I have 0 clue on how to use this. Once I reached synthesis, everything is blur to me. What even is syntheis, what does it even do. I want to try this but unfortunately I'm not a programmer or a person who understand what's all these programming jargon is all about
This is definitely not a "beginner's mod" (if such a thing exists). Using this outside of Mod Organizer will be a pain in the ass. I suggest you, if you are not using it, to start doing it so.
I'll write a short guide below, without pictures (AND I'M ASSUMING YOU ARE USING MOD ORGANIZER 2 AND KNOW HOW TO USE IT). Don't mind spelling mistakes since i taught myself english).
01. Open MOD Organizer and install AllGud, from its main page (https://www.nexusmods.com/skyrimspecialedition/mods/28833?tab=files). Activate it on the left side of the screen (it automatically activates the ESP on the right side).
05. Download Synthesis (https://github.com/Mutagen-Modding/Synthesis/releases). CTRL-F "Synthesis.zip" and download the first one.
06. Create an empty folder (ideally outside C:Program Files) anywhere and unpack/extract the "Synthesis" zip file there.
07. Go to MOD Organizer and add the Synthesis .exe (Left from "Run", click the rectangular box, click "Edit", click on the "+" icon, click "Add from files" and then choose the Synthesis.exe, click "Apply and then "OK".
08. Run Synthesis through the MOD ORGANIZE. IF YOU ARE GETTING ANY ERRORS -like failing to retrieve the plugins list-, i suggest to run Synthesis at least once outside Mod Organizer to see what gives).
09. Once on Synthesis, add a "Git repository as a patcher" (the third icon from the fist row). Find AllGUGMeshGen and add it (click the "+" icon).
10. Click on the box of the "AllGUDMeshGen" patch and go to "Settings".
11. Choose the output folder for "Skeleton Patching", "Meshes for Weapons and Armour" and "Item Positioning". I suggesting using the same folder for the three outputs, e.g. my generated meshes go to (E:\Luan\Backup - Skyrim\Mods\27. Allgud + Beliveable Weapons\Allgud Output). Don't mess with the input folders or patterns unless you know what are you doing, and if you are in need of reading this guide or already is lost, you don't know what are you doing (once again i'm assuming you are using MOD Organizer).
12. Click on the arrow for "Run" and wait till all the meshes and alternate textures are generated. Check the logs for any errors or warnings.
13. Go to the output folder and there will be a "meshes" folder there. Zip it (i use 7-zip so all i have to is right-click the folder and zip it).
14. (OPTIONAL) Delete the meshes folder and keep only the zipped file.
15. Go back to MOD Organizer and install the zip folder as a new mod (click Install a new mod from an archive).
16. Activate it on the left panel and make sure it overwrites everything.
17. You are done. Don't forget to endorse this mod.
Dumb question but what is your file for...? is it a mod? i have no idea otherwise, your guide is working, too bad it's not working with Ecotone dual sheath
The mod download is a small script patch to avoid doing work when NPCs are not enabled.
The main artifact this page advertises is a Synthesis patcher that replaces the xEdit Scripts used for mesh generation for the main AllGUD mod. The patcher is downloadable within Synthesis.
Thanks! that fixed the problem, btw I noticed that the AllGUD Tweaks synthesis patch doesn't have the character folder, I think that's the problem in my case.
I ran the synthesis patch. Set up everything and sorted out the load order, but the meshes from AllGUD still spawns when blackened (only for items, not weapons). Is there anything I did wrong?
Greetings, encountered weird problem, while generating meshes it seems that it generates only vanilla meshes for not equiped weapon if there are those. F.e. dawnbreaker from lean's have it s own model and scabbard but meshes for displaying it while not equipped but added to favorite uses vanilla version.
Yeah the pin allowed me to get it to work. Idk why it doesnt explain in instructions how to set output most mods just set it to a subfolder in exe's root.
Thanks for this ; so fast. Please do not be like me and install the files as said in sticky before running synthesis etc.
