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SRLE + SkyRe: working with the Reproccer WIP


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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)

Debugging notes-to-self:

Resolved:

 

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Unresolved:

 

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Edited by ipmlj
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Posted (edited)

Armor spreadsheet and calculator is done and uploaded.

 

Updated 30 APR: The new spreadsheet is more of a tool than anything. It has been redesigned and expanded so that MOD indexes can be quickly and easily changed based on a user's load order. Also, each .esp that the reproccer pulls data from is now separated/recorded on its own sheet. The formulas and lookup tables are a consolidation of stats.xml values and keywords from TES5Edit. Values for keywords are being assigned as they are identified and matched to values & materials in stats.xml.

 

This spreadsheet is based on xxSSTHxx's v0.9 stats.xml with the added armor_materials that Gimpyone created for OBIS. You can see those above in the RECAP section or check out Gimpyone's github repository.

 

Armor Calculator (both versions uploaded)

stats.xml (both versions uploaded with OBIS tweaks)

 

Running List of Post Reproccing Armor rating changes (xxSSTHxx version):

Updated 4 MAY: Fixed weights and values for some armors to be more consistant across all mods.

 

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Running List of broken melt-down items that need a fix:

Updated 6 MAY: The updated melt-down list is up. No major changes. A few items got picked up by the reproccer this go round (meaning they work now) and a few more items made it on to the list. Knock on wood, hopefully I can figure out how to fix them.

 

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Updated 28 MAR: Identified Helmets with display problems. Tested Khajiit, Nord, Argonian races.

If you want to test the helms:

  • copy this into a text file and save it (note: the first two numbers of the FORM ID may not match what you have loaded in your game; if you look at the Khajiit test below you can see the Name and esp it comes from)
  • make a copy of the text file and rename it <name of file> but remove the file extension.
  • place the newly made file into your overwrite folder
  • launch the game
  • In-game, open the cmd console and type: bat <name of file> and press enter
  • the helmets with bugs will be placed in your inventory

List of Helmets with display issues:

 

 

Edited by ipmlj
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Posted (edited)

How can I help you with this? Also, have you tried doing a copy into override conflict resolution for ICH and Skyre? The override would have to be loaded after reproccer.esp I think.

 

Edit:  Here is my compability patch: https://drive.google.com/file/d/0B0948JLsnEjgVU52QVB0cXlsQk0/edit?usp=sharing

 

In BUM, add it after any post reproccers

I wasn't able to find anything under jon's id that could be causing a conflict. Let me know what you see.

*Updated Patch to 2.0b

Edited by gimpyone
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Posted

I've done this on my last install and had it running alright. I got around the ICFH by adding my own esp at the end that has the proper data forwarded from the patch for ICFH and SkyRe (that appeared to have been overwritten by the reproccer patch).

 

If there's any difficulty you have, let me know as well. I'd be happy to help in any way I can, and am looking to get this up and running again when I reinstall on my new system!

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Posted (edited)

Hey guys, thanks for checking it out. I've been playing more than debugging stuff. The last time I played with Skyre it was 0.99.23 so I am getting used to 1.3.01. Its all a bit over my head honestly. I only started this to get my notes into some kind of organized chaos. Will definately try out the ICH patch gimpyone shared.

 

I started taking a look at what was in stats.xml trying to understand how the reproccer works. I'm no programmer so all I can make sense of is what is makes sense to me. Right now, in the stats.xml I'm using from Xathra's content addon package has 563 armor materials. I haven't even begun to look at weapons stats or weapon materials. What I haven't figured out is how those materials match up to what I can see in TES5 for materials. Why? When I find something that won't melt-down/deconstruct I want to be able to fix it if possible. There is stuff that won't break-down. The one that is most immediately noticed is "iron armor"...then alot of various Ancient Nord armor's that come in a crap ton of varieties.. i.e..worn/old/etc.

I've been collecting gear as I play that doesn't break down at the smelter or tanning rack. I made sure I took all the smithing perks and everytime I get a bag full of junk I head to the smelter/tanning rack and see what breaks down into what. Because 0.99.23 was a slightly different than 1.3.01 I'm getting used to the change as well as looking for things that might need a fix. Eventually I hope to put a conflict resolution guide together at some point.

If I was a bit more techno-saavy (right now I'm just hand jammin stuff into an excel spreadsheet when I have the time to do so) I'd figure out a way to export armor values (ratings, materials, weight, and so on) so it could be compared to post-reproccing results. This would be a heck of alot faster to find inconsistancies that either get missed by the reproccer or may have bad values such as material types before the reproccer touches it ..which can result in a weird post-reproccing value.

If you really want to dig into this, I highly recommend reading T3nd0's description page for the reproccer. In there you will find the formulas he uses to adjust everything and briefly explains how the stats.xml controls it all.

 

My progress is slower than a tortoise as I don't have many hours a day to dig into it unless its the weekend but my hope is eventually there will be enough notes here for someone like myself to get Skyre running with SRLE.

Edited by ipmlj
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Posted (edited)

Hey, Implj, you might want to take a look at the optional files here: https://www.nexusmods.com/skyrim/mods/29375/?

The spreadsheets aren't based on the new stats.xml, but it might help a bit to understand things.  Also, if you want to upload your spreadsheet to googledocs I can work on it too. I have plenty of free time.

By the way, I've noticed that after running SUM, reproccer.esp has unsorted masters in Wyre Bash, so I sort them in TES5edit. Not sure if iit helps, but it seems like the right thing to do.

