Jump to content

Bethesda Modding Diary - 06 July 2022


gregaaz

461 views

Happy Wednesday, everyone! I hope you're having a great day so far. I, for one, spent most of my day sitting in the lobby at my IT office because half the staff was on vacation, leading to huge delays on service. Wheeeeeee! But all's well now, so I guess I can't complain too much. Today is going to be a pretty quick session, I basically have a quest mod, a gear mod, and an NPC enemy mod that I want to get installed, but unless I find myself with a lot more free time than I'm anticipating, that'll be it.

 

Magic Numbers

Spoiler

Fallout mod counts didn't change since last time, but our Skyrim numbers are 1760 mods installed and 1707 plugins active. How do these line up with our Trek apocrypha?

 

NCC-1707 -- U.S.S. Ranger

Spoiler

When the Federation Council authorized the original U.S.S. Hood on SD 0965, it was assigned resources under Naval Construction Contract 1707. At the same time, NCC-1703 was assigned to U.S.S. LexingtonLexington was due to receive an additional command and control package as well as additional defensive phaser batteries. Indeed, 1703 may have been built entirely with phasers, rather than warp-targeted lasers, from the start. Essentially, it would have been an intermediate step between the older YCC type command cruisers and the GCA type cruiser (the actual GCA never had a command variant) in terms of capabilities. 

 

As we touched on in the history of Yamato, the Class 1 program was at this time largely controlled by UESPA, United Earth's space agency, and there was a degree of political shuffling for prestige in terms of "ownership" over ship names by the various regional commands within UESPA. The Royal Navy, despite its small geographic constituency, had many connections within the United Earth government as well as a long and storied history to draw upon. After extensive lobbying, the Royal Navy faction in UESPA wrangled a renaming of 1703 to acquire the distinction of fielding the first Class 1 command cruiser as U.S.S. Hood

 

We don't have an explicit, canonical answer about the identity of 1707. We do know that the ship existed, because it appears on-screen in Star Trek IV but its name isn't visible, just its hull number.

Spoiler

Star Trek: Starfleet Academy depicts 1707 as U.S.S. Ranger, but only in a simulation. FASA indicates the ship was U.S.S. Intrepid, but Intrepid is canonically NCC-1631, one of the Class 1 heavy cruisers that was built as a conversion on an earlier project rather than built from scratch (or perhaps this 16xx Connies are actually Sombra class light cruisers??? The Sombra is such a new discovery that it may be premature to say). This kind of leaves us with Ranger as the last man standing, but there are other ships that claim the Ranger name. 

 

NCC-1562 was a light cruiser designed to support and protect shuttle carriers. She had pulse phaser batteries instead of her normal side phaser emplacements and had improved hangar facilities capable of resupplying shuttles recovered from the carrier (but not full shuttle operations and sustainment facilities like a carrier would have). She launched some time in or after 2280, so its unlikely this is the same ship envisioned in the 2240s era 1707 contract.

 

NCC-2500 is a (possibly fictional) Fire Support Cruiser that appears in Star Trek: Starfleet Command. Unlike most of the other ships that appeared in this game, Ranger is a novel class that wasn't derived from Star Fleet Battles, and since it doesn't actually have a leading role in the story it's reality is dubious - especially since at some point NCC-2500 was assigned to U.S.S. Constellation

 

FASA Indicates that 1707 was built as an Enterprise mk. I (CA+) heavy cruiser in about 2271, which is consistent with Ships of the Star Fleet (though that source indicates that 2271 was a relaunch date for a refit). Adjusting for error involving the launch date of Enterprise in SOTSF, it appears that it records 1707 as launching in 2247 as a ConstitutionSOTSF indicates that 1707 was destroyed some time after its refit to Enterprise mk I specifications. FASA indicates that 1707 was refitted as a CX in about 2292, and served until it was scrapped in about 2314. 

 

The final wrinkle is the shooting script for a deleted scene where 1707 is implied to be U.S.S. Intrepid in 2286 when the movie takes place. This is probably based on the writers leaning on FASA sourcebooks for background material and continuity, and it's problematic because other licensed works have Intrepid (II) flying around having adventures well before this timeframe. So presumably this is actually NCC-1730 Intrepid II, one of the 4444 appropriation ships. 

