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Prices for selling went quite lower than usual after installing Arrows


savior99

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I feel you have a lot of weapon/armor packs installed, but no reproccer patches for those packs...

 

You might wanna have a look here;

http://skyrim.nexusmods.com/mods/29375/

 

 

if you have custom armors and weapons which are processed wrong by ReProccer, and as such are wrong in SkyRe you have to manually add the records to Stats.xml in the ReProccer folder, and then run ReProccer again.

 

So yea, If you don't wanna do that you better stick to the armors/weapons which already have been edited in a stats.xml file by someone else.

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Dude, i have only immersive armors, immersive weapons and the 3 longbow mods you suggested me.

I re-ran already the reproccer patches for Skyre (disabled and re-enabled in NMM).

 

The stat.xml is what Balbor and steelsoul thing does, right? i did that again too already.

 

Anyway they told me that the stats of 1h weapons are higher because my skills on light weapons is higher, and i have perks to improve the damage so i guess the damage of weapons are right.

 

BTW, i still cannot find any of the longbow of the mod u suggested me in shops in whiterun, riften or the city of stormcloacks, where should the longbows spawn ?

Could it be that it must be in the load order after SkyRE (because it also brings some new weapons i guess) ?

 

Thanks again

Edited by savior99
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Ah ok... make sure the Longbows are loaded after IW... IW tends to overwrite leveled lists...

 

Here's the distribution;


* Ash Longbow – Random drops and vendors will appear at level 10 and up.
* Ancient Nord Longbow – Random drop off draugr at level 10 and up
* Stormcloak Longbow – Random drop on stormcloak soldiers after level 12 and can be purchased at stormcloak camp quarter masters. No more showing up in helgen.
* Orcish Longbow - Random drops, vendors after level 14, and can be crafted.
* Forsworn Longbow - Random drops on forsworn above level 16
* Legate Longbow - Complete Imperial quest line or pickpocket one off Rikke
* Nord Hero Longbow - Must have Skyforge smithing perk, be level 18 and must be forged at the Skyforge.
* Falmer Longbow - Random drops on falmer above level 20
* Elven Longbow - Random drops, vendors after level 24, and can be crafted.
* Nordic Longbow - Random drops, vendors after level 23, and can be crafted. <-Requires Longbows Dragonborn
* Glass Longbow - Random drops, vendors after level 32, and can be crafted.
* Ebony Longbow - Random drops, vendors after level 41, and can be crafted.
* Stalhrim Longbow - Random drops, vendors after level 40, and can be crafted. <-Requires Longbows Dragonborn
* Ancient Dwarven Longbow - Complete the quest "Boxed Artifact"
* Dwarven Longbow - Craftable after you complete the quest "Boxed Artifact"
* Bound Longbow - Spell book can be found in the same places as the bound bow tome.
* Daedric Longbow - Random drops, vendors after level 50, and can be crafted.
* Ancient Dragonbone Longbow - Can only be crafted with Ancient dragon bones that drop off Ancient, revered, and legendary dragons after level 50.<-Requires Longbows Dawnguard

 

The following Longbows below are craftable:

* Orcish Longbow
* Nord Hero Longbow
* Elven Longbow
* Nordic Longbow <-Requires Longbows Dragonborn
* Glass Longbow
* Dwarven Longbow after "Boxed Artifact" is completed
* Ebony Longbow
* Stalhrim Longbow <-Requires Longbows Dragonborn
* Daedric Longbow
* Ancient Dragonbone Longbow <-Requires Longbows Dawnguard

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thanks man, i had read the distribution list after i wrote... :wink:

 

after you add any items mod, what are the steps you take to harmonize the stats?

 

I usually do :

 

1- balbor and steelsoul (de-activate, re-activate)

2 - de-activate and re-activate SkyRe compatibility patch

3 - run Reproccer.jar -> patch

 

Is this right?

