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  1. MadAborModding
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    Synthesis Patcher Changelog
    *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. You might need to click a blue arrow by that tag to actually get it to update.

    Current Latest Version:"v3c"
    v3c
    Added more flags for the patcher to check when determining what armor classifies as a helmet.

    Older Releases:
    Spoiler:  
    Show

    v3b
    Added a line to skip weapon records improperly configured by mod authors, such as those never intended to be playable or riddled with errors, ensuring the patcher skips them instead of crashing.
    v3
    On 11/11/2024, I uploaded a very old version of the patcher to github on accident which broke patching entirely. v3 is a reversion to the previous version. If you used the patcher between 11/11/24 - 11/21/24, you must update the patcher and repatch. I apologize for the inconvenience. 
    v2i
    Added checks for RFTI_Exclusion keywords/armor rating thresholds. Prevents rescaling things that are not meant be rescaled.
    Fixed shields not being rescaled.
    v2e
    Fixed patcher crash. I forgot to put ".esp" to the end of the "Requiem - Weapons and Armors Redone" string. So when the patcher checked if the mod was installed, it would lead to a crash. This has been fixed. Apologies for the inconvenience.
    v2d
    Added support to distribute perks from Requiem - Weapons and Armors Redone to non SPID distribution method. (SPID Distribution already distributes those perks if it detects the mod, I just forgot to add it in for the non SPID option).
    v2b
    Added option to distribute Spells, Perks, and Keywords to records themselves the old fashioned way, not with SPID/KID.
    Can be useful for debugging.
    If enabled patching time will increase.
    v2a
    Fixed typo leading to "already patched" keyword not distributing.
    v2
    Added ability to automatically patch any mod whose filename is NOT included in the .txt file, "ReqLite_IgnoreThesePlugins.txt". This txt file should be in your Skyrim/data/ folder or, if using mod organizer, in your overwrite/assigned synthesis output folder. If it is not there, simply create it or download and edit the example file provided in optional files

    The format for this .txt file is one plugin per line. (Again, see the optional files for an example.)

    This feature is particularly useful for users adding mods to Requiem wabbajack mod lists/collections. You can just copy and paste your modlist's original loadorder.txt into ReqLite_IgnoreThesePlugins.txt and select the option "****AUTO-PATCHING****: All plugins NOT in ReqLite_IgnoreThesePlugins.txt (Hover here for more details.)".  Then any new mod added that was not in the original list will be automatically patched.

    Note: Patching with this feature enabled can take about 2-5min to generate a plugin depending on how many esps are in ReqLite_IgnoreThesePlugins.txt. In later releases, this will be much faster. I just wanted to get the feature out today in the state it is as it is fully functional (if a little slow).

    v1h
    Fixed "Patch everything not reqtified by Requiem for the Indifferent.esp" setting.

    The Reqtificator Lite can now identify records that have been patched by itself. So if patching a load order that contains records patched in  separate plugin to the one currently being generated, those record will not be patched twice.

    Additionally, the Reqtificator Lite will now detect if it is near the master limit, stop patching further records, and will save and generate the esp as-is. It will then direct you to continue patching via the creation of a new synthesis group (and thus a new esp with a different name) where it will start patching wherever it left off. The specific message it prints will detail how to do so. You can also view that message here:
    Spoiler:  
    Show

    ("Generated plugin will contain more than 250 masters.");
    ("The Reqtificator Lite will now stop patching and will save the esp.");
    ("To continue patching, copy this message somewhere you can read it and follow the steps below:");
    ("1. Close Synthesis");
    ("2. In your load order, enable the plugin that was just generated.");
    ("3. Start Synthesis");
    ("4. In synthesis, create a new group with a different name and add a copy of the unofficialReqtificatorLite to the new group.");
    ("5. Run the Reqtificator Lite in this new synthesis group.");
    ("6. The Reqtificator Lite will start where it left off and continue to patch all records.");


    v1b
    Weapon and Armor keywords were swapped on accident leading to improper keyword distribution. This has been fixed.
    v1a
    Corrected a typo that was causing some arrows from unselected mods to be patched.
    v1
    Initial release
  2. MadAborModding
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    Note 1/1/2025: Requiem 6.0 Compatibilty
    The Reqitifcator Lite should be compatible with Requiem 6.0 as I don't see any large changes made to how the official reqtificator works in the changelog or in my testing. The only big difference is that Armor Spells are now attached to the race records directly and are not distributed by the official Reqtificator anymore.

