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SRLE + SkyRe: working with the Reproccer WIP


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Posted (edited)

Update - 1 JUL: This may be the last update regarding SkyRe, the reproccer and merging it with SRLE. I've learned a ton, even made my own patches which was decidely fun.

 

Here's the Bottom Line:

SkyRe is an ambitious and amazingly good mod. However, in its current (final) state 1.3.01 it is just not compatible. It will run, and run pretty darn well for the most part with SRLE thanks to the many patches by Xathra, Gruffy, Raulfin, and many other mod authors. The crafting issues are just too large for me to continue working on it. To really make things compatible, consistent, predictable and sensible, it will take someone with the knowledge and skills to modify the Reproccer. With SkyRe v2 (Perkus Maximus) in development it does not make sense to continue pursuing fixes for 1.3.01. The reproccer does not handle the many recipes in SRLE and SkyRe properly. Resulting in multiple issues such as duplicate recipes, missing perks/mod features, menu issues, etc.. to provide consistent enough gameplay that I've grown accustomed to via Kryptopyr's superb mods. For crafting geeks like myself, its 90% of the enjoyment. 

 

I plan to continue work on my crafting patch for standalone SRLE. Its a much easier task for my current skillset. I'll keep a link here for the standalone patch for those that want to use it.

 

Also, I'll leave these notes up for reference for anyone else that wants to see what they can do with SkyRe and SRLE.

 

A huge thanks to everyone who has contributed help, via patches, guidance, questions along the way. Gimpyone, Thaismule, DanielCoffey, Garfink, Fireundubh (those scripts are a godsend!)..

 

27 JUNE 2014 crafting patch:

 

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 â€“Please note this is not a guide. It is my collection of ramblings and notes as I attempt to get SkyRe integrated into my modified SRLE build. I am a Novice with modding and do not gaurantee results with these notes and shared files. Feel free to make comments/recommendations, especially if you see something I missed or see a better way of doing it. It is a work in Progress....

 

I have switched from BOSS to LOOT. LOOT can be found here. There are a few minor changes when working with LOOT. BUM is no longer necessary as rules can be added directly to your load order via "Edit Metadata". The changes I made are noted in the PREPARATION section #9. IMPORTANT: Neo's guide is based on BOSS. LOOT does alter the load order and may introduce errors that are not covered by Neo's SR Conflict Resolution file.

 

RECAP:

 

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RECOMMENDATIONS WHEN WORKING WITH THE REPROCCER

 

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PREPARATION:

 

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Create your Blocklist

 

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FINISHING INSTALLATION AND EXECUTING SUM

 

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My goals:

Near term goals (working with the reproccer and fixing item stats):

  • identify armors & weapons that need post-reproccing tweaking for: armor rating, damage rating, weight and/or material. (<-needs updated - 27 Jun)
  • fix items that don't melt-down/deconstruct properly (<- beta patch available - 27 Jun)
  • balance items to be consistent from all the various mods such as backpacks (weight and carry capacity, guard helmets, cloaks, etc...basically anything that doesn't match up)

Long term goals (for fixing errors introduced by adding SkyRe and its mechanics..most likely another thread down the road)

  • identify errors that arise from adding Skyre to SRLE such as - starting skill levels, skill level requirements & progression, verify perks working properly
  • deconflict SRLE mods that SkyRe overlaps (OBIS, BYOD, ??) distribution lists - ASIS may fix some of this possibly
Edited by ipmlj
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Posted (edited)

Thais, have you loaded up and tested Raulfin's patch?

 

I see the missing master's you mentioned in Gimpyone's version. Going to install Raulfins and see how it looks in TES5. If it is working good, I'll add the dropbox link to the front page and note it is from Raulfin.

 

Edit: Bah..MO hung on me with his FOMOD. I installed it manually in MO. Edit 2: It looks great to me from TES5 standpoint. Should be good to go.

 

Saw this tonight too when looking through all of Xathra's files: Improved Closefaced helmets with Circlets - legendary edition by emieri00

Wondering if this might fix some of the Helmet issues from comment #3. May give it a shot tomorrow and take a look if I get SkyRe turned on tonight. P.S. I'm not interested in making circlets wearable with helmets, but if it fixes the display issues it may be worth it.

Edited by ipmlj
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Posted (edited)

Ah buggar, Github is acting funny. Can't seem to download the files there.

 

Anyway, my SRLE Post ReProccer Armor Fix.esp is missing master's too as a result of the merged ich file in WAF 5.0. I'll have to see what I can do to fix it.

Edited by ipmlj
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Posted (edited)

1. Bad news: the reproccer is still making melt down recipes for items that already have them. Can see them in the constructible objects folder -- "REP_MELTDOWN_XXXX". Maybe there's an option in SUM for the Reproccer that can be toggled. 

 

2. And, the crafting patch has Conflict resolution edits that will need to be made due to Post ReProccer Fixes CCOR IA7 aMidianSS Content Addon Patch on a handful of recipes.

 

3. Good news is: I figured out how to fix the missing master's on the SRLE Post ReProccer Armor Fix in Wrye Bash. Raulfin's patch is good. I just need to add the few fixes to Armor rating and such that were in Gimpyone's ICH comp patch which I left out of the post armor fix.

 

This reproccer is a real pain in the arse.

