Jump to content
  • 0

SRLE + SkyRe: working with the Reproccer WIP


Question

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:

 

  Reveal hidden contents

 

 

 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:

 

  Reveal hidden contents

 

RECOMMENDATIONS WHEN WORKING WITH THE REPROCCER

 

  Reveal hidden contents

 

 

PREPARATION:

 

  Reveal hidden contents

 

 

Create your Blocklist

 

  Reveal hidden contents

 

 

FINISHING INSTALLATION AND EXECUTING SUM

 

  Reveal hidden contents

 

 

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
  • +1 1

133 answers to this question

Recommended Posts

  • 0
Posted (edited)

Finished and uploaded SRLE Post ReProccer Armor fix.esp (xxSSTHxx version with OBIS tweaks).

 

Going to start again on the broken melt down armors.

Edited by ipmlj
  • +1 1
  • 0
Posted (edited)

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.

Edited by ipmlj
  • 0
Posted (edited)

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.

Edited by ipmlj
  • +1 1
  • 0
Posted (edited)

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.

Edited by ipmlj
  • 0
Posted

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.....

  • +1 1
  • 0
Posted (edited)

Hello guys I'm new to Skyrim modding so I beg your pardon if I say or demonstrate ignorance of some basic knowledge. I've tried to mod Skyrim for one full month to get the best experience in playing the game as I know that vanilla gameplay is pretty dull. I've followed SR:LE guide with success and as I've always wished to play with SkyRe I decided to follow yours, but, unfortunately, I've run into a bunch of problems. First is that I've been unable to run LOOT through MO as everytime I press Sort Plugins button it crashes, so I tried to work with BOSS. Everything went well 'til I ran Wrye Bash and it says that Bring Out Your Dead-SkyRe.esp,  Falskaa SkyRe Alternate Start Patch.esp, ICH SkyRe Compatibilty Patch.esp, OBIS Skyre Enemy Scaling Patch.esp, Post ReProccer Fixes OBIS Patch.esp and Reproccer.esp have corrupted headers. I tried to do something with them in TESVEdit but they just don't open. I tried to ignore the error but when I get to the stage where I need to sort ReProccer's masters I get the following message: Fatal: Error loading plugin list: <EOSError: System Error.  Code: 1006.

O volume de um arquivo foi alterado externamente de forma que o arquivo aberto deixou de ser válido>
[ReProccer.esp] Loading file
 
and SUM says something about "java.lang.nullpointerexception".
 
So for now I'm stuck in the installation of SkyRe and I would like very much if you could help me because I'm really tired of modding this game and this guide is the last stage for me to finally play like the way I've dreamt. Once more I ask you to forgive me if I had make some noob error but I don't have such an awesome ability with softwares as you have (and I admire you for having it) and Father Google hasn't been merciful to me.
Edited by HMRTTI
  • 0
Posted (edited)

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

Edited by ipmlj
  • 0
Posted (edited)

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?

Edited by ipmlj
  • 0
Posted

Wow, sorry for my lateness too ipmlj, and about the issue of SUM you are right, that's what was causing the trouble, so thank you very much for the answer! Unfortunately I'm working right now so I don't have enough time to test the build and redownload the Gimpyone's files. But I will do it very soon and as soon as I have my results I will post them here.

  • 0
Posted (edited)

Well, after a long time I managed to complete the build and what I have to say is that the real trick is to empty the overwrite folder in MO as you have said ipmlj. I did this and got no issue. About the corrupted file headers in Gimpyone's patches I redownloaded them and have been unable to replicate the issue so I think it's something I messed up together with the SUM thing. Besides what is more to say? I can only thank you for helping me and doing such an awesome guide for the less knowledgeable like me. As far as I've played with the build it works flawlessly (except the already mentioned bugs). Two things I want to add is that: I don't know what you really meant when you said about the initial char skill values being displayed wrongly but I didn't notice such a thing on my end, and, the display issues with the helmets I had even using the basic SRLE so I don't know if it's of use to you but I don't think it's something with the new mods installed. Thank you very much.

Edited by HMRTTI
  • 0
Posted
  On 5/20/2014 at 9:44 PM, HMRTTI said:

Well, after a long time I managed to complete the build and what I have to say is that the real trick is to empty the overwrite folder in MO as you have said ipmlj. I did this and got no issue. About the corrupted file headers in Gimpyone's patches I redownloaded them and have been unable to replicate the issue so I think it's something I messed up together with the SUM thing. Besides what is more to say? I can only thank you for helping me and doing such an awesome guide for the less knowledgeable like me. As far as I've played with the build it works flawlessly (except the already mentioned bugs). Two things I want to add is that: I don't know what you really meant when you said about the initial char skill values being displayed wrongly but I didn't notice such a thing on my end, and, the display issues with the helmets I had even using the basic SRLE so I don't know if it's of use to you but I don't think it's something with the new mods installed. Thank you very much.

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.

  • 0
Posted

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.

  • 0
Posted

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.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.