0 of 0

File information

Last updated

Original upload

Created by

BraveHayMan

Uploaded by

BraveHayMan

Virus scan

Safe to use

Tags for this mod

36 comments

  1. WigOnTheRun
    WigOnTheRun
    • premium
    • 50 kudos
    I created a Synthesis patcher for this, because I didn't know how much I needed this until now.
    https://github.com/Michael-wigontherun/SynNotSoSalty
    1. VillainTurtle
      VillainTurtle
      • premium
      • 1 kudos
      Awesome!
    2. BraveHayMan
      BraveHayMan
      • premium
      • 41 kudos
      Amazing!
      I put the link in the description :)
    3. lavacano
      lavacano
      • supporter
      • 0 kudos
      https://pastebin.com/5BFwbstH would be perfect if i could instead of removing firesalts from requirement, instead replace them with saltpile for less harsh cost but not as cheat.  can you help?
    4. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      You could put this above the Remove.

      But if my patcher is below it then it will end up adding the salt condition overtop of this new patcher. If you'd like I could add it to mine as a optional setting, so that way both can work together without any issues for other users.
    5. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      ContainerEntry saltContainerEntry = new ContainerEntry();
      saltContainerEntry.Item.Item.FormKey = SaltPile;
      saltContainerEntry.Item.Count = newConstructibleObjectOverride.Items![i].Item.Count;
      newConstructibleObjectOverride.Items.Add(saltContainerEntry);

      I don't know why Nexus keeps injecting that javascript-event- into my variable name
    6. lavacano
      lavacano
      • supporter
      • 0 kudos
      That'd be great!  theres like 10 consobj in cc survival that require firesalts- my thinking is it checks if firesalts are in inventory, removes the using of firesalts like yours for saltpile, but for those recipes it adds saltpile requirement that way its not scummed too bad for hot food as hot food will require consumption of saltpile.  there will also need to be a filter for only food also because there are other consobj that require fire salts.

      seemed so simple, it worked but then I had to manually edit records to get exactly what i envisioned.  
    7. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      I just pushed the update to the GitHub. I took the liberty to include the other 2 magic salt piles as well.
    8. lavacano
      lavacano
      • supporter
      • 0 kudos
      perfection
    9. MissMismatch
      MissMismatch
      • supporter
      • 14 kudos
      Works like a charm! Some crafting and tempering recipes got changed as well, but this is my first time using a Synthesis patcher, so maybe that's something I did wrong on my end. Anyway, easy to fix in xEdit. Thanks for the patcher!
    10. ZaranTalaz
      ZaranTalaz
      • premium
      • 12 kudos
      Is this patcher still valid? It doesn't show up in Synthesis's repository browser, and when I try to add the project manually I get the error "The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)".
    11. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      Use an older version of mutagen for it specifically. Mutagen was updated and changed the way conditions operate. 
    12. ZaranTalaz
      ZaranTalaz
      • premium
      • 12 kudos
      Hi. When you say use an older version of Mutagen, do you mean use an entirely separate instance of Synthesis or are you just talking about configuring the version in the patch settings?

      I added the Not So Salty patcher to my regular Synthesis profile with these settings:

      I don't get an error anymore when adding the patcher, but I do get an error when actually running Synthesis with this log:
      Spoiler:  
      Show

      Compiling
      ("C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Git\3f5jrpkh.vxm\Runner\SynNotSoSalty"): "dotnet" "build \"SynNotSoSalty.csproj\" --runtime win-x64 -c Release"
      No extra data to consider
      Compiled
      Sha "c979ae9953564a4415c7a67e6b6db8c7be39cc6e"
      Running
      (""): "dotnet" "run --project \"C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Git\3f5jrpkh.vxm\Runner\SynNotSoSalty\SynNotSoSalty.csproj\" --runtime win-x64 -c Release --no-build run-patcher --DataFolderPath \"C:\Games\Skyrim Anniversary Edition\Data\" --ExtraDataFolder \"C:\Games\Skyrim Modding\MO2 GOG\tools\Synthesis\Data\Skyrim Special Edition GOG\SynNotSoSalty\" --GameRelease SkyrimSEGog --ModKey Synthesis.esp --LoadOrderFilePath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\Plugins.txt --LoadOrderIncludesCreationClub --OutputPath \"C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - SynNotSoSalty\Synthesis.esp\" --PatcherName SynNotSoSalty --SourcePath \"C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - SorcererPatcher\Synthesis.esp\""
      Could not parse arguments into an executable command: run-patcher --DataFolderPath C:\Games\Skyrim Anniversary Edition\Data --ExtraDataFolder C:\Games\Skyrim Modding\MO2 GOG\tools\Synthesis\Data\Skyrim Special Edition GOG\SynNotSoSalty --GameRelease SkyrimSEGog --ModKey Synthesis.esp --LoadOrderFilePath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\Plugins.txt --LoadOrderIncludesCreationClub --OutputPath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - SynNotSoSalty\Synthesis.esp --PatcherName SynNotSoSalty --SourcePath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - SorcererPatcher\Synthesis.esp


