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Skyrim Modding Diary - 15 February 2022


gregaaz

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Happy Wednesday, everyone, and happy middle-of-the-month! Hopefully you were all able to view yesterday's blog in a timely fashion - for some reason it got flagged as requiring moderator approval, and I inadvertently extended the posting delay by making proofing edits after committing the first version. Given that the moderator wasn't sure how my post got flagged, I'm hoping that was a transient issue (possibly related to Chrome crashing while I was composing the blog?) that won't impact us today.

 

Yesterday we did a lot of "cleanup" type work, removing some problematic or outdated mods, updating another mod and doing a fairly extensive bit of error cleanup, and beginning a big expansion of the leveled gear system. I only covered the start of that final project in the diary, since I didn't want to delay posting indefinitely, and as I write this I'm still finishing up the last few bits. I won't be covering that effort in the blog unless I run into something interesting or technically notworthy, but the main takeaway (not really a surprise) was that this kind of project is very front-loaded on effort. The first couple of items (bonemold war axe, bonemold battle axe) took a long time because I not only had to integrate the weapons themselves, but I had to clone the whole generic weapon tree for general/town/blacksmith/bandit, including the intermediate 1H / 2H trees. With those in place, subsequent items went a lot faster. This is actually really good news, because it means when future Solstheim/Morrowind-specific gear goes into the game, the infrastructure to accommodate them will already largely be in place. Since Armors of the Velothi is on my list in addition to AOT2, every bit of non-repeatable work is going to make those mods easier and easier to integrate. 

 

Today, once I've finished with the bonemold and chitin weapons, I've got a number of worldspace improvement mods teed up. Hopefully time will permit getting through all of them, but that'll depend on how many wrinkles and quirks we run into!

 

We started the day with 1,305 mods installed, 1,316 plugins active, and a final load order index of EC.

 

Preventive Maintenance

Spoiler

First, an easy one. Today on the Nexus, a user posted a patch to fix a technical issue in a one a mod I installed a while back - Northbourne Falkreath. This should be a very straightforward install, as its a simple texture-deploying mod. 

 

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We can see right here that we don't actually have to install this mod, because the missing texture is present in one of my other texture improvement mods. So we'll uninstall this one and cross the patch off my list.

 

Some New Critters

Spoiler

I have a few mods lined up to add additional variety to the undead enemies in the game - F.E.M.A.L.E. and Creepy Zombies are both on my list but require a little more work than I want to budget for them today. However, Worn Undead is a little narrower in scope, and I like how it's constrained to necromancer lairs rather than also including Draugr dungeons. We'll add it to our world today.

 

The mod doesn't show any conflicts in MO2; looks like it is all unique assets. I did notice one defect, and one deficiency. The defect is that the ESL file didn't unpack properly. I had to go into the archive and manually extract it. The deficiency is that the mod forces you to choose between two different skin options when both of them are good. Since this mod is based on using texture sets, there's no reason not to let the end-user install both texture styles. We'll delve into this in the plugin and see if we can't repair it. 

 

The plugin is an ESL file with 239 records. Using ESL files is kind of a deprecated practice now that ESL-flagging is well understood for normal plugins, but it's fairly harmless. The file contains no errors, deletions, or ITMs. The only conflict is an expected conflict with the undead leveled character list, which we'll just patch. The only issue here is that the number of new creatures kind of floods the list, and it will get worse when I put in both versions of the texture. So what we're going to do is create an in-between leveled actor list to contain this mod's critters, then drop that list into the vanilla list.

 

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All that leaves is for us to extract the missing textures and create the new texture sets and critters. As the folder structure here alludes, both texture sets share a common pool of textures and only differ in the parts that the two versions change. This is good design and it'll make our job easier. 

 

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We already have the main textures folder plus the 'rotting' version installed. Now we need to extract the 'flesh' folder to its own folder tree, which we'll call textures/nax/flesh/... 

