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ipmlj

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Everything posted by ipmlj

  1. Sorry if this has been posted already (when I get stuck on one of these it usually means I've missed something along the way): I'm updating my SR Conflict Resolution since I added cutting room floor. I'm fixing: Block 2 > Sub-Block 4 > 00071FFE SolitudeJusticiarsHeadquarters > Temporary > 00015F44 Conflict Resolution: Use record from EnhancedLightsandFX.esp then move the XLRL - Location and DATA - Position/Rotation records from Cutting Room Floor.esp. Edit DATA - Flags to "10000101". Problem Resolved: Changes from Cutting Room Floor and Enhanced Lights and FX needed to be merged. I don't see the "Edit DATA - Flags" item in that record ...would be right under EDID - Editor ID usually right? In the fix immediately before this one I see the "Edit DATA - Flags" just fine- Block 2 > Sub-Block 4 > 00071FFE SolitudeJusticiarsHeadquarters Conflict Resolution: Use record from ELE - Interior Lighting.esp then move the XLCN - Location and XOWN - Owner records from Cutting Room Floor.esp. Edit DATA - Flags to "10000101". Problem Resolved: Changes from Cutting Room Floor and Enhanced Lighting for ENB needed to be merged. I'm guessing the "Edit DATA - Flags" change carries over to the cell > Temporary > 00015F44 cell?
  2. Yes, use that fix for IA7.1 if you are installing it. You might also consider using this stats.xml for your reproccer rather than Xathra's. Xathra hasn't updated his yet for IA7.1. The reproccer does a pretty good job but it won't fix everything. It really seems to dislike shields and you may see some strange things with Falkreath & Markarth city guard armors. I don't know if this will help you with your installation but Gimpyone and I are working on a SRLE + Skyre build. Its nowhere close to being finished but we've made alot of progress the last week or two. The thread notes are going to be getting a major update this weekend to include fixes for Bring out your Dead, Organized Bandits in Skyrim, and a few stats.xml tweaks that help correct some armor and shield funky-ness. Maybe there's something in there that will help you with your build. Link
  3. Hehe, I'm totally derailing this thread but I am a huge fan of "The Voice" and love it when they sing some of those 70's-80's tunes!
  4. You bet, I haven't tried the milk a cow. Will test that. Yes, the shield armor values are untouched when the reproccer runs but it is adding "Light" or "Heavy" to the name and keywords. *(some of the new names get overwritten by the post CCOR IA7 patch however) Don't laugh, but I did something and now the CK is working....its posted in the MO thread..link.
  5. Alright, well I don't know why but its working now (thru MO) and the CK sees all the plugins. What I did: Unchecked the "run as administrator" for both MO and CK executables.Unchecked compatability mode for the CK.exe (I had set it to Win 7 --I'm running Win7 Ult 64bit)Moved (edit: a copy of) the plugins.txt from my currently loaded profile to the F:Steam...Skyrim installation folderThis removed the elevation prompt when launching the CK from MO however the CK failed to launch and MO hung at the "MO is locked while running the executable" msg. Then I cut the plugins.txt that I had pasted into the F:Steam...Skyrim folder and pasted it to desktop. Now the CK launches fine and sees everything installed for my current profile. I'm at a loss as to why its working though.
  6. Thanks for looking into it and for the reply. Yes, I haven't found much via searching either. I think I may have created the problem with "elevation" when messing around with permissions and compatibility (trying to get it to launch). I need to go back and reset these and see if it fixes that problem. Before I uninstalled/reinstalled the CK I was not getting that prompt/warning from MO. Edit: Wondering if plugins.txt is not seen by the CK or is in the wrong location?
