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Guide to make a patch for solving conflicts

This is how I do it. It works for me, and I could make around 200 mods
compatible (Im not gonna count them) To give an example, I downloaded
the mod Queen of the Damned - Deadlier Serana and tried to make it
compatible.
Note: You will probably notice there are MANY conflicts between your mods.
But if you have a good load order, and didnt picked mods that will clash in
many ways. Then you should be fine with only patching the mods you know
that needs them.


random screenshot, to make front page more colorful. Irrelevant? Nah, I had
to patch all my weather and sound mods, the armor is also edited to work
with requiem. And the city has also a patch cause Im using Open Cities.



Inhoud
1. Search for Conflicts ................................................................................................................... 3
2. Making the Patch ........................................................................................................................ 5
3. More examples, cause we need MOAARRR!!! .................................................................... 9
a. Other examples for Queen of the Damned - Deadlier Serana .................................................. 10
Example 1: Follower ................................................................................................................ 10
Example 2: Spells for NPC ..................................................................................................... 11
Example 3: Spell Power .......................................................................................................... 12
b. Examples from my mod list .............................................................................................. 13
Example 1: New weapon/armor (for requiem/skyRe ) ............................................. 14
Example 2: Creatures (Heimfeigr) ....................................................................................... 16
Example 3: New follower (Sofia) ......................................................................................... 17
Example 4: Multiple factions (falskaar undeath marriable Serana) .................... 18
Example: 5: Equipment for NPC (Immersive weapons) ................................................ 20
A word of Appreciation .................................................................................................................. 21
















1. Search for Conflicts
Open Tes5Edit, and just load everything. You never know if another mod
could also conflict.

Click OK to continue
Wait until you see: Background Loader: finished (It can take several minutes if you
have many mods) Then right click on the list, and choose apply filter. Make sure
you only check the follow things.

Click on Filter to apply the filter. Again, this can take a while to load.
Now find the esp you want to make compatible in the list on the left, and
expand it so you see some of the records inside it.
The filter we applied will help you with finding the conflicts.
Info: Red means that its the conflict loser. So another mod just overrides the
changes. The text in orange and khaki means that its the conflict winner, but
another mod is the loser. You probably want to look into it, cause otherwise
the other mod wont work like intended.
Text colored in black, green or purple can be ignored (they dont have
conflicts you need to worry about)

In my case, we have to check every record
Now click on the formID that you want to check for conflicts. And you will see
that new things appeared in the right column. At the top you will see every
esp that edits something about that specific ID. The column loaded last will
be the one loaded in your game.
This makes it so important to have a good load order. If you notice that there
is always the same mod that has conflicts on places you dont want, you
should change your load order first
Tip: Right click, and then choose hide no conflict rows to make it less cluttered.

This is how my screen looks like for the first record



2. Making the Patch
Note: When you want to close without saving anything. Uncheck everything
after hitting the x button
Now it is important that you know from which mod every esp comes, and
what every mod does generally. The next part can be different for every
person. It also depends on your preferences. And keep track of what record
you are actually editing (magic effect, NPC, etc)
You want to make your changes in a new file, cause otherwise you have to do
everything again when you update or reinstall the mod.

right click on your main esp and choose Copy as override into.
For me, requiem is an important mod, its an overhaul, so I like to give it
more priority. Thats why I choose to make it the base of the patch.
You will get a warning message. Choose Yes if you are absolutely sure
Info: At the end Tes5Edit will always make a backup of the original files. So if
you messed up you can still go back.

Check <new file>, click OK to continue. And then choose a name
Tip: You can choose to copy it in an existing patch, in place of a new file to
reduce your number of files. For example, I could paste it into my self-made
Requiem conflict.esp
It will ask to add the masters. Click Yes to continue. You have to do this for
every new master.
Now you have to add/change/delete records to make it compatible with your
other mods. But it is different for every mod, and also differs for everyones
preferences. So I will state my reasons for the changes I made.
Requiem changes the magic effect drain health so that it will be silent and
doesnt has a resist value. I want to keep that so I copy it.
The easiest way to copy something, is drag and drop.
Tip: You can drag/drop a whole branch at once. So in place of both dragging
the Resist value: none and Casting sound level: silent, you can drag the Magic
effect Data at once.
Requiem isnt build to be compatible with the Unofficial patches. (But still
works fine without though) And both the unofficial patch and the Serana mod
delete 2 conditions. So I chose to delete the ActorTypeDwarven/Undead.
You can remove things, or just drag and drop the whole branch of the esp
you prefer like said before.

