Developer’s Log: May 10, 2025

Yesterday I was getting so overwhelmed resolving Lux conflicts that I started installing small graphical improvements to give my mind a break. I left off tesitng Left off testing Skyland AIO vs Amon vs vanilla textures upscaled vs Skyland Bits and Bobs, noticing, with some surprise, that I didn’t really like Skyland Bits and Bobs very much at all, and that much of the DDS’s were flat and not very dynamic. If I get to it today I’ll post some comparison shots.

Conflict Resolution

Lux + Lux Patch Hub

Still making my way through Lux, and have to clear:

  • Lux – USSEP patch
  • Lux – No grass in caves patch (haven’t even installed No Grass in Caves yet!)

and the many plugins that the Lux Patch Hub added. Not counging the mod “Lux (patch hub) – LotD updated plugin (v6.8),” which I havent’ even activated yet, the ones I still have to do are:

  • Lux – Live Another Life patch
  • Lux – Forgotten Seasons
  • Lux – 3DNPC patch
  • Lux – Konahrik Accoutrements
  • Lux – Pets of Skyrim CC
  • Lux – The Cause patch
  • Lux – Dead Mans Dread Patch
  • Lux – Farmer patch
  • Lux – Ghosts of the Tribunal CC
  • Lux – Legacy of the Dragonborn – Gray Cowl
  • Lux – Legacy of the Dragonborn Hall of Wonders patch
  • Lux – DBM_CC_GhostsoftheTribunalHOWPatch
  • Lux – Necrohouse patch
  • Lux – Oblivion Artifacts Pack patch
  • lux – Sants and Seducers Extended Cut patch
  • Lux – The Gray Cowl of Nocturnal patch
  • Lux – Tools of Kagrenac patch
  • Lux – Vigil Enforcer CC
  • Lux – Wraithguard patch

Modgrouped the following:

  • Lux – Dawnfang CC + Lux + CC Dawnfang
  • Lux – CC Fish patch + Lux
  • Lux – CC Fish patch + Lux – USSEP patch
  • Lux – Nchuanthumz Dwarven Home patch + CC Nchuanthumz
  • Lux – Shadowfoot Sanctum patch + USCCCP + CC Shadowfoot Sanctum
  • Lux – Staff of Hasedoki CC + Lux
  • Lux – Goblins CC Patch + LOTD Goblins CC HOW patch + CC Goblins
  • Lux – Farmer patch + USCCCP + CC Farmer

Creating a Cell Settings override monolithic patch

A couple Lux patches are overriding noresetzone records that I’ve previously tried carrying forward from USCCCP.

  • Specifically, the following:
    • Goldenhills Plantation – [v44] ccVSVSSE004FarmhouseInterior [CELL:010030EC] {Compressed}
    • Bloodchill Cavern – [v44] ccEEJSSE005Interior01 [CELL:01002FD1] {Compressed}

So at the suggesiton of @ra2phoenix, I’m creating a single patch for any Cell-related records that I need to carry forward over various plugins. Here’s our conversation for the record:

UpstairsEmpire:

I’m in a pickle.
USCCCP adds a noresetzone keyword to the Bloodchill Cavern cell. OK, I like that.
But then I have LOTD patch for Bloodchill Manor which adds a couple placed objects in the cell, and also a Lux patch for Bloodchill Manor which adds a ton of lights inside the cell.
No conflicts with the objects, but the cell records conflict because neither of those patches has the noresetzone keyword.
So I made a patch just to carry over that one record. Fine, seems like overkill, but I like it.
Question is: How in the heck do I modgroup this mess?
Am I just going about this wrong?


ra2phoenix:

make a cell settings override monolithic patch(edited)
it’s not orthodox Method
but, it’s the only sane option imo
anything you’d want to later remove is easy (specific modded cells) or doesn’t hurt anything if you don’t need it (resets, has water, etc)
and modgroup things directly to it
your final column is correct but if you make a patch for every one you need you will be in pain in mo2 and game loading times


UpstairsEmpire:

Ah, I think you told me that before!

Got it. When you say modgroup things directly to it, is it like every time this comes up I add the new plugin to the modgroup with the cell patch?


ra2phoenix:

yes, you will get a very large modgroup which is fine
yeah, I’ve started trying to cut down my plugins (heresy I know)
the tools can’t keep up with the max limit
the time to unlock mo2 after the game tries to edit plugins.txt for no reason scales with plugin count