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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)

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 patch
  • Added 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 assigned

Making 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.

Edited by ipmlj
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Posted (edited)

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.

Edited by ipmlj
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Posted (edited)

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.

Edited by ipmlj
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Posted (edited)

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...)

Edited by ipmlj
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Posted (edited)

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.)

Edited by ipmlj
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Posted (edited)

The CK is a pain. Wish you luck.

 

So, I have started poking around STEP Extended 2.2.8 and building SR:LE off that. I think my plan is to:

  • Resolve Conflicts with Skyre and Consistent Older People
  • Same with Bring Out Your Dead
  • Maybe OBIS.

 

I am learning a lot about TES5edit as I go, but I am very new to this, so I'm only going to post my patches here for now. 

Edited by gimpyone
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Posted
  On 4/7/2014 at 4:20 AM, ipmlj said:

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.)

Wow, odd, Normally there is a line in the enblocal.ini under [FIX] which is : Ignorecreationkit=true or something like that making the d3d9.dll invisible to the ck. Will be less painful than moving the file over and over. 

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Posted (edited)

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.

Edited by ipmlj
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Posted

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..:(

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Posted (edited)

Okay, hot off the TES5edit presses, is my BYOD Skyre Compatibility patch: https://drive.google.com/file/d/0B0948JLsnEjgMVdkcTJpUFpVWUE/edit?usp=sharing

It needs to go AFTER CCOR_Skyre_Races_Patch.esp. Provided as is and I reserve the right to tweak it without notice.

 

 

As far as I can tell, there are no conflicts between OBIS and Skyre. The mod authors state:

 

  Quote

 

FINALLY, OBIS is compatible with Skyre as I built OBIS using Skyre as a model. Also as long as you use Reproccer properly it will work in perfect harmony.

I didn't see any conflicts where OBIS didn't win out over Skyre.

 

Messaged ipmlj a copy of this:

Just wanted to let you know that I saw a faction conflict that is included in SR Conflict Resolution, namely:0001BCC0 BanditFactionSkyre conflicts with the above and another:000E0CD9 BanditAllyFactionMy limited knowledge would suggest to copy these both over to SR Conflict Resolution, and that's what I plan to do with my build. Let me know if you would like me to do something else.

 

In the meantime I noticed this as well:

0003E691 WolfFaction 

Alternate start and SR Conflict Resolution conflicts with Falskaar Skyre Faction Patch. I'm going to just copy them into Falskaar, but I feel weird about modifying someone else's work and distributing it, so feel free to make the change yourself.

Edited by gimpyone
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Posted
  On 4/8/2014 at 1:33 AM, ipmlj said:

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..:(

 

  On 4/8/2014 at 4:53 AM, gimpyone said:

Yeah, I haven't figured out how to get the CK to work with MO. Maybe a more experienced member could give us advice.

You have to tick "overwrite steam appid" and add 202480 next to it on the executables, works fine for me. 

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Posted

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.

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Posted (edited)
  On 4/8/2014 at 6:48 AM, gimpyone said:

Okay, hot off the TES5edit presses, is my BYOD Skyre Compatibility patch: https://drive.google.com/file/d/0B0948JLsnEjgMVdkcTJpUFpVWUE/edit?usp=sharing

It needs to go AFTER CCOR_Skyre_Races_Patch.esp. Provided as is and I reserve the right to tweak it without notice.

 

 

As far as I can tell, there are no conflicts between OBIS and Skyre. The mod authors state:

 

I didn't see any conflicts where OBIS didn't win out over Skyre.

 

Messaged ipmlj a copy of this:

Just wanted to let you know that I saw a faction conflict that is included in SR Conflict Resolution, namely:0001BCC0 BanditFactionSkyre conflicts with the above and another:000E0CD9 BanditAllyFactionMy limited knowledge would suggest to copy these both over to SR Conflict Resolution, and that's what I plan to do with my build. Let me know if you would like me to do something else.

 

In the meantime I noticed this as well:

0003E691 WolfFaction 

Alternate start and SR Conflict Resolution conflicts with Falskaar Skyre Faction Patch. I'm going to just copy them into Falskaar, but I feel weird about modifying someone else's work and distributing it, so feel free to make the change yourself.

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.

Edited by ipmlj
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