 

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Next, we'll go back into xEdit and review which texture sets depend on the alternate textures. We're looking for the following textures:

 

  • chunks_bear_basemap
  • cuts2_bear_basemap
  • chunks_sabercat_basemap
  • cuts2_sabercat_basemap
  • chunks_basemap
  • wounds2_basemap
  • cave_chunks_basemap
  • cave_wounds2_basemap
  • chunks2_wolf_basemap
  • cuts2_material_0_basemap

 

Review of the file reveals that none of these textures are actually recorded in current texture sets, so we'll need to make new sets for these. First step? A quick dive into NifSkope to analyze the underlying models.

 

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As we delve through the bears, it's looking more and more like cloning the nifs and updating the texture paths may actually be the more efficient approach. For example, we can see the way the textures are distributed on the bears:

 

  • chunks_bear_basemap
    • Used in group __8 / index 4 for bear1
    • Used for group _ / index 1 for bear2 and bear3
  • cuts2_bear_basemap
    • Used for group cut / index 2 for bear2
    • Used for group cut_13 / index 2 for bear3

 

The inconsistent naming conventions on the branches, among other things, mean that to do this with texture sets is going to require a lot of manual checking of each nif anyway, so just going in and changing the texture paths is probably going to be easier. What we'll do is clone and form the mesh folder, then go in and add the extra \flesh\ to the relevant texture paths. Then we'll go back and clone the critters and their associated arma entries.

 

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With the cloned models updated, the next thing to do is to clone the ARMA (Armor Addon / Armature) entries in xEdit and adjust the model paths. This is a pretty straightforward if mildly time consuming step. We just highlight all the ARMA entries, click "copy as new entry" and add a suffix to set them apart. I chose a prefix instead of a suffix to make the next step a little faster. All the new records, incidentally, are going into my deconflict_creatures folder, so they don't get lost if the mod author rolls out an update.

 

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Incidentally, if we had gone with adding more texture sets, this would be where we injected them, adding them to the MOS2 field right underneath MOD2. If I was going to upload this to the Nexus, that would be the approach I'd take since it'll reduce file size considerably. However, since this is just for personal use I did it the lazy but slightly faster way.

 

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Next we need to make the new skins. We'll just copy the old ones as new records and slide the ARMA references to the new code (since we set them up the way we did, it'll just be a case of double-clicking the arma and pressing the down arrow key once).

 

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When all that's done, the last thing to do is add the cloned armors to the skin distribution leveled lists. We won't need to edit the critters themselves since under the hood all their stats are identical. 

 

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And with that, we should be done. Let's hop into a test cell and spawn a bunch of these critters to see how they look.

 

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No missing textures or other issues, so I think we're in good shape so far! I could imagine possible issues down the road with creature animations since they don't have the MNC bits, but if that becomes a problem we can always go back into Nifskope and weld them on. 

 

Planting Trees

Next we're going to look at two tree mods: Evil Dead Trees and Hanged Man's Tree. At the same time, we're going to assess the viability of using Skyrim 3D Trees as a foundational mod to backstop any trees that aren't getting their meshes from other, more focused mods (e.g., Aspens Ablaze).

 

3D Trees - Too Much Trouble For Now

Spoiler

I actually already have the latest version of S3D Trees installed from some research I did a couple years ago to help a fellow modder unwind a compatibility problem, so we don't need to worry about downloading anything. Review of the conflicts screen reveals that this mod heavily conflicts with my LOD files, so I'll need to regenerate LOD after installing this (and the other two mods). That's fine, because periodically refreshing the LOD cache never hurts anyway.

 

We're going to put this mod right after Skyrim 3D Landscapes, to allow other mods to readily overwrite it if they need to. As I install it, I do note that this mod comes with a plugin, so we'll need to scrutinize its contents fairly carefully to make sure it's not going to introduce compatibility problems.

