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Bethesda Modding Diary - 01 July 2022


gregaaz

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Welcome back, everyone. Today we're going to take on a few different goals - installing a couple new quality of life mods, fixing a few glitched interactions I've discovered over the last couple weeks, and integrating some Khajiit themed mods. I've also got a new Fallout 4 mod to add. Since we haven't reviewed the Fallout 4 mod count for a while, let's look at where both games stand going into today:

 

  • Skyrim
    • Mods installed: 1735
    • Plugins active: 1680
    • Final load order index: EB
  • Fallout
    • Mods installed: 491
    • Plugins active: 551
    • Final load order index: A7

 

Trek Lore

Spoiler

For the last few entries, we've been looking at the hull numbers from the Star Trek expanded universe that line up with our mod counts. Now, we've already covered the counts for Fallout and I don't have any records of an NCC-1680, so we've only got one ship to look at today. However, let's also step back and take a look at how the Constitution class evolved over time. I've mentioned a lot of subclasses and other milestones and I realize that this might not be familiar to everyone who's reading this.

 

Understanding Constitution Evolution

Spoiler

So... the Connie. Officially "Starship, Class 1, Mk IX", this was the first heavy cruiser of a prolific series including the famous U.S.S. Enterprise of Captains Pike and Kirk. Connie launched in 2245 and was the lead ship of a class of twelve ships, plus two refits (one of NCC-1017 Constellation and one of NCC-1371 Republic). As we've touched on in some of the previous articles, a number of Connie's sister ships ended up not being complete new builds but were actually either rebuilds or conversions of ships slated for commissioning under contracts in the NCC-16xx series. 

 

These first Connies are the design we see in the episode "The Cage." Identification characteristics include a taller bridge module than later designs, straight pylons connecting to the warp nacelles, and probes extending from the front of the warp nacelles. The engineering hull was mostly cylindrical with only a subtle tapering near the rear shuttle bay. The front deflector dish is large and overlaps beyond the cowling of its housing.

 

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This ship was largely designed with exploration missions in mind and was not heavily armed. Indeed, it's weapons capabilities may have been inferior to the so-called "R-class" cruisers with 13xx hull numbers. A lot of it boils down to unknown details about the laser batteries the Connies launched with. Historically, lasers - even warp-targeted lasers that are less susceptible to relativistic lag - are treated as badly obsolete by many sources. However, sources as recent as Desperate Hours and The Enterprise War indicate that U.S.S. Enterprise still had lasers well into the 2250s. My personal suspicion is that what Star Fleet Battles calls Phaser-2s on Federation ships are actually these late generation warp-targeted lasers. In that case, the Connie was probably similar in capabilities when she launched in 2245 of the final upgrade packages for the 10xx and 13xx heavy cruisers: "good enough" in 2245 but badly obsolete in the 2250s. 

 

Following the 14 Connies, the Federation built 16 ships starting with Bon Homme Richard (NCC-1712) that had improved characteristics. There are gaps in the information about when this class actually joined the fleet. Ships of the Star Fleet indicates they started commissioning in 2248, but this is based on out-of-date information about Constitution's launch. FASA Trek suggests she launched "a few years before 2259" which is more consistent with canon but suffers from the ongoing uncertainty about exact translation of reference stardates. My suspicion is that BHR launched in the general timeframe of 2253 or 2254, with refitting of Consitution hulls beginning concurrently as ships became available. Some Constitutions were fully rebuilt as BHRs, whereas others only received the BHR engines.

 

Historically, sources have portrayed the BHR as an in-between stage with characteristics of both the Connie and the later Achernar (TOS Enterprise) types. However, Star Trek: Discovery and Star Trek: Strange New Worlds have revealed a new configuration with swept nacelle pylons, new warp nacelles, modifications to the upper saucer, a larger impulse deck, a smaller main deflector, and a more pronounced curvature of the lower engineering hull. We don't know for certain, but I think it's probable that this is the canonical BHR configuration. We don't know if Enterprise's 2255-56 refit when she received phasers was also when she refitted to this configuration, or if she was already in the BHR configuration in Desperate Hours, but SOTSF indicates that early BHRs still had lasers instead of phasers.  

