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Combining mods and patching them


sw1000xg

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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 by sw1000xg
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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 by gnarly1
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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.

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