I must be doing something wrong because I can't get this mod to work. I installed this mod, Synthesis and all of its requirements, I ran the patcher and got into the game, everything was fine, no black faces/purple faces, my NPCs looks the same as before. Except that it's exactly what my problem is, the heights of my NPCs were unchanged (still the same as vanilla heights). I'm quite sure that I got my .esp load order correct in MO2:
Heights_of _Skyrim.esp (NPC Overhuals) ... Synthesis.esp (Bottom of my load order)
The only thing I noticed is that the Synthesis.esp didn't have the HoS.esp as its master, maybe that's what the problem is? I am installing the mod mid-playthough if that helps.
Unfortunately not, I ended up choosing the easy(stupid) way of using this mod, which is, go in SSEEdit, find the .esp for the NPC replacer, then copy and paste the height values of this mod to the NPC replacer .esp one by one. It's tedious, but at least it works.
I wanted to let you know that this mod works great with Racial Body Morphs Redux. I love that with both that mod and this one all the races are unique but so is each NPC. Thank you so much!
Correct me if I am wrong, but from looking at SkyPatcher's documentation you cannot use SkyPatcher to directly edit an npc's height. At least, I don't see any operation to modify height when using filterByNpcs. You can change the height of races with heightMale and heightFemale but that will change it for the races across the board.
i was starting the companions quest at like level 30 playing as a huge nord but i felt weird that i was so much taller than vilkas. stumbled upon this mod and now i'm annoyed that i didn't have it for the first half of my playthrough. adds so much immersion to the world
Can someone help me understand how can I identify If I have any Npc Overhauls in my Modlist. I simply took the ovbiouse route and searched in my Vortex Mod load orders "NPC Overhauls". Nothing showed up... I searched "Overhauls" and still some other but only a skin overhaul like Bijin, and animation overhauls but. I don't know if I need the Synthesizer patch nor after I downloaded the Zip file do I even know what to do with it specifically... Thanks if anyone can get back to me soon I won't download this until I get further details.
Basically, in Skyrim, the way it works is that, each NPC / Race has a whole list of records regarding their stats, names, appearance, skills, carried items...etc. On its own it works fine, however, when it comes to mod, it becomes a bit troublesome because the way these record lists work are quite limiting for modding, as even if you change a tiny thing about the NPC, you gotta replace the whole list of records, not just one tiny part.
For easier to understand, imagine if you have a box full of candies inside, and you want to switch one of the candies with another, the easiest way to do is to open the candy box, switch the candy, and done. Skyrim record lists dont let you do that, and instead, you can only replace the old box with a new box with the new candies in it. Now imagine that with modding, if a mod wants to change just a tiny part of the NPC, it must replace the whole old record list with a new one that contains the new change. Because of that, when you have multiple mods that change the same thing, it will create conflicts, where the mod that have higher priority in load order will win, and that thing will have the changes made by the record list of that mod, and ignore everything else. Thats why there are patches for mods. Patches are basically a combined record list that contains all the things in the records of multiple mods, and load after all of them, so that they can work well together, without anything being overwritten/replaced. But since patches are also a record list, for example if you want to use mod A and B, but one of them overwrites the other, you can have a patch to combine all of the things inside those 2 mods together, and let it overwrite the 2 mods, now the 2 mods work well together, but if lets say mod C also changes the same thing as mod A and B, if you let it overwrite mod A, B and the patch, mod C will instead be used. So now you need a patch for mod A, B and C.
When people talk about NPC Overhauls, they most likely mean mods that changes NPC appearances. But, given the explaination up there, it means that any mods that change things about an NPC, be it mods that change appearance, or stats, skills..etc will all conflict. Lets say you have a mod that changes appearance of NPCs, or change their stats, and you use them with this mod ( Height of Skyrim ), if you load HoS before the other mods, then all of the changes made by HoS will be overwritten, if you load HoS after the other mods, then it will work, but all of the other mods will be obsolete instead. This is where Synthesis Patcher comes in. Because everyone's modlist is different, it is impossible to make patches for mods that will work for every modlist, however Synthesis Patcher is a tool that lets you create a plugin that will cater to your entire modlist without needing for any other patches. Which means, if lets say you have this mod HoS, you load it before a mod that change NPC stats, and then run the Synthesis patcher, it will create a patch that allows you to have all the stuff from HoS, while still keeping the effect of the NPC stat changes mod.
Also, i advise that, in order to know what a mod does, you gotta read the descriptions of the mod carefully, and then youll know what mod does what, and what they are, not just if its an NPC Overhaul or not.