      Note that this for the 1.6.659 GOG version of Skyrim.
    13. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      Yes I did mean fix the version not a new instance of Synthesis.

      I added the GOG tag to the synthesis meta so try updating and see if that fixes it.
    14. ZaranTalaz
      ZaranTalaz
      • premium
      • 12 kudos
      Still getting an error:
      Spoiler:  
      Show

      Compiling
      No extra data to consider
      ("C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Git\c4rejwcc.nt3\Runner\SynNotSoSalty"): "dotnet" "build \"SynNotSoSalty.csproj\" --runtime win-x64 -c Release"
      Compiled
      Sha "de3d3d261097007b2e564326e33c3a38b76dcb41"
      Running
      (""): "dotnet" "run --project \"C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Git\c4rejwcc.nt3\Runner\SynNotSoSalty\SynNotSoSalty.csproj\" --runtime win-x64 -c Release --no-build run-patcher --DataFolderPath \"C:\Games\Skyrim Anniversary Edition\Data\" --ExtraDataFolder \"C:\Games\Skyrim Modding\MO2 GOG\tools\Synthesis\Data\Skyrim Special Edition GOG\SynNotSoSalty\" --GameRelease SkyrimSEGog --ModKey Synthesis.esp --LoadOrderFilePath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\Plugins.txt --LoadOrderIncludesCreationClub --OutputPath \"C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - SynNotSoSalty\Synthesis.esp\" --PatcherName SynNotSoSalty --SourcePath \"C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - AOSISCSoundPatcher\Synthesis.esp\""
      Could not parse arguments into an executable command: run-patcher --DataFolderPath C:\Games\Skyrim Anniversary Edition\Data --ExtraDataFolder C:\Games\Skyrim Modding\MO2 GOG\tools\Synthesis\Data\Skyrim Special Edition GOG\SynNotSoSalty --GameRelease SkyrimSEGog --ModKey Synthesis.esp --LoadOrderFilePath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\Plugins.txt --LoadOrderIncludesCreationClub --OutputPath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - SynNotSoSalty\Synthesis.esp --PatcherName SynNotSoSalty --SourcePath C:\Users\<username>\AppData\Local\Temp\Synthesis\ztguznow.hxj\Workspace\Synthesis\1 - AOSISCSoundPatcher\Synthesis.esp


      This is with Synthesis v0.26 by the way.

      In case it helps, here's my load order (note: includes NSFW mods).
    15. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      Try setting Synthesis to Latest instead of match.
    16. ZaranTalaz
      ZaranTalaz
      • premium
      • 12 kudos
      If I set both Mutagen and Synthesis to Latest in SynNotSoSalty's settings I get these blocking errors:
      Spoiler:  
      Show

      Program.cs(124,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(124,63): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(137,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(137,67): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(147,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(147,68): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(157,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(157,67): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(124,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(124,63): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(137,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(137,67): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(147,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(147,68): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(157,13): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)
      Program.cs(157,67): error CS0246: The type or namespace name 'FunctionConditionData' could not be found (are you missing a using directive or an assembly reference?)