If you write in output fields just "synthesisallgud", the output folder named "synthesisallgud" will be found in your synthesis folder root.
Also I had to be extra careful in my mod order for the meshes I wanted to be applied. Example : Awesome Potions Simplified has patches for ENB light and patches for enb light for allgud. Had to replace the nifs manually in this patcher's output somehow for it to work, probably because of an inverted load order when I used the patcher.
I get the following error when trying to load the settings in Synthesis:
?System.UnauthorizedAccessException: Access to the path 'C:\Users\(username)\AppData\Local\Temp\Synthesis\Loading\wnuxs23a.qcm\bin\Debug\net5.0\win-x64\AllGUDMeshGen.dll' is denied. at Noggog.Utility.AsyncTempFolder.DisposeAsync() at Synthesis.Bethesda.GUI.Utility.ExtractInfoFromProject[TRet](String projPath, CancellationToken cancel, Func`2 getter, Action`1 log) at Synthesis.Bethesda.GUI.PatcherSettingsVM.<>c__DisplayClass25_3.<<-ctor>b__12>d.MoveNext()
Apparently that sort of error pops up when Synthesis is out of date but I didn't realize it was. Updating it to the newest version solved the problem, probably should have been obvious but oh well.
How does this work if I’m using synthesis for another patch ( xperince for requiem in that case) do I just run it for both things or can I rename one of the esp. generated when patching in two steps or does synthesis merge all chosen script patches into one esp thanks a lot
OK I can see how that works. If it's just analogous to that it would not be hard, and could be an improvement.
I just wonder if this would impact perf by applying to too many NPCs since the cloaking spell has a range whereas SPID would apply to all 'active' NPCs, whatever active means to the game engine. The trade off would be :
on the negative side, the effect now applies to all NPCs rather than those in cloaking spell range
on the positive side, cloaking spell is not running.
Hej, just wanted to say, at the behest of the guy maintaining the SE Syerscote port, I tried extracting the BSA and then running the patcher and that worked somehow Hope that helps
Thanks - fyi my AllGUD mods are on the back burner now the Immersive Equipment Displays mod is out. I imagine it's something to do with problems reading the BSA if the extracted meshes work OK. I will have a look when I get to it.
207 comments
ngl, I have parked this mod, really. I've moved over to use Immersive Equipment Displays.
Using this outside of Mod Organizer will be a pain in the ass. I suggest you, if you are not using it, to start doing it so.
I'll write a short guide below, without pictures (AND I'M ASSUMING YOU ARE USING MOD ORGANIZER 2 AND KNOW HOW TO USE IT). Don't mind spelling mistakes since i taught myself english).
01. Open MOD Organizer and install AllGud, from its main page (https://www.nexusmods.com/skyrimspecialedition/mods/28833?tab=files). Activate it on the left side of the screen (it automatically activates the ESP on the right side).
02. (OPTIONAL - HIGHLY RECOMMENDED) Install AllGUD Conditions Fix (https://www.nexusmods.com/skyrimspecialedition/mods/26092?tab=files).
03. (OPTIONAL - HIGHLY RECOMMENDED) Install the tweaks made by this mod (why are you even here?)
04. Install .NET 5.0 SDK (https://dotnet.microsoft.com/download).
05. Download Synthesis (https://github.com/Mutagen-Modding/Synthesis/releases). CTRL-F "Synthesis.zip" and download the first one.
06. Create an empty folder (ideally outside C:Program Files) anywhere and unpack/extract the "Synthesis" zip file there.
07. Go to MOD Organizer and add the Synthesis .exe (Left from "Run", click the rectangular box, click "Edit", click on the "+" icon, click "Add from files" and then choose the Synthesis.exe, click "Apply and then "OK".
08. Run Synthesis through the MOD ORGANIZE. IF YOU ARE GETTING ANY ERRORS -like failing to retrieve the plugins list-, i suggest to run Synthesis at least once outside Mod Organizer to see what gives).
