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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

Hey thais, you bet! I learn as much from everyone's questions as I do tinkering with TES5Edit.

 

No major update on meta data or priority as of yet. I just haven't been able to look through it all in a thorough manner. I can say that after having completely rebuilt my SR conflict resolution file with this last build update, I saw very little difference/improvement with a LOOT sort order. There were only like 3 or 4 edits in the worldspace section that I no longer needed to make as per Neo's guide. The Big question is: what did it change that now needs conflict resolution edits. That part is a bit beyond me at this point. I learn something new each time I rebuild or change my Conflict Resolution patch but many things Neo finds and adds are still a mystery to me (in other words..how he finds them and determines they need a CR edit/fix). For that part I completely rely on his guide. It is also the reason I try to keep my mod list as close as possible to SRLE.

 

I can tell you there are fixes that do need to be made when it comes to adding SkyRe to SRLE whether you use LOOT or BOSS. I have been focusing on the crafting portion for the last few months and I have seen things like perks and Names that need to be manually added/or changed in your Conflict Resolution patch. Eventually, I hope to provide a guide similar to Neo's for the SkyRe portion. Unfortunately, that is a ways off at the moment. Once I get a good handle on the crafting issues in SRLE itself, fixing them to be as consistent across all the mods with the features that are intended, I can move on to integrating SkyRe to that mix. Because SkyRe touches so many aspects in game, a simple change like adding Smithing Perks Overhaul can have a major impact on SkyRe and its core features...disabling many perks and bonuses, crafting selection, etc..

 

The changes in -"my tweaks"- were just things I changed according to tastes. I like the version where Daedric items are the best in class (xxSSTHxx version). Mainly because they require Daedra hearts to craft which makes sense to me. I also didn't like how the endgame items layed out in either stats.xml version. For example, if Daedric Lord is the "best" in class of the heavy armors, it should have the highest modifier. (I don't believe the player can craft Daedric Lord items but NPC's that have it in their outfit should have the improved armor for realism and challenge). That list can be a bit confusing though because its not just armor, these apply to shields as well and how the reproccer applies the names to them. So "Heavy Daedric" is a variable applied to heavy daedric shields. But "Dragon Knight Heavy" is applied to the armor pieces prefixed with that name.

 

In an attempt to keep things consistent I looked at the patterns for values (i.e. where noted by remarks in the stats.xml for particular mods). This primarily concerns the shields and bucklers. I felt bucklers, due to their lighter weight and size, should not have equal or possibly superior Armor ratings to the full sized Heavy versions. Being that shields are named Heavy or Light in most cases by the reproccer.. and there is no "Medium"... I reasoned shields without a "heavy or light" tag in their name would get the same modifier as a "Daedric Breastplate" and would not upset the pattern for Heavy Daedric Shields, Heavy Daedric Bucklers, Light Daedric Shields, Light Daedric Buckler. So things would make sense.

 

I mean, if I picked up a "Daedric Shield" while carrying a "Heavy Dadedric Shield" and the Armor rating on the "Daedric Shield" was better than the "Heavy Daedric Shield" it would be one of those things that would stand out to me and upset my immersion.

 

Regarding the "xxxx" shields of Solitude.. when I looked up the various shields in UESP wiki, the fortified versions had greater values than the superior versions so I reversed them in stats.xml to match the wiki.

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Posted (edited)

A quick status update:

 

A few more mods got updated since 24 May.

UDGP 2.0.4

UHFP 2.0.4

UDBP 2.0.4

BSC 2.9

Alternate Start - Live Another Life 2.4.0

 

Also, fireundubh wrote a script to make exporting esm/esp data from TES5Edit. This is going to speed up the crafting fixes immeasureably. I'm in the process of building the new worksheets. Its a bit early to say when the patch will be available but I can say it will be much much sooner with this tool. (Guesstimate: 2 weeks maybe less) This patch should fix as many inconsistencies I can find in all types of recipes, faction learning added to items from mods not made by Kryptopyr, and ...finally some fixes to Weapons.

 

This initial patch will be for SRLE itself. Before I integrate SkyRe with these fixes, I want to see what I can do with Smithing Perks Overhaul..possibly adding it as a replacement to the SkyRe smithing tree and perks. It will be new territory for me but I'm pretty excited at giving it a shot.

