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Everything posted by ipmlj
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SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Thanks Thais. Will go check it out! -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
I finished my recipe notes and sought some more advice from Kryptopyr. Simply put: not everything will be consistent in the way of breakdown.... For example: Necklace breakdown vs. pendant (or talismans, amulet, etc..) vary a bit due to the fact that Kryptopyr is still working out how to make them all work. The necklaces are created from a "gold/silver" necklace + gem(s) then when deconstructed they return a "base" necklace. These necklaces x 8 can be converted to ingots...which gives a loss of material (as it should be, imo); where an ingot can produce 5 necklaces... reversing the order it requires 8 necklaces to produce an ingot resulting in a slight loss of material (-3 necklaces). On the other hand, pendant breakdown will result in a full ingot rather than a "base" pendant because there is no "base" pendant in-game with models/textures, etc... So at this time amulets, talismans, pendants, are crafted from full ingots + sub component(s). Kryptopyr is fully aware of this and if he has time/figures out a way, he will eventually include a fix for it. He may also incorporate a method to return both the base item and its sub-components. For now, the breakdown recipes I create in the patch for jewelry items will return a full ingot OR the most valuable sub-component through the use of a secondary breakdown recipe. This still gives a loss of material albeit a fairly high loss if there are multiple sub-components. I will be leaving the recipes for necklaces as they are, only including sub-component breakdowns. Daedric items: The honest answer is - I did not know the Skyrim Lore regarding these items and after finding out that Daedric items are infused with the essence of a Daedra, I completely agree with there being no breakdown recipes for these items. (Mark that up to my Skyrim Lore ignorance). Dragonbone, Dragonscale, Chitin, Chitin Plate: I am breaking from the convention slightly regarding items crafted from these materials. Many of these items intentionally do not return the material due to the fact that during creation, the raw material is carved, shaped, chiseled, ect... Kryptopyr only included a few recipes for the largest of items - since they would return large enough material - (like cuirass or shields). Again, I agree as I feel there should be a loss of material when deconstructing an item. However, I personally prefer to return some of the primary component to the player on the other items as well, and as such I will alter a handful of creation recipes so that the return maintains the "loss" aspect. If a pair of Dragonscale boots requires 1 dragonscale, 1 ebony, 1 malachite, 2 leather strips to create...I will alter it so the new recipe is 2 dragonscale, 1 ebony, 1 malachite, 2 leatherstrips. Resulting in a breakdown of 1 Dragonscale vs. 1 Ebony Ingot. Why?- there are practically no breakdown recipes that return Dragonscale / Dragonbone and most if not all, falmer items do not breakdown into anything. Cloaks, Capes, leather, fur, fur plates, hide, linen, etc.. The variation here is more than I want to attempt messing with. The bottom line: I will create breakdown recipes for these items based on the mod they come from. Wet and Cold items will follow breakdown conventions (materials) in Wet and Cold. Winter is Coming items will follow breakdown conventions from Winter is Coming...so on an so forth... So its week 3 of making a crafting patch. The hard part is done. Now that I know what ARMO & WEAP items need a recipe and how they will breakdown..I just have to add them. A few days of building recipes in the CK..a little over 1000..and I should have a beta patch up and available. I haven't touched MISC / clutter items. I may only add a few for things that really annoy me such as tankards, plates, forks/knives. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Its been a week since I posted so here's a status update: What is Finished: Faction Learning functionality has been added to items from SIC. "Equipped" condition checks have been added to all Learning-enabled items so they won't be consumed if worn. The smelter menu has been cleaned of errant recipes (Haralds, Ulfrics, Dumacs, Dwemer scrap metal, Brimstone & Wyrmstone). The Smelter menu will now be empty until you have items in your inventory to deconstruct. I've worked through every single item in the ARMO & WEAP categories. Making notes and corrections to the spreadsheet. The script doesn't capture all the data needed so I've manually entered it. There are a few flags that show up in locations other than Record Flags which can mark the item "non-playable", flag it as enchanted, is a quest item, unique named item, or item intended for the game engine (such as traps,etc..) Using these lists, I create batch files for in-game breakdown testing. I run to the smelter or tanning rack and mash the mouse button until everything that can be recycled is gone. What is left are the items