Synthesis Patcher Changelog History of previous patcher versions is available here. *The patcher should auto-update itself each time you boot up Synthesis. To double-check if you are using the latest version, ensure that "tag" of the patcher in Synthesis matches the latest version below.
Current Latest Version:"v3" v3 Added option to patcher to remove ragdoll attacks from new, non-giant Races. Many creature mods use the spell crGiantStomp to apply stagger to attacks. In Vanilla, crGiantStomp's stagger is minor In Requiem, however, it is an aoe knockdown that ragdolls the player and NPCs. For example, Mihail's Minatours utilize crGiantStomp for ALL their attacks. With this setting ENABLED, the Minatours are no longer impossible to fight. v2h Changed a case where Race EditorIDs were used instead of FormIDs. Matching is a little more precise now. v2g Improved detection of custom races that are based off DLC2MountedRieklingRace. v2f Added VR support. v2e Added missing perk for DLC2MountedRieklingRace. v2d Very minor update, repatching is not required for most. Added troubleshooting text and changed how NPCs with negative offsets are patched. v2c Fixed a major bug where spells and perks failed to distribute properly. EVERYONE SHOULD UPDATE THE PATCHER AND REPATCH! v2b Changed how patcher handles unarmed reach in race records. v2a Very minor change to how gargoyles are balanced. v2 Added new functionality to the patcher: "Make New Creatures Stronger than Playable Races" Many creature mods use copies of playable races for their new creatures. For example, Mihail's Minatours, Gravelords, and Goblins are all copies of playable races but with custom models. In previous versions, these NPCs were treated as if they were from a playable race and were scaled accordingly. They were still stronger with the patch than without, but not to the degree the mod author likely intended them to be relative to the playable races. With this new setting ENABLED, the patcher will rebalance races like these differently than how it handles playable races so that they will be more in-line with what the mod-author intended. More details are in the Health Calculation Article on Nexus. Due note that some follower mods, like 'Arrisa', use a custom race in order give NPCs their own body (UNP, CBBE, etc.). If patching a follower with a custom body, this setting should be disabled or you should patch that NPC in a separate copy of the patcher ( just create a new group and add a copy of the patcher to it), If unsure, I recommended that you leave this setting ENABLED. Even if a custom-body NPC is patched, they will most likely only be a little stronger than they otherwise should be.
Requiem Auto NPC Pacher only modifies NPCs. Therefore, for spell mods, the conjuration summons themselves will be rebalanced but not spell cost/damage. I know that Apocalypse has a Requiem Patch. I would recommend using that rather than patching it through my patcher.
im not sure if it is just because I user VR; but the synthesis patches doesnt seem to work, I select the mods but when I click run, it always no compiled data found.
Try restarting Synthesis and patch again. I just updated the patcher to include the "SkyrimVR" tag in its supported versions. It should auto-update to version "v2f" when you start synthesis. I don't actually have VR so I can't verify if that worked. If it is still stuck on compiling, try reinstalling synthesis and its requirements: https://github.com/Mutagen-Modding/Synthesis/wiki/Installation
hi, I did everything as in the instructions and still a 1kb file is created and nothing changes, I double-checked several times whether the mod is on the blacklist please help me
Sure, I'll help you out. Here are some general things that may fix it so try these first. If you already verified that the mod you want patched is not in the "blacklisted" section and is in the "target mods" section try these things below: 1. Make sure RequiemPatcherKeyword.esp is enabled in your load order. 2. Make sure the mod your patching is enabled in your load order before you patch load up Synthesis. So say I'm patching 4thunkowns's ogres, the plugin should be enabled in your mod manager as so before patching:
3. If you have already ran the patcher and generated an esp (even if it is an empty one), make sure the plugin it created is at the bottom of your load order. For instance, in my synthesis, I named the patcher esp "Requiem Patch" and I have it at the bottom of my LO as so, below any mods I am trying to patch:
After trying these things out, see if it works now! If there is still an empty esp created, can you tell me what mod you are trying to patch and also send me a screenshot of your settings tab for RequiemAutoNPCPatcher.
