Skyrim Special Edition
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trawzified

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193 comments

  1. Reitetsu2Reh
    Reitetsu2Reh
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    Skyrim 1.6.1170 bloking error from this and from depository
    1. lufi10
      lufi10
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      set both "mutagen" and "synthesis" to Match
  2. hoangdai94
    hoangdai94
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    @trawzified Tanks for this, but do you know how I could add this musictype patcher https://github.com/OddDrifter/musictype-patcher to Synthesis ? 
  3. BlaikeQC
    BlaikeQC
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    Could not map FormKey to a master index: 00081A:Honorhall Fixes and Expansion.esp

    Does this break with a lot of mods?  Maybe a type that's too small?
    Would be cool to get a fix.

    Honorhall is just the first esm it tried to patch.
  4. keromonkey
    keromonkey
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    Synthesis Patch didn't work U_U
    Mihail's Cyrodillic minotaur gave me 2xp.
    Tried a few different variations to get this to work. 
    1. mastertrey1221
      mastertrey1221
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      If it gave 2xp, that means its applying something. Now if it gave 1 xp, you might want to be worried. Reason being, Experience can show a value of 1 xp even if an NPC gives you no XP. That could mean the mod isnt doing anything. If it gives 2xp, chances are the mod is working fine but you might want to change the base XP value for Mihail's minotaur.

      Go to your Skyrim's Data>SKSE>Plugins>Experience>Races. Now you should see a ini called GeneratedExperiencePatch.ini. This is the file that the Experience - Synthesis patcher create, giving a base XP value for races from different mods in your load order.

      Open GeneratedExperiencePatch.ini, press CTRL + F and search for mihailminotaur. Or, scroll until you find the mihail minotaur race value. It should say 5, at least thats what it says for me. Try changing this value to your liking. if the minotaur gives 2 XP at a base value of 5, you may want to consider that, for example if you want the minotaur to give 10 XP change the base value to 25.

      The reason the minotaur gives you 2 XP instead of 5 XP could be because of how the Experience formula works, the higher level you are than an enemy, the lower XP it gives. You can modify this in the Experience.ini found in Data>SKSE>Plugins>Experience.ini, the variable is iXPLevelRange.
    2. FrogFallout
      FrogFallout
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      what if I don't see modded creatures name in the ini file? How do I added it manually?
  5. mastertrey1221
    mastertrey1221
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    In my experience this mod still holds up good with the latest version of Experience. Run the patcher , it will close automatically but that is normal. Check Data>SKSE>Plugins>Experience>Races and check for GenerateExperiencePatch.ini. If this file is created then the patcher should have worked fine. Just test in game, by spawning some modded NPCs through console and seeing how much XP they give when killed. Use player.placeatme (formID) 1 then kill the creature. Use Toggle Godmode as well so you don't die. Or you can find creatures ingame, and kill them to see if their XP values are changed.

    If all your modded enemies give you 1 XP when killed, that usually means the patch didn't work, but make sure you're also not extremely overleveled or your Experience.ini kill XP is set up good. If you find that some modded enemies give proper XP but some enemies don't, this could be due to another patch overriding the race values.

    One problem I did find with the mod is that with SIC - mortal enemies patch installed, and the patcher run, all races affected by the SIC - mortal enemies patch wouldn't have their XP values affected by the Synthesis patcher. Even though it was saying they were changed in GenerateExperiencePatch.ini. Basically the patch modified the race values of the SIC-mortal enemies patch instead of the SIC mod, and this caused an issue for some reason. Copy pasting the race values from underneath [SIC - Mortal Enemies Integration.esp] to underneath [Skyrim Immersive Creatures Special Edition.esp] in the GenerateExperiencePatch.ini fixed the problem without having to remove the mortal enemies patch.

    So this mod works great, it's just not a perfect magic wand. It usually is a very automated process but you may or may not see some issues as I did. And it should work properly as of today with the newest experience version. through my experience works well
    1. sajedbadir
      sajedbadir
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      thx fam? should I keep the values under sic mortal enemies? to be more specific, cut or copy? 
    2. Glanzer
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      Thanks for the quick overview of how to test mastertrey, gave you a kudos. btw the filename is "GeneratedExperiencePatch.ini" (with a 'd').
    3. FrogFallout
      FrogFallout
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      Modded enemies only give 1 exp despite being level 15 and I'm only level 1, how do I fix this?
  6. FrogFallout
    FrogFallout
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    after running the patch in synthesis, I still got only 1 exp after killing a level 15 modded enemy

    nevermind, my dumbass forget to check the synthesis esp in the plugin
  7. Jeriko67
    Jeriko67
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    So I think I installed this a way other than intended but still got a similar result. I couldn't figure out what was wrong so I looked up a video and saw one by Mern. I had to search with the Github button in the app and found the mod that way. If anyone's having trouble as well that was the simplest solution for me
  8. KeXe5
    KeXe5
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    The patcher ran on my modlist and it gave me a Synthesis.esp file which is exactly 42 bytes long and the file appeared inside my Skyrim SE "Data" folder. It is possible that my modlist does not need any patch for the experience mod? (Im using a pre-built modlist so i dont know it is contains custom monsters so i ran the patcher for make sure)
    1. trawzified
      trawzified
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      It generates an ini, you can delete the esp if you want, that'll be empty if you're only using this patcher.
    2. KeXe5
      KeXe5
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      Which ini file should i look for exactly? :) This one?
      D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\Experience\Races\GeneratedExperiencePatch.ini

      Sorry for being noob but first time using this patcher and i dont find any guides that shows how this exact patcher works :D
    3. trawzified
      trawzified
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      Yup that's the one!
  9. szasstamdelthay
    szasstamdelthay
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    Hi, I am getting this error:

    System.MissingMethodException: Method not found: 'Mutagen.Bethesda.GameCategory Mutagen.Bethesda.GameReleaseExt.ToCategory(Mutagen.Bethesda.GameRelease)'.
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable`1 exportKey, IFileSystem fileSystem)
    at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[TStateMachine](TStateMachine& stateMachine)
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable`1 exportKey, IFileSystem fileSystem)
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass43_0.<b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 472
    --- End of stack trace from previous location ---
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.HandleOnShutdown(Func`1 a) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 833
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 460
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass42_0.<b__1>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 432
    1. trawzified
      trawzified
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      Try setting the Synthesis / Mutagen versions to 'Match'.
  10. VR3039x
    VR3039x
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    Hello, I'm new to this Synthesis Patcher. It's really a great tool.
    I would like to ask a questions:

    •  Does this patch is similar with internal patch (from github repo?). So its okay if I just browse and pick patch from there?

    Thank youー!!

    -----
    edit: Endorsed. Wrong mod's author question removed.
    1. trawzified
      trawzified
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      It's exactly the same as what you can find on the GitHub page, or what you'd select in Synthesis under the Git section.