Skyrim Special Edition

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  1. Zepravity
    Zepravity
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    essential skyrim mod tbh

    i was starting the companions quest at like level 30 playing as a huge nord but i felt weird that i was so much taller than vilkas. stumbled upon this mod and now i'm annoyed  that i didn't have it for the first half of my playthrough. adds so much immersion to the world 
  2. jhonchoo1
    jhonchoo1
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    Can someone help me understand how can I identify If I have any Npc Overhauls in my Modlist. I simply took the ovbiouse route and searched in my Vortex Mod load orders "NPC Overhauls". Nothing showed up... I searched "Overhauls" and still some other but only a skin overhaul like Bijin, and animation overhauls but. I don't know if I need the Synthesizer patch nor after I downloaded the Zip file do I even know what to do with it specifically... Thanks if anyone can get back to me soon I won't download this until I get further details.
    1. Wind0902
      Wind0902
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      So this can be a bit lengthy  and complicated.

      Basically, in Skyrim, the way it works is that, each NPC / Race has a whole list of records regarding their stats, names, appearance, skills, carried items...etc. On its own it works fine, however, when it comes to mod, it becomes a bit troublesome because the way these record lists work are quite limiting for modding, as even if you change a tiny thing about the NPC, you gotta replace the whole list of records, not just one tiny part.

      For easier to understand, imagine if you have a box full of candies inside, and you want to switch one of the candies with another, the easiest way to do is to open the candy box, switch the candy, and done. Skyrim record lists dont let you do that, and instead, you can only replace the old box with a new box with the new candies in it. Now imagine that with modding, if a mod wants to change just a tiny part of the NPC, it must replace the whole old record list with a new one that contains the new change. Because of that, when you have multiple mods that change the same thing, it will create conflicts, where the mod that have higher priority in load order will win, and that thing will have the changes made by the record list of that mod, and ignore everything else. Thats why there are patches for mods. Patches are basically a combined record list that contains all the things in the records of multiple mods, and load after all of them, so that they can work well together, without anything being overwritten/replaced. But since patches are also a record list,  for example if you want to use mod A and B, but one of them overwrites the other, you can have a patch to combine all of the things inside those 2 mods together, and let it overwrite the 2 mods, now the 2 mods work well together, but if lets say mod C also changes the same thing as mod A and B, if you let it overwrite mod A, B and the patch, mod C will instead be used. So now you need a patch for mod A, B and C.

      When people talk about NPC Overhauls, they most likely mean mods that changes NPC appearances. But, given the explaination up there, it means that any mods that change things about an NPC, be it mods that change appearance, or stats, skills..etc will all conflict. Lets say you have a mod that changes appearance of NPCs, or change their stats, and you use them with this mod ( Height of Skyrim ), if you load HoS before the other mods, then all of the changes made by HoS will be overwritten, if you load HoS after the other mods, then it will work, but all of the other mods will be obsolete instead. This is where Synthesis Patcher comes in. Because everyone's modlist is different, it is impossible to make patches for mods that will work for every modlist, however Synthesis Patcher is a tool that lets you create a plugin that will cater to your entire modlist without needing for any other patches. Which means, if lets say you have this mod HoS, you load it before a mod that change NPC stats, and then run the Synthesis patcher, it will create a patch that allows you to have all the stuff from HoS, while still keeping the effect of the NPC stat changes mod.

      Also, i advise that, in order to know what a mod does, you gotta read the descriptions of the mod carefully, and then youll know what mod does what, and what they are, not just if its an NPC Overhaul or not.