ok, I moved the synthesis to the last place and the ESP became 200kb, but the mobs are still just a one-shot :d I'm trying to patch Colorful Magic by 184Gesu SE
Thanks for the information. From your screenshots and the info you gave me the patcher is working properly now. Looking at Colorful Magic's esp, the mod author balanced their NPCs in a way that I have never seen another mod author do. Many mod authors give negative health offsets to very weak, low-level NPCs that are meant to die quickly so my patcher usually respects that and doesn't touch them too much. The author of Colorful Magic gave very powerful npcs Negative health offsets and then made their level very high to account for that which is quite an odd, counter-intuitive approach. About half of the NPCs are balanced normally so my patcher works for them at least.
I don't know if there is a great solution my patcher can do for Colorful Magic but I just updated the patcher itself to try and handle it better. No guarantees but try running synthesis again. It should auto-update to version "v2d" . Now negative-offset NPCs should receive more health than they did previously.
Something went wrong during the patching. Most likely, you need to check two things. Was the plugin selected in the "Target Mods" section of the patcher or in the "Blacklisted" plugins section? It should be in the "target mod" section. The second thing to check is to make sure the plugin was enabled before you start synthesis and that your synthesis patcher plugin has a lower load order. See photos below:
After doing some testing it covers most things pretty well, with some custom races like Mihails Minotaurs it makes them a little underpowered but its a nice base that can easily be tweaked in xEdit. great mod
I'll add more documentation later on today. But when you see a decrease in health offset in xedit, that is actually the HP they have over the trend for which they are assigned. In my patcher health is assigned via a custom spell in game.
Sorry let me rephrase, that is only true for NPCs from playable races, Falmer, Draugr, and Vampires or custom races derived from those. Any other race, the offset you see is what you get. I'm guessing the mihail Minotaurs might be based on riekling rider race which is why they may be weaker. I'll try to think up a solution for that case.
Disregard what I said about the rieklings, Actually looking at the minatours themselves, they are based off a playable race so they will be stronger with this patch than without, gaining additional health as they level.
Ogres/Ettins from Mihail still end up pretty weak with 354 health in game, they end up getting slaughtered by bandits whenever they both encounter each other
Thanks for bringing this to my attention. It seems that there was a bug in the code that made it so the spells and perks wouldn't distribute properly under certain scenarios. This has just been fixed. Boot synthesis and repatch the mod again. The patcher should update itself to the newest version which is "2c". Now the ettins should have ~500 health and actually have armor perks and etc. Wow, I can't believe this bug went unnoticed for so long damn I really appreciate you reporting this.
Edit: It looks like the draugr armor perk wasn't distributing either, download the new main file as well
Yes! Requiem - Auto NPC Patcher can make any mod balanced and playable in Requiem by just selecting it in the patcher!
Though, those mods you mentioned already have handmade patches available for them on Nexus. I would recommend using my patcher on mods that do not have any community-made patches.
Hi, thanks so much for this, i know the community is so thankful for your work on this. had a question, wondering if its possible you to create, a patcher too make it easier to handle Req_mechantchest's/Blacksmith/Minimum/etc. It's rather complex for a person, with a patcher and a simple GUI would make editing this better. the ability to decide where items get distributed too merchants etc
Possibly, could you clarify a little more on what you were thinking? Are you saying that if a mod adds a new item to chest , and Requiem overwrites that change, you want the new item to be added back in? Or are you talking about distributing items to merchant chests that the original mod hadn't put them in?
well i want to have control, say for my requiem modlist, i want the player too have to travel to cities to acquire any armor/weapon that is steel/leather and up. So small town merchants only sell iron/fur/hid. targeting like Req_Falkreath/Riverwood_merchantchests etc.
The question you just purposed is rather brilliant: "Are you saying that if a mod adds a new item to chest , and Requiem overwrites that change, you want the new item to be added back in? I never even thought of this but, would fit in to what this is about as well.
