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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:

 

 

SRLE build updated to Neo's guide as of 27 JUN. I have not yet tested any of the SkyRe patches listed below. However, I have finished and tested the Crafting Patch on SRLE and feel confident enough to share it. I still consider it a beta. There are features I want to add that will take more time. You can find it uploaded in my github..."SR Crafting Patch v##.esp".

 

I highly recommend adding Kryptopyr's Smithing Perks Overhaul_Remade and Updated to a SRLE build (without SkyRe installed). It enhances the crafting menus from Kryptopyr's other mods included in SRLE (WAF, CCF, CCOR) and reworks the smithing skill tree to one that makes sense..(SPO Remade has a few different versions of the skill tree that you can choose from. I prefer the New Skill Tree #2). Perk requirements and faction quest requirements should still work with the new recipes...SPO Remade and Updated is NOT required for this patch.

 

You must have these mods installed for the patch to work. It sorts properly with LOOT. If using BOSS, it goes AFTER these masters:

 

Masters for SRLE Crafting Patch_v09.esp: 
00  Skyrim.esm01  Update.esm02  Unofficial Skyrim Patch.esp  [Version 2.0.4a]03  Dawnguard.esm04  HearthFires.esm05  Dragonborn.esm06  Falskaar.esm07  Wyrmstooth.esp  [Version 1.11]08  Clothing & Clutter Fixes.esp09  Complete Crafting Overhaul_Remade.esp0A  Skyrim Immersive Creatures.esp  [Version v6.5.2]0B  Cloaks - Dawnguard.esp0C  SkyrimCoinReplacerRedux.esp0D  OBIS.esp0E  OBISDB.esp0F  Skyrim Immersive Creatures - DLC2.esp  [Version v6.5.2]10  WetandCold.esp11  WetandCold - Ashes.esp12  WetandCold - Holidays.esp13  aMidianBorn_ContentAddon.esp14  Hothtrooper44_ArmorCompilation.esp15  Cloaks.esp16  Chesko_Frostfall.esp17  1nivWICCloaksCRAFT.esp  [Version 2.3]
 
The masters list above is based on a LOOT load order. If using BOSS, create a BUM rule to load SRLE Crafting Patch_v##.esp AFTER aMidianBorn_ContentAddon.esp. Also you may want to sort masters on SRLE Crafting Patch_v##.esp in TES5 to match your BOSS load order.
 
NOTE: If any of these mods in the required master list (above) get updated/merged, the SR Crafting Patch may need updated IF EDID's change or it introduces new items not covered by the patch. When SIC v7 is released,...it will likely need updated.
 
2nd NOTE: You can change some features of this patch in TES5Edit. However, altering fields that require item EDID's/FORM ID's without esm-ify-ing the masters and loading it in the CK to edit it may break it. (Not a big deal really, just reinstall a fresh copy from github).

 

Why did I make this patch?:

The current reproccer is spotty with creating meltdown recipes. Many items that do not have breakdown recipes in SRLE, will continue to have them missing after using the reproccer. Thus I made the patch for SRLE standalone. I have not tested the reproccer with this patch installed and therefore cannot guarantee the result. (I will be testing soon with SkyRe installed).

 

What does it do?:

  • Adds many breakdown recipes for items (Armor and Weapons) that did not have one (roughly 900 items..if counting alternate recipes 1,100)
  • Extends CCO learning to items that did not have it
  • Cleans up a few items in the Smelter menu and Tanning Rack menu.
  • Moves all leather and cloth deconstruction off the Skyrim Tanning rack to Frostfall's virtual/survival tanning rack. To Access it, make sure you set hotkeys in the MCM menu for Frostfall.
  • Adjusts a handful of creation recipes to be consistent with the new breakdown recipes (to maintain a 'loss of material' aspect when deconstructing an item)
  • Adds some alternative breakdown recipes for items such as jewelry, and 'Winter Is Coming' hooded helms, to give a choice on which components to recover...i.e. ingot or gems, hood or helmet...
  • Modifies condition checks on 1-Handed weapons so that duel weilding characters will not Smelt their "equipped" weapons. (Only for items that needed a breakdown recipe. I have not checked items with already existing/working breakdown recipes yet.)
  • Slightly alters a few item creation recipes to allow for recovery of dragonbone and dragonscale items.

