I'm currently aware of one problem - the placed objects being copied are the last override, but the cell records are from the base game. It's being worked on, but everything else should work for now!
EDIT: As of 11/11/2020, the 1.1.1 version should fix this bug!
It messes up all light fade values and drops their value to half. Don't use it especially if you use lux. It darkens interiors and renders useless some light sources such as wall torches.
The patcher is hosted (as all patchers I'm aware of) on github. There is a fork for a more recent version. You may need to install the very old version 6 of dotnet to build it with synthesis.
If you look at Program.cs you see the fade multiplier is set to 0.5. So setting it to 1 (or larger ?) could solve this issue. (it seems a bit inflexible to only use one value, and it is restricted to 3 light sources).
After you build it on your local machine, you need to install it manually in synthesis as described.
This patch is NO GOOD since you cannot edit the values as you can with the Zedit patch which did work for me.
Is there a way to edit your script to change the values for the divisor and subtractor for for candlelight and torchlight like the Zedit patch?
And sorry but this statement right here: "functions identically to the original zEdit patcher" is not true, made me loose hours trying to narrow it down until I figured it was this patch since I took your "trust me broh" serious, so didn't think about it being the problem, so that one is on me. Your other patches are great btw It's just this one that needs a way to edit those values. Problem I have now is I get crashes because I have the Zedit's patch and also the others from synthesis and that seems to be causing a problem somewhere. So IF you can manage that or at least post instructions on how to do it would be great!
It reduces the intensity of light sources to fit ENBs better, in combination with ENB Light these light sources can become too intense and start looking unnatural.
This is not related to this mod listing, but your Know Your Enemy mutagen file on GitHub apparently doesn't work for the Redux. Do you perhaps have one that does?
This patcher in synthesis broke lighting on static torches for me, at least in exteriors. Without that patch, they look fine, with that patch, they stop casting light outside a few inches from themselves, especially outdoors. Can't recommend this patch.
For the record, I was/am using ENB, ENB Light, All 3 Lux mods, and Embers XD. This patcher was unable to handle something about that comination, I assume.
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EDIT: As of 11/11/2020, the 1.1.1 version should fix this bug!
You may need to install the very old version 6 of dotnet to build it with synthesis.
If you look at Program.cs you see the fade multiplier is set to 0.5. So setting it to 1 (or larger ?) could solve this issue.
(it seems a bit inflexible to only use one value, and it is restricted to 3 light sources).
After you build it on your local machine, you need to install it manually in synthesis as described.
Is there a way to edit your script to change the values for the divisor and subtractor for for candlelight and torchlight like the Zedit patch?
And sorry but this statement right here: "functions identically to the original zEdit patcher" is not true, made me loose hours trying to narrow it down until I figured it was this patch since I took your "trust me broh" serious, so didn't think about it being the problem, so that one is on me.
Your other patches are great btw It's just this one that needs a way to edit those values.
Problem I have now is I get crashes because I have the Zedit's patch and also the others from synthesis and that seems to be causing a problem somewhere.
So IF you can manage that or at least post instructions on how to do it would be great!
For the record, I was/am using ENB, ENB Light, All 3 Lux mods, and Embers XD. This patcher was unable to handle something about that comination, I assume.