@bitvenom, so the log still doesnât name the culprit when an old HOD causes the crash? Can name 'n shame of files that cause crashes please be prioritised for the âpoint patchâ youâve described?
The new LUA kitbash system is intended exactly for people who just want to re-arrange and add turrets.
I had to dig through the minidump to find the offending HOD, but it did spit out the .subs file of what it was complaining about. More specificity in the log would be fantastic.
Thatâs a starting point at least, thinks! 
And add barrels to turrets? And modify textures so new turrets have a âhardpoint textureâ beneath them, or turrets with added barrels have the extra latitude âtrackâ? And take part of one ship (but only one particular section) and weld it to another?
Technically, yes to all of that if you make those part of a subsystem. For the turret base, give it a little platform or stand to sit on. Nobody is going to notice.
I donât quite think youâre getting what Iâm getting at⌠Let me pull out some picturesâŚ
Old turret:

New turret - without middle barrel (notice the grey area in the middle):
Old texture base:

New texture base:
Parts from the attack bomber welded onto a corvette:
Double barreled pulsar turret (granted the Ion Platform turret mesh probably? definitely is the same mesh data, but I didnât like the scarred look of the Ion Platform turret, so I used the texture from the existing pulsar corvette turret).
This whole ship, which is based on the marine frigateâŚ

But has the following highlighted part from the flak or field frigate (I cant quite recall which, atm):
Youâre telling me that every. single. one. of these modifications are 100% replicable using this patch system using HWRM assets as to not break (remasterized) continuity with the remainder of the fleet? Iâm sorry, (@BitVenom, correct me if Iâm wrong â and Iâll gladly and happily eat my words) but I donât see such a capability even being remotely possible using scripting only without access to HWRM assets, without ripping all this data out using CFHodEd. Doesnât that defeat the purpose?
One caveat to my rant:

Yep, thatâs a turret on a base that I ripped from the flak frigate (both the turret and the base). Sure, I can probably rip the turret off the frigate (I presume), but how do I get that base? Build my own? But the texture is clearly different on the RM frigate:

Nope, ship patching is for adding hardpoints/markers - and maybe swapping skins. Once you can add/edit hardpoints, you can bolt on extra stuff (more pds, another large gun, etc).
Mesh editing isnât the point, wasnât ever going to be the point. And the new format makes editing a HOD, once made, impossible - so you either work with the patching system features, or make new ships.
(edit: @BitVenom (for some reason, my post isnât linked to yoursâŚ))
So which of these is completely possible using the patching system?
And which do I have to force-rip-out using something like other cough programs?
Attempting to force rip a new HOD is probably going to end in tears - theyâre not the format they used to be, at all. And you canât translate them back to DAE without massive losses coming back in to HODOR - hence why it isnât supported.
Which is what I thought, which to my point above:
:â(
edit:
@tempest6677, apologies for taking over your threadâŚ
You canât extract Remastered meshes and textures from the new HODs, but you can create your own meshes and textures and weld them to an existing ship via a hardpoint.
Is there a guide to patching beyond BitVenomâs initial post about it?
That is the definitive guide so far.
Okay. For a moment, I was quite excited with the âadd new mesh to HODâ part, since it would allow us to start working on new ships and I thought he was refering to other guides showing how to do that.
Create a new HOD -> add it as a (unselectable) subsystem to an existing mesh.
Yeah, but without the new HODOR, step 1 is off-limit, right?
For now, technically, yes. 
Huh huh. Technically, right?
