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.
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.
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 guide. I was told not to use xEdit Merged Patch anymore and since I reached well over 253 mods, I have not choice to do it manually. This video helps me, even though it is still really confusing to go through a full modlist with 30+ conflicting mods.
Super helpful. Built my first patch, very successful. This and the creation kit video were both very helpful. Deleted some floating stuff with creation kit and a dummy plugin.
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.
Earned a sub sir :)- thx man I’m going to try this next week when I have some time. Getting back into skyrimvr after a system meltdown- have been putting off remodeling Skyrim until recently and forgot how to do the xedit stuff.
This is so important. For me, modding is what makes Skyrim that "bring with you to a remote island" game. But as the modlist grows, it so annoying to not know if conflicts are happening and if things are working as they should. Without knowing xEdit, you are in the dark and it's very exhausting to try to detect changes playing the game. I'm seeing a lot of things using Requiem. It's far more easier and direct to just use xEdit. It may look intimidating but you what is a drop of water if you already are in the rain. Thanks for the video!
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 :)
Doesn't work for me. I change the Model File Name but nothing changes in game. Yes, I did everything exactly as on the video. Creating new esp doesn't do anything for me, but if I modify some already existing mods it works. Why?
Thanks for this. do you have a video or do you have some guidance as to how i can go about making a patch for "landscape" type mods? like for example, if i wanted to make a patch to remove certain handplaced trees from any given tree mod since they clase with expanded towns and cities (as an example) should i use SSeedit for this or is there a better way to do it? because i feel like there's a better way to do than ssedit.
How would I make a patch for 2 mods that aren't technically conflicting? For example I have a mod for 3D eyelashes and I have an eye textures mod, they don't conflict per say but the eyelashes only show up on default eyes and not the eye textures I have installed, how would I make a patch for something like that?
What do i do if there are multiple records? Can i add them to the same patch? How do i add them all to the same patch? Do I create a separate patch for each record?
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?
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?
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😉
How do I know if a conflict will potentially cause a CTD? Or should I assume all conflicts can result in CTDs? I don't want to go too hardcore into patching absolutely everything cause I feel that's a bit overkill, but think it's worth to at least patch any conflicts that will cause CTDs.
brother i need help urgently ive tried everything from load order to plugin order disabling plugins to reqtificating to xedit64. my issue is when ever i try to fight in third person i stand completely still also other npcs stand still any help would be truly truly would be appreciated biggie boss
I struggled to get the sseedit program to even connect to my GOG installation files. darned windows. Im on right track, but sure have to cook the skyrim meal before you get to the game itself...
im trying to figure out how to get sseedit to find all the game and mod files when i open it up too, and i cant figure out how or find anything anywhere
I cometh from the hallow'd grounds of skyrim mods. Aft'r running 300 mods f'r 100 hours hath found a game breaking bug did cause by a mod and needeth to removeth . Howev'r, removing it maketh the game ctd. In searcheth of the magical elixir i hath found this video. Thanketh thee sir
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.
I guess it's a different process if the mods DON'T have a conflict and you just want to overwrite a texture? I'm trying to follow your method to change the models in the Legacy of the Dragonborn mod but either this tutorial doesn't work, You can't do it with LOTD, or it's an entirely different process than what is shown because this ain't working at all
Textures and Meshes are usually a loose file thing (left pane of MO2). So just watch out for what is being overwritten. Also remember than loose files always overwrite BSAs.
@biggie_boss Thank you for the quick response. It doesn't appear to be a texture thing sense nothing on the left pane is overwriting anything and causing the issue. I looked in some comments on the mod page for LOTD tho and it's something that mod does that prevents the models I want from showing properly
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.
Why are people praising this? He goes "yeah its easy" and then explains like 10 more steps to fix one conflicted file. I've got like 40 or 50 mods each with multiple files conflicting with my stupid fucking water mod. This is bullshit and NOT easy. I dont care what any of you say. You literally have to be a fucking software engineer or game dev to get stupid fucking mods to work right.
