Kesta

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About Kesta

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  • Birthday 07/29/91

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  • Location France

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  1. Kesta added a post in a topic Underwater Walking   

    Yeah, actually I'll do just that. Not sure why I was so obsessed with Thras when I thought about the feature ^^ 
    Will upload a working version here on DC so anyone has access to it.
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  2. Kesta added a topic in Scripting and Implementation   

    Underwater Walking
    Hello 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).
     
    Cheers
     
    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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  3. Kesta added a post in a topic [Wip] The republic of Maslea   

    Did I already mention that I love Maslea ? I love Malsea.
     
     
    Btw anthelius, if you missed the news: An "alliance" of sort formed to provide voice acting for mods. They posted a topic about it here on DC but I can't find it. They're the one who voiced Vigilant. Might be worth getting in touch with them  They mostly work through Discord (at least that's the visible part of the iceberg).
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  4. Kesta added a post in a topic landscaping WIP   

    Hi! And welcome around here.
     
    I don't have much of a say for landscapers recruitment, but it always kinda pain me to see applications of peoples who actually show what they're capable of doing (and are capable of doing good things) without the attention they deserve, so here am I
     
    There is a few things that come to my mind when lookin at the vid (I'm not sure at which "stage" you consider you're in), but I don't think I have the knowledge nor credibility to highlight those properly or provide a relevant critics, but the small things I think about should definitely come along with pratice and some teaching. Overall, you're able to make landscapes which aren't flat areas with rocks, houses, and trees slapped in randomly, so that look good enough for me
     
    Some questions:
    Which province are you most interested in ?
    Do you have any navmeshing skills along landscaping capabilities ?
     
     
    Edit: Ah, browsing through the application forum, I realize you recently made several thread already. Try to put everything back on this one by editing your first message. Also, a small introduction about yourself as a person would be much welcome
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  5. Kesta added a comment on a blog entry Skyrim - Tasheni Followers - Talking Horse via race switching   

    I know I'm super late on this, but since I had a horse mod based on this almost done before the new convenient horse for SSE came out, I can always share, if that help:
    You can add a perk to the player with "activation override" entry point, and a condition "HasKeyword:ActorTypeHorse" on the target, that will override any behavior, including mounting. Then to get the horse to actually talk to you, you can't just use the "Activate" papyrus function as it would mount the player on the target. However, you can start a quest and put the horse into one of its alias, and give it a forcegreet package, effectively starting a conversation with the horse.
     
    Good luck with whatever you're trying to do (just saw your post in the blog entries of DC while casuall browsing and thought I'd answer).
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  6. Kesta added a post in a topic Ayleid Traps & Puzzles   

    Okay, two things :
    I switched the initial gem from this morning to something more "definitive", an actual Dark Welkynd. Those are absolutely impossible to disarm, and necessarily have an "activate parent" which act as a controller. It must be a hidden local activator, in which you can setup various conditions (isPlayerMoving, isPlayerIdle, minPlayerDistance) for the Dark Welkynd to actually enter "attacking mode". This is also where you setup the timer at which it will fire, and a randomness coefficient. This is just a stripped-down and slightly re-purposed version of the original TrapTimerScript (or whatever this was called).
    The target can currently be either the player, or a permanent focus on a specific reference. the second one is useless for actual Dark Welkynd, it's just a leftover from this morning that won't make it on the final version (will be moved to something else). In tthe final version, it should most likely be able to fire at anything that isn't affiliated ot  Ayleids.
    You can choose which spell it will fire (currently still default to a permacast of simsim's beam. Will probably be some kind of fireball in the final version).
    Infos : 
    http://www.uesp.net/wiki/Lore:Welkynd_Stone
    http://www.uesp.net/wiki/Oblivion:Traps#Dark_Welkynd_Stone
    http://elderscrolls.wikia.com/wiki/Dark_Welkynd_Stone
     
    Now for the cool part :
    While investigating vanilla traps, I found... an unused ressource. A dwemer balcony that could be made to collapse. After a quick test in-game, its original setup didn't work, not sure why because the default script it used looked ok. I quickly remade one for testing, and it actually do WORK. Here is a quick vid with the Dark Welkynd (set to aim at a marker, didn't want that b***** to fire at me for the video ^^) and the actual falling balcony (careful, weird and loud sound at the beginning) :
     
     
    Now... simsim, we need your animations talent  Maybe not now, but... just imagine a full Ayleid bridge that collapse as the player run over it. For some epic KOTN dungeon quest, maybe even in the final one, that would be quite the masterpiece!
     