that need a breakdown recipe. These lists are completed. There are roughly 900 ARMO and 250-ish 89 WEAP items that are missing breakdown recipes. Stuff In progress: I'm currently going through these remaining items, comparing them to the breakdown and creation recipes of 'like' items and making notes about what components they should break down into. In many cases (particularly jewelry) I may create multiple breakdown recipes to give the player a choice of which components they want to recover...i.e. if an amulet requires 1 gold ingot and 2 flawless rubies the player can decide to recover the 2 flawless rubies or the gold ingot. Once I've finished the notes to what the missing breakdown recipes will be, I will start making them. Lastly, once the missing recipes have been added to the patch, I want to go through the already existing creation & breakdown recipes and adjust them as needed for stuff that seems out of place. For example, if an item breaks down into unusually high returns vs. its creation recipe..I want to fix it so that no more than 1/2 or 3/4 of said component(s) are recoverd. I may possibly add alternate breakdown recipes for secondary components to give us a choice on what to recover (just like the amulet example above) for rare components. If I can muster the resolve, I may add the "equipped" conditions check to all the meltdown recipes that do not have them and possibly scrub all the MISC items and clutter recipes. At the moment, I have not updated my build to the current SRLE guide. That being said, I am not including fixes for mods that have been removed from the guide. Namely Realistic Needs and Diseases. Touring Carriages has gone the way of the Do-do bird as well but it doesn't impact crafting. -
Computer simulating 13-year-old boy becomes first to pass Turing test
ipmlj replied to Kuldebar's topic in Step Banter Inn
They say its good for stress relief! Way to go Watson! -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Making progress. The spreadsheets are done and Kryptopyr gave me some help figuring out the Faction Learning functionality. I'm getting started on the patch tonight..first off is transferring faction learning to the items from SIC that need it. If that goes smoothly enough, I can start working on the weapons and recipes (meltdown and similar item recipes that have different requirements... such as 4 laterns = 1 iron ingot vs. 1 lantern = 1 iron ingot, etc..) Anyway, I'm really excited to be working toward a crafting patch now that the data is all in easy to filter spreadsheets. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Yep, it started acting up after ver 314. Earlier today I tried rolling it back to 314 but the driver would still crash. I think its messed up for gaming but works ok for general display. @DanielCoffey Thanks this info will help me get them placed properly. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Yay, my newly refurbished video card is back from EVGA. Thank god too, because my backup/old card is acting funny...nvidia changed something with their drivers last year and my old gtx570 does not get along with the newer drivers. If you want to see what I've been up to, there's a new github repository where all the compiled data sheets will go once I have them finished. These data sheets are for SRLE only...no SkyRe data is included in them. The script fireundubh wrote is a Godsend. In the ARMO data sheet alone there are 9,429 ARMO records from the all the SRLE mods. It would have taken me months to build that spreadsheet. The second sheet - SRLE_ARMO_FactionLearning.xlsx - is an example of what it is allowing me to do. By filtering the main ARMO sheet, I can grab all the items from SRLE and compare them to see what needs patched. new repository link -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Hi Thais, I don't remember. I looked in TES5Edit under my SkyRe profile and I do not see a reason why I gave them that priority in LOOT. I'm not very good/thorough at managing the profiles in MO. My current installation is for SRLE + SPO. When I updated from 22 April to 31 May I did not redo my SkyRe profile to include the updated stuff (...I did not transfer the overwrite data to a mod folder so when switching profiles the right overwrite data gets loaded for the appropriate profile...) so not everything is currently in there to see for certain. Both files have only a handful of BOOK changes and I honestly don't see a reason why I set their priority in LOOT. So its probably safe to say there is no need to set their priority. If you have all your mods & patches installed, including your reproccer files.., just open up TES5Edit and take a peek at those two files to see if there are any conflicts. When I get done with this crafting stuff, I'll be loading everything back up in a SkyRe build. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
