Bethesda Modding Diary - 30 June 2022
OK, I'm back. Yesterday we started going through some mods that covered LGBT themes. We got to the "G" and "T" parts, but we ran out of time before getting to the rest of the content. We'll wrap up that series of mods today.
Our starting counts in Skyrim are:
- Mods installed: 1728
- Plugins active: 1673
- Last load order index: E9
Those Naval Contracts
Before we get to the Skyrim, let's delve into some nerdy content. If you're new to this series, I've recently been looking at the mod counts and cross-referencing them with naval construction contracts from the Star Trek expanded universe to delve into some of the tangled web of lore that exists there. Of course, this is more of a thought experiment than a realistic portrait, since the "reality" is that many of the conflicts that we integrate here are actually separate events occurring in parallel universes and timelines. That was first "said out loud" in The Needs of the Many and it was finally codified in the Coda trilogy. Still, I think it's more fun as an intellectual exercise to try and reconcile all the various sources rather than just chunk them out into different takes.
NCC-1728 -- Maybe U.S.S. Constellation II, maybe not
1728 was kind of an odd duck. Originally authorized as U.S.S. Truxton, this ship would have been one of the first Achernar subclass heavy cruisers. Indeed, it's very possible history would remember that group of ships as the Truxton subclass had everything proceeded as originally planned. However, the loss of U.S.S. Constellation (NCC-1017) in 2267 threw this into question. The Federation Council had already been looking to replace and memorialize some of the earlier Class 1 heavy cruiser losses, and Constellation's destruction crystalized this movement. At the last minute, a stop-work order was issued for Truxton pending possible design changes.
When work resumed some time after 2268, Truxton had been renamed Constellation II, but this wasn't until 2274 that she and the other three ships of her small subclass launched in the same configuration as the Endeavor refits. They completed their shakedown cruises and officially commissioned in 2275, Maybe. Now, here's where things get a little tricky. In 2275, another U.S.S. Constellation entered service. This ship was NCC-1974, the first of the four-nacelle Constellation class heavy cruisers. In 2280, we also have a case of U.S.S. Gettysburg, NCC-1728, commissioning as a heavy command cruiser, sort of a proto-Enterprise (II) design.
So here's my theory:
- Stardate 4444: The Federation Council authorizes replacements for up to four previous Constitution class hulls without specifying the final contractual vehicles or which ships to replace. Logic dictates that these ships will be NCC-1728 through NCC-1731 since those are the next four sequential 17xx contracts after the last Bon Homme Richard build, but this is more of an aspirational authorization than an actual one.
- Stardate 5930: The Federation Council authorizes the original 117-ship Achernar subclass order. This action essentially marked the formal embrace of the Class 1 starship concept, but almost immediately the Council started to feel buyer's remorse and started cancelling ships and generally shrinking the class. In the end, only 11 new Achernars were built, though some of the other contracts were eventually executed on later heavy cruiser classes.
- 2261: U.S.S. Achernar is laid down for construction. It's unclear if Truxton and the other three ships in the 28-31 range were started within this timeframe, but if so they were far behind schedule compared to Achernar. More likely, they were either just being laid down or hadn't started construction when...
- 2267: U.S.S. Constellation is lost in action against the Doomsday machine. The Federation Council finally acts on the 4444 appropriation and orders Constitution II. Truxton is either converted or canceled, replaced with Constellation II. We don't know much about her configuration, but it's likely this ship suffered through a number of starts and stops, including possibly an aborted attempts to transfer it to the NCC-1706 contract.
- 2270s: At some point in this timeframe, work starts on a new heavy cruiser design with similar warp dynamics to the older Cardenas and Gemini class ships. The program is named Constellation but proceeds under a high degree of secrecy. To avoid acknowledging this program, Constellation II continues construction under that name.
- First half of the 2270s: The Larson class U.S.S. Gettysburg (NCC-4324) is decommissioned. The Federation Council indicates a desire for a replacement ship to carry on Gettysburg's legacy.
- 2273: After a series of stop-and-go delays, Constellation II resumes work with the goal of completing her as an Endeavor subclass design.
- 2274: NCC-1728 U.S.S. Constellation II launches and begins space trials. At the same time, NX-1974 U.S.S. Constellation has already launched and is conducting classified testing and evaluation.