    Thankfully, this doesn't really change anything for the Reqtificator Lite. In-game, NPCs can only have one copy of a spell so if the Reqtificator lite gives them an additional copy, nothing happens. (Additionally SPID knows not to distribute spells to NPCs that already have them.)

    In testing, everything looks and behaves as normal. If you use 6.0 and my patcher, and something seems out of place, let me know.
  3. nabaus1
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    Will this solve my retififactorfication (god I hate this programmes name) issues if I install it?  the bat can't find skyrim esm, and I have absolutely no idea how to fix it as all the answers online seem to refer to files I don't have.
    1. MadAborModding
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      No, my patcher is not a full substitute for the Reqtificator. You still need to run the reqtificator successfully at least once. The main purpose of the patcher is to continue to reqtify mods after the original Requiem for the Indifferent.esp's 254 master limit has been reached.
    2. tyg3rtyg3r
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      Greetings MadAborModding, thanks for creating and sharing a most ingenious tool! I had used Requiem years ago as part of Ultimate Skyrim then Wildlander, then got into other non-Requiem modlists. And now I'm curious about adding Requiem on top of an existing list I'm modifying (an earlier Licentia Black). It seems you're the best person to ask these questions:

      It's been a while since messing with Requiem and I am a rather novice modder overall so I greatly appreciate your help and insights. 

      1. Per your comment above, since I have to successfully generate Requiem for the Indifferent at least once, this means I'd need to deactivate enough mods to accomplish this? So, I would load Requiem higher in my list with a minimal number of mods, then add mods after Requiem and use your Synthesis script?

      2. I'm on 1.5.97 with CC content. I'm unsure the best Requiem version to use. I sounded like 5.0.3 was stable (though lacking fixes) and 5.2.3 was the next option. Any thoughts? 

      NEVER HIT THE 255 PLUGIN LIMIT AGAIN | Requiem Guide to Avoid RFTI Limitations

      3. Having watched the video, it sounds like a major problem to successful Reqtificator output is like with Synthesis itself, too many individual mods. So, merging armors and NPCs together would be a way to get around this. 
    3. MadAborModding
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      1. Yeah that would be fine, you can also try to use the reqtifcator lite before running rfti as that would avoid adding masters to rfti. just run the original reqtificator after 

      2.use 5.4.5 or the newest v6 version

      3. You don't need to merge anything, that's the point of the reqtificator lite.
    4. tyg3rtyg3r
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      Thank you for your reply. I have used Requiem v6 (latest) and got Reqtificator to run. Still have to set up the Synthesis scripts but knowing your mod exists is a relief. Thanks again.
  4. Ardentiuss
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    hey

    when i run it following the exact instructions, my game values (weapon damage etc...) go crazy e.g: steel dagger 300dmg

    i tried several versions, v3, v3.c, v2 etc
    1. MadAborModding
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      Check your load order. You make have a mod that edits the weapons loading after Requiem.esp so it's effictivly being balance twice
  5. DaburaKing
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    Will this cover spells? looking to add storm calling to lorerim. i might be dumb but I cant tell from the description and I'm at the plugin limit
    1. MadAborModding
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      It does not do spells.
    2. DaburaKing
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      https://imgur.com/a/4oxLIKO i just asked chat gpt to look at several logs and it seems like your mod itself is not the problem but spid distributing what your doing causes the problem I guess and I just have to add lines to ignore them? don't laugh at me I was getting desperate lmao
    3. MadAborModding
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      ChatGPT is just spitting out gibberish. None of what it said makes any sense or is valid code-wise lol. 

      When are you crashing? Is it specifically on load screens? I had issues with Nether's follower framework causing that. (The LoreRim modlist dropped the mod for that reason too). The crash logs would always point to hdtsmp and better third person selection but it was really NFF.)

      I had to uninstall NFF and start a new game to fix it.

