Jump to content

TobiaszPL

Banned
  • Posts

    204
  • Joined

  • Last visited

Posts posted by TobiaszPL

  1. Hi Arturo...

    lol TL:DR :D

     

    srsl tl:dr i just came to say hi :D

     

    If You want to make Exterior and Interior have same lightning it will be hard but can be done

    however i already wrote 5 posts on Nexus and i want to back to my Work...

     

    also im lazy :D

     

    Bestpick is to create as much simple Weather

    Set same ambient and direct lighting for both Exteriors and Interiors - but don't make it NULL Lightning :tongue:

     

    then You can use Scripts to control ImageSpaces and Lights

    for example... there was something like... "ApplyCrossFade" or something like this

     

    im too lazy to find it for You, use Google:

    " Skyrim CreationKit Papyrus ApplyCrossFade"

     

     

     

    but in my opinion Vanilla Lightning is waste of time...

    You will never do as good work using CK as ENB can do

     

    You could also just instead of Interiors create second Exterior world

     

     

    Thats how i made many of my Caves in NightWorld Mod

    Only one Mod i have after NightWorld:

     

    https://www.youtube.com/watch?v=2JWAndMdsQU

     

    Instead of using Interiors You can create second Exterior and use it as Interiors

     

     

     

    remember to keep at least 5 grid cells distance ( default grid to load in game )

    However some ppl like me load for example 9 Grids instead of 5

     

    it brings some more lags but also brings better LOD ( because you have longer draw distance and load distance )

    so in my opinion its fine to build one interior in distance of 15 grids cells ( Grids you can show under B )

     

     

     

    If You dont want ppl to escape your "Interior Exterior world" use

     

    TopBar in CK: World -> Regions

    and create Region for EACH INTERIOR You create

     

    in Regions You can also pick DIFFERENT music for EACH Interior in Exterior :smile:

    Also You can pick different Weather and Imagespace...

     

     

     

    Ye in short all You need is:

    - Exterior World for Interiors

    - Region for each Interior in your Exterior World

    - Many Scripts ( 1 Cardinal nad 3 control scripts :o )

     

    ye but Cardianl Script is my own idea :D

     

     

    woo already write so much xD

     

     

     

    //Edit:

    if You create Regions You can create borders like in Skyrim

    if You come too close to World border You will see message "You can't go that way" or something like this :)

     

    so it will also help with trolls and cheaters :D

     

    Im not sure but You can't even cross this border with TLC command... but im not sure

    :x...

  2. Maybe more info?...

     

    like:

    " Hey guys im crafting sword worth 581929659 gold coins and this sword make my skill from 10 to 100 at once "

     

    What have You edit / add to Smithing?...

    maybe u gave player extra exp modifier...

     

     

    Right now what we know:

    - Your smithing skill progress is too fast, we don't know when and what u were doing

    - You have did something with smithing and combat skills...

     

     

    its like,

    " Hey anyone know why my BMP Loader Class don't work for some BMP files?,

    last time i create new Particle Class for my Engine"

     

    And its real question, and real info... and in Your Style :P

    Srsl, idk why but some BMP Images load fine but other load with little offset :c...

     

    and weird because once i change some pixels it works fine again :x...

    so its related with graphics in image not with header or something xD at least i think so :c...

  3. You have Leveled Item "LootImperialLuck"

    In this Leveled Item you have few golds that have 0% chance to show in inventory

     

    but % is based on GlobalVariable which can be change by anything

    - Script

    - Spell

    - Perk

     

    just anything

     

    "LootImperialLuck" is item used by 125 objects in Vanilla Game

    objects like, chests, dead bodies etc.

     

    GlobalVariable: -> ImperialLuck

    LeveledItem: -> LootImperialLuck

     

    //Edit:

    If You open this Global Variable in Your CK You may saw that value is 100

    does that mean that You have 100% chance for loot ?...

     

    No... its chance to NOT have loot...

     

    100% = Not to have

    0% = to have

     

    set value to 70 to have

     

    70% = Not to have extra loot

    30% = to have extra loot

     

    etc.

  4. bonjour... je suis Tobi lol !...