The "LItemBlacksmithMin" and "REQ_LI_Blacksmith" lists are probably what you want for tweaking the baseline of stuff at blacksmiths, for example.
Sorry, I can't really picture an efficient way to automate that with a Patcher. The time needed to write the patcher would probably take the same time, if not more, than just doing it manually would. I would recommend you make all the changes you want to the merchant containers manually in ssedit and copy that over to a new esp. Then, if you want those changes to be retained when you have mods that overwrite your record, use MatorSmash to create a custom patch which will make sure the things you removed stay removed while only new items from mods that conflict get added in.
Not sure, maybe I am doing something, but the patcher doesn't seem to work, the created Synthesis.esp is only 1k and contains no records. I added "arnima.esm" to "Added mods", clicked on it, so that it became green, and then launched the patcher, but it doesn't seem to process the file: Oh, I just saw, my screen looks different than your screenshot, I added "arnima.esm" to "Blacklisted mods", but I don't see a "Targeted mods" window like in your screenshot. Edit: Ok, got it, the Synthesis GUI is really confusing, if you click into the line "RequiemAutoNPCPatcher" you get the "Targeted Mods" window, but if you click into the empty line with the execute arrow below that, you get the "Blacklisted Mods" window, sigh.
Make sure arnima.esm is enabled in your actual load order before opening synthesis. I think that may be the issue. If that doesn't fix it. Can you send me a picture of your settings tab in the patcher?
Oh ok I see. You want click on the specific tab "Requiem Auto NPC Patcher:" in the GUI like so
Then that should bring up the main patcher window and from there you want to go to the settings tab. I'm glad you could figure it out. Yah Synthesis can be confusing if your not used to it. I'll update the description to be more clear
I'm going to try this a bit later, but I'm curious what happens if I already have a Requiem patch for a mod and run your patcher on top of that.
I have notes on which mods I was able to find patches for, and I have them all in a single category in MO2, but in the event of a mistake, I wonder what happens.
You select in the patcher's GUI what esp you want it to patch so, as long as you don't select a mod that already has a requiem patch, you should be fine. I would not recommend selecting and patching a mod that already has a requiem patch for it installed. It would not be catastrophic to do so, most NPCs will stay the same likely, but any new Dragons may be messed up due to how my patcher handles them.
51 comments
History of previous patcher versions is available here.
*The patcher should auto-update itself each time you boot up Synthesis. To double-check if you are using the latest version, ensure that "tag" of the patcher in Synthesis matches the latest version below.
Current Latest Version:"v3"
v3
Added option to patcher to remove ragdoll attacks from new, non-giant Races.
Many creature mods use the spell crGiantStomp to apply stagger to attacks.
In Vanilla, crGiantStomp's stagger is minor
In Requiem, however, it is an aoe knockdown that ragdolls the player and NPCs.
For example, Mihail's Minatours utilize crGiantStomp for ALL their attacks.
With this setting ENABLED, the Minatours are no longer impossible to fight.
v2h
Changed a case where Race EditorIDs were used instead of FormIDs. Matching is a little more precise now.
v2g
Improved detection of custom races that are based off DLC2MountedRieklingRace.
v2f
Added VR support.
v2e
Added missing perk for DLC2MountedRieklingRace.
v2d
Very minor update, repatching is not required for most. Added troubleshooting text and changed how NPCs with negative offsets are patched.
v2c
Fixed a major bug where spells and perks failed to distribute properly. EVERYONE SHOULD UPDATE THE PATCHER AND REPATCH!
v2b
Changed how patcher handles unarmed reach in race records.
v2a
Very minor change to how gargoyles are balanced.
v2
Added new functionality to the patcher:
"Make New Creatures Stronger than Playable Races"
Many creature mods use copies of playable races for their new creatures. For example, Mihail's Minatours, Gravelords, and Goblins are all copies of playable races but with custom models.
In previous versions, these NPCs were treated as if they were from a playable race and were scaled accordingly. They were still stronger with the patch than without, but not to the degree the mod author likely intended them to be relative to the playable races.
