I made a new savegame to play with your version, ran to a bandit camp and CTD'd. Upon loading the game again I got these errors:
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Hoods.esp [2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Circlets.esp [2021-08-16 22:46:17.281 W] Plugin not found: DSHg - DragonPriest Masks.esp [2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Hats.esp [2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Helmets.esp [2021-08-16 22:46:17.281 W] Plugin not found: DSHg - UpdateDB.esp [2021-08-16 22:46:17.281 W] Plugin not found: DSHg - UpdateDG.esp
The plugins seem to have deleted themselves and the armor I got from the mod was gone.
Subsequently CTD'd again and any further attempts to load that same save have resulted in a CTD. Disabling the Synthesis output in MO2 fixed this issue but obviously that turns off the mod. Any idea what could cause this or how I could get this to work?
My version doesn't delete plugins and they still need to be loaded. It might be an error related to a to small Pagefile or you did create too many variations per item driving the engine to it's knees.
Out of curiosity, does Synthesis force the use of vanilla meshes? I use a bunch of armor replacers (mostly NordWarUA) and even if I load them after the Synthesis.esp, any gear enchanted with this mod uses the default meshes. Usually Stormcloak helmet/boots/gauntlets and Imperial light/heavy armor. It also seems to affect several Vigilants of Stendarr.
The way this patcher works is it reads your leveled lists and takes out every enchantment it can find and stores them then it mixes them to create new ones as well. then it takes all the weapons in your leveled lists and creates variations no that get those enchantments added. So it shouldn't interfere with any of your meshes, especially if those new meshes are actually mesh replacements and not fully new armors.
If you don't see any of your modded meshes then something is wrong with your armors mods or the mesh replacers cause synthesis doesn't touch the meshes.
Thanks for the reply. I was half mistaken, as NordWarUA's mods aren't straight up replacers. It seems as though his mod alters certain npcs leveled lists to replace all original armors with his. So the vanilla armors are still there, just without any recipes tied to them (so any Legion armor you craft is his and not vanilla). However since the armors are still there, I'm guessing Synthesis uses their specific vanilla leveled lists and meshes (before NordWarUA's starts making adjustments) and then distributes them along with NordWUAs. Which is why Legion Light/Heavy units use vanilla armors but those edited to use Medium armors are untouched, and why Holds that support Stormcloaks use the vanilla helmets/gloves/boots, but have the new cuirass replacers. Is there any way to exclude these specific vanilla items from the mod, or are they hard coded in?
The problem then is that it isn't a real replacer, so the patcher can't work with that. If synthesis doesn't detect the items then the "replacer" adds the items to the leveled lists and removes the vanilla variants, only when the game is running and stores the changes in the save file. But since Synthesis creates new items that aren't the exact vanilla item that script can't replace them and since the replacement isn't there before the game is launched the patcher can't patch them.
So good-ish news; my original concern was geared mostly towards new games where Synthesis was basically dominating leveled lists. Turns out if Synthesis isn't active at the start of the game, my armor replacers work just fine. Then loading a save with Synthesis active leaves -most- of the armors intact. There are a couple outliers where some npcs use the vanilla armors, but for the most part 90% of armors are the replacers. So yay, temp fix for my problems. Thanks!
Maybe you can help me, I'm trying to get synthesis to include as many items as it can to be enchanted. What would be a good set up to do so? Whatever I seem to input covers SOME armors (usually adventurers/mercenaries added by mods because their armor pool is varied), but mostly clothes (random citizens will have enchanted items, but hardly any bandits unless its weapons).
Do I need to set the parameters to be in the thousands just so most items will be affected?
if you use the consistent version, then it takes your leveled lists and enchants them. your problem is that you use some kind of mod that adds armors that to the leveled lists AFTER you started a new game, and that results in your bandits having hardly any enchantments.
So once again things are working out by SHEER coincidence!
While basic bandits don't have any enchanted gear, turns out that bandits added by the CC Saints and Seducers do! Not only that, but Forsworn are loaded with the stuff. I find this very immersive as the Saint/Seducer bandits are raiding caravans, therefore they'd have access to better gear than other bandits. Then the Forsworn have witches/hagravens so they'd have enchanted gear hands down!
Once again your version exceeds expectations! Kudos!
