v2.1.0 is now out! This includes some upgrades to the zEdit patcher, most notably the ability to skip over dragons to avoid making them too frail. I've also removed the synthesis exe as it is out of date until the synthesis patcher updates.
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
I'm using NGVO (modlist) as a baseline. It comes with zEdit. When I add this mod to my zEdit module folder and launch zEdit, I do see your mod in the list of installed modules, but I don't see anything that would allow me to modify it. I also noticed that your setting file is an HTML document. Is it supposed to have this extension? If I add it to the module folder, do I need to install it through MO2 first?
Just a question about the races stats. So if I'm using something like, say Aetherius or another race mod that might edit starting H/M/S and such, should we ideally copy those stats over to the Stat Rescaler for each race accordingly? As in, will this overwrite those edits?
Edit: looks like it ovewrites those values so yes you'd need to copy those values to the patcher if you wanted to retain them.
Are there any mods you know of that actually help npc caster AI. Most of the time they just spam n mana dump their strongest spell until they have no magicka.
I'm not sure this method is working. I am trying to disable health and stamina regens from this scaler to work with Blade and Blunt and Starfrost but setting the shifts to 0 and the scales to 1 does not seem to work for disabling the changes.
Update: It seems you have to remove the health regen spell from the playable races if you are using survival mode or Starfrost (as I am). Setting it to zero in the Synthesis Patcher did nothing. In fact, I was getting negative health regen which in turn gave me Wolverine level healing. Cool to see but frustrating when trying to balance out my game.
Setting the shifts to 0 and the scales to 1 will work for stamina, but health is different. Setting playable race health regen debuff to 0 should work for health, but it sounds like something was not working for you. I'll see if I can reproduce the issue on my end.
I don't think its your mods fault at all. I think it is some weird interaction between B&B, Starfrost (Survival Improved) and NPC stat rescaler. I'm working on trying to figure it out.
Ah ok. The rescaler builds the health regen debuff by copying an existing effect from the vanilla game. If another mod edited that effect I guess it could mess up the rescaler. Aside from that the rescaler should just stack with other mods. Let me know if you figure it out.
IMO its better to use resistances than stat bloat because it is more intuitive and robust, there's a bunch of cases where it probably doesn't matter though.
On a semi related note. Thru synthesis would it be possible to remove certain vanilla perks from NPC records and templates? Similar to how KYE1 would add custom perks.
Yes, I'm sure you could remove perks as well as add them. I don't know how to do it in synthesis, but in zEdit you can just loop through all NPCs, check their perks and remove the ones you don't want.
I saw a comment saying its not possible to add hp regen to races that don't have it already, but if you set hp regen scale to 0 (disabling it for everything) and the shift to 1 wouldn't everything have 1 hp regen per second? Or is there another part I am missing, do I need to "turn on" hp regen someplace in SSEEdit for races that don't normally regen?
There are no scale or shift parameters for health regen, only magicka and stamina. So you can't do that with the rescaler.
In xEdit you can do it by going through the race records and changing the base health regen values. If you look up trolls it should be easy to see because they have a non-zero value. Just change that value for the races you want to regen health.
Isn't this for hp regen? And when I check in xedit after npc's that don't normally have hp regen have 1 listed including creatures. Just not sure if that actually works or if I need to do something else (will test maybe today or this weekend).
Only problem I saw was races that you want higher regen on like trolls you need to change after running this.
"Racial health regen scale" and "... shift" affect the starting health of races, not their health regen. The playable race health regen debuff affects regen, but only for the playable races. I'm not sure what value you are referring to that is being set to 1 - is this being edited by the rescaler? And yes, if you want to change the health regen of any creatures, like trolls, you can't do it through the rescaler.
I'm not sure what value you are referring to that is being set to 1 - is this being edited by the rescaler?
With the settings I posted before this is what I get when I run the rescaler, using a wolf as an example (all races are the same). Will try to test if it actually works soon, hopefully tomorrow.
Oh, sorry, my bad, I was totally misreading, misremembering and misunderstanding things. Okay, yes, so Racial Health Regen Scale and Racial Health Regen Shift *do* affect the health regen of the non-playable creatures races. By setting the scale to 0 and the shift to 1 you are giving all creatures 1% health regen per second. This is why you are seeing this for the wolf.
