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jdsmith2816

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jdsmith2816

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About this mod

UPF-based patcher which makes armor, weapons, ammunition, and ingredients from any mod compatible with T3nd0's Skyrim Redone.

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ReProccer Reborn
created by jdsmith2816
description by matortheeternal
maintained by Ingvion



Summary

This is a port of T3nd0's ReProccer - the automated SkyRe patch generator - to zEdit's Unified Patching Framework.  This ported patcher does everything the original ReProccer does, and much more, to make armor, weapons, ammunition, and ingredients compatible with T3nd0's Skyrim Redone AE.

The reason both the original ReProccer and this port exists is to alleviate the need for hand-made compatibility patches for armor, weapon, ammunition, and ingredients added by mods. The ReProccer also allows users to quickly adjust how weapons and armor are balanced by editing rules.



- What it does

With Reproccer Reborn you can:

  • Apply or redefine type and material of any ammo, weapon and armor
  • Adjust ammo, weapons, armor and alchemical ingredients stats
  • Modify tempering recipes of ammo, weapons and armor according to their materials
  • Generate breakdown recipes for playable weapons and armor
  • Create new weapons and armor from vanilla and mod-added playable items
  • Normalize extreme values of alchemical ingredients and their effects



- Technical

The original ReProccer was built with SkyProc, a Java framework for creating dynamic patchers developed by Leviathan1753 from February 2012 to October 2013.  While there are some ways to use SkyProc with SSE, it's generally buggy, unstable, and will generate patches that can cause problems due to differences in the record definition format.  While this may change as developers work on SkyProc, official support by the initial developer ended several years ago.  This made using a different technical solution for automated patchers such as the ReProccer desireable.

Enter zEdit's Unified Patching Framework (UPF). UPF is a JavaScript framework built off of zEdit, an application which provides an improved frontend and API for the xEdit codebase.  Reproccer Reborn was built off of UPF as a proof of concept that the framework can support the largest, most complicated SkyProc patchers.



Installation & Usage

- Requirements

  • zEdit - Download the latest portable release from GitHub and extract it somewhere. Note that if using MO2 zEdit should be launched from there.
  • T3nd0's Skyrim AE Redone - keep in mind, that you need to generate the patch only if using the Main Module.


- Soft Requirements

  • CC Saints & Seducers - you can use this mod's materials even without the mod itself; without the mod weapons will not receive S&S materials keywords, but damage/armor bonuses will be properly patched. 


- Recommended



- Installation

  • Make sure you have all requirements downloaded and installed.
  • Download ReProccer Reborn.
  • Extract the ReProccer Reborn archive into the "modules" folder in zEdit's installation folder.  The resulting file structure should be:
    <zEdit folder>\modules\reproccerReborn\index.js
    <zEdit folder>\modules\reproccerReborn\module.json
    <zEdit folder>\modules\reproccerReborn\settings.html
    <zEdit folder>\modules\reproccerReborn\data\_rules-basic.jsonc
    <zEdit folder>\modules\reproccerReborn\data\*other JSON files* (optional)
    <zEdit folder>\modules\reproccerReborn\data\locales\english.jsonc


- Running the Patcher

  • Start zEdit via the zEdit.exe. If using Mod Organizer 2, add zEdit to MO2 as an executable, and run it from MO2.
  • Select Skyrim SE from the dropdown in zEdit, then click "Start Session".
  • Check mods that should be patched, or leave everything as is to correspond your current load order, and click "OK".
  • Click on the top right puzzle piece icon to open the "Manage patchers" modal.
  • (Optional) Click on the "ReProccer Reborn" on the left to configure the patcher.
  • Click on the "Build Patches" item on the left, and then click the "Build" button by the ReProccer.esp.



Configuration

- Configurating Patcher

Each of 4 patchers can be individually disabled, each have its own options.

Ignoring X plugins list allows you to exclude listed plugin files from patching even when they're loaded.

Uncheck the items you want to disable, hover mouse on info icons to see a tooltip. Changes will be saved automatically.

All setting are stored in the
<zEdit folder>\profiles\Skyrim SE\patcherSettings.json


- Adding/Changing Rules

Similar to the original ReProccer, you can customize how ReProccer Reborn patches items by editing rules files in any text editor. However, there are some differences from the original Reproccer:

  • The ReProccer Reborn rules files can be found at:  <zEdit folder>\modules\reproccerReborn\data
  • The ReProccer Reborn rules files are JSON or JSONC files, not XML ones like in the original ReProccer. JSON is similar to XML, but is less verbose and more human-friendly. JSON is also easier to work with in JavaScript than XML.
  • The Reproccer Reborn allows the creation of multiple rule files. The rules from each rule file are merged together in the order they are loaded. Rule files are loaded in the following order:
    • _rules-basic.jsonc is loaded first (has all of the base rules for Skyrim Redone + the base game ESMs)
    • *.json files are loaded based on your load order. E.g. if PluginB.esp is loaded after PluginA.esp, and you have both PluginA.json and PluginB.json files in the Reproccer Reborn data folder, PluginA.json will be loaded followed by PluginB.json.
    • _rules-user.json is loaded last (this is where you should put your personal tweaks/overrides)


Troubleshooting

If you run into a bug with the patcher/see something ingame that was patched, navigate to the "Errors" item of the guide; if nothing helped, please create a bug report or post in the comment section.


Frequently Asked Questions

Q: Where should i place ReProccer.esp?
A: This file should be the last one in your load order (ignore LOOT), unless there are mods that state they should be lower than ReProccer.esp.

Q: What about Bashed Patch (and other patches that merge changes)?
A: Remember: always build the ReProccer patch after building merged patches, since ReProccer uses formulas to calculate values; otherwise
new numbers will likely be merged with unrelated edits.

Q: How did you make this patcher?
A: Magic! (actually ES6 JavaScript + zEdit + UPF)

Q: Was Jimmy harmed in the creation of this patcher?
A: No, we managed to create this patcher without sacrificing Jimmy.  :)

Q: How stable/reliable is Reproccer Reborn?
A: The patcher should give you much less problems than the original ReProccer because it`s built off of a totally different framework which uses the xEdit codebase under the hood (which is very reliable).  When used with Skyrim: Special Edition, Reproccer Reborn generates records in the proper form 44 format.

Q: I have more than 254 plugins. How can i patch this amount of mods?
A: There`s a very simple in use script for zEdit in "Optional files", that unloads plugins that contain no patcheable records, right in the current zEdit session; no additional actions required. See the article in "Articles" for details.


Thanks & Credits

- T3nd0: For all of his contributions to the modding community and for generally being an awesome guy.
- jdsmith2816: For making Reproccer Reborn.
- Ingvion: For all of his ongoing maintenance and support work. Thanks mate!
- Mator: For making and continuously improving zEdit and UPF, which serve as the backbone for Reproccer Reborn.  He also wrote this description and created the T3nd0-inspired comic strip.
- xEdit Developers: For maintaining the most reliable open source codebase for parsing and creating plugin files.

Feedback

We have a Discord server, where you can report an issue, get help, suggest a feature or discuss this mod.