To remove: right click the condition below the new made patch.
And choose remove
Thats all that Im going to change for this magic effect. The
Req_SpellConcentration is already added because I choose the requiem.esp when I
was overriding it into the new file. But I might want to delete the
DLC1VampireDrainEffect. Im not sure what for impact it will have, so I keep it for
requiems sake.
I will post some rules I use to decide what to add and what not.
Try to be consistent, and pick some mods that you want to be superior.
Most of the time the records of overhaul mods shouldnt be
overwritten by others.
Dont copy blindly. Always know what you are doing. I already said it,
but if you know what the mod does, and what it should change. You
can know what you should keep and what not.
If every other mod have the same values for a specific record as the
skyrim/dawnguard/dragonborn/heartfire.esm only 1 does something
different. Then you should add that one record most of the times.
Some records doesnt need to be added cause they are automatically
merged at startup. Like DOBJ, DIAL, LCTN, IDLE records. Source:
http://afkmods.iguanadons.net/index.php?/topic/3940-skyrim-
tes5edit-records-that-merge-at-runtime/
Dont change counters like perk counts. They are automatically
calculated. And they should reflect the amount of perks the npc has.
If you dont know to what something is referring too. Press ctrl + click
on it. And it will bring you to it. Maybe it gives you more information.
Some things just doesnt work together. Deal with it (_)
Use your brains and common sense, I know you have them.
You dont always have to copy, maybe you find another value that
works better.
Keep doing this for everything else. If you need a few more examples, then
go to the last section of this guide There is most likely an example similar
to your mod.
But once you are finished, you can close Tes5Edit, just hit the button at the
top right corner. After you did this a new window will popup.

Normally, only the new .esp should be listed here. If not, you most likely
changed something accidently in another file. (even if you added something,
and then removed it again) But nonetheless, if your intention was to only
make a patch. Then only that specific esp should be checked. Also dont
change the Backup plugins, it should always be checked.
Info: If you messed up something and just want to close the program, so you
can try again. Then leave everything unchecked. So nothing will be saved.
In addition, (as long as you didnt touched the Backup plugins. Tes5Edit always
make backups in your skyrim/data/Tes5Edit Backups folder.
They are named x.esp.backup.YYYY_MM_DD_hh_mm_ss so you can find the
right backup, if you know the time when you did your edits wrong. Just drop
them back in your Skyrim/data folder, and remove the everything after .esp
in the name. Your computer will say something about extensions, choose
yes/ok.
Dont forget to sort the new file in your load order, run patchers like ASIS
again and make rebuild your bashed patch if you use Wrye smash (highly
recommended)
Irrelevant to this guide, but if you use requiem. DONT check import
names/stats when building your bashed patch with wrye smash.






3. More examples, cause we need MOAARRR!!!
I always hate it when I experience something different then described in the
guide. So I will give a few more scenarios. Beware that this part contains the most text. Its
just necessary to cover as much of possible of all the occasions. I still come across new things I need
to figure out constantly.
a. Other examples for Queen of the Damned - Deadlier Serana
Example 1: Follower

Requiem just completely removes a whole part. The Serana mod not only
adds the script from dawnguard again, but changes it a little. Notice the
name of the script DLC1SeranaLevelingScript
Requiem is know for deleveling the world. So you have to decide if you want
to keep Serana deleveled. Or not, but add the magicscaling of some spells
that the mod introduced. If you scroll down you will also see this:

So if you didnt added the script in the patch, then make sure you didnt flag
Serana with the PC Level Mult, and that she is already level 50 with some extra
magicka and stamina. Choose and stay consistent. Dont mix things.


Example 2: Spells for NPC

For all things like items and spells you can choose which you want to be
added. I will add the spells of the Serana mod to the patch. But notice that
this mod also removed the RaiseZombie spell. My guts tells me that the
UDS_CorpseCurse is a similar spell. But this is an example why you should
check the mod page. (I havent done that, cause I only downloaded the mod
for this guide)
Its the same for perks. But a bit more tricky. Cause perks isnt always to
make the npc only stronger. Some perks are required to do something else. If
a perk starts with a weird prefex you should add them.

The AA000Xarrian prefix is from requiem. You definitely need those, cause
otherwise the follower will be too weak in the world of requiem. The
UDS_SeranaPerlk Coldharbours Strenght will increase the overall strength of the npc.
Which is safe to assume, cause that was the whole point of the mod. If you
think she is too weak, add it. If not, then dont (but why did you needed the
mod then? :p) I know it will work without the perk, cause I checked the other
spells etc the mod alters. And none of them added the condition that the
perk is required.
Note: On the first screenshot you could see that ASIS hasnt been repatched
yet. So remember to do that after you made the patch.
Example 3: Spell Power