  7. I haven't fully figured out the stats.xml and how the reproccer.jar works. (Wish I knew programming so I could look at the guts of the reproccer.) The stats.xml materials are listed in a particular order and sometimes repeat themselves either with the same value or different values. When I asked Xathra about the duplicates he says everything in there is listed in the order that they appear...I'm not really sure what that means exactly but I think it may have something to do with load order or possibly the reproccer mechanics in finding matches. From the description page for T3nd0's reproccer, its not clear to me how the reproccer determines the properties of the item. It sounds like it searches for strings first--I'm assuming from the item name-- for a match, if it doesn't find one it tries to find a match via the "material keywords", and lastly looks at overrides as a fail safe. One problem I suspect exists is that a string can consist of a single word or multiple words. If for example "Ancient" is defined in stats.xml before "Ancient Nord" I think the reproccer is applying the "Ancient" value rather than continuing its search for "Ancient Nord" and therefore applies the wrong value when calculating the new one. Edit: this is a different issue The most numerous examples are found in the shields because of "Light" and "Heavy". Some pretty whacky stuff going on with the "Guard" and "<City>" values for armor as well... which is why I've seen several posts on the Nexus about guys finding strange values for the city guard armors/shields after running the reproccer. (In particular the Markarth and Falkreath versions) One other impression I get from reading in the various forums is that you can add/modify the stats.xml but removing things can break it. So, long story short, in my opinion it is safer to fix the stats on equipment via a patch rather than tweaking the stats.xml. The reproccer does a decent job but isn't 100% accurate. However not running it would mean manually patching everything that the reproccer does in a few minutes. Another example of a possible problem deals with how the reproccer can create tempering and melt down recipes. (I'll have a clearer picture once I get my CK working and start fiddling with the melt down recipes for the stuff that won't break down). A clue: the SIC post reproccer fix that Thaismule found and the description of why the author made this patch. According to the author, when he ran the reproccer on his build, it would create recipes for items found in SIC but left out vanilla items. Hard to say why without seeing the author's specific build but its a clue. In my case, the majority of broken melt down items come from SIC with only a few coming from other mods. Regarding your question on mining presets: In my initial 100 hours or so of playing with SRLE+SKYRE it did work for me. I read there is a script .."mining.psc" or something.. that comes with SKYRE and may be the source of the conflict. Some of the faction gear learning also worked..Falmer and Ancient Nord. I did not find equipment that would allow the learning of "Falmer Heavy" yet. I suspect there are missing keywords (..WAF_armormaterialFaction..something along those lines) that may need to be added or carried forward. If I can't get my CK working via MO, I'll have to build my SRLE + SKYRE the old fashioned way...writing everything into the Skyrim folder..so the CK can see it to start fixing those broken melt down items. Edit: The handy feature of the shared spreadsheet for armors allows me to see how the various materials (as listed in stats.xml) compare to what the reproccer is spitting out in the reproccer.esp. This gives an idea on how the reproccer.jar is processing its information as it is doing its thing. Since I'm not a programmer (and really want to play more than mod) I decided to go with making a patch vs. fixing/breaking the stats.xml.
  8. That is awesome Gimpyone! Thank you for digging into this. I've been so focused on the armors lately and I haven't delved into much else. I really want to get BYOD & OBIS included and from the looks of things your investigation and work will make that happen! Keep posting the things you find and are able to fix. I'll try to hurry up and figure out how to fix these armor issues so I can move on to weapons.
  9. I think I borked something somewhere when removing and reinstalling the CK. I was also playing with permissions and compatibility settings when trouble shooting the start up issue so I may need to backtrack and make sure they are set to default. I do have the overwrite steam appid in the MO modify executables for the CK. I haven't found much of anything posted on the net describing my issue so I suspect its on my end.
  10. Hello, I have a problem using the Creation Kit from within Mod Organizer. I am following the SRLE build by Neovalen. My build is not a pristine SRLE installation and does not include any changes Neo has added since 23 MAR. For a description of my build you can find it here under the subsection "RECAP". My system specs: here. Problem description: after launching the CK thru MO, the mods that are installed do not appear in the File>Data menu of the CK. I see only: Skyrim.esm, Update.esm, Dawngaurd.esm, Hearthfires.esm, and Dragonborn.esm Additional notes: Initially, I could not get the CK to launch at all neither thru MO nor Steam. I added the skyrimeditor.ini tweaks to allow multiple masters and added the archivelist and sresource info according to the SRLE guide. I also unistalled & reinstalled the CK while trouble shooting the startup issue. Ultimately, I had to move the d3d9.dll from the ...Skyrim folder to a temp folder (as it is necessary for my ENB). Moving the d3d9.dll to a temp folder allowed the CK to launch thru MO and Steam. How can I use the CK for my current build to make a patch? Do I need to install everything via NMM so the CK can see the mods and then restore the pristine skyrim installation from backup? Edit: Also, when launching the CK via MO I get the following popup- This process requires elevation to run.This is a potential security risk so I highly advice you to investigate if "F:SteamsteamappscommonSkyrimCreationKit.exe" can be installed to work without elevation. Start elevated anyway? (you will be asked if you want to allow ModOrganizer.exe to make changes to the system)