What it does not do?

  • Does not extend CCO functionality such as "equipped" condition checks to items from mods missing them. (<-Something I would like to check & add in the future.) ONLY the items I added BreakDown recipes for have this feature. Items from Kryptopyr's mods will already have it with the exception of the "duel-weilding" part.
  • Does not allow the breakdown of Daedric items based on lore.

Things to do list:

  • Check existing breakdown recipes to add any missing CCOR features/functionality.
  • Add/modify "equipped" checks for ALL 1-Handed weapons to be more duel-weild friendly.
  • ADD SkyRe back to my build and Update these notes. (will do some of this over the weekend)

 

 

 

 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:

 

 

1. To integrate SkyRe with SRLE we need T3nd0’s ReProccer.

 The ReProccer balances stats, perks, and other things that I don’t fully comprehend but is designed to make mods like Armor/Weapon mods more compatible with SkyRe. It’s not a 100% fix as not all mods are created equal and have not been designed with SkyRe or the ReProccer in mind. This collection of notes focuses primarily on making the SRLE Armory mods + crafting changes work with SkyRe. Gimpyone has been steadily at work making compatability patches for mods such as BYOD and OBIS for his build and sharing them. Please note he is working with a slightly different setup than I am. He is building from S.T.E.P extended + SRLE + SkyRe. I am building from SRLE + SkyRe.

 

>>> What it can do:

 

- Categorize weapon types, based on names (a "Katana" in mod XY will be recognized by SkyRe after running the patcher)
- Categorize weapon types, based on an "override" list (force weapons into categories, in case the name check fails)
- Adjust weapon stats to SkyRe levels - or to anything one wishes, due to configuration. Based on material and type.
- Rename any vanilla-like sword to "Broadsword"
- Assign any bow to either the "shortbow" or "longbow" category, depending on material or name, and rename it accordingly
- Create SkyRe crossbow variants off of any mod-added crossbow. So, if a mod adds a Dragonbone Crossbow, the ReProccer can create Recurve, Silenced.... versions that work with the perks. This includes crafting, tempering and meltdown recipes.
- Create "Refined Silver" variants of any silver weapon. This includes crafting, tempering and meltdown recipes.
- Adjust gravity influence, speed and damage of ammunition and projectiles, based on type and material
- Create ammo variants used in SkyRe (explosive, timebomb, lightsource...) off of any ammo
- Adjust armor stats to SkyRe levels. Again, slot multipliers and material influence are fully modifyable
- Assign shields to the categories "light" and "heavy", depending on material, and rename them accordingly
- Set new cap for maximum armor protection
- Set new value for "protection gained per armor"
- Let mod-added armor work with "Masquerade"
- Force vanilla armor material keywords upon mod-added armor
- Add crafting requirements to any leather material armor
- Add meltdown recipes to any armor/weapon
- Add material perk requirements to any tempering recipe
- Make all ingredient effects work over time, based on effect name. Highly customizable.
- Optionally force minimum/maximum values on the patched ingredients, to prevent ingredients from becoming worthless or too expensive

 

 

 

 

2. I am testing and tweaking with a modified SRLE build. SRLE is also a work in progress as Neo tests and makes changes. My lists below may/may not contain mods from the most recent SRLE guide. These changes are for my preferences and tastes. All other mods as of 27 JUN guide are installed so this list is not inclusive of changes thereafter.