If you want higher regen races to keep their higher regen set the scale to 1 as well.
I was finally able to test and confirm it works. But yeah I was reading the instructions on how the settings work and saw the hp regen section and wondered if it worked like that since I'd seen some other comments saying this mod can't add regen. I think you are just too brilliant and forgot about that part haha. This and the releveler are some of my favorite mods now, both are very customizable and are quite useful.
A little about my experience. I like to use mods that changes the appearance of some NPCs, particular - RS Children Overhaul. I patched NPC Stat Rescaler with synthesis and got default childrens with bald heads (sometimes the hair was like that of old people, lol). Without synthesis with NPC Stat Rescaler, RS Children Overhaul goes just fine. Any suggestions for fixing it?)
No idea, sorry. The rescaler only edits a handful of values in NPC and RACE records, it forwards changes made by other mods in your load order (such as changes to appearance) and so there should not be any problem with RS children. Make sure that RS children is loaded when you run the patcher, otherwise it cannot forward its changes. After that, I suggest looking up one of the affected kids in xEdit and seeing what's going on.
Dude, you helped me a lot =), the error is gone, children look as they should.
It turns out that I need to run Synthesis not directly through the .exe file, but through Mod Organizer 2. In that case Synthesis takes into account all other mods contained in my load list.
Before that, as I understood, True-Unleveled-Skyrim synth file did not take into account all npc's manually added by Hand Placed Enemies. And now, I see that the number of patched NPCs has increased significantly, which means everything is working as it should =)
You were right. I had problems with Bijin Warmaidens SE, Aela the huntress had default appearance but Facefixer fixed it.
But now I noticed that Jenassa's hair (modified from Pan Lethal Ladies mod) has turned purple (Oh my God, when will this end?), so I'm going to try applying Facefixer to Pandorable's Lethal Ladies - Jenassa Karliah mod. I hope everything works out.
What? What? I don't see it either... Is that whole wall of text the configuration section? Because, I can't do anything in zEdit after installing the patch. I can't click the title of the patch to bring up the settings. It's just flat. Nothing comes up to the left. Am I missing something?
Yes, the mod page explains what all the parameters do so users can understand how to change things to their liking. The defaults values are set to my taste. Sounds like you're having an issue with zEdit though, see if you can find a video walking you through it, or post screenshots here.
It would be nice if you at least point what your error was becuase I'm having the same issue and I don't know why! xDDD I cannot select the patcher so I cannot see any configuration or anything. It just shows that the patcher is instaled, but I can't do anything. :S
Thanks! ;)
Edit: Oh right, I found out. I think, after you open zEdit (in the step "4. Configure the patcher (see configuration section above)"), you need to "Start the session", select all your installed mods and load. Now you can see the jigsaw piece. From here you can continue with the install instructions from the mod page.
I'm a little worried, I haven't started a proper playthrough yet but testing this alongside the Releveler seems to make early game enemies far spongier than in vanilla. Is this intentional, and would they eventually level out to be less tanky as I get better gear and perks? I went with the default patcher settings on both mods.
The rescaler does make very early game enemies (e.g., wolves, level 1 NPCs) tougher than in vanilla. This is because in vanilla they have basically no health - wolves have only 22 health, and level 1 NPCs start at 50 health (unlike the player who starts at 100). The rescaler has NPCs starting at 100 health like the player, while wolves are given 22/2+50 = 61 health. This makes the early game noticeably harder.
This only happens for the most basic enemies though. For instance, a level 6 ice wolf has 137 health in vanilla. With the rescaler it will be about the same or maybe a bit less. By the late game enemies are massively less spongey. A level 30 draugr deathlord has 1000 health in vanilla. With the rescaler it will be closer to half this.
Thank you, I'm glad to know it's no mistake on my end! I'm actually enjoying the tougher low level enemies after fiddling around more with my character level and encounter zones and such. Love your mods, please keep it up!
Do you have any plans to shift some parts (ones that can be) to skypatcher? Even the synthesis patcher draws a lot of masters and I always end up having to use workarounds to get it to build.
Lol, zEdit is such a troll. It won't build the patch if I have over 250 plugins, even if most of them are ESLs. I had to disable all mods that I considered irrelevant, mostly visual and sound stuff to get it to run.
