How to make a patch?

Post » Sun Nov 18, 2012 12:56 pm

I have never made a patch before and really have no idea, but I wanted to make one between my mod http://skyrim.nexusmods.com/mods/21553 and http://skyrim.nexusmods.com/mods/13608 Because so many people are uproaring over the incompatibility between the two mods in Dragon Bridge.

So I loaded up the two mods, not setting an Active File.

When I went in I saw that the conflicts are actually very few. Her mod adds a few rugs and pieces to the vanilla inn interior. Which I moved out of the way and initially disabled rather then deleted. So now the interior is my interior.

I saved this as a separate ESP....UTEVTpatch

I went outside and again saw that the conflicts were so few, just a few barrels and a couple of bushes. I moved these around to place them nicely. Great the exterior looks perfect.

Now I load up the exterior Nav mesh, of course the nav mesh for that exterior cell is now doubled. I wondered about deleting the doubled nav mesh and rearranging what is left. Edit: completely forgot about the interior nav mesh, I suppose that is doubled too.

So my questions, from a patch complete novice:

-Is this the right way to go about making a patch?

-If it is, will simply having both mods activated and the patch esp activated be fine, or is there a load order that must done, like th patch must be loaded first.

-Could I simply delete the formID for one of the nav meshes in the patch ESP?

If this isn't how to make a patch, how do I do it?

Thanks!
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Georgia Fullalove
 
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Post » Sun Nov 18, 2012 11:17 pm

I'd ESM'ify both, then create a patch plugin with both as masters (engine doesn't mind ESP masters while CK does). From there, you can edit the result's masterlist to point to the ESPs with WryeSmash. If all of the conflicts are Skyrim.ESM forms, the patch plugin as you've created it should work as intended provided it's loaded after the other plugins.
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Taylor Tifany
 
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