For anyone with more knowledge with these kinds of scripts. Would it take a lot of work to make a similar Synthesis patcher, or to adjust this one, for spells in the magic menu as well? It would help with sorting, and I really want to organize them by mod of origin. I absolutely love how well the settings are done for this by the way.
Is there any way this could be repurposed to take armor/weapon material type keywords ie., Iron/Ebony and patch them to show the material type in the inventory? My ultimate goal is to give required item levels to each material type with this mod then have the assigned level show up in the item's name. So, if Steel Armor requires level 5 to equip, it would be called [Lv.5] Steel Armor
@trawzified Yes, plz. That's a great mod but compatibility is a nightmare.... It already has a good amount of patches but they're all hand-made, that's why it's pretty tedious !
Love the idea, but this mod flies WAY over my head. Spent some time trying to figure out what Synthesis is, how to even download it, finally did. Got that running. Updated .NET etc, loaded it up... couldn't figure out how that works. Did some googling, figured it out. Loaded up this mod into Synthesis, clicked Run Patchers and...
Error. Generates a pile of error text that has no meaning to me, so I figure my adventure ends here.
You can always ask in the Synthesis discord if you're having trouble figuring it out. If you let me know the error here I'm also happy to help. It's a little tricky the first time and not as plug as play as most mods, but it shouldn't be too much of a hassle once you get over that initial hill :)
Sorry, I should update the mod description. You can use the patcher via Synthesis, start up Synthesis and after that you should be able to open the synth file (https://github.com/Mutagen-Modding/Synthesis/wiki/.synth-Files)
All that happens when I download synthesis is an error that says "Config did not exist or was empty." If you click "attempt fix," nothing happens.
Any ideas? Mods like this are very hard for dumb people like me to figure out. Hell, it took me 10 minutes just to figure out how to download synthesis, because all the links take you to a github main page with a thousand files on it that in no way makes it clear how you're supposed to actually get to the app.
I'm getting a blocking error in Synthesis, says: Program.cs(108,73): error CS1061: 'IEnumerable<IModListing<ISkyrimModGetter>>' does not contain a definition for 'HasMod' and no accessible extension method 'HasMod' accepting a first argument of type 'IEnumerable<IModListing<ISkyrimModGetter>>' could be found (are you missing a using directive or an assembly reference?) This happened after I added another synthesis patcher... before it didn't have any blocking errors. How can I fix? Forgive me, I'm a noob when it comes to synthesis.
This is great stuff. I did something like that for myself, but in a different way.
What I do is to use the translation tool. I 'translated' the tomes and spells to have custom names. It was a bit of work at first, but now whenever a new mod version comes out, all I need to do is to load the database for the mod, add and hit 'translate'.
Your solution is way better. Mine has the slight advantage, that for Triumvirate I could make a separate prefix for each individual school of magic. Like "Warlock's - ..." and "Clerical - ..."
The only thing I am missing from your one is an option to do the same for spell names. Is there any chance you might add that in at some point? If not, I might have to check the code and see if it's something I can do myself. However I am not sure of that is as easy as books, as I am not sure if some internally used spells do require the exact name to work.
Even without spell names, I am inclined to switch to your solution, as it is a 'fire and forget' solution which is more compatible.
That's awesome, I didn't even think of the possiblity to use the translation tool in that way, haha! I'll write it on my big to-do list, there was someone else asking too. Working on a bigger upcoming patcher project to transform player dialogue, to for example Khajiit Speak at the moment. I'll see what I can do after that
Im a bit late to the party, but i made a fork of this that adds back some functionality i missed from the zedit version. Some mods add tomes named something else than "Spell Tome" like the Reformulated Tomes from arcanum. Needed like 2 lines of code :)
98 comments
I absolutely love how well the settings are done for this by the way.
Error. Generates a pile of error text that has no meaning to me, so I figure my adventure ends here.
Great idea. Clunky execution.
Any ideas? Mods like this are very hard for dumb people like me to figure out. Hell, it took me 10 minutes just to figure out how to download synthesis, because all the links take you to a github main page with a thousand files on it that in no way makes it clear how you're supposed to actually get to the app.
Sigh.
Program.cs(108,73): error CS1061:
This happened after I added another synthesis patcher... before it didn't have any blocking errors. How can I fix? Forgive me, I'm a noob when it comes to synthesis.'IEnumerable<IModListing<ISkyrimModGetter>>' does not contain a definition for 'HasMod' and no accessible extension method 'HasMod' accepting a first argument of type 'IEnumerable<IModListing<ISkyrimModGetter>>' could be found (are you missing a using directive or an assembly reference?)
I did something like that for myself, but in a different way.
What I do is to use the translation tool.
I 'translated' the tomes and spells to have custom names.
It was a bit of work at first, but now whenever a new mod version comes out, all I need to do is to load the database for the mod, add and hit 'translate'.
Your solution is way better.
Mine has the slight advantage, that for Triumvirate I could make a separate prefix for each individual school of magic.
Like "Warlock's - ..." and "Clerical - ..."
The only thing I am missing from your one is an option to do the same for spell names.
Is there any chance you might add that in at some point?
If not, I might have to check the code and see if it's something I can do myself.
However I am not sure of that is as easy as books, as I am not sure if some internally used spells do require the exact name to work.
Even without spell names, I am inclined to switch to your solution, as it is a 'fire and forget' solution which is more compatible.
https://github.com/MrNoobMan/DisplaySpellTomeLevelPatcherTest
Happy modding!