 

Edit: Keep your eyes on Neo's guide and thread. Some of these new versions are fixing problems that Neo was having to manually fix in the Conflict Resolution guide. Can't complain about that..less SR conflict resolution editing on the way!

 

Edit 2: Ok, some more SRLE mod files have been updated. Cutting Room Floor, Wet and Cold, Wet and Cold - Ashes, Wet and Cold - Holidays. I went ahead and re-patch my build with these changes. Normally I would just wait a few weeks before doing this but since the Unofficial Patches can impact alot of other mods, I decided to go ahead and add these in. Unless there's another mod update (mainly Arthmoor's) I'm going to leave things be until end of June.

Edited by ipmlj
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Posted

Hi Thais,

 

I don't remember.

 

I looked in TES5Edit under my SkyRe profile and I do not see a reason why I gave them that priority in LOOT.

 

I'm not very good/thorough at managing the profiles in MO. My current installation is for SRLE + SPO. When I updated from 22 April to 31 May I did not redo my SkyRe profile to include the updated stuff (...I did not transfer the overwrite data to a mod folder so when switching profiles the right overwrite data gets loaded for the appropriate profile...) so not everything is currently in there to see for certain.

 

Both files have only a handful of BOOK changes and I honestly don't see a reason why I set their priority in LOOT. So its probably safe to say there is no need to set their priority. If you have all your mods & patches installed, including your reproccer files.., just open up TES5Edit and take a peek at those two files to see if there are any conflicts.

 

When I get done with this crafting stuff, I'll be loading everything back up in a SkyRe build.

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Posted (edited)

Yay, my newly refurbished video card is back from EVGA. Thank god too, because my backup/old card is acting funny...nvidia changed something with their drivers last year and my old gtx570 does not get along with the newer drivers.

 

If you want to see what I've been up to, there's a new github repository where all the compiled data sheets will go once I have them finished. These data sheets are for SRLE only...no SkyRe data is included in them. The script fireundubh wrote is a Godsend. In the ARMO data sheet alone there are 9,429 ARMO records from the all the SRLE mods. It would have taken me months to build that spreadsheet.

 

The second sheet - SRLE_ARMO_FactionLearning.xlsx - is an example of what it is allowing me to do. By filtering the main ARMO sheet, I can grab all the items from SRLE and compare them to see what needs patched.

 

new repository link

Edited by ipmlj
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Posted
  On 6/3/2014 at 10:49 PM, ipmlj said:

Yay, my newly refurbished video card is back from EVGA. Thank god too, because my backup/old card is acting funny...nvidia changed something with their drivers last year and my old gtx570 does not get along with the newer drivers.

 

If you want to see what I've been up to, there's a new github repository where all the compiled data sheets will go once I have them finished. These data sheets are for SRLE only...no SkyRe data is included in them. The script fireundubh wrote is a Godsend. In the ARMO data sheet alone there are 9,429 ARMO records from the all the SRLE mods. It would have taken me months to build that spreadsheet.

 

The second sheet - SRLE_ARMO_FactionLearning.xlsx - is an example of what it is allowing me to do. By filtering the main ARMO sheet, I can grab all the items from SRLE and compare them to see what needs patched.

 

new repository link

Just so you know I've had a few friends whose 400 and some 500 series cards have been severely screwed up by anything past Nvidia 313-317 so if you are using one of said cards and it's acting funny I would do a clean removal of the driver and install an older one.

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Posted (edited)

Regarding those two Book Covers Skyrim patches, my original intention under BOSS was that they would have a BUM rule of "BOTTOM Compatibility Patches". This would have placed them below both the Book Covers mod and the mod they were adding compatibility for.

 

SkyRe of course changes the perks so those edits were skill book changes to fit the new perk trees. CCOR edited the text in a couple of crafting books. That was all.

 

I hope this helps you work out their positioning.

Edited by DanielCoffey
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Posted

Yep, it started acting up after ver 314. Earlier today I tried rolling it back to 314 but the driver would still crash. I think its messed up for gaming but works ok for general display.

 

@DanielCoffey

 

Thanks this info will help me get them placed properly.

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Posted

Making progress. The spreadsheets are done and Kryptopyr gave me some help figuring out the Faction Learning functionality. I'm getting started on the patch tonight..first off is transferring faction learning to the items from SIC that need it.

 

If that goes smoothly enough, I can start working on the weapons and recipes (meltdown and similar item recipes that have different requirements... such as 4 laterns = 1 iron ingot vs. 1 lantern = 1 iron ingot, etc..)