Here we are looking at conflicts of a spell. More specific about the magnitude
of the spell (=strength)
Requiem makes the world hard. So the spells also needed to be a little
stronger. Using the changes of the mod that makes Serana stronger, will in
this case NOT make here stronger. So if you still felt that here spells are too
weak in requiem, then you have to override it to the patch, and change the
values yourself. (double click, and type the numbers)









b. Examples from my mod list
Example 1: New weapon/armor (for requiem/skyRe )

First, its not a patch, but I merged all my armors together. (I dont recommend this, cause if you
have that many mods, without the knowledge to merge mods. You should uninstall some mods)
But I can still explain how you can make your new weapons compatible with mods like SkyRe or
Requiem.
Open the armor mod, and then open the branch weapon/armor, click your item. And then search for
the keywords. This armor has the keyword ArmorMaterialGlass. Then look for an existing armor that
is also from the glass category. And see what the overhaul mod changes on it.

glass armor: skyrim requiem Weapons and armor fixes
Requiem changes the weight a little. And also the value. Another mod adds a new keyword. So I
could add that keyword too.
Note: even when an armor is made from the same material, it can still be slightly different.

So you could add these records in the patch.

For requiem it is more noticeable when you have dragon or daedric items. Cause requiem makes
them much stronger (Surprisingly, I just dont have an armor mod of this type)

Daedric armor: skyrim - requiem
For requiem its mostly only the gold Value, weight, armor rating, and sometimes an extra/missing
keywords that should be added. But it doesnt hurt to check the other thing quickly.
For SkyRe there is the reproccer iirc. If you dont have dawnguard you can still do it this way.
And I heard stories that some mods arent changed even with the reproccer. For what I know the
reproccer works according to the keywords the items have. So I think it misses an important
keyword. But dont hunt me down if Im wrong about that. I have only installed that mod for a short
time, and that was a year ago.








Example 2: Creatures (Heimfeigr)

You immediately see there are a lot of perks missing for the Heimfeigr.esp
Cause they arent there in the original skyrim for the dragonpriest.
You can do the same for new creatures. But you have to find them, cause
they doesnt conflict. (Turn off the filter, cause it wont be visible otherwise)
And compare them with similar creatures (ctrl + c/ctrl + v works for copying,
cause you cant drag/drop in this case)
Not recommend for creature overhaul mods, they mostly already have a
patch somewhere. But it works for quest mods that adds a few enemies.
Tip: You can open 2 windows of Tes5Edit at once. Just be sure to only edit in
1 of them. Otherwise it can cause confusion, and sometimes it doesnt safe
properly if you are editing in both. But it does make a backup with the
changes somewhere iirc.









Example 3: New follower (Sofia)

I compared sofia with a light armored follower that requiem altered. I added
the same perks (the alchemy and perkskillboost are from Requiem Hard
times)
And lowered the skill values. I noticed they are almost always 10 levels lower.













Example 4: Multiple factions (falskaar undeath marriable Serana)

This is pretty straightforward. To make the every mod works properly, I just
added all the factions in one esp I know the patch is called requiem
conflict, and has nothing to do with requiem.














Example: 5: Equipment for NPC (Immersive weapons)

If you use multiple mods, even their patches can start to conflict. I have
Immersive weapons, and Ethereal elves. Both have a requiem patch. But the
patch for Ethereal elves is loaded later, so the npc wont have the sword if I
dont add it.
Changing the load order will solve this also, but you wont have the changes
ethereal elves made to the look. If the load order was reverted, adding these
changes will solve it too:

This is actually a good example from what I said in the intro Note: You will
probably notice there are MANY conflicts between your mods. But if you
have a good load order, and didnt picked mods that will clash in many ways.
Then you should be fine with only patching the mods you know that needs
them. Its a minor conflict and only 1 thing will revert back to default,
depending on your load order.




A word of Appreciation
Thank you if you made it this far. I hope you learned something and can
make your game more to your liking. I tried my best to make this guide
informative, understandable for everyone, without wall of texst. I wasnt
really succesfull in that. But I dont think I could make it better.

For now, nobody else helped with the guide then myself (Zrynoth)
But I still want to thank Arthmoor which I found several useful information
from around the nexus.
And Missjennabee for a usefull guide to merge patches. But this also give me
a better insight of Tes5Edit. Link to guide:
http://forums.nexusmods.com/index.php?showtopic=1775296
Also the makers of skyrim, Tes5Edit, Wrye bash, LOOT ofcourse :p
But if you found any ideas, improvement, lay-out, errors (also grammatical,
English isnt my mother language) feel free to tell me
How? I actually dont know. Im not really planning to post it on many
places. Most likely I just posted it if asked for it, so responds back then. Or
mail to Zrynoth@hotmail.com (Im not really active on this account though)
Just so that I certainly wont spread wrong information.

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