Skyrim Special Edition
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krypto5863

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77 comments

  1. Chromatical
    Chromatical
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    I am getting this error with the Synthesis patcher:

    Spoiler:  
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     MuzzleItPatcher.csproj : error NU1107: Version conflict detected for Loqui. Install/reference Loqui 2.64.0 directly to project MuzzleItPatcher to resolve this issue.
    MuzzleItPatcher.csproj : error NU1107:  MuzzleItPatcher -> Mutagen.Bethesda.Skyrim 0.43.3 -> Loqui (= 2.64.0)
    MuzzleItPatcher.csproj : error NU1107:  MuzzleItPatcher -> Mutagen.Bethesda.Synthesis 0.27.0 -> Mutagen.Bethesda 0.43.2 -> Loqui (= 2.63.0).
    MuzzleItPatcher.csproj : error NU1107: Version conflict detected for Loqui. Install/reference Loqui 2.64.0 directly to project MuzzleItPatcher to resolve this issue.
    MuzzleItPatcher.csproj : error NU1107:  MuzzleItPatcher -> Mutagen.Bethesda.Skyrim 0.43.3 -> Loqui (= 2.64.0)
    MuzzleItPatcher.csproj : error NU1107:  MuzzleItPatcher -> Mutagen.Bethesda.Synthesis 0.27.0 -> Mutagen.Bethesda 0.43.2 -> Loqui (= 2.63.0).
    1. krypto5863
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      In the settings for the patcher, set it to use the version specified in the patch, not the latest version or other versions.
  2. preyka
    preyka
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    Can I turn off the esp after creating Synthesis patch? Can I maybe flag it as esl? I'm very close to the limit of plugins, unfortunately. 
    1. krypto5863
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      I think you can flag it, but you may not turn it off. It contains the controller. Test it.
  3. wyjzp
    wyjzp
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    I saw that the description of this mod is to mute the lines, so will the subtitles still appear?
    1. krypto5863
      krypto5863
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      Nope. It stops lines from playing, period.
  4. Pandoriux
    Pandoriux
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    Does this affect followers that use its own follower system? Or only apply to base system
    1. krypto5863
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      I don't remember all the conditions off the top of my head but iirc you can open the console, click your companion and enter "IsPlayerTeammate" and if it results to true or 1, then it'll affect that person.
  5. preyka
    preyka
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    MuzzlePatcher in Synthesis Git Repository is the same, right?
    1. krypto5863
      krypto5863
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      No clue what you're talking about. The patcher is here: https://github.com/krypto5863/Muzzle-It-Patcher
    2. preyka
      preyka
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      Yeah, that's it, thanks.

      When you open Synthesis, you can scroll through all added Synthesis patches from github and it's called Git Repository. 
  6. MiaoLiXiu
    MiaoLiXiu
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    Help me please,Master。

    Path does not point to a valid repository. LibGit2Sharp.LibGit2SharpException: this remote has never connected
       at LibGit2Sharp.Core.Ensure.HandleError(Int32 result)
       at LibGit2Sharp.Core.Proxy.git_remote_ls(Repository repository, RemoteHandle remote)
       at LibGit2Sharp.Repository.ListRemoteReferences(String url, CredentialsHandler credentialsProvider)
       at LibGit2Sharp.Repository.ListRemoteReferences(String url)
       at Noggog.GitRepository.CheckOriginRepoIsValid.IsValidRepository(String path)
  7. UmbralJewels
    UmbralJewels
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    Thanks for this! It's really hard to find good Synthesis scripts on the nexus and I almost missed this one. Maybe put "Synthesis" somewhere in the name?
    1. krypto5863
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      Sure.
  8. otaku1218
    otaku1218
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    This can prevent a follower from making comments in unique locations if you're actively talking or scenes are actively taking place.

    Can this make custom followers totally mute on unique places that I might miss some of their dialogue?
    1. krypto5863
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      Not if the conditions that allow them to speak idly are met. Those are:


      • The player hasn't spoken to someone in the last 30 seconds
      • The player isn't speaking to someone
      • Nobody is in a scene nearby
      • No other companion is talking

      Even then, scripted idles ignore these conditions. And again this only affects dialogue where your companion talks idly, aka, not while in active dialogue with you.
  9. SkeletonParade
    SkeletonParade
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    Hello! id really like to use this mod but i have and use Vortex. I must've done something wrong because its not working. Just to make sure i understand, this mod makes it so that there isnt dialog occurring between NPCs when your in a conversation with an NPC?
    1. krypto5863
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      No, NPCs conversing are scenes. Scenes are not blocked. NPCs idly saying stuff (mostly to other NPCs or to you as they walk by: "have you ever been to the cloud district?") are blocked.
    2. SkeletonParade
      SkeletonParade
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      Ah ok i think its working then lol Thanks :)
  10. TEC769
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    Wow, this is next-gen. Any possibility of a toggle that keeps followers from saying their ambient lines until toggled back, or maybe suppresses lines for a duration? Basically a “shh” button.
    1. krypto5863
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      Be pretty easy to do, but I don't like the idea of pressing a key and making everyone shut up since you might get engrossed into the game, forget you did that, and miss some ambient lines you didn't even know you could miss since you haven't heard them before and won't hear it now.

      Maybe there's a better way to automate this though. Are they saying lines when you don't want them to or do you just need some peace and quiet from time to time?
    2. TEC769
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      You might be right about folks forgetting about the toggle—maybe it would only suppress the lines for a configurable duration like a minute or ten minutes.

      Sometimes I basically want to interrupt followers or generally pause their lines. An example of when a “shh” would be nice that doesn’t depend on a scene or an npc talking is when Inigo and Lucien decide to do their tongue-twister about spiders, and you’ve kept them around for a while, so maybe you’ve heard it plenty of times and want them to knock it off. Or, maybe you’re starting to approach a dungeon/fort and the lines started before you began sneaking, which would otherwise prevent the dialogue.
    3. krypto5863
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      Ah interruptions sound pretty great actually, I see exactly what you're going for and I kinda like the idea. Really would be nice actually and just have them keep it down for a little bit afterwards. I'll see if I can figure something out, not really sure if there's a way to mute an NPC mid-sentence but I'll check around.
    4. TEC769
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      Exciting! Looking forward to it, thank you.
    5. TEC769
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      Were you able to find out if ^the above is feasible?
    6. krypto5863
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      Might do some more research on it later, but from what I've seen so far, I have my doubts I'll have a way in.