Last time I ran it I followed your Champion's Resolve modlist pretty closely so I didn't realize this may end up being a problem lmao.
Yes, zEdit was made before the days of ESLs so its a bit janky nowadays. There are xEdit scripts to quickly identify the relevant subset of your load order.
Has anyone homebrewed an updated Synthesis version? zedit does not work on my Mo2 (I already have another game using the portable folder it requires to work on Skyrim), but this mod is essential. My programming skills are sadly not up to par.
Anything changed in the last three years (the last time the github for the synthesis version was updated). The one thing I noticed is that there is no exempt dragon button like there is in zEdit.
655 comments
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
I'm using NGVO (modlist) as a baseline. It comes with zEdit. When I add this mod to my zEdit module folder and launch zEdit, I do see your mod in the list of installed modules, but I don't see anything that would allow me to modify it. I also noticed that your setting file is an HTML document. Is it supposed to have this extension? If I add it to the module folder, do I need to install it through MO2 first?
Just a question about the races stats. So if I'm using something like, say Aetherius or another race mod that might edit starting H/M/S and such, should we ideally copy those stats over to the Stat Rescaler for each race accordingly? As in, will this overwrite those edits?
Edit: looks like it ovewrites those values so yes you'd need to copy those values to the patcher if you wanted to retain them.
thx
Update: It seems you have to remove the health regen spell from the playable races if you are using survival mode or Starfrost (as I am). Setting it to zero in the Synthesis Patcher did nothing. In fact, I was getting negative health regen which in turn gave me Wolverine level healing. Cool to see but frustrating when trying to balance out my game.
In xEdit you can do it by going through the race records and changing the base health regen values. If you look up trolls it should be easy to see because they have a non-zero value. Just change that value for the races you want to regen health.
Isn't this for hp regen? And when I check in xedit after npc's that don't normally have hp regen have 1 listed including creatures. Just not sure if that actually works or if I need to do something else (will test maybe today or this weekend).
Only problem I saw was races that you want higher regen on like trolls you need to change after running this.
With the settings I posted before this is what I get when I run the rescaler, using a wolf as an example (all races are the same). Will try to test if it actually works soon, hopefully tomorrow.
If you want higher regen races to keep their higher regen set the scale to 1 as well.
Sorry for thec onfusion!
I like to use mods that changes the appearance of some NPCs, particular - RS Children Overhaul.
I patched NPC Stat Rescaler with synthesis and got default childrens with bald heads (sometimes the hair was like that of old people, lol). Without synthesis with NPC Stat Rescaler, RS Children Overhaul goes just fine. Any suggestions for fixing it?)
It turns out that I need to run Synthesis not directly through the .exe file, but through Mod Organizer 2. In that case Synthesis takes into account all other mods contained in my load list.
Before that, as I understood, True-Unleveled-Skyrim synth file did not take into account all npc's manually added by Hand Placed Enemies. And now, I see that the number of patched NPCs has increased significantly, which means everything is working as it should =)
But now I noticed that Jenassa's hair (modified from Pan Lethal Ladies mod) has turned purple (Oh my God, when will this end?), so I'm going to try applying Facefixer to Pandorable's Lethal Ladies - Jenassa Karliah mod. I hope everything works out.
... Am I blind or is there just no Configuration section? Lol
Edit: It was my error. Ignore this comment.
I cannot select the patcher so I cannot see any configuration or anything. It just shows that the patcher is instaled, but I can't do anything. :S
Thanks! ;)
Edit: Oh right, I found out. I think, after you open zEdit (in the step "4. Configure the patcher (see configuration section above)"), you need to "Start the session", select all your installed mods and load. Now you can see the jigsaw piece. From here you can continue with the install instructions from the mod page.
This only happens for the most basic enemies though. For instance, a level 6 ice wolf has 137 health in vanilla. With the rescaler it will be about the same or maybe a bit less. By the late game enemies are massively less spongey. A level 30 draugr deathlord has 1000 health in vanilla. With the rescaler it will be closer to half this.
Last time I ran it I followed your Champion's Resolve modlist pretty closely so I didn't realize this may end up being a problem lmao.