Edited by savior99
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You dont have to de/re-activate the mods that add stats.xml unless you installed an armor/weapon patch which is specifically supported by it of course.... and if you add the mods that should not be processed by reproccer into blocklist.txt you dont have to de/re-activate them either... makes life easier and less likely to make an "oups"

I just install the Item mod and run Reproccer after... if there is no 'reproccer patch' or so I go in game and console command a few of those items to check the stats (if all went well) ... if it looks great then i just quit and reload ... if there is something wrong I try and figure out why and if I can fix it (editing stats.xml if possible) ... happened already a few times that I had to uninstall an armor mod because couldnt get it to work well with ReProccer ... not reproccer's vault, but the mod maker who make an end game item based on a leather armor, which is still a leather armor after reproccer and nowhere close to 'end game' ... but it's fine I guess. Most major armor/weapon mods have been patched for ReProccer, so I can live with 1-2 armors less =)

I currently use (from the top of my head)
Immersive Armors
Immersive Weapons
Book of Silence (all 3)
Recurve Longbows (all 3)
Crossbows Basic Collection (without LL)
JaySus Swords
Few replacer/retexture mods for the boring uniques

Only Book of Silence works fine without ReProccer patch. I had a lot more installed at one point, but really, there was no need to be able to craft 300+ swords and 300+ armors, so I uninstalled the least interesting ones.

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this reproccer thing is so complicated...

 

in the blocklist i have "dragonborn" and "nonplayerFIX" and i don't know if i should add smthg to it, i have no idea what it does.

 

and what's the difference between this http://skyrim.nexusmods.com/mods/29375//?

and this : http://skyrim.nexusmods.com/mods/28467//?

 

i think i will reinstall everything, leaving at the end the SkyRE installation that guides me to the patching steps, and not add/remove any mod anymore, this really gives me headache :(

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So what reproccer does is take all the weapons and armors from all your mods and processes them for SkyRe... (It can also be used without SkyRe if you want to change certain weapons in game without having to create a mod for the change... if someone would like)

It looks at the name, weapon type and crafting requirements and classifies them, adding damage, speed, requirements according to SkyRe's gameplay, or whatever is in the stats.xml file to be more exact. This works automatically (without patches) for all Vanilla weapon/armor types. However;

The 'Reproccer patches' are made to make other custom armors/weapon mods compatible with SkyRe. The patch for those mods for reproccer is simply a sheet with data (a custom made/generated Stats.xml file) to tell Reproccer what to do with all the items I can not find in the original Stats.xml that comes with Reproccer. This is because Reproccer has a function that when it cannot find a certain item in it's xml file it will force this item into a category... An example (lets take longbows)

You have a mod that adds a Longbow... but the name of this item inside the game is 'Killing Bow' (yea lame name, out of inspiration)

Now you run reproccer, it will see 'Killing Bow', it knows that this is a bow because the weapon type and name, but it doesnt know what kind of bow this is, since the name does not include 'Longbow' (it checks the name for keywords to figure out what it is still, even if not in stats.xml... Longbow in the name would also tell Reproccer to classify it under Longbows) it will then automatically force this item under Shortbows when it's not able to find anything related to it besides it being a 'bow'.

So a patch for this Item would simply include an entry in the xml file that says (in laymans terms);

When you find an item called 'Killing Bow' put this item under classification 'Longbow'

Reproccer will then classify it under Longbows and it will react to the Longbow perks, speeds, etc. as defined in the stats.xml file.

For armors it will do the same thing (some weapons too) and besides that it will look at crafting requiresments as well to classify things. So an armor called 'Junksuit' that it will not know, but this armor has crafting requirement '2 Ingot - Iron' will tell Reproccer what to do with it even when the name itself does not say 'Iron Junksuit'. This is both good and bad. Good because most people will make armor specifications according to some logic, bad because when you have an custom end-game item that can only be crafted after you completed a high level quest BUT this item has very low crafting requirements (eg 2 Leather), Reproccer will process the stats on the armor according to any low level leather armor instead of what might be intended by the mod maker. Changes to stats.xml file could have it process correctly, but requires a patch or manual changes.

As for what you ask, the differences... the one you link is the reproccer program, the other is a patch for that program. Patches are usually stats.xml additions or modifications, but in some cases (where stats.xml edits are insufficient) it can also be a pre-made reproccer.esp file which has been modified and renamed to modify fields which reproccer does not change by default, or doesnt process right for whatever reason (eg. NONPLAYERfix and Dragonbornfix that come with Balbor and Steeldude patch are both modified reproccer.esp files that should be loaded after reproccer.esp to correct some problems reproccer did not correct automatically)

The blocklist says to reproccer which weapon/armor mods not to touch because they are, for example, reproccer patches which are loaded AFTER reproccer itself. If you would not add 'ReProccerNONPLAYERfix.esp' to your blocklist, and the mod would be active while you run reproccer, the mod would be added as a master to reproccer.esp, while it has to be loaded after it. This is incorrect and Skyrim would fail to open because of a missing master (CTD on Beth. logo). Adding the file to the blocklist.txt file tells Reproccer not to process that file and corrects this issue.

