Bethesda Modding Diary - 10 June 2022
Greetings, folks! Today the focus is going to be on finishing up the LOTD vs. TGSC deconfliction patch, and then (if time permits) doing the leveled lists. If I don't run into any big surprises, that might make for a deceptively small blog, since a lot of it is going to to just be repeating the steps I did in yesterday's entry.
Revisiting the Cheongsam
So yesterday we had some issues with the COCO Cheongsam. It was rendering weird, the morphs weren't firing right, and it was generally a mess. Today I went back in to do more testing and verified that at least on the zero-slider body it looks OK.
Now, one thing I did do was go into OBody Standalone's configuration file and turn off the ORefit option. This feature is really designed with CBBE 3BA in mind, but I had been experimenting with using it on the BHUNP body. I hadn't previously noticed any major issues, but I suspect it might have something to do with the problems I encountered on this outfit and I turned it off from an abundance of caution. The Nipple and Genital customization are also aimed at CBBE 3BA, but I'm going to continue fiddling with them for the time being. It seems that, at worst, they do nothing and at best they may be partially functional on BHUNP - though I haven't thoroughly tested them yet.
Some more good news - the high heels issues might have been a false alarm. I forgot that I was taking screen shots of actors who were playing idle animations, which sometimes override heel data. As you can see here, at least on the player character I was getting heel functions - though this too needs more observation and testing. Also, 3D pubic hair doesn't appear to protrude enough from the body to intrude through the dress. I suspect Futanari may still be an issue, but that's a pretty common problem with many outfits like this and I'm not all that bent out of shape. Worse come to worst, I can make sure that "known" Futa who use this out have the panties equipped to suppress Slot 52.
Finally, switching the body morph did no result in deformed or wrongly-fitted clothing, and I suspect that this is the fruits of turning off ORefit. If I had to guess, this outfit has some residual CBBE scaling data in it so it responded to calls made by ORefit in an unintended way.
As an aside, the test morph you see in the third image is the Jill Valentine Body from the Accurate Bodyslide Series. I've been pretty happy with the bodyslide presets in this series so I wanted to make sure I gave the mod some visibility!
So, the player's body looks OK now. Let's head over to the Blue Palace and see how the servant girls look.
Still some minor issues - the high heels aren't working and there's some minor mesh intrusion on Hilde's bust. Still, these are much less noticeable issues than before. I'll need to loop back and give those high heels some extra attention, but I don't rank this in the same tier of problem as we were seeing yesterday. I think we can move that one to the back burner for now before we end up going down a huge rabbit hole in Outfit Studio and fail to get anything else done today!
Possible Trouble on the Horizon
During the recent testing in Solitude, I noticed pronounced FPS drops within the SolitudeWorld space. Worse yet, I got a CTD that cited TBBMalloc.dll, which suggests the game ran out of memory. Now, I was running with a billion chrome tabs open, music playing on Youtube, etc., so its possible that I'm just in a temporary degraded memory state at the moment, but I'll need to keep a close eye out for whether or not this persists, as it could point to a runaway script of some sort. If so, the Papyrus Log and ReSaver should reveal the culprit between the two of them. I do note that the Faction Economy script has a large number of instances,
Now, these issues we're seeing here might be early game artifacts associated with functional mods starting up for the first time that were compounded by me moving the player character to a densely populated are like Solitude that's also used as an initial spawn point for many traveling NPCs. The suspended stacks are essentially non-existent before I leave the Blue Palace interior cell, so more research and observation is necessary before concluding that there is a "real" problem here as opposed to a malfunction resulting from unintended gameplay, but I'm definitely now on alert for potential problems.
Hopefully we won't have to revisit this, but if we do it'll at least be a good opportunity to talk about finding problems by parsing the saved game and the Papyrus log.
Gemstone Patching
As expected, I didn't find any big surprises with the remaining gemstone patching, but it did eat up most of my hobby time today. However, the end result is a comprehensive patch that remaps all the TGSC content in LOTD back to its original source data within Mystic Legacy. Let's hop into the game and take a look at it.
Let's head over to the Hall of Natural Sciences and spawn the gem testing chest from LOTD.
Inside, you can see the TGSC items seamlessly displacing their LOTD versions, like these Tourmalines below:
Now let's confirm that the displays work properly - we'll take the contents of this box and start filling shelves. As you can see, all the items properly move to their shelves. There's a little bit of jostling in a handful of areas where TGSC has different meshes, but in functionally everything is working correctly!
Well, that's some good progress for today! This weekend, we'll wrap up by fixing the leveled list issues, and then finally by completing normal conflict resolution on these mods. See you then!
Edited by gregaaz
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