This is simply because the Saints and Seducers bandits weren't part of the game when whatever mod you are using that breaks it, so that mod doesn't know how to break the Saints and Seducers bandits. LOL
Its been awhile Hoe exactly do i Install this now I only ever installed the first version of this and loved it. i remeber it being a little complex so a little clarity would help. the readmes dosent say much lol.
Is there any way to remove certain enchantments? The visual ones are pretty annoying. half the NPCs in towns are walking around with a fire or ice storm around them.
there is a WIP 3.0 rewrite I haven't finished yet (not sure if or when I will find the motivation to finish it) that already has some features for excluding enchantments in the generation. But for now the only way to remove enchantments is to remove them from the mod they came with.
Hi ezio, I'm interested on trying your version. I'm rather new with synthesis stuff, but I'm gonna assume this will work with added weapons from mods, too? I'm currently using Nolvus as the base, but the loot while having many new weapons and armor was rather boring, so I'm hoping to add some spice with your version of this mod.
Hey bro, thanks for this mod. I have a few questions. Do I keep the original file from Nexus Mods? Aka this one, and then add the Synthesis patch, or can I discard the file from this site and just use the Synthesis one?
The second question is it says: "VarietyCountPerItem: Number of varieties per base item, this will be constant and split among the varieties described." I assume this is related to the seed, so the question is how do I get ALL of the variations for every piece of armor and weapon?
Third question: What is the default levellist entry? If I want it to be completely consistent with vanilla? In the original mod there's way too much items, it b raining everywhere.
There are no sane settings except to keep the maximum low especially if you have many item mods. Besides that the patcher is kinda designed to be insane.
In order to scale down enchantments, I have made an "empty" rarity tier, this can be done by pressing space bar and leaving the field blank. 0 Enchantments (blank) - 10000000 1 Enchantment (Magical) - 20000 2 Enchantments (Rare) - 1500 3 Enchantments (Epic) - 80 4 Enchantments (Legendary) - 1
hi ezio, your patch works, and the config provided by Renjer also works. But the issue with Bound bow enchantments still present, just like Halgari's original version, where the NPC/guard that get that enchantment will equip and unequip the bound bow and their weapon multiple times without stop, causing a huge suspended stack in the game (almost 80k stacks) and making the the game stuttery. I managed to remove the equipment that has that enchantment from the guards by using "resetinventory", but sadly the stack is so high that the game still suffers after resetting a few npcs that got it. any way we can exclude a certain enchantments to mitigate this issue?
after googling my issue, i believe i have the same issue as this person, unfortunately there's no answer as well: https://new.reddit.com/r/skyrimvr/comments/u3q3sy/suspended_stacks_and_broken_stuff/
The vanilla bound weapons FX magic effects/enchantments are on a customizable blacklist. So the reason this issue could happen in the first place should be fixed. Besides that it is also possible some other mods that are changing interacting with bound weapons were bugged.
But either way the patcher now won't interact or change anything related to bound weapons at all anymore if configured correctly (if you use mods that add more bound weapons then you need to add their magic effect to the list).
Unless there is some weird edge cases I forgot to consider 🤔
I'm running into issues with some missing creation club content, is there a way I can skip those requirements with adjusting settings in the patcher? Thanks so much!
Improving equipment with 2 enchantments is kinda already broken in the game, and I never found a solution just a report of the problem and no following. Can someone help PLEASE ??!!
Edit : Or there is something preventing it and is intentional and/or missing. I might fiddle with "Constructible Object" in the esm and make Temper items i'm not sure what i'm doing lmao, I think finding a way to remove the enchanted check might be the simplest. Then again I don't know what i'm doing
So, I've been using the configurable version on synthesis, and I've noticed something a little unfortunate. Like many others I wanted to try and use this tool to generate some more interesting loot, but not have it replace every single piece of gear with enchanted variants. I tried the method if creating a tier that has 0 enchants and making it weighted high, and that would seem to work, but it breaks it with the owl patcher also on synthesis. See, with my current mod setup if I leave the settings entirely default, the owl patcher works fine and mentions it worked through some 3000-5000 weapons and some 300-500 shields, so no problem. However, the moment the first rarity is changed from 1 to 0 enchants, the owl patcher will crash and it mentions it tried to work through some 50000 weapons. For some reason it seems the consistentrpgloot patch creates a multitude more entries when 0 enchants is one of the rarities. I even tried it with something like 5 enchants and it still ran fine, so something seems to be wrong with just 0 enchants.
enchanted drops are much too common, i shouldn't have a full set of enchanted armor after fighting the very first enemies. the enchantment combinations are cool though.