 

Anyway, I'm really excited to be working toward a crafting patch now that the data is all in easy to filter spreadsheets.

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Posted (edited)

Its been a week since I posted so here's a status update:

 

What is Finished:

Faction Learning functionality has been added to items from SIC. "Equipped" condition checks have been added to all Learning-enabled items so they won't be consumed if worn. The smelter menu has been cleaned of errant recipes (Haralds, Ulfrics, Dumacs, Dwemer scrap metal, Brimstone & Wyrmstone). The Smelter menu will now be empty until you have items in your inventory to deconstruct.

 

I've worked through every single item in the ARMO & WEAP categories. Making notes and corrections to the spreadsheet. The script doesn't capture all the data needed so I've manually entered it. There are a few flags that show up in locations other than Record Flags which can mark the item "non-playable", flag it as enchanted, is a quest item, unique named item, or item intended for the game engine (such as traps,etc..)

 

Using these lists, I create batch files for in-game breakdown testing. I run to the smelter or tanning rack and mash the mouse button until everything that can be recycled is gone. What is left are the items that need a breakdown recipe. These lists are completed. There are roughly 900 ARMO and 250-ish 89 WEAP items that are missing breakdown recipes.

 

Stuff In progress:

I'm currently going through these remaining items, comparing them to the breakdown and creation recipes of 'like' items and making notes about what components they should break down into. In many cases (particularly jewelry) I may create multiple breakdown recipes to give the player a choice of which components they want to recover...i.e. if an amulet requires 1 gold ingot and 2 flawless rubies the player can decide to recover the 2 flawless rubies or the gold ingot. Once I've finished the notes to what the missing breakdown recipes will be, I will start making them.

 

Lastly, once the missing recipes have been added to the patch, I want to go through the already existing creation & breakdown recipes and adjust them as needed for stuff that seems out of place. For example, if an item breaks down into unusually high returns vs. its creation recipe..I want to fix it so that no more than 1/2 or 3/4 of said component(s) are recoverd. I may possibly add alternate breakdown recipes for secondary components to give us a choice on what to recover (just like the amulet example above) for rare components.

 

If I can muster the resolve, I may add the "equipped" conditions check to all the meltdown recipes that do not have them and possibly scrub all the MISC items and clutter recipes.

 

At the moment, I have not updated my build to the current SRLE guide. That being said, I am not including fixes for mods that have been removed from the guide. Namely Realistic Needs and Diseases. Touring Carriages has gone the way of the Do-do bird as well but it doesn't impact crafting.

Edited by ipmlj
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Posted (edited)

I finished my recipe notes and sought some more advice from Kryptopyr. Simply put: not everything will be consistent in the way of breakdown.... 

 

For example:

 

Necklace breakdown vs. pendant (or talismans, amulet, etc..) vary a bit due to the fact that Kryptopyr is still working out how to make them all work. The necklaces are created from a "gold/silver" necklace + gem(s) then when deconstructed they return a "base" necklace. These necklaces x 8 can be converted to ingots...which gives a loss of material (as it should be, imo); where an ingot can produce 5 necklaces... reversing the order it requires 8 necklaces to produce an ingot resulting in a slight loss of material (-3 necklaces).

 

On the other hand, pendant breakdown will result in a full ingot rather than a "base" pendant because there is no "base" pendant in-game with models/textures, etc... So at this time amulets, talismans, pendants, are crafted from full ingots + sub component(s). Kryptopyr is fully aware of this and if he has time/figures out a way, he will eventually include a fix for it. He may also incorporate a method to return both the base item and its sub-components. For now, the breakdown recipes I create in the patch for jewelry items will return a full ingot OR the most valuable sub-component through the use of a secondary breakdown recipe. This still gives a loss of material albeit a fairly high loss if there are multiple sub-components. I will be leaving the recipes for necklaces as they are, only including sub-component breakdowns.

 

Daedric items:

 

The honest answer is - I did not know the Skyrim Lore regarding these items and after finding out that Daedric items are infused with the essence of a Daedra, I completely agree with there being no breakdown recipes for these items. (Mark that up to my Skyrim Lore ignorance).

