Love the idea of this, but when I tried the newest one(SynthesisRPGLoot) enemies were loot piñatas and every other bandit had like 3-5 enchanted items, usually a bunch of the same slot. I tried lowering the rarity weightings, but they didn't seem to be reflected on the post-patch report.
A more annoying problem I'm having, that made me stop using it, is a lot of NPCs end up naked with this active, especially generic NPCs like guards. showinventory shows they're wearing something there, because of multiple lines of --BAD EDITOR ID--, but doesn't list what. I guess it's a conflict with one of my other mods or something, since I don't see anyone else mentioning it.
Hello,I'm doing my best to find a compatibility solution between this patch and OWL. Unfortunately, I'm running into several issues.I believe the ideal load order is to run RPGLoot first, then OWL second, so that OWL can inject all the items into the leveled lists. However, the two patches seem to conflict with each other.I’ve run several tests:
With only OWL active, which injects a large number of weapons and armors
Then with OWL + RPGLoot: and in this case, it’s different — it seems like OWL's injections are no longer being applied.
Another issue is weapon stacking and duplication. I had previously managed to fix it in an earlier version, but I can’t seem to find it anymore...So if anyone has a solution to make these two patches work together, I’d really appreciate it.Thanks in advance.
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!
hey @EzioTheDeadPoet, been trying to use your plugin for a bit but when trying to load the resulting plugin it crashes my game, it's a ctd on load so no log at all, any help would be appreciated
Make sure to use version 3.2.0. And make sure you use not to crazy values. Also if your setup is buggy with it's leveled lists then you are more likely to encounter issues or if it contains too many armor mods, then you need to even lower the default settings.
so that did the trick, I blacklisted a guard armor overhaul, now the new add-on generated allows the game to load, but now when I try to generate a compatibility patch for Open World Loot the game crashes again on load, no need to help me anymore but any idea why would this be the case? NVM FOUND THE ISSUE, when generating this patch (github.com/ixanza/SynOpenWorldLoot) with halgari on makes Synthesis generate wrongly formed data when attempting to read it SSEdit throws out this error (imgur.com/a/EoWalHN) and it will open the data but keep throwing the error This probably due to a circular reference when editing halgari loot tables to reference owl tables and owl tables referencing halgari, so rn am doing another halgari patch to patch over owl tables
okay after waiting for 3 hour for halgari to generate (had some issues first time) you need to generate the OWL patches first and after the halgari rpg
Probably because the mod uses a bad way to add the weapons into the game and uses runtime injectors to modify leveled lists instead of properly adding them.
So when the patcher runs it doesn't a actually know that those weapons exist/where to add enchanted variants.
Depends on the mods you have installed, your hardware and how you configured it. BUT if it takes that long you either have a mod that adds way too many items, or you picked some outlandish generation settings. So there is definitely something wrong.
Hi ezio , i got problem . I downloaded Synthesis , opened it in MO(v2.5.0) , run your patcher , compiled a esp successfuly . But game crashed with it just at opening . If I disable it , game function very well . What's wrong?
This is really fun mod and was really what I was looking for a loot system. However, I realized it essentially makes enchanting a useless a skill and just doesn't feel fully ironed out balance wise so I deleted it.
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.
Click on SynthesisRPGLoot and this should open up the Versioning tab. Then open the settings tab, then scroll till you see Rarity and distribution then click on either Armor or weapon settings' rarity classes 4 items to edit... Here you can edit its rarity weight to your desired value, the higher the value, the more likely it drops
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
Check out Don't Roll In That - NPC Loot Reduction ( https://www.nexusmods.com/skyrimspecialedition/mods/39180 ) I use diablo mode which limits loots, I just tweaked it to my liking. Then Trade and Barter ( https://www.nexusmods.com/skyrimspecialedition/mods/23081 ) for economy balance and Loot and Degradation ( https://www.nexusmods.com/skyrimspecialedition/mods/21744 ) for weapon durability that makes me use all looted weapon when my current weapon gets broken. Just recommending, enjoy your game!
Hey Ezio, I noticed when I used your optimized version of Halgaris's RPG Loot certain npc types (such as bandits) are -sometimes- not wearing armor. At first I thought it would be two armor addon mods that were incompatible with each other, but that is not the case here. I rooted it down to your mod, and I am just giving you a heads up. Maybe I am doing something wrong here, I do not know. Is anyone else having this issue?
I am using immersive armors and the retexture pack for it from xavbio, and I am using summermyst.
Does anyone know of a similar mod for LE? This is what makes the original loot, because the vanilla system is very simple making everyone use the same sets from mid to late game.
136 comments
A more annoying problem I'm having, that made me stop using it, is a lot of NPCs end up naked with this active, especially generic NPCs like guards. showinventory shows they're wearing something there, because of multiple lines of --BAD EDITOR ID--, but doesn't list what. I guess it's a conflict with one of my other mods or something, since I don't see anyone else mentioning it.
- With only OWL active, which injects a large number of weapons and armors
- Then with OWL + RPGLoot: and in this case, it’s different — it seems like OWL's injections are no longer being applied.
Another issue is weapon stacking and duplication. I had previously managed to fix it in an earlier version, but I can’t seem to find it anymore...So if anyone has a solution to make these two patches work together, I’d really appreciate it.Thanks in advance.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.
And make sure you use not to crazy values.
Also if your setup is buggy with it's leveled lists then you are more likely to encounter issues or if it contains too many armor mods, then you need to even lower the default settings.
, but now when I try to generate a compatibility patch for Open World Loot the game crashes again on load, no need to help me anymore but any idea why would this be the case?
NVM FOUND THE ISSUE, when generating this patch (github.com/ixanza/SynOpenWorldLoot) with halgari on makes Synthesis generate wrongly formed data when attempting to read it SSEdit throws out this error (imgur.com/a/EoWalHN) and it will open the data but keep throwing the errorThis probably due to a circular reference when editing halgari loot tables to reference owl tables and owl tables referencing halgari, so rn am doing another halgari patch to patch over owl tables
okay after waiting for 3 hour for halgari to generate (had some issues first time) you need to generate the OWL patches first and after the halgari rpg
So when the patcher runs it doesn't a actually know that those weapons exist/where to add enchanted variants.
BUT if it takes that long you either have a mod that adds way too many items, or you picked some outlandish generation settings.
So there is definitely something wrong.
@iMuMuu You likey used settings that your game/pc can't handle.
SynthesisRPGLoot.csproj : error NU1107: Version conflict detected for Loqui. Install/reference Loqui 2.64.1 directly to project SynthesisRPGLoot to resolve this issue.
SynthesisRPGLoot.csproj : error NU1107: SynthesisRPGLoot -> Mutagen.Bethesda.FormKeys.SkyrimSE 3.4.0 -> Mutagen.Bethesda.Skyrim 0.46.2.2-nightly-20241003-205090 -> Loqui (= 2.64.1)
SynthesisRPGLoot.csproj : error NU1107: SynthesisRPGLoot -> Mutagen.Bethesda 0.43.3 -> Loqui (= 2.64.0).
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.
I am using immersive armors and the retexture pack for it from xavbio, and I am using summermyst.
EDIT: Ignore, found it on a different branch of the project.