I know its a bit hard to grasp but i did my best to simplify it and explain. Hope youll figure out what to do. If you or anyone have any question ill try to answer it.
Out of curiosity, what would happen if I used this mod and DIDN'T create a patch for Bijin? I've been trying to get Synthesis to work, but to no avail. It simply won't accept my mod installation location.
I created a Synthesis patcher for those that like to use this alongside FK's Diverse Racial Skeletons - HeightsOfSkyrim-DiverseRacialSkeletons Should be within the main Synthesis browser as well with the same name.
The patcher basically just nerfs Heights of Skyrim a little so that the racial changes from FK's are less egregious when combining the two mods together. If you have any issues post them on the github page as I'm unlikely to follow/respond to anything on this page.
If you use this patcher you should not run the synthesis patcher linked in the description.
Just for curiosity's sake, how much of a beast was Borkul before the patch? was he clipping through the ceiling in the mine? I need an example of how egregious it was.
288 comments
Heights_of _Skyrim.esp
(NPC Overhuals)
...
Synthesis.esp (Bottom of my load order)
The only thing I noticed is that the Synthesis.esp didn't have the HoS.esp as its master, maybe that's what the problem is? I am installing the mod mid-playthough if that helps.
You can safely ignore 99% of “bug” reports for most mods
https://www.nexusmods.com/skyrimspecialedition/mods/106659
i was starting the companions quest at like level 30 playing as a huge nord but i felt weird that i was so much taller than vilkas. stumbled upon this mod and now i'm annoyed that i didn't have it for the first half of my playthrough. adds so much immersion to the world
Basically, in Skyrim, the way it works is that, each NPC / Race has a whole list of records regarding their stats, names, appearance, skills, carried items...etc. On its own it works fine, however, when it comes to mod, it becomes a bit troublesome because the way these record lists work are quite limiting for modding, as even if you change a tiny thing about the NPC, you gotta replace the whole list of records, not just one tiny part.
For easier to understand, imagine if you have a box full of candies inside, and you want to switch one of the candies with another, the easiest way to do is to open the candy box, switch the candy, and done. Skyrim record lists dont let you do that, and instead, you can only replace the old box with a new box with the new candies in it. Now imagine that with modding, if a mod wants to change just a tiny part of the NPC, it must replace the whole old record list with a new one that contains the new change. Because of that, when you have multiple mods that change the same thing, it will create conflicts, where the mod that have higher priority in load order will win, and that thing will have the changes made by the record list of that mod, and ignore everything else. Thats why there are patches for mods. Patches are basically a combined record list that contains all the things in the records of multiple mods, and load after all of them, so that they can work well together, without anything being overwritten/replaced. But since patches are also a record list, for example if you want to use mod A and B, but one of them overwrites the other, you can have a patch to combine all of the things inside those 2 mods together, and let it overwrite the 2 mods, now the 2 mods work well together, but if lets say mod C also changes the same thing as mod A and B, if you let it overwrite mod A, B and the patch, mod C will instead be used. So now you need a patch for mod A, B and C.
When people talk about NPC Overhauls, they most likely mean mods that changes NPC appearances. But, given the explaination up there, it means that any mods that change things about an NPC, be it mods that change appearance, or stats, skills..etc will all conflict. Lets say you have a mod that changes appearance of NPCs, or change their stats, and you use them with this mod ( Height of Skyrim ), if you load HoS before the other mods, then all of the changes made by HoS will be overwritten, if you load HoS after the other mods, then it will work, but all of the other mods will be obsolete instead. This is where Synthesis Patcher comes in. Because everyone's modlist is different, it is impossible to make patches for mods that will work for every modlist, however Synthesis Patcher is a tool that lets you create a plugin that will cater to your entire modlist without needing for any other patches. Which means, if lets say you have this mod HoS, you load it before a mod that change NPC stats, and then run the Synthesis patcher, it will create a patch that allows you to have all the stuff from HoS, while still keeping the effect of the NPC stat changes mod.
Also, i advise that, in order to know what a mod does, you gotta read the descriptions of the mod carefully, and then youll know what mod does what, and what they are, not just if its an NPC Overhaul or not.
I know its a bit hard to grasp but i did my best to simplify it and explain. Hope youll figure out what to do. If you or anyone have any question ill try to answer it.
Should be within the main Synthesis browser as well with the same name.
The patcher basically just nerfs Heights of Skyrim a little so that the racial changes from FK's are less egregious when combining the two mods together. If you have any issues post them on the github page as I'm unlikely to follow/respond to anything on this page.
If you use this patcher you should not run the synthesis patcher linked in the description.