You can edit the enchantment spawn chance with the excelent version EzioTheDeadPoet has provided (link: Halgaris's RPG Loot.) as well as the number of enchantments in Synthesis. Ive done it before and its not terribly difficult.
But you have to edit it yourself is synthesis. The files on the nexus are pregenerated with Halgaris taste in mind.
I also found the file on the nexus has way too many enchantments, making you swim in gold very early.
But you can tweak it to your taste. I had a modlist last year that used it and it worked very well.
I tweaked it so every 60th item on average would be enchanted (considering a bandit usually has 4 armor slots and 2 weapons ,one every 10 or so bandits would have and enchanted item). This means a medium sized bandit fort on average would yield a enchanted item, and big dungeons could yield more.
Also meant thieving was more rewarding, as every house had a decent chance of having something enchanted.
in he synthesis patcher make a rarity with no name and make it make a high drop rate, just remember the leveledlest entries have to add up to exactly 100
for anyone encountering this today, simple solution: simply balanced. just make your character take more damage or make enemies take less damage, and now having too many enchantments doesn't matter. WAY too many people sleep on simplybalanced.
This mod is absolutely absurd and I love it. After messing around with Ezio's Synthesis version, I'd come across boots that would loan you gold, only to kill you if you couldnt repay it, rapiers that expel tentacles, bracers that pull enemies to your location, other bracers that bind your hands, bows that insult your enemies, exploding daggers... At this point, its Sheogoraths world and Im just living in it
The problem is balancing it. Enchanted items are worth a lot so its hard not to become rich too quick.
That plus 4 enchantments per item can make you op super quick.
I tried my hand at balancing it messing with Ezio's settings but had mixed results. Bandits are very common and they carry on average about 6 items (4 armor pieces + a weapon + a dagger). To make it balanced i had to make the drop rates very low.
The problem with this is animals and monsters dont have armor and weapon drops generally. This makes fighting non humanoid enemies very disappointing as they just drop pelts and alchemy ingredients.
It would be cool if there was a mod that could add random weapons and armors to every type of enemy, like diablo.
yea lol, try spawning 100 bandits the furying them all, the watch as everyone gets covered in a random effect and propel into the air, also for the guy above, try GOLD
So, I love the premise of the MILK - Many Immersive Lootboxes and Keys - Special Edition mod, but since the gear is vanilla, I really wanted to tweak what could be found in the loot boxes to make it worth it. In addition, I love the idea of this mod (Halgari's RPG Loot), but it is not particularly balanced (even using Ezio's tweaked version). So, I decided to make a patch for the MILK mod that adds in items from this one. I'm pretty excited; I used the Synthesis Patcher for Halgari's RPG Loot and then deleted all the leveled lists from the plugin, and then used the Automated Leveled List Addition to add all items to one leveled list, and then I added that to a new leveled list in a personal patch for the MILK mod. It really adds a fun way to get some crazy cool gear, but without the balancing issues of the loot mod. I am still finalizing the patch, and then I'll have to test in game, and probably tweak some things, but I think it will turn out pretty cool!
105 comments
Do enemy NPCs benefit from these items?
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Hoods.esp
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Circlets.esp
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - DragonPriest Masks.esp
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Hats.esp
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - Helmets.esp
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - UpdateDB.esp
[2021-08-16 22:46:17.281 W] Plugin not found: DSHg - UpdateDG.esp
The plugins seem to have deleted themselves and the armor I got from the mod was gone.
Subsequently CTD'd again and any further attempts to load that same save have resulted in a CTD. Disabling the Synthesis output in MO2 fixed this issue but obviously that turns off the mod. Any idea what could cause this or how I could get this to work?
If you don't see any of your modded meshes then something is wrong with your armors mods or the mesh replacers cause synthesis doesn't touch the meshes.
TL;DR: This mod is incompatible with the patcher.
Do I need to set the parameters to be in the thousands just so most items will be affected?
While basic bandits don't have any enchanted gear, turns out that bandits added by the CC Saints and Seducers do! Not only that, but Forsworn are loaded with the stuff. I find this very immersive as the Saint/Seducer bandits are raiding caravans, therefore they'd have access to better gear than other bandits. Then the Forsworn have witches/hagravens so they'd have enchanted gear hands down!