I'm not a software engineer nor a game dev. You need to relax and look at what records you actually want to win. The amount of mods conflicting doesn't mean much in and of itself.
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.
Yeah a lot of folks like to gatekeep
I needed this so much! Thank you Biggie 🙏🏻🙏🏻 And I definitely wouldn't say no to more xEdit videos 😄.
Right! I would love a video explaining all this ESL ESP flagged drama
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.
Thank you. Waiting for more guides- leveled list, creation kit, zMerge etc.
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.
Really thankfull for this guide! Would be interesting to see a series of guides for those who stuggle with modding or making personal modlists.
Holy crap holy crap. I've been looking for something like this that's modern for so long! Thank you! I'm definitely down for more tips.
Bro you can't even start to understand how helpful this video was!!!! THANK YOU
Thanks for this. Would love to see more of these.
Thanks for this guide. I was told not to use xEdit Merged Patch anymore and since I reached well over 253 mods, I have not choice to do it manually.
This video helps me, even though it is still really confusing to go through a full modlist with 30+ conflicting mods.
Super helpful. Built my first patch, very successful. This and the creation kit video were both very helpful. Deleted some floating stuff with creation kit and a dummy plugin.
Finally a good guide I can show people asking how to make a patch in xEdit, thanks a lot!
Simple, clear, and to the point!
I think I'm finally starting to understand making patches in Xedit.
Not simple and clear, actually.
@@PastorSkeptic It actually is, though...
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.
Earned a sub sir :)- thx man I’m going to try this next week when I have some time. Getting back into skyrimvr after a system meltdown- have been putting off remodeling Skyrim until recently and forgot how to do the xedit stuff.
much needed info. can't wait to try it out on my load order
Thanks I learnt a lot from this, it'd be great to see more xedit guides.
This is so important. For me, modding is what makes Skyrim that "bring with you to a remote island" game. But as the modlist grows, it so annoying to not know if conflicts are happening and if things are working as they should. Without knowing xEdit, you are in the dark and it's very exhausting to try to detect changes playing the game. I'm seeing a lot of things using Requiem. It's far more easier and direct to just use xEdit. It may look intimidating but you what is a drop of water if you already are in the rain. Thanks for the video!
This really helped me out! Thanks so much! :D
I wish I had known this when I was getting into modding, I used to avoid sseedit but found another guide just like this.
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 :)
Awesome video looking forward to more!
THANK YOU SOOOOOO MUCH. HONESTLY THANK YOU!
great info, appreciate it!
Doesn't work for me. I change the Model File Name but nothing changes in game. Yes, I did everything exactly as on the video.
Creating new esp doesn't do anything for me, but if I modify some already existing mods it works. Why?
I used this video as reference to fix ugly ass water seams in my game, bless you bro lol
Thanks for that, boss!
Thanks. More please.
Very helpful, thank you
OMG !!! Thank you!
Thanks for this. do you have a video or do you have some guidance as to how i can go about making a patch for "landscape" type mods? like for example, if i wanted to make a patch to remove certain handplaced trees from any given tree mod since they clase with expanded towns and cities (as an example) should i use SSeedit for this or is there a better way to do it? because i feel like there's a better way to do than ssedit.
i need to find a ref id for a quest npc, im trying to use sseeidt to do this but i need specific instructions on how to find that id.
what do I do if the mods/plugins aren't showing up?
this is great but id like to see one about like patches for LUX to change the lighting template or stuff like that.
More xEdit tips would be great.
How would I make a patch for 2 mods that aren't technically conflicting? For example I have a mod for 3D eyelashes and I have an eye textures mod, they don't conflict per say but the eyelashes only show up on default eyes and not the eye textures I have installed, how would I make a patch for something like that?
What do i do if there are multiple records? Can i add them to the same patch? How do i add them all to the same patch? Do I create a separate patch for each record?
