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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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133 answers to this question

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Posted
  On 5/23/2014 at 10:25 PM, Neovalen said:

I think I read about a decap ctd being fixed in one of the mod updates recently. I think it was race menu.

Awesome, thanks Neo. I haven't updated things for a few weeks now so hopefully this weekend I can get caught up and patch whatever is new.

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Posted (edited)

Ok, well its definately related to the decapitation kill move. Had it happen a second time after it triggered.

 

Edit: Dang Neo, you were on it like white on rice. I installed race menu 2.7.2 and the save game loads just fine. Thanks!

Edited by ipmlj
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Posted

Lots and lots of updated files for SRLE since 19 April. (26 for me.. and I'll be switching out Extensible Follower Framework for Amazing Follower Tweaks. I've use AFT before and it does have its quirks but I like some of its features compared to EFF).

 

For Skyre Compatibility patches: Raulfin has been hard at work keeping Xathra's files updated. The new v2.3.1 looks like it removes the need for the Unofficial Skyrim Redone Patch but I need to look into it more to be sure. Book Covers Skyrim has a new version and compatibility patch. Gruffy is still MIA due to his video card.. for the CCOR patch.

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Posted (edited)

During today's update I got a chance to do some more reading on the Nexus. I'm tempted to add Kyrptopyr's Smithing Perk Overhaul Remade (designed for & compliments Kryptopyr other mods CCOR and WAFR). This is going to overwrite SkyRe's smithing tree but I am hoping it alleviates some of the crafting issues to make things more consistent across the board. Will let you know how it goes and if its an utterly stupid idea or not...

 

Other than changing the SkyRe smithing fundamentals (how things are organized in light side or heavy)..I don't think this will have a negative impact on the reproccer values. Even if it does, these are easily tweaked with the help of the spreadsheet.

Edited by ipmlj
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Posted (edited)

@ipmlj

 

I am seeing an immediate problem replacing SkyRe's smithing perk tree with Kryptopyr, you will no longer be able to craft dreamcloth and break several other perks on the on other perk trees.  Possibly you will mess with a few of the other perks that are SkyRe exclusive (those in the middle, like the gold/silver ones and the dreamcloth one).  

 

I think the perks around the edge, which coincide with those from Kryptopyr's mod are fine to replace/remove.  You will need to merge the perk trees to make it work as it should with SkyRe.  

Edited by Garfink
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Posted (edited)

@Garfink

 

Ugh, if it were a snake it would of bit me. Yep, no silver smithing, jewelry, dreamcloth items show up at the tanning-rack/forge.

 

SPO is just changing the skill tree but the main reason I thought it might fix things is by overwriting Skyre keywords with SPOR, CCOR, WAFR which should make things more consistent. Even if the missing perks were added to the SPOR smithing tree, I wouldn't know how to fix/inject the keywords for the crafting menu...sigh.

 

Edit: Maybe I can figure it out looking at Kryptopyr's work. If I can get them merged and working, perhaps Kryptopyr would be ok with a SPO Skyre patch. The WAFR page has a link to a tutorial on how to use the WAFR keywords..

 

Gah, why do I get the feeling I'm going to make a mod.

Edited by ipmlj
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Posted (edited)

You can have a look at this mod for inspiration:

 

https://www.nexusmods.com/skyrim/mods/43967/?

 

It merged the Enchanting Awaken Tree with the SkyRe Enchanting Tree successfully!

 

If it makes you feel any better, I for one would use and endorse your mod.  I too don't like the inconsistencies with the SkyRe tree and WAFR and the rest.

Edited by Garfink
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Posted (edited)

You know, I remember looking at Smithing Perks Overhaul awhile back. At first glance I thought it looked too simplistic and didn't understand why it was split up the way it is. Now however, I completely agree with how Kryptopyr organized it. Wish my reading comprehension was a bit better. I read this months ago but just didn't see the benefit:

 

The light/heavy division of the vanilla perk tree never really worked for me. Weapons don't follow the light/heavy divide, and if playing a lightly armored character, I felt I was missing out on the ability to craft some of the higher-end weapons in the game without investing an inordinate number of perks into the smithing tree.

Also, the vanilla game sort of mucks up the division anyway, so it isn't even consistent. For example, why is Steel Plate armor on the "light" side of the tree? And Dragonborn manages to create even greater confusion with Chitin Heavy armor on the light side, Stalhrim Light armor on the heavy side, and Nordic armor on the light side. This sort of flip-flopping just doesn't sit very well with me.

The second major problem with the way the vanilla smithing perks work is that they tend to create imbalances among different grades of equipment. So lower-leveled weapons and armor will often be better than higher-leveled items until you take additional perks and can further improve the higher-leveled items.

To address these issues I've done away with the light/heavy divide in the perks and instead divided the perk tree between Crafting and Improving. Crafting perks allow you to create new types of weapons and armors, but they won't alter the amount to which you can improve those items. Improvement perks apply to all items and will gradually scale your ability to improve items with each additional perk. This also eliminates the guess-work involved in trying to figure out which perks allow you to temper your unique items and artifacts...now they'll simply use the same scaled perks as every other item.

