Subtraction Addition - Partial Mod Restore
A single patch reverts changes made by certain mods in a specific area to their original values.
Screenshots 1 screenshots
About this mod Machine translation
A single patch reverts changes made by certain mods in a specific area to their original values.
2498/5000I will make this page prettier at some point in the future.
AbS = Subtraction Addition
These patches are used to revert all changes made by mods etc. JK to specific areas such as SolitudeWorld have their original values.
Original value = the latest value stored in a Bethesda file such as skyrim.esm, update.esm, dawnguard.esm, etc.
I went into SSEEdit and overwrote the target mod's records with the original values from the patch. I then completely disabled all logging created by the mod. Navmeshes created by the target module are reduced to -30000 z and finalized in the Creation Kit so that their edge links are invalid. Landscape records will be overwritten with the original value (or the default value if there is no LAND record in the Bethesda file). I created a LAND record in update.esm or w/e, copied said record (which will be the default) into the patch as a replacement, and then changed the formID so that it is unique to the AbS patch you are using.
Are these patches ESP-FE (light)? yes
I don't understand... why would I want a patch like this? Since you want both JK and Enhanced Loneliness, City of Solitude or some other city modification mod that is specific to a specific area.
Do you want to make a fomod? ly
when? idk
Do you want to make an open city version? No
Why? Just won't.
Do these records carry forward the changes made by USSEP? No.
So will you release a USSEP compliant version in the future? Probably not.
Is this mod cutting floor compatible? Idk, it looks like the patches are being sequenced so that they load after the "cutting room floor", but honestly I can't remember any logging involving CRF logging.
Is this mod compatible with...?
The first files I'm working on will be for JK and Skyrim. I will also be doing the JKs-Dawn patch for Skyrim. To reduce clutter in the load order, I'm merging (and will be merging in a future combined patch) into a single JK and Skyrim's Dawn, adding all changes to AbS-JKs_Dawn in Skyrim_Patch-worldnamehere.esp.
Before considering any Tamriel patches, I would do child's play first.
Hope these are useful to you!
Thanks:
JK, Vaelka, Arthmoor, Teabag86, ?????????????????????????????????, ra2phoenix, sheson, CaptMcSplody, yggdrasil75, Xahtax, Skyler (SkylerModder), Minhbi and others I can't think of at the moment but I'm ashamed of myself for not remembering.
——————————————————————————————————————
I'll make this page prettier at some point in the future.
AbS = Addition by Subtraction
These patches are used to revert all changes made by a mod e.g. JK's to a specific area e.g. SolitudeWorld to their vanilla values.
Vanilla values = the most recent value stored in the Bethesda files e.g. skyrim.esm, update.esm, dawnguard.esm, etc.
I went into SSEEdit and overrode the targeted mod's records with vanilla values in the patch. I then fully disabled all records created by the mod. Navmeshes that are created by the target mod are lowered to like -30000 z in the Creation Kit and finalized so their edge links are nullified. Landscape records are overriden with vanilla value (or default values if there is no LAND record in a Bethesda file). I created a LAND record in update.esm or w/e, copied said record (it would just be default values) as override into the patch and then changed the formID so as to make it unique to the AbS patch you're using.
Are these patches ESP-FE (light)? Yes
I don't get it...why would I want patches like this? Because you want to use JKs but also want to use Enhanced Solitude, The Great City of Solitude or some other city modifying mod that is specific to some specific area.
Are you going to make an fomod? Proly
When? idk
Are you going to make Open Cities versions? No
Why? Just not gonna.
Do these records carry forward changes made by USSEP? No.
So you're gonna release a USSEP compliant version in the future right? Probably no …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.