is there any possibility that there'll be a patch for An Abstract Falkreath - Ancient kingdom? Having the nordic ruins loom over redbags falkreath would be awesome, but the arch of the ruins is floating mid-air, sadly
I'm not familiar with Abstract Falkreath - Ancient Kingdom, but in version 1.6 of the patch collection, we've added the patch for Abstract Falkreath - Ruined Kingdom.
Will there be a patch for Inn-Tegrated NPCs? Reworking the interior of the inn"Dead Man's Drink" leads to the fact that the NPC from this mod cannot move properly
What's the issue exactly? Because the patch only alters the placement and adds two new pieces of armor in the Falkreath Barracks. There are no conflicts between both mods.
EDIT#2: I fixed it. I must have been using the wrong version of Sons of Skyrim since the esp included in RMB SPIDified version resolved the errors in xedit.
I am experiencing a CTD with the Sons of Skyrim patch enabled. I checked it in xedit and this is what I see. I'm not well versed in xedit but I think I can resolve the errors in green but the errors in black are just empty records. What am I missing or have I installed something wrong? Thank you in advance for any insight you can shed on my problem.
I hate to say it but the Atlas Map Markers patch is a mess. There are non-functioning map markers flying everywhere. Seems old markers weren't properlly disabled.
Edit: https://www.dropbox.com/scl/fi/x2grjr3hii01f6mvvty5o/Redbag-s-Falkreath-Atlas-Map-Markers-patch.esp?rlkey=xq6ui4yivnr8j636znidrxwj5&st=jrhu8035&dl=0 I updated the FormID list so the patched markers would properlly overwrite original ones instead of just being added alongside. If maintainer see this please feel free to merge into main file.
Can you simply replace the original vanilla buildings with ones from Redbag's Falkreath with stuff like basic object swapper? It would be useful for those who doesn't like the changes in the city layout and landscape from the mod but enjoy the architecture.
Yeah, it's simple. But, since they have different size/shape/height/interior layout, right after installing such BOS mod, you would complain that you have misplaced doors, missing NPCs, broken quests and a bunch of stuff in different places... Imagine that your house is magically switched with Versailles, but with all surroundings/furniture/electronics left as it is now. I don't know how your house looks, but I'm absolutely sure that it would be a total mess after such switch.
I understand, patching would be needed to adjust such things. I know it's not just replacing, the objects from outside would have to be placed accordingly. Well, hopefully someone considers the idea so we'd have more options for Falkreath.
But regarding missing NPCs, I'm suggesting replacing the vanilla buildings not changing Redbag's Falkreath into something else. Stuff that was added like the arena wouldn't be part of the conversion since there is no equivalent building in vanilla Falkreath. And the only thing that could break quests as I see it would be if there is need to change the navmesh from vanilla Falkreath.
And the only thing that could break quests as I see it would be if there is need to change the navmesh from vanilla Falkreath.
...and this is something that cannot be done via BOS. Also, if we switch the buildings, we'll have to adjust the doors. And replace the interiors, because it'd be silly to leave the old farmhouse interiors with the RB's buildings on the other side of the door. This means all the stuff inside has to be adjusted. And the patches for other mods as well. So, what you're expecting is generally creating a whole new mod almost from scratch.
Yes, pretty much that. But some of these patch collections here on Nexus they do exactly that, including editing navmeshes. Stuff like combining Great Cities with COTN and the sort. That's why I suggested it. But I'm aware it's not simply using BOS. It's using BOS to replace the buildings + editing stuff to avoid issues. I just assumed that if anyone was up to the task would be already aware of that, providing that the replacement was viable.
But I don't want to sound pretentious or anything. I know how much work this is. I modded small stuff for personal use and tried to get a hang of CK and it's tough, at least for beginners.
My idea is that if we had the beautiful architecture of Redbag but keeping the vanilla city layout, we would have a "lite" version of Redbag's Falkreath in which we wouldn't need to worry about about patching for mods that uses the Falkreath location, because the landscape and re-positioning of builds would the stuff that causes more issues with quest mods, trees placements, etc.