      I know its a bit hard to grasp but i did my best to simplify it and explain. Hope youll figure out what to do. If you or anyone have any question ill try to answer it.
  3. SavvyChad
    SavvyChad
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    I think SkyPatcher can make this mod the best ever because it could EASILY solve all conflicts with other mods.

    https://www.nexusmods.com/skyrimspecialedition/mods/106659
    1. wbell03
      wbell03
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      There is a synthesis patcher for it already.
    2. XarisZ
      XarisZ
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      A SkyPatcher version wouldnt require a patch to begin with.
  4. Selwyn002
    Selwyn002
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    For accurate scaling hitboxes/collision use Dynamic Collision Adjustment 
  5. assasinxtg
    assasinxtg
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    Synthesis patchers will eliminate the patches needed for ALL npc mods such as pandorable, Bijin, RS CHildren right?
    1. Queli
      Queli
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      if you use facefixer, yes
  6. poshblobfish
    poshblobfish
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    Out of curiosity, what would happen if I used this mod and DIDN'T create a patch for Bijin? I've been trying to get Synthesis to work, but to no avail. It simply won't accept my mod installation location.
    1. assasinxtg
      assasinxtg
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      blackface bug
  7. delfofthebla
    delfofthebla
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    I created a Synthesis patcher for those that like to use this alongside FK's Diverse Racial Skeletons - HeightsOfSkyrim-DiverseRacialSkeletons
    Should be within the main Synthesis browser as well with the same name.

    The patcher basically just nerfs Heights of Skyrim a little so that the racial changes from FK's are less egregious when combining the two mods together. If you have any issues post them on the github page as I'm unlikely to follow/respond to anything on this page.

    If you use this patcher you should not run the synthesis patcher linked in the description.
    1. Sterlingchapman
      Sterlingchapman
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      Any way I could alter this to work with Racial body morphs redux? 
    2. starwyrm1597
      starwyrm1597
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      Just for curiosity's sake, how much of a beast was Borkul before the patch? was he clipping through the ceiling in the mine? I need an example of how egregious it was.
  8. indigav
    indigav
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    I love this mod. The work that has been put in to make NPCs make sense is exactly what this game should have always had. Great work.

    Now can someone please explain to me how the Bretons, a race whose lineage is half High-Elf and half Man, are so damn small?
    That never made sense to me. :)
    1. Lerikamuel
      Lerikamuel
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      Bretons aren't really Half-elves. Only the first Bretons, the direct results of elf-human relations could be called that but since they were only allowed to marry other humans the elven blood was greatly diluted. Even an in-world text on why Bretons are more elf than human admits that they only slightly resemble elves in appearance https://en.uesp.net/wiki/Lore:Modern_Day_Bretons:_Man_or_Mer%3F
    2. starwyrm1597
      starwyrm1597
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      It's not so much that they're small as much as the other races of men are large, The Imperials and Nords have been intermarrying for a long time and therefore have both Nedic and Atmoran blood whereas the Bretons are descended exclusively from the Nedes, This is also the case with the Elven part of their Ancestry, High Elves are likely tall because of selective breeding, Wood Elves are small and Dark Elves and Dwarves are the same size as Imperials, even snow elves are slightly shorter than High Elves. At the time of the first manmeri being concieved both the humans and elves involved may have been shorter. Also they are resistant to magic while High Elves are weak to it (before Skyrim) so it is possible that the Human Blood actually caused certain high elf traits to be reversed, so instead of being weak to magic they resist it and instead of being tall they're short.
  9. Sorlomon
    Sorlomon
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    "
    Kjeld the Younger (was 6'2", now 5'10")
    "Mama, when can we go play in the river again?"
    "Not with all those soldiers all over the hold. Their horses can't see you, you know."

    "

    Judging by the uesp, he should probably just be a big kid, though that's scope creep. Also, 5'10" is plenty for horses to see, 5'5" would be somewhat more believable, but I understand the technical limitations.
    1. starwyrm1597
      starwyrm1597
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      What technical limitations? Cicero is that height.
  10. EiraSvero
    EiraSvero
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    Would it be possible to implement this with SPID and avoid the need for patches?  I only ask because I don't understand what all is involved.  I really would like to have an answer from someone that understands the abilities of SPID.