Skyrim modding is built off of so much compounded long term knowledge it is defficult for beginers to find info with any real overall explanation and context included. There are very few UP TO DATE Resources as modders just tend to learn of of eachother in the more expierienced circles. Anytime you ask a question that reqiires even a little interperatation and isnt a simple fix with posting a log to discord is met with "Learn how to mod first" Or "This guide will assume you know every function of these 12 tools because ebery basic bitch modder should know and if you dont youre stupid learn to mod." They point you towards resources that dont exist and treat you as stupid for not knowing unspoken rules. and the supposed "help" communities all have a high ceiling of knowledge and tend to outright ignore anyone that isnt 60% of the way there already. I just wanted to thank you from approaching this guide from.the persepective of understanding and not flexing your knowledge.
Always appreciate good tutorials and really appreciate the times where you provided them during your live streams. Your new wabbajack looks simply amazing. I'm pretty good at patching simple things but making more complex patches for lighting, grass, and trees is beyond me. So any additional tutorials for xedit or the CC involving more complex patching would be fantastic. Thanks again.
Thanks for this. Easy to understand, and very useful. I used to get so nervous making my own modlist because people would say you need to make your own patches. Now I see it's not a particularly difficult task.
Nicely explained biggie_boss and good to see an example with a model as I hadn't come across that before. I had assumed it required nif and CK to do. Thank you. I'd like to see more explanations on how to patch mods to work with trees & grass mods. I'm tired of seeing floating Sword Ferns just outside the north gate of CotN Falkreath with Blended Roads :D I get the feeling that this is much bigger than a SSEEdit though, so perhaps you can explain what SSEEdit can and can't do.
This is great, thanks Biggie! It would be really helpful to see a guide for how to take an armour or weapon mod and patch it to make it suitable for Requiem :)
Wow Biggie, this is great stuff! Been using this for years and learned new stuff so thanks. BTW, the one thing I was wondering is what does selecting mod groups when the program first loads up actually do?
Very Helpful, thanks. From what I understand, .esl is for Updated Skyrim and Fallout 4 only. It's like a .esp, but doesnt take up one of the max 255 slots? What does a .esp do that a .esl can not do?
I'm trying to create a patch for a druid armor mod, following all your steps. The filters show no conflicts, and I'm attempting something simple: changing the name of the bow from 'Bow Druid' to 'Bow Druid XD' to see the difference in-game. I'm following your instructions precisely, saving the edit in SSEEdit, activating the plugin in Mod Organizer 2, and organizing it with high priority, but the change doesn't appear in-game. I've even tried changing the file type to ESL, ESM, and selected without file type, but none work. The only way it works is if I change the original mod, but the patch doesn't reflect the changes Edit (Solution): I'm using SSE 1.5.97... I tried installing an older version of SSEEdit, version 4.0.4, and now I'm able to make patches without any issues. Just in case someone else encounters the same problem😉
Depends on what you're patching. This is THE method to forwarding records. Some bigger things like Navmesh and Landscape issues usually need to be resolved via creation kit.
Mute point though when using modlists that were edited for years and years to the point the creators have no strength left to help with further patches. And adding SOME mods to some of these modlists is plain impossible
Nah it isn't. You can add mods to any modlist if you know what you're doing. Combine these principles with my "removing masters" guide and there ya go.