Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

ChrRubin

Uploaded by

ChrRubin

Virus scan

Safe to use

Tags for this mod

25 comments

  1. ChrRubin
    ChrRubin
    • supporter
    • 36 posts
    • 6 kudos
    Locked
    Sticky
    Update 11 November 2020:

    As pointed out on r/skyrimmods, alchemical formula/recipe notes are not patched and will just be wrong after using the randomizer. There are also unintended side effects if you are using mods that lets you learn from these notes.

    The Compatibility section has been updated to reflect this, and the FAQ section has more details about this issue.
  2. rotol
    rotol
    • member
    • 198 posts
    • 10 kudos
    Download and install Recipe Auto-Learn to fix the recipes.
  3. WeaponMaster
    WeaponMaster
    • member
    • 11 posts
    • 1 kudos
    If there is anyone looking to use this patcher and are experiencing the "Null Reference" error, there's two ways to go about fixing it.

    First of all: finding the offending mod. When the error occurs, the dialogue box will pop up with a link to some ESP and reference that it crashed on.

    Error: Failed to set element at Unofficial Skyrim Special Edition Patch.esp\0007E8C5\\[2] to 0
    ERROR: Cannot resolve NULL reference.

    This is NOT the mod that is causing issues. To find the mod that is causing issues, close the textbox and then click "Show Log". Scroll up to the last entry in the log before the error and look for the ID, the first two numbers of the ID is the mod in your load order causing issues. Example:

    Patching 22003DE1...
    Error
    [ERROR] Error: Failed to set element (...)

    This is the offending mod. In my case, it is dse-soulgem-oven.esp. There are two things you can do at this point:

    1. Add that esp to the Ignore Plugins list by copy and pasting the plugin name exactly as shown in the load order. The mod effects won't get scrambled (which is preferable in the case of this mod), but they also won't make your patch fail.
    2. The more advance method: Open up the alchemy ingredient referenced in the patch log (22003DE1). You'll notice that the ingredient does not have 4 alchemy effects. To fix this, you'll need to open the mod in SSEEdit or CreationKit and add in valid magic effects (easiest way is to copy valid magic effects from other ingredients) until the ingredient is at 4 magic effects. Save the plugin, attempt to patch, and then repeat for each ingredient that causes an error.
    Hope this helps any other modder stuck with errors.
  4. villev90
    villev90
    • member
    • 15 posts
    • 0 kudos
    Could you add an option to exclude specific items from rotation? I play Requiem, which adds vampirism effect to Vampire Dust and very strong Decay to Daedra heart. Excluding those would make the game much more balanced.

    Requiem effects: https://old.reddit.com/r/skyrimrequiem/comments/2ta31h/requiem_182_alchemy_ingredients/
  5. renjer
    renjer
    • member
    • 148 posts
    • 0 kudos
    Please give us an option to edit the magnitude and duration of effects in your next update, as the randomizer caused some effects to be overpowered and underpowered in game.
  6. renjer
    renjer
    • member
    • 148 posts
    • 0 kudos
    What an interesting mod, this makes Alchemy ingredients so unpredictable that I am enjoying discovering new effects of ingredients again.

    Just a pity that it doesn't seem to work with some of my other mods eg Technicolor Alchemy, SAFO. Getting the same error as referred to by a poster below for the CACO mod (NULL reference)

    Hoping for an update soon that fixes these problems.

    Latest update: I got CACO and Technicolor Alchemy to work with this mod after several edits. Please let us know when you update again, I love this mod a lot, it's just that the inability to set magnitude of the enchantment can sometimes lead to overpowered ingredients.
  7. kiiwoom8
    kiiwoom8
    • member
    • 16 posts
    • 0 kudos
    SOOO underrated mod. Thank you savior!
  8. CatGirlCarGirl
    CatGirlCarGirl
    • supporter
    • 134 posts
    • 0 kudos
    Has anyone got any advice keep getting failed to set element... cannot resolve NULL reference errors when i try to build plugin.
  9. StaplerGuy
    StaplerGuy
    • member
    • 2 posts
    • 0 kudos
    I'm having a bug - trying to patch my large load order and every time it's giving me this error with some item. It's always CACO, it's always trying to set the value to 0, but the actual item in question changes. Is 0 a valid value to set an ingredient effect to? If not, why is it happening, and if so, why is it always complaining?

    1. barrim
      barrim
      • premium
      • 5 posts
      • 1 kudos
      having the full suite of 4 effects for every patched ingredient helped with a similar error
    2. bgran
      bgran
      • member
      • 5 posts
      • 0 kudos
      Did you manage to figure this out? I'm getting the same error
    3. StaplerGuy
      StaplerGuy
      • member
      • 2 posts
      • 0 kudos
      I did not. Ultimately just gave up.
  10. lofgren
    lofgren
    • premium
    • 3,409 posts
    • 101 kudos
    I would like to second the request to exclude jarrin root, from below. While the Dark Brotherhood quest doesn't require you to do anything with the jarrin root except hand it over, the prospect of instantly dying from eating a random ingredient is just kind of a back-of-the-mind annoyance while I am playing.
    1. ChrRubin
      ChrRubin
      • supporter
      • 36 posts
      • 6 kudos
      I would argue that not knowing what would happen when you eat a random ingredient is part of what makes an alchemy effects randomizer interesting. I'm actually surprised that eating random flowers and bugs off the land don't pose any remotely significant risk in the base game, even much so with the Experimenter perk, where you still only get affected by the first effect even though you reveal multiple effects.