- 2275: Both Constellations have successfully completed their pre-commissioning activities. Starfleet Command declassifies the Constellation program and formally commissions NCC-1974 as U.S.S. Constellation. At the last minute, Constellation II is instead commissioned as U.S.S. Gettysburg.
From here, Constellation goes off an has her own adventures. Her crew in this timeframe adopts the unauthorized designation NCC-1017-A, fully embracing her position as the successor to Commodore Decker's famous ship. Gettysburg goes on to complete a deep space mission in the Endeavor configuration before returning for a refit that will complete in 2280.
After this refit, Gettysburg was the de facto lead ship of a new subclass, the CB heavy command cruiser configuration. The CB configuration was something of a precursor to the Enterprise (II) design, and while it lacked many of the most advanced features of the E2, it significant improvements in propulsion, power generation, and phaser output. Following Gettysburg, most of the other Achernar class ships (including those that had been upgraded to the Endeavor specification) were refitted to this configuration.
We don't know much about what happened to Gettysburg after this point. In Y177 (circa 2281) she classed with the Lyrans, a Kzintoid species allied with the Klingon Empire. We don't have any other information about her history, but a century later a Constellation class ship carried on the name (as NCC-3890) and a few years later she was replaced by a Steamrunner class ship, so we can assume at least that 1728 didn't disgrace her name.
We covered NCC-1673, U.S.S. Toronto in yesterday's entry - nothing new there.
Alternatives to the Amulet of Mara
The author of Children of Azura also created two mods that have alternatives to the Amulet of Mara: Lavender Menace and Blueflower Necklace. These mods function like the Amulet of Mara, except they're gated to only work on women and men, respectively. Today we'll install both of those mods and their associated texture upgrades, then edit NPCs Wear Amulet of Mara to also distribute these necklaces.
Before we get into hacking around with the Mara mod, let's get these two installed. Right off, we can see that the only asset conflicts are the overrides from the texture pack. At the same time, both plugins are already compacted and ESL flagged. Both plugins are also clean and the only conflicts are related to the marriage quest. You can see below how we've merged the dialogue conditions:
However, it's pretty unlikely that the target is going to have all three necklaces equipped, so we'll also add "or" conditions to them. This should require only one of the three items to start the dialogue. Note that the final condition doesn't have an "or" because the relationship rank check underneath is indeed mandatory.
Now let's fine-tune distribution. Now I'm not going to gate these two necklaces based on the wearer's sex. Essentially, we'll have the Amulet of Mara (bisexual), Blueflower Necklace (wants men), and the Lavender Necklace (wants women) all describing what kind of partner the person is looking for, rather than acting as a symbol dividing between hetero and LGBT identity. But I'm getting ahead of myself. First let's create the distribution quest and magical effect. We'll do this by going to the distribution mod and creating new records based on what's already there.
Now that we have the framework in place, we need to go to the SPID distribution file and add these new magical effects. Here's the default version:
Now we add in the new spells, as you can see below. We'll also reduce the chance of each spell firing to 15%. This will still result in an overall increase in the number of people wearing these amulets, but it should reign it in enough that we won't see everyone running around looking for a spouse.
Let's see how this looks in-game.
Looks like Ysolda is looking for a special lady in her life! Don't mind the lantern clipping through her body - clearly I need to move it at some point.
Romantic Correspondence
Another mod I wanted to grab was Simply Gay Letters. This sounded like a good way to add some more depth to the characters, and a pretty lightweight addition to the game. I do expect that this'll add to the growing pile of random books and letters on the floor in the Arcanaeum, but a cleanup of that zone is already on my to-do list so this isn't any big problem.
Oh, perhaps I spoke too soon. This mod has an ICOW patch, which greatly reduces the risk of issues with the Arcanaeum. Let's see what's involved with this mod.
No asset conflicts in this one, but the parent plugin isn't compacted, which is silly and something we need to fix. This mod does have an SEQ file, so we'll regenerate that once we compact the form IDs.
The mod contains no dirty records, which is always good to see. I recently had a conversation on Reddit where I was discussing mod cleaning and I recalled how in the last year it seems like authors have gotten much better about mod cleaning. There's still room for ongoing improvement, but mods are much less dirty on average than they used to be, and that's great.
