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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)
On the plus side, xxSSTHxx has uploaded a new version of his stats.xml (dated 3 May..which "may" already be included as the custom stats replacer in Xathra/Raulfin's v2.3.1). I haven't opened it yet to look inside but my guess is the only thing that may need to be added are the OBIS and armor tweaks in comment #1. I say "may" because they were not using xxSSTHxx's latest version but a much older version in the earlier Xathra patches. I will be spending some time looking at SRLE and SPO for awhile. So for the time being, I won't be working the SkyRe part as much. As things are right now, (minus SPO), everything works...just expect the armor/weapon/misc crafting stuff to be inconsistent and possibly unbalanced in some ways. If it bothers you as much as me, keep checking back to see how things are going with SPO. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
You know, I remember looking at Smithing Perks Overhaul awhile back. At first glance I thought it looked too simplistic and didn't understand why it was split up the way it is. Now however, I completely agree with how Kryptopyr organized it. Wish my reading comprehension was a bit better. I read this months ago but just didn't see the benefit: The light/heavy division of the vanilla perk tree never really worked for me. Weapons don't follow the light/heavy divide, and if playing a lightly armored character, I felt I was missing out on the ability to craft some of the higher-end weapons in the game without investing an inordinate number of perks into the smithing tree. Also, the vanilla game sort of mucks up the division anyway, so it isn't even consistent. For example, why is Steel Plate armor on the "light" side of the tree? And Dragonborn manages to create even greater confusion with Chitin Heavy armor on the light side, Stalhrim Light armor on the heavy side, and Nordic armor on the light side. This sort of flip-flopping just doesn't sit very well with me. The second major problem with the way the vanilla smithing perks work is that they tend to create imbalances among different grades of equipment. So lower-leveled weapons and armor will often be better than higher-leveled items until you take additional perks and can further improve the higher-leveled items. To address these issues I've done away with the light/heavy divide in the perks and instead divided the perk tree between Crafting and Improving. Crafting perks allow you to create new types of weapons and armors, but they won't alter the amount to which you can improve those items. Improvement perks apply to all items and will gradually scale your ability to improve items with each additional perk. This also eliminates the guess-work involved in trying to figure out which perks allow you to temper your unique items and artifacts...now they'll simply use the same scaled perks as every other item. OK, so guess I am going to try patching SkyRe to SPO. Checklist #1: Pick up can of wife repellant at hardware store. #2: Apply repellant liberally. #3: Disappear to man cave for several months.... Seriously though, I think the first step is getting SRLE sync'd with SPO and tackling any problems/inconsistencies there to get a baseline mod working. I'm hoping the next installment of SIC will be out sooner rather than later as I hate backtracking on stuff. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
@Garfink Ugh, if it were a snake it would of bit me. Yep, no silver smithing, jewelry, dreamcloth items show up at the tanning-rack/forge. SPO is just changing the skill tree but the main reason I thought it might fix things is by overwriting Skyre keywords with SPOR, CCOR, WAFR which should make things more consistent. Even if the missing perks were added to the SPOR smithing tree, I wouldn't know how to fix/inject the keywords for the crafting menu...sigh. Edit: Maybe I can figure it out looking at Kryptopyr's work. If I can get them merged and working, perhaps Kryptopyr would be ok with a SPO Skyre patch. The WAFR page has a link to a tutorial on how to use the WAFR keywords.. Gah, why do I get the feeling I'm going to make a mod. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
During today's update I got a chance to do some more reading on the Nexus. I'm tempted to add Kyrptopyr's Smithing Perk Overhaul Remade (designed for & compliments Kryptopyr other mods CCOR and WAFR). This is going to overwrite SkyRe's smithing tree but I am hoping it alleviates some of the crafting issues to make things more consistent across the board. Will let you know how it goes and if its an utterly stupid idea or not... Other than changing the SkyRe smithing fundamentals (how things are organized in light side or heavy)..I don't think this will have a negative impact on the reproccer values. Even if it does, these are easily tweaked with the help of the spreadsheet. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Lots and lots of updated files for SRLE since 19 April. (26 for me.. and I'll be switching out Extensible Follower Framework for Amazing Follower Tweaks. I've use AFT before and it does have its quirks but I like some of its features compared to EFF). For Skyre Compatibility patches: Raulfin has been hard at work keeping Xathra's files updated. The new v2.3.1 looks like it removes the need for the Unofficial Skyrim Redone Patch but I need to look into it more to be sure. Book Covers Skyrim has a new version and compatibility patch. Gruffy is still MIA due to his video card.. for the CCOR patch. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Ok, well its definately related to the decapitation kill move. Had it happen a second time after it triggered. Edit: Dang Neo, you were on it like white on rice. I installed race menu 2.7.2 and the save game loads just fine. Thanks! -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Awesome, thanks Neo. I haven't updated things for a few weeks now so hopefully this weekend I can get caught up and patch whatever is new. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Ran into a bug today. Was able to recover from it but not exactly sure what the cause was. I was on the quest to recover Lisbet's stolen statue of Dibella. It had been assigned to Bruca's Leap Redoubt. I cleared the two forsworn in the camp. Entered the cave and killed the two forsworn inside, recovered the statue and tried to exit the cave. Attempting to exit resulted in this error: Runtime Error! Program: F:SteamsteamappscommonSkyrimTESV.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Strangely, after the crash, previous save games that I made while in that cell (both interior and exterior) would crash as soon as I attempted loading them. The only unusual event that occurred while in that cell was during the fight with the two forsworn on the exterior the "decapitation" kill move triggered. Other than that, there were no un-ordinary spawns, glitches, etc.. After trying a few things, I had to select a save game that was outside this particular cell, then it would let me load one of the interior cell saves... however loading any exterior save crashed the game. Again, attempting to exit the cave resulted in a Runtime crash. Long story short, I was able to recover by running the SIC Random Cell Respawn function via MCM. This fixed the crashing but only after I left the cell using "coc riverwood" to relocate the character. I had to make my way back to Bruca's Leap Redoubt. The forsworn on the exterior had been respawned but the cave was cleared. After killing the two exterior forsworn guards again, there were no more crashes (including entering and exiting the cave). I can't say for sure that it was SIC related but using the SIC cell respawn fixed it. The only other culprit I can think of would be something to do with the decapitated corpse. Perhaps the head rolled into a strange location and jacked up the cell somehow. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
I am overdue for a build update. With the long weekend coming up for Memorial Day, I will try to get everything caught up to Neo's guide and check out the Skyre patches that have been updated. I know Xathra's page had some updates. Since I decided to go with xxSSTHxx's version of stats.xml, it may take a bit of examination to see what is different between the two. On the plus side, fixing the stats.xml is pretty easy. Just takes a little while to compare them. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
I'm glad you mentioned that about the char skills. I realized after re-reading the Skyre guide (pdf) that the numbers shown during character creation are the bonuses that are applied for that particular race. So, nothing out of the ordinary there. I think I was confusing an earlier version of Skyre or even Requiem possibly... where your characters starting skills begin at 5 or whatever. Glad you were able to get things fixed up. Hope it keeps working for you. I've been playing a good 30-40 hours now with the new patch and using LOOT. Only had 1 random crash so far, wasn't able to reproduce it. However, I do seem to have trouble with the game auto-reloading after death. Sometimes it crashes during the re-load and I have to restart Skyrim. Before my GTX 770 died, I was holding a good 50-60 fps with slight drop offs (about 40 fps) in more intensive areas. My old gtx 570 is only pumping out about 20-25 fps but its manageable with a little graphic buggy-ness...distant object pop-in & some stuttering. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
I just remembered something from back in February, where I had issues with SUM. If you re-run SUM without emptying the Overwrite folder I believe it will give trouble similar to what you are describing. Now when I say empty the overwrite folder, I mean everything in there.. all files and folders. Then restart at step 3 (Run FNIS) in the finishing installation section. Just remember: the only exception to this was the SR Conflict Resolution file. I did not want to mess with rebuilding it unless I added new mods/updates from Neo's guide. So I moved the SR Conflict Reso file into its own mod folder for MO. I didn't think it would be an issue -possibly relates to the virtual file system?