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Bethesda Modding Diary - 07 September 2022


gregaaz

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Happy hump day, everyone! As I talked about yesterday, I'll be investigating a number of Papyrus errors in the background today while I work on other things. We'll also work on cleaning up the bath house mod we installed yesterday and maybe install some new stuff if time permits. 

 

Papyrus Errors

Spoiler

Let's look at each Papyrus error one by one and find out what's going on. As with the previous dives into this, I'll be ignoring the Creation Club content for now. 

 

[09/05/2022 - 09:28:56PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?

 

This is a script in ZAP 8+ that appears on an activator and also on an object reference in the test cell. That activator is only referenced by the test cell object ref. We'll remove the script from both records.

 

[09/05/2022 - 09:28:56PM] error: Unable to bind script CH_ColdhavenAttachToMainQuest to CH_ColdhavenMainQuest (264C4832) because their base types do not match

 

This script is intended to add an uninstall spell to the player as long as they have Sky UI installed. However, I actually don't want this spell to get injected onto the player, so I'm going to remove this script from the Coldhaven main quest rather than fixing it. "Helpful" utility spells like this are something that's on my chopping block to remove from my game because they clutter up the powers menu. Note that we're going to just remove the attachment script and not the whole VMAD tree, since the main quest script is something we definitely want to keep!

 

image.png.dc786450d82b408586299cd594ee0034.png

 

[09/05/2022 - 09:28:56PM] Cannot open store for class "AMP_ProstheticScript", missing file?

 

It's a safe bet that this script is from Amputator Framework, but I can't rule out the possibility that it's some soft dependency from a different mod. We'll filter down to it and see what comes back. As we can see below, it is indeed associated with Amputator Framework and it attaches to several armor pieces.

 

image.png.cde6ff4a74469d9fdf8bf927a724827f.png

 

This appears to be an unimplemented feature and I'm going to remove the script from these items.

 

[09/05/2022 - 09:28:56PM] error: Unable to bind script SKI_PlayerLoadGameAlias to CASMQuest (FE052800) because their base types do not match

 

On this one, the SKI Alias script exists, but its referenced here just with a stub that contains no properties.

 

image.png.fcd4bac02c97e0d3cae553b6bbec1897.png

 

We'll remove this script only and leave the rest of the CASM scripts intact.

 

[09/05/2022 - 09:28:58PM] Cannot open store for class "PF_FlorinBeatteBasketPatrol7_0304BBC9", missing file?
[09/05/2022 - 09:28:58PM] error: Unable to bind script PF_FlorinBeatteBasketPatrol7_0304BBC9 to  (2F04BBC9) because their base types do not match

 

This is from Midwood Isle. The script doesn't exist, and as you can see its another empty VMAD tree with no properties but a bunch of residual shell entries. I removed the VMAD entry.

 

image.png.01862fedcd8c1fb4ceb46fc58d3ad71a.png

 

[09/05/2022 - 09:28:58PM] Cannot open store for class "ConjureHorseScript", missing file?

 

This is from Phendrix Magic World and all three instances are empty VMAD shells with no properties. I removed them.

 

image.png.99705cd4752f52641a0d15009efd9b6d.png

 

[09/05/2022 - 09:28:58PM] error: Unable to bind script ZZDaedraFormQuestScript to ZZDaedraFormQuest (382A5251) because their base types do not match

 

Another Phendrix script with the same issue as above. Same solution, too. 

 

image.png.5cb5abe34ec97e5406f1af0c8d20beb6.png

 

I think that's enough for today. We'll continue this next time!

 

More Statues

Spoiler

One of the to-do items for Solitude Men's Club is to replace the Talos statues with statues of Sanguine. While we're at it, we'll install the new Namira statue and also get some further diversity for statues of Dibella (though we'll hold off on integrating the other two statues from that mod until I've settled on where I want them in my world). 

 

Sanguine should be the quickest to install, though it will require some CK work for the bath house. The relevant plugins are already ESL flagged and don't have any errors or conflicts in them (other than some top level cell data and a single torch that got moved).

 

image.png.4fc69fa23a8444b1b118e2f8764919d8.png 

 

With that done, let's refit the Talos statues from the bath house. We'll start by copying them to a working file and then switching their base forms. 

 

image.png.7aa223e00b75da8c23f57c395d084ed3.png

 

Now let's go into the CK and make sure the statues are properly scaled and aligned.

 

image.png.5809d9adcae8676897d1e41d0ffc849c.png

 

Not too bad! We only need to scale him down a little bit so he fits the base.

 

image.png.f7338a7bc702ef47746abf3071dda6b1.png

 

There we go! With the adjustments saved, we'll patch these statues back into my live game files. 