The ICOW patch had a couple of NPC edits, but we are actually going to remove this. Why? Because version 1.0 and forward of this mod remove the NPC edits. However, I'm not going to totally uninstall the patch because it contains some outfit edits that I want to keep. We also need to forward one of those outfit edits to a WACCF outfit to ensure that it properly appears on the character (Arniel Gane).
Looks good so far. Let's take a quick visit to the college and see how everything looks.
Arniel has his wedding ring
And Urag's erotic Oblivion fan fiction apparently won't be getting published any time soon. so sad.
Further Gay Adventures
The Isle of Mara is one of those "oldy but goody" mods on the Lab. This story mod was last updated in 2016, and it offers up a pretty extensive story involving the player getting kidnapped by a cult with some... unconventional methods of worshipping Mara. In a nice break from the usual linear approach for quests, this one has a branching outcome that gives the player a choice in how to end the quest and what (if any) ongoing radiant content follows. It's also one of the first LGBT story mods to reach this level of depth and scope. Let's get it installed and see how it holds up in terms of cleanliness and ease of conflict resolution.
Asset conflict were minimal - mostly some shared textures with other mods, which is harmless. It does replace the executioner costume with a more lewd version. That's not a huge problem, strictly speaking, but eventually I'll want to split that off so both versions of the outfit are in my game. Depending on how much time we have today, I may actually get to that in this session, but no promises.
At over 21000 records, this mod isn't really a candidate for ESL flagging, so we'll leave it full sized. Error checking was... complicated. Here's what we got when we ran the check:
[00:00] Checking for Errors in [EA] Debauchery.esp [00:00] meltentacleeffect "Estrus - tentacle - etc - machine" [MGEF:EA02AF53] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA009457] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA004888] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias> [00:00] melhorsetrigger [ACTI:EA007F3A] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA002300] < Error: Could not be resolved > [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA002868] < Error: Could not be resolved > [00:00] melmastrigger02 [ACTI:EA0079B8] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA003E4B] < Error: Could not be resolved > [00:00] meltrigger02 "sex trigger" [ACTI:EA00698C] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA006EEF] < Error: Could not be resolved > [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA006EF1] < Error: Could not be resolved > [00:00] melmalbronusstaff "The Throbbing Shaft" [WEAP:EA36731B] [00:00] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0 [00:00] melmaster09 "Priest of Mara" [NPC_:EA008FEB] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster10 "Priest of Mara" [NPC_:EA009552] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster11 "Priest of Mara" [NPC_:EA009AB9] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster15 "Priest of Mara" [NPC_:EA01DA65] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster03b "Priest of Mara" [NPC_:EA01F5FD] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmasterwizard "Crandor" [NPC_:EA029EE4] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster16 "Priest of Mara" [NPC_:EA030C96] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster17a "Priest of Mara" [NPC_:EA097B33] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster17b "Priest of Mara" [NPC_:EA097B34] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melpartynoble9 "Noblewoman" [NPC_:EA0C0A0F] [00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 1140 not found in NordRace "Nord" [RACE:00013746]> [00:00] melshipcrewrose "Rose" [NPC_:EA0FE54A] [00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 1140 not found in NordRace "Nord" [RACE:00013746]> [00:00] melmasterexec "Priest of Mara" [NPC_:EA11D0E1] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmasterexec2 "Priest of Mara" [NPC_:EA122239] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melenginevoice "Dwemer Voice" [NPC_:EA20DAF1] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melfinalqmaster1 "Priest of Mara" [NPC_:EA2407F8] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melfinalqmaster2 "Priest of Mara" [NPC_:EA2407FA] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmastercontrolvoice "Master Control Interface" [NPC_:EA4284EE] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmasterriftensiege06 "Priest of Mara" [NPC_:EA5C3BF9] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster01 "Priest of Mara" [NPC_:EA003E35] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster02 "Torturer" [NPC_:EA003E3F] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster03 "Priest of Mara" [NPC_:EA003E4A] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster04 "Priest of Mara" [NPC_:EA004E7D] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster05 "Priest of Mara" [NPC_:EA007F3C] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster06 "Priest of Mara" [NPC_:EA007F41] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster07 "Priest of Mara" [NPC_:EA0084C3] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melmaster08 "Priest of Mara" [NPC_:EA008A4C] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> Found a NULL reference, expected: PERK [00:00] melslave19 "Yelath" [NPC_:EA008FBF] [00:00] NPC_ \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA6848E6] < Error: Could not be resolved > [00:00] [REFR:EA06E881] (places DweForgeFurniture01nif "Aetherium Forge" [FURN:02013F11] in GRUP Cell Persistent Children of melislandtemple2 "Chapel of Mara" [CELL:EA06E87B]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA05A1FF] < Error: Could not be resolved > [00:04] [INFO:EA4284F3] ('Greetings Master Kagrenac.' in GRUP Topic Children of melbetrayquestcontroldiag1aTopic [DIAL:EA4284F2]) [00:04] INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Warning: Quest Alias not found in "melbetrayquest "Secrets' of the Prophet" [QUST:EA418E81]"> [00:04] [INFO:EA4284F6] ('Welcome back Master. It has been 511345 days since you last activated me.' in GRUP Topic Children of melbetrayquestcontroldiag1bTopic "Er..Hello." [DIAL:EA4284F5]) [00:04] INFO \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> <Warning: Quest Alias not found in "melbetrayquest "Secrets' of the Prophet" [QUST:EA418E81]"> [00:06] [PACK:EA00CC7D] [00:06] PACK \ Package Data \ Data Input Values \ Value \ PTDA - Target \ Target Data \ Target -> <Warning: Could not resolve alias>
So that's not great. Let's review what we've got. First, there's some chaff - null value perk records on a bunch of NPCs. We'll just go in and clean those out. With those done, we need to take a brief detour; while I was fixing them I noticed that this mod uses clones of certain characters for some of its scenes. We need to make sure those are templated so that they forward changes from my NPC overhaul mods.
...and they don't. So we need to fill in those templates and set the template flags.
Traits will forward the actor's appearance, which is what we want. If we have any female clones I may also need to forward factions for SOS consistency, but we'll cross that bridge when we get to it. As it turned out, there was only one cloned female and she isn't a designated Futanari for Alpha so we can leave her as-is.
So what's left in that error report? We've got a critical damage anomaly which is a normal and benign issue with Form 43 mods. We also have some tint layers that are benign. Then we've got the NPC with a bad object reference in their script:
[00:00] melslave19 "Yelath" [NPC_:EA008FBF]
[00:00] NPC_ \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [EA6848E6] < Error: Could not be resolved >
By tracking down this actor's ACHR record we can find the cell he spawns in and then try to locate the correct form ID for the object. And here's some vertical stocks in the zone (the script is for behavior involving stocks)
So we'll make this reference persistent and stick it into the VMAD properties.
The AI package at the end of the error is is an incomplete feature that isn't actually used by anyone. Since this mod is long-abandoned, we'll just delete that package. Next we've got two dialogue conditions with bad alias tests on them. Both of these appear to be dialogue with the Dwemer Master Control Unit, so the logical alias to link to this is the test for whether or not the control unit has been turned on yet.
After that we have a missing script prop for the copy of the Aetherium forge that appears in this mod. So let's look up the original and see how its properties are organized.
So we're looking for the activator that should be in the same cell as the object. In this case, that activator is absent, so this copy is just for window dressing. We'll remove the script attachment. After that, we have some sex trigger points, and these have props that call for specific NPCs (I recognize the naming convention from cleaning) but the form IDs are bad.
Haha, remember how I was just saying that mods are so much cleaner these days? It's easy to forget that this level of deficiency in a mod used to be pretty normal.
The final error is missing stuff from Estrus For Skyrim, which is behaving weirdly because it isn't properly registered as a dependency. The bottom two errors in this cluster were easy to find since they're derived directly from the EFS main quest. The top one, with the dialogue reference, required some checking to find out what the game is asking for. And the answer?

...it's not an actual property for this script. So we'll remove it. After rerunning the error check, we can see that now we only have the benign errors.
OK, now how about the other cleaning functions? The mod came out clean - which was a pleasant surprise. Conflict checking revealed some conflicts, but they were limited and pretty easy to fix - mostly positional edits. It is worth noting that if you don't patch this mod, it will break Shout Like a Virgin, so... patch your mods! There are also some navmesh ITMs that didn't get caught automatically but that screw with some USSEP navmesh fixes. Forwarding the USSEP version was sufficient to resolve the issue.