In many cases, besides navmesh, you have to adjust landscape as well. And landscape/navmesh edits are the worst to patch. Simply changing the building model makes a bunch of visible and invisible elements misplaced. Example: Half-Moon Mill - Cities of the North Addon. It switches the regular farmhouse to a model from COTN Falkreath (and a sawmill, but this one has almost the same size and shape as the general one, so it doesn't cause significant issues). One house in a location which isn't "very popular" and not so many mods adds/changes stuff there. So it should be easy. Yet still, I had to make 17 patches for it. For the one building! Now imagine Falkreath with 9 buildings (and two city gates). It would still require patches for about 70% of the mods patched here. And even the base plugin still would have to come with various edits (f.e. navmesh, landscape, doors) in an .esp, so using BOS is pointless in this case and adds only unnecessary complexity to the case.
Nevertheless, since you've already used CK a bit, and if you have some time to spare, I encourage you to try making the mod you want. And I mean it. It's a great opportunity to learn modding - you won't have to create new models or add new stuff, just adjust the existing layout to the modified buildings. I have to warn you, though - it's a one-way road. When you start making mods, it's hard to stop :)
Oh, apparently I forgot to add its installation option. I'll fix it as soon as possible. You can just extract the plugin from the archive for the time being.
...and I recalled we've removed the option to install this patch (I forgot to remove the file from the archive) as it was causing crashes and Blackread provided a better one at some point.
I would like to switch from COTN to Redbag, and I spotted two patches from the COTN collection that aren't present here. - Bring Meeko to Lod - Falkreath Hauntings Are they not necessary ? Otherwise would you consider patch them for Redbag's as well ? ty
Bectile already covered the first one: Bring Meeko to Lod Best Friend Patches. A patch for the second one is available in this collection, it was added in version 1.12.
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1.11 has it though.
Thank you for the kind reply lol.
I am experiencing a CTD with the Sons of Skyrim patch enabled. I checked it in xedit and this is what I see. I'm not well versed in xedit but I think I can resolve the errors in green but the errors in black are just empty records. What am I missing or have I installed something wrong? Thank you in advance for any insight you can shed on my problem.
Edited: to fix image
Edit: https://www.dropbox.com/scl/fi/x2grjr3hii01f6mvvty5o/Redbag-s-Falkreath-Atlas-Map-Markers-patch.esp?rlkey=xq6ui4yivnr8j636znidrxwj5&st=jrhu8035&dl=0
I updated the FormID list so the patched markers would properlly overwrite original ones instead of just being added alongside. If maintainer see this please feel free to merge into main file.
But regarding missing NPCs, I'm suggesting replacing the vanilla buildings not changing Redbag's Falkreath into something else. Stuff that was added like the arena wouldn't be part of the conversion since there is no equivalent building in vanilla Falkreath. And the only thing that could break quests as I see it would be if there is need to change the navmesh from vanilla Falkreath.
But I don't want to sound pretentious or anything. I know how much work this is. I modded small stuff for personal use and tried to get a hang of CK and it's tough, at least for beginners.
My idea is that if we had the beautiful architecture of Redbag but keeping the vanilla city layout, we would have a "lite" version of Redbag's Falkreath in which we wouldn't need to worry about about patching for mods that uses the Falkreath location, because the landscape and re-positioning of builds would the stuff that causes more issues with quest mods, trees placements, etc.
Nevertheless, since you've already used CK a bit, and if you have some time to spare, I encourage you to try making the mod you want. And I mean it. It's a great opportunity to learn modding - you won't have to create new models or add new stuff, just adjust the existing layout to the modified buildings. I have to warn you, though - it's a one-way road. When you start making mods, it's hard to stop :)
- Bring Meeko to Lod
- Falkreath Hauntings
Are they not necessary ? Otherwise would you consider patch them for Redbag's as well ?
ty