Skyrim Special Edition
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J3w3ls

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J3w3ls

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17 comments

  1. TactlessNinja
    TactlessNinja
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    Any idea what this means? Stops the patcher from going any further. I checked the settings and it just has the true/false settings (kill move stagger disabled by default).

    Spoiler:  
    Show
    Starting search for paralysis magic effects!
    Reading settings: A:\Files\Skyrim Mod Programs\Synthesis\Data\Skyrim Special Edition\KillmoveParalysisPatcher\settings.json
    System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. (Parameter 'length')
    at Mutagen.Bethesda.Skyrim.MagicEffectBinaryOverlay.<>c.b__285_1(ReadOnlyMemorySlice`1 s, BinaryOverlayFactoryPackage p)
    at Mutagen.Bethesda.Plugins.Binary.Overlay.BinaryOverlayList.BinaryOverlayListByStartIndex`1.GetEnumerator()+MoveNext()
    at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
    at KillmoveParalysisPatcher.Program.RunPatch(IPatcherState`2 state) in C:\Users\Name\AppData\Local\Temp\Synthesis\fe5eyp32.0uw\Git\3fklzxag.tom\Runner\KillmoveParalysisPatcher\Program.cs:line 30
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass15_0`2.d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 103
    --- End of stack trace from previous location ---
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable`1 exportKey, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 607
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass43_0.d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 472
    --- End of stack trace from previous location ---
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.HandleOnShutdown(Func`1 a) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 833
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 460
    at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass42_0.d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 432
    1. Minimax94
      Minimax94
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      same issue here :(
    2. J3w3ls
      J3w3ls
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      This sounds like a generic synthesis error 🤔 I'll investigate...
      The patcher failed on one of the most generic lines, which would lead me to believe there is one mod in your respective load order causing this error (I cannot reproduce this on my 1800+ plugins)... I'm afraid there isn't much I can do without identification of the mod!

      If one of you was willing to help me, I could try adding more information to a debug version, so we could try and identify the root cause! 
  2. Blackread
    Blackread
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    Out of interest, how do you generate a .synth file? :D I couldn't find this information on the Mutagen wiki.

    Btw, there is an edge case where this patching can produce undesirable results, and that's if the last condition in the list before patching is an OR condition. In that case the effect would always apply when the subject is not in a paired animation regardless of other conditions. Of course the last condition should never be an OR condition, but mod authors are human and humans make mistakes.
    1. J3w3ls
      J3w3ls
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      Well spotted! That is true, I'll try correcting that ASAP

      As for the .synth file, you can open it as a text file ;)
    2. J3w3ls
      J3w3ls
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      Fixed! It was harder to fix than I thought... 
    3. Blackread
      Blackread
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      I too came to the conclusion that adding the condition at the beginning would be the best solution. :)
    4. J3w3ls
      J3w3ls
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      I failed to modify the OR, so I just put it at the beginning ^^
  3. DEEJMASTER333
    DEEJMASTER333
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    Why exactly is a synthesis patch better than changing it at runtime though, just curious
    1. Blackread
      Blackread
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      The changes are transparent, so if something goes wrong a lot easier to debug.
      Doesn't care about game version.
      Don't think there are other reasons.
    2. J3w3ls
      J3w3ls
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      What Blackread said, basically!
      1. The original mod was not available on AE, and having it as a Synthesis patcher allows to be version independent.
      2. Easier to see what the changes are in a plugin, just open in xEdit! With the original, you had to look into the log file. 

      There is no harm in having it at runtime, at all!
  4. urbon
    urbon
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    And good news for anyone on AE


    Helll yessssss.
    Thank you!
    1. J3w3ls
      J3w3ls
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      Enjoy ;)
  5. Mur4s4me
    Mur4s4me
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    I usually have issues with knockback\ragdoll causing issues during killmoves (Valhalla Combat) instead of paralysis. A good example is Vokrii and Summermyst having various "cause knockdown" effects. Do you know if this is possible with the way you did your patcher, or is it outside of the scope of the mod because of how some knockdown effects are triggered (e.g. Vokrii seems to use scripts for some of it).
    1. J3w3ls
      J3w3ls
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      I don't think it is applied the same, there are various magic effects added by these mods.

      I would assume it IS possible to add the very same condition to those effects in xEdit:Subject.GetPairedAnimation == 0 ANDIt would probably work! (aka don't trigger said magic effect if the subject is in a paired animation)


      Edit: Vookrii doing that by scripts is unfortunately unpatchable in this way (an edit of the script would work though)
    2. J3w3ls
      J3w3ls
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      Actually I noticed some of Summermyst's perks have the Stagger archetype, so I added an experimental feature to apply the condition to all effects with Stagger. Let me know!
    3. Mur4s4me
      Mur4s4me
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      Thanks I'll try your patcher out and see how it goes! Thanks for the effort though, and no worries if it doesn't work <3