Other suggestions for using Synergy: set your game difficulty to MASTER.
An often missed part of Synergy is that it changes how the difficulty slider works. The difficulty slider affects player and NPC the same way. So easier difficulty makes you and the enemies into damage sponges. Harder difficulty makes the player and enemy more deadly. Before Synergy, I always played Adept, but Master feels right on Synergy.
Can we use combat overhaul mods like Blade and Blunt? And spell mods like Mysticism? I also use Experience along with levelling up using gold.
Since Synergy touches lots of systems, I'm always worried about compatibility with the above core mods that I always use. I have preferred the Master of One perk mod so far, but Synergy just sounds amazing. If I switch from Master of One, I wonder what will break, and I can continue to use the above mods.
Compatibility with Synergy can be a bit of "good, better, best". IMO Most of what makes Synergy feel like Synergy is achieved via edits to the Player, Races, and Perks. As long as Synergy wins on those conflicts, it's probably not a huge deal to let other mods win on other edits (e.g. for Creatures, Spells, etc). Think of Player, Races, Perks as the big three conflicts to think about. As long as you use my "Synergy - Player Race Skypatcher" mod, you don't have to worry about conflicts to the Player and Races, no matter what other mods you use. You shouldn't have too many conflicts on Perks, since you shouldnt be using other perk mods! :)
To answer your questions more specifically, standing stone mods should be no issue. I personally use my own Standing Stone mod Catch Em All Stones and have no conflicts. Race overhaul mods wont be an issue if you use the "Synergy - Player Race Skypatcher" mod from this page. Religion mods might have a few harmless conflicts, but they wont touch the big three of Player/Race/Perks. I've run Gods and Worship, Pilgrim, and Cora's Religion mod / Saga Religion mod. None of them have been an issue.
Spell mods might miss some keywords but you likely wont notice. The "Synergy - Keywords" from this mod page attempts to distribute the Synergy keywords to Spells and MagicEffects via Keyword Item Distributor.
Experience should be fine. I personally use Leveling Freedom, which is kind of similar and there's no issue with Synergy.
Hello, I have a question. I already made patches to add keywords to armors, weapons and ammo, but not for spells and more. If I add your keyword patch, will the keyword gonna duplicate the ones that I already made or will only add the keywords to the ones they don't have?
It shouldn't matter. There is some overlap between SPID / KID / Skypatcher with regards to ensuring the right stuff is patched with keywords and other attributes; I haven't noticed any issues.
The original author of Synergy has not been active for a long time, I hope he is not heartbroken by Starfield. Anyway, we're all counting on you now. If you need anything,just say it.
My modlist is so heavily focused on Synergy and I have like 50+ patches to make it work with that perk overhaul, If only I know how to use Skypatcher all would've been easier, amazing work!
Hello @nesslowland and thank you so much for this.
Few Months back when i was playing skyrim Synergy got me hooked so bad but i just couldn't find nor make a synergy patch(I have really tried) for "Skyrim's Got Talent Improve as a Bard" for Synergy and that actually made me feel hardstuck and quit. What i wanted Synergy's bard perk to use the "Skyrim Got Talent" progression, animation and playing system.
I have found patches for other perk mods but synergy is so underrated sadly no one made a patch for this.
I have zero knowledge on coding and even i suck at using any mod tools therefor i failed really hard. I'm wondering if you can make a synergy/compability patch for jeyserpa's Skyrim's Got Talent mod? please?
Tyvm, as for difficulty I use this mod as it has dynamic option so at a certain player level it will increase, changes can be adjusted in mcm. combined with other mods that restrict gear and spells until you reach certain player levels. Still working on adjusting things myself.
Thanks for this. Several things kept me from using Synergy very often and the MCO things you fix are among them. Tracking for next restart.
Edit to add: Heavy armor perk Whirlwind of Savagery requires sideways movement. You might think of changing that in the MCO optional patch. I simply added the perk to your patch in SSEEdit and removed the two sideways conditions for my new playthrough which is probably overpowered, but meh, good enough for a quick fix. Hopefully I didn't mess it up!
I have also not found a perk overhaul that feels as transformative, character-focused, and yet unburdened as Synergy. Glad it's getting some support even. Thanks for the upload!
13 comments
An often missed part of Synergy is that it changes how the difficulty slider works. The difficulty slider affects player and NPC the same way. So easier difficulty makes you and the enemies into damage sponges. Harder difficulty makes the player and enemy more deadly. Before Synergy, I always played Adept, but Master feels right on Synergy.
Thank you for working on these much-needed patches.
I would appreciate some suggestions
If one wants to use Synergy - Skills and Perks Reimagined, can I use this perk overhaul mod with standing stone, race and religion mods like
- Curse of the Firmament
- Legacy - A Race Overhaul
- Acolyte - Divine Covenants
Can we use combat overhaul mods like Blade and Blunt? And spell mods like Mysticism?
I also use Experience along with levelling up using gold.
Since Synergy touches lots of systems, I'm always worried about compatibility with the above core mods that I always use.
I have preferred the Master of One perk mod so far, but Synergy just sounds amazing.
If I switch from Master of One, I wonder what will break, and I can continue to use the above mods.
Thanks again.
To answer your questions more specifically, standing stone mods should be no issue. I personally use my own Standing Stone mod Catch Em All Stones and have no conflicts. Race overhaul mods wont be an issue if you use the "Synergy - Player Race Skypatcher" mod from this page. Religion mods might have a few harmless conflicts, but they wont touch the big three of Player/Race/Perks. I've run Gods and Worship, Pilgrim, and Cora's Religion mod / Saga Religion mod. None of them have been an issue.
Spell mods might miss some keywords but you likely wont notice. The "Synergy - Keywords" from this mod page attempts to distribute the Synergy keywords to Spells and MagicEffects via Keyword Item Distributor.
Experience should be fine. I personally use Leveling Freedom, which is kind of similar and there's no issue with Synergy.
Few Months back when i was playing skyrim Synergy got me hooked so bad but i just couldn't find nor make a synergy patch(I have really tried) for "Skyrim's Got Talent Improve as a Bard" for Synergy and that actually made me feel hardstuck and quit. What i wanted Synergy's bard perk to use the "Skyrim Got Talent" progression, animation and playing system.
I have found patches for other perk mods but synergy is so underrated sadly no one made a patch for this.
I have zero knowledge on coding and even i suck at using any mod tools therefor i failed really hard. I'm wondering if you can make a synergy/compability patch for jeyserpa's Skyrim's Got Talent mod? please?
the catch me all stones im using paired with standing stone limitations
so I get your changes but locked behind bosses :)
Edit to add: Heavy armor perk Whirlwind of Savagery requires sideways movement. You might think of changing that in the MCO optional patch. I simply added the perk to your patch in SSEEdit and removed the two sideways conditions for my new playthrough which is probably overpowered, but meh, good enough for a quick fix. Hopefully I didn't mess it up!