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Interested in Learning Location Patches


KazaiChan

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Hi all! So I've been playing skyrim for a while now and have been adding a lot of mods... but I've grown interested in learning how to create patches for incompatible location mods (i.e. two mods that edit whiterun for example). The only problem is I don't really know where to start looking for information on how to do this. I've found a number of instructional videos for how to patch item problems and that kind of thing. Are there any guides people recommend for learning this kind of stuff?

 

I feel like there's probably helpful information posted on this forum or elsewhere, but there is so much information in various places on this site that I'm just not sure where to start. I would love advice if anyone could help me? Are there any tutorials you recommend?

 

Thank you!

Edited by KazaiChan
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If you do not have the Creation Kit, download an install it.

SSE - requires a Bethesda.net account and the Bethesda Launcher - download through the Bethesda Launcher

LE - requires a Steam account with valid purchase of Skyrim - available in the Tools section of your Steam library

 

Download and install SSE CreationKit Fixes. It includes a "fix" to allow ESP files to also be used as parent masters. It is actually a feature that the CK does not use ESP files as parent masters, but it is a hassle to work around so SSE CreationKit Fixes does it. NOTE: Creation Kit Fixes works only for the SSE CK.

 

Load the plugins that edit the same location in the Creation Kit

 

Before making any changes go ahead and save a new plugin

 

Now you can move whatever you need to in the Render window at the location in question. <-- This step might be where you need more specifics. Unfortunately, I am not that experienced with this particular aspect of the Creation Kit.

 

When done, save your plugin

 

Test in-game.

 

Repeat as needed.

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Thank

 

If you do not have the Creation Kit, download an install it.

SSE - requires a Bethesda.net account and the Bethesda Launcher - download through the Bethesda Launcher

LE - requires a Steam account with valid purchase of Skyrim - available in the Tools section of your Steam library

 

Download and install SSE CreationKit Fixes. It includes a "fix" to allow ESP files to also be used as parent masters. It is actually a feature that the CK does not use ESP files as parent masters, but it is a hassle to work around so SSE CreationKit Fixes does it. NOTE: Creation Kit Fixes works only for the SSE CK.

 

Load the plugins that edit the same location in the Creation Kit

 

Before making any changes go ahead and save a new plugin

 

Now you can move whatever you need to in the Render window at the location in question. <-- This step might be where you need more specifics. Unfortunately, I am not that experienced with this particular aspect of the Creation Kit.

 

When done, save your plugin

 

Test in-game.

 

Repeat as needed.

 

Thank you! I'm going to give it a try soon!

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<snippity>

There's a decent chance that someone has already created a patch for the mods you want to patch and has uploaded it to the Nexus. It might be a standalone patch, it could be included in either of the mods you want to patch as an optional file (or linked in the description) or sometimes users upload all the patches they've created to a single mod page, and it's one of those. If you have a look through the Patches category on Skyrim SE Nexus, or even Googling the mod names together, you might turn up a few nuggets.

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