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[LE] Making a patch


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Hi, everyone! Excuse my english, please. Months ago I made a mod called Lakeview Manor View. It disables the trees and mountains around Lakeview Manor, and changes textures in order to have more grass and less snow. It was my first mod and it was a little mess. Two days ago i was asked to make a patch between my mod and Lakeview Manor as it should be. So I was trying to, saw some youtube videos, tutorials... But it didnt work. I thought that my original mod was a mess, so I am trying to remake it right now. So... three questions.

 

1 - How can i delete the minestone and the tables to build the house in both mods? I can with my mod, but they appear again with both mods activated. This question is related to the next one

2 - How can i make a patch... please? I am really really really dumb.

3 - in my original mod, I changed the floor from snow textures to field textures, but even after using Dyndolod and everything, the lod shows it as snow and it changes to the grass when i get close. How can i fix this?

 

Thank you very very much.

Edited by tylermcpotter
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#1 will be resolved by following #2.

#2 To create a patch between two or more ESP files. Using Wrye Bash or TES5Edit false flag the plugin as an ESM. This will make the Creation Kit think that that ESP is actual an ESM and allow you to use it as a parent master.

Instructions for WB:

  • Right click each ESP desired to be a parent master and select 'Esmify'

  • The plugin will move to the ESM section and can now be used as parent masters in the Creation Kit

  • Create your patch making whatever adjustments between the two mods as necessary.

  • When you test in game you need to revert this process by choosing 'Espify' in the right click menu on each of the appropriate plugins and adjust load order as necessary

#3 I had to do this with a stone fence mod locally. I do not have it set up any more so I cannot look at how it was done. I believe all I did was make sure that the mod was loading after the Dyndolod Resources so that when building with Dyndolod the correct mesh / textures would be used for the dynamic LOD. But I do not know if the same process will work in your scenario, you will need to test it out.

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