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Posted

From earlier in the topic:

On 11/21/2021 at 7:31 PM, TechAngel85 said:

USSEP is up there (Foundation) to load it early due to other mods requiring it downstream...else, if should go in Patches too. That's the only difference.

That's the problem with Guide creation, you have to keep all facets in mind at all times when constructing and testing. You have to know why this and there and that is elsewhere. In this case, USSEP is a master of a lot of mods and thus needed in Foundation. This could be made to not matter only if we tell users to not run the game until Patches mod group is installed.

 

I purposely skipped the USSEP patch on this mod. Some stuff just makes more sense to put in our patch rather than having a dozen ESLs patching 15 records (just made up example). 

EDIT:
I've seen patches with a single record in them before. I think it ridiculous to use such patches when they can easily be rolled into a custom CR patch, which all users should be creating who aren't following a Guide that provides one. Moving these to a CR patch will reduce user steps and reduce plugin "clutter". Cleaner and more simple for the user for Guides to roll such patches into their provided CR Patches and other users to simply roll them into their custom CR patch. This has always been one of my stances around patching. Also the simpler it is for users, the fewer support requests come rolling in.

Posted
2 hours ago, TechAngel85 said:

From earlier in the topic:

That's the problem with Guide creation, you have to keep all facets in mind at all times when constructing and testing. You have to know why this and there and that is elsewhere. In this case, USSEP is a master of a lot of mods and thus needed in Foundation. This could be made to not matter only if we tell users to not run the game until Patches mod group is installed.

Yes, thank you ... I keep forgetting this.

So are you saying that that you prefer to only use this mod (USCCCP) to forward it's patches into ours and not actually use this mod in the guide lineup? This would be fine based on this mod's permissions. If we DO use this mod, then it doesn't make sense to use any of the records this mod forwards over the USSEP in the Step patches (unless they need to be forwarded past some other plugins in the guide).

Posted
4 minutes ago, z929669 said:

Yes, thank you ... I keep forgetting this.

So are you saying that that you prefer to only use this mod (USCCCP) to forward it's patches into ours and not actually use this mod in the guide lineup? This would be fine based on this mod's permissions. If we DO use this mod, then it doesn't make sense to use any of the records this mod forwards over the USSEP in the Step patches (unless they need to be forwarded past some other plugins in the guide).

As far as USSEP is concerned, yes, just skip that patch and use any others. The CR Patch should already contain all the CC conflicts resolved in regards to USSEP because I already did that. As for the other patches available, I didn't look so there may be some that are desired.

As for permissions, you don't need permissions to patch records because anyone under the sun could do that. If you ever run into a patch with closed permissions, just do what I do....roll your eyes and take the 3 minutes it's going to take to manually create it yourself. That way you didn't use their mod as a reference, but you're doing the same thing in the end.

Posted
8 minutes ago, TechAngel85 said:

As far as USSEP is concerned, yes, just skip that patch and use any others. The CR Patch should already contain all the CC conflicts resolved in regards to USSEP because I already did that. As for the other patches available, I didn't look so there may be some that are desired.

As for permissions, you don't need permissions to patch records because anyone under the sun could do that. If you ever run into a patch with closed permissions, just do what I do....roll your eyes and take the 3 minutes it's going to take to manually create it yourself. That way you didn't use their mod as a reference, but you're doing the same thing in the end.

Sorry, I'm still unclear: Do you want to use this mod or not? If we use it, you still want to replicate the USSEP patches from this mod into our patches? That's what doesn't make sense to me. I know they are already there, but I have been removing them in my current work. I can easily revert these changes, so I don't mind that and could use the extra work to become more familiar with these patches ... but I hate redundancy unless it's functionally necessary. May as well keep our patches as simple and light as possible.

I assume that if this mod is doing all necessary CC patching (or will eventually, and will always patch USSEP), we don't need to forward any CC content at all into our patch. We only need to potentially forward some of this mod's patches into our patches.