09. Once on Synthesis, add a "Git repository as a patcher" (the third icon from the fist row). Find AllGUGMeshGen and add it (click the "+" icon).
10. Click on the box of the "AllGUDMeshGen" patch and go to "Settings".
11. Choose the output folder for "Skeleton Patching", "Meshes for Weapons and Armour" and "Item Positioning". I suggesting using the same folder for the three outputs, e.g. my generated meshes go to (E:\Luan\Backup - Skyrim\Mods\27. Allgud + Beliveable Weapons\Allgud Output).
Don't mess with the input folders or patterns unless you know what are you doing, and if you are in need of reading this guide or already is lost, you don't know what are you doing (once again i'm assuming you are using MOD Organizer).
12. Click on the arrow for "Run" and wait till all the meshes and alternate textures are generated. Check the logs for any errors or warnings.
13. Go to the output folder and there will be a "meshes" folder there. Zip it (i use 7-zip so all i have to is right-click the folder and zip it).
14. (OPTIONAL) Delete the meshes folder and keep only the zipped file.
15. Go back to MOD Organizer and install the zip folder as a new mod (click Install a new mod from an archive).
16. Activate it on the left panel and make sure it overwrites everything.
17. You are done. Don't forget to endorse this mod.
otherwise, your guide is working, too bad it's not working with Ecotone dual sheath
The main artifact this page advertises is a Synthesis patcher that replaces the xEdit Scripts used for mesh generation for the main AllGUD mod. The patcher is downloadable within Synthesis.
https://imgur.com/CUxQzuO
I also disabled the old AllGUD Meshes and the IA AllGUD Patch that I followed before:
https://imgur.com/a/CMeCuNI
https://forums.nexusmods.com/index.php?showtopic=10049193/#entry95223648
ngl, I have parked this mod, really. I've moved over to use Immersive Equipment Displays.
ngl, I have parked this mod, really. I've moved over to use Immersive Equipment Displays.
Thanks a bunch man, I couldn't initially believe this worked given the 18.3s it took to run the AllGUD MeshGen. Had to load in the game to believe!!
Please do not be like me and install the files as said in sticky before running synthesis etc.
If you write in output fields just "synthesisallgud", the output folder named "synthesisallgud" will be found in your synthesis folder root.
Also I had to be extra careful in my mod order for the meshes I wanted to be applied.
Example : Awesome Potions Simplified has patches for ENB light and patches for enb light for allgud. Had to replace the nifs manually in this patcher's output somehow for it to work, probably because of an inverted load order when I used the patcher.
?System.UnauthorizedAccessException: Access to the path 'C:\Users\(username)\AppData\Local\Temp\Synthesis\Loading\wnuxs23a.qcm\bin\Debug\net5.0\win-x64\AllGUDMeshGen.dll' is denied.
at Noggog.Utility.AsyncTempFolder.DisposeAsync()
at Synthesis.Bethesda.GUI.Utility.ExtractInfoFromProject[TRet](String projPath, CancellationToken cancel, Func`2 getter, Action`1 log)
at Synthesis.Bethesda.GUI.PatcherSettingsVM.<>c__DisplayClass25_3.<<-ctor>b__12>d.MoveNext()
Any idea what I'd be doing wrong here?
thanks a lot
Yes, for a given run of Synthesis. If you run more than once you get a diff Synthesis.esp each time, so you should rename between groups of patchers.
I just wonder if this would impact perf by applying to too many NPCs since the cloaking spell has a range whereas SPID would apply to all 'active' NPCs, whatever active means to the game engine. The trade off would be :
- on the negative side, the effect now applies to all NPCs rather than those in cloaking spell range
- on the positive side, cloaking spell is not running.
Not sure that's a good thing.I'd like it, for one.
Looks OK to me but I don't play enough to stress it.
Thanks for looking into it
Hope that helps
I still think AllGUD is better for now, seeing as Simple Dual Sheath doesn't work for asymmetrical weapons, and the UI of IED is really confusing