           

      Not installed in my current build:

  • Face to Face Conversation
  • UNP Blessed Body Redux Project

 

  What I have added to my build:

 

     Ready made patches for SkyRe

  • Bring Out Your Dead - Skyre.esp
  • Falskaar Skyre Alternate Start Patch.esp
  • ICH Skyre Compatibility Patch.esp
  • OBIS Skyre Enemy Scaling Patch.esp
  • Post ReProccer fixes OBIS Patch.esp
  • *The "Skyre Consistent Older People.esp" is a file gimpyone is using for his S.T.E.P. extended + SRLE + Skyre version. For my build, I am not using this file.*

 

3. The Unofficial Skyrim Redone Patch is obsolete and no longer necessary when installing Unofficial Skyrim Redone Patch Update v2.1 from Xathra's nexus page. Also, my custom stats.xml on the github page has not been updated for v2.3.1. If you are using the standard Xathra stats.xml, this will not be an issue. If using my tweaked xxSSTHxx version, I do not know what effect it will have on your build because I have not examined the weapon entries to carry over any fixes.

 

Several modders have been making patches for the ReProccer and SkyRe some old, some new. Qotsafans and Balbor & Soulsteels files are not recommended as many of the changes in them are included in Xathra's WAFR IA7 series of patches. To keep things simple here are the needed patches:

 

· Skyrim Redone - Complete Crafting Overhaul Remade Patch by Gruffys [is getting long in the tooth but referenced as a master by Xathra's patches-- i.e..has not been updated for the new version(s) of CCOR. Raulfin may be including/updating this after the next round of Xathra updates v 2.4 are released]

*CCOR SkyRe Patch

 

Xathra has not updated his patches for IA7.1 - this is patched by the Pre and Post ReProccer Patch Update in the UPDATES section. The only files to be replaced are the Pre*.esp, Post*.esp, and stats.xml.

 

2nd Note: Additionally, the v2.3 patches have not been updated for WAF 5.0, Unofficial <*> Patches 2.0.4*, IA 7.1, CCOR 1.5...... v2.4 should cover most of these recent updates when it is completed.

 

· SkyRe Compatibility and ReProccer Patches by Xathra:

*Main file version 2.3 [FOMOD]  -> for the Falskaar SkyRe Faction Patch.esp and Clothing & Clutter Fixes.esp

 

   Optional file downloads needed:

*Clothing and Clutter Fixes - (this has a file-> CCF PreReProccer Patch.esp that needs to be installed)

 

   Updates file downloads needed for IA7.1:

*Pre and Post ReProccer Patch Update v2.3 [FOMOD]

   --install the:

                     a) "with aMidianSS Content Addon" in the "For IA7.1 with CCOR section"

                     b) "Custom Stats replacer" *NOTE: I have replaced this file with xxSSTHxx's v0.9 stats.xml and added the OBIS armor_materials for my build. If you use Xathra's v2.3 I highly recommend using the armor spreadsheet (see comment #3) and creating your own SRLE Post ReProccer Armor fix patch.

 

Updates file downloads needed:

*Unofficial Skyrim Redone Patch Update

 

 
Add these to the stats.xml in the armor material section or download my stats.xml from github:
 *Use this format-
<armor_material>
<iArmor>xx</iArmor>
<sMaterialName>zzzzzz zzzz</sMaterialName>
</armor_material>
 
For OBIS:
Blueskull 14
Bandit Blindeye 18
Heavy Bandit Blindeye 22
Bandit Blue Skull 18
Heavy Bandit Blue Skull 22
Bandit Butcher 18
Heavy Bandit Butcher 22
Bandit Digger 18
Heavy Bandit Digger 22
Bandit Dusk Dealer 18
Heavy Bandit Dusk Dealer 22
Bandit Iron Blood 18
Heavy Bandit Iron Blood 22
Bandit Lightning Wolf 18
Heavy Bandit Lightning Wolf 22
Bandit Unloyal 18
Heavy Bandit Unloyal 22
Bandit Vermin 18
Heavy Bandit Vermin 22
Bandit Women 18
Heavy Bandit Women 22
 
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

 