      If I only set Synthesis to Latest while setting Mutagen to Match I get these blocking errors instead:
      Spoiler:  
      Show

      SynNotSoSalty.csproj : error NU1605: Detected package downgrade: Mutagen.Bethesda from 0.42.0 to 0.39.2. Reference the package directly from the project to select a different version.
      SynNotSoSalty.csproj : error NU1605: SynNotSoSalty -> Mutagen.Bethesda.Synthesis 0.26.0 -> Mutagen.Bethesda (>= 0.42.0)
      SynNotSoSalty.csproj : error NU1605: SynNotSoSalty -> Mutagen.Bethesda (>= 0.39.2)
      SynNotSoSalty.csproj : error NU1605: Detected package downgrade: Mutagen.Bethesda from 0.42.0 to 0.39.2. Reference the package directly from the project to select a different version.
      SynNotSoSalty.csproj : error NU1605: SynNotSoSalty -> Mutagen.Bethesda.Synthesis 0.26.0 -> Mutagen.Bethesda (>= 0.42.0)
      SynNotSoSalty.csproj : error NU1605: SynNotSoSalty -> Mutagen.Bethesda (>= 0.39.2)
    17. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      I don't know then try removing it and then readding it
    18. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      I updated it to use the newest Mutagen and Synthesis versions.
    19. ZaranTalaz
      ZaranTalaz
      • premium
      • 12 kudos
      I've confirmed that the patcher now works for me. Thank you.
    20. FlyJeremy
      FlyJeremy
      • member
      • 0 kudos
      can this patcher patch Simon's Gourmet ?
    21. WigOnTheRun
      WigOnTheRun
      • premium
      • 50 kudos
      I mean it should work together. Unless he scripts the usage of salt I don't know.
  2. FIngolfin50
    FIngolfin50
    • member
    • 0 kudos
    The mod doesn't seem to work on the creation club camping campfire. All recipes still reqire and consume a salt pile
  3. VillainTurtle
    VillainTurtle
    • premium
    • 1 kudos
    Made a quick version for apothecary's food and drink addon, feel free to add to files:

    https://drive.google.com/file/d/1HpBUD7BSxLDhN9OCqrpEKC5v8oC4_fm9/view
    1. BraveHayMan
      BraveHayMan
      • premium
      • 41 kudos
      Thank you very much!
      I have added it to the Optional Files :)
    2. lavacano
      lavacano
      • supporter
      • 0 kudos
      removed
  4. macpherb
    macpherb
    • premium
    • 38 kudos
    Love this mod! Makes so much sense!

    I am wanting to do something similar for soap when using mods like Dirt and Blood. I'm hoping to use your mod to reverse engineer this (when I find time lol), but if you have any suggestions, I'd love to hear them!
  5. deleted54892532
    deleted54892532
    • account closed
    • 0 kudos
    How exactly does this work?

    At first it sounded like it'd return the salt to you after you use it without messing with recipe lists,  which would make it very compatible I imagine. 
    1. renatornt2821
      renatornt2821
      • member
      • 11 kudos
      It is just a condition. For example, a recipe for crafting an Ebony Weapon or Armor requires the Perk Ebony Smithing. In the case of this mod, the condition is having the item Salt Pile in your inventory. it is not added to recipes as an ingredient, but as a condition
    2. BraveHayMan
      BraveHayMan
      • premium
      • 41 kudos
      Exactly how renatornt2821 replied, it makes changes to the recipes by removing the salt pile and adding a condition that checks if you have at least one salt pile in your inventory to the recipe.

      You are right it may be not compatible with mods that also changes those recipes.

      I really like your idea by giving back the salt pile after crafting such a recipe, like you said this would be highly compatible. Maybe someone gets inspired by this... :)
  6. DarkMarkku
    DarkMarkku
    • supporter
    • 0 kudos
    is it esl? :o
    1. BraveHayMan
      BraveHayMan
      • premium
      • 41 kudos
      Now it is
  7. LeoLoliondo
    LeoLoliondo
    • member
    • 0 kudos
    Thank you!!!
  8. noxpallida
    noxpallida
    • premium
    • 4 kudos
    This is great, just what I was looking for!
    Thanks for the release. :D
  9. Deyvistain
    Deyvistain
    • supporter
    • 23 kudos
    THANK YOU =)
  10. deleted81945088
    deleted81945088
    • account closed
    • 0 kudos
    It's little immersive things like this that really add up in the end. Thanks for making this.