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J3w3ls

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208 comments

  1. RainstormWander
    RainstormWander
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    Absolutely awesome patcher. Thank you so much for making this, really appreciate it. :) 
    1. J3w3ls
      J3w3ls
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      You're welcome! :)
  2. ModEnjoyer52
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    Such easy patch creation, incredible to see in action. There are only two minor problems that I had to manually patch. Windhelm Palace of the Kings and the alchemist shop in Riften have a duplicate that z-fights. Both come from Skyrim.esm so I made a patch to disable those and leave the SREX version, but I wonder what the cause is and if there are more around. With Elgrim's Elixirs, there is a door named 'Door' that I can open without effect.



    1. J3w3ls
      J3w3ls
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      I think the issue comes from USSEP, it modifies the position of the palace by an imperceptible amount (I really don't understand that change, completely unnecessary), so the synthesis patcher sees it and forwards it... 

      The windhelm palace is supposed to be blacklisted though!
    2. ModEnjoyer52
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      USSEP recently changed the name of the plugin to avoid using upper case letters for Linux users because Linux is case sensitive. Maybe the Synthesis blacklist is also case sensitive and no longer detects USSEP? Anyway, I was told Skyrim just works?
    3. J3w3ls
      J3w3ls
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      Nah that is 100% not the case ^^
      (I'm not using text, I'm using the formIDs)
    4. HeroYT
      HeroYT
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      Would you happen to still have the patch on hand? I am experiencing the same z-fight issues in my current modlist and have been struggling to resolve them for some time.
    5. ModEnjoyer52
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      Sorry, patch gone, I now use Pseudoloaddoors for Cities mod. If you install More Informative Console and the SSEEdit tool, it is a simple patch to make. Screenshot the IDs of the glitching objects, copy each matching record in SSEEdit into a new plugin, and set 'deleted' flag on each, save the plugin, then Quick Auto Clean the plugin.
    6. HeroYT
      HeroYT
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      No worries, thank you very much, I will do that!
  3. suaveh45
    suaveh45
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    Doesn't work, i get an error saying plugin cant be found...would of been nice to use. 
    1. J3w3ls
      J3w3ls
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      It does work perfectly. This error means that synthesis itself doesn't see any of your mods.
      If you're using MO2, run it as a tool through MO2.

      There is an issue with synthesis where that may happen, but see 2 posts down, people are talking about it!
    2. suaveh45
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      Gotcha i apologize for this post then. I'll look further down the comments and look into it tomorrow. SR Exteriors is the last thing on my mod list that im sorting out, so i greatly appreciate the patcher :D 
    3. J3w3ls
      J3w3ls
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      It is a great help indeed! Unfortunately synthesis itself may have an issue reading your plugins list
    4. suaveh45
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      its working :D you sir are a gentlemen and a scholar  
    5. J3w3ls
      J3w3ls
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      Great, I'm glad to hear it! 
  4. ianjoseph1986
    ianjoseph1986
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    hi there. i really apreciate you making this patcher. its so good to make things work with exterior cities. 
    Its been pretty smooth uising it so far. until today i noticed something. when i ran the patcher. only with vanilla game and exterior cities. or with more mods also happens.
    When i travel to Solitude. in the second gate leaving the city. when the guards or npc pass through that  gate wall arch. they disapear. do you know what could be causing this?
    all the best.
    bug only happens with sythesis enabled.
    1. J3w3ls
      J3w3ls
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      No clue! Do they actually disappear, like nowhere to be found anymore?
      One possibility could be a simple stray occlusion pane? Do they reappear if you yourself cross the threshold?

      I heard of one thing happening, I don't remember which mod did it, but it had a sort of giant triggerbox that prevented NPCs from going out of it, it would teleport them back inside... Could that be what's happening?

      Also... what second gate? Solitude only has a single gate
    2. ianjoseph1986
      ianjoseph1986
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      yeah exactly. they dissapear.. or get teleported.. no clue. but just in that gate.. UEESP does some changes.

      before you get to the main gate. but after the horse carriage. there is a wall like the main gate. but this one is smaller. thats where the npcs dissapear. they disappear right under the arch. 

      i did a lot of testing so now i have a better picture.
      this problem is present with only unnoficial skyrim special edition patch , exterior cities and synthesis.esp  in load order.