 

The plugin is an uncompacted ESP file with 7,372 records, of which 6,160 are unique. It will need to be split into three files for ESL flagging purposes. Review of the mod's conflicts reveals pervasive changes to vanilla records, including redirecting 3d model paths. While this appears to be necessary to avoid issues with collision, it means that this mod will be a much more complex compatibility puzzle than previously believed. Based on this, I am not going to install this mod at this time. We'll revisit this mod at some point in the future when the load order is in a more mature condition, but even then compatibility may prove too time consuming to achieve (since it would require checking each model for conflicts and then deciding whether or not to keep the new S3D version)

 

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Evil Dead Trees

Spoiler

Evil Dead Trees has no asset conflicts, containing only a plugin. This suggests it relies entirely on vanilla tree statics (or whatever replacers displace them), which is fine. The plugin is already compacted and ESL flagged. The mod was also completely clean and generally free of conflicts. The only issues I observed were conflicts with Aspens Ablaze, and based on context we'll let EDT win those conflicts outright. It's worth noting that this is about the cleanest mod of this size and scope I've seen in a long time. 

 

Because of the large number of locations this mod touches, it's not feasible to visit them all, so we'll just check out a random sample of them: 

 

  • DarklightTowerExterior01
  • NightCallerTempleExterior02
  • BloodletThroneExterior01
  • HillgrundsTombExterior
  • RavenScarHollowExterior02

 

As long as we don't see problems with these samples, I'll hold off on further testing and just commit to returning and fixing any terrain intrusion on a case by case basis.

 

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Looks good! I appreciate how the mod doesn't completely go crazy with swapping the trees. Instead, it seems to just change enough to tweak the flavor of the areas and give a subtle hint that dark magic is about. Contrast this with Dark Forest of Skyrim, which takes a more thorough approach - I don't use that mod for Skyrim proper, but I do (will) use it for Beyond Reach, since it fits the flavor of that mod quite well.

 

Hanged Man Tree

Spoiler

This one is an uncompacted plugin, but I doubt it will be large enough to prevent ESL flagging. On the outside, it has a couple of conflicts relating to the hanged body script. I have a strong suspicion that these mods are all repackaging the same asset, so for now I'm not going to worry too much about load order. If I run into problems down the line I'll revisit.

 

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With only 55 records, there's no reason for this mod to stay as a full size ESP. Curiously, it is already compacted (note the "next object ID" field - only 3 bytes) so all we have to do is add the ESL flag. 

 

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The outfits use a few deprecated assets which we'll replace with some ZAZ parts. Now here's a bizarre conflict-  clicking into the pants leveled list, we see that Schlongs of Skyrim changes the chance of none on this outfit to 100%! We'll patch that out since as much as I like ambient nudity in my game, 100% of the time gets silly after a while. We'll also replace the single clothing type with the list from Prison Outfit Overhaul.

 

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Finally, we'll add ZAZ rope collars to all the bodies to better simulate the noose. But I'm getting ahead of myself. This mod has a very interesting result on the error check. 

 

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It's a non-Navmesh deletion that can't be restored. This is probably because it's a self-deletion with no underlying master to draw data from. You can see below that it looks like the author planned to add another actor to the tree, but either ran out of time or had technical problems and deleted it... but didn't clean the record out of the mod. Perhaps the author plans to restore this actor in a future version and wanted the positional data to stay in. I, however, am just going to remove the record entirely to clear the error.

 

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After clearing that error, we do find some missing tint layers. These are benign, but they clutter the error log and we'll want to get rid of them. Curiously, this character has no facegen and also has no template. Her face however is fully hidden by a hood so the dark face bug isn't really an issue. We'll just remove the problematic tint layer data and move on.

 

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The mod also had some ITMs, which appear to be empty top level cell records. I removed them all. It's good that the author took the time to remove unwanted junk the CK surely put into those cells, but based on what I've seen so far I think this mod was done either mostly or entirely in the CK, as the issues we're seeing are problems I associate with the way the CK works.

 

The mod does not have any conflicts in it, which does speak again to the author taking the time to clean it up before release. Now let's see how it looks in-game. The tree is in the open world, at Tamriel -3, -1, so we'll use COW to travel there.

 

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Here's the tree. It's pretty big, and generally the actors on it look fine - there are some minor alignment issues on a couple of the ropes if you look closely, but nothing that's an eyesore. My main concern is about the lack of conflicts. I want to make sure this is actually navmeshed!