 

My best guess on the history of 1707 is as follows:

 

The Federation Council authorized Hood as a Consititution class ship (improved YCA). At some point no later than 2247, the ship was first renamed Lexington, and then Ranger, which she commissioned as in 2247. She was a YCA at this point. Some time between 2247 and 2271, probably about 2266 or so, she was refitted as a CFS, which was a variant configuration of the Achernar subclass. She never received NCC-2500, that was just an error by historians. In 2271, she was refitted again, probably to the CFS+ configuration (a variant of the Enterprise/Connie II/Endeavor CA+).

 

We don't know much about Ranger's early adventures, but with her more tactically-oriented CFS configuration she was probably assigned to Military Operations Command and likely played a role deterring Klingon aggression. It's likely she was one of the ships that the Organians prevented from firing on the Klingons in Errand of Mercy. Years later in 2285, during the Ryklah Dagh incident, Ranger defeated and captured I.K.S. L'ktja. That same year, Ranger was destroyed by the I.K.S. Qrish. These final conflicts occured at a time when a substantial amount of Federation fleet strength was deployed on the Romulan border as part of Operation REMUS, so Ranger was likely in the unenviable position of trying to secure the frontier against superior Klingon numbers. 

 

At approximately the same time, NCC-1562 had nearing completion. She was a light cruiser similar to the Sombra class in configuration - that is to say, sharing most of her parts in common with the Enterprise/Connie II/Endeavor subclasses but with narrower capabilities and less resource footprint. Indeed, its possible she belonged to the Tikopai subclass; while most of the Tikopai type ships were built with exploration in mind, a subset were fitted out for tactical purposes. 1562 (her original name is unknown) was specifically fitted out as a shuttlecarrier escort (NAC configuration) and would have been representative of the light cruisers assigned to ships we've previously discussed like Bong and Fonck. With the loss of Ranger under conspicuous circumstances, 1562 received the Ranger name and was given the 1707 hull number for commemorative purposes (and perhaps to get under the Klingons' skin).

 

It's unclear if Ranger was commissioned by 2286 when we see her in Star Trek IV. She might have still been fitting out or undergoing space trials, or she might have already been commissioned by then. We can ignore the reference to Intrepid. It was from a deleted scene, and even if we admit it we don't know for sure it referred to 1707. While we don't have details on the new Ranger's adventures, its almost certain that she operated as part of a shuttle carrier or runabout tender task force, since NACs were in high demand as the largest dedicated carrier escorts in use by Starfleet.

 

We know that Ranger refitted with advanced technology some time around 2292. With tensions starting to wane throughout the quadrant and in particular with the Klingons devoting more and more of their limited resources to contesting efforts by the Interstellar Concordium to enforce the demilitarization of the Klingon neutral zone, the Federation may have seen less of a need for operating carrier task forces and decided to refit Ranger into a less specialized configuration. The most logical refit would be to the NAX heavy cruiser configuration. The Tikopai class, despite its Sombra-like characteristics, was always listed as a heavy cruiser on paper, and its not unreasonable to expect that she had the capacity to grow into a ship of this type.

 

 

The NAX type ships weren't used in Operation UNITY because they had less endurance than the full-sized CX types, so after this we can assume Ranger remained posted within the Federation's borders, either dealing with the myriad security threats presented by the Andromedan crisis or simply conducting deep space exploration in areas poorly suited for less capable ships. In either event, her career finally wound to a close around 2314, when she met the fate of the rest of the Tikopai class and went to the scrapper. 

 

NCC-1760 -- U.S.S. Victory

Spoiler

The ship that Victory, like many Achernar acquisitions, started with a different name. She was authorized on stardate 5930 as U.S.S. Za'faran. However, by the time she launched in the early 2260s (several years before 2266), she was commissioned as U.S.S. Victory. Despite her relatively high contract number, Victory was one of the earlier Achernars to enter service, probably only slightly after Achernar herself. We don't know much about her adventures, but she was officially written off as lost, whereabouts unknown, around 2278. 

 

U.S.S. Victory II was commissioned approximately a year later. FASA indicates that this ship was a Constitution II type heavy cruiser and that it reused NCC-1760. However, other sources list this ship as NCC-1535 and that it was a light cruiser configured as a personnel transport. The graphic novel Spock: Reflections portrays Victory as a member of the Miranda superclass, similar to U.S.S. Reliant. Further complicating things, NCC-1535 also maps to U.S.S. Groton, which was already in service in 2278. Most likely the association with 1535 is an error and 1535 was always Groton. However, it's quite believable that Victory II was built on a Miranda hull. 