 

OK, so guess I am going to try patching SkyRe to SPO. Checklist #1: Pick up can of wife repellant at hardware store. #2: Apply repellant liberally. #3: Disappear to man cave for several months....

 

Seriously though, I think the first step is getting SRLE sync'd with SPO and tackling any problems/inconsistencies there to get a baseline mod working. I'm hoping the next installment of SIC will be out sooner rather than later as I hate backtracking on stuff.

Edited by ipmlj
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Posted (edited)

On the plus side, xxSSTHxx has uploaded a new version of his stats.xml (dated 3 May..which "may" already be included as the custom stats replacer in Xathra/Raulfin's v2.3.1). I haven't opened it yet to look inside but my guess is the only thing that may need to be added are the OBIS and armor tweaks in comment #1. I say "may" because they were not using xxSSTHxx's latest version but a much older version in the earlier Xathra patches.

 

I will be spending some time looking at SRLE and SPO for awhile. So for the time being, I won't be working the SkyRe part as much. As things are right now, (minus SPO), everything works...just expect the armor/weapon/misc crafting stuff to be inconsistent and possibly unbalanced in some ways. If it bothers you as much as me, keep checking back to see how things are going with SPO.

Edited by ipmlj
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Posted (edited)

Yes, if you are using Xathra's main file "Reproccer Patches SkyRe v2.3".

 

You will need both of the Updates files: "Unofficial Skyrim Redone Patch Update 2.1" & "Pre and Post ReProccer Patch Update v2.3.1" (make sure you look at the included readme files to see what juggling you have to do)

 

Also, the Optional file: "Custom XML" if you want the xxSSTHxx version; I haven't looked inside the new stats.xml - so you may have to add the OBIS shield tweaks from comment #1.

 

With Raulfin's USRPU 2.1, the Unofficial Skyrim Redone Patch by ExImIeR is no longer needed

Edited by ipmlj
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Posted (edited)

From your first post

I installed Skyrim Redone just before Book Covers Skyrim.

 

Is it necessary for the main SkyRe mod? How about all the patches?

 

For example

SkyRe

SkyRe patches

Book Covers of Skyrim

Edited by thaiusmle
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Posted (edited)
  On 5/27/2014 at 2:13 AM, thaiusmle said:

From your first post

I installed Skyrim Redone just before Book Covers Skyrim.

 

Is it necessary for the main SkyRe mod? How about all the patches?

 

For example

SkyRe

SkyRe patches

Book Covers of Skyrim

As far as installation order (left hand pane of Mod Organizer):  I just placed it before Book Covers Skyrim since BCS is the first mod that needs a SkyRe patch. I gues it kinda makes sense if you are using LOOT or BOSS for that matter, because you don't want any "skyre" patches getting sorted before SkyRe_Main.esp.

 

As long as CCOR is installed somewhere after SkyRe, the mineorescript from CCOR will work properly.

 

LOOT is pretty smart with the SkyRe patches. The only ones I set priorities for are: BCS - SkyRe Patch EN.esp [Priority 1994070] & ICH Skyre Compatibility Patch.esp [Priority 1995000]...these were just intial guesstimates. I can't remember exactly why I placed the BCS - SkyRe Patch EN.esp at that priority..its probably safe to let LOOT place it without any issues. If you do, just open it up in TES5Edit and see if there are any conflicts or stuff getting over-written.

 

Sorry for the late reply...I'm back into TES5Edit/Wrye Bash trying to work on crafting issues and exploring Smithing Perks Overhaul.

Edited by ipmlj
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Posted

Hi ipmlj,

 

I have a few questions if you don't mind.

 

1) I saw your LOOT Meta data from your first post. Is there any update on it? Is that all the Meta data edit for your SRLE + SkyRe setup? I am interested in switching to LOOT.

2) You added your tweaks and error fixes to Stats.xml. Can you tell me the reasons that you change them, so I can learn?

 
Thank you very much.
 
From your first post
My own tweaks:
 
 *add-
Ancient Nord 20
 
 *change-
Daedric Lord 55
Heavy Daedric 53
Dragon Knight Heavy 52
Dragonbone Ebonsteel 52
Daedric 51
Dragon Knight Light 50
Dragonhide Heavy 50
Heavy Dragonplate 50
Light Daedric 49
Heavy Daedric Buckler 49
Dragonscale Ebonsteel 47
Heavy Dragonscale 47
Light Dragonplate 46
Dragonhide Light 46
Dragonscale 45
Light Daedric Buckler 45
Heavy Dragonplate Buckler 44
Light Dragonscale 43
Light Dragonplate Buckler 42
Light Dragonscale Buckler 39
 
 *to fix an error change these-
Fortified Light Shield of Solitude 39
Fortified Shield of Solitude 38
Superior Light Shield of Solitude 37
Superior Shield of Solitude 36
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