      If it's not that I can only just give you general advice. What you need to understand about crash logs is that they show the last handful of records accessed by your game before it crashed. It doesn't explicitly say what crashed it (as what actually crashes it is not logged). Why reqtificator records are likely showing up is just the fact that all NPCs get the perks etc. so the game loads them frequently. What is actually crashing your game is probably something that loads into the game immediately after perks are loaded. Could be a broken mesh on an NPC etc.

      So the crash in game could be something like this:
      NPC Loads in -> NPC's Perks load in->NPC's broken armor mesh loads -> Crash

      But the only thing that would be captured by the crash log is the perks loading in as, as soon as the broken mesh loads, logging stops because the game crashes.
    4. DaburaKing
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      Hey sorry I’ll be a little more concise with what I’m saying Lol but I definitely here what your saying. So I gave ChatGPT multiple crash logs from when I was playing Lorerim and Nolvus this week  the crashes were some what similar in the sense that I would be playing normally in both games and practice safe saves. Eventually one save will not be load able and my game will crash trying to load it. That’s after having a stable game playing for hours in both mod lists. 

      I use save overhaul 3 that helps me practice those safe saves habits. The saves I make normally have 60-70 script latency and the save score is normally 95 or 100. 

      When it comes time for the save loading crash, I checked them with resaved and there are no unattached instances or anything of note that would show save corruption so I ruled that out. 

      The curious thing that happend last night while I was testing based on what ChatGPT was saying. For the Nolvus similar crash, it kept saying the quest I added heart of the reach was causing issues with certain npc or npc’s. Could be due to a bad mesh or a bad actor either way. I disabled the mod and checked to load the save. The save loaded. Great! But I checked one more time and relaunched that save but with the mod renabled again so I can simulate a crash. It didn’t crash the 2nd time. That’s confusing. So Atleast to me it’s two things. Either the quest mod heart of the reach is bad (there’s no comments on nexus that talk about similar issues) or it could have to do with spid distribution or something 


      Just so you know in both lorerim and nolvus I’m using dynamic stat scaler and your keep combat dynamic interesting at high levels. 

      and then for lorerim specifically I use reqtificator lite and your auto npc patching on top of those too. 


    5. MadAborModding
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      First, stop using chatgpt to analyze your logs. You're wasting your time. From what you showed me, it's spitting out literal nonsense. It's not just that it's pointing to the wrong things, it's literally making up script/code functions that don't exist. It's the same as if you asked a chimpanzee to analyze your logs, it literally has no concept of what it is looking at.

      Second, don't use Save Overhaul 3, that one is very script heavy honestly. I use Auto Saver instead which is skse based. TBH if you concern really is stability, you shout NOT use any auto saving mods. Despite what they all claim, they have no way of knowing when it is a "safe" time to save. They can be inherently corrupting if they save at a bad time and you load that save and play it. Only reason I use one is because my list is very stable and I, as a mod creator, understand what is going on the background of my game better than most. Also make sure to use an alternate death mod, as reloading is bad too.

      Third, while your issue isn't unattached script instances (You only get those when you uninstall a script mod), it could still be scripts that are stuck in loops etc. I'd recommend enabling papyrus logging and checking that.

      Fourth, if your adding mods to a large modlist, ensure you aren't going over the Reference limit cap as that can lead to crashing. If you google it, there are some xedit scripts that will check your Load Order for the ref count.
  6. TairaNoritsune
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    Please correct me if I am wrong,

    Reqtificator Lite will not touch NPCs that were affected by official Reqtificator and since official Reqtificator touches almost every single vanilla NPC, I would like to make a suggestion that you add into tutorial/instruction, that if player uses a replacer mods for vanilla Skyrim NPCs, they should also be patched with official Reqtificator.
    1. MadAborModding
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      I don't understand what you are asking. You can patch replacer mods just fine with my patcher 
  7. Ardentiuss
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    Hey ! 
    It's probably a dumb problem but would you happen to know why I don't get any settings on the patcher in Synthesis ?

    Page is just empty.

