此修补程序还需要Skyway的官方LOTD修补程序：Solitude Skyway SE-Dragonborn Patch.esp的遗产。
该补丁程序不是必需的，但可以与Solitude Skyway SE-增强型Solitude Docks Patch.esp一起使用，该文件必须在LOTD的官方Skyway补丁程序之前加载（否则将出现导航网格问题）。依靠ESD的官方Skyway补丁可以解决Skyway的西部下降问题。我在此处的补丁仅解决了Skyway的东裔冲突。
Solitude Skyway SE-增强的Solitude Docks Patch.esp（如果一起使用，则必须在Skyway-LOTD补丁之前加载）
Solitude Skyway SE-Dragonborn Patch.esp的遗产（如果一起使用，则必须在Skyway-ESD补丁之后加载）
This mod includes a set of compatibility patches I made to combine the following mods together in my game:
Legacy of the Dragonborn v5
Drengin's Blue Palace Terrace
Palaces and Castles Enhanced
Enhanced Solitude Docks
So I started with the goal of patching Blue Palace Terrace with Palaces and Castles Enhanced, which is the biggest missing piece in this list that nobody else seems to be working on. I also wanted all other above-mentioned mods in my game.
After a survey of existing patches, I learned that existing patches vary wildly in both quality and flexibility. The most promising seems to be cheesetoast8's patches, which were very nice. Unfortunately, there were still downsides in that they did not play well with Imperial Mail, and every patch offered required LOTD which felt less flexible than I hoped.
I figured that, if I'm going to make a true BPT-PCE patch, and I'm going to tweak cheesetoast8's patches for my own game further anyway, then I might as well go all the way and see if I can recreate a more modular set of patches. So that's what I ended up doing.
A good amount of content in these patches were conflict resolution work found originally in cheesetoast8's patches, reused with his/her permission. I basically used cheesetoast8's patches as a starting point, refactored them to be a bit more modular, in some parts redid them to my own aesthetic tastes, added my PCE patch into the fray, and ended up with a new series of patches.
These patches had the following goals in mind:
As modular as possible - each patch handles one problem only, multiple patches are used together to handle multiple problems
As clean as possible - edits other than conflict resolution were kept to a minimum (though admittedly not zero - the exception being a new fancy Skyway courtyard door), and I tried really hard to remove accidental unnecessary edits and plugin record overrides
Provide a good base system of patches to plug my BPT-PCE patch into
Compatible with Imperial Mail
Description of Patches
To give cheesetoast8 full credit for his work that I reused, all below bolded and yellow parts of the description are his work that I knowingly and intentionally reused with his/her permission, which basically meant I copied the records/values straight over in xEdit into my patches. The rest were my own work that I discovered and did myself in the CK, though some may have also overlapped with other parts of cheesetoast8's patches. Overall, I also want to thank cheesetoast8 for giving me advice and hints, and help me test the BPT-PCE patch a bit which resulted in discovering an issue that I later addressed.
Without further ado, here are a listing of the patches and what they do:
This patch moves BPT's exterior corridor area into an interior cell, moves BPT's added door to Solitude City from outside the courtyard (where it conflicts with LOTD) to inside the courtyard, and resolves a lot of clipping/navmesh issues both in the Tamriel Worldspace and the Solitude Worldspace.
This patch surgically removes BPT's main palace interior in favor of PCE's main palace interior. It then adds doors between BPT and PCE areas turning the whole thing into a mega-palace that includes all PCE content, plus BPT's terrace, corridors, courtyard, basement, and secret argonian passage to the waters below.
If this patch is used, PCE MUST load after BPT. Failing to do so will likely result in lots of shenanigans inside the Blue Palace's main interior. The patch relies on PCE winning all conflicting records with BPT.
This patch is needed if both above BPT-LOTD and BPT-PCE patches are used. It combines and forwards a few door records that both patch modifies so that both take effect in the game.
This patch resolves the overlapping model replacements with fighting textures for the Blue Palace main model and the SolitudeBase model. It then addresses the severe clipping by both mods trying to heavily decorate the courtyard to their own respective visions, by disabling and rearranging objects from both mods and merging them into a singular combined vision. Aesthetically I tried to keep the good points of both original visions from BPT and ES. The resulting courtyard is clean, open, and regal, like the BPT courtyard, yet also full of life and beauty and color like the ES courtyard. Lastly, this patch adjusts some flag positions and disables some clipping objects just outside the courtyard.
This patch resolves areas of major clipping between BPT-added terrain and the Skyway's eastern descent down to the ground. Here, the final flight of stairs were completely redone and navmesh fixed up. It additionally replaces an ugly and clipping door to the Blue Palace Courtyard with a fancier one in the exact same spot to better fit the courtyard's aesthetics.
This patch additionally requires the official LOTD patch for Skyway: Solitude Skyway SE - Legacy of the Dragonborn Patch.esp
This patch is needed if the above BPT-LOTD-Skyway patch is used together with Enhanced Solitude Docks. It combines together the new navmesh structures from BPT-LOTD-Skyway's new staircase descent and the ESD-added fort area, so that the resulting navmesh works for both structural changes to the same cell.
