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Bethesda Modding Diary - 27 June 2022


gregaaz

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Hi folks, welcome to another new week :) I was pleased to see Westworld Season 4 managed to survive HBO's culling of sci-fi that caused the premature death of Raised By Wolves. Hopefully their management will come to see reason and stop killing their good content. As for modding, I kind of got an itch today to check a specific item off my Skyrim to-do list: Missives and The Notice Board. Both of these mods add more radiant quests to the game, outside the faction system, which allows for more adventuring options (especially for lower-level characters). 

 

Starting mod counts:

  • Skyrim
    • Mods installed: 1711
    • Plugins active: 1660
    • Final load order index: E7
  • Fallout
    • Mods installed: 491
    • Plugins active: 551
    • Final load order index: A7

 

Whats In The Numbers?

Spoiler

In the last couple diaries, we've talked about the place certain numbers have in the Star Trek expanded universe. Today our mod counts line up with...

 

  • NCC-1711 -- Originally authorized for U.S.S. Potemkin, a Constitution class first class heavy cruiser. As touched on in a previous entry, 1711 Potemkin was initially renamed Excalibur and later canceled entirely. 1711 is a rare Class 1 NCC that wasn't ultimately used, even during the NCC reassignment spree that happened around the time of the Enterprise refit and Constitution upgrade programs. Potemkin and Excalibur were ultimately both completed as ECPs on earlier authorizations - NCC-1657 and NCC-1664, respectively.
  • NCC-1660 -- The original U.S.S. Buenos Aires was a Miranda type cruiser that had a number of adventures in the mid to late 2260s before finally being lost in 2268. She was an older design, possibly belonging to the Anton class or (assuming the 'cruiser' designation is literary license) its Class 1 cousin, the Surya class. We know this from her use of circumferential warp nacelles rather than the newer movie-style linear nacelles. However, both Surya and Anton class ships were authorized under contracts in the 1800-1900 series, so this is something of an anomaly. Some time later, Buenos Aires was rebuilt under the same NCC as a Chicago class "heavy" cruiser, which were actually uprated Kearsarge class light cruisers. Like Berlin, the SFB Ship Registry has no service details for Buenos Aires, so we don't know that incarnation's fate.
  • NCC-491 -- Without drilling down into really deep non-canon sources, there's no information about this contract number. It may have never been used.
  • NCC-551 -- This contract was authorized for construction of a Class 1 destroyer of the Saladin class (specifically, belonging to the Cochise subclass). The Saladin class was plagued with power system issues relating to its weapons systems, and many of its ships were either completed as or refitted into different configurations. 551 was initially authorized as U.S.S. Achilles, but underwent substantially redesigns prior to commissioning. By the time it launched, it had almost completely changed in design, Ship of Theseus style, with a completely redesigned saucer and an enlarged propulsion system sharing common parts with U.S.S. Wolverine and her two sister ships. How her name changed is unclear, but there are fragmentary records of an Enterprise class U.S.S. Achilles (unknown NCC) operating in the 2280s. It's likely that during her long development cycle, the name was reclaimed for this ship or a forebearer. NCC-551 launched as U.S.S. Two Moons. She was subsequently lost during an encounter with a cosmozoan. Four more Fast Destroyer conversions were planned, but all of them were cancelled because of recurring availability problems relating to the special propulsion components.

 

 

 

The Notice Board

Spoiler

Before Sidequests of Skyrim, there two mods that provided sidequests outside of the framework of a new or existing faction. The Notice Board was the earlier of the two, and while it was a little rough around the edges it added some genuinely valuable functionality. Today we're going to install this mod and its successor/companion mod, Missives

 

For TNB we are going to grab four mods:

 

 

The first thing we want to look at are asset conflicts, and we can see that all the issues are internal. It's just the improved textures overwriting the ones that ship with the basic mod. As long as we keep the mods in this order on the left side, we don't need to do anything special with the assets. 

 

image.png.b9ce9fb998e99827c27ec4607e3ca77e.png

 

As far as the plugins go, we can see that two of them are uncompacted. We'll need to look at these in xEdit to find out if they really need to consume a full sized plugin slot. TNB is about 800 records and NMS is about 1200, so neither of them need to be full-sized. Both mods have SEQ files that we'll need to regenerate but otherwise they appear to be clear to compact. We'll start out by doing that.

 

Compacting for ESL with Novel Cells

Spoiler

But wait, there's more! The main mod contains novel cells that get edited by the add-ons! This means that before we ESL flag the main file, I need to finally get off my duff and create a holding file for novel cells. We're going to do this just like it sounds - create a new plugin with an ESM flag, then change the form IDs on the novel cells to reference it. Now, this will result in us adding a full-sized plugin, but since we can compact two plugins as a result, we come out ahead - and going forward we'll continue to come out ahead with future novel cell situations.

 

image.png.4ca70c4ec9bd2cb42f368396b5dcd307.png

 

image.png.d8ba72d142c55954df30b2f0ff2a1656.png

 

Once we've saved the new plugin and reloaded, we'll filter TNB to only show its cells - this will let us find the novel cells quickly and reassign them. Don't forget to add your holding cell as a master for any patches or add-ons (like the Better Solstheim Quests mod in this case) because otherwise the new form IDs won't properly flow down from the main file.

 

image.png.b7e9120a913002f991812c4b85849e19.png

 

image.png.b9b6cbac86af81d2e7da934d3956be52.png


 

Conflict Resolution

Spoiler

Now that we've compacted the files and rebuilt the SEQs, let's see what the conflict resolutions look like. Cleaning revealed 3 ITMs, but no other issues, so that we good. Conflicts were mostly limited to top-level cell data: also good!

