10 Posted February 10 Share Posted February 10 A "mod" is a compressed archive containing various files. Which you either load direct from Nexus or drag into the 'mod drop' window in Vortex. Then it gets added to Mods list and is placed in Vortex 'download' folder. Then you can install it (to staging area) and enable - after which it actually deploys files to game folder, and if mod contains any plugins, it enables them. When you create your own plugin in CK or xEdit, it is just that - a plugin. It just sits there in your data folder. Same as any other resource files you might create for your plugin to use. Link to comment Share on other sites More sharing options...
7531Leonidas Posted February 10 Share Posted February 10 So, try this - go to the Mods portion of Vortex, use the 'Open' icon to let you "Open Game Mods Folder", find your patch .esp, and copy it to your desktop. Once it is there, place it in a new folder, name the folder to tell you which patch it is (preferably something close to the name of your .esp), and use 7zip or another compression tool on it to get the compressed archive. Then, drag and drop that compressed file to the 'Install From File' icon on the Mods page. You could try renaming your original xxx.esp to xxx.esp.old, or .orig, something to protect it from being overwritten, just in case. Vortex does have routines for backing up plugins, so don't be surprised if there is some sort of dialog to confirm your new addition when it is deployed. Your first fail-safe is that .esp copied to your desktop. Once completed, fire up your game, and make sure that everything is working properly. Link to comment Share on other sites More sharing options...
Indio21 Posted February 10 Author Share Posted February 10 4 hours ago, scorrp10 said: A "mod" is a compressed archive containing various files. Which you either load direct from Nexus or drag into the 'mod drop' window in Vortex. Then it gets added to Mods list and is placed in Vortex 'download' folder. Then you can install it (to staging area) and enable - after which it actually deploys files to game folder, and if mod contains any plugins, it enables them. When you create your own plugin in CK or xEdit, it is just that - a plugin. It just sits there in your data folder. Same as any other resource files you might create for your plugin to use. That makes sense to the solution I found. Although I am not sure if it is correct. I cut the plugin from the data folder, pasted it to desktop, created a folder with the same name as the plugin/patch, dropped the plugin/patch in it, archived it, and dropped it into vortex. It appears in my mod list now and disabling it there turns the plugin/patch off. That is the conclusion I came to from TenaciousDsquare's reply. Now, and if that is a correct way to do it, I need to direct sseedit to save them somewhere else, so I don't have to dig them out of the data folder. Thank you for the clarification! Link to comment Share on other sites More sharing options...
7531Leonidas Posted February 10 Share Posted February 10 I am not sure that that is a possible change for xEdit. As long as you keep track of what patches you have made separate .esp files for, you should be OK. Link to comment Share on other sites More sharing options...
Indio21 Posted February 10 Author Share Posted February 10 (edited) 15 minutes ago, 7531Leonidas said: So, try this - go to the Mods portion of Vortex, use the 'Open' icon to let you "Open Game Mods Folder", find your patch .esp, and copy it to your desktop. Once it is there, place it in a new folder, name the folder to tell you which patch it is (preferably something close to the name of your .esp), and use 7zip or another compression tool on it to get the compressed archive. Then, drag and drop that compressed file to the 'Install From File' icon on the Mods page. You could try renaming your original xxx.esp to xxx.esp.old, or .orig, something to protect it from being overwritten, just in case. Vortex does have routines for backing up plugins, so don't be surprised if there is some sort of dialog to confirm your new addition when it is deployed. Your first fail-safe is that .esp copied to your desktop. Once completed, fire up your game, and make sure that everything is working properly. Too funny, you basically replied what i did. Well I guess what I did will work then. No old plugins though. I am just patching it together doing conflict resolution. I didn't like the idea of editing them directly, from past readings/videos. Thank you for the confirmation I did it right. Quick question, when I select the plugin to copy as override into and it pops up the menu asking which plugins I want to add, am I supposed to select the master files then? I been selecting the esp/esl one and that is it, but the one patch I had to go back in and add the plugin I copied from as a master. Otherwise it jumped above the plugin it was patching when sorting. EDIT: meaning NEW esp/esl. Not an existing plugin on that menu Edited February 10 by Indio21 Link to comment Share on other sites More sharing options...
scorrp10 Posted February 10 Share Posted February 10 You can always just disable/enable specific plugins. The esp file is stilll going to be in data folder, but completely inert. Link to comment Share on other sites More sharing options...
7531Leonidas Posted February 11 Share Posted February 11 @Indio21 - my last real surge of patching was a couple of years ago, so I don't remember a lot about the process. Just a few tweaks here and there since. Link to comment Share on other sites More sharing options...
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