Edited by gimpyone
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Posted (edited)

That would be a great help. I'll get the spreadsheet I've started on up on googledocs. Its a compilation of the stats.xml 'armor_materials' and their values. I was planning to add weapon_materials next when I get a chance. *I'm pretty sure the stats.xml I'm looking at (from the - Pre ReProccer WAFR IA7 aMidianSS Content Addon Patch CCOR) is the same one included in his main file now. I'm only borrowing the Falskaar faction patch from the main file anyway.

 

Will take a look at Qotsafan's patches too. I know Xathra says he's included them now in his WAFR IA7 series but it will definitely be good to see what has been brought over from Qotsafan's and compare the two. I don't know why some duplicate entries are in there and why some have different values. Xathra replied to my question about the duplicates:

 

There are tons of items set in the xml, that correspond to multiple versions of mods, by different authors. Placement in the xml, and names may differ slightly, order in which they come, in order to facilitate different esp's. Remember that the xml is a compilation of everything that balbor, and qotsfan have already done, along with everything that I have done.

 

Posted a link in comment #3 to the shared spreadsheet.

 

Near term goals:

  • identify armors & weapons that need post-reproccing tweaking for: armor rating, damage rating, weight and/or material.
  • fix items that don't melt-down/deconstruct properly
  • 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:

  • 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)

@ Defaulteduser and Gimpyone,

 

This weekend I'll put ICH back into my build and do as both of you suggested about placing the fix after reproccer.esp...don't know why it didn't even occur to me to try that. I couldn't find anything relating to Jon Battle-born's missing boots but for some reason removal of ICFH fixed it.

 

Also, yes once you run SUM and build your reproccer.esp I recommend sorting master's on it via TES5 Edit. (Its in my notes but they need to be cleaned up / explained better as I crammed alot of steps together.)

Edited by ipmlj
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Posted

I don't have the build anymore as I'm waiting on my new system, but I DO recall that the key to getting the ICH post patch to work is in what is visible when wearing the helm. In the ICH esp it just has head displayed, but the SUM esp has head, neck, jewellery, etc. That's where the screw up happens! Sorry I can't be exact, hopefully that makes some sense :-)

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Posted (edited)
  On 3/22/2014 at 9:01 AM, gimpyone said:

Sorry about not working on the sheet yet. My Skyrim install went splat so I spent all of today fixing it and tomorrow is my birthday, so I have to be social or something. implj, did you see the spreadsheets on the Weapon and Armors fixes nexus page?

https://www.nexusmods.com/skyrim/mods/34093/?

No problem at all. I haven't gotten motivated yet to re-add ICFH to my build. (I will though, probably tonight). Thanks for the catch about the WAF spreadsheet data. Downloading it now!

 

Edit:

Jackpot baby! It looks like everything is in his data! As well as a sheet with all the WAF/SPO material keywords. It also explains/verifies a few things I was seeing in game:

  • scaled armor <cuirass> breaking down into 'leather strips' - (I believe only 1 leather strip at that..something that should be looked into...scaled cuirass has two armor material keywords: hide and scaled which may/may not be causing a conflict?)
  • Dawnbreaker requiring the 'improve magic' perk AND 'daedric' in order to be improved (took me awhile to figure that out in game being that I'm new to many of the mods in SRLE)

There are a few things I haven't added to the thread yet. I've been holding out on it until I'm pretty sure I've collected/identified all the armors that won't break down into something but here are some of them:

  • It appears there can be different versions of like type armors - for example: iron armor <cuirass> (not iron armor-* fur types)...some iron armor will break down and some won't
    • when I started the Companions quest line and finished "Proving Honor" it became evident when looking at Eorlund Grey-mane's inventory...there were multiple skyforge items that were listed twice.. the items with duplicates can have different 'armor' / 'damage' values.
  • The 'learning' requirement seems to be working BUT
    • I've only been able to learn 'Falmer' gear ... not Falmer Heavy (this may be due to my unfamiliarity with CCOR or I haven't found the right Heavy Falmer gear yet that allows learning)
    • It is working with 'Ancient Nord'
    • I haven't collected any Forsworn gear yet for testing
  • Not sure if Ancient Nord armor is supposed to break down into materials or not. The Ancient Nord 'rags' breaks down into leather strips but all the metal stuff won't melt-down into anything. There are many varieties of this armor as well (old, worn, raddled, etc..)

Edit 2:

 

I'm also confused about why some items appear twice in the melt-down lists. For example: Iron Lantern... there is a melt down recipe for 1 Iron Lantern = 1 iron ingot  AND 4 Iron Lantern = 1 Iron Ingot. There are many similar cases for other stuff as well. I don't have a list of these put together yet.

Edited by ipmlj
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Posted (edited)

Well, I thought I would update my SRLE with all the new stuff Neo has added since 23 FEB. Dang theres alot of new mods and updated ones too, so its taking me awhile to get ICFH back up and testing.

There is one update for Immersive Armors 7.1 that I don't plan to mess with right now. Reading through Xathra's forums it looks like IA7.1 requires some tweaks to stats.xml for it to work properly. So, for now I am leaving Immersive Armors alone.

 

Edit: one person [electridoor] provided a tweaked stats.xml for IA7.1 "as-is"...when I decide to take the leap and update IA to 7.1..I'll dive into the new stats.xml:  https://pastebin.com/GsFFcEH9

 

Edit 2: CCO Remade has been updated to 1.4. Should contain some refinements to melt-down / crafting lists.

 

Edit 3: Ugh, I'll be rebuilding my SR Conflict Resolution Patch tomorrow...added some mods that affect it.

Edited by ipmlj
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