Jump to content

Patches a little help please


strawbqwerty

Recommended Posts

This will be most likely a noob question. But we all start at the beginning at some point. I want to make drinking fountains of sky rim work in another world space mod. So if it is a patch what sort of patch is it?

Won`t be a merged patch or a conflict resolution patch. Once I know what the patch/mod is called I can then start looking at how to create the new patch/mod

Link to comment
Share on other sites

Use LOOT's option to re-date the plugins once your have the desired load order between the two mods. The Creation Kit goes by date rather than load order. Re-dating will make the plugin dates fall in line with your load order. This will make working with the plugins easier.

 

Use Wrye Bash's right click menu to "esmify" any of the plugins you need to work with that are not already ESM or treated as a master file.

 

Make sure your Creation Kit's ini or its custom ini file indicates that you can load multiple master files (i.e a value of 1 instead of 0, may or may not need to add the entry, not sure for SSE). If you can already load all DLC ESM files at once in the CK, then you're fine.

 

When loading plugins in the Creation Kit, check all that you "esmified" but mark none as active. Once fully loaded, go ahead and save a new plugin. Make whatever changes needed in the world space mod locations for the other mod to function. When all done save your plugin.

 

Before testing in-game you need to use Wrye Bash's right click menu to "espify" any plugins that you had "esmified" before. This will allow you to have the same plugins for testing as any users might have.

 

Any time you need to work on your patch file, "esmify" the necessary plugins before loading in the CK. Any time you need to test in-game, "espify" any plugins that were "esmified".

 

If all you need to do is a simple tweak here and there that doesn't require working with the render window or papyrus compiler, you might be able to do the work in SSEEdit and skip all the "esmify" and "espify" stuff.

 

Now if either mod is in the newer ESL format, I have no idea how to deal with those.

Link to comment
Share on other sites

Did some muddling about with this patch today. Well it looks like I am going to have to get out my virtual compass and visit the location of each fountain to get the proper xx,y,z coordinates. Mod is a custom world and only gives a grid reference. Which in some instances I have found to be not to close.

Link to comment
Share on other sites

Did you try the "Use Info" suggested earlier? If not, I suggest that you do. By bringing up that window you can double click on an entry and the Render window will automatically shift to that position with that object highlighted. You can then scroll the list of objects in the Cell window to find the selected object, double click there to bring up the Reference window for that object, coordinates are there.

 

It is time consuming, yes. And best to save often as the CK is prone to crashing after a lot of windows have been opened (200 +/- windows).

Link to comment
Share on other sites

Thanks yet again for replying. Got to the use info window and at that window it gave a grid reference, which I thought was as far as you went. I have now through your concise and invaluable help have found the coordinates . Have hopefully

got a test fountain set up.

Link to comment
Share on other sites

Yeah test fountain worked. So all I need to do now is repeat the process . A simple mod by any measure, but will be the first that I have done that will be used by others. Have done a couple of followers that where only for my use and played around with buildings.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...