      the problem goes away when i remove USSEP from load order and of course repatch without it.   but  the same problem is also present when using the USSEP patch from SR Exterior Cities 2.0  - Official Patch Hub

      as its probably not an incompatibility with another mod. do you get a clue of why this might happen and hopefully  how to fix this? 
       problem is present while using the USSEP normal patch and also on Synthesis patcher esp  when patching with USSEP.. very wierd.
    3. ianjoseph1986
      ianjoseph1986
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      i ended up making a patch. there is an incompatibility between Exterior cities 2.0  and USSEP
    4. J3w3ls
      J3w3ls
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      Ah yes, USSEP also just updated so that may be why
    5. Rafear
      Rafear
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      I've been running into the same issue with the outer Solitude gate and disappearing NPCs. I've traced it further by having the npc selected in console before they vanish and using a player.moveto to teleport to them and see what's up, and they appear to be warping back to what I assume is their starting position and repeating the walk to the gate indefinitely.

      What did you do in your patch to fix this?
    6. J3w3ls
      J3w3ls
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      I think there is a triggerbox that should be disabled somewhere
    7. Rafear
      Rafear
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      Yeah, you are right in that there is a triggerbox causing the issue. It is specifically internal record 297C13 within the USSEP .esm plugin. This triggerbox appears to be the implementation of the fix for this issue from the bug tracker for the project and as such has likely actually been a problem for SR Exterior Cities since 2020.

      Also, I am not sure that simply disabling the triggerbox is truly the correct answer based on that issue description, although it is certainly the simplest way around it. It might be more appropriate to shift it lower or adjust its size so it does not clip through the terrain out at the outer gate anymore instead. Although on the other hand, I am not sure if the issue that box is meant to address is even present in the Exterior Cities version of Solitude either...
    8. J3w3ls
      J3w3ls
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      It definitely could be resized too, I would guess it is not needed at all though, with SREX... It needs experimentation!
  5. Kataliyah
    Kataliyah
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    Uh... This worked really well at start but now I realized that since a few times I redone the patch I get this error: "Main SE Exterior plugin not detected"

    I double checked the plugin order txt file generated by the patch and it has all my plugins and SREX is obviously there and activated. I tried to run it again, then to delete the patch and redo it, then to delete the patch from the synthesis list and reimport it from github repository, nothing works. I get this error and a blank esp file now :(

    Would you know how to fix this?
    1. J3w3ls
      J3w3ls
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      I've had this happen, the issue for me was that the plugins list (if I remember right it's a txt file somewhere in appdata) would not update anymore with the full list of your plugins, and synthesis reads that file to know which plugins are active... I do not know why at all, but I ended up copypasting the plugins from MO2's loadorder.txt to that file, annd it worked again
    2. Kataliyah
      Kataliyah
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      Ok, that fixed it, not as smoothly as you described as I had to delete the patch and readd it again then close almost all apps on my PC because it somewhat thought it couldn't work because something from the patch would still be open somehow but it eventually worked and fixed it, thanks! :)
    3. J3w3ls
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      Glad you figured it out in the end!
    4. savvygirl3821
      savvygirl3821
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      Wait where is the file?
      NVM I found it by looking in synthesis settings
      It did not work at all I still cannot run the patch and it does not load my plugins
    5. J3w3ls
      J3w3ls
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      It's in appdata somewhere, I don't recall where exactly...
      To be clear this is not an issue with the patcher, but with synthesis itself! I don't think I can do anything to fix it on my end!
    6. richardmayne367
      richardmayne367
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      Can you take the time and find the directory of this plugins file? This is too open ended.
    7. J3w3ls
      J3w3ls
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      Just search for it in appdata, plugins.txt or something... I'd need to do the exact same as you to find it, and again, it's not an issue with my mod...
  6. bennyboi9421
    bennyboi9421
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    Getting consistent CTD using these settings in Synthesis

    Here's the crash dump

    I'm not sure how I should be ordering these patches both in Synthesis and in MO2. Some of them overwrite each other as seen in the images, which is clearly causing issues but I don't know how to resolve it.
    1. J3w3ls
      J3w3ls
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      This does not look like anything related to my patcher ^^

      I would recommend sorting them by what type of records they touch. For example, your fixes and balance ones are far too broad, and your landscape one contains z floor patcher which has nothing to do with landscape.

