Skyrim Special Edition
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Sandman53

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Sandman53

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  1. Sandman53
    Sandman53
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    Bash Tags will now be read automatically. You have the ability to disable that functionality and/or add your own mods.

    Bash Tags will now be read from the LOOT Master List!!! The default location for the master list is in the %LocalAppData% folder, but this can be changed if you have it in a different location.

    I ran this on my modlist of about 1200 mods and it took about a minute. You end up processing a lot of records.

    Just like the Bash Tags from the mod description, you can disable reading bash tags from the LOOT Master List
  2. Oblivionplayer437
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    Unfortunately, it seems the latest version of the patcher dd 10 March 2024 (as per Synthesis Versioning) does not work with the  "Use Bash Tags from LOOT" option selected (both options selected). De-selecting this and only selecting "Use Bash Tags" and the patcher runs fine.

    Also, it does not work with only the "Use Bash Tags from LOOT" option selected.

    I run Synthesis through MO2. I double-checked the path of my LOOT masterlist. It seems other users have the same issue, it's mentioned in the bug reports.

    Is is generally preferrable to also use the LOOT tags and not the original mod tags only? How critical is that bug anyways?
    1. monkeyangst
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      I'm getting this too -- sometimes. I have several Wabbajack-installed mod lists, and some work and some don't.
      This is the beginning of the error:
      Newtonsoft.Json.JsonSerializationException: Error converting value "Delete. Already included in {0}." to type 'Fusion.Content[]'. Path 'prelude.common[0].content', line 1, position 87.
       ---> System.ArgumentException: Could not cast or convert from System.String to Fusion.Content[].
         at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable(Object value, Type initialType, Type targetType)
         at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast(Object initialValue, CultureInfo culture, Type targetType)
         at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType(JsonReader reader, Object value, CultureInfo culture, JsonContract contract, Type targetType)
         --- End of inner exception stack trace ---
      In each of these cases, I have explicitly set the path to a LOOT masterlist.
    2. Oblivionplayer437
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      Yeah.... would be cool if Sandman would drop in sometimes, even if only stating that he has no time to look into the issue ATM.

      Despite the bug, I think the patcher still does a good job at making patches. I've ckecked mine in xEdit afterwards and it picks up what needs to be built in. So it is definitely still very useful.
  3. DeadEastProvidence
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    Hello, this patch seems to error when attempting to run with Vigilant.esm installed, specifically when attempting to do the perks.

    SubrecordException  => zzzCHSpiderStingPerk (0CFCB7:Vigilant.esm<Perk>) => PRKE: PerkEntryPointModifyValue did not have expected parameter type flag: 5 Mutagen.Bethesda.Plugins.Exceptions.MalformedDataException: PerkEntryPointModifyValue did not have expected parameter type flag: 

    Not sure how to fix, as I dug around in xedit and didn't get much.
  4. XarisZ
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    This can completely replace Bash/Smash patches?
  5. lupoteo
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    Hi and thx for your tool.
    The new update is present on repository from autoupdate trought Synthesis?
    Thx again
    1. Sandman53
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      Yes, it is always available to update in Synthesis.
    2. lupoteo
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      Great!!!!
  6. OopsSteve
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    Synthesis error log says: System.Collections.Generic.KeyNotFoundException: The given key 'Graphic' was not present in the dictionary. :(
    1. Sandman53
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      There was a key error in a record. Should be fixed now
  7. LordMithro
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    Oooh. This is exciting!
  8. infernalryan
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    I'm not able to see a lot of the settings listed from your first image. I was hoping to use this for container record and leveled list merge rather than wrye-bash, but I'm not seeing the containers option at all. My options are as follows:

    Top Level
    - Use Bash Tags
    - Use Bash Tags from LOOT
    - No Merge
    - Actors
    - Cells
    - Cell Tags
    -- A bunch under here
    - Enchantments
    - Graphics
    - Inventory
    - Keywords
    - Leveled Lists
    - Names
    - Relations
    - Scripts
    - Sounds
    - Stats
    - Text

    The ones I appear to be missing are:
    Armor
    Books
    Containers
    Factions
    Locations
    NPCs 
    Perks
    Quests
    Weapons

    Personally I think the latter are the more useful of the list as well. On version 0.26 of Synthesis.
    1. Sandman53
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      I have things listed out by Tag. Inventory would handle all container changes. All the records you have as missing would be handled be the appropriate tag.

      For example. Stats would apply to any record that has stats. That includes Armors and Weapons.

      Re-labeling the Inventory section to Inventory / Container might not be a bad idea though...
  9. opinionateddrone
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    Would you put out a detailed how to guide for adding the mods to the categories?
    I'm not sure how to decide what should go where.  Any chance for auto-detect?

    I'm very new to making patches in xEdit and have only recently started following The Method (as outlined in the Tome of xEdit).  It's super tedious and time consuming, and I've only started doing things this way because Unofficial Mator Smash Updated is refusing to generate patches for me for whatever reason.
    As you can imagine I was incredibly excited to see this patcher is a thing!  I'm getting an error whenever I try and run it (already commented on the same issue under bugs)  But I am still excited to possibly get it working and understand how to actually use it.

    I've been able to make some patches using "The Method" as mentioned earlier, but I know there are things I missed, and plenty I do not understand.  NPC records can be done well enough with Easy NPC, and Leveled Lists I left for another Synth patcher to handle, but I am worried about conflicts with Containers, Nav Meshes, Placed Objects, ENB Light with LUX, and carry-over records that I may have missed
    1. Sandman53
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      Auto-Detect is fairly impossible as overrides would be based on what you want to show up in your game. The script can detect bash tags, and also use bash tags from your loot masterlist file. This would be my recommendation for general use. The other filter options are there if your more fine grain control over what overrides right.

      If you have Mod A, B and C overwriting the same armor stats, and they overwrite A -> B -> C. How is anyone supposed to guess if you want the changes from Mod A, Mod B or Mod C. If they all have the same bash tags then Mod C will always be the "winner" in that sense, but what if you wanted Mod A to win... Well you put Mod A into something like Stats and put mod B and C into Exclude from patching. This would ensure that the bash tags would be ignored from Mod B and C, and the overrides from Mod A would win and be the final changes in the patch.

      Lets say you want the stat changes from Mod A, but the graphic changes from Mod B. If they do not have bash tags you would put Mod A into stats and Mod B into Graphics.

      A lot of that work requires opening the mod in xEdit and looking at what it changes in relation to your load order. Thats why the alternative is to just use Bash Tags and call it a day.
  10. zhuemin
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    I'm curious as to how one would go about changing the output path of the synthesis esp. Is that possible within the setting of the program?
  11. HDMFanatic
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    Hmm, this patcher only seems to work with Bash Tags from LOOT option disabled.
    1. Sandman53
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      I need to an add an option to point to the LOOT masterlist, because lots of people have their masterlists located in a different folder.
    2. HDMFanatic
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      Ah makes sense. I always install LOOT to a special Modding folder rather than in Program Files.
    3. Orvandel87
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      " need to an add an option to point to the LOOT masterlist"  Yesss Plissss