RECOMMENDATIONS WHEN WORKING WITH THE REPROCCER

 

 

While experimenting with all of this..I found a few things that made my task a little easier when testing changes with the reproccer.jar via SUM (installed through MO)

1. After creating your SR Conflict Resolution.esp:  Create a new mod <Conflict Resolution> and cut/paste your SR Conflict Resolution.esp from the overwrite folder. (Keep in mind that if you make any major changes to your build that remove mods from Neo's guide you may have to rebuild your conflict resolution.esp)

2. Leave everything else in the overwrite folder until you are satisfied with your reproccing changes. If for some reason you need to re-run SUM, I would delete everything inside the MO overwrite folder and begin with step #3 (Run FNIS) in the FINISHING INSTALLATION AND EXECUTING SUM section below.

 

 

PREPARATION:

 

 

1. Deactive or uninstall CCO’s Frostfall patch

 

2. Install Skyrim Redone and ready made patches for (BCS, SIC, AOS)

Note: I installed Skyrim Redone just before Book Covers Skyrim (install priority 75 / left hand pane in MO) because it is the first mod that requires a patch for SkyRe. In order for the mineorescript.psc from CCOR to function properly, Skyrim Redone should have a lower priority number than Complete Crafting Overhaul Remade (CCOR). I currently have Skyrim Redone at priority 75 and CCOR at 255. This allows proper functioning of the mining speed & quantity menu in the MCM for CCO. NOTE: When v2.4 of Xathra's patches are released, custom scripts will be included to merge compatibility of SkyRe, CCOR, and USKP and should alleviate this problem.

 

3. Install Gruffy’s CCO Remade patch:

a. Main file – CCOR_SkyRe_Patch.esp

b. Optionals –

i. CCOR_aMidianBorn_Patch.esp

ii. CCOR_Frostfall_Patch.esp

iii. CCOR_IA7_Patch.esp

iv. CCOR_SkyRe_Races_Patch.esp

 

4. Install Xathra’s ReProccer Patches SkyRe v2.3 [FOMOD install]

a. Falskaar SkyRe Faction Patch.esp

b. Clothing and Clutter Fixes.esp

c. after installation remove the following folders if you see them:

   *..SkyProc Patchers

   *..SkyRe ReProccer Comp Readmes

 

5. Install Xathra's Pre and Post ReProccer Patch Update v2.3.1 [FOMOD install]

                   a. with aMidianSS Content Addon - For IA7.1 with CCOR

                   b. Custom Stats replacer (if you want the custom stats xml)

 

6. Install Xathra’s Clothing and Clutter Fix for CCF 1.3. (This is the file from the Optional section.)

 

7. Install Xathra's Unofficial Skyrim Redone Patch Update v2.1. (This is the file from the Updates section.)

 

8. Install Gimpyone's patches.

 

9. Launch LOOT from MO and "Edit Metadata" to create rules:

 

This section is in a high state of flux as I learn how to use LOOT. Check back regularly for corrections as I discover issues.

 

Note: After loading my newly updated SR Conflict Resolution.esp in TES5 edit, I realized it was not necessary to load it after the Pre ReProccer WAFR IA7 aMidianSS Content Addon Patch.esp. Neo's BUM rule (for BOSS) user's ...SR Conflict Resolution.esp TOP Bashed Patch...is fine. For LOOT users: no metadata edit is necessary...in my build it sorts at priority 152 which is just after Alternate Start - Live Another Life.esp

 

a. RelightingSkyrim.esp  [Priority -1990000]
b. SkyFalls + SkyMills + DG + DB + FS + WT.esp (load AFTER SkyFalls + SkyMills Total edition.esp)
c. SkyFalls DB + FS Small Waterfalls.esp (load AFTER SkyFalls + SkyMills + DG + DB + FS + WT.esp)
d. OBIS Skyre Enemy Scaling Patch.esp (load AFTER SkyRe_EnemyScaling_Fix.esp)
e. AHZmoreHUD.esp (load AFTER iHUD.esp)
f. ICH Skyre Compatibility Patch.esp [Priority 1995000]

g. All Post ReProccer files or Gimpyone's files from github should be checked/verified they load AFTER whatever mods they affect....Post ReProccer stuff AFTER ReProccer.esp, BYOD-Skyre Patch AFTER BYOD.esp, etc.. LOOT does a pretty decent job of placing these but not always.

