Kesta added a topic in Scripting and ImplementationUnderwater WalkingHello Thras folks!
I just wanted to drop this here before I forget about it. Maybe this ought to go somewhere else as this is more about conceptual decisions / brainstorming / suggestion, rather than actual implementation discussion.
Basically, I reinstalled skyrim this weekend. Checked reddit quickly. Saw someone mention they were trying to do a "underwater walking" sort of mechanics (think power armor in FO4 if you played it), and asking for help. Turns out it's pretty easy to implement, I gave him a quick proof of concept to build on.
Now, when i woke up, I realized this is something Thras team might want to know about early on. Considering the biosphere of the project, the ability to visist underwater places by walking rather than swimming open some possibilities that should be considered at design stage, hence this post.
Feel free to discuss or dismiss the suggestion. In case you need a working implementation for some testing / benchmarking, hit me up. Just wanted to let you know about the technical feasibility of this (in case this came up as an idea, but got dismissed for technical reason).
Edit: Oh, by the way. I posted it for Thras team as this is the one project where I thought it made more sense to consider such a feature. But if any other team is interested in it, even for a one-shot use like a specific quest, dungeon, reward, or curse, that can be done too.
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Kesta added a topic in Scripting and ImplementationAyleid Traps & PuzzlesRequest & Suggestions thread for Ayleid traps & puzzles.
Not a priority (for me) right now, but this is really a fun thing to work on, so I might as well spend a bit of times on it whenever bugfixing and quest & ai implementation get on my nerve
I'll probably need a bit of help from modelling gurus, as my artistics abilities are limited to nifs mashups and awful textures swaps Not that I don't want to learn, but now isn't the time.
Original request from John (Wellpap ?) :
Quick test this morning (Look like sh**, just wanted to make sure perma-casting beam worked, and test a few maintenance and framework-oriented functions) :
For this kind of "magic casting traps", I see two interesting setups:
1) Place the activator in the dungeon, and simply associate a linked ref with a specific keywords (CYRTrapTarget) which will be aimed at by the beam (that's similar to how the beam in the kilkreath (meridia dungeon) puzzle work, just easier to set up). Not that with this setup, unless the target you reference is solid, the spell will continue to its maximal range until it hit an object with collision (can be both an advantage and an inconvenient). The test above fire at an xmarker that's mid-way between the actual gem and the wall.
2) Place the activator in the dungeon, no additional work required. It will fire at a pre-defined direction (that's how dwemer flamthrowers works). The nif seem deeply involved, as it define the direction and the range of the beam, not my specialty but some copy-paste and tweaks between branches should produce exploitable and interesting results.
Can either use a pre-defined spell, or have something leveled, your call.
Those (and lot of others) can be controlled by adding an additional "timer" object in the cell, and linking the trap to it ("add activate parent"), in order to have random firing, or firing at intervals, instead of perma-cast.
Other traps to consider :
- Fire and forget ones (can re-use vanilla system, with or without different spells).
- Candlestick falling from the roof (similar to oil-pots in nordic dungeons, can make them fall when the player enter a trigger if you fancy this kind of things).
- Collapsing ground (reusing something like CYRAyleidRubblePile01), with a purpose similar to the grids that open under your feets in nordic dungeons.
- Spikes falling from the roof (BSKarceilingspike01 look just so perfect for it).
- "Crazy" welkynd throwing (distorted?) lightbeams around the room in an erratic and random fashion.
- Whatever you have in mind.
Puzzles are up for suggestions as well.
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Kesta added a topic in Scripting and ImplementationBruma Implementation ReviewX : Jeez, one more topic from you in the implementation forum ? Can't you just stop ?
K : Mmmh, how about you post your own so it won't look like I'm spamming
Anyway, the good news is : "The Courier", aka CYRBrumaMS11 (what a cute name... I think I typed this prefix a good thousand of time in the past days), which was the last "implementation not started" quest, is about done. Just some boring adjustments and some loose ends to be taken care of before it can actually go live for a proper test. Since LazurLintonArkinesonShade spent some white nights to steal my previous job in the meantime (joke, much appreciated, can't wait to see what you did with world encounters ), I'm "free".
So, with that in mind, what I intend to do this weekend is to go through all of the currently implemented quests and check them to fix potential bugs, tie up loose ends, ensure post-quest clean-up, etc... (I already noted a few ones that refuse to start or to complete, some with broken rewards... and the unmissable "Inkeep Is:" ). However, I guess/know that some of you - implementers - might have noticed those and fixed them on your own already (i know mattie have a plugin, and unless I missed something it haven't been merged yet). Since there is no point fixing the same issues twice... I'm opening this thread to kindly ask :
If you have some implementation fix/completion material ready, but aren't merged yet, please push them on git (or if you hate git, pack them in a zip and share a dl link here)If you have some WIP, please state it here so me or anyone who's going through a similar process know what's the state of this or that quest.Since the reference document is somewhat outdated, and is read-only, let's track the whole thing here
The objective is too have all of the quests, scenes, encounters, AI behaviors (this is navmesh-dependent), and dialogues (at least quest-related ones) fixed and polished by the end of next week, so everything is ready for the final recording. This will also imply some testers to be available whenever the review is done, especially grammar-nazis If you're up to it, post here as well so we know who to ask. Also, some "global players" who'd go through the whole County questing around would be nice, to figure out "large scope issue". (NPCs using some greetings way too often, too much different people using the same phrasing, too much Lusty Argonian Maid Jokes, ... ).
If anyone else is willing to do the same, I'm more than happy to split the work.
The only rule is : Don't review things you implemented yourself. Either you're aware of issues and post them here, labeling the implementation as "still WIP", and we skip the review for now. Or you're not, then you're unlikely to notice loose-ends or half-hidden bugs if you missed them the first time.
X : Meeh, what are you talking about ? No need for all this ! It just work !
K : Open the master in the CK and then check EditorWarnings.txt in Skyrim's folder... or just enable papyrus logging and check the log. You'll understand.
X : Meh², just make a list of claims to fix bugs.
K : I thought about it, but we're kinda lacking a proper issue tracker And a lot of what need to be fixed can actually be in less time than it'd take to actually write and explanation of the issue.
Aaand... that's about it.
tl;dr : Push all of the implementation you have asap. Post here if it's still "too WIP" and don't want anyone messing with that part. Go hunt and fix as much issues as you can. Lusty Argonian Maid.
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