A quick status update: A few more mods got updated since 24 May. UDGP 2.0.4 UHFP 2.0.4 UDBP 2.0.4 BSC 2.9 Alternate Start - Live Another Life 2.4.0 Also, fireundubh wrote a script to make exporting esm/esp data from TES5Edit. This is going to speed up the crafting fixes immeasureably. I'm in the process of building the new worksheets. Its a bit early to say when the patch will be available but I can say it will be much much sooner with this tool. (Guesstimate: 2 weeks maybe less) This patch should fix as many inconsistencies I can find in all types of recipes, faction learning added to items from mods not made by Kryptopyr, and ...finally some fixes to Weapons. This initial patch will be for SRLE itself. Before I integrate SkyRe with these fixes, I want to see what I can do with Smithing Perks Overhaul..possibly adding it as a replacement to the SkyRe smithing tree and perks. It will be new territory for me but I'm pretty excited at giving it a shot. Edit: Keep your eyes on Neo's guide and thread. Some of these new versions are fixing problems that Neo was having to manually fix in the Conflict Resolution guide. Can't complain about that..less SR conflict resolution editing on the way! Edit 2: Ok, some more SRLE mod files have been updated. Cutting Room Floor, Wet and Cold, Wet and Cold - Ashes, Wet and Cold - Holidays. I went ahead and re-patch my build with these changes. Normally I would just wait a few weeks before doing this but since the Unofficial Patches can impact alot of other mods, I decided to go ahead and add these in. Unless there's another mod update (mainly Arthmoor's) I'm going to leave things be until end of June. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Not sure EssArrBee. I was surprised I had to turn it on. I don't remember having to activate it in (2007 version). I'm sure others will want to know if you do find it. I'll share the stuff I put together in my github repository for whomever wants to use them as well. Edit: it took me a bit longer to get the first one created..other stuff kept delaying it... Here is the repository where I am storing worksheets for SRLE. The ARMO sheet has combined data from 40 mods. The format is slightly different than the raw output but fireundubh's script made it possible to compile all these records. There are 9,429 ARMO records in the SRLE build. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Its absolutely beautiful, works like a charm! 2763 records exported in 49 seconds. Took me a few minutes to figure out how to turn on the excel Power pivot add-in. Time saved = priceless. Gosh man, thank you a million times over. Would have taken me a month or longer to do it by hand! Now, I just need to export about 41 more data sets..hehe -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
@Fireundubh Can't wait to put it to use. I'd give you my firstborn but I already promised that to Sheshon. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Hey thais, you bet! I learn as much from everyone's questions as I do tinkering with TES5Edit. No major update on meta data or priority as of yet. I just haven't been able to look through it all in a thorough manner. I can say that after having completely rebuilt my SR conflict resolution file with this last build update, I saw very little difference/improvement with a LOOT sort order. There were only like 3 or 4 edits in the worldspace section that I no longer needed to make as per Neo's guide. The Big question is: what did it change that now needs conflict resolution edits. That part is a bit beyond me at this point. I learn something new each time I rebuild or change my Conflict Resolution patch but many things Neo finds and adds are still a mystery to me (in other words..how he finds them and determines they need a CR edit/fix). For that part I completely rely on his guide. It is also the reason I try to keep my mod list as close as possible to SRLE. I can tell you there are fixes that do need to be made when it comes to adding SkyRe to SRLE whether you use LOOT or BOSS. I have been focusing on the crafting portion for the last few months and I have seen things like perks and Names that need to be manually added/or changed in your Conflict Resolution patch. Eventually, I hope to provide a guide similar to Neo's for the SkyRe portion. Unfortunately, that is a ways off at the moment. Once I get a good handle on the crafting issues in SRLE itself, fixing them to be as consistent across all the mods with the features that are intended, I can move on to integrating SkyRe to that mix. Because SkyRe touches so many aspects in game, a simple change like adding Smithing Perks Overhaul can have a major impact on SkyRe and its core features...disabling many perks and bonuses, crafting selection, etc.. The changes in -"my tweaks"- were just things I changed according to tastes. I like the version where Daedric items are the best in class (xxSSTHxx version). Mainly because they require Daedra hearts to craft which makes sense to me. I also didn't like how the endgame items layed out in either stats.xml version. For example, if Daedric Lord is the "best" in class of the heavy armors, it should have the highest modifier. (I don't believe the player can craft Daedric Lord items but NPC's that have it in their outfit should have the improved armor for realism and challenge). That list can be a bit confusing though because its not just armor, these apply to shields as well and how the reproccer applies the names to