 

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After the BHR flight, the Federation Council wholeheartedly embraced the Class 1 Starship program and ordered more than a hundred additional hulls starting with U.S.S. Truxton (NCC-1728) but as you recall from the last entry, these were held up by wrangling over the interpretation of the Council authorization of stardate 4444, and the actual first ship of this group was U.S.S. Achernar (NCC-1732). Only 13 ships of this type were actually built, but a number of earlier ships were either fully refitted to this configuration or were refitted with its engines. These ships started joining the fleet in 2263 or "several years before 2270" depending on which source you go by, so those are roughly in agreement and we can probably accept the date from SOTSF

 

This is the Connie we see in the "real" episodes of TOS. The cutouts on the upper hull have been filled back in and the impulse engines sunk back into the rear saucer. The bridge module has shrunk again, and the straight pylons are back. The warp engines are slightly more streamlined than the BHR version, no longer featuring the baffle plates on the side of the bussard collectors and with much of the illumination sides of the engines and the rear radiator loops muted. The deflector dish has been redesigned again, and it's in-between the size of the Connie and BHR versions.

 

In terms of defense systems, the Achernar probably more or less corresponds to the Star Fleet Battles CA, with its six dual phaser banks top and bottom, plus four photon torpedo tubes. Some ships had a pair of rear-firing, independently targetable phasers above the shuttle bay, and some had additional command and control equipment as well as additional point defense (these modifications also appear on some of the older designs). Finally (albeit almost a decade too late) the Federation actually had a cruiser that was a match for the Klingon Empire's KlolodeK'tagga, and K'tinga class "destroyers" (read: battlecruisers). 

 

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Following the Achernar subclass, Starfleet carried out two parallel construction efforts in the . On one hand, they agressively refitted a number of earlier ships with new systems while on the other hand building more ships in an improved configuration. Many of the existing ships were updated in two rounds of refits. The first (Enterprise refit) is the refit we saw in Star Trek: The Motion Picture, and included linear warp drive, returned to the swept pylons, and carried out a number of upgrades on the hull, including sinking the deflector dish into its housing, moving the torpedo banks to the "neck" of the ship, and rearranging the internal power systems.

 

A number of other ships received the Constitution (II) refit, which was generally comparable to the Enterprise refit, but had some different systems selected for installation. Note the different profile and visible cowling on the neck torpedo system, which is one of the visual points of identification for a Constitution (II). The timing of these refits is debatable. Canonically, Enterprise returned for refit in 2270. SOTSF imagines the refits starting in 2266, but this is probably an error based on the assumption that a second five-year mission did not occur under Kirk prior to the refit; however, many other sources explore such an event and if we're integrating sources it's safe to assume it existed. FASA Trek posits these ships entering service several years before 2276, and while 6 years is a bit of a stretch the canonical date kind of forces us to accept that. If we don't fiddle with the Constitution (II) timing from SOTSF, then we have both refits happening more or less simultaneously.

 

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To complement these ships, the Federation continued building new cruisers in the Endeavor configuration as well as refitting existing ships into this configuration. The Endeavor was probably comparable in gross performance to the other refits, but had a different engine system that made them visually distinct. All three of these ship types probably generally correspond to the CA+ (or CC+ for ships with the command cruiser package) from Star Fleet Battles in terms of general performance. FASA Trek imagines additional new construction of Enterprise ships in two different improved configurations starting some time before 2278 and 2280 respectively, which may correspond with the Star Fleet Battles Auxilliary Warp Reactor refits that were implemented between 2276 and 2279. FASA Trek doesn't differentiate between these three hull forms in its Enterprise class data block, so we're left to guess at the configuration of the higher-numbered Enterprise hulls (and indeed, some may be other types). 

 

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Starting in 2280, a number of Achernar and Endeavor type ships were refitted to a new configuration based on the modifications made to U.S.S. Gettysburg, the so-called heavy command cruiser (CB). Some new hulls were also built in this configuration. We don't have a reliable picture of what this ship looks like because of legal restrictions on how the SFB publishers can portray the ships in their products, but it's probably safe to assume it looks more like the Endeavor than the Enterprise/Connie (II) refits in line with SFB's requirement to use TOS style art. Some of the higher-numbered 1700 hulls that appear on the FASA list correspond with an even heavier configuration characterized as a heavy battlecruiser (BCH).

