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Bethesda Modding Diary - 14 July 2022


gregaaz

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Hi folks, welcome back! I can't speak for how in depth today's diary will be, since I'm in the middle of a fairly involved project at work, but I didn't want to completely neglect hobby time either. Fun fact, by the way, Loverslab is really good at caching unfinished posts. I started writing a Charley chapter yesterday, but quickly ran into runner's block and ended up just turning on god mode and doing some free-building instead. However, when I came back today and started this post, Loverslab pre-populated the following: 

 

Quote

What we did to the Gunner troubled me. Not the doing, really - this was a tough world and in the scope of atrocities that happened almost on a daily basis it wasn't especially heinous. No, what bothered me was... how do I put this? It bothered me that it was easy to do. It bothered me that I didn't feel like a monster afterwards. This was like my anxiety about becoming Queen Charley. I could see this path - a really easy one to take - where for all my work to build a better world out here, I'd just end up reigning over a new raider gang. 

 

It remains to be seen if this will be how Chapter 43 actually opens, but either way I thought that was a pretty neat feature.

 

I'm not sure exactly what I'll be doing today modding wise as it'll be kind of opportunistic based on the ebbs and flows of business with my work, but at a minimum I should be getting some new outfits into the game and fine-tuning the Riverwood area a little. After that, it'll be time to let the game roll along on autopilot for a bit to rebuild the LODs, grass cache, and synthesis patch, the latter of which will likely incorporate a new option as part of my "clean start" protocol.

 

Today's Starships

Spoiler

The Fallout counts didn't change last time, so we're just looking at Skyrim today; our numbers are 1777 and 1725. Speaking in Fallout, I learned recently that an author on the Nexus who had published a lot of Fusion Girl conversions is doing his own conversion on the Phase II vault suit right now, so I probably won't be revisiting that one until the FG version releases. Then I'll do a male conversion but otherwise it should be a turnkey solution.

 

  • NCC-1777 is U.S.S. Dien Bien Phu, and she was a "native built" Revolution subclass CX probably commissioned in 2289. It appears she was originally planned to be named U.S.S. Endeavor, possibly to replace the earlier Bon Homme Richard (and later Endeavour, post-refit) class cruiser built under NCC-1895. However, it appears that 1895 was still in service when 1777 launched, and so she received the DBP name instead. We don't know DBP's fate, but its likely she was decommissioned some time in the 2320s along with the other surviving Constitution class ships.
  • NCC-1725 is U.S.S. Apollo. She was authorized as U.S.S. Tori, as part of the Bon Homme Richard subclass. Prior to commissioning her working name changed to U.S.S. Kent before finally settling on Apollo. Its possible the final renaming was in honor of the lead ship of the Apollo class of scouts. She received the phaser refit around 2258, and then fully refit to Achernar specifications in 2265. We know very little about Apollo, other than the fact that one of her five year missions was under the command of Captain Allister McGann. It's possible she received a further refit later in her life, because a Starfleet Academy simulation portrays her with linear drive (i.e., in the Enterprise configuration), but this may be an anachronism in the simulation. 

 

Riverwood Landscaping

Spoiler

I recently came across Riverwood Waterfall Fix, which in turn caused me to discover Unique Landscapes: Riverwood Oaks. Let's install both of these and see how they look in the game world. They seem like they'd both be good complements for Heart of Skyrim when I get around to installing it. In fact, maybe this weekend I'll do a focused install on HOS. That might be a fun project to tackle.

 

As you can see, there's no asset conflicts here but there are several uncompacted plugins, which we need to address. Fortunately, the form IDs in the first plugin's Seasons of Skyrim ini files are all in the reserved range, so I won't need to make any changes there.

 

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Holy smoking Moses, look at those deleted records. Fortunately, it didn't have any deleted navmesh so the problem was easy enough to correct. There were also 10 ITMs, but that kind of pales in comparison.

 

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In terms of conflicts, there are a lot of landscape conflicts involved in the waterfall mod, which isn't a big surprise. However, I'll need to check these areas in-game to make sure there aren't any big tears or buried objects. Honestly, I wish there was a good tool for merging or at least allowing for easier manual resolution of landscape conflicts. The CK is so limited in this regard that it makes the process rather slow and tedious, especially on a complex setup. Readers, if you know if such a tool, please point me in the right direction in the comments section!

 

I also see here that these forest edits extend as far as Pinewatch, in Falkreath Hold, so we'll definitely need to take a walking tour to ensure everything is playing nice. And we'll need to do it again when we put Heart of Skyrim into the game. The conflicts in the forest mod are almost all the deleted trees. This made the initial review easier but it does worry me that if this is a case where they just replaced the old trees with totally new records for the new trees, then this approach may fail to forward changes made by other mods, increasing the risk of terrain intrusion. But we'll check during our walking tour and then we can edit it from there.

 

Speaking in which, here's a tree that might be problematic.

 

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As you can see, Skybirds makes this tree persistent and it's on the birdsnest form list. We may need to restore this tree; if we don't we need to transfer the formlist ID to the replacement tree from Riverwood Oaks. A quick review reveals the mapping between the deleted trees and their replacements:

 

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We'll use filtering to find and replace each of the superseded trees in our conflict resolution patch.

 

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With that done, now we need to go to each of the "replacement" trees and make them persistent refs.

 

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Now let's see how these look within the game.

 

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Not bad at all! I identified a few trees that are intruding into mod-added structures, which I either need to remove or disable. I'll disable most of them and use the CK to move the rest.

 

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With those corrections made, we'll load the new positions into the conflict resolution patch and save!

 

Relaxed Bards

Spoiler

Before I move on to more ambitious work, let's install a quick little Tarlazo mod, Relaxed Bards. A review of assets does reveal a bunch of PEX overrides, but only against vanilla Skyrim; so far, so good.

 

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The plugin is already compacted, and didn't reveal any issues during cleaning. Conflicts were minimal and required only very minor patching (just merging the changes with RDO)

 

image.png.ed9e3d2aa468ae85e8fa2ea6cdf6e82b.png

 

So that was an easy win!

 

Thalmor Servants

Spoiler

I've been looking for a use case for COCO Caress of Venus for a while. It's a visually attractive outfit, but some of the embellishment is very 'elven' looking, which made me want to use it in the context of the Thalmor. Specifically, I think this is going to be servant garb for them. Let's see who we can find to use this outfit on - we'll filter our mod stack to only show ACHR and then check out characters living in Thalmor areas or following around Thalmor NPCs. I doubt I'll find everyone, but I think I can do a reasonably good job finding a bunch of characters. We'll stick all these NPCs into a working file for now, then get the outfit installed and set up to meet our needs - as with many COCO products, it may require body slot changes.

 

After doing some searching and disqualifying a few characters who would be difficult to work with, I ended up with seven candidates.

 

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Conveniently, there are also seven variations of the outfit. Given that this is a COCO outfit, the first thing we need to do is look at the body slot assignments.

 

  • Bra (with reference body) - Slot 32 (body) OK. Needs SOS Revealing tag
  • Circlet - Slot 42 (circlet) OK
  • Bracelet A - Slot 48 (butt plug) --> Change to Slot 59 (arm cuffs)
  • Bracelet B - Slot 58 (harness) --> Change to Slot 34 (forearms)
  • Headwear - Slot 54 (pubic hair) --> Change to Slot 42 (circlet)
  • Collar - Slot 57 (dildo) --> change to slot 45 (collar)
  • Leggings - Slot 47 (Backpack) --> change to 38 (calves)
  • Shoes - Slot 37 (feet) OK
  • Shoulder - Slot 49 (pelvis) --> change to 46 (cloak)
  • Skirt -- Slot 44 (gag) --> change to 49 (pelvis) and assess for 54/52 blocking

 

OK, so let's switch these over then drop into the game. We want to get a feel for the coloring on these objects and also see if the skirt needs to block SOS objects.

 

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Looks like we can leave the SOS slots (52 and 54) unblocked with this skirt. There will be some futanari breakthrough but it should be minor, and I don't believe any of the planned actors are futa. Here's how we'll structure the outfits:

 

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Now let's go into the game and see how these actors look.

 

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I think that's it for today. I have a couple of different big to-do items that are just on the cusp of being ready to execute on, but I don't feel like pushing it today. See you all soon!

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