    Thanks !
    1. MadAborModding
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      Synthesis just does that sometimes. You try deleting and reinstalling the patcher. Even restarting your computer can sometimes help.
    2. Ardentiuss
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      Sadly, no worky :(

      I've tried everything I know

      surely it must be related to synthesis
    3. MadAborModding
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      It's just a synthesis issue. It happens to all patchers. Other things to try would be making sure all synthesis's requirements are installed and/or reinstalling everything.
    4. Ardentiuss
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      Wdym by Synthesis requirement ? .net SDK ?
    5. Ardentiuss
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      tried downgrading it and it doesnt work
    6. MadAborModding
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      Again, this is a synthesis issue. I did not make synthesis, so there really isn't much advice I can give to you.
    7. Filigan
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      I hd the same problem, for me the solution was to uncheck the Auto box from the Patcher selection, and manually switch Versions back and forth, did the trick for me.

      I ended up Checken the Auto box again afterwards and its still working. So basicly (what i assume happened here) is, synthesis failed to load in the patcher correctly and by flipping versions i made it go trough the process of loading the patcher again.
  8. TairaNoritsune
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    Greetings! Is it possible or could you make it possible to tamper with armour defence and weapon damage calculation formulas?

    I noticed, Requiem.esp assigns the endgame gear (like Ebony Cuirass) an armour value 500, while base armour value was 43. Requificator (and your mod here) calculates it by formula
    Heavy cuirass: armor rating * 6.6 + 66
    Heavy other: armor rating * 6.6 + 18
    Light cuirass: armor rating * 3.3 + 66
    Light other: armor rating * 3.3 + 18

    would patch heavy cuirass with armour value 43 to something around 350.

    I feel it kind of unjust, that modded armour, that was supposed to be equal in stats to Ebony, dragonplate or whatever ends up being vastly inferior to vanilla armours, so I'd welcome an option to tweak formula to remedy this.
    1. MadAborModding
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      That's beyond the scope of this patcher. This is just replicating the how the Reqtificator does it.
    2. TairaNoritsune
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      Sorry, but I did not let thy answer stop me, download thy stuff from repository, modified formulas and manually imported into synthesis. Where there's will, there's a way!
    3. MadAborModding
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      I saw some skypatcher inis floating around the 3tweaks discord that do what you describe. IDK if they are public or not yet
  9. DaburaKing
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    Hey there, I got a crash exiting a building and retificator is being called. Do you mind taking a look? 

    https://pastebin.com/V2esKFJU
    1. MadAborModding
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      Unrelated to my mod or the reqtificator. From the probable call stack it says it's hdtsmp or betterthirdperson selection. Those two show up fairly common in crashes, it's just a crash that happens sometimes as far as I'm aware. I don't think there is a way to prevent that one.
  10. Rikutoshiki
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    I'm having some issues, and I'm not exactly sure how to solve them. When running the game, new char, on initializing Requiem I get "Requiem for the Indifferent is outdated", yet, I had it run successfully after running Reqtificator Lite to confirm everything was good, before restoring about 1/3rd of my modlist and rerunning Reqtificator Lite after, as from this point on Reqtificator itself becomes unable to process my modlist. Is there something I'm missing?
    1. MadAborModding
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      Make sure the version of the official reqtificator you are using is fully up to date. Then make sure that the up-to-date RFTI.esp is enabled.
    2. Rikutoshiki
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      I'm using the latest Requiem 6.0.2 and the included Reqtificator, as well as the latest RFTI.esp. Disabling most of my modlist Reqtificator works fine, running Synthesis with Reqtificator Lite also builds fine, building up to 6 patches total with no errors after re-enabling the modlist
    3. MadAborModding
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      Sorry, I am not understanding your writing well and confused what you are asking/telling me.
      In general, if you are getting the message "Requiem for the Indifferent is outdated" that's not related to my patcher at all. That is related to the official Reqtificator itself, so I can't really troubleshoot that.

