sw1000xg Posted February 19, 2021 Share Posted February 19, 2021 (edited) I recently started modding Skyrim again and installed two must have mods, Dawn Of Skyrim and WiZkiD Parallax Farmhouse mods. With the two installed I get various purple and black looking posts and stone walls in Dawnstar not all just some areas and buildings, but it's really annoying. Since DOS uses ESP and BSA files and Farmhouse uses meshes and textures plus a JK patch. How do I make my own patch? I've zero experience in modding or doing so? My fault I know for not taking the time to learn but I want to try and change that if I can. I'm fed up with downloading a mod and can't use one because it's not compatible with another and there's no patch. I don't know where to start and any advice would be welcome... HELP Thanks Edited February 19, 2021 by sw1000xg Link to comment Share on other sites More sharing options...
gnarly1 Posted February 19, 2021 Share Posted February 19, 2021 Have you installed the Creation Kit? Link to comment Share on other sites More sharing options...
sw1000xg Posted February 19, 2021 Author Share Posted February 19, 2021 (edited) Have you installed the Creation Kit?No should I start there? Watch tutorials and so on? Edit Installed I'll watch some vids. Then what would I need to do? Edited February 19, 2021 by sw1000xg Link to comment Share on other sites More sharing options...
gnarly1 Posted February 19, 2021 Share Posted February 19, 2021 (edited) Yes. Making a compatibility patch for moving/deleting objects is relatively easy, but you need to understand how to load up the required data files and manipulate objects in the render window of the CK. Installation and setup of the CK: Make the CK stable: https://www.nexusmods.com/skyrimspecialedition/mods/20061 Using the CK: That should be everything that you need, more or less. If a mod that you are patching has a bsa, then you need to register that bsa in the Creation Kit ini file (in the Skyrim directory) under the sResourcesArchiveLists section otherwise the CK won't load those assets into the render window. All that might seem a bit daunting, but being able to make your own compatibility patches really makes it worthwhile. Edited February 19, 2021 by gnarly1 Link to comment Share on other sites More sharing options...
sw1000xg Posted February 19, 2021 Author Share Posted February 19, 2021 Yes. Making a compatibility patch for moving/deleting objects is relatively easy, but you need to understand how to load up the required data files and manipulate objects in the render window of the CK. Installation and setup of the CK: Make the CK stable: https://www.nexusmods.com/skyrimspecialedition/mods/20061 Using the CK: That should be everything that you need, more or less. If a mod that you are patching has a bsa, then you need to register that bsa in the Creation Kit ini file (in the Skyrim directory) under the sResourcesArchiveLists section otherwise the CK won't load those assets into the render window. All that might seem a bit daunting, but being able to make your own compatibility patches really makes it worthwhile.Thanks for all your help I'll most likely be back in a few days screaming its all gone wrong. But If I can make a patch for these two mods wow I can't wait to see what happens. Link to comment Share on other sites More sharing options...
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