 

However, there's some question if the BCH hulls were actually built as Connie type spaceframes. On one hand, Star Trek: Star Fleet Command II portrays these ships as Excelsior type hulls. On the other hand, Excelsior is characterized in other sources as a Space Control Ship, which is one size category larger than a BCH (the BCH SCS equivalent is a smaller Battle Control Ship or BCS). Especially because of the overlap with the Enterprise II class, I'm inclined to put the BCH in the Connie spaceframe category, though probably visually resembling the Enterprise II

 

And about the Enterprise II, that's the NCC-1701-A type ship we see in Star Trek 4-6. These ships looked similar to the Enterprise refit but had substantially improve capabilities. Canonically, Enterprise A launched in 2286, though thanks to procurement runaround and scope creep she was likely under construction for a long time. Records are fragmentary, but it appears the original plan was to build her as a Battle Control Ship, but instead she was finished as an Advanced Heavy Cruiser (CX). FASA Trek imagines the launch significantly earlier - some time before 2281 - but this may be the result of incorrect assumptions about the amount of time between the various movies. Star Fleet Battles pegs the first CX conversion (a refit of Vincennes from CB to CX configuration) as completed in 2284, which is generally consistent with the 1701-A launch date.

 

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The CX is basically the high water mark for Connie spaceframes. SOTSF describes a less-capable Tikopai class intended to bulk out the number of ships available for space exploration, but these ships would have already been obsolete when they launched. As the Excelsior design matured and the Constellation started to enter production, the curtain was clearly falling on the Connie, though her general warp dynamics would live on in the Excelsior, Ambassador, and Galaxy classes well into the future. We know that at least one CX participated in Operation Unity circa 2298, and we see the remains of a ship of the general size and shape of a Connie at Wolf 359, but I think we can broadly say the design had about a 55 year run as a true first rate ship.

 

And there you have it... the life cycle and evolution of the Connie from 2245 to 2298. Hopefully this will give a good frame of reference for appreciating the different iterations and permutations of the design over time!

 

NCC-1735 -- U.S.S. Hancock (and maybe Tannenberg, too)

Spoiler

Hancock was an Achernar type heavy cruiser commissioned in 2265. She was originally authorized as Rigil Kentaurus but evidently As we touched on above, this means she was in the configuration we see in Star Trek: The Original Series, with straight pylons and relatively slender warp nacelles compared to the BHR. We don't know much about her other than the broad strokes of her maintenance history. Some time before 2278, she was refitted to either Enterprise refit, Constitution II, or Endeavor class specifications. Some time after 2280 - probably after completing a five year mission - she was refitted to the CB specifications similar to U.S.S. Gettysburg. FASA Trek indicates that she was destroyed some time before 2280, but this may suffer from the same time distortion regarding the amount of time between Star Trek TMP and Star Trek 4 (i.e., whether or not the refitted Enterprise had another five year mission before conversion to a training ship), so her loss may have actually occurred in the first half of the 2280s. 

 

However, there's an alternate interpretation. In Star Fleet Battles, 1735 isn't Hancock, she's U.S.S. Tannenberg. So it's possible that FASA is right and Hancock was lost in the late 2270s, then was replaced in the early 2280s by a new CB authorized under the same contract. If this is the case, then there's no conflict between the sources. She was authorized as Rigil K, finished as Hancock (we can ignore SOTSF listing her as Rigil K because of its sourcing; it doesn't take into account the data coming from FASA sources), was upgraded and then lost in action, and then got replaced with the CB Tannenberg. Perhaps the Achernar construction contracts included replacement clauses in them to avoid the whole mess of the 4444 appropriation playing out again.

 

We don't have any history on Tannenberg, so her fate is an open question. Perhaps someday we'll get an article in Captain's Log or some other source that teaches us more.


 

Before We Hop Back To Skyrim...

Spoiler

Since I flipped over to Fallout in MO2 to get the mod counts, let's install our Fallout mods first. We've got two of them today:

 

 

Neither mod has any unexpected asset conflicts, so we can hop right into xEdit to finish integrating them. The Franklin mod has no plugin and Elzee's is already compacted and flagged, which is convenient. Elzee's also has no conflicts with other mods, so it doesn't require patching. 

