Q: What is zEdit cache? A: When you build patch, zEdit creates cache for all your mods, which is kept in zEdit/profiles/Skyrim/patcherCache.json. TUS creates a lot of new records, and cache makes sure that, when you rebuild your patch, all those new records keep their formID, and your saves are not screwed. This cache is super important. You must keep it. You can't change it. If you lose it, when you run patcher next time, it will create records with NEW formIDs, and previous records (lvl lists, outfits) will be lost. I'm not really sure if your save will be still playable after this. I actually think you will just run into a few naked NPCs, which can be reverted to normal state using "resetinventory" or "recycleactor" command. But I'm not sure about it. So, it's better to be safe than sorry.
Q: I don't really understand how encounter zones and NPC levels work. A: There is an excellent article from SkeletonJack (author of OMEGA Overhaul). You can read it here https://www.reddit.com/r/skyrimmods/comments/8wu0f6/sjg_psa_how_encounter_zones_fleveledactormult/
Q: I want to change your configuration json files. What do "Keys" and "ForbiddenKeys" mean? A: Patcher typically checks a record EditorID and compares it in entry of configuration file. Patcher checks if EditorID contains at least ONE of the Keys and if EditorID doesn't contain ANY of ForbiddenKeys. This is correct for encounter zones, NPCs, perks and so on. Some other configuration files use Keyword or Faction for checking. These don't have any of ForbiddenKeys, and their Editor ID must be entered fully and precisely.
Q: I am getting Error cacheRecord is not unique. A: THIS SHOULD BE FIXED BY THE LATEST TUS UPDATE. FROM NOW ON TUS WILL SIMPLY BUILD JUST ONE OUTFIT/LVLI FOR ALL NON-UNIQUE RECORDS.
Old Answer: Download Duplicated Editor ID Fixer from this mod files page. Run it on your load order. It will change your mod plugins. Review changes in zEdit. Save changes. Disable Duplicated Editor ID Fixer - you don't need it anymore. Remove zPatch.esp generated by DEF - it is empty, you don't need it. Now True Unleveled Skyrim can patch your load order.
True Unleveled Skyrim requires zEdit 0.4.2 to work.
zEdit 0.4.2 is available only as x64 application, which is not compatible with MO1 and, obviously, with 32-bit Windows. Mator, author of zEdit, will release x86 version of next major release of zEdit. There are no ETAs for it.
If you don't want to move to x64 Windows /MO2, you can only wait until mator releases zEdit x86. OR you can follow his instructions here and build x86 zEdit for yourselves. https://github.com/z-edit/zedit
Please stop asking me questions about running TUS as x86.
Someone knows how to keep the ranks logic with the faction file. Because the random level generation is very trouble. Example dwarven centurions are lvl 48 and dwarven spheres is lvl 65 with my settings. Draugr death overlord lvl 28 when simple draugr are lvl 40+. I use Synthesis.
Synthesis giving out this error LibGit2Sharp.LibGit2SharpException: failed to read data: The server returned an invalid or unrecognized response when I add this patch, do you know what could it be?
This Synthesis version seems to generate a ESP that is full of errors.
Even with a fresh Synthesis install (And TUS is the only mod for it) i end up getting loads of empty records, or records that overwrite completely different records of a different type. Over 2000+ broken records in total which would easily destroy a game.
For anyone having trouble with the Synthesis patcher telling you "too many masters" even when TUS is run under its own group, try the following:
1) Create a new group with ONLY the True Unleveled Skyrim patcher- name it something like TUS-Items 2) Rename the patcher to True Unleveled Skyrim - Items 3) Under settings, uncheck everything related to NPCs and encounter zones 4) Create another group for the NPC patcher- name it something like TUS-NPCs 5) Add the TUS patcher again under the new group- Synthesis will prompt you about a duplicated name, so just rename it to something that you will know what it's for, like TUSNPC 6) Under settings for TUSNPC, uncheck everything related to items 7) Run Synthesis as normal
If .esp count is a problem, synthesis files can (almost?) always be flagged as .esl. Hope this helps someone.
Oh for the love of God, how hard can it be to make enemies that are at outside locations unleveled?
I can't help but wonder why is every unleveled mod failing to accomplish this seemingly very simple thing? I mean, mods can change perk tree, add enchantments, spells, effects, add new locations, quests and whatnot, alter ai etc etc... I can freeze to death, starve, knock on doors, order items, dodge in fights; all of which were totally nonexistent in vanilla.
And yet, no mod can make Skyrim truly unleveled. Outside enemies are always unchanged. How come? There's some BS mod called "Zones Fix" or something like that and I was told it solves this issue. But that mod makes enemies stop aggroing all of a sudden when they get drawn away from their 'zone' too much, killing every bit of immersion and even rendering fights too buggy to play in the first place. YASH somehow made it happen properly and without that zone-fixing BS thingy, but it was way too intrusive and changed many things and clashed with some other mods I had, so it had to go. Can't understand how this could be so difficult to make as a stand-alone feature. God, seriously, it's 2023. Please someone make this happen properly. I would have done it myself if I knew anything about modding and had enough time, but I don't.
What a bad installation instruction... I made a "build", then what? Where should I get the TUS file.esp? How do I use Morrowloot with this mod? The author did not bother to make a NORMAL instruction and thinks that everyone will go to dig into the halyards themselves?
lol "really soon" It's 2 years away. But they also wanted it to be released a few years ago originally. I don't have much faith that it'll be done ever. At the very least I think TES 6 has a better chance of finishing first.