 

image.png.75c2ce81fa453118058ef8b6d6107fc9.png

 

We did have two location conflicts with our purchasable display items mod, and I solved those just by merging the relevant keywords into an override patch.

 

image.png.3b08a73a4e68a8abdf581003c96d7b5e.png

 

The last part we have to look at in game. If you've ever looked at this mod online, you know it has a lot of patches for city mods. Since our configuration is kind of complex, we can't rely on OEM patches. Instead, we'll verify each location and manually adjust the statics in the CK if we have to. Let's visit...

 

image.png.cf7c9dc08ef3425941d3f76c813dd4c2.png

 

  • Dawnstar
  • winterhold
  • Dragon Bridge
  • Morthal
  • Rorikstead
  • Riverwood
  • Ivarstead
  • Falkreath
  • Windhelm Docks
  • Windhelm World
  • Markarth World
  • Whiterun World
  • Solitude World
  • Raven Rock

 

And see if everything lines up correctly...

 

Visiting the Boards

Spoiler

Here's what we're seeing...

 

image.png.9d20b117db2efae1794852343d8e57ab.png

 

This one mostly looks good, but we need to slightly rotate this board so that it isn't conflicting this horn candle from Flowering Riverwood.


 

Spoiler

image.png.408d9b78d41737142cc39d5384f5d2a7.png

image.png.7a0c2a01e71998b328a210a1d7ebd4de.png

image.png.0cfbf22208bf0b45ed825a72d1d8434f.png

image.png.1d7ca04a745dd2cb5f352f4b45c974d7.png

image.png.0746fed9835791cb7b5d1fe3b3f87d68.png

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ScreenShot1868.png.716f0964de5b0a3d3cdb632de18c26c2.pngScreenShot1869.png.8491fcf11ad5b7d172503b68eaab3990.png

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Whiterun, Dawnstar, Morthal, Rorikstead, Ivarstead, Falkreath, Windhelm, Markarth, Solitude, Raven Rock, and Winterhold are fine. Winterhold has a clothesline partially blocking the board, but it doesn't prevent interaction and doesn't actually conflict the mesh. Some of these will need to be revisited later as I incorporate city overhauls that are on my list but aren't implemented yet.

 

image.png.74e94aa9de27b684147b86d7538ebbb9.png

 

Dragon Bridge has a substantial conflict with Rodryk's Dragon Bridge. There is an OEM patch for this mod which we'll grab.

 

image.png.45d9504d782153612e3cf090aa137f01.png

 

We do need to compact and flag the patch, since its full size, but otherwise it should be fine on its own. The only thing I needed to do was to take an original copy of TNB and re-compact it with this patch loaded so the compacted form IDs flowed down correctly. For Riverwood Flowering, we'll just make the edit in the CK to create a private patch. 

 

image.png.293268ba126b8221a6774cc8c8d05571.png

image.png.3999dc7592c7ab98863f9843fe8afa02.png

 

As you can see, the revised position no longer clips through the horn candle. Now we'll take the working file and roll it into our worldspace conflict resolution patch.

 

image.png.c3c5a8d31f75c54a09877095effa6301.png


 

Missives

Spoiler

Now that the Notice Board is installed, let's grab Missives. Specifically, we're going to grab the following files:

 

 

Like TNB, the only asset conflicts were internal asset replacements. However, Missives' main plugin is over 2048 records and so can't just be compressed willy-nilly. What we'll want to do long term, I suspect, is to split off some or all of the object references, but that can wait - especially since we'll probably want more OEM patches for this mod in the future. The good news is that I didn't find any problems during cleaning. As far as conflicts, we had a few worldspace edits in Raven Rock that I need to verify in-game. 

 

image.png.32e272ad7d3d1473eb98f760b19c8c61.png

 

We also need to take another tour to look at the different boards to see what they look like and whether or not anything is intruding into their positions. 

 

image.png.dfb1a3babde00fcac5930e04f95cce2a.png

 

We'll be visiting...

 

  • Karthwasten
  • Winterhold
  • Dawnstar
  • Dragon Bridge
  • Morthal
  • Riverwood
  • Ivarstead
  • Falkreath
  • Kynesgrove
  • Windhelm
  • Riften
  • Markarth
  • Whiterun
  • Solitude
  • Raven Rock

 

I like how the list of areas isn't exactly the same as TNB. That's a nice touch that will add some diversity. Now let's see how everything looks in game.

 

ScreenShot1875.png.94820479cea7f7b2da9508f7c4496435.pngScreenShot1874.png.940d5e929ca8b3cef2a3a9ca0647dd54.png

ScreenShot1876.png.b62d83d882a84e29bc74c06391d54535.pngScreenShot1877.png.0837a1f45cd0d21265f56cca89b9dfac.png

 

In general everything is looking pretty good. Falkreath had a minor conflict with Prison Overhaul, which I'll fix in the CK. XPO is also the source of a conflict with Windhelm, that'll similarly need CK attention to fix. 

 

image.png.22bb4cbeeecae972dd62c3d78f600761.png

image.png.6b5f09da216d448130638baeeb00c4ef.png

 

Perfect, now we've got two new sources of side quests in the game! I'm pleased that these only had minimal issues, as I've been wanting to install them for a while.

 

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Hopefully their management will come to see reason and stop killing their good content.

Face it they are not interested in good content, they only care for numbers. So if more people watch trash, more trash is what the people shall receive.

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