 

And... it's not. For a bit object like this, that's not really good design. We'll need to go in and patch the navmesh for this manually. To do that, we'll copy the tree to a working file along with the navmesh. Hopefully it's not conflicted by other mods, but if it is then we'll need to look at those also. 

 

image.png.c8b40d53ae401cf240be9133cb86ce79.png

 

The zone has two navmeshes, and neither one is conflicted, so we'll just copy them to the working file and then boot up the whole thing in the CK.

 

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Here you can see the base of the tree, and the navmesh underneath:

 

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We'll just punch out the perimeter of the tree and call it good. Finalize, save, then go back to xEdit to clean up the mess that the CK will inevitably make.

 

image.png.e712f2020ca4a5f1bb3e3524fa902715.png

 

And here we go: 12 ITMs, mostly unnecessary navmesh edits. With that out of the way, we can merge the remaining data into our conflict resolution file and then regenerate the navmesh info map... and with that, we're done!

 

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Some Farming

Next we have an easy one and a more challenging one. First, we'll install Tomatoes of Skyrim, and then take a crack at Frostfield. Frostfield will be a little trickier because of conflicts with the Loreius Farm Hamlet mod we installed last month, but I don't believe its insurmountable. 

 

Tomatoes of Skyrim

Spoiler

Did you know there are no tomato plants anywhere in Skyrim? TOS seeks to rectify that issue. This is an uncompacted, 149-record mod with no asset conflicts and no form ID sensitive files. We'll begin by immediately compacting the mod and adding an ESL flag. With that done, cleaning revealed no errors, deletions, ITMs, or corrupted edge links. The conflict report revealed a small number of conflicts between this mod and the USSEP where this mod subs in tomato plants to some farms. While it does not forward the USSEP locational edits, it includes its own small position updates, which I presume are designed with the tomato plant mesh in mind. We will let it win all its conflicts with USSEP - no patching required.

 

This mod edits enough locations that touring them all is not feasible. So instead we will just visit a random selection and make sure everything is in good order. We'll tour:

 

  • ChillfurrowFarmExterior
  • BattleBornFarmExterior
  • IvarsteadExterior04
  • Tamriel -25, 21
  • KatlasFarmExterior

 

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The tomatoes are looking good! (Also, you can see from this unfortunate bandit that my various item distribution mods are all working well too - SPID bandages, SOS pubic hair, and Distributed Overlay armpit hair, all functioning harmoniously). Based on these results I don't really feel like I need to check the other locations, so we'll call this one complete!

 

Frostfield - We (DON'T) Need To Move Some Buildings

Spoiler

So as I mentioned at the top, Frostfield is a mod that turns the Loreius Farm into a small village. At least one of its buildings, however, conflicts with the shacks from the Loreius Hamlet mod, and we'll need to move that building, then do some navmesh work. Let's start by analyzing the mod itself.

 

Frostfield is an older mod, ported to SSE from LE, so I'm expecting it to be uncompacted. It also probably contains facegen, since it adds new actors. Review of the mod confirms this, but there isn't any voiced dialogue or SEQ files, so conversion should be fairly straightforward. As an old and 'settled' mod, if it has more than 2048 references, I don't anticipate any problems with splitting it into more than one file.

 

As the mod contains 2,700 unique records, we will indeed need to split it. I'll wait on that until after we have moved any conflicting buildings, however, so splitting and compacting will be the last thing we do here.

 

The plugin was free of deletions or ITMs, but had a lot of corrupted edge links, which I repaired using the xEdit script "Skyrim - Clean Navmesh Edge Links". Frustratingly, conflict review also reveals many navmesh conflicts. At least some of these are pseudo-ITMs that are largely reverting fixes introduced in the Hearthfire DLC. I have to confess, I'm somewhat tempted to back burner this mod until I can really focus on it to get this right, but we'll do a tour in game first to assess which areas need the most attention.