 

If we ignore the anomalous NCC from Star Trek: Starfleet Command, we can probably otherwise conclude that Victory II was a NCT+, which was a light cruiser configuration with improved transport capabilities but fewer heavy weapons than similar designs. It had the ability to transport a very large number of passengers as well as ground vehicles or other heavy equipment and had hangars for heavy transport shuttles that most ships cannot accommodate. During peacetime, ships like this would serve for colonization, evacuation, and heavy equipment transport to remote locations; in wartime, they would serve as planetary landing ships or as commando ships for capturing enemy ships or starbases. 

 

Some time around 2293, Victory II received an advanced technology refit. It's not clear exactly what class she refitted into as the contemporaneous sources are somewhat unclear on advanced-technology versions of the Miranda family. Likewise, we don't have any data on "commando" versions of the currently-documented "X-tech" ships. Most likely, Victory II's 2290s configuration was something like the DDX configuration, just with the same modifications that distinguish an NCT from a standard NCL. 

 

In 2294, Victory II transported Spock to a rendezvous with the Enterprise-B for a memorial service for Captain Kirk, who at the time was believed to have died the year before in an incident involving the Nexus anomaly. We don't hear any more about Victory II until about 2315, when she was scrapped. At some point in or before the 2360s, Victory was replaced with a Constellation class heavy cruiser of the same name, NCC-9754. 


 

A New Vampiric Enemy

Spoiler

I've always found the COCO outfit mods to be pretty high quality. Today, ArmorModIntegration published a small mod that supplements Vampire Mistwalkers with an equivalent enemy that has a custom outfit. The screenshots look nice, so we'll integrate it, though we are going to dump the SPID file and instead patch in the outfit changes directly.

 

We will, of course, also have to grab the COCO Succubus Outfit, which it depends on, and we'll need to install both mods concurrently since I'll want the Mistwalked mod loaded when I compact the Succubus (assuming it's not already compacted). 

 

The COCO Outfit had a bunch of asset conflicts, but it seems that these are just shared assets with other COCO mods and cubemaps. I'll let my improved cubemaps mod win through normal load-order conflict resolution, and just ignore the other conflicts since its just different distributions of the same files.

 

Like several recent COCO mods, Bodyslide was not able to read the partition data, so we need to check on the actual nif files to confirm the dismember instancing (if any) is correct. On review, we can see that the only dismember partition is on the reference body that ships with the Corset. This may make our life easier if we have to patch this mod's body slots for Devious Devices compatibility.

 

image.png.45baa4eb18025770e5eedfa32ab387a6.png

 

Helpfully, the mod is already compacted and flagged, which will save me some time and frustration.

 

image.png.ee1129b9fb2a6cb816c86b5a7d0d0790.png

 

The SPID file is only for Fura Bloodmouth. For her, I'm going to create a custom outfit for her, and just hide the SPID distributor.

 

image.png.544e6045a65a04fe560aac46d58527be.png

 

Now let's look at both plugins in xEdit. Both plugins are clean, and the conflicts are limited to a single leveled list. At this point, that list has actually become a bit cluttered from other mods touching it, so I'm going to turn it into a branching list. 

 

image.png.3cd1624de5aee61753c835702e3de9cc.png

 

Now let's look at the two mods in detail, starting with the outfit itself. As we've become accustomed to with COCO, the slot assignments don't line up with Devious Devices so we need to change them.

 

  • Skirt: Slot 44 (gag) -> change to Slot 58 (harness)
  • Horns: Slot 59 (arm cuffs) -> change to Slot 42 (circlet)
  • Bra Part 1: Slot 55 (blindfold) -> change to slot 56 (bra)
  • Bra Part 2: Slot 53 (leg cuffs) -> change to slot 51 (nipple piercing)
  • Giant SMP Ribbon: Slot 47 (backpack) -> change to slot 46 (cloak)
  • Stockings: Slot 56 (bra) -> change to slot 38 (calves)
  • Shoes: Slot 37 (feet) -> OK
  • Corset with reference body: Slot 32 (body) -> OK (Note- ARMA includes calves. Priority raised on Stockings to ensure they prevail)
  • Gloves: Slot 33 (hands) -> OK
  • Neck: Slot 57 (dildo) -> change to Slot 45 (collar)

 

With those patched, everything in the first plugin looks OK. Now let's look at the second plugin.

 

image.png.64b2cd9bdce53b7aa12ba673541d72e8.png

 

Right off the bat, we can see that this mod inexplicably reinvents the wheel and duplicates the armor items. WHY?! So we'll be rebuilding the equipment lists for the outfits to leverage the original mod instead.