      I have groups such as one for patchers that touch items, one for NPCs, one for worldspace/cell edits etc on my end
  7. seba71717171
    seba71717171
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    Thank you so much for this patcher, i couldn't get Palaces and Castles mod to work with SR Exterior Cities, this patcher fixed everything, brilliant!
    1. J3w3ls
      J3w3ls
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      Glad to hear it! :) Enjoy!
    2. AlexiousITA
      AlexiousITA
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      Should we still use the official patches whenever possible and leave this for the other mods?
    3. J3w3ls
      J3w3ls
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      If they include navmeshes, yes
  8. PsychesVirtue
    PsychesVirtue
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    i think this synthesis patcher duplicates the missives... missive board when using the mod "missives" and then puts the new one behind the one that's already there. I'm assuming this isn't intended behaviour because I can physically see it and both boards have separate items in their containers.

    is there a fix for this? i don't want to put it in the bugs section at risk of making a false assumption or having something wrong with my setup and there being nothing actually wrong. 

    might also be because there's no patch for it in the patch hub
    1. J3w3ls
      J3w3ls
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      Please read the description. I clearly wrote something about Missives. 

      Edit: I just edited the whole description, maybe it's even clearer now
    2. PsychesVirtue
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      ah, ty for the assistance. i assume the duplicate missive board stays if its on the same save that once had missives in the synthesis patch?

      and yeah no it wasn't too clear to me, but I do have autism, of some sort, so that likely contributed.
    3. PsychesVirtue
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      also i didnt know there was a blacklist function by default for groups, it makes a lot of sense but I just never saw that before.
    4. J3w3ls
      J3w3ls
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      Glad it's all cleared now.

      On an ongoing save you can probably disable the duplicated one with the console... idk how safe though!
  9. RandomModderMan
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    Alright not sure if that picture is viewable or not but I was a bit stuck with this and I have no idea why. This patcher has worked wonderfully for me so far, however recently I don't have a single clue why, whenever I try to run the patcher I get this Synthesis error? Not sure if its a bad mod I have or something else but if its just me being an Idiot I would greatly appreciate being pointed in the right direction! Thank you in advance!


    https://imgur.com/a/54AXdBy
    1. J3w3ls
      J3w3ls
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      Yep that is the first time I see this error!
      It sounds worrisome, 2 records have the same FormID... Which is super weird!
    2. RandomModderMan
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      Hi, not sure what you would mean by that? If its a specific synthesis patcher then I believe I am using this one and I dont recall changing anything since I have had issues, so I am not sure where to look. Apologies because I have not messed with this part of my setup in a long time so I am not sure where I should look specifically.
    3. J3w3ls
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      Ooops, ignore that part of my reply, I thought this comment was on another of my patchers

      I have absolutely no clue how to solve that! The error would indicate that you have a mod that does something so horribly bad that I don't even know how it is possible!
    4. RandomModderMan
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      Ahhh I see, well I'll still keep troubleshooting it unless a solution comes up!!
    5. J3w3ls
      J3w3ls
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      I'll try to explain what I understand from it: each object, NPC, armour, etc. in skyrim have an associated record in the various ESPs or ESMs you have in your load order. That record gives all the information needed for the game to know what to do. Those records have a unique identifier to them, 2 records cannot have the same one in the same ESP.
      In your case here, it would appear that one of the plugins in your load order is trying to use the same identifier as a specific one from Skyrim.esm (which should be impossible)

      The formID is this:037EE6
      You can try looking it up in xEdit (load all your mods, then after it all loaded, search for the text above in the top left field for formID and press enter)
    6. RandomModderMan
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      Ah shoot I see, I have tried scouring xedit and am not seeing anything concerning show up however I will keep trying to sift through everything recent that I have installed/changed to ensure I haven't dont anything funny for this to happen. I appreciate the help in the meantime however!!
  10. Hurameshi
    Hurameshi
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    Dude I just finish installing this patch and when I was about to open and test it in game, I came back here to check if I wasn't missing any next step after finish generating the Patch and I notice that you're the guy who helped me back on the original mod's page. haha.. 

    From what I read on description, this mod generates everything that was inside the loadable city right into the modded city right?
    Well I'm gonna test it now to see if I did everything right. 

    One tip, you should add a link to a guide teaching how to use Synthesis, your guide assumes that the person is familiarized with it and it took me a while to find a tutorial to learn how to use this program, I didn't even know about the existence of this program until today. 
    1. J3w3ls
      J3w3ls
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      It will transfer all objects, NPCs, markers, etc from one to the other, yes. It cannot handle navmeshes though as only the CK can do that!
      So anything that isn't navmesh can in theory be handled by this :)

      (also I have linked a guide in the description ;) )