  11. Ahhh...heh, heh, heh, CK is launching (from MO) but doesn't see any plugins / mods. Its only showing core files from the steam directory. Gah, guess I may be stuck making a backup of the Steam directory and installing everything manually so the CK can see it..:(
  12. Thanks Monobloc for the tip. I checked my enblocal.ini and does include the Ignorecreationkit=true statement... but I haven't updated to NLA v1.4 or the latest ENB (still using 1.3 and v250...all these updates coming so fast I can't keep up with them..lol. It has to drive Neovalen crazy keeping his guide updated.) About the meltdown recipes: I'm like Gimpyone, just learning how to do all this stuff. Thaismule pointed me in the direction I think I need to go but I'm going to have to make my own patch to fix the broken meltdown items. Thai found a SIC post reproccer fix on the Nexus. I looked at this patch in TES5. The author was having a similar issue but for him, the reproccer.jar is pulling info from SIC and creating recipes for those items instead of the usual vanilla stuff. In my case, its missing most of the SIC items once it creates recipes for the vanilla. Will try creating some recipes tonight in the CK but I'm not sure how its going to turn out. The reason being (for example) there are multiple Iron Armor (cuirass') from vanilla, SIC, other installed mods that have different FORM ID's. I don't know if its possible to create a recipe by FORM ID rather than NAME..and if its by NAME, why the similarly named items won't meltdown. Not sure if this is even correct. Until I get my hands dirty and start experimenting with recipes, this may just be me chasing a red herring.
  13. Wow...weird... So I've been looking into how to fix some of these meltdown recipes but I ran into a snag along the way...the Creation Kit. Right, so I installed it and made the few changes in skyrimeditor.ini and true to form... the CK fails..and fails...and... New install, verify integrity, compatibility check, reboot, log in/out of steam, endless list of things to try but nada..nothing, kaput! Then I see a youtube video that says remove the d3d9.dll from the Skyrim folder. (Well, I need this file for my ENB so I simply moved it to a 'temp' folder and presto!..CK kit working! Glad I spent the last 3 to 4 hours Effin with it but hey at least its working now.)
  14. Will be putting the shared spreadsheet for Armor data back up this weekend. Its now in a better format with functioning drop downs and comparison formulas. There are a few features I still want to add and I've completed data entry for approx 50% of the 1500+ armors from SRLE. (Sorry was a busy week at work...)
  15. Anyone getting an AV alert on the v0.5.0 release?
  16. No problem Thai. I hope it helps. Please post anything you discover. Everyone's comments and questions are helping me to learn and are very useful.
  17. Regarding Qotsafan's patches: I downloaded and examined the contents of his most recent package (v 3.7.4). If you ignore the Reproccer fixes as per Xathra's notes and do not install his stats.xml files, I only see a few that might apply (would need to be tested of course). Without knowing exactly what they are meant to fix and/or examining them in TES5 I would be cautious using them. In fact I would probably disregard all of Qotsafan's patches for my purposes...focusing on the stuff that needs patches for T3nd0's ReProccer.jar only. In this regard, Xathra's patches already contain Balbors and Qotsafans fixes. Frostfall SkyRe Destruction Tree Tweak Patch * SkyRe Destruction Tree Tweak Patch Atronach * Leveled List Patch (I don't know jack about leveled lists currently - so I'm not much help here) Leveled Lists + Jaysus Swords Patch Bring Out Your Dead Patch Skyforge Shields Whatever else you think is needed for your build.
  18. Thai, I looked more in TES5 and compared the notes for the "Dragonborn Armor Fix" - (Balbor's & Steelsouls) to what I see in my current build. Going down his list of notes for this patch: Added Tempering Recipes for Skaal Armor - already works without this patchAdded Crafting Recipes for Skaal Armor - already works without this patch Added the word 'Falx' to the Non-Player Imperial Armor Set - already has this word added in Dragonborn.esm (items: 0701A573, 0701A574, 0701A575, 0701A576) Changed the Keyword for General Carius' Armor to those of heavy armour - (aleady in Dragonborn.esm > BOD2 > Armor Type > Heavy Armor) & (W&A Fixes Remade.esp > KWDA - Keywords > Keyword > ArmorHeavy [KYWD:0006BBD2] ) Added Vanilla ArmorMaterial Keywords to Nordic and Stalhrim (light and heavy versions) - I don't see a light Version of these Armors. The Heavy Versions appear to have good armor material keywords already assignedMaking a guess here (don't quote me)...regarding Balbor & Steelsouls SkyRe Crafting Fix Patch... CCOR and WAFR most likely fix these errors. You can always load it up in your build and compare it in TES5.