    Edit : Triggers placement for the balcony was not top so the effect look kinda precipitated. That can be improved.
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  7. Kesta added a post in a topic Ayleid Traps & Puzzles   

    Thanks! I also check the relevant uesp pages. Some pretty interesting things to do with those DarkWelkynd. Seems like they have different behavior, like some only shoot at you if you're moving (I think I read that on wikia). Though they doesn't seem to be beam caster, rather they throw big balls at your face. Coolest thing is you cannot de-activate them.
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  8. Kesta added a post in a topic Ayleid Traps & Puzzles   

     
    I doubt it for the shield. A rather wonky implementation can be done, but I don't think it'd actually give an enjoyable experience.
    As for the tons of beam... https://www.youtube.com/watch?v=kUPQfzAyVeI
     
     
    Yes, yes, yes, and yes  
    A clear list would definitely help. Hopefully the thread will generate one, although I kinda imagine dungeon designers to come up with an idea whenever they are making a dungeon and something cool cross their mind, rather than having a predefined set of ideas. Though there is already a few interesting suggestion in this thread actually  As for a claim system, yes, depending on the number of traps to make we might need to track them "officially" or just do them on the fly. For now just claim whatever you fancy if it's been requested (potentially by you ), honestly there is so much fun things to experiment with that I really don't have any preference ^^
    The beam... yes. I discovered it accidentally when looking for a magic effect  I think I typed "light" in the filter hoping to find kilkreath's ones, and saw there was an ayleid light beam available. I assigned it to the spell because it had the proper casting type and went to check out in-game, and found this awesome effect while I was expecting a placeholder
    The impact set definitely need tweaking. I don't think the smoke serve much purpose here, nor does it really look good on a permanent ray. (Like... it's smoking for hundreds  of year but haven't been destroyed ? oO ). We're probably going to need a version with 0 impact anyway, so we can chain beams between multiples welkynd stones without having the room full of smoke   
     

    Yeah, that's not that much of a big deal actually. Just need to catch the OnHit event on the chandelier or a surrounding boundbox (Trigger do receive OnTriggerEnter events from projectiles, which is pretty convenient), decrements a "life" variable each time, and then activate it as a "regular" animated trap, or simply having the lower part a separated mesh ignoring physic until told otherwise. (and I guess you also want some magic kaboom whenever the welkynd shatter on the ground I guess ? )
     
     

    I should really play Oblivion properly instead of casually launching it just to verify some technical aspects people points me to   
    Got any video in mind where I could quickly check it out ? 
     
     
     
    Anyway, I'm currently in the process of indexing the whole trap system in vanilla, there is potentially a lot of under-exploited stuffs that could be re-used fairly easily (inflammable poisonous gas clouds... <3 Ok, maybe not for Ayleid dungeon...)
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  9. Kesta added a post in a topic Ayleid Traps & Puzzles   

    Yep, I had a quick think about it. Problem is, unless there is a collision layer I'm not aware of that'd allow to have collision with projectiles but not with actors, you'd end-up with invisible collisions floating around in the dungeon. Not saying there isn't such collision layer, but I didn't want to mention this before I actually knew whether or not I could manage to get it working  
    "Specific shield to attain" : Do you mean a way to disable the trap ? If yes, all the traps (will) have a "Disarm()" functions that can turn them of. So anything that can somehow receive events can be made to disarm one or several traps. From a simple button, to a target you'd have to hit with spells and/or arrows, or simply walk on (= enter a trigger), or an enemy to kill (one of the vanilla dungeon actually have this IIRC. Soljund's sinkhole maybe ? I'm not sure)
    "Cutting a way through" : I first thought it'd be nearly impossible to have something clean to do it when I first wrote the post this morning. However I think i just came up with a decent idea. Basically, the "spell" that handle the ray casting can have two effects : 
     - One with the actual visual projectile, that have no collisions (so never actually hit anything, and go through everything), and no actual effect.
     - One with an "empty" (invisible) projectile, without visuals but with collision, and that carry the actual detrimental effect.
    So it'd then be possible to add conditions to the effect that actually have collision and detrimental effect, to only apply on specific conditions (do not apply if the player is wearing a specific armor, or if he's blocking, or if he have one of the alteration-magic armor spell active, etc...). This way it'd look like if the beam always go through the player, but only affect him if he doesn't have the proper "counter".
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  10. Kesta added a topic in Scripting and Implementation   

    Ayleid Traps & Puzzles
    Request & 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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  11. Kesta added a post in a topic Custom cells empty after Masterlist update   

    What Simsim said. If you forgot to load your plugin alongside a striped Skyrim.esm, the CK somehow try to make room by himself and delete all of the references in the currently active .esp
    (Talking from experience... *sob*)
     
    Edit : Guess who just lost 3 hours of work again because of this just 43 minutes after posting this message...
    Edit² : Found CK's backup... this thing is not as dumb as it could, luckily.
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  12. Kesta added a post in a topic Bruma Implementation Review   

    Yeah, I remember a few things we talked about that you told me you were fixing as we talked (like the devot's amulet), which is why i wanted to wait for your plugin
    I think I found your own issue tracker on the drive btw.
    No rush, I'm still polishing and tying up loose ends here and there on that damned "The Courier" quest, plus doing a bit of navmeshing so it's actually playable without teleporting NPCs around with the console.
     
    The Restful Watchman is... our doom. Like, there is just so much things going on in here ^^ (At least 5 quests involve the Inn...)
     
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  13. Kesta added a post in a topic [Wip] The republic of Maslea   

    Not sure how I'd hate anything In Maslea... (except the hall of air maybe, but this one is still in Skyrim )
     
    Also, I see you now got a fancy new logo  
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  14. Kesta added a topic in Scripting and Implementation   

    Bruma Implementation Review
    X : 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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  15. Kesta added a post in a topic Background Maintenance (+dragon spawn fix)   

    Yes, you can actually use the very same script (though you'll probably want to change the prefix from CYR to whatever Roscrea is using), the properties it rely on are Vanilla forms, not Cyrodiil's specific. You'll just have to recreate the spell and magic effect.
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