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About Kesta

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  • Birthday 07/29/1991

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    Technology, Video games, Sci-Fi

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  1. [WIPz] TES5Edit

    Nothing as far as the current knowledge of the engine go. That's a dev load order, so it just have skyrim + DLCs, ussep, memory patches, UI / tools mods, and the two beyond skyrim plugin, plus that one for testing. So no interference at this level. The same NPC is also used in an other alias from an other quest, which fail to start as well without the ITM, but work properly with it. But that still wouldn't explain why the ITM solve it :/ I'll probably have an other pass of test on the issue later on. Like disabling memory patches (who knows...), but right now I'm a bit worn out by this kind of cr*p.
  2. [WIPz] TES5Edit

    So... turns out I jumped into conclusion a bit to quickly. Aliases filling doesn't seem to care much about the loc ref type of a unique actor. There was indeed a bug that prevented the alias to fill properly. But it wasn't the loc ref type, even though that's when I removed it that the quest suddenly started working. After some trimming of all the edits I had here and there, here is a view of the plugin that solved the bug: Now, if you'll excuse me, I think I'm just going to cry in that corner over there. The "just_achr.esp" allow the alias filled by the base NPC to fill, and the parent quest to work properly. Disabling this plugin end up in the quest not filling its aliases, and thus not working.
  3. [WIPz] TES5Edit

    Thanks. I'll check for extended cases (other loc ref type, start game enabled, and eventually some other relevant filling type) and send it along the 3 other issues I'd wish to see reported.
  4. [WIPz] TES5Edit

    Potential candidate for "check for errors" : Unique NPCs for which the actor reference have a "Boss" location reference type will fail to fill quest aliases through "Unique Actor" filling type, on start enabled quest. That's just the raw report, the fact that the quest is start game enabled or not, or the fact that the locreftype is "Boss" is likely unrelevant. I'm not 100% sure this should go under "check for errors". I mean, it definitely is an error, but not a technical problem like a null formid or the other thing usually checked through this functionality. Maybe I should just write a custom checker for this kind of things ? (there is a few other errors related to aliases, most of them reported properly by the CK, that xEdit have no clue about). Thoughts ?
  5. [WIPz] TES5Edit

    As far as I know, xEdit scripting informations are centralized here: https://www.creationkit.com/index.php?title=TES5Edit_Scripting_Functions Anything you know know / learned that's not here, feel free to add it there (at least in the discussion page). Also tagging @Mator, he had a WIP tutorial at some point, (more like an actual guide, less like a reference). Not sure where it's at now, lot of things happened since then.
  6. [WIPz] TES5Edit

    Sorry for making such a big a request kindof out of nowhere but.. Would it be possible to have another status (and thus font color) for records / sub-records which are "Conflict looser, but the conflict winner have me as a master". So for instance: If value A is at 1 in Skyrim.esm, 2 in Update.esm, and 3 in MyMod.esp, (MyMod.esp having both Skyrim and Update as masters) then the record in Update.esm would have this new status and color. Suggested color: Light purple. Alternatively, an option to have those cases displayed as "master" (even if the record isn't defined directly in it, they're still in a "it make sense that I am being overriden") could do the trick. Right now there is no difference between a regular conflict between two independant mods, and "chained conflicts" between an intermediate master and its child plugin. I do know that this is essentially what modgroups have been designed for (so I do get that the answer might just be a straight "No, not possible, rely on mod groups"), but sadly they're nowhere near as convenient as I'd like them to be.
  7. One more thing, that can be potentially critical for quest/dialogue mods: It appear the way TIF (topic info fragments) are processed or (and?) the way actor dialogue behave, have been slightly altered, at least for infos marked as goodbye "goodbye" . Here is an example: Say that in your quest, you have an alias Alias_Smith, a scene involving Alias_Smith SceneWithSmith, and a dialogue said by smith. Essentially, Smith is supposed to have his dialogue, and at the end, start the scene. Something you could do in Oldrim: 1) At the end of the conversation with smith, in his goodbye info (flagged as goodbye), add GetOwningQuest().SetStage(10) (in the end fragment) 2) In Stage 10 fragment, Start your quest SceneWithSmith.Start() (or SceneWithSmith.ForceStart()), or kmyQuest.SceneWithSmith.Start() if you're implementing following proper standards. In Oldrim: The scene always succeed to start, no issue. In SSE: The scene fail to start, because at the moment when you're calling SceneWithSmith.Start(), Alias_Smith is considered to still be locked in dialogue with the player. This is either because: - The dialogue system now wait for the TIF to return to "free" the actor from dialogue mode even if the info is marked as goodbye (while he was apparently freed at the very beginning of the goodbye info in Oldrim) - Or somehow the TIF did return in Oldrim without waiting for the stage fragment to return too (while it should have), but not anymore in SSE. - A scene can't start if one of its (non-optional) actor is in dialogue with the player in SSE, but can in Oldrim Solution: Use RegisterForSingleUpdate() on your questscript, and start the scene in the Update event (with a while loop waiting for the actor to be out of dialogue), rather than directly in the TIF or the QF. A bit of overhead to ensure everything play as it should. Note that in game, if you interrupt Smith' dialogue by quickly pressing E while he is saying his goodbye (forcing the dialogue menu to close, but allowing him to finish his line), then for both Oldrim and SSE, the scene will start properly (that's how I concluded that the problem was tied to the actor still being in dialogue or not).
  8. [WIPz] TES5Edit

    Sorry if I'm mistaken, but wasn't there a "remove unecessary peristence flag on references" script at some point in the scripts toolbox ? I know of a certain mod that could definitely benefit from it.
  9. Beyond Skyrim: Bruma is out!

    Still a lot of things to review and fix, but it is now hopefully good enouh to have you enjoy your first journey beyond skyrim :) 

  10. [WIPz] TES5Edit

    Yes, that'd make sense considering what the subrecord is used for. I guess "index" would be more appropriate than marker.
  11. [WIPz] TES5Edit

    This is the value of the ID that the next Alias added through the CK will have (and the CK will increment it accordingly when adding one). If you got 3 aliases, they'll have number 1, 2, and 3, and the marker will be at 4. The value is "useful" to track down potentially deleted aliases (If you see the marker is at 7, but you only have 2 aliases with ID 1 and 2, you know womething went wrong at some point and aliases 3, 4, 5, and 6 have been created then deleted at some point).
  12. [WIPz] TES5Edit

    Minor: ANAM - Aliases Marker field in QUST records The value display as a hexadecimal, while it should really be an (unsigned) integer.
  13. Creation Club

    There is one thing they've been very smart about this time, they announced it beforehand. The hate have been spreading post-E3, and is already slowing. When this will actually kick in, only people actually concerned will still rant about it, but it won't have the extremely broad coverage original paid mods had through press and all this, as those already happended after this announcement. Putting in spoiler my answer to a guy on reddit who asked for potential benefits for modders (like CK update): All in all, I'm more curious / in the expectative than anything else. We still have no official statements on the scope of mods they intend to publish through it, the amount of support they'll provide, nor the targetted "creators" as they call them. And nothing about the actual pricing either.
  14. Bat Dovahkiin

    Version 1.0.0


    No. This won't turn you into a hybrid between Batman and the Dovahkiin. Sorry This is a simple bat file I use when doing beta-tests and combat mechanics / difficulties QA. Usage: Put in your installation folder (where Skyrim.exe is, not in Data\ ) Go in-game and open the console Type in: "bat dovahkiin" (without quotemarks) Result: This teach you the full FUS-RO-DAH, give you basics items (500golds, 15lockpicks, 3 torches), and automatically give and equip the official Dovahkiin suit as per the trailer: - Iron Helmet - Studded Armor - Iron Boots - No Gauntlets - Banded Iron Shield - Steel Sword Since this was inspired by the original trailer, bonus vid!
  15. [WIPz] TES5Edit

    Haha, you're right... I actually have a much much bigger problem... xD

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