With this new setting ENABLED, the patcher will rebalance races like these differently than how it handles playable races so that they will be more in-line with what the mod-author intended. More details are in the Health Calculation Article on Nexus.
Due note that some follower mods, like 'Arrisa', use a custom race in order give NPCs their own body (UNP, CBBE, etc.). If patching a follower with a custom body, this setting should be disabled or you should patch that NPC in a separate copy of the patcher ( just create a new group and add a copy of the patcher to it),
If unsure, I recommended that you leave this setting ENABLED. Even if a custom-body NPC is patched, they will most likely only be a little stronger than they otherwise should be.
No extra data to consider " despite selecting multiple ESPs
1. Make sure RequiemPatcherKeyword.esp is enabled in your load order.
2. Make sure the mod your patching is enabled in your load order before you patch load up Synthesis.
So say I'm patching 4thunkowns's ogres, the plugin should be enabled in your mod manager as so before patching:
3. If you have already ran the patcher and generated an esp (even if it is an empty one), make sure the plugin it created is at the bottom of your load order. For instance, in my synthesis, I named the patcher esp "Requiem Patch" and I have it at the bottom of my LO as so, below any mods I am trying to patch:
After trying these things out, see if it works now!
If there is still an empty esp created, can you tell me what mod you are trying to patch and also send me a screenshot of your settings tab for RequiemAutoNPCPatcher.
I don't know if there is a great solution my patcher can do for Colorful Magic but I just updated the patcher itself to try and handle it better. No guarantees but try running synthesis again. It should auto-update to version "v2d" . Now negative-offset NPCs should receive more health than they did previously.
is this patcher even necessary when it comes to BR ?
See photos below:
RIGHT SECTION TO SELECT MODS ↓
I'm guessing the mihail Minotaurs might be based on riekling rider race which is why they may be weaker. I'll try to think up a solution for that case.Wow, I can't believe this bug went unnoticed for so long damn I really appreciate you reporting this.
Edit: It looks like the draugr armor perk wasn't distributing either, download the new main file as well
Though, those mods you mentioned already have handmade patches available for them on Nexus. I would recommend using my patcher on mods that do not have any community-made patches.
had a question, wondering if its possible you to create, a patcher too make it easier to handle Req_mechantchest's/Blacksmith/Minimum/etc.
It's rather complex for a person, with a patcher and a simple GUI would make editing this better.
the ability to decide where items get distributed too merchants etc
The question you just purposed is rather brilliant: "Are you saying that if a mod adds a new item to chest , and Requiem overwrites that change, you want the new item to be added back in? I never even thought of this but, would fit in to what this is about as well.
The "LItemBlacksmithMin" and "REQ_LI_Blacksmith" lists are probably what you want for tweaking the baseline of stuff at blacksmiths, for example.
I would recommend you make all the changes you want to the merchant containers manually in ssedit and copy that over to a new esp. Then, if you want those changes to be retained when you have mods that overwrite your record, use MatorSmash to create a custom patch which will make sure the things you removed stay removed while only new items from mods that conflict get added in.
I added "arnima.esm" to "Added mods", clicked on it, so that it became green, and then launched the patcher, but it doesn't seem to process the file:
Oh, I just saw, my screen looks different than your screenshot, I added "arnima.esm" to "Blacklisted mods", but I don't see a "Targeted mods" window like in your screenshot.
Edit: Ok, got it, the Synthesis GUI is really confusing, if you click into the line "RequiemAutoNPCPatcher" you get the "Targeted Mods" window, but if you click into the empty line with the execute arrow below that, you get the "Blacklisted Mods" window, sigh.
Make sure arnima.esm is enabled in your actual load order before opening synthesis. I think that may be the issue.If that doesn't fix it. Can you send me a picture of your settings tab in the patcher?
Then that should bring up the main patcher window and from there you want to go to the settings tab.
I'm glad you could figure it out. Yah Synthesis can be confusing if your not used to it. I'll update the description to be more clear
I have notes on which mods I was able to find patches for, and I have them all in a single category in MO2, but in the event of a mistake, I wonder what happens.