 

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All in all, that was a pretty straightforward installation process - quite painless!

 

Before I Forget... Patching ZAZ

Spoiler

Elzee's fixes to idle animations reminded me that I also need to fix some defects in the ZAZ Animation Pack. For a long time I've had issues with certain critters freezing in place if they get killed. It turns out, this is an issue with ZAZ (and with SLaVE, though it's imminently getting fixed in that mod). Apparently if you're working with idle animations in the CK, it's very easy to acquire wild edits to some of these idles that break them.

 

So let's go into xEdit and look up ZAZ so we can scrutinize it's idle animation records. 

 

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You can see in here the wild edits to the chicken and hare deaths. Looking deeper, we can see that the ragdoll flag is removed from both of them.

 

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We could just remove these bugged records, but instead we are going to forward the original record to a conflict resolution patch. This way, if I ever update ZAZ to some hypothetical future version, I won't inadvertently undo my bug fix.

 

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That should restore the correct death behavior. Not that I'm a sociopath who kills bunnies, but you know, AOE attacks are a thing and sometimes accidents happen.

 

Quality of Life Improvements

Spoiler

There are two mods that I've been meaning to install for a while which should both contribute to my general quality of life when playing:

 

 

Neither mod has unexpected conflicts, but the rotation mod is not compacted. We'll fix that first. Other than that, actually, no further xEdit work was needed - both mods were clean and free from conflicts. Let's hop into the game and make sure they're working.

 

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Racemenu rotation looks good - now I can finally look at my character's back without all kinds of console shenanigans!

 

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Menu Maid loads up a lot faster than SkyUI Resort, which is nice, but more importantly its customization features such as allowing me to number the order of MCMs is working. This is helpful for setup since a couple of mods need to be set up out of order for everything to work smoothly. I'll eventually also go through and hide any MCMs for mods that I run on their default settings. 

 

This should make things much more convenient going forward!

 

Looping Back to Azura's Necklace

Spoiler

One little detail I didn't quite have the chance to address with my Azura's Necklace coverage was a custom outfit I wanted to put together for Adrianne Avenicci. I've meant for a while to edit her outfit so she always uses the backless apron from GomaPero Vanilla Outfits. Because, you know, why not? But since she's on the Futanari list for Alpha I also want to give her an Azura necklace to go with it. Let's make that happen now. 

 

The operation is pretty straightforward - we'll start by making a new outfit record in our override file by cloning the basic blacksmith outfit, then we'll change it around to have the customizations we want. Finally, we'll inject it into Adrienne's NPC record. 

 

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Before we check this out, let's also get her Bijin characteristics back in. First, we'll restore her Bijin body armor record:

 

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Next let's look up her unique face textures.

 

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Interestingly, it seems like she uses the default textures, so we might not need to do anything special with her. We do however need to build her body to BHUNP specs so it doesn't have big gaps in the wrists and neck. I've already got the mod downloaded, so let's do that now.

 

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OK, two problems right away. First, we've got texture desynch between her head and body, so we need to fix that. Second, the amulet isn't showing up. So let's go back into xEdit and fix this. The first thing to address is the amulet. Almost certainly, the problem is that the blacksmith outfit is blocking the amulet slot. Based on its size, clearly it shouldn't, so we'll just edit it to release that slot.

 

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As for Adrianne's face, since it isn't an issue with the texture mapping, there's two other possible problems. It could be the texture lighting setting in the plugin, or I may need to forward the actual face coloring DDS from Bijin. Let's try these options one at a time. So first we've just reverted the settings in the plugin. I'm not super confident that this will work, but it's worth a try.

 

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So yeah, as expected that didn't work. Let's do a little digging. First we want to confirm that the actual facegen doesn't have different texture paths. If that's the case, then we need to port over the DDS. Bijin is the paths on the left, actual in-game is on the right.

 

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It looks like the key differences are in the tintmaps (I'll keep the freckle details, I think). But I'm kind of suspicious of the mapping on the right. There's an actual real facegen DDS in the conventional path, so I'm going to try restoring that first before I futz around with the DDS. After all, if I still need to replace the DDS later, this will make it less of a headstand to achieve.