them. So "Heavy Daedric" is a variable applied to heavy daedric shields. But "Dragon Knight Heavy" is applied to the armor pieces prefixed with that name. In an attempt to keep things consistent I looked at the patterns for values (i.e. where noted by remarks in the stats.xml for particular mods). This primarily concerns the shields and bucklers. I felt bucklers, due to their lighter weight and size, should not have equal or possibly superior Armor ratings to the full sized Heavy versions. Being that shields are named Heavy or Light in most cases by the reproccer.. and there is no "Medium"... I reasoned shields without a "heavy or light" tag in their name would get the same modifier as a "Daedric Breastplate" and would not upset the pattern for Heavy Daedric Shields, Heavy Daedric Bucklers, Light Daedric Shields, Light Daedric Buckler. So things would make sense. I mean, if I picked up a "Daedric Shield" while carrying a "Heavy Dadedric Shield" and the Armor rating on the "Daedric Shield" was better than the "Heavy Daedric Shield" it would be one of those things that would stand out to me and upset my immersion. Regarding the "xxxx" shields of Solitude.. when I looked up the various shields in UESP wiki, the fortified versions had greater values than the superior versions so I reversed them in stats.xml to match the wiki. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Back from some great baseball games tonight! LL is so much fun to watch. Getting back on track.. The main thing is to have all the information on the same sheet which can be easily turned into a table for filtering. (I use the columns as various categories.) When I was manually making a similar sheet (lol..took me three weeks to input data for about 1500 items) I realized having the information on a single row makes it much easier to compare the data after filtering. Data extending far off the sheet is not as much a problem in MS excel. Not sure about Open excel as I haven't used it. Columns can be hidden and whatnot so the other data can be viewed as needed. Honestly, I'm not even sure I could filter both horizontally and vertically simultaneously. (other than just hiding rows that I don't need to see) For example, if there are 20 items with the word "Falmer" in them (name or edid)..from several different mods, I want to be able to quickly compare the keywords to see if (for example) "WAF_Factionlearning_KRY" or whatever is present or missing. The vertical space is more vital than the horizontal spacing if there are alot of items post filtering if that makes any sense. There are probably better ways to do it. I know you can link data and formulas from one sheet to the other, I'm just not as experienced with the more advanced capabilities in excel. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Now that you mention it, it may be faster to put the keywords on seperate rows if they occupy one cell per keyword. The combined list as shown in your example is how I'll end up placing them. The only difference will be splitting them up into seperate columns. Also, I completely forgot Weapons (WEAP records): Record flags (if any), FormID, EDID, Full-name, kyewords, datavalue, dataweight, datadamage, DNAM - speed, DNAM - reach, EITM - Object Effect -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
For the ARMO records, can you add EITM - Object Effect? I need to look at the AMMO, COBJ, MISC records and write down the fields that are needed. I'll make some notes before I leave and edit this post. Many thanks Fireundubh for doing this. I'll try to be quick with the update. Edit: AMMO records:FormID, EDID, Full-name, keywords, DataDamage, DataValue COBJ records:FormID, EDID, Items>Items>CNTO-Item>Item (the field that shows what item is required to create), Items>Items>CNTO-Item>Count (the field which shows how many of ingredient is required), CNAM - Created Object, BNAM - Workbench Keyword MISC item records:FormID, EDID, Full-name, Keywords, DataValue, DataWeight Edit 2: I apologize for bailing out at the moment. I have to leave for a few hours...little league baseball games tonight for my boys. Will check back later tonight. Again, thank you for your help and work on this. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Everything on the same row ideally, in its own column. The AT QuickDisplay is good but I can't figure out the proper context for exporting the keywords. The example in mator's help file "KWDA[3]" doesn't work. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Wow, you guys have been amazingly helpful. I just wanted to report back about the Automation Tools for TES5Edit by Mator. He has a script already included via the QuickDisplay function that is very customizeable and exports to text or csv files. Getting ready to do a test run with it as I type this. @fireundubh: I want to try your script as well..the tab delimited version may be just as good or better. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Awesome guys, thank you! I will look into the script too. The text capture method isn't too bad, but a utility like that would save a ton of work and spreadsheet tinkering. -
Is there a utility to export esp info to csv?