 

OK, so right off, when it comes to the geometry this is much better than I expected. Here is the building I was most worried about, and as you can see it actually perfectly slips behind the shacks. There's an idle marker I'll need to move or remove, but otherwise this looks good.

 

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Turning off clipping, there's also a staircase here that we'll want to pull out, but since there's another staircase on the unobstructed side, I don't really see this as a show stopper.

 

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There's a landscape conflict here, probably not the only one either, and while I don't relish doing landscape work this one doesn't look too bad. 

 

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The ZBF tree is partially intruding on this new tree static. I'll have to check it in the CK and either move it or at least rotate it so the actor entry vector is unconflicted.

 

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Everything else looks great! Honestly, this is the best possible outcome I could hope for in terms of the statics. However, since I have a few more mods I want to get in today before I call it quits, I'm going to sideline this one till the weekend so I can really concentrate on getting the nav mesh conflict resolution right. Stay tuned for more!

 

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Dress-Up Time: Adding Some Custom Outfits

Next up, we've got some outfits. Specifically, Crystal Armor, Woodcutter, and Frozen Gem. I've been eying Crystal Armor for a while, but while looking at the other's other work I noticed Frozen Gem and initially planned to use it for Millonce Curio in Toy Story. As I played through that mod, however, I came to see that game mechanically that outfit wouldn't work well for Millonce because of a scripted costume change she has midway through. I'll probably just give her normal Synod robes from BS: Bruma once I install that mod, but for now we'll find some different actors for those outfits.

 

Crystal Armor

Spoiler

We'll give this one to Illia. She has a quest in vanilla that gets expanded further in Amorous Adventures and ultimately becomes a follower, so she's the kind of character who works well with a custom outfit. First things first, we'll build the outfit in Bodyslide. Since this is a separate-pants outfit, we also need to go into Outfit Studio and make sure the body slot assignments aren't crazy. We want the pants to either be in Slot 49 or Slot 37. They're in 37, and that actually works because now that I look I can see the shoes are built into the pants.

 

image.png.69c3703f2225e4b8ed66d3fcf3d9616c.png

 

Now that we've built the meshes, we'll drag them into the mod folder and proceed to xEdit. In addition to compacting the mod and ESL flagging it, we need to make a couple of changes. There's very little in here - not even tempering recipes - but as an NPC-use outfit, that's not a big problem. What we need to do here is add the SOS Revealing keyword to the top and add Slot 52 to the ARMA for the pants. If you were here for the coverage of the Redguard Noble outfit, you remember this process. Since these are full-pants Slot 37 items, we also need to add Slot 49 to the ARMA so they hide panties or chastity belts.

 

image.png.bf81c1acaa4d21e6d6f7a50e08eda545.png

image.png.ab40bcf8e02ac1c0f63b59b0452e8c3d.png

image.png.e5cf097e4b629ec1aa0fe5fc0e145b27.png

 

Now you might be asking: if you're adding 49 and 52, why not 48 (butt plug), 50 (genital piercing), or 57 (vaginal plug)? Some other mods use these slots for other things, so I generally don't exclude them.

 

With those edits saved, now we want to make our custom outfit. One thing we see right away is that Illia has a custom body texture from Bijin NPCs. We will need to proceed carefully, because if this skin is based on CBBE it may look weird with this outfit. Or... it might look fine, since this outfit might hide the texture tears. 

 

image.png.82467d4d98187989a0bbc8b617b89fa1.png

 

Illia already has a custom outfit, which makes our job a little easier, but first we want to confirm she's not listed on the WACCF outfit swapper script.  She's not, so we dodged a frustrating bullet there. We'll just replace her vanilla gear with the crystal armor, then we can go into the game to test if she's working right.

 

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image.png.31415061eac97d2e6c671ca818aab323.png

 

As you can see below, she looks fine - no visible texture tearing - but there is a bit of a wrist gap visible. Nothing that would be an eyesore during normal gameplay however. We'll keep this as-is for now, and just keep an eye out for possible alternative appearances for this actor in the future.