A Synthesis patch for this and the mod author's TRE mod would be great, since they both touch some of the same records.
That and the fact Synthesis supports going over 255 plugins. The only reason I use zEdit are TUS and TRE, and I need to manually uncheck so many mods in the load order (ones unaffected by TUS and TRE) whenever I run zEdit to get under 255.
735 comments
A: When you build patch, zEdit creates cache for all your mods, which is kept in zEdit/profiles/Skyrim/patcherCache.json.
TUS creates a lot of new records, and cache makes sure that, when you rebuild your patch, all those new records keep their formID, and your saves are not screwed.
This cache is super important. You must keep it. You can't change it. If you lose it, when you run patcher next time, it will create records with NEW formIDs, and previous records (lvl lists, outfits) will be lost.
I'm not really sure if your save will be still playable after this. I actually think you will just run into a few naked NPCs, which can be reverted to normal state using "resetinventory" or "recycleactor" command.
But I'm not sure about it. So, it's better to be safe than sorry.
Q: I don't really understand how encounter zones and NPC levels work.
A: There is an excellent article from SkeletonJack (author of OMEGA Overhaul).
You can read it here
https://www.reddit.com/r/skyrimmods/comments/8wu0f6/sjg_psa_how_encounter_zones_fleveledactormult/
Q: I want to change your configuration json files. What do "Keys" and "ForbiddenKeys" mean?
A: Patcher typically checks a record EditorID and compares it in entry of configuration file.
Patcher checks if EditorID contains at least ONE of the Keys and if EditorID doesn't contain ANY of ForbiddenKeys.
This is correct for encounter zones, NPCs, perks and so on.
Some other configuration files use Keyword or Faction for checking. These don't have any of ForbiddenKeys, and their Editor ID must be entered fully and precisely.
Q: I am getting Error cacheRecord is not unique.
A: THIS SHOULD BE FIXED BY THE LATEST TUS UPDATE. FROM NOW ON TUS WILL SIMPLY BUILD JUST ONE OUTFIT/LVLI FOR ALL NON-UNIQUE RECORDS.
Old Answer:
Download Duplicated Editor ID Fixer from this mod files page.
Run it on your load order. It will change your mod plugins.
Review changes in zEdit. Save changes.
Disable Duplicated Editor ID Fixer - you don't need it anymore.
Remove zPatch.esp generated by DEF - it is empty, you don't need it.
Now True Unleveled Skyrim can patch your load order.
True Unleveled Skyrim requires zEdit 0.4.2 to work.
zEdit 0.4.2 is available only as x64 application, which is not compatible with MO1 and, obviously, with 32-bit Windows.
Mator, author of zEdit, will release x86 version of next major release of zEdit.
There are no ETAs for it.
If you don't want to move to x64 Windows /MO2, you can only wait until mator releases zEdit x86.
OR you can follow his instructions here and build x86 zEdit for yourselves.
https://github.com/z-edit/zedit
Please stop asking me questions about running TUS as x86.
https://www.nexusmods.com/skyrimspecialedition/mods/27143
zEdit, since there is awesome Synthesis => port hereEven with a fresh Synthesis install (And TUS is the only mod for it) i end up getting loads of empty records, or records that overwrite completely different records of a different type. Over 2000+ broken records in total which would easily destroy a game.
1) Create a new group with ONLY the True Unleveled Skyrim patcher- name it something like TUS-Items
2) Rename the patcher to True Unleveled Skyrim - Items
3) Under settings, uncheck everything related to NPCs and encounter zones
4) Create another group for the NPC patcher- name it something like TUS-NPCs
5) Add the TUS patcher again under the new group- Synthesis will prompt you about a duplicated name, so just rename it to something that you will know what it's for, like TUSNPC
6) Under settings for TUSNPC, uncheck everything related to items
7) Run Synthesis as normal
If .esp count is a problem, synthesis files can (almost?) always be flagged as .esl. Hope this helps someone.
I 've tried loading fewer esps in zEdit but the error occurs again when patching skyrim.esm
I can't help but wonder why is every unleveled mod failing to accomplish this seemingly very simple thing? I mean, mods can change perk tree, add enchantments, spells, effects, add new locations, quests and whatnot, alter ai etc etc... I can freeze to death, starve, knock on doors, order items, dodge in fights; all of which were totally nonexistent in vanilla.
And yet, no mod can make Skyrim truly unleveled. Outside enemies are always unchanged. How come? There's some BS mod called "Zones Fix" or something like that and I was told it solves this issue. But that mod makes enemies stop aggroing all of a sudden when they get drawn away from their 'zone' too much, killing every bit of immersion and even rendering fights too buggy to play in the first place. YASH somehow made it happen properly and without that zone-fixing BS thingy, but it was way too intrusive and changed many things and clashed with some other mods I had, so it had to go. Can't understand how this could be so difficult to make as a stand-alone feature. God, seriously, it's 2023. Please someone make this happen properly. I would have done it myself if I knew anything about modding and had enough time, but I don't.
https://www.nexusmods.com/skyrimspecialedition/mods/85212
That and the fact Synthesis supports going over 255 plugins. The only reason I use zEdit are TUS and TRE, and I need to manually uncheck so many mods in the load order (ones unaffected by TUS and TRE) whenever I run zEdit to get under 255.