Now we're just about done. Since this is an LE mod, we need to regenerate its SEQ file and clean its assets. We'll also want to regenerate any unique facegen. That'll happen in xEdit, Cathedral Asset Optimizer, and the CK, respectively.
And with that, we've got the mod ported. But we're not quite done yet.
Birthday Suit Sample
By filtering the NPC records to only show vanilla outfits, we can quickly see that this mod only uses vanilla outfit records for a few things - some monster skins and armor, some Thalmor armor (which I don't actually plan to mess with), and a few vanilla or vanilla-clone NPCs.
Next we'll remove the female characters from this list, because they're out of scope for what we're doing here. We'll also eliminate any actors who contextually don't seem to be participating in the shenanigans, such as guards. We end up with this list:
Now let's change focus and take a look at this mod. This is an SE, improved version of one of the recommended mods for Isle of Mara, the old SOS Revealing Armors mod. For quite a while my plan has been to convert this to a standalone armor mod and then hook it up as part of my regional and gender separated leveled list project. We aren't going to completely do that today, but we are going to hook it up for IOM at least.
First, we need to de-replacer the assets. We'll move all the nifs to a new \revealing\ folder tree. This should resolve the majority of conflicts against vanilla.
Unfortunately, we've still got a lot of textures that we need to move:
Temporarily, we're going to hide these texture files. Eventually we'll want to bring them back, but one thing at a time (part of why we're hiding instead of deleting). This might cause some occasional glitches, but on the whole the impact should be pretty minimal.
Now, this mod has only 208 records and its not ESL flagged. However, we'll hold off a bit until we've de-replaced it. One thing we see right away is that many of the ARMA entries aren't copied to the replacer, which complicates things a little. We'll need to go and grab these, then copy them to the standalone version. The end result will be that we have alternate versions of these ARMAs where we can plug in the revealing nifs. For the moment, however, we aren't going to sink the huge amount of work into those that's required. Instead, we're only going to do armor and clothing we need for IOM.
To update the nif addresses on the ARMAs, we'll use this script to plug in the new folder structure:
Now that we've done that, we need to find and grab any vanilla ARMAs that aren't already here. We need the following items for IOM (the crossed out items aren't in this revealing clothing pack. I know where to get them but its out of scope for today)
- Heavy bandit cuirass (we'll use steel plate)
- Bandit cuirass (probably just Bandit 1 for now)
- Steel
-
Farm clothes 2 -
Graybeard robes -
Ulfric's Clothes (if available) - Ebony
- Dwarven
- Barkeeper
- Imperial light
- Imperial heavy
- Stormcloak officer
- Barkeeper variant
-
Fine clothes 1 -
Fine clothes 1 variant - Companions
-
Fine clothes 2 -
Fine clothes 2 variant - Daedric
-
Warlock robes hooded - Necro robes
- Monk robes
- Gray monk robes
With those wired up, we'll quickly use a script to add SexlabNoStrip to the items, so the actors don't take them off when they fuck the player (relevant to the plot, IIRC). At that point, the armors are ready to go for this mod. Now we need to update the outfits. In a working file, we'll replace the slot 32 item with the appropriate revealing choice, then copy these outfits to new records. Once that's done, we'll update the NPC records to point to our new IOM version.
With those wired up and patched in, I think we're finally ready to test out this mod! First we do need to go back and compact the SOS Revealing Armor file, then we can jump into the game.
We'll use Simple Slavery to put my character right into the mod, since otherwise it doesn't start until a fairly advanced stage in the game. Note that we have some issues in the auction house - got some NPCs with the dark face bug and also the other slaves are spawning lanterns (I assume because of keywords). I'll need to loop back and debug that stuff later.
So far so good. As you can see, the NPC overhaul info successfully forwarded to Vilkas (in the cage on the left). Shortly thereafter, things got... very personal.
So yes, we've successfully installed IOM and got it fixed up. I didn't get much of a chance to see the new armor in the early stages of the mod, but it's still good we have them - ultimately I'll finish converting that mod and we'll have it as an asset in a wider context than just this mod.
I think that's it for today. See you all soon!
Edited by gregaaz
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