I hope this explains

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Oh one thing...

 

When you notice a custom mod is not processed correctly by reproccer (stats wrong) just dont add this to blocklist to have reproccer not process it... it's much better to add it in stats.xml instead (it's not that hard...). Just have a look inside the file, open it with IE or Notepad+ (not regular Notepad) to have a look inside... it's XML format... adding a custom entry is as simple as duplicating an entry and changing the name.

 

Example... adding MySword which should be a Longsword but Reproccer will force this to Shortsword if it doesnt know this name... So I modify...

 

You see this; you add one, anywhere inbetween... save & exit, done.

 

-<weapon_type_override>

<weaponName>Boarding Knife</weaponName>

<weaponType>Shortsword</weaponType>

</weapon_type_override>

 

<weapon_type_override>

<weaponName>Fleur De Lys</weaponName>

<weaponType>Longsword</weaponType>

</weapon_type_override>

 

<weapon_type_override>

<weaponName>Ebony Blade</weaponName>

<weaponType>Nodachi</weaponType>

</weapon_type_override>

 

<weapon_type_override>

<weaponName>MySword</weaponName>

<weaponType>Longsword</weaponType>

</weapon_type_override>

 

Of course you can change other stuff too for it, like material (crafting) requirements and even modify specific stats weapon types like weapon speed, damage modifications... or in case of arrows the speed and range they can shoot...

 

Lotta good stuff in there

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Thanks a lot man, it is really clear...and thanks for the time you spent writing it.

 

I've read it quite a few times to understand all but i still have a couple of small doubts: in the second last paragraph, u say about the xxxx.esp file that might be created.

 

Is an example of this the DragonbornArmorFix.esp in my Plugins list attached?

Shouldn't this be loaded after the SkyRE esps or it doesn't matter when it's loaded?

 

I will also move the 3 longbows.esp under immersive weapons and SkyRE esps, as you said.

 

Would the other plugins be ordered correctly more or less? I let Boss do it for me obviously

 

For the blocklist, i still don't seem to get it, despite your clear explanation. I don't get the thing about the mod added as master to reproccer...but if there's not another example (maybe more realistic, i don't even know what the nonplayer fix does and where it comes from) u can give me to better understand that and if you tell me that it's enough not to have CTD to know that the blocklist is fine, then i am good with that :wink:

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When you have a mod that is a master of another mod it must be loaded before it or game will crash during start up.

So the problem is that nonplayerfix must be loaded after reproccer, but if it's accidentally added as master to reproccer when patching reproccer.esp (due to it not being in blocklist) it cannot be loaded after reproccer or game will crash :smile:

For your load order... move Immersive Armors up, put it above Longbows and then run Reproccer. DragonbornArmorFix.esp is fine over there. It should be loaded after the Unofficial patch for Dragonborn ... which you dont have - so you should get Unofficial Patches for Skyrim, Dawnguard, Hearthfire and Dragonborn.

Unofficial patches;
Skyrim: http://skyrim.nexusmods.com/mods/19/
Dawnguard: http://skyrim.nexusmods.com/mods/23491/
Hearthfire: http://skyrim.nexusmods.com/mods/25127/
Dragonborn: http://skyrim.nexusmods.com/mods/31083/

See those mod pages for load order, and put them there in the correct order (they basically go right under the esm files - as high as possible). Those patches fix a lot of bugs that Beth. never bothered to fix properly... a lot of mods work better when you have those patches installed (tho they are not required, just recommended).

The SkyRe files seem to be in the right places. SkyRe_Races.esp should always be placed as low as possible, but when you want to add a custom race (eg. Ningheim or the likes) it must be placed after the SkyRe Races or your custom race will not work properly (or might not even be available) due to it being overwritten by SkyRe.

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