This patch does not require, but is expected to be used together with, Solitude Skyway SE - Enhanced Solitude Docks Patch.esp, which must be loaded BEFORE the official Skyway patch for LOTD (or there will be navmesh issues). The official Skyway patch for ESD is relied upon to resolve conflicts at the western descent of the Skyway. My patch here only resolves conflicts at the eastern descent of the Skyway.
Please note that the ESD fort area, at least in my game, continues to have NPC pathing issues, that could be reproduced with my patches turned off and only ESD enabled, so I believe there are navmesh shape problems in the original mod in this area, that continued to exist in the patch. Those are still not fixed though I will look at in a future iteration. At the very least, if the player is simply traveling through the area instead of staying around doing stuff, followers should have no trouble getting through (as I observed in my tests). It's mostly just the guards that seem to get stuck when responding to wildlife attacks.
This patch ensures some landscape changes crucial to ESD remain in effect even when BPT is loaded after ESD, that if not done, would result in major gaps in landscape seams between cells.
This patch contain some miscellaneous fixes to issues inherent to ESD. There seems to be plenty of issues with ESD in general that I'm gradually discovering. Currently, this patch disables a floating piece of landscape that ESD seem to have forgotten to disable, that if left behind, will clip majorly with the structures in a new fort area it adds, breaking NPC pathing and causing all sorts of shenanigans.
Each of the above patches (maybe with the exception of the ESD-Fixes patch) should completely solve all current conflicts (at least, the ones that I know of) between the respective mods, and when used together they should completely solve all conflicts between all mods involved. Any sensible sub-combinations of my patches should theoretically work, and many such combinations have been tested, so feel free to leave out LOTD or leave out Skyway, etc... and simply don't install the associated patches.
If you do install multiple patches, make sure to install any applicable multi-way patch if also listed. For example, if you install the BPT-PCE patch and the BPT-LOTD patch, don't forget to install BluePalaceTerrace-LOTD-PCE-Patch.esp as well.
Overall, these series of patches depend on vanilla Skyrim masters, USSEP, the original mods. As noted above in the description, the Skyway patches will also require/expect to be used together with, the following existing official Skyway patches from the Skyway mod page:
Solitude Skyway SE - Enhanced Solitude Docks Patch.esp (must load before Skyway-LOTD patch if used together)
Solitude Skyway SE - Legacy of the Dragonborn Patch.esp (must load after Skyway-ESD patch if used together)
The patches do not require, but are intended to work together with the following mods and patches for a complete experience:
MLQ_EnhancedSolitude_Fixes.esp (this fixes the ES issue where courtyard clutter keeps on spilling all over the floor, among other things)
DBM_EnhancedSolitude_Patch.esp (the official LOTD patch for ES)
ImperialMail.esp (my patches are fully compatible with Imperial Mail)
BluePalaceTerrace-ImperialMail-Patch.esp (official BPT patch for Imperial Mail)
All patches are provided as ESL-ified ESPs, of which you can have more than 4000 of so you should never need to worry about plugin count.
All patches should have no ITMs, UDRs, or errors according to xEdit.
I tested many combinations of the patches in the following fashion:
Created a new character
Got a follower (Belrand from Solitude)
Traveled all main, obvious paths affected by the mods involved
Tested all doors affected by the mods involved
Scrutinized details of everything I saw, until no clipping due to conflict were unresolved
Ensured all navmesh and door links (for both directions) were working and Belrand had no trouble following
Currently I do not see any issues, and that's as far as I can guarantee quality. Note that I have not tested all the nook and crannies of out-of-the-way area navmesh (but I did walked the entire length of the dockside road and the skyway and solitude city, paying special attention to the museum/courtyard area, and saw no issues that weren't from the original mods themselves). Also note that I have not tested any content that only becomes available later in the game, and I have not tested any quests, though I tried to make changes that theoretically should not affect quests or future content.
Please note that there are quality issues with the original mods. Other than what I included in the ESD-Fixes file, I did not address other bugs in the original mods. These include some known issues about the LOTD museum navmesh, an LOTD-added AutoLoadDoor that becomes badly visible in the courtyard if you hug the walls, and various glitches, clipping, and navmesh issues in ESD (especially surrounding the newly added fort area close to the eastern skyway descent) that still happened when all my patches were turned off and only ESD was loaded.
Some of the newly added doors are also not as perfect as I'd like (for example, it can be painfully obvious that there's really nothing behind the newly added Jarl Chamber's doors to the terrace if you look from above, which is doable with the third person camera). I will try to finetune it with a future iteration.
These patches are known to be incompatible with cheesetoast8's patches. If used together, there will be definitely be duplicate objects (since I reused some of his work), and will likely be other shenanigans. Please choose to use either his set of patches or mine, but not both. Consider the two set of patches to exist in separate universes from a technical standpoint.
These patches are incompatible with Open Cities.
There are no guarantees that these patches will be compatible with any other mod or patch (since I have not tested them). Use your best judgment.