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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. 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.
  2. 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!
  3. Haha, you're right... I actually have a much much bigger problem... xD
  4. @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.
  5. 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".
  6. 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.
  7. 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
  8. 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 ^^)
  9. 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.
  10. Okay, thanks everyone for the feedback. Look like it isn't correlated to the absence/presence of loose files since it can appear on pure vanilla setup. Probably more related to a VRAM cap / hardware limitation... For the record, I have an old profesional mobile card that's not so bad for its great age, a FirePro M6100 with 2Go of VRAM. For now it's all AMD cards, but the sample is a bit too small to make any deduction. Maybe I'll try to find the time to ask around Nexus/Reddit/ this week to gather some more input. Not that it's going to solve anything, but you know... for science
  11. Sorry if the title of the topic sounds alarming, this is definitely not the goal. I just came back after a few months of being mostly afk (and before that, I was on SSE...). I just reinstalled FO4 last weekend, and since I spent my gaming time benchmarking performances configurations, INI settings, and getting a simple base working with just a few UI mods and some in-esp tweaks. Everything went well, zero issues, I was quite happy. Then, I started an actual playthrough yesterday night and thought "Baah, might as well throw in a new weapon for fun", so I installed the Walther P99. Once done, I start playing, exit vault 101, go in sanctuary, begin to scrap stuffs... and notice that the old mipmap corruption glitch is still here (I encountered it often when I was playing and overloading my load order), while it was gone since the beginning of the week: Yes, it's just the mipmap. Getting close to the mailbox turn it back into an actual mailbox with proper rusty texture. Getting away result in the same fancy corruption. So it got me thinking... since this is the first addition to the setup that come with textures and materials as loose files, could there be a correlation between the two ? I know that mipmap management is tightly linked to ba2. Even if it doesn't seem to make much sense (though a few month working in the software industry taught me that nothing is actually a linear logic like modding seems to be at the first glance). That said, even if there was no loose files previously, I still had the relevant INI tweaks. I know this visual glitch isn't 100% reproductible, so it's possible that this is pure coincidence... this is what I'm trying to find out. I'm mostly thinking about the engine trying to "cache" the loose textures to compensate the absence of the .ba2 format one way or the other, and resulting in some corruption, despite the loose textures being completely unrelated to the corrupted ones. Have anyone noticed a correlation between the frequency / intensity of mimap corruption and the usage of loose files ? (Or any specific INI settings ?) I used to think it was mostly due to the amount of VRAM usage, because when it used to happens when I installed a lot of textures mods... but then again, those were loose textures back then. I doubt my VRAM is overloaded in any way after 5 minutes outside of the vault and a vanilla visual setup. (I only have 2Go... no crazy amount, but should be enough).
  12. After 2 years, I finally noticed the AMD auto-updater had been installing completely wrong drivers for my GPU...:wallbash:

    1. Show previous comments  1 more
    2. lmstearn


      The wrong driver files? They got the inf wrong? Cow!

    3. MadCat221


      How did you determine this?  I am now paranoid that it's doing the same to me...

    4. Kesta


      @MadCat221 Because the graphic card's name specified in my system info didn't match the name of the actual GPU I knew was in there physically :P 

      I only noticed because while browsing the AMD website for drivers, they're especially mentionning that their auto-installer couldn't manage drivers for my card (FirePro m6100).

  13. Wow... been away for a month, everything changed Ô_Ô !

    1. Arthmoor


      Yep, 2017. The year of change :P

    2. sonicadam132


      I feel you, as you can by my profile pic I haven't really been active on here alot recently 

    3. Nico coiN

      Nico coiN

      Not everything changed. I'm still a duck... :D

  14. You can check if your quest is running through the console. (Will help to figure out if it's really the quest not starting from a technical standpoint, or just its "effects" in game no showing up). Check your EditorWarnings.txt in the Skyrim install folder after loading your plugin in the CK, it should help figure out any major issues (typically, aliases that can't be filled properly). A very common case is to have a an alias "create reference at" which have a hicher index than the alias its creating the ref in/at. Also, turn on the storymanager debugging in SkyrimPrefs.ini (bEnableStoryManagerLogging=1) and check the storymanager log (near the same folder as the script log). there is a lot of info in here concerning all the nodes processed, and why they've been skipped, including cases where the issues is that the quest couldn't be started due to technical errors. Also, though it should be obvious, try on a new game. Btw, marking a stage as "start" mean that this is the stage that will automatically be set when the quest start. Not that setting this stage will start the quest. Simplest thing to do is to call myQuest.Start() As for the rugs, I don't think the issues is with the nif. More that rugs are static and as such aren't mean to be activated. If it is just one rug, put an invisible activator on top of it. If it's for all the rugs, the best thing to do is to provide an xEdit script that will automatically place an activator on top of any rug in the game (thus including mod-added one, and ensuring it work for rugs that have been moved by other mods). Last solution is to pool at short intervals to find the closest rug to the player, and dynamically place an activator on top of it. But that's pretty heavy.
  15. Last time I saw Jon being wrong, I wasn't born Need third-party confirmation for this one: AI bug NPCs set as "player's teammate" (not recruited as followers, but who behave as such, usually for quest purpose) may sometimes get stuck crouching, apparently until you change the current cell. Potentially real followers too, but I don't want to make assumptions as the two occurrence I had were with quest-assigned teammates. I had this happening with Aela during the quest right after you turn into a werewolf, as well as with Neloth when you go get the black book for the dragonborn questline. They do not stand up for fighting. Hitting them (I mean, forcing them to ragdoll and stand up again), disabling/re-enabling doesn't fix it, forcing them to evaluate their package doesn't help either. Nor entering combat. Even when they get a scene where they're forced to standup, walkup to an activator and use it (Neloth in front of the dwemer ruin), they stand up 1 second for the iteration then get back to crouching. I didn't check yet if they are actually forced as player's teammate through the papyrus function, or if they have specific packages. The first time (with Aela) was on a pure vanilla setup (1st version of SSE). Probably worth mentioning that in both case, it seemed to have been triggered while they were in combat.