- and how MO puts those files automatically into the Overwrite folder. One thing to try, would be selecting "Force Patch" option before rebuilding your reproccer.esp. Also, I do not merge the .jar files into SUM.esp. I let SUM run the .jar(s) and output their native .esp's. I'm still not sure about corrupt header files. Have you tried re-downloading the original's from Gimpy's github page? -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Ack...sorry I couldn't check the forums sooner. My fairly new graphics card (7 months old) took a dump on me last night. Fortunately its still under warranty so I should have a replacement in a week or two. Took a little bit of work to get the old/spare card in place.... (I switched to water cooling a few years ago so its always a pain to switch out the video card..draining, carefully uninstalling, replacing, refilling & leak testing...but its worth the extra work if you want a nice cool and quiet system) Anyway, Thanks for following the thread Garfink and HMRTTI. @HMRTTI, I have seen some posts (but haven't read through them) here -I believe- about the LOOT issue and MO. Since I haven't experienced the problem I didn't look into the thread too much. If it is any help, I am using v1.1.2 of Mod Organizer and LOOT v0.50.0. Hmm, regarding the file headers..could it be something related to what language Skyrim is running? I wish I could be more help, but I'm very unexperienced with these types of issues and modding in-general. I would try making a post in the MO and Wrye Bash sections of the forums. Edit: When I get back next week (taking a trip out of town for a few days) I'll see if I can find any helpful information for the issues you are describing. **I found this regarding the SUM error: https://forums.nexusmods.com/index.php?/topic/884486-sum-skyproc-unified-manager/?p=7106512 it was the only thing to pop-up when searching for: Fatal: Error loading plugin list: <EOSError: System Error. Code: 1006. The volume of a file was changed externally so that the opened file is no longer valid -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
I've been playing a little the last couple days with the new meltdown fix. Its working good for the stuff that is patched in it. The biggest issue I have not just with Skyre but also SRLE is how inconsistant meltdowns are for items from all the various crafting mods and patches.....some items definately seem out of whack to me...I mean 4 cloth bolts from a "recycled" robe? If it wasn't so noticeable, I don't think I would care..but when one set of <insert item of your choice> turns into 2 leather strips and the next is nothing at all or say a "fur plate" it just gets under my skin. I did notice some things in TES5 that need to be fixed or brought forward such as perk requirements, etc... also the "faction learning" does work for all 4 types but only for the items that have the right keywords. So some Falmer armor works and some won't. Its a bit silly to me to have to add the proper keywords for the "learning" function to work for everything if it only takes a handful (3-5 items) to learn it. A ton of work for a minuet gain in immersion. The great majorit of stuff needing major overhaul comes from SIC. However, there are some items from the core esm files that get broken, were never intended to meltdown, or got missed in the crafting mods. I'm not sure how much more work I'm going to put into all these issues with the crafting mods and skyre patches for them. It my opinion it needs a replacement. One specifically designed for the mods in SRLE if you ask me but I just don't have the months of time it would take to make one and then there's the issue of getting permission to use content from the other mod authors, etc... Despite this, I am very very happy with SRLE + SkyRe. I keep finding small things that I would change or add that could take SRLE + SkyRe to the top, all-time favorites list for me. Little things like: *fixing chopping blocks in Markarth and adding them to the orc camps, so users of Alternate Start Live Another Life don't have to "forage" for wood...besides..how the heck do the Orcs keep their fires burning or maintain the stash of firewood in their lodges in the first place...or maybe adding a craftable "chopping block" that can go in your backpack along with your cooking pot,etc.. But my Major gripe: ...Consistency, consistency, consistency..... -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Somehow I knew things were going too smoothly. Here's the problem I ran into making the "meltdown fix".esp: Basically, once I save the meltdown fix.esp in CK and then open it in TES5 or (once again) in the CK...all references to the .esp that I am using as a master for the patch (i.e. sic, obis, etc..) get removed and show up as an error or invalid reference. I google'd a thread that has some recommendations on how to make an .esp a master for a mod. I'll have to try some of these to see if they work. If they don't then I'm afraid fixing the melt-down issue may require someone with more modding experience than I. Or require users to esmify the various mods that are used as masters. First idea I'm going to try: link Edit: That did the trick. Now to see if I can edit the patch using the same method. -
Not trying to sidetrack this thread: I haven't noticed any problems with the reproccer.jar-via SUM in my SRLE + Skyre experiment with a LOOT Load Order. In fact I am fairly certain the reproccer.esp comes out identical but would be happy to test it. Edit: I'm only sorting masters on the reproccer.esp after its built. Should I be checking all the mods the .jar pulls info from?
