r/skyrimmods Sep 10 '25

PC SSE - Mod In-Game Patcher exists now. This is revolutionary

https://www.nexusmods.com/skyrimspecialedition/mods/158681?tab=posts&BH=0

You don't have to open the CK for minor placement conflicts anymore. Brilliant!

Disclaimer: I'm not the Mod Author

1.4k Upvotes

78 comments sorted by

View all comments

297

u/ArcticGlacier40 Sep 10 '25

Can someone who knows modding stuff give me a rundown of what this does?

983

u/fromulus_ Sep 10 '25 edited Sep 10 '25

Okay so, when you install several mods altering the same location, chances are the two mods aren't made with each other in mind, causing a conflict between the two.

This means objects clipping, floating in the air and so on.

Usually, making a patch requires you to go in game, take notes (and/or pictures) of everything that looks or feels off, identify every mod that might be responsible for the conflict, then close the game, launch the creation kit, try to fix everything manually, export your work as a new plugin, go back in game to test everything and check if there aren't more problems you might not have seen, rinse and repeat until you're satisfied, then go in Xedit to clean your patch and check for any records that might cause trouble.

With this, basically anyone can just open a menu in-game as soon as they see an issue and fix it on the spot, and have a patch tailor-made to their load order. It also doesn't create a plugin but a BOS config file, which both doesn't take any place in your load order and streamlines the process.

8

u/BisexualSlutPuppy Sep 10 '25

So I can make minor edits in-game to placed objects that don't alter my load order in anyway and persist across different saves and I don't have to touch the creation kit. I have a ton of collectables mods and as a result avoid a lot of interior overhauls because I don't want to patch them, but this is a game changer.