 

10. Install T3nd0’s Reproccer

a. After installation delete the following files/folders

i. ReProccer folder

ii. SkyProcDebug folder

iii. ReProccer_*.txt

 

 

Create your Blocklist

 

 

NOTE: Because of the virtual file system in MO, I recommend disabling all post reproccer.esp files (everything below reproccer.esp - as sorted by BOSS & BUM rules) before running SUM. The blocklist is supposed to do this however, I am uncertain that when executing SUM in MO that the T3nd0's Reproccer.jar is reading the correct blocklist.txt

 

11. In Mod Organizer, select T3nd0’s Reproccer mod folder and open in explorer

a. Navigate to SkyProc Patchers>T3nd0_ReProccer>Files>blocklist.txt

b. Edit blocklist.txt - add the following files on its own separate line

i. BCS - SkyRe Patch EN.esp

ii. BCS - CCOR Patch.esp

iii. Post ReProccer Fixes CCOR IA7 aMidianSS Content Addon Patch.esp

iv. ICH Skyre Compatibility Patch.esp

v. Post ReProccer Fixes OBIS Patch.esp

c. Save blocklist.txt and exit explorer

<EXAMPLE Blocklist.txt link>

 

 

FINISHING INSTALLATION AND EXECUTING SUM

 

 

1. Run LOOT from MO <EXAMPLE LOOT loadorder link>

2. Build SR conflict resolution.esp - if necessary as per Neovalen’s guide – skip any fixes for mods not installed/applicable to your build ->read them carefully to ensure they don't apply before skipping-

3. Run FNIS from MO

4. Disable/Deactivate all post reproccer esp(s)

5. Run Wrye Bash: Build initial Bashed Patch (I did not merge anything here)

6. Run LOOT from MO

7. Run SUM - uncheck the "Run BOSS" box under patcher options if you are using LOOT. (I do not create a merged skyproc file so the output.esp(s) can be manually sorted if necessary with Metadata rules)

8. Activate ReProccer.esp

9. Run TES5Edit: sort masters on ReProccer.esp

10. Activate all post reproccer esp(s)

11. Run LOOT from MO

12. Verify all post reproccer esp(s) are sorted AFTER ReProccer.esp

13. Run Wrye Bash: Rebuild your Bashed Patch (merge whatever you want here)

13a. (Only for working with the CK not required for a play through installation) - Redate plugins via LOOT

14. Launch game / test changes

 

 

 

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

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: 

00  Skyrim.esm01  Update.esm02  Unofficial Skyrim Patch.esp  [Version 2.0.4a]03  Dawnguard.esm04  HearthFires.esm05  Dragonborn.esm06  Falskaar.esm07  Wyrmstooth.esp  [Version 1.10]08  Clothing & Clutter Fixes.esp09  Complete Crafting Overhaul_Remade.esp0A  Skyrim Immersive Creatures.esp  [Version v6.5.2]0B  SkyrimCoinReplacerRedux.esp0C  OBIS.esp0D  OBISDB.esp0E  Skyrim Immersive Creatures - DLC2.esp  [Version v6.5.2]0F  Cloaks - Dawnguard.esp10  WetandCold.esp11  WetandCold - Ashes.esp12  WetandCold - Holidays.esp13  aMidianBorn_ContentAddon.esp14  Hothtrooper44_ArmorCompilation.esp15  Cloaks.esp16  Chesko_Frostfall.esp17  1nivWICCloaksCRAFT.esp  [Version 2.3]

 
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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