So ... is the solution to my problem a patch?

Post » Thu Aug 25, 2016 3:38 pm

Hi all,



I've got a number of mods installed and I've noticed that the items they add aren't always visible to other mods or even the vanilla game elements. For example, the Complete Alchemy and Cooking Overhaul mod adds many new types of fish with alchemical properties, but the fishery at Windstad manor only recognized the fish from the vanilla game. There are other examples, but you get the idea.



So, is the solution to create a patch? Where does the patch get applied (I'm guessing the mod source code). I assume you need the Creation Kit and the mod's source code to create the patch?



I've looked into merging plugins and how a Wrye Bash patch works and neither seems to address the scenario I'm describing.



If you can provide pointers to instructions/tutorials or share your own thoughts/experiences, that would be a big help.



Thanks in advance!

User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Thu Aug 25, 2016 5:18 am

In my limited understanding of modding skyrim: I find it depends on what you need to do as to whether or not it requires a patch made by the mod author, a bashed patch, a TES5Merged patch, using the CK, or using TES5Edit.



So far, I have discovered there is no single method to make mods work together or with the game. First, I use LOOT to sort my load order, then I create the TES5Merged and bashed patches. Then I'll go into xEdit and check to see what is being over-written and decide whether I can fix it by moving records to the patches or changing the load order.



If I can't get that to work, due to multiple conflicts, I'll look at merging plugins.



However, I'm not sure exactly how the fishery works, adding eggs to it and having the mod-added fish show up in the pond probably would require adding them to an existing script in the ck, which is something I know can be done, but I don't know how to do it. Perhaps the mod author would be kind enough to make this work? It sounds like a desirable feature, since I don't even think you can buy Skyrim without the DLC anymore.



Sometimes, it's better to ask the author to fix something or add a feature, than to try to do it yourself. This is because they know their mod's inner workings like no one else. If they aren't around or aren't interested, then it's up to you. As far as tutorials go, there are many and I think the best places to start is the wiki of each program I mentioned, as well as the CK forum here and the forum threads pertaining to those programs. Sorry I don't have any links, but I'm sure someone around here can post a few.

User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Thu Aug 25, 2016 1:59 pm

I don't use CACO because it requires Wiseman's flora respawn fix and I prefer the original version by bluedanieru since the respawn timer is not dependent on whether you reenter the cell. It makes no sense to me that plants stop growing just because the PC is nearby. So I use bludanieru's respawn fix instead of Wiseman's and therefore, I cannot help you with CACO issues since I have no interest in switching to Wiseman's fix.



However, regarding your general patch questions. Many mods may be patched with xEidt. If you really want to understand how mods work and why load orders matter, and what the bashed patch does, etc. I'd recommend learning how to use xEdit since having the spreadhseet presentation of records really helps make sense of it all and you will be able to see exactly what your bashed patch is doing, etc. I would strongly recommend taking a look at fadingsignal's excellent xEdit tutorial videos. He's got three of them. Here is a link to https://www.youtube.com/watch?v=CQi7vnqXySc, but you should watch all three.



You can make patches for just about any mod in xEdit once you learn how to use it, and learning xEdit is surprisingly easy.



Finally, you asked about the "source code". That is only needed if you need to rewrite the mod's scripts. That is not needed 90% of the time when making patches and it requires scripting knowledge as well as knowledge of how to compile scripts. There are tutorials on that, but you should not need to rewrite scripts to simply add CACO spawns to a fish hatchery.



If you do make a patch, make sure you have permission from the original authors before uploading it to Nexus.

User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Thu Aug 25, 2016 3:27 am


Yes certainly and very likely, yes. Not source code you simply load up the mod in the CK.






Merging mods/patches only merges stuff that already exists, it won't create new content.






Unfortunately without the knowledge required that could take some doing even if you do have some experience modding, your best bet would be to ask on the author's mod pages for a Hearthfires patch. Its unlikely to be achieved in an afternoon if you have no prior knowledge.

User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Thu Aug 25, 2016 12:29 pm

This is very true. Kryptopyr is still active and asking for a Hearthfire patch would be the simplest thing to do.



And with no prior knowledge of how to create mods, it may take weeks (maybe months) of study to get to the point of being able to create a patch like this. On the other hand, as a former console player like Kami, I can say without reservation that being able to tweak my modded game exactly the way I want it, without having to rely on others to create patches and other changes to their mods is incredibly satisfying and freeing.



A lot of mod authors have moved on, so asking the mod author for a patch is not always an option, and sometimes you just want to change a mod to suit your own personal tastes. I completely agree that it takes a lot of study to be able to make this type of patch. But learning how to patch your own game can be an end in itself, and one I have found most rewarding. The question is whether Kami wants to undertake that type of study to move beyond mere user into the realm of author (or tinkerer, as I like to think of myself).



One of the best ways to learn modding is to dig into the work of an experienced and capable modder like Kryptopyr to see how its done, which you would need to do as a first step in creating such a patch.

User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm


Return to V - Skyrim