      I do understand the annoyance you're talking about, though. However, while I added the Paralysis option due to an engine bug, the concept of a "fatal effect" is subjective, especially considering that one of the core goals of all of my randomizers is mod compatibility. Jarrin Root's Damage Health does 200 damage, so is this the threshold I should look for? Or should it be lower, say 150 damage? How about Lingering Damage Health, or Ravage Health, or any other mod-added effect that has the potential to be a "fatal effect"? I would need to hardcode all these values, or at least have them in a JSON file, for me to implement this as an option.

      Regardless, I'm interested in hearing more opinions about this matter. I'm not completely opposed to implementing this feature, but there are quite a few things to consider before I can do so.
    2. lofgren
      lofgren
      • premium
      • 3,409 posts
      • 101 kudos
      C'mon man, nothing even comes close to jarrin root in damage. Don't pretend this is a sliding scale with a vague cutoff. Jarrin root kills. Then you reload. It's not fun, it's not interesting, it's just a random death. And then the player is simply faced with the question of whether to use the information they gained through a death and reload in order to become overpowered, or just not use a particular ingredient. Jarrin root's effect was never meant to be found on tundra cotton or blue mountain flowers, and no game is built around the anticipation that it would be.

      Anyway, anybody using this patch is already using zEdit, so when they find the special ingredient they can choose what to do with it. I just delete it from my patch. It's not a big deal, it would just save me 15 minutes of random playtime.
  11. RTFDtheAccount
    RTFDtheAccount
    • premium
    • 4 posts
    • 0 kudos
    Played around with this and it's been awesome in my test game.

    Would it be possible to implement either of these:
    Prevent Paralysis from being the first effect?
    Take special ingredients like the Jarin Root out of the rotation?
    1. ChrRubin
      ChrRubin
      • supporter
      • 36 posts
      • 6 kudos
      Thanks for the support!

      As for your recommendations:

      1. What's the reasoning behind preventing Paralysis from being the first effect? Netch Jelly from Dragonborn, as well as Corkbulb Root and Gold Kanet from Creation Club all have Paralysis as their original first effect.
      2. I had a short discussion with someone on r/skyrimmods about this, actually. I don't see why Jarrin Root should be excluded, since it's not
        like the Dark Brotherhood quest requires you to make a poison out of its specific effects to continue. Yes, the extremely high magnitude/gold value on Damage Health randomized on a common ingredient, for example Lavender, would make it quite unbalanced, but that's part of why you're using a randomizer, no? The disclaimer I had about game balance is there for a reason. If I excluded Jarrin Root from the randomizer because of balance, I might as well prevent the patcher from running if CACO is loaded.
    2. RTFDtheAccount
      RTFDtheAccount
      • premium
      • 4 posts
      • 0 kudos
      For the Paralysis, there's a somewhat common bug that if you get paralyzed, like from the Netch Jelly, it messes up the camera until the player can get to a forge, or some other forced camera change, and even then it doesn't always fix the camera.  Looks like this: https://www.reddit.com/r/skyrim/comments/45o9y5/ate_netch_jelly_now_camera_is_stuck_in_3rd_person/  It's not insurmountable, and at worst a quickload away, and then just remembering not to eat it again.  I don't know if it's a mod conflict or not.  I've seen it in pretty light and pretty heavy loads.

      Fair enough about the Jarin Root.  I did run into the case where it was on my game on Tundra Cotton, and I just didn't want access to such a powerful poison (after I reloaded from the self-inflicted death).  I should be able to modify the Jarin Root to a lower amount in my bashed patch, and then the randomizer should take that potency in later games.
    3. ChrRubin
      ChrRubin
      • supporter
      • 36 posts
      • 6 kudos
      Oof, that paralysis camera bug sounds like an engine problem, and I won't be surprised if Bethesda never fixes it. Hopefully TES6 will have a less buggy engine, though I doubt it.

      I'll open an ticket to add an option to the patcher settings that prevents Paralysis from being the first effect. However, I'm currently working on my next randomizer idea, so it'll probably take a bit before I get to this.
    4. RTFDtheAccount
      RTFDtheAccount
      • premium
      • 4 posts
      • 0 kudos
      Cool.  Thanks for looking into that. 
    5. ChrRubin
      ChrRubin
      • supporter
      • 36 posts
      • 6 kudos
      The newly released v1.1.0 now has an option to prevent Paralysis from being assigned as the first effect.