AmericanJackal Posted August 10, 2012 Share Posted August 10, 2012 There is a very popular mod out there that I absolutely adore, and consider a "must have" for playing Skyrim. However, the mod contains an extra feature that I feel isn't appropriate for the mod (or at least, I feel it adds an unnecessary and highly unwanted element to my game). Example -- imagine installing a mod that allows magic on horseback but it also happens to secretly change all Bretons into Pokemon. (No, that isn't the case here, but it's to the same effect.) The mod author does not want to remove the feature (despite many requests) because he happens to like it. Now, I don't want to throw a wonderful mod and tons of work in the garbage just because I personally don't like a particular part of it, and because mods are all about choice... How would I go about REMOVING an element from another person's mod, in such a way that it creates a 'patch' that I can make publicly available? The change I want to do is actually very simple -- the problem element is a single NPC which is added by the mod. However, I don't know enough about changing other people's mods. I don't want to simply grab the mod, tweak it, and then re-release it -- I want to make the change depend on the parent mod so that credit goes where it is due. Are there any suggestions on how I can go about doing this? Link to comment Share on other sites More sharing options...
David Brasher Posted August 10, 2012 Share Posted August 10, 2012 (edited) Patching without consent is in sort of a grey area as far as the rules go. What you will need to do is be sure not to include any meshes or textures or other assets like that in your upload. You need to be sure to list the author in your credits and include the link to his or her mod. The author should be notified of what you have done so that they have a chance to object. In the cases of compatibility patches between two mods that conflict, where you own one of the mods, there is a stronger defense for patching without consent. You can just say, "Your mod broke my mod and this needs to be fixed!" But there usually isn't any problems. Most modders accept that their mods will need to be patched now and then. Just be sure that your patch requires the download of the original mod. Modders love downloads and free advertising that links to their mods. To build this patch, you will likely need to make a mastered patch. (A patch where one .esp uses another .esp as a master and can therefore change things in it.) If the content you want to change is vanilla Skyrim, then you may not need a mastered patch. You can just have your patch placed in the load order after the mod and have it conflict with it and override it. If you need a mastered patch, you will need to be very careful and show great attention to detail. One bad click and you have ruined your patch and will need to start over. Therefore, you need to make lots of saves with different names and ages. If you slip, then you will have a recent save to revert to. (1) Use Wrye Bash to esmify the mod.(2) Load your patch as active and the mod as passive in the CK. Save. Your patch will now have a master connected and can edit the master and use content from it.(3) Change things in the master. Save.(4) Use Wrye Bash to espify the master before you play-test.(5) If you need to fix bugs or make more edits, go back to step 1. Your patch will be ruined if you ever accidentally save while the master is espified. While play-testing your savegame, it will be ruined if you save it while the mod is esmified. Edited August 10, 2012 by David Brasher Link to comment Share on other sites More sharing options...
leron9999 Posted August 14, 2012 Share Posted August 14, 2012 @David Brasher:You know, I've been looking for a tutorial on how to create a compatibility patch but had no luck in finding one. I think you just gave me a good head start! Thank you sir! Link to comment Share on other sites More sharing options...
AmericanJackal Posted August 14, 2012 Author Share Posted August 14, 2012 Patching without consent is in sort of a grey area as far as the rules go. What you will need to do is be sure not to include any meshes or textures or other assets like that in your upload. You need to be sure to list the author in your credits and include the link to his or her mod. The author should be notified of what you have done so that they have a chance to object. In the cases of compatibility patches between two mods that conflict, where you own one of the mods, there is a stronger defense for patching without consent. You can just say, "Your mod broke my mod and this needs to be fixed!" But there usually isn't any problems. Most modders accept that their mods will need to be patched now and then. Just be sure that your patch requires the download of the original mod. Modders love downloads and free advertising that links to their mods. To build this patch, you will likely need to make a mastered patch. (A patch where one .esp uses another .esp as a master and can therefore change things in it.) If the content you want to change is vanilla Skyrim, then you may not need a mastered patch. You can just have your patch placed in the load order after the mod and have it conflict with it and override it. If you need a mastered patch, you will need to be very careful and show great attention to detail. One bad click and you have ruined your patch and will need to start over. Therefore, you need to make lots of saves with different names and ages. If you slip, then you will have a recent save to revert to. (1) Use Wrye Bash to esmify the mod.(2) Load your patch as active and the mod as passive in the CK. Save. Your patch will now have a master connected and can edit the master and use content from it.(3) Change things in the master. Save.(4) Use Wrye Bash to espify the master before you play-test.(5) If you need to fix bugs or make more edits, go back to step 1. Your patch will be ruined if you ever accidentally save while the master is espified. While play-testing your savegame, it will be ruined if you save it while the mod is esmified. Thank you, David! A mastered patch is exactly what I need to do, and this at least gives me a direction to go in. I do want to clarify that I have no intention of including ANY content in my mod that is in the other -- people who will want to use it MUST use the parent mod. It's been ages since I touched Wyre Bash, but now that Skyrim has aged a bit, I guess it's time to go take another look at it. Link to comment Share on other sites More sharing options...
Recommended Posts