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SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Well I'm having some success. It may not be this simple for every item but hope things keep going smoothly. I created two recipes: one for ragged boots => 2 leather strips one for dawnguard hunter armor => 3 steel ingots I had to set the CCO check conditions on the dawngaurd hunter armor...the ones that check if the character is wearing the armor...to match the Editor ID name correctly and everything is working fine. Should have some time over the next couple of days to get these recipes built and fixed. Hopefully have a working patch by Sunday. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Melt down list updated. No major changes. A few items from the old list now work properly.. but a few more got added to the list. link I'm off to the next part...fixing them. It's another black hole I haven't got a clue about so I don't know how long its going to take. -
Great info fireundubh. Can't wait to check out Gopher's video. I've been experimenting with LOOT too and very happy with it so far. Shoot I have no real idea how it works...just been getting my hands dirty to see what it can do. There are some really cool features I like about it.. seeing conflicting mods, being able to fine tune my load order, etc.. all without cracking open another program. I'm glad I put the uncertainty aside and started using it.
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SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Finished and uploaded SRLE Post ReProccer Armor fix.esp (xxSSTHxx version with OBIS tweaks). Going to start again on the broken melt down armors. -
I would check to see what install priority you have them placed (left hand pane of MO) - referring to the HQLOD mods. Right click one.. select information > conflicts tab... to see if they are being overwritten by something else. If they are perhaps you should move them (in the left side) so they overwrite whatever is conflicting.
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SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Armor spreadsheet & calculator link is posted. Link is in comment #3 on the first page. The first version is based on xxSSTHxx's v0.9 stats.xml with the added armor_materials for OBIS shields that gimpyone created. It also works for IA7.1 armors. I will upload this version of the stats.xml to my github repository for those who want to copy paste without having to do all the editing. I will be posting a second version of the spreadsheet that is tuned for the stats.xml found in Xathra's v2.3 files that were recently posted. However, the only change I'll be making will be the complex armor material lookup table and simple material lookup table. 99.9% of the items recorded won't change but there may be slight differences in the DNAM AR values from the xxSSTHxx version. If you want to use Xathra's stats.xml, I highly recommend opening up TES5, clicking on the reproccer.esp>armor section and start going through the armors to verify the DNAM AR values. This can be time intensive - can take several hours if you are thorough - which is why I don't plan to do so myself. However the Xathra version of the spreadsheet will be fully functional. My spreadsheet is created with Microsoft Office 2013... not sure how well it will work with other software...sorry. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Ok, I fixed up the notes in comment #1 to show the new changes for Xathra & Raulfin's update 2.3. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
It looks like there is a CCO 1.40 beta patch in the new 2.3 version of Xathra's main file. I'm installing 2.3 to see whats new, etc.. so I can update the main thread. Disregard: this beta patch is for Character Creation Overhaul ..woe-is-me..not Complete Crafting Overhaul. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Son of a gun... I've been busily working on and just finished inputting all the reproccer.esp data for armors into a custom spreadsheet that last couple of days. All the items (armors) are now recorded and ready for patch creation BUT as always, things are ever changing on the Nexus. Raulfin's patch page has been hidden and it looks like his patches are now on Xathra's page. I have to update my notes again... and install the new files / re-run the reproccer and verify all the results I just recorded in my spreadsheet....sigh. So Thais, yes I switched to CCO 1.4 just know that Gruffy's CCOR skyre patch has not been updated for 1.4. Gruffy's video card took a dump on him and he hasn't been active since late February. Xathra posted the 2.3 files a few days ago. I couldn't find much info about the new version so I didn't install it. If it just adds support for BCS, no biggie. I prefer to use Daniel Coffey's BCS patches since he is the author of BCS. Now that Raulfin's files are on Xathra's Nexus page, I may take another look at 2.3. If I remember correctly, the only thing I use right now from Xathra's patches are the Falskaar Faction patch and Clothing and Clutter fixes. Once Xathra's main files have been updated to include IA7.1 you won't need the rest of them. The Pre & Post reproccer files you will need --if you want to upgrade to IA7.1-- are the files Raulfin has made available on Xathra's page (the Pre and Post ReProccer Patch Update). You will also want the stats.xml from that patch. Gimpyone and I have switched to the "custom" stats.xml which is based on xxSSTHxx's work. Anyway, I apologize for making this as clear as mud... I've got to fix my notes up to reflect the changes and go fix my now semi-broken spreadsheet..with any luck it won't take me all day I hope. -
SRLE + SkyRe: working with the Reproccer WIP
ipmlj replied to ipmlj's question in Guide Support & Bug Reports (retired)
Hey Thais, welcome back. I'm tip toeing through the tullips right now with LOOT. I keep finding stuff that needs re-ordering. At this point, I'd recommend sticking to BOSS 2.2.0 and following Neo's guide with BUM rules.