ipmlj replied to ipmlj's question in Other Utilities Support
Ok, thanks. Will see if they can help. -
I've been looking around for a utility that can export esm/esp information to a csv file. The only partial solution I can find is Wrye Bash. However, the information it can export is limited and there aren't any options that I can find to change the data that is exported. Purpose: I'm compiling excel worksheets that contain data on ammunition, armor, weapons, recipes, etc.. to find inconsistencies and duplicates so I can patch them. For Example: ARMO data - EDIDs, MODIDs, NAMEs, Weight, Value, Armor Rating, Keywords, Flags (i.e. not playable). I can get some of these through the Wrye Bash export function but have to combine the data from the different files but am still missing data such as keywords and flags. Edit: The only other extremely tedious solution is using a text capture program to copy paste info from the CK. It works but takes forever when dealing with over 12,000 items.
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SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
As far as installation order (left hand pane of Mod Organizer): I just placed it before Book Covers Skyrim since BCS is the first mod that needs a SkyRe patch. I gues it kinda makes sense if you are using LOOT or BOSS for that matter, because you don't want any "skyre" patches getting sorted before SkyRe_Main.esp. As long as CCOR is installed somewhere after SkyRe, the mineorescript from CCOR will work properly. LOOT is pretty smart with the SkyRe patches. The only ones I set priorities for are: BCS - SkyRe Patch EN.esp [Priority 1994070] & ICH Skyre Compatibility Patch.esp [Priority 1995000]...these were just intial guesstimates. I can't remember exactly why I placed the BCS - SkyRe Patch EN.esp at that priority..its probably safe to let LOOT place it without any issues. If you do, just open it up in TES5Edit and see if there are any conflicts or stuff getting over-written. Sorry for the late reply...I'm back into TES5Edit/Wrye Bash trying to work on crafting issues and exploring Smithing Perks Overhaul. -
Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Ah ok, makes sense. Think I read that before in this thread but forgot. This is the first time I've completely rebuilt my SR Conflict Resolution patch since I started using LOOT. Quite honestly, I don't see much difference (only a handful of CR fixes -like 3 so far- in the Worldspace section that look like they are corrected when using LOOT) but who knows what other errors it may have created. Anyway I was trying to help and was a bit overzealous after realizing the SRLE guide doesn't call for the AOS patches. -
Skyrim Revisited Pre-Release Feedback
ipmlj replied to Neovalen's topic in Skyrim Revisited (retired)
Neo, thanks for continueing the great work on SRLE! I noticed some things in the Conflict Resolution Guide that appear to be no longer necessary -yay!- with the AOS2 patches (are included now with AOS2): Under Sound Descriptor - (these are fixed with AOS2 patches) Under Weapon - (only these must be edited as per your CR guide..i.e..are not fixed by the patches) Hope this helps some. Edit: Caveat, I just realized that your SRLE guide doesn't say to install the patches...mark that one up to poor reading on my part. I installed the Ehanced Blood Textures, Guard Dialogue Overhaul, Realistic Water Two, Weapons and Armor Remade, and Wet & Cold patches included in the AOS2 installer. Not sure I was supposed to do that. Also, I'm not currently using CoT so its patch is not in my build. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Yes, if you are using Xathra's main file "Reproccer Patches SkyRe v2.3". You will need both of the Updates files: "Unofficial Skyrim Redone Patch Update 2.1" & "Pre and Post ReProccer Patch Update v2.3.1" (make sure you look at the included readme files to see what juggling you have to do) Also, the Optional file: "Custom XML" if you want the xxSSTHxx version; I haven't looked inside the new stats.xml - so you may have to add the OBIS shield tweaks from comment #1. With Raulfin's USRPU 2.1, the Unofficial Skyrim Redone Patch by ExImIeR is no longer needed