 

image.png.ce4653dca3511f308c5e6c3745062e6b.png

 

Now for Fura Bloodmouth, who normally gets the "standard" outfit via SPID, we're going to make a slightly customized version. Since Fura is a designated futanari in Alpha, we're going to skip the Corset so that she is a bit exposed and able to 'hang out.' We'll also give her some normal Volkihar gear so there's still a little visual continuity. Not shown below but we also moved the Children of Azura necklace to her outfit to ensure she wears it. That's actually part of a broader issue I need to address, moving Immersive Jewelry additions, when appropriate, to the actor's outfit.

 

image.png.c979e0581946f3ed7ab8190fef95c32a.png

 

Now let's visit Fura in the game and see how she looks!

 

ScreenShot1949.png.1d50bfff37777ddd11b10aff556e38a3.pngScreenShot1950.png.b7ee0e2cedd9253363b6b745591ae634.png

 

And here's the monster version:

 

image.png.f72e75cdaa9acf30ec1d443fe17eccb0.png

 

By and large everything looks good. I might have to check on the high heels settings on the shoes for the monster version, but otherwise we seem to be in good shape.

 

A Nice Wholesome Crafting Mod... Right?

Spoiler

The other mod on the docket for today is The Seamstress Guild 2.0. I might not completely finish installing this one today depending on how heavily conflicted it is, but I'd at least like to get started. Right away I can see that the "Seamstress Fashion" addon is going to need some work in Outfit Studio - I won't be touching that today. Let's focus on the main mod package and see how it looks. 

 

image.png.12872c1cb2ab6b2d83b5f51d2f253f08.png

 

Right off the bat, we'll run this mod through CAO to convert any potentially problematic assets (since this mod is written for LE). The other thing I see are a bunch of PEX conflicts, which we're going to need to investigate before "go live" with this mod - especially a conflict with Troubles of Heroine (I suspect this relates to the Ysolda mammoth tusk quest).

 

image.png.464306d0a0b7cb4b601eb2a0fc6fae05.png

 

So it sounds like we won't be testing this mod tonight, but we can at least go through conflict resolution and scout out potential worldspace conflicts. 

 

Right off the bat, we see that none of this mod's files are compacted. That's not a big surprise since this is an LE mod. We can also see that the main mod is a candidate for ESL flagging, so we'll be doing that at the very end. Error checking also reveals some potential issues; however, most of this looks related to the script conflicts, so when we solve those I expect we'll solve these at the same time. 

 

image.png.eb58d0b69d1fd2e9b839b7629df5c638.png

 

 

...and it has deleted records. And it has 61 ITMs. And it had deleted navmeshes (which I hate). Unsurprisingly it has a bunch of corrupted navmesh edge links, too.

 

image.png.dd2951f9957c68c35208e1a3375dbb2f.png

 

Inexplicably, the bodyslide add-on edits a ton of navmesh.

 

image.png.dfa29c4f0838c9d590ac36bd1e925933.png

 

More navmesh in the main file

 

image.png.95acde12241792eda3bac7b7a84197a8.png

 

It also has a bunch of additional concealed ITMs, wild edits, and other messy stuff. It looks like the main modded areas are Haelga's Bunkhouse, as well as the major inns. I'll need to visit all of these to scrutinize them but today we'll just visit Haelga's to see how much of a mess it is (remember, I have JK's Haelga's installed). The mod also puts up posters in all the major cities and docks. We're only going to visit a few of them today, just to get a feel for what we're looking at. I will not be actually saving any changes on these mods today so that I can tackle them in a controlled way in the days ahead, so today turns out to just be recon. Honestly, this might turn into a "case study" mod, in which case I'll install it fresh so I can document the entire process from A to Z.

 

image.png.b21d0f0c01e2c49e5e7c1020625fe8ac.png

 

Haelga's isn't as bad as I feared, but it does have a bunch of holes in the floor as well as beds and stuff imposed on other geometry. It'll require work in both xEdit and the CK to fully fix up. 

 

Then I went to Solitude and the game crashed because of bad facegen, which I guarantee is coming from this mod. So yeah, let's shelf this one until I can give it the full treatment, shall we?

 

image.png.f871e2235b4f6145d22aebd6c79bcdaa.png

 

 

OK, we got some new clothes in the game and... didn't get that new quest I wanted. But we'll get it eventually! In the meanwhile, this means that our mod count is the dreaded 1762 and I have to talk about "that ship" and Steve Cole's politics tomorrow. Yay!

 

 

 

0 Comments


Recommended Comments

There are no comments to display.


×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use