Patch Info for patches that are being worked on. If you have plans for patches, feel free to share under the article's comment section and we will add them to the list.
Check out the Open World Loot Consistency Synthesis Patcher by Xanza. It will automatically patch for OWL's Gear Framework with your entire Load Order as well as all NPCs. Please note that it will not modify Outfits as those require manual overseeing. You still need the patches for gear mod, check out this guide for further details.
Also check out this new synthesis patcher by J3w3ls, to automatically fill in the weapons and armours into OWL leveled lists! OWL Leveled List Additions - Synthesis Patcher Note that it does not conflict with the above patcher, they don't do the same, you should be using both.
Good News: The main file and randomized special loot don't need to be updated for AE. Also, they're technically compatible with every single Creation Club item. I'll still be making patches.
If anyone has any suggestions or ideas for OWL you can respond to this message and I'll blatantly steal them and give you absolutely no credit (probably /s)
Sorry if this is obvious, I've been reading for a while but can't find anyone specifically asking what I want to know. What are the differences between OWL's main plugin and Ghastly's OWL WIP?
The WIP plugin has experimental features like certain lists for Creation Club or modded variants of armors that would otherwise be absent, like light armor variants of dwarven or steel plate/fur shields.
That's great, I am currently only using the armor variants and free creation club mods. What exactly should I be choosing/loading through Tamrielic Distribution?
I'm also wondering if you should sticky this info for future users. They will probably appreciate knowing there is a more up-to-date branch of the mod that natively integrates AE content.
It doesn't natively support anything, yet. Patches are still required, which is why the patch for the complete AE is stickied. For just the free Creation Club content, though, you may use the WIP plugin with no additional patches. You may need a patch for any other mods that add new armors and weapons.
Okay, sorry for the misunderstanding. I have access to the full AE but stopped loading most of the quests because I hated being bombarded by the courier while testing mods. So would you advise me to load up all of the AE content and use Tamrielic Distribution in its entirety along with the AE patch?
Update: Okay, after looking at the requirements in MO2 I think I finally understand. I have a new question though, if I may be so bold. Do you recommend ultimately leaving out the AE quests for now or are they okay to implement with OWL?
Hi Luridum, Could you please stick this WIP plugin details? Otherwise, could you perhaps write them somewhere in the main mod page? I'd like to port update my Xbox port of WIP version and would like to include some details to have users understand which version they should download! Thanks :)
I am asking here but I am using the Open World Loot Consistency Synthesis Patcher and I'm having a crash when I launch the game right before the main menu. The game launches normally without this plugin.
Still happening... I checked everything, it's really weird because there are no errors and no missing records on the plugin in itself and everything else is working fine.
I uninstalled m'rissi, did the wyre bash and synthesis patches and started a new playthrough but for some reason items from that mod still shows up invisible in npcs inventory. How can I solve this problem?
I checked my plugins again and I think I uninstalled everything related to that mod? I use mod organizer 2 and I only use mo2 to install my mods. I don't install or unistall anything manually. Maybe a patch related to that mod left behind and causing this problem? I'm really confused :/
If something required M'rissi then the game would crash. The only explanation for invisible M'rissi items is if the plugin MrissiTailOfTroubles.esp is still active but the meshes and textures have been deleted.
They actually don't require each other. It's just for balancing. Weapon Armor Clothing and Clutter Fixes can fit in as a replacement for Weapon Armor Attribute Tweaks. The most widely used term for this kind of requirement is a soft requirement, meaning you can go without if you choose.
Is this compatible with Sentinel, sentinel doesnt technically add any armors it just adds variety of the vanilla armor. It uses the default stats, I'm using the legacy version which uses SPID. I understand how to patch new armor from mods but im not sure how it would work with Sentinels weapons and armor
Sentinel does add new armors. It may conflict with OWL in that it adopts some of the same systems as OWL for its own weapon and armor distribution. I will have to look into it more.
Oh yeah, I thought the old version of sentinel only added variety. Seems like it actually adds some new armor as well. Well I believe its based around vanilla stats but yeah it might conflict. Sorry for the dumb question and thanks for the quick response
I won't make any promises regarding Sentinel, especially because I likely won't use it because I prefer to use the original, much more heavy-weight, mods.
Any idea on how to make a patch to distribute gendered items? A thought that came to mind is to make a proxy item for each combination (material and slot) and distribute it. And attach a script to it that replaces it with either a gendered item, or if none exist then the vanilla item. Would this be the best approach or would there be a better one?
There would be no approach that would be a good or feasible solution, for weapons at least. For armor and random items you just need to use SPID, but weapons are impossible.
Heavy Armory merged CCOR and WACCF patches into a single .esp and broke the Heavy Armory integration since it has 'PrvtI_HeavyArmory_CCOR_Patch.esp' as a master and that no longer exists.
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A Basic Tutorial on How to Integrate Weapon and Armor Mods into OWL Gear Framework
Short Guide for Wrye Bash, Synthesis, and Mator Smash for OWL by xtenship
Patch Info for patches that are being worked on. If you have plans for patches, feel free to share under the article's comment section and we will add them to the list.
Please note that it will not modify Outfits as those require manual overseeing.
You still need the patches for gear mod, check out this guide for further details.
Also check out this new synthesis patcher by J3w3ls, to automatically fill in the weapons and armours into OWL leveled lists!
OWL Leveled List Additions - Synthesis Patcher
Note that it does not conflict with the above patcher, they don't do the same, you should be using both.
I'm going to go ahead and recommend this, you should load it before the randomized addon but after the bashed patch.
If you don't use WACCF, you might want to use the vanilla progression patch by Qolore7.
The main file and randomized special loot don't need to be updated for AE.
Also, they're technically compatible with every single Creation Club item.
I'll still be making patches.
Edit: GO DOWNLOAD THESE PATCHES: https://www.nexusmods.com/skyrimspecialedition/mods/59014
They're the only thing I'll EVER recieve DP for, make me my $20 back lol.
I'm also wondering if you should sticky this info for future users. They will probably appreciate knowing there is a more up-to-date branch of the mod that natively integrates AE content.
Thank you so much for your help by the way.
Update: Okay, after looking at the requirements in MO2 I think I finally understand. I have a new question though, if I may be so bold. Do you recommend ultimately leaving out the AE quests for now or are they okay to implement with OWL?
Could you please stick this WIP plugin details? Otherwise, could you perhaps write them somewhere in the main mod page?
I'd like to port update my Xbox port of WIP version and would like to include some details to have users understand which version they should download! Thanks :)
I am asking here but I am using the Open World Loot Consistency Synthesis Patcher and I'm having a crash when I launch the game right before the main menu. The game launches normally without this plugin.
Any idea why?
EDIT: the old patch page had one.
A thought that came to mind is to make a proxy item for each combination (material and slot) and distribute it. And attach a script to it that replaces it with either a gendered item, or if none exist then the vanilla item.
Would this be the best approach or would there be a better one?