 

image.png.11d32910b92877c996cf51ecaed36381.png

 

Wood Cutter

Spoiler

This is kind of a silly outfit, but it'll be easy to integrate and there's at least one actor who it could work with. Specifically I'm thinking of Gilfre the Lumberjack. This one does have discrete pants and they're in the wrong slot. We need to change them to Slot 49 in Outfit Studio, and remember to make the same changes in xEdit.

 

image.png.5044e842462df299f1e7daeb517dfd63.png

 

Gilfre doesn't have a custom outfit, so we'll need to make one for her as soon as we've applied the appropriate keywords and fixed the body slots for the armor.

 

image.png.c5a188b75dd2ce0ace4ce076ddfebdb7.png

 

So how does she look? Eh, the outfit's a little clippy. The suspenders really should be part of the top, I think. I'll keep it for now, but I plan to revisit this one in the future and merge the suspenders with the rest of the outfit.

 

ScreenShot1292.png.346e456ba22808eca2975241427f07d9.png

 

Frozen Gem

Spoiler

This is the outfit I was going to use for Millonce originally. I even already went so far as to remove the panties from the outfit so her distinct gold piercing would be visible. However, as I described above, I ended up not using this for her, so we'll give it to Aranea Ienith instead.

 

The installation process is about the same as the other pieces - need to add SOS Revealing, though no ARMA slot 52 since there's no panties to account for. The other slot assignments are kind of silly, but since this is an NPC-use outfit I'll leave them be for now. However, Aranea is a 'beneficiary' of WACCF's god-awful script injection system, so in addition to editing her DOFT data, I also have to go into the WACCF script and redirect it's script injection settings so they don't delete her custom outfit.

 

image.png.f70f585c014c65d2eb71a1f8e66b9ba2.png

image.png.9cbe33415f331e95330e2804af75cdcc.png

image.png.a63bc1d6e9c4b22ab0d35adbaef504aa.png

 

So as we can see below, this doesn't seem to be been enough to resolve the issue.

 

ScreenShot1293.png.becc32fe9691fd9c66e7ccaa2ca061a2.png

 

I'm very tempted to write a short novel on how much I hate mods that use script injection this way, but before I start on that tear, let's look up this gear she has an see where it's coming from. 

 

WACCF, it seems, is indeed the culprit.

 

image.png.b8e9f3f9c2b68f859d311b56233ef323.png

 

Here we can see the outfit buried deeper in the quest. 

 

image.png.13a905906d23f110e06fde58cdb3d411.png

 

We can also see that there's a different NPC who also uses this robe, so I don't feel bad about orphaning it:

 

image.png.0dbc94d09959bc243dab4fcff7f8618a.png

 

And here we get rid of the second problematic entry:

 

image.png.ad1636c522b3d31739b1828612b61acd.png

 

Seriously though, who thought it was a good idea to set the mod up this way?!

 

ScreenShot1294.png.27aaf816746e9430bc2193e1e70296bb.png

 

Finally!

 

OK, and that'll wrap it up for today. We had a pretty productive run, bringing the number of mods installed up to 1,313 with 1,323 plugins and a final index of EC. 

 

Tomorrow we'll be doing a little bit of prep work for Kirstia's next adventure, continuing to flesh out our NPC population, and check out a few mods that add new enemies.

 

 

4 Comments


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2 hours ago, tznvlw said:

What I'm more curious about is, what mod did the woman who nailed the cross come from?

 

She's from Hydragorgon Slave Girls - a rare example of the mod's ZAZ animation playing packages actually working right in-game. Eventually I'll replace those packages with actually zaz furniture, then they'll be more consistent. 

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1 hour ago, gregaaz said:

 

She's from Hydragorgon Slave Girls - a rare example of the mod's ZAZ animation playing packages actually working right in-game. Eventually I'll replace those packages with actually zaz furniture, then they'll be more consistent. 

 

I admire your imagination and hands-on ability. Is there a mod for this from you?

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Just now, tznvlw said:

 

I admire your imagination and hands-on ability. Is there a mod for this from you?

 

Not yet, but I'm planning on putting the edits into a standalone plugin that I'll share once I complete it. 

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