      Here, is what I would do in your situation, but again this is not related to my patcher directly so how I can help is limited.
      1. Install newest version of requiem.
      2. Disable your modlist enough to where you can run the official Reqtificator without it giving an error.
      3. Run the official Reqtificator, (MAKE SURE IN MO/WHATEVER YOU ARE ACTUALLY RUNNING THE MOST UP TO DATE EXECUTABLE FROM REQ 6.02 FOLDER)
      4. Enable the generated RFTI.esp
      5. Enable your other mods
      6. Run the Reqtificator lite.
      7. Enable the esps generated by synthesis. (Make sure the original RFTI is enabled too.)
    4. Rikutoshiki
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      For clarification, what you would do is what I did. And I am relieved to know that I did things right, according to how you listed. In that case there must be something else going wrong, and it narrows down my search a lot, so I will thank you for your time and input friend :)
  11. Addy101
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    System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\ingso\AppData\Local\Temp\Synthesis\uaclwc44.2z5\Workspace\req patcher \Plugins.txt'.
       at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
       at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
       at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
       at Mutagen.Bethesda.Plugins.Order.DI.LoadOrderWriter.Write(FilePath path, IEnumerable`1 loadOrder, Boolean removeImplicitMods)
       at Synthesis.Bethesda.Execution.Running.Runner.GroupRunLoadOrderPreparer.Write(IGroupRun groupRun, IReadOnlySet`1 blackListedMods) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Running\Runner\GroupRunLoadOrderPreparer.cs:line 48
       at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location ---
       at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
    --- End of stack trace from previous location ---
       at Synthesis.Bethesda.Execution.Running.Runner.GroupRunPreparer.Prepare(IGroupRun groupRun, IReadOnlySet`1 blackListedMods, RunParameters runParameters) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Running\Runner\GroupRunPreparer.cs:line 40
       at Synthesis.Bethesda.Execution.Running.Runner.RunAGroup.Run(IGroupRun groupRun, CancellationToken cancellation, DirectoryPath outputDir, RunParameters runParameters) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Running\Runner\RunAGroup.cs:line 55
       at Synthesis.Bethesda.Execution.Running.Runner.RunAllGroups.Run(IGroupRun[] groups, CancellationToken cancellation, DirectoryPath outputDir, RunParameters runParameters) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Running\Runner\RunAllGroups.cs:line 34
       at Synthesis.Bethesda.Execution.Running.Runner.ExecuteRun.Run(IGroupRun[] groups, CancellationToken cancellation, DirectoryPath outputDir, RunParameters runParameters) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.Execution\Running\Runner\ExecuteRun.cs:line 67
       at Synthesis.Bethesda.GUI.Services.Profile.Running.ExecuteGuiRun.Run(IEnumerable`1 groupRuns, PersistenceMode persistenceMode, Boolean localize, Boolean utf8InEmbeddedStrings, Nullable`1 headerVersionOverride, FormIDRangeMode formIDRangeMode, Language targetLanguage, Boolean masterFile, Boolean masterStyleFallbackEnabled, MasterStyle masterStyle, CancellationToken cancel) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.GUI\Services\Profile\Running\ExecuteGuiRun.cs:line 58
       at Synthesis.Bethesda.GUI.ViewModels.Profiles.Running.RunVm.<Run>b__39_1(Unit _) in D:\a\Synthesis\Synthesis\Synthesis.Bethesda.GUI\ViewModels\Profiles\Running\RunVm.cs:line 208

    Any idea why this is happening?  I am like 99% sure I have everything installed correctly - have been trying to figure this out for the past few hours myself, but to no avail.  
    1. MadAborModding
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      Maybe try disabling windows antivirus temporarily?

      If it's not that, delete the patcher and try reinstalling everything.
    2. Addy101
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      Unfortunately, Neither option worked, but thanks for the speedy reply. 
  12. Dydaus
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    Hey first off super impressive job, been wanting to do requiem for ages, so this is such a blessing.

    I do seem to be having some problems on version 6 of requiem using the auto-patcher excluding RFTI, noticed that the armor patcher seems to be ignoring the majority of helmets, looking at my armour mods in SSEEdit the only thing I noticed was that all the helmets it does succesfully change have the flag '30 - Head' in Biped Body Template section, but those who do not have the flag seem to be skipped. not sure if that's what is causing it but that's what I noticed.

    Edit: Did a test and added flag to a helmet and then reran patcher, helmet was then successfully patched, looks like helmets need this flag for the patcher to pick up on them
    1. MadAborModding
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      Thanks for the report. I just updated the patcher to recognize a few more flags (Hair, Circlet, etc). It should recognize more helmets now.
      Try re-running the patcher with the newest update "v3c".
      How to update:
      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, found under the "versioning" tab, matches "v3c". You might need to click a blue arrow by that tag to actually get it to update.
    2. Dydaus
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      Ah! all working now, you're a lifesaver, thank you!