Need Help With Patching Issues

Post » Fri Aug 05, 2016 11:58 pm

I'm working on a patch to get two mods working together. Their problem is that both mods place a boat in Dawnstar and they overlap with each other. One of the boats has an invisible wall that makes getting in & out of the second boat problematic. I decided to fix this by moving that boat to the other side of the harbor.



My first issue is that when I tested my patch with the original mod turned off, I still have a mine down near Riften that was also part of the original mod. I'd like to know how I can remove that mine from my patch without effecting the original mod. The mine is required in the original mod. Would just deleting the information work, or is there something else I'd have to do first?



The second issue is that the original mod's author said he doesn't mind if I upload it, as long as I make his mod a master file to my patch. While I have no problem in doing that, I don't have the knowledge on how to do it. This is the second mod I've made, the first being the dungeon I'm working on while watching the tutorial videos on YouTube. Is there a setting I have to click on hidden in CK somewhere, or does the file have to be named a certain way, or what?



I appreciate any help you all can give me.

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^~LIL B0NE5~^
 
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Post » Sat Aug 06, 2016 12:14 am


You remove it by deleting all records of it from your mod with TES5edit. Provided your mod isn't changing anything related to it i.e. its just a set of duplicate records you should be fine.





Thats simple enough what you do is make your mod dependent on his by using TES5edit you go to the header on your mod and add his as a Master there. Note if his is an .esp and not an .esm everytime you edit your mod in the CK and save you'll have to re-add the dependency as the CK will remove it as it doesn't recognise any master file except an .esm



You can of course make his mod a temporary .esm by ticking the master file box in the header flags of it, then when you create your patch the CK will keep the dependency, just remember to change it in your mod header from .esm back to .esp when you're done and change his back too or odd things may happen otherwise during gameplay.

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Tyler F
 
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