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Why Does My Patch Create Duplicates? (Skyrim LE)


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Oh yeah... the point of all this was to allow you to add 83Willows as a master and have CK honor it.

Your existing records will need fixing, or remaking.

I have never put myself in that situation, but the theory is that once you have 83Willows as a master of your patch, you should be able to use xEdit to change the formId on your records to match the originals.  It's in the right-client menu in the left pane.  With luck, xEdit will show you right away that your fixed records now are seen as changes to the original 83Willows forms.  If that works, you should run xEdit's in autoclean mode to remove redundant field updates.  If it doesn't work, see below...

You can also scrap your current patch and make a new one using 83Willows as master and redo your edits in the CK.  That's what I end up doing, but mostly because I notice my error before I have too much vested in the patch.

Just remember never to save your patch in the CK while 83Willows does not have the master bit ON.

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depends what is quicker for you, fixing it or starting from scratch, only you can answer that. To fix it maybe remove the duplicates with xEdit first, and then set the Master with Wrye, it  sometimes works.. no guarantees

but what important here, is do you fully understand about flipping the bit the header, it is what what designates a plugin as a master, not the extension..  think of it as (sort of) a signed or unsigned integer, if ya know what that is?..  anywho it is very important the bit is flipped 

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4 hours ago, xkkmEl said:

You can also scrap your current patch and make a new one using 83Willows as master and redo your edits in the CK.

That's what I did in the end. And it's working!

Now I am rejigging my main Alchemy mod. I wanted to have the Morrowind feel of "Damage Over Time" Drain Health potions, so (years ago) in the MGEF for Health, Magicka and Stamina Drain and Ravage I made <MAG> and <DUR> both affected by Alchemy skill and perks

But then I had to make all the base <MAG> and <DUR> so low, like 0.50 to 1.0 or 2.0 <MAG> and 1 or 2 sec <DUR>, and with all perks but no Fortify Alchemy gear I'd be making things that Drained 0.50/sec for 1 sec base doing 10 damage/second for 21 seconds, and Ravage doing 1.0/sec for 2 sec base giving 21 damage/second for 41 seconds for 861 damage and costing thousands of gp. With 2/sec for 2, it was 41 per second for 41 seconds = 1681. Too much. It's even worse with enchanted Alchemy gear with +50% on each!

It was nice to have, as I liked the idea of _shb_AlchDamageHealthDuration draining Health per second instead of a flat time limit and _shb_AlchDamageHealthRavage doing a stronger drain for longer, but it was clunky and too rigid. And the wild values in 83Willows ingredients made it worse. We can have decimals for <MAG> but not <DUR>. I worked it out with spreadsheets.

So I am changing the MGEF so Drain does fixed damage for variable time (depending on ingredient and skill) and Ravage does a variable big hit for a fixed time, 10, 20 or 30 seconds. It does temporary damage to Max and Current Health/Stamina/Magicka, so it can wear off without killing the target, but cannot be healed without a Cure Poison potion and Ravage will no longer drain over time.

So I have to change all my ingredients again! And all the modified VendorItem Drain and Ravage poisons I made to fit with my new system.

Then there's the Dragonfly - Grim Hunter in 83Willows. It never seems to spawn anywhere, ever. But fixing that in a patch is beyond my current abilities.

Thanks for all the help, and sorry for the waffle, but I SO love this game!

 

Cheers!  🤗

 

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