 

Oh, and I'm not sure whats up with GitHub.. not letting me download my own files rofl. Maybe its time to check out drop box. So my apologies if you can't get the files downloaded. Will try to fix that tomorrow. Ahhhh, its late and I'm tired... So, it seems GitHub now delivers everything uploaded in a zip file..LMAO. Honestly I think I like DropBox for its simplicity. 

Edited by ipmlj
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Posted
  On 7/1/2014 at 6:37 AM, ipmlj said:

1. Bad news: the reproccer is still making melt down recipes for items that already have them. Can see them in the constructible objects folder -- "REP_MELTDOWN_XXXX". Maybe there's an option in SUM for the Reproccer that can be toggled. 

 

2. And, the crafting patch has Conflict resolution edits that will need to be made due to Post ReProccer Fixes CCOR IA7 aMidianSS Content Addon Patch on a handful of recipes.

 

3. Good news is: I figured out how to fix the missing master's on the SRLE Post ReProccer Armor Fix in Wrye Bash. Raulfin's patch is good. I just need to add the few fixes to Armor rating and such that were in Gimpyone's ICH comp patch which I left out of the post armor fix.

 

This reproccer is a real pain in the arse.

 

Oh, and I'm not sure whats up with GitHub.. not letting me download my own files rofl. Maybe its time to check out drop box. So my apologies if you can't get the files downloaded. Will try to fix that tomorrow. Ahhhh, its late and I'm tired... So, it seems GitHub now delivers everything uploaded in a zip file..LMAO. Honestly I think I like DropBox for its simplicity. 

Have you tried running it without SUM?

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Posted (edited)

No haven't tried that Thais but I don't think that will matter much -nor would a toggle to disable breakdown recipes- here's why: Many of those meltdown recipes it creates are needed for items introduced by SkyRe_Main...things like the crossbow variants, long & short bow variants, silver weapons, weapon types introduced by SkyRe. However, its also creating brand new recipes for existing items to add missing conditions (i.e. smithing perk requirements) rather than modifying the existing recipes. That means, all the CCOR fixes go without the SkyRe perks. On the other hand all the SkyRe recipes go without CCOR's features. And you end up with duplicate recipes all over the place, creation recipes, breakdown recipes, tempering recipes.....Its really a giant mess.

 

All these patches, Gruffy's & Xathra's attempt to fix alot of stuff which they do, but its like they ignored the breakdown aspect of it. I'm starting to see the whole elephant, and what I thought was its leg turns out to be the toe. The thought of even attempting to replace SkyRe's smithing with something else (like SPO) is way more elephant than I'm willing or able to try eating.

 

Maybe, just maybe, Raulfin will continue to work with the patches and eventually fix alot of the crafting issues. Currently they are juggling alot of mods for SkyRe..IA7, CCOR, WAFR, Frostfall, ...and many others not in SRLE.

 

I'm at the end of the road though. I'm going to stick to SRLE standard with SPO Remade until Perkus Maximus makes its debut. Hopefully it will be modular and if there's a smithing module, lets hope its not so ambitious as SkyRe iteself. If it were somehow possible to pull the smithing/crafting out of SkyRe without breaking it, it would be a happy compromise for me.

Edited by ipmlj
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Posted

Good morning,

Well I bet SRLE+REGS+SkyRe is too much for even a decent computer, isn't it?

Your notes about SRLE+SkyRe should be useful for me in the near future, thanks.

Alkira.

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Posted (edited)

The SRLE crafting patch is working very nicely for me. There are a few remaining issues (inflated prices on backpacks, smeltable player-enchanted items) that I've not figured out yet. I also haven't touched misc/clutter items.

 

Now that I have a better understanding of whats going on inside SRLE, I may revisit this project again with SkyRe in the future. I'm hoping that Xathra's (Raulfin's) next version 2.4 will be out before too long. Unless Perkus Maximus makes its debut before then, I may attempt to get this working one more time but I have a hunch that most of the reproccer recipes will have to be wiped out of the reproccer.esp and a manual replacement created for it to integrate/make compatible with SkyRe perks. Lots of keywords will likely have to be checked/double-checked to make it work properly with CCOR.

Edited by ipmlj
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Posted

An annoucement coming on 1 OCT (according to the Perkus Maximus FB page). No, I didn't get in to the beta so I haven't been able to look at it yet. Neo says he wasn't able to get the patcher past SiC.

 

I've been selfishly playing instead of tinkering...but have gotten a wonderful 400+ hours in with two different characters and a few extra mods to SRLE. Really hope 1 OCT brings PerMa out to the general public.

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Posted
  On 9/28/2014 at 3:58 AM, Neovalen said:

I have PerMa up and running now. :)

SRLE + REGS + PerMa - Thanks Talos, my modding may end for a foreseeable future. Let's playing begin soon.
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Posted

Well PerMa is finally here. Yay!!!!

 

I've had a quick glance at how things look with the new patcher and it doesn't look bad. In fact, with PCaPP things are looking pretty dang good from what I can tell. Raulfin and crew are getting things squashed quickly with their compatibility patches.

 

On the crafting front, my old crafting patch will not play nicely with PerMa...at least the meltdown recipes and PRUFEI has been updated. The good news is, its a simple fix to get it working with PRUFEI again for SRLE standalone. A PerMa patch will take some work to do but at least I know what I'm looking for now and have some tools to make that process easier. Now if I can pull myself away from iRacing long enough to work on it for a bit...lol.

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