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Maeyanie

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Maeyanie

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20 comments

  1. oscurevegan
    oscurevegan
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    Sadly not working as of now, getting the following error when building

    System.NotImplementedException: Writing with compression enabled is not currently supported.  https://github.com/Mutagen-Modding/Mutagen/issues/235
       at Mutagen.Bethesda.Plugins.Binary.Translations.ModHeaderWriteLogic.<>c.<AddCompressionCheck>b__31_0(IMajorRecordGetter maj)
       at Mutagen.Bethes
  2. eegoii
    eegoii
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    Letters, Recipes (Atronach Forge Recipes and Gourmet Recipes), Fishing Maps, Missives (from Missives mod) weight 1.5 unit, they have the same weight as Black Books.
  3. realprometheusx
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    How much should I make houses cost? lol
    1. Maeyanie
      Maeyanie
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      The overall value of the Septim wasn't changed in TRE (there are actually very few price changes; food is cheaper and clothing is more expensive, that's it) so whatever you consider balanced for vanilla should work fine.
    2. realprometheusx
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      Ran the patcher, values aren't changing 
    3. Maeyanie
      Maeyanie
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      It's working for me... make sure you have the User Settings options to patch value, weight, and the various item types checked, and aren't expecting too much.

      This is a randomly-picked food item in xEdit, and you can see the patch is correctly doubling the weight and halving the value. The value ends up back where it started because Gourmet is doubling it first, but that's the intended function.
      
  4. skulexander
    skulexander
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    With my large modlist, I'm getting a "too many masters" error. I don't suppose there's a way to split it into multiple plugins?
    1. Maeyanie
      Maeyanie
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      Unfortunately I don't think Synthesis supports that. Kind of the whole idea of it is to merge all the changes, from every patcher, into one plugin.
    2. skulexander
      skulexander
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      That's too bad.
    3. Maeyanie
      Maeyanie
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      Actually, I was apparently wrong.
      Version 1.2 may reduce the number of masters, and allows generating patches for just specific types of items, which should make it possible to split it into multiple patches using Synthesis's "groups" feature.
      Hopefully that works for you, if not it may be possible to add support for splitting it by number of items or something.
    4. skulexander
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      It works! ^_^ Thanks much for the work on this mod.
  5. starchaser0392
    starchaser0392
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    Too many master errors

    I'm running 2500++ plugins, my armor and weapons alone around 350+ plugins, which is a core component required for the patch

    If not, the patch can only cover Vanilla weapons and armors weight

    +1 on the skypatcher
    1. Maeyanie
      Maeyanie
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      I looked into it, and unfortunately it's not possible to accurately rewrite this in SkyPatcher.
      TRE contains more complicated changes than SkyPatcher's simple find-replace model supports, plus SkyPatcher has no support for game settings patching.
  6. MZS1975
    MZS1975
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    May I suggest something?

    You can support larger modlists by tweaking your patcher code a bit. Everytime you call var newItem = state.PatchMod.xxx.GetOrAddAsOverride(item);
    you already create a copy of that record in your patch and reference potentially a new master. Delay that to the last possible moment, when you know you want to change something.

    You also don't need those lines:state.PatchMod.xxx.Set(newItem);

    It's enough to modify "newItem" in this case.

    There may be rare cases for very large modlists with tons of added items, where even this change will not be enough. The next improvement could then be to extent your configuration to allow your patcher to run on individual record types. Synthesis patchers can be included multiple times in different patch groups (they just need to be renamed) each with their own configuration. This way even a split in multiple patch plugins would be possible. 

    Nice work btw.
    1. Maeyanie
      Maeyanie
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      Ok, changes made. Thanks for the tips. This is my first time writing for Synthesis, and I got a lot of it reading other peoples' code, which isn't always the best source.

      I've held off on breaking it down by record types at the moment, but I'll definitely keep that in mind if reducing record creation isn't enough.
      Edit: It wasn't much work, so I went ahead and added that too.

      I'd gotten the impression Synthesis was supposed to trim identical-to-override records and unnecessary masters, but I guess that was incorrect, or at least it doesn't always do a great job of it.
  7. ChillFlexington
    ChillFlexington
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    Maybe Skypatcher fits better for this type of mod?
    1. Maeyanie
      Maeyanie
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      I looked into it, and unfortunately it's not possible to accurately rewrite this in SkyPatcher.
      TRE contains more complicated changes than SkyPatcher's simple find-replace model supports, plus SkyPatcher has no support for game settings patching.
  8. skulexander
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    I get this error when I try to run it:
    Spoiler:  
    Show
    Compiling solution "D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj"
    Preparing to build "D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj"
    No extra data to consider
    Queuing build for "D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj"
    Starting build for "D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj"
    ("D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE"): "dotnet" "build \"TRE.csproj\" --runtime win-x64 -c Release"
    Finished build for "D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj"
    Failed to compile solution D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj
    Synthesis.Bethesda.Execution.SynthesisBuildFailure: Unknown Error (1): Microsoft (R) Build Engine version 17.2.0+41abc5629 for .NET
    Copyright (C) Microsoft Corporation. All rights reserved.

    Determining projects to restore...
    C:\Program Files\dotnet\sdk\6.0.302\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets(144,5): error NETSDK1045: The current .NET SDK does not support targeting .NET 8.0. Either target .NET 6.0 or lower, or use a version of the .NET SDK that supports .NET 8.0. [D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj]

    Build FAILED.

    C:\Program Files\dotnet\sdk\6.0.302\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.TargetFrameworkInference.targets(144,5): error NETSDK1045: The current .NET SDK does not support targeting .NET 8.0. Either target .NET 6.0 or lower, or use a version of the .NET SDK that supports .NET 8.0. [D:\Program Files for Modding\Synthesis\Data\Skyrim Special Edition\True Renaissance Economy\TRE\TRE.csproj]
    0 Warning(s)
    1 Error(s)

    Time Elapsed 00:00:00.32
    at Synthesis.Bethesda.Execution.Patchers.Running.Solution.SolutionPatcherPrep.<>c__DisplayClass11_0.<<Prep>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Patchers\Running\Solution\SolutionPatcherPrep.cs:line 42
    --- End of stack trace from previous location ---
    at Synthesis.Bethesda.Execution.Patchers.Running.Solution.SolutionPatcherPrep.Prep(CancellationToken cancel) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Patchers\Running\Solution\SolutionPatcherPrep.cs:line 33
    at Synthesis.Bethesda.Execution.Patchers.Running.Solution.SolutionPatcherRun.Prep(CancellationToken cancel) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Patchers\Running\Solution\SolutionPatcherRun.cs:line 45
    at Synthesis.Bethesda.Execution.Running.Runner.PrepPatcherForRun.<>c__DisplayClass5_0.<<Prep>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Running\Runner\PrepPatcherForRun.cs:line 33

    Is there anything I need to do to solve this?
    1. Noggog
      Noggog
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      You've got the NET6 SDK installed probably.   This patcher (and the newest Synthesis systems in general) have moved onto NET8
      Just download and install the latest NET SDK https://github.com/Mutagen-Modding/Synthesis/wiki/Installation#install-net-80-sdk
    2. skulexander
      skulexander
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      Weird, I thought I did that, but I guess I didn't download the right file. Anyway, thanks for pointing me in the right direction!