 

What about Namira? She replaces a mesh from SMIM, but unless we see a compelling reason to do so I don't think it's necessary to fork this into vanilla and modded versions of the statue. Namira's furniture just doesn't get used much. 

 

image.png.a39bc607e551279e8da24cbc4e185325.png

 

As you can see below, a few mods do add Namira shrines, and we'll check them out, but I expect the new model will look fine in those areas.

 

image.png.cb10efbadecaa2db14f17f1f72b9b390.png

 

ScreenShot2057.png.502ecc8953e4d5fe36420867f9cb4b64.pngScreenShot2060.png.08df5ff4be2766664ceadeead3cebc76.pngScreenShot2059.png.6dc407f0cb326be27ade33079d9dd3e9.pngScreenShot2058.png.c5a13e5bf247e6cfb70a7179308b60ef.png

 

These all appear correct, so I don't believe there's any need for us to fork the SMIM in order to preserve the original mesh. We can always loop back if the need arises in the future, of course.

 

That just leaves Dibella. The only vanilla statue that I specifically want to replace right now is the unique statue that Haelga has for her quest. The rest of them we'll handle on an opportunistic basis. We might also not decide to even use the plugin for that one and instead make our own custom assets - it'll depend on how the mod is implemented. So let's take a look!

 

As we can see below, CRH replaces the vanilla assets and doesn't distribute a plugin. So we'll need to do two things - remap the mesh folders and create custom static entries. We shouldn't need to reposition any objects in the world.

 

image.png.bab1439f0b5ee6d4c9459b7ded315691.png

 

Fortunately, the textures are all unique, so we don't need to change any texture paths in Nifskope. We'll just create a folder at the end of each path and move the nifs into it (ignore the "create link" text - that's from me holding down alt for the screen grab).

 

image.png.1a76155954f92eb8588b5dd795eed86d.png

 

Now lets make our variants of the statics - we'll do this by cloning the original file into our Miscellaneous Object conflict resolution patch and then updating the path for the nif. The only exception will be Haelga's statue, where we'll do this as an override - we want the new version to win out so that, for example, it'll appear in the Dragonborn Gallery collection.

 

image.png.f7d050eb4624349116200ed1a6eeaa86.png

 

image.png.24990e641f99502e9dfbd3c5d3adc878.png

 

Haelga's special statue was easy  since it was a simple override, but let's look at the other and identify which ones we want to sub the new statues over. 

 

image.png.8be8a819ee1b198abcf70c3dfefdc2b9.png

 

Aemer's Refuge uses a Meridia shrine, so we'll use the CRH Meridia model for that one. As you're probably expecting if you've followed the blog in the past, we'll do this by copying the Aemer's record into a working file and initially patching it there.

 

For the gold statue, a number of mods add new instances of this item. We'll change a few of them to the CRH version. The mage statue has already been heavily split out if you recall my diary about the various Shalidor statues, so that one we will sit on until I find a good opportunity to use it at a later date. That leaves the regular Dibella statue, which has many different options. We'll do the two instances of it from Naked Stuff in Skyrim, the one from the Solitude booze merchant, the Heljarchen Farm cave, the Euphoria Brothel from Maids II, and the Mountain Mist Temple on Falskaar.

 

Since the bath house and the booze merchant are both ESL flagged mods, we'll also need to transfer the relevant top level cell records to our cell holding file. You can see below that these cells now have 0F form IDs (for the holding file). If you followed the last time I did this, you'll note that the form IDs are significantly closer together now. That is because I used a new technique to accomplish my goal - specifically, I used the working file to strip out any other dependencies on the compacted file so that the CELL record in 0F didn't require me to copy other records. 0F00083B was a bit of a dry run and I still had to copy one record, but 0F00083D was entirely clean.

 

image.png.429164cdf9b5e63291a7a1a86c85027b.png

 

image.png.b1b830179c5d527c4c292e90087de4d5.png

 

Below you can see how the working file looks at the end, with all the various references changed to reflect the CRH base forms.

 

image.png.ca7418cb87f631bfce51bafd7eb6f009.png

 

With all these tucked away safely in my conflict resolution patches, let's see how they look in the game.

 

ScreenShot2065.png.4a7f8002b6897d331750172ded2eea66.pngScreenShot2064.png.f131db7da086a9667794b398539c4c10.pngScreenShot2063.png.30973ef1e3c920911507b93996347d24.pngScreenShot2062.png.eb0308b46bccb3a22cd2bf8a33e7bdc2.pngScreenShot2061.png.f8918177e48b1385546672061312ec95.png

 

Looks good!

 

Well, I wanted to work on the Men's Club exterior and some of my MTB navmesh issues but I'm going to kick that down the curb for now. I'll be back soon with the next diary, when we can dive into that stuff. See you soon!

Edited by gregaaz

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