Once again your version exceeds expectations! Kudos!
But happy this works out for you!
I'm currently using Nolvus as the base, but the loot while having many new weapons and armor was rather boring, so I'm hoping to add some spice with your version of this mod.
The second question is it says:
"VarietyCountPerItem: Number of varieties per base item, this will be constant and split among the varieties described."
I assume this is related to the seed, so the question is how do I get ALL of the variations for every piece of armor and weapon?
Third question:
What is the default levellist entry? If I want it to be completely consistent with vanilla? In the original mod there's way too much items, it b raining everywhere.
Thanks!
Having it be like vanilla isn't really possible nor intended with this tool.
In order to scale down enchantments, I have made an "empty" rarity tier, this can be done by pressing space bar and leaving the field blank.
0 Enchantments (blank) - 10000000
1 Enchantment (Magical) - 20000
2 Enchantments (Rare) - 1500
3 Enchantments (Epic) - 80
4 Enchantments (Legendary) - 1
after googling my issue, i believe i have the same issue as this person, unfortunately there's no answer as well:
https://new.reddit.com/r/skyrimvr/comments/u3q3sy/suspended_stacks_and_broken_stuff/
https://github.com/Synthesis-Collective/HalgarisConsistentRPGLoot/releases/latest
https://github.com/Mutagen-Modding/Synthesis/releases/latest
So the reason this issue could happen in the first place should be fixed.
Besides that it is also possible some other mods that are changing interacting with bound weapons were bugged.
But either way the patcher now won't interact or change anything related to bound weapons at all anymore if configured correctly (if you use mods that add more bound weapons then you need to add their magic effect to the list).
Unless there is some weird edge cases I forgot to consider 🤔
I'm running into issues with some missing creation club content, is there a way I can skip those requirements with adjusting settings in the patcher? Thanks so much!
The patcher adjusts to your loadorder.
Edit : Or there is something preventing it and is intentional and/or missing.
I might fiddle with "Constructible Object" in the esm and make Temper items i'm not sure what i'm doing lmao, I think finding a way to remove the enchanted check might be the simplest. Then again I don't know what i'm doing
Any chance to some patches in optional files?
But you have to edit it yourself is synthesis. The files on the nexus are pregenerated with Halgaris taste in mind.
I also found the file on the nexus has way too many enchantments, making you swim in gold very early.
But you can tweak it to your taste. I had a modlist last year that used it and it worked very well.
I tweaked it so every 60th item on average would be enchanted (considering a bandit usually has 4 armor slots and 2 weapons ,one every 10 or so bandits would have and enchanted item). This means a medium sized bandit fort on average would yield a enchanted item, and big dungeons could yield more.
Also meant thieving was more rewarding, as every house had a decent chance of having something enchanted.
The problem is balancing it. Enchanted items are worth a lot so its hard not to become rich too quick.
That plus 4 enchantments per item can make you op super quick.
I tried my hand at balancing it messing with Ezio's settings but had mixed results. Bandits are very common and they carry on average about 6 items (4 armor pieces + a weapon + a dagger). To make it balanced i had to make the drop rates very low.
The problem with this is animals and monsters dont have armor and weapon drops generally. This makes fighting non humanoid enemies very disappointing as they just drop pelts and alchemy ingredients.
It would be cool if there was a mod that could add random weapons and armors to every type of enemy, like diablo.
So, I love the premise of the MILK - Many Immersive Lootboxes and Keys - Special Edition mod, but since the gear is vanilla, I really wanted to tweak what could be found in the loot boxes to make it worth it. In addition, I love the idea of this mod (Halgari's RPG Loot), but it is not particularly balanced (even using Ezio's tweaked version). So, I decided to make a patch for the MILK mod that adds in items from this one. I'm pretty excited; I used the Synthesis Patcher for Halgari's RPG Loot and then deleted all the leveled lists from the plugin, and then used the Automated Leveled List Addition to add all items to one leveled list, and then I added that to a new leveled list in a personal patch for the MILK mod. It really adds a fun way to get some crazy cool gear, but without the balancing issues of the loot mod. I am still finalizing the patch, and then I'll have to test in game, and probably tweak some things, but I think it will turn out pretty cool!
Anyway, thanks for making this fun mod!