     

    French user :o

    C'est Interessant

     

    https://www.youtube.com/watch?v=4IdObC-agcs&t=17s

     

    If You have problem with Cell Window You can just delete

    SkyrimEditor.ini

    SkyrimEditorPref.ini

     

    it should help u :D

     

     

     

    Or You can do this:

    	#include <windows.h>
    	
    int main()
    {
    	HWND Window = FindWindowA( "Cell View", NULL );
    	If( Window == NULL )Beep(500,500);
    	
    	MoveWindow( Window, 50,50, 500,500, true );
    }
    

    You can Compile it with any C++ Compiler :D

     

    xDDDDDDDDDDDD

    Ye im working on 1360 x 768 Screen so sometimes i use such things :D

     

    for example WaterType window is too big for me :smile:

     

     

     

    Good Luck and

    Adieu :smile:

     

    //Edit:

    and thats real code xD

    Moving windows is that simpe ;D

     

    MoveWindow Function Microsoft:

    https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-movewindow

     

    FindWindow Function Microsoft:

    https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-findwindowa

     

     

    Just change Window name You look for :D

     

    MoveWindow arguments are as following:

    - Window

    - X Position

    - Y Position

    - X Size

    - Y Size

    - true / false

     

    last is not important, its callback message, window procedure for windows windows <-- ye... good name windows

    every window have its own procedure, if last argument is true then function will send message to procedure to repaint window

     

    idk why im even explaining it :D

  5. Hey its me again :o

    Tobi !...

     

    Yes im Tobi :o !...

     

    I just want to ask You about opinion maybe You will find something to Fix some Bugs etc.

    this single one script handle whole TheRadio Mod so if You want You can look at this and

     

    as i said... maybe You find something to Fix...

    Scriptname QLG_MasterScript_TheRadio extends ObjectReference
    { This is Main Radio Script for [Tobi] TheRadio Mod !... }
    ;===- Base Info. -===;
     ;Created: 2019-07-19
     ;Update: 2019-11-23
     ;Author: TobiPL
     ;Unit: M.PC<1>
    ;===- Var. setup -============================================
    	;***=-- Music List --=***;
    	FormList Property QMusics Auto
    	{ List of Music Tracks }
    	;***=-- FormLists --=***;
    	FormList Property FunList Auto
    	{ List of Fun Messages }
    	;***=-- Messages! --=***;
    	Message Property QMainMSG Auto
    	{ Maing Message to SHow }
    	;***=- Simple Var. -=***;
    	Int Playing = -1	; Is any musing playing? -1 Means :NO: - other values for ID
    ;===============================================;
    ;===- Main Script -=============================;
    ;***********************************************;
    Event OnActivate( ObjectReference QRef )
    	; Show Fun Message if Enabled
    	If( FunMSG )
    		If( Utility.RandomInt( 0 , 3 ) > 1 )
    			( FunList.GetAt( Utility.RandomInt( 0 , FunList.GetSize() ) ) as Message ).show()
    		EndIf
    	EndIf
    	; Show Main Menu
    	While( true )
    	int Ret = QMainMSG.Show()
    		If( Ret == 0 )
    			Debug.Notification( "Noo, Come Back!..." )
    			Return
    		;===================;
    		ElseIf( Ret == 1 )
    			QPlayMenu()
    		;===================;	
    		ElseIf( Ret == 2 )
    			QSettingsMenu()
    		;===================;
    		EndIf
    	EndWhile
    EndEvent
    ;==
    	Message Property QPlayMSG Auto
    	{ Menu Message to Show }
    Function QPlayMenu()
    	While( true )
    	Int Ret = QPlayMSG.Show()
    		If( Ret == 0 ) ; Player press Exit, Back to MainMenu
    			Return
    			
    		ElseIf( Ret == 1 )	; Stop playing Music
    			If( Playing >= 0 )
    				( ( QMusics.GetAt( Order ) as FormList ).GetAt( Playing ) as MusicType ).Remove()
    				Playing = -1
    			EndIf
    		
    			Else
    			QPlay( Ret - 2 )	
    		EndIf
    	EndWhile
    EndFunction
    
    	Message Property QError_PlayMusic Auto
    	{ Error To show if player want to Play music but there is already playing one }
    Function QPlay( int ID )
    	If( Playing == -1 )
    		( ( QMusics.GetAt( Order ) as FormList ).GetAt( ID ) as MusicType ).Add()
    		Playing = ID
    			Return
    		Else
    		If( ErrorMSG )
    			QError_PlayMusic.Show()
    				Else
    			Debug.Notification( "There is already playing music !..." )
    		EndIf
    	EndIf
    EndFunction
    
    FormList Property QSettings Auto
    { List of Messages for Settings }
    	;***=- Settings -=***;
    	Int FunMSG = 1		; Should show Fun Messages?
    	Int ErrorMSG = 0	; Should show Error Messages?
    	Int Order = 0		; Should play in Order or Random? ( 0 = Random // 1 = Order )
    Function QSettingsMenu()
    	While( true )
    	Int Ret = ( QSettings.GetAt( ( FunMSG + ( ( ErrorMSG * 2 ) + ( Order * 4 ) ) ) ) as Message ).Show( FunMSG , ErrorMSG , Order )
    		If( Ret == 0 )
    			Return
    		
