Need help creating a compatibility patch

Post » Sat Mar 22, 2014 7:28 am

I need some help creating a compatibility patch for my mod.

I am working on a mod, that changes Skyrim's enonomy by changing the item-values. Since the changes are pretty noticeable, mods that add items most definitly break the balancing.

For example: I am currently experimenting with the "Cloaks Of Skyrim"-mod. I separated the items added by the mod, into a new esp and changed them. When I load the game up with both esps activated though, instead of overwriting the cloaks added by Cloaks Of Skyrim, it adds new ones, so I have two sets of Cloaks, one edited, one not.

My question is: How do I properly create a compatibility patch for my mod? I don't want to include other modder's files - I only want to edit the actual items. I want it, so that users would have to have both my compatibility patch, and the other mod (In this case Cloaks Of Skyrim) installed. How do I overwrite the files of the other mod without reuploading the other mod's esp to be used instead of the original one? Is this even possible? If not, what could do else? Without compatibility patches, my mod is essentially worthless.

I just can't find a way to achieve this, and I tried everything I could think of, and searched google and different Skyrim-forums over and over :/

I must add, that I am a beginner with the CK though, so apologize if the answer to my problem is very obvious.

Thank you in advance.

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Daniel Brown
 
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Post » Sat Mar 22, 2014 5:13 am

1) You could make the original mod's .esp a master of your patch's .esp--so both the original file and your patch would be required. There are various ways of doing this--I believe you can just check off the mod you want to patch in the CK but don't set it as active, load it up, make your changes, save it as a new .esp, and then use either Wrye Bash or TES5Edit to add the first mod as a master of your patch. The drawback there is that you'd probably end up making a separate patch for every mod you wanted to support.

2) If you know any Java, or are willing to learn, you could use the http://www.uesp.net/wiki/Tes5Mod:SkyProc system to generate a patcher that would load up a user's entire load order and apply a cost balancing factor based on things like item stats and materials; this is for example something that the Skyrim Redone overhaul's http://www.nexusmods.com/skyrim/mods/28467/ does to make mod-added weapons and armor fit its balancing.
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Haley Merkley
 
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Post » Sat Mar 22, 2014 1:11 am

Thank you for your answer! This is exactly what I was missing. I am going to try it out after getting some sleep.

I will take a look at the SkyProc-system too. I have had mods installed in the past, that use it. Maybe I can make it only affect the mods I don't have a patch for, for maximal compatibility, but edit the rest myself so it fits perfectly in the balancing. Definitly a good tip!

Thanks again :)

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CHARLODDE
 
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Post » Sat Mar 22, 2014 12:54 am

Works perfectly! :D

I don't need permission for compatibility patches like this, do I?

While I'm on it, I have another question. Is there a way to mark items in the CK to be saved to the active file without actually changing them? I didn't edit a few of the vanilla items because they were good already. But this way other mods can still break the balancing. Before going through all the items again and change and re-change the ones I haven't edited, I wanted to ask. It would be useful if I could just for example select all the amors and save them to the esp. I couldn't find a way to do this though.

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Hayley Bristow
 
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