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SRLE + SkyRe: working with the Reproccer WIP


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Posted (edited)

Update - 1 JUL: This may be the last update regarding SkyRe, the reproccer and merging it with SRLE. I've learned a ton, even made my own patches which was decidely fun.

 

Here's the Bottom Line:

SkyRe is an ambitious and amazingly good mod. However, in its current (final) state 1.3.01 it is just not compatible. It will run, and run pretty darn well for the most part with SRLE thanks to the many patches by Xathra, Gruffy, Raulfin, and many other mod authors. The crafting issues are just too large for me to continue working on it. To really make things compatible, consistent, predictable and sensible, it will take someone with the knowledge and skills to modify the Reproccer. With SkyRe v2 (Perkus Maximus) in development it does not make sense to continue pursuing fixes for 1.3.01. The reproccer does not handle the many recipes in SRLE and SkyRe properly. Resulting in multiple issues such as duplicate recipes, missing perks/mod features, menu issues, etc.. to provide consistent enough gameplay that I've grown accustomed to via Kryptopyr's superb mods. For crafting geeks like myself, its 90% of the enjoyment. 

 

I plan to continue work on my crafting patch for standalone SRLE. Its a much easier task for my current skillset. I'll keep a link here for the standalone patch for those that want to use it.

 

Also, I'll leave these notes up for reference for anyone else that wants to see what they can do with SkyRe and SRLE.

 

A huge thanks to everyone who has contributed help, via patches, guidance, questions along the way. Gimpyone, Thaismule, DanielCoffey, Garfink, Fireundubh (those scripts are a godsend!)..

 

27 JUNE 2014 crafting patch:

 

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 â€“Please note this is not a guide. It is my collection of ramblings and notes as I attempt to get SkyRe integrated into my modified SRLE build. I am a Novice with modding and do not gaurantee results with these notes and shared files. Feel free to make comments/recommendations, especially if you see something I missed or see a better way of doing it. It is a work in Progress....

 

I have switched from BOSS to LOOT. LOOT can be found here. There are a few minor changes when working with LOOT. BUM is no longer necessary as rules can be added directly to your load order via "Edit Metadata". The changes I made are noted in the PREPARATION section #9. IMPORTANT: Neo's guide is based on BOSS. LOOT does alter the load order and may introduce errors that are not covered by Neo's SR Conflict Resolution file.

 

RECAP:

 

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RECOMMENDATIONS WHEN WORKING WITH THE REPROCCER

 

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PREPARATION:

 

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Create your Blocklist

 

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FINISHING INSTALLATION AND EXECUTING SUM

 

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My goals:

Near term goals (working with the reproccer and fixing item stats):

  • identify armors & weapons that need post-reproccing tweaking for: armor rating, damage rating, weight and/or material. (<-needs updated - 27 Jun)
  • fix items that don't melt-down/deconstruct properly (<- beta patch available - 27 Jun)
  • balance items to be consistent from all the various mods such as backpacks (weight and carry capacity, guard helmets, cloaks, etc...basically anything that doesn't match up)

Long term goals (for fixing errors introduced by adding SkyRe and its mechanics..most likely another thread down the road)

  • identify errors that arise from adding Skyre to SRLE such as - starting skill levels, skill level requirements & progression, verify perks working properly
  • deconflict SRLE mods that SkyRe overlaps (OBIS, BYOD, ??) distribution lists - ASIS may fix some of this possibly
Edited by ipmlj
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Posted (edited)

By the way, do you your mining presets with CCO work with CCOR? The faster mining preset doesn't work for me.

 

This is from the CCO description:

Instead of quest requirements, a new method has been added by which the player can learn to craft non-joinable faction gear. Currently this includes falmer, forsworn, and ancient nord. If you have the proper perks, then you will be able to take gear that you find to the forge and break it down to learn the construction techniques that were used to craft it. Once you've broken down enough pieces (generally 3-4 items) you will gain enough knowledge to be able to replicate those styles.

 

Have you tried doing this?

 

Found my next project: OBIS has armor items, mostly shields, that aren't in line with Skyre values. Problem: I know jack about how to resolve this other than another compatibility patch at the bottom of the load order. I wish I knew how to add things to the reproccer.

Edited by gimpyone
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Posted (edited)

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.

Edited by ipmlj
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Posted (edited)

Well, let me know if you can get the CK working. I'll take a look at the mining script in TES5edit and see what's going on as well as trying to figure out why I can't milk a cow from RND. Can you test milk a cow for me?

I've noticed that after looking different Shield values, the vanilla shields are pretty low, unless they get picked up by the reproccer. Don't understand what that's about.

Edited by gimpyone
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Posted (edited)

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.

Edited by ipmlj
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Posted

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!

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Posted

Just saw your updated post. Thank you so much. I have been exploring A Real Explorer's Guide to Skyrim (REGS). Will be back to finish Skyre setup soon. Finally, I can start playing ::D: .

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Posted
  On 4/22/2014 at 11:42 AM, thaiusmle said:

Just saw your updated post. Thank you so much. I have been exploring A Real Explorer's Guide to Skyrim (REGS). Will be back to finish Skyre setup soon. Finally, I can start playing ::D: .

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.

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Posted

Nothing much new with 2.3, just the new support for Book Covers which was already supported by gimp's patches. Nothing to get excited about.

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Posted (edited)

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.

Edited by ipmlj
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Posted (edited)

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.

Edited by ipmlj
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Posted (edited)

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.

Edited by ipmlj
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