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d2allgr

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d2allgr

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20 comments

  1. Kumbiya
    Kumbiya
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    Hey there, just wanted to let you know that the Fallout Genetics Patcher does not recognize any male hairstyles at all, and does not recognize the full list of facial hairs and female hairstyles available compared to zEdit. If those could be fixed, then this patcher would be perfect! However, right now I have to use zEdit patcher (which tends to get the Males correct and includes all male hairstyles) and overwrite a significant amount from the zEdit file with the data generated from the Synthesis patcher (mostly Females, which the zEdit version produces many errors and strange head part references, especially for mods like Fusion City and Outcasts and Remnants). 
    1. Kumbiya
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      I've found a solution to this problem! When you add the patch in the synthesis git repository, set the repository directory to the forked version of the Fallout Genetics patcher (https://github.com/JanuarySnow/FO4FalloutGeneticsPatch) - this version recognizes male hairstyles! 
  2. foo777
    foo777
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    For the Fallout Genetics Patch, is it possible to modify it so that only females or males are patched?
  3. Darkaxt
    Darkaxt
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    In relation with the patcher FO4StandaloneWorkbenchesPatcher, and not sure if this logic "bug" affects any other similar one, apart from comparing Weapon.AnimationTypes.Grenade you should also handle Weapon.AnimationTypes.Mine, and for what I can tell since the condition is duplicated, it seems that you forgot to apply that filter.
  4. Dutch1066
    Dutch1066
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    These are excellent. I really dig; much appreciation. One little suggestion. The standalone workshop patch; it would be a bit more user friendly if there was a way to exclude certain mods. As it is now, I resolve the conflicts in xEdit. Not awfully painful, just time consuming. Either way, thank you for your work.
    1. ErockSmiles
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      Ditto. Really odd thing though, the first time I used it, it ignored vanilla items. But every time after that, it now tags vanilla items as well. I tried changing the vanilla setting on and off and reinstalling both the patcher and synthesis and I could never get it to work again. So if I don't go into xEdit and fix it, my Chem stations are completely empty. 
  5. ErockSmiles
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    Hello, I would like to use the Standalone Workbenches Patcher. But I had to rename the Standalone Workbenches Plugin to ESL to get it to work in my game. FO4VR will not load ESL named files. But the Synthesis patcher will not run as it see the file as missing. Any chance for an ESP version of the patcher?
    1. masterhamper
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      You can use Wrye Bash to change the patch to point to the .esp and succesfully load the plugin, after you have run the Synthesis on the .esl
    2. ErockSmiles
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      Thanks masterhamper for the advice. I actually have been doing exactly what you suggested but using xEdit instead. Seems to work fine, just not a very convenient process. I'm a bit more familiar with xEdit than Wrye Bash. I appreciate the suggestion.
  6. evildarkarchon
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    Any plans to update the eco patcher for the new redux version of ECO?
  7. luska233
    luska233
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    ECO patcher won`t work for me. Keeps throwing this error: pastebin
  8. novastark
    novastark
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    Any chance you would consider making a Synthesis patcher for this? https://www.nexusmods.com/fallout4/mods/58409
  9. GrubbinStubs
    GrubbinStubs
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    I'm getting this error with the ECO patcher:

    ? System.ArgumentException: The argument type, 'Mutagen.Bethesda.Fallout4.BodyTemplate+Flag', is not the same as the enum type 'Mutagen.Bethesda.Fallout4.BipedObjectFlag'.
       at System.Enum.HasFlag(Enum flag)
       at FO4ECOPatch.Program.RunPatch(IPatcherState`2 state) in C:\Users\shado\AppData\Local\Temp\Synthesis\dwv5ddjx.0jm\Git\g2clj3oc.0pq\Runner\FO4ECOPatch\Program.cs:line 57
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass13_0`2.<<AddPatch>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 100
    --- End of stack trace from previous location ---
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable`1 exportKey, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 565
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 462
       at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass37_0.<<InternalRun>b__1>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\SynthesisPipeline.cs:line 425
    1. d2allgr
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      Apologies, should work now in the latest commit in github.
  10. evildarkarchon
    evildarkarchon
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    Thanks for doing this, not enough synthesis patchers out there for Fallout 4.
    1. d2allgr
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      Found this and ?this in the mutagen issues. The first one is good workaround. I'll add notes next to each patch to show what kind of records it affects (should help with grouping).
    2. evildarkarchon
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      Thanks for the reply, I kind of suspected the answer, and it was confirmed when I did a test run on my load order (which is why I edited it out of my post). I think I need to clean up my load order anyway :).