Posted
14 minutes ago, z929669 said:

Sorry, I'm still unclear: Do you want to use this mod or not? If we use it, you still want to replicate the USSEP patches from this mod into our patches? That's what doesn't make sense to me. I know they are already there, but I have been removing them in my current work. I can easily revert these changes, so I don't mind that and could use the extra work to become more familiar with these patches ... but I hate redundancy unless it's functionally necessary. May as well keep our patches as simple and light as possible.

I assume that if this mod is doing all necessary CC patching (or will eventually, and will always patch USSEP), we don't need to forward any CC content at all into our patch. We only need to potentially forward some of this mod's patches into our patches.

It comes down to what you want to do. Personally, I don't like relying on other patches when it's not really necessary because it comes down to them being just like mods...they get abandoned and become unless. That is a significant part of why I just roll up some simple patches into the CR patch. The second thing to ask is, do you want to make it more simple for us or the user. I'm also gone with the latter, which alway meant just rolling up some simple patches into the CR. I'd rather do this than using every single patch that is available. It's just unnecessary clutter, imo, when the patching is so simple.

So those couple things need to be determined before I can give you an answer. To me, these are not complicated enough conflicts to need to use the patch so the CR simply resolves and eliminates one more mod to download (this one) and one more plugin from the clutter.

Posted
13 minutes ago, TechAngel85 said:

It comes down to what you want to do. Personally, I don't like relying on other patches when it's not really necessary because it comes down to them being just like mods...they get abandoned and become unless. That is a significant part of why I just roll up some simple patches into the CR patch. The second thing to ask is, do you want to make it more simple for us or the user. I'm also gone with the latter, which alway meant just rolling up some simple patches into the CR. I'd rather do this than using every single patch that is available. It's just unnecessary clutter, imo, when the patching is so simple.

So those couple things need to be determined before I can give you an answer. To me, these are not complicated enough conflicts to need to use the patch so the CR simply resolves and eliminates one more mod to download (this one) and one more plugin from the clutter.

Yes, I agree that small patches for this that and the other thing are significantly burdensome for both us (creating mod pages and mods in the guide) and guide users (downloading/merging dozens of small patches). I would rather consume them into our patches.

But this mod is different. It will ultimately patch all CC content for the USSE patches and any mods that are considered foundational by the community. I'd rather rely on all the USP patches and 'consume' the one-off patches into ours (e.g., kryptopyr's patches are a good example. That mod is a PITA to install and set up ... and it's instructions maintenance). Same goes for all of the other little patches we have accumulated thus far in the current iteration.

I'd prefer to use this mod though and forego all related Step patching. I'm also inclined to place this one into Foundation for the same reason we do so for the USSEP (so that the guide can be tested early in the guide install with all relevant CC patching in place).

Posted
16 minutes ago, z929669 said:

Yes, I agree that small patches for this that and the other thing are significantly burdensome for both us (creating mod pages and mods in the guide) and guide users (downloading/merging dozens of small patches). I would rather consume them into our patches.

But this mod is different. It will ultimately patch all CC content for the USSE patches and any mods that are considered foundational by the community. I'd rather rely on all the USP patches and 'consume' the one-off patches into ours (e.g., kryptopyr's patches are a good example. That mod is a PITA to install and set up ... and it's instructions maintenance). Same goes for all of the other little patches we have accumulated thus far in the current iteration.

I agree and I was going to look at the kryptopyr patches this run to see what makes since to incorporate (taking maintenance into account from when those mods update).

16 minutes ago, z929669 said:

I'd prefer to use this mod though and forego all related Step patching. I'm also inclined to place this one into Foundation for the same reason we do so for the USSEP (so that the guide can be tested early in the guide install with all relevant CC patching in place).

I'm fine with that. Only downside is it just makes us reliant on this author for this specific patching. Your reasoning for Foundation is justified here.

Posted
2 minutes ago, TechAngel85 said:

I agree and I was going to look at the kryptopyr patches this run to see what makes since to incorporate (taking maintenance into account from when those mods update).

I'm fine with that. Only downside is it just makes us reliant on this author for this specific patching. Your reasoning for Foundation is justified here.

... so it is written, and so it shall be done.

