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Skyrim Modding Diary - 22 March 2022 Part 2


gregaaz

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OK, I've got time for a few more items. It'll be lightweight stuff but we can still check some boxes off the list.

 

Another FYX Mod

Spoiler

The Nexus author Yuril has been putting out a lot of high quality mesh replacers recently. Their niche is kind of taking wooden structures that previously used alpha channels to create the illusion of gaps and instead modeling the actual 3D structure, for an overall better look. We've installed a lot of mods from this series already, and there's a new one today. Like many of the previous mods in the series, it also alerted me to a complementary mod that I didn't know about before. Let's install them both.

 

I didn't find any unexpected surprises during asset checking - both mods only seem to replace assets that are relevant to their subject matter. Since neither mod has a plugin, that's also the extent of our installation work. Let's visit Whiterun and see how they look.

 

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Looks good!

 

Wholesome Content

Spoiler

One of the leftovers from my previous big build is Bear. It's a small memorial mod to a deceased player and it was done in a lore friendly way. No reason not to include it. It's a small ESL flagged mod with no asset conflicts. It did have one ITM but otherwise it's completely clean - no conflicts either. Let's pay the shrine a quick visit before we move on to the next mod.

 

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Looks like a smooth integration. 

 

Bath Time!

Spoiler

Another one from my backlog is Milo's Hot Springs. The mod is already ESL flagged, which is great, though it does have some conflicts with vanilla facegen so we'll need to watch that carefully. I'd been sitting on this one until I got time to port Naked Stuff of Skyrim, but that mod's kind of a mess so we'll take the easy win for now to cross another line off of my lengthy to-do list. The mod doesn't have any errors, but it does have corrupted navmesh edge links. I'm not too put out about that, since this is an older mod and edge link hygiene wasn't as well understood back then. There were also a few ITMs, though it was just orphaned top level cell data.

 

The vanilla facegen stuff was there because this mod contains extensive changes to the three NPCs who hang out in this area in vanilla. Most of those changes are fine and can prevail, the only thing we need to do different is forward the face data from High Poly NPC Project. Integration otherwise went quite smoothly, though I did notice some landscape edit conflicts with Devious Lore that we'll want to keep an eye on. Let's visit the springs in game.

 

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Looks good, including the Devious Lore shop. There is some floating grass that'll fix itself next time I regenerate the grass cache, but otherwise I think we've got a successful addition to the world here.

 

Alright, now I feel like I accomplished a bit more today. Much better - and another important milestone... 1,550 mods installed! Will we make it to 1,600 before I start the next adventure?

 

Edit - and a little late breaking addition, I knuckled under and did the damn navmesh. So you won't have to listen to me whine about that anymore - at least not for Bells.

Edited by gregaaz

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