If I set PE as the active file, I can't "save as". I can only "save". I've tried this before, where I loaded the bath shoppe mod and moved it and then saved it as a patch. But if I were to just have PE and bathshoppe patch loaded and not the original bath shoppe, then I would have the exterior but not the interior. I'd also have to copy the interior and all the scripts and global scripts that go with it. What if I were to load Bath Shoppe in the CS, but not as an active file. And then go into the cell and drag the mouse over everything so that everything is highlighted in the render window. And then copy, delete and paste. That way, the computer would think I added all new items when in fact I just deleted and put everything back. Then I could save this as the patch. I think how the construction set works is that if you click on an item or view a script and click your mouse in the script window, the computer registers that as a change even though you're not really changing anything and this is how I can carry over scripts into a new mod. Correct me if I'm wrong.
I do like your idea of deleting some of the exterior houses as we already have plenty. There are tons of Pelagiad mods and I can't accomodate for all of them. But the two most important ones that I think a lot of people, including myself, use are IndyBank mod, which adds that vacant manor for sale, and the Bath Shoppe. so I'll see what I can do to accomodate for the space of these. I think the manor is actually sitting right in the castle stone wall thingy. So uhm, not sure what to do there.
....I wonder, are we allowed to reup other people's mods with stuff changed? If I were to contact the Indy Bank mod guy or girl and get their permission to reupload it, then I could just go into the main esp and move the house and not worry about any duplicates. This wouldn't invalidate people's saved games either. Wouldn't that work? I can't do that with Korana because she's impossible to contact.
@Emma, I got your email. I'll just reply to you on yahoo.
About making patches I can't be sure, I'm guessing on a loaner pc so I'd say ask in the CS section about how to go about it properly. I know it is indeed possible and rather simple - I just can't remember how without poking around to refresh my memory. Going to the CS forum and asking directly would probably be your best bet.
As for the major mods in Pelagiad that might vie for inclusion. I can't agree on your list as I don't use and am not inclined to want, Indy Bank. However, Pelagiad is full of several clothiers, Twin Lamps faction members and weapons shops in my game. It might be more direct and comprehensive to set up a poll or something to let people weigh in on their own most important Pelagiad mods before deciding what might be most appropriate to support in a patch.
So my suggestions would be. 1 - go to the CS forum and inquire about patching two mods that alter interior and exterior cells together effectively. 2 - start a poll about what mods people would most like to see patched into PE then 3 - integrate the patches once you know which are most important and how to do so quickly, easily and without pulling your hair out in frustration. Meanwhile, while gathering information you can pick out which buildings to set aside for patches - and concentrate on fleshing out the interiors that you won't be needing.
Also, for those doors reserved for patch locations in the unpatched PE, a locked door with a message like "bathe shop temporarily closed for holiday" or some such, so that you don't have to worry about fleshing those spaces out again.
Hope those suggestions help stem some confusion and keep this project moving forward. I'm very impressed so far :wave: