Success!
I hope double posting is ok, I figured its worth it to seperate the successful files from the rambling. I know my mod is off topic a bit so Ill try not to clog your thread anymore, but I wanted to post for anyone else who is interrested in the future.
Mod Result.
Long Range Science Vessle pylons always in their tilted position. (Its not perfect, some of the warp ins show the pylon animation drop down and then pop back up, but all scenarios so far have shown the pylons always in their upright position in both normal space and sector space).
Process
Unpacked "bins.hogg" and decompiled "DynSequences.bin" as per instructions in post 2 on page 1 of this thread.
Edited text in the "Ship_Idle.xml" and "Ship_Wings_Up.xml" files within Dynsequences folder using note pad. Raw text posted Below.
Rcompiled "Dynsequences" as per instructions in post 2 on page 1 of this thread.
Ran the Nude Mod installer from post 1 of this thread and activated a few mods to create the needed folders in the game client location.
Placed the modified "Dynsequences.bin" into "\\Star Trek Online\Live\localdata\bin" folder ("\\" being the game install location).
Thanks goes to Password42 for the idea and the help finding the right files.
I have no Idea if this is a legal mod, nor have I had anything to do with creating the Nude Mod. Follow this process at your own risk.
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Modified .xml files raw text as I have them at the time of this post. You need to edit them manually to maintain formatting. Dont be scared, theres not much to do.
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Ship_Idle.xml
<?xml version="1.0" encoding="utf-8"?>
<DynSeqData xmlns:c="
http://datacontract.gib.me/cryptic" xmlns:a="
http://schemas.microsoft.com/2003/10/Serialization/Arrays" xmlns:i="
http://www.w3.org/2001/XMLSchema-instance" xmlns="
http://datacontract.gib.me/startrekonline">
<Name>Ship_Idle</Name>
<requiresBits>
<ppcBits>
<a:string>Wingsup</a:string>
</ppcBits>
</requiresBits>
<optionalBits>
<ppcBits>
<a:string>Wingsup</a:string>
</ppcBits>
</optionalBits>
<DynAction>
<DynAction>
<Name>Ship_Idle</Name>
<DynMove>
<DynActionMove>
<hMove>Ship_Wings_Up_Idle</hMove>
<Chance>1</Chance>
<UseIf>
<off />
<on />
</UseIf>
<setBits />
</DynActionMove>
</DynMove>
<EaseIn>Normal</EaseIn>
<EaseOut>Normal</EaseOut>
<NextAction></NextAction>
<FileName>Dyn/Sequence/Ship_Federation/Sto_Ship_Federation.Dseq</FileName>
<InterruptibleBy>
<a:string>Ship_Turn_Spinout</a:string>
</InterruptibleBy>
<Suppress>
<a:string>Weapon</a:string>
</Suppress>
<DefaultFirst>true</DefaultFirst>
<setBits />
</DynAction>
</DynAction>
<FileName>Dyn/Sequence/Ship_Federation/Sto_Ship_Federation.Dseq</FileName>
<Member>
<a:string><idle></a:string>
</Member>
<Priority>-1</Priority>
<DefaultSequence>true</DefaultSequence>
</DynSeqData>
------------------------------
Ship_Wings_Up.xml
<?xml version="1.0" encoding="utf-8"?>
<DynSeqData xmlns:c="
http://datacontract.gib.me/cryptic" xmlns:a="
http://schemas.microsoft.com/2003/10/Serialization/Arrays" xmlns:i="
http://www.w3.org/2001/XMLSchema-instance" xmlns="
http://datacontract.gib.me/startrekonline">
<Name>Ship_Wings_Up</Name>
<requiresBits>
<ppcBits>
<a:string>Wingsup</a:string>
</ppcBits>
</requiresBits>
<optionalBits>
<ppcBits>
<a:string>Wingsup</a:string>
</ppcBits>
</optionalBits>
<DynAction>
<DynAction>
<Name>Ship_Wings_Up_Cycle</Name>
<DynMove>
<DynActionMove>
<hMove>Ship_Wings_Up_Idle</hMove>
<Chance>1</Chance>
<UseIf>
<off />
<on />
</UseIf>
<setBits />
</DynActionMove>
</DynMove>
<Interpolation>20</Interpolation>
<EaseIn>Normal</EaseIn>
<EaseOut>Normal</EaseOut>
<NextAction></NextAction>
<FileName>Dyn/Sequence/Ship_Federation/Sto_Ship_Federation.Dseq</FileName>
<InterruptibleBy>
<a:string>Ship_Turn_Spinout</a:string>
</InterruptibleBy>
<Suppress>
<a:string>Weapon</a:string>
</Suppress>
<If>
<DynActIfBlock>
<off>
<ppcBits>
<a:string>Wingsup</a:string>
</ppcBits>
</off>
<on />
<NextAction>Ship_Wings_Down</NextAction>
<setBits />
</DynActIfBlock>
</If>
<Cycle>true</Cycle>
<setBits />
</DynAction>
<DynAction>
<Name>Ship_Wings_Up_Instant</Name>
<DynMove>
<DynActionMove>
<hMove>Ship_Wings_Up_Idle</hMove>
<Chance>1</Chance>
<UseIf>
<off />
<on />
</UseIf>
<setBits />
</DynActionMove>
</DynMove>
<EaseIn>Normal</EaseIn>
<EaseOut>Normal</EaseOut>
<NextAction></NextAction>
<FileName>Dyn/Sequence/Ship_Federation/Sto_Ship_Federation.Dseq</FileName>
<InterruptibleBy>
<a:string>Ship_Warp_In</a:string>
<a:string>Ship_Warp_In_Delay</a:string>
<a:string>Ship_Strafe_Left</a:string>
<a:string>Ship_Turn_Spinout</a:string>
</InterruptibleBy>
<Suppress>
<a:string>Weapon</a:string>
</Suppress>
<If>
<DynActIfBlock>
<off>
<ppcBits>
<a:string>Wingsup</a:string>
</ppcBits>
</off>
<on />
<NextAction>Ship_Wings_Down</NextAction>
<setBits />
</DynActIfBlock>
</If>
<FirstIf>
<DynActFirstIfBlock>
<off />
<on>
<ppcBits>
<a:string>Death</a:string>
</ppcBits>
</on>
</DynActFirstIfBlock>
</FirstIf>
<setBits />
</DynAction>
<DynAction>
<Name>Ship_Wings_Down</Name>
<DynMove>
<DynActionMove>
<hMove>Ship_Wings_Down</hMove>
<Chance>1</Chance>
<UseIf>
<off />
<on />
</UseIf>
<setBits />
</DynActionMove>
</DynMove>
<Interpolation>20</Interpolation>
<EaseIn>Normal</EaseIn>
<EaseOut>Normal</EaseOut>
<NextAction></NextAction>
<FileName>Dyn/Sequence/Ship_Federation/Sto_Ship_Federation.Dseq</FileName>
<InterruptibleBy>
<a:string>Ship_Turn_Spinout</a:string>
</InterruptibleBy>
<Suppress>
<a:string>Weapon</a:string>
</Suppress>
<setBits />
</DynAction>
</DynAction>
<FileName>Dyn/Sequence/Ship_Federation/Sto_Ship_Federation.Dseq</FileName>
<Member>
<a:string><idle></a:string>
</Member>
<Priority>1</Priority>
</DynSeqData>
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