I expect that this will be well maintained. If Garthand steps down, someone else on the USP team will probably pick it up again without delay. Krypto's patches could be more of a headache, but no more than updating each of the 20+ patches as they change (and guide instructions). I will begin doing this in the patches I'm working on and see where it goes.

Posted
4 hours ago, TechAngel85 said:

I purposely skipped the USSEP patch on this mod. Some stuff just makes more sense to put in our patch rather than having a dozen ESLs patching 15 records (just made up example).

This mod does not have a separate USSEP patch available. The plugins have Unofficial Skyrim Special Edition Patch.esp as a master and Unofficial Skyrim Special Edition is a hard requirement. If I'm not mistaken, garthand is on the USSEP team so I see it as just another flavor of USSEP for what it's worth. I was also gravely mistaken in my earlier post. Many of the patches include BSAs with meshes, textures and/or scripts so it may not be quite as simple as overriding records in the plugins.

Posted
4 minutes ago, Greg said:

This mod does not have a separate USSEP patch available. The plugins have Unofficial Skyrim Special Edition Patch.esp as a master and Unofficial Skyrim Special Edition is a hard requirement. If I'm not mistaken, garthand is on the USSEP team so I see it as just another flavor of USSEP for what it's worth. I was also gravely mistaken in my earlier post. Many of the patches include BSAs with meshes, textures and/or scripts so it may not be quite as simple as overriding records in the plugins.

But this mod has an all-in-one option that applies to Step, which should be our guide requirement anyway (all DLC CC content required). This way, it's just like USSEP and what we've been saying applies.

Posted
15 minutes ago, z929669 said:

But this mod has an all-in-one option that applies to Step, which should be our guide requirement anyway (all DLC CC content required). This way, it's just like USSEP and what we've been saying applies.

Yes and I believe this should be the preferred option given it's just one ESL/BSA instead of something like 30+.

  • 1 month later...
  • 1 year later...
Posted

Mod updated on Nexus.

  • Version 7.8

    • Sunder and Wraithguard: Sunder had incorrect impact sounds
    • Goldenhills Plantation: A lavender plant near the house used the wrong model
    • Goldenhills Plantation: The houses owned stat wasn't being incremented after completing the quest
    • Dead Man's Dread: Boatswain clothes were missing a keyword; causing NPCs to think you were naked
    • Arcane Accessories: Mara's Wrath incorrectly had no casting cost
    • Civil War Champions: Tsun's Judgement wasn't using the correct draw, sheathe or hit sounds
    • Plague of the Dead: The Leveled Item list containing the Weapons used by Zombie summons (ccBGSSSE003LtemZombieWeapon_ConjureNoDrop) doesn't contain ccBGSSSE003_DraugrGreatsword_NoDrop, even though it contains ccBGSSSE003_DraugrGreatswordHoned_NoDrop.
    • Arcane Archer Pack: The Property ccBGSSSE002_LItemArrowMagic_Lightning_00 on the Script QF_ccBGSSSE002_StartUpQuest_0300081C attached to ccBGSSSE002_StartUpQuest incorrectly points to ccBGSSSE002_BaseArrowMagic_Ice_00 instead of ccBGSSSE002_BaseArrowMagic_Lightning_00, causing the wrong arrow to be injected into the leveled lists.
    • Arcane Accessories: qf_ccbgssse014_spellpack_sta_0100083c attached to ccBGSSSE014_SpellPack_StartupQuest was previously modified to prevent Spells being injected to both child and parent leveled lists. However, three entries seem to have been missed: ccBGSSSE014_SpellTome_Alter_ParalysisRune is still added to LItemSpellTomes50Spells. ccBGSSSE014_SpellTome_Dest_Absorb02_Strangulation and ccBGSSSE014_SpellTome_Dest_Elemental02Bolt are still added to LItemSpellTomes25Spells.
    • Ebony Plate Armor: SSE_QF_ccBGSSSE063_MiscQuest_05000855 attached to ccBGSSSE063_MiscQuest: ccBGSSSE063_ArmorBladesGauntlets are not injected into LItemArmorGauntletsHeavy, despite the other pieces being injected into LItemArmor*Heavy.
    • Silver Armor: SSE_QF_ccBGSSSE056_MiscQuest_05000823 attached to ccBGSSSE056_MiscQuest: ccBGSSSE056_ArmorBladesBoots are not injected into LItemArmorBootsHeavyTown, despite the other pieces being injected into LItemArmor*HeavyTown.
    • Leather Armor: SSE_QF_ccBGSSSE053_MiscQuest_05000828 attached to ccBGSSSE053_MiscQuest: ccBGSSSE053_ArmorBladesGauntlets are not injected into LItemArmorGauntletsLight and LItemArmorGauntletsLightSpecial, despite the other pieces being injected into LItemArmor*Light and LItemArmor*LightSpecial, respectively. ccBGSSSE053_ArmorBladesBoots are injected into LItemArmorBootsLightSpecial twice.
  • Thanks 1
Posted
3 hours ago, Mercury71 said:

Mod updated on Nexus.

  • Version 7.8

    • Sunder and Wraithguard: Sunder had incorrect impact sounds
    • Goldenhills Plantation: A lavender plant near the house used the wrong model
    • Goldenhills Plantation: The houses owned stat wasn't being incremented after completing the quest
    • Dead Man's Dread: Boatswain clothes were missing a keyword; causing NPCs to think you were naked
    • Arcane Accessories: Mara's Wrath incorrectly had no casting cost
    • Civil War Champions: Tsun's Judgement wasn't using the correct draw, sheathe or hit sounds
    • Plague of the Dead: The Leveled Item list containing the Weapons used by Zombie summons (ccBGSSSE003LtemZombieWeapon_ConjureNoDrop) doesn't contain ccBGSSSE003_DraugrGreatsword_NoDrop, even though it contains ccBGSSSE003_DraugrGreatswordHoned_NoDrop.
    • Arcane Archer Pack: The Property ccBGSSSE002_LItemArrowMagic_Lightning_00 on the Script QF_ccBGSSSE002_StartUpQuest_0300081C attached to ccBGSSSE002_StartUpQuest incorrectly points to ccBGSSSE002_BaseArrowMagic_Ice_00 instead of ccBGSSSE002_BaseArrowMagic_Lightning_00, causing the wrong arrow to be injected into the leveled lists.
    • Arcane Accessories: qf_ccbgssse014_spellpack_sta_0100083c attached to ccBGSSSE014_SpellPack_StartupQuest was previously modified to prevent Spells being injected to both child and parent leveled lists. However, three entries seem to have been missed: ccBGSSSE014_SpellTome_Alter_ParalysisRune is still added to LItemSpellTomes50Spells. ccBGSSSE014_SpellTome_Dest_Absorb02_Strangulation and ccBGSSSE014_SpellTome_Dest_Elemental02Bolt are still added to LItemSpellTomes25Spells.
    • Ebony Plate Armor: SSE_QF_ccBGSSSE063_MiscQuest_05000855 attached to ccBGSSSE063_MiscQuest: ccBGSSSE063_ArmorBladesGauntlets are not injected into LItemArmorGauntletsHeavy, despite the other pieces being injected into LItemArmor*Heavy.
    • Silver Armor: SSE_QF_ccBGSSSE056_MiscQuest_05000823 attached to ccBGSSSE056_MiscQuest: ccBGSSSE056_ArmorBladesBoots are not injected into LItemArmorBootsHeavyTown, despite the other pieces being injected into LItemArmor*HeavyTown.
    • Leather Armor: SSE_QF_ccBGSSSE053_MiscQuest_05000828 attached to ccBGSSSE053_MiscQuest: ccBGSSSE053_ArmorBladesGauntlets are not injected into LItemArmorGauntletsLight and LItemArmorGauntletsLightSpecial, despite the other pieces being injected into LItemArmor*Light and LItemArmor*LightSpecial, respectively. ccBGSSSE053_ArmorBladesBoots are injected into LItemArmorBootsLightSpecial twice.

MA also announced that starting with this update, they no longer will maintain a modular version. So for those of us who don't have ALL creations installed, well... we're outta luck I guess.

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