Appears to work quite well and to be pretty smart.
It definitely does something, but in the STEP modlist, the only mod that changes NPC appearance is Simple Children and there is no black face issue, so patching is unnecessary.
facefixer: Supposed to patch NPCs to fix the 'black face' bug.I intend to use the other patcher described further down rather than this one.
ExperienceMutagenPatcher: Generates an Experience XP configuration file for killing races or NPCs added by mods in the load order.It beats having to edit every single candle or torch in the game manually in 圎dit. It's useless to me as I don't use ENB, but it's a good example of what can be done efficiently and reliably. This is a pretty extensive patcher that modifies the lighting properties of certain cells and of all light sources, of all mods in the load order, making them less bright. enblightpatcher: Tweak all light sources for ENB Light compatibility.The only problem is I have no idea why I would need them or what I would do with them. This seems to work quite well, it generated breakdown recipes for seemingly every object. Also provides the option of creating custom breakdown recipes for miscellaneous items, weapons and armors. BreakdownRecipeGenerator: Generate breakdown recipes for all craftable items in a load order.I don't really know what to expect - this is one of those patchers with zero documentation. This produces absolutely nothing for me, even after disabling all my AOS compatibility patches. AOSISCSoundPatcher: Supposed to add sound effects to all weapons & armor of mods in the load order, consistent with the changes in Audio Overhaul Skyrim or Immersive Sound Compendium.The automated patcher may be more useful to players who for example use mods changing the appearance of lots of NPCs. Admittedly there are only a handful NPCs in STEP that need patching (because of Simple Children and CRF) so it's easy to do manually. Overall I can do the same or better job manually in 圎dit. The patcher seems to work well enough as designed, but I don't agree or don't understand why it doesn't forward some AIO edits. As LOOT sorts AIO pretty high in the load order, its NPC changes are likely lost by other mods loaded after it. AI-Overhaul-Patcher *: Forwards NPC changes from AIO and merges them with NPC changes from other mods.I tried a few patchers, some that were relevant to my modlist, others simply out of curiosity: Some patchers are configurable, either via a settings panel integrated in the hub GUI, or via a configuration file to be edited in a text editor. Multiple patchers can be run in a "pipeline" feeding from one to the next and producing one final combined patch plugin. Most patchers are very "niche" being specialized for one specific mod, or one specific type of change. I expected there'd be more of them given there are thousands of Skyrim SE mods. There are quite a few patchers, but not many.
Each individual patcher is downloaded in source code form from its own GitHub repository.
The list of available patchers is pulled from a central registry on GitHub. Skyrim SE, Enderal SE, Fallout 4) can be created and activated, including ones in custom folder locations. It suffers from "kool flat UI" syndrome: one has to hover everything in order to find out if it's a button or not.ĭifferent game profiles (e.g. The UI is pretty nice and fairly easy to use, at least compared to other modding tools. The SDK needs to be downloaded and installed separately, as it's a developer tool not built into Windows. NET 6 SDK in order to compile source code patchers into executable form.