 

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OK, well that didn't work, so I guess we're going to give up on the custom skin texture. We'll revisit this at some point in the future but for now the normal skin will be fine. 

 

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Looks good. Too bad her rump and the, ah, package under her apron aren't enough for her husband Ulfberth. As we know from Amorous Adventures, he lusts only for man flesh :(

 

What's In That Taco!?

Spoiler

Last but not least, we've got a Khajiit-themed mod: Taco Cat. This mod adds another vendor to the Dawnstar-Riften caravan, with a food cart and some unique items. We'll get it installed and fine tune it a little bit.

 

The mod has no asset conflicts and it's already ESL flagged, so that's a good start. The mod was also clean and other than some top-level cell data only had a single conflict (a repositioned stone, which I allowed to prevail). That said, we are going to make a few changes. For example, the merchant's name is not lore friendly. We're going to change it. How about J'taba? Sounds good to me. The Taco Cat is Doug'las no more and is now J'taba. 

 

More importantly, how do you think they get those tacos to sell? I mean, this is the Khajiit we're talking about, so Skooma must be involved. We'll give each taco the Toys Workshop Skooma effect, as well as an appropriate Sexlab Skooma Whore effect. 

 

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Now let's see how this looks in game!

 

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Yum yum! The drug effect is working properly too.

 

More Khajiit Business

Spoiler

Now there are a couple of support mods for the Taco Cat. The big one is a patch for Elsweyr Trader, whichi s a mod that I'm kind of on the fence about. Let's take a quick look at that one and see if it's a good fit for this game.

 

As the author's page promised, this mod was very clean. There was a single navmesh conflict, and even that was very easy to patch out. Let's see if the in-game presentation is worth keeping this mod - its a full size plugin after all. 

 

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Yeah, so that's cute. I kind of want to like this mod, but it's a full sized plugin that adds an... underground cave with a store in it. No quest content and not conveniently located enough for me to be likely to use it. I think we'll dump this one.

 

That just leaves the eating animation patch for Eating Animation and Sounds, which in turn is a mod I've been meaning to install for a while. This won't be the last time I install this patcher, since it supports a number of other mods that are pending on my list, but today we can get main setup done at least.

 

Mildly annoying, the root mod is an uncompacted ESP file with only 833 records. However, because its DAR files are hard-coded with form IDs, this one is going to be difficult and time consuming to compact. I'm going to hold off on that at least until I have all its supported mods installed, and even then I'll probably end up just leaving this one alone for the forseeable future. Mod authors! Compact your mods! Or to put it in other words, since the author is Japanese: 親愛なる著者、あなたがそれを公開する前にあなたの作品を圧縮してください!

 

Unsurprisingly, these patches require some patching of their own to line up with my setup. For example, they conflict with my skooma effects on the tacos. Fortunately, xEdit makes patching this pretty easy.

 

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Whew! That actually required a lot of patching but fortunately it was pretty straightforward work. Now let's see how it looks in the game. 

 

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Yum! I think we have a winner.

 

Alright, we had a very productive day today, but I think that's it for now! See you all soon :) 

 

 

3 Comments


Recommended Comments

Ok, that was in-depth, thanks appears military (more or less) designs and procurement are as complex, chaotic (and possibly corrupt) in the future as they are nowadays. :P

 

As for ZaZ, while at it, I notice it does not forward the Dragonborn/Dawnguard changes (for example powerattackroot or torchevents). Would it make sense to fix that as well?

 

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1 minute ago, Talesien said:

Ok, that was in-depth, thanks appears military (more or less) designs and procurement are as complex, chaotic (and possibly corrupt) in the future as they are nowadays. :P

 

As for ZaZ, while at it, I notice it does not forward the Dragonborn/Dawnguard changes (for example powerattackroot or torchevents). Would it make sense to fix that as well?

 

 

Yeah, anything like that is definitely worth fixing. I suspect the ZAP was originally written without any DLC loaded and has some wild edits and reversions as a result. I *think* I already patched that stuff on mine but now I need to go back and double check!

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