 

Dragonbone, Dragonscale, Chitin, Chitin Plate:

 

I am breaking from the convention slightly regarding items crafted from these materials. Many of these items intentionally do not return the material due to the fact that during creation, the raw material is carved, shaped, chiseled, ect... Kryptopyr only included a few recipes for the largest of items - since they would return large enough material - (like cuirass or shields). Again, I agree as I feel there should be a loss of material when deconstructing an item.

 

However, I personally prefer to return some of the primary component to the player on the other items as well, and as such I will alter a handful of creation recipes so that the return maintains the "loss" aspect. If a pair of Dragonscale boots requires 1 dragonscale, 1 ebony, 1 malachite, 2 leather strips to create...I will alter it so the new recipe is 2 dragonscale, 1 ebony, 1 malachite, 2 leatherstrips. Resulting in a breakdown of 1 Dragonscale vs. 1 Ebony Ingot.

 

Why?- there are practically no breakdown recipes that return Dragonscale / Dragonbone and most if not all, falmer items do not breakdown into anything.

 

Cloaks, Capes, leather, fur, fur plates, hide, linen, etc..

 

The variation here is more than I want to attempt messing with. The bottom line: I will create breakdown recipes for these items based on the mod they come from. Wet and Cold items will follow breakdown conventions (materials) in Wet and Cold. Winter is Coming items will follow breakdown conventions from Winter is Coming...so on an so forth...

 

So its week 3 of making a crafting patch. The hard part is done. Now that I know what ARMO & WEAP items need a recipe and how they will breakdown..I just have to add them. A few days of building recipes in the CK..a little over 1000..and I should have a beta patch up and available. I haven't touched MISC / clutter items. I may only add a few for things that really annoy me such as tankards, plates, forks/knives.

Edited by ipmlj
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Posted (edited)

Alright, I finally completed the patch. I've been testing it to fix stuff I missed or messed up. I have a few more items (12 or so) to look at tonight then I'm going to put it to the test by updating my SRLE build and seeing if it works. If its working as intended I'll put it up in the github to share. I looked at WAF 5.0 notes and am hoping EDID's didn't change. This patch doesn't pull references from WAF anyhow, so I don't think it will have an impact on the patch itself but I won't know for sure until I get WAF 5.0 installed. Any new items added by WAF will have the right recipes so its highly unlikely I'll need to make any changes to this patch. It sounds like WAF 5.0 requires some SR Conflict reso additions to bring forward keywords and names though.

 

Here are the mods required as masters:

 

Masters for SRLE Crafting Patch_v06.esp: 
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There are alot of new Breakdown recipes (a little over 1000). A handful of changes to a few existing creation recipes (15 to 20 or so) - to either clean up the smelter menu, compensate for the new breakdown recipe, or enable functionality that was disabled. The patch currently covers all ARMO & WEAP records from SRLE that did not breakdown during testing. I probably created some breakdown recipes for items that are not intended for play...a few are in this batch I need to check tonight. Some are obvious when looking at their models in game and in TES5Edit when clicking on the 'referenced by' tab. There simply is stuff in the records that are remnants of items that are in developement or are leftovers from things that didn't work out.
 
I have not gone through items that breakdown properly (in other words that I did not test working breakdown recipes or alter them in this patch) primarily to see if they have the 'equipped' conditions check functionality. That list may be pretty big, but if it isn't too overwhelming I may be able to add them to the patch in a few days.
 
Speaking of condition checks, I altered the equipped check for 1 handed weapons so that a duel weilding character will not smelt down their equipped weapons. A side effect of this: to smeltdown a 1 hand weapon the character must have 3 of them IF 1 OR 2 are equipped. So if you have 3 daggers and you want to smeltdown 2 of them, you will have to unequip that dagger(s) for it to show up at the smelter.
Edited by ipmlj
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Posted (edited)

Thank you very much for your hard work. If you can update the first page will be really appreciated.

 

I am finishing setup SRLE + REGS + MMO. More modding than playing at this point.

 

 

Looks like raulfin is rolling out new patches soon

 

 

I have a few questions about SkyRe patches.

 

- WAF was updated to 5.0 - ICH SkyRe compatibility Patch may not work any more due to missing masters.

 

- From Gimpyone's github

OBIS Skyre Enemy Scaling Patch.esp

Post ReProccer Fixes OBIS Patch.esp

Are they needed? What are their functionality?

 

- With your patch, which stats.xml do you recommend?

 

Thanks again

Edited by thaiusmle
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