  19. Hey Thai, I'm just now reading your questions. FWIW, I didn't use anything from Qotsafan or Balbor & Steelsouls patches. Honest answer about the leveled lists:... I don't know. I do not believe any of Qotsafan or Balbor & Steelsouls patches are needed at this point. Xathra says Qotsafan's leveled list patch is not tested but looks like its ok. Reading over Xathra's sticky he says: "- Install w/e you use from Balbor (Do not use any of his ReProccer Fixes, or any Immersive Armors and Weapons ESP's.- Install w/e you use from Qotsafan (Do not use any of his ReProccer Fixes, or any Immersive Armors and Weapons ESP's. (Do not use his MISC patch). **Using Leveled Lists patches by Qotsafan has not been tested, but from the looks of it, should be compatible, If it is not please let me know and I will get started on those when I have a chance**" I hope to identify and fix any melt-down & armor/weapon rating issues as I make progress with my build. If I get it right, I don't believe any of those patches will be necessary but at this point, I have nothing to give you that would definitively say yes/no to these patches. Edit: I am still using Immersive Armors 7. I haven't upgraded to 7.1 yet due to the stats.xml tweaks that are needed. There is a modified stats.xml offered by "electricdoor" in Xathra's forum though. It is "as-is".
  20. Interesting.. the batch files worked great. I'm only about half-way through the armor entries in reproccer.esp. So far, there's 59 - ish armors that won't break down into anything that come from a mix (or some combination) of the .esm/.esp's that preceed Skyrim Immersive Creatures. I am not including anything marked Ench or 'not playable' in the batch files. And 90-ish armors from Skyrim Immersive Creatures. The majority of these were the ones I was finding on my playthrough before I updated my SRLE build yesterday. Lots of duplicate armors with different ID's. I've got them all separated in different storage containers based on what batch file I got them from. I haven't built a batch file yet for anything after SIC. In any case, it should only take a day or two to identify the broken armors (deconstruction wise) that are in ReProccer.esp.
  21. Ok, I have an idea but haven't tested the process. Would this work? According to the UESPWiki, I can create a simple batch file that will execute multiple console commands with a single command. Would a faster way of testing melt-down be: creating a text file with individual entries such as - player.additem <item ID> 1? I'd just have to create the text file with all the Item ID's but that may be faster than running around in-game collecting stuff for testing. I wonder if it would crash the game engine though by trying to add 1000+ items to my inventory at once? Edit: I am assuming that ReProccer.esp should contain all the (armor/weapon) ID's?
  22. Nah, I realized after I posted that Ysolda was just talking nearby. I completely missed that he was in hide armor..! Kinda funny that you'd be getting a female bandit with facial hair. I wish I knew more about OBIS. I've never used it prior to learning about SRLE and S.T.E.P. If we can get Skyre working well enough, maybe someone out there can help us with OBIS.
  23. That ReProccer SIC Fix might be worth looking at. Now that I think of it, I was able to deconstruct items that Goblins dropped. Maybe he is on to something here about the ReProccer grabbing values from SIC and keeping them. Also, I hope Gruffy's Skyrim Redone - CCOR patch still works with the updated (v1.4) CCOR. Ugh, I won't really know until I get a full understanding of all this or folks using it post in his forums. Hope he gets his computer fixed!
  24. Haha, is that dialogue from Ysolda when talking to Anoriath? BTW gimpyone, your patch rocks! All the ICH helms are working properly when I place your patch last in the load order. Edit: I still need to go check Jon Battle-born out and see if he's still missing his boots. Honestly, I don't care too much about his boots if the ICH helms are working. Edit 2: Well, whatever it was its fixed now. Jon has his boots. Also, I re-verified all the stats I've been logging into the spreadsheet after my rebuild. Everything except one or two had the exact same results from the reproccer. Those few that were different are now updated. If I am using T3nd0's armor formula right, fixing the armor values should be as simple as compiling a SRLE Post Reproccer patch. I'm pretty excited with our progress! Not sure what the weapons will need but I'm hoping its as simple as the armors.
  25. Yes, definitely. ASIS could fix alot of things for OBIS too, I believe. I've never used it so I have left OBIS out right now. OMG, rebuilding the SR conflict resolution esp is taking forever. All those cell edits just for ELE interior lighting....I'm just now getting to the rest of the edits.
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