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?
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?
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😉
Hell yea. The newest RC versions of sseedit are great since they have backported esl support
@@biggie_boss yes but, seems like the newest version don't support SSE 1.5.97... I have to use SSEedit version 4.0.4 an older version XD
I use the latest version with downgraded Best of Both Worlds files :)
@@biggie_boss that could be explain everything, I use downgraded full patch XD
How do I know if a conflict will potentially cause a CTD? Or should I assume all conflicts can result in CTDs? I don't want to go too hardcore into patching absolutely everything cause I feel that's a bit overkill, but think it's worth to at least patch any conflicts that will cause CTDs.
Thanks, is there more to resolving conflicts too?
brother i need help urgently ive tried everything from load order to plugin order disabling plugins to reqtificating to xedit64. my issue is when ever i try to fight in third person i stand completely still also other npcs stand still any help would be truly truly would be appreciated biggie boss
I struggled to get the sseedit program to even connect to my GOG installation files. darned windows.
Im on right track, but sure have to cook the skyrim meal before you get to the game itself...
im trying to figure out how to get sseedit to find all the game and mod files when i open it up too, and i cant figure out how or find anything anywhere
How do i delete a Patch I no longer Need Im Looking all over LOOT SSEEDIT and the mod manager cant get rid of it
i just had this happened. go into your game folder and search it
I cometh from the hallow'd grounds of skyrim mods. Aft'r running 300 mods f'r 100 hours hath found a game breaking bug did cause by a mod and needeth to removeth . Howev'r, removing it maketh the game ctd. In searcheth of the magical elixir i hath found this video. Thanketh thee sir
holy shit i did apply filter my entire load order was red like bright red
red isn't always bad :) just look at what's being labeled a conflict
Please make more like these
Is this the tool you used to make Mihail’s creature mods more powerful? This was very informative, thanks!
It was :)
@@biggie_boss 👍🏽👍🏽👍🏽
Does this translate to fallout 4?
Thanks for the guide, patch didn't work at all after following your method.
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.
I guess it's a different process if the mods DON'T have a conflict and you just want to overwrite a texture? I'm trying to follow your method to change the models in the Legacy of the Dragonborn mod but either this tutorial doesn't work, You can't do it with LOTD, or it's an entirely different process than what is shown because this ain't working at all
Textures and Meshes are usually a loose file thing (left pane of MO2). So just watch out for what is being overwritten. Also remember than loose files always overwrite BSAs.
@biggie_boss Thank you for the quick response. It doesn't appear to be a texture thing sense nothing on the left pane is overwriting anything and causing the issue. I looked in some comments on the mod page for LOTD tho and it's something that mod does that prevents the models I want from showing properly
Hmmm idk how lotd handles things tbh
How do you uninstall this SSEEdit? I need to uninstall and reinstall everything.
Just delete the folder
Padberg Junctions
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.
@@biggie_boss Interesting NPC's in Tempus Maledictum? I dunno . . . .
But in case I'm just pessimistic. Link, please?
Brody Summit
Brielle Field
im so good! i installed 100mods today and now i have 560 overall/ Wait!! you say i need to patch them,? oh sh***t here we go again dear SSEdit
Reinger Way
079 Welch Coves
Loren Pine
LIGHT THEME!!!!! AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Gotta keep them awake :)
Why are people praising this?
He goes "yeah its easy" and then explains like 10 more steps to fix one conflicted file. I've got like 40 or 50 mods each with multiple files conflicting with my stupid fucking water mod. This is bullshit and NOT easy. I dont care what any of you say. You literally have to be a fucking software engineer or game dev to get stupid fucking mods to work right.
I'm not a software engineer nor a game dev. You need to relax and look at what records you actually want to win. The amount of mods conflicting doesn't mean much in and of itself.
Guess you won't be playing with mods then idk what to tell you... If you don't have the patience to learn
Its not hard if you actually take the time and effort to learn. Just like anything else.