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About Kesta

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  • Birthday 07/29/91

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    Technology, Video games, Sci-Fi

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  1. 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).
  2. [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.
  3. 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 :) 

  4. [WIPz] TES5Edit

    Yes, that'd make sense considering what the subrecord is used for. I guess "index" would be more appropriate than marker.
  5. [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).
  6. [WIPz] TES5Edit

    Minor: ANAM - Aliases Marker field in QUST records The value display as a hexadecimal, while it should really be an (unsigned) integer.
  7. 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.
  8. 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!
  9. [WIPz] TES5Edit

    Haha, you're right... I actually have a much much bigger problem... xD
  10. [WIPz] TES5Edit

    @elderscrollerr Should work right out of the box, but you should probably ask Mator directly rather than here. About the worldspace browser: is there a way to force the "Location" overlay to take into account "child" location ? Right know if a cell have a location "CityLocationFarm", which is a child of "CityLocation", and I want to display the whole "CityLocation" as overlay, the cell with "CityLocationFarm" will de excluded.
  11. [WIPz] TES5Edit

    Depending on which game you're modding (Skyrim / FO4 / SSE for sure, dunno for older ones), you might need to regenerate the .seq file for the plugin you merged everything into, in order to have digalogues working reliably if they're hosted in a "start game enabled quest".
  12. Well, I doubt it, haven't read anything about it other than this post, though I'll admit I haven't been monitoring the FO4 scene much. But it'd be surprising as the problem haven't really been pin-pointed anyway as far as i'm aware of. But you can just install the latest f4se and run the game, usually the problem is fairly easy to reproduce if you're subject to it, just play for 10-20min or so and you start seeing some or a lot of objects with the glitch.
  13. [RELz] Cutting Room Floor

    Since I know you like to build villages: What's your stance regarding Granite Hill ? I just stumbled upon the name in the carriage script and googled it only to find it was supposed to be a small settlement. Maybe an independant mod would be better ? (there is probably a need for much more improvisation than CRF is expected to handle, and some Moon & Star fanatics probably won't want to add an other settlement in the area). Edit: Ah, just found an old post of yours on Nexus explaining you didn't want to add it back in because of the nearby dragon burial that's in the exact spot where the village should have been. Sad Maybe I'll have fun one day rebuilding it like if it's been build around the burial ground, and the dragon just destroy the village when he get resurrected. It'd make a pretty cool POI Edit²: Toyed a bit in the area this afternoon. It do have potential, there is a lot of road converging at this point. I tested with 3 farmhouses, and inn and a stable (made sense for a cross-road settlement). The area in the middle can probaly be turned into a marketplace instead to go 3rd-era style
  14. [WIPz] TES5Edit

    Question! (it's been a while since I asked any here... ) In landscape records, there is a bunch of layers mentioned. The UESP documentation say that ATXT subrecords are "Additional Texture", but the name displayed in xEdit is "Alpha Texture". Which one is it ? (as far as I understand what all of those mean, it seem that they're additional textures applied with a given transparency, so both names should be allright, but... you never know ^^)
  15. Feedback thread

    Good changes overall One thing which is still kinda lacking imo, something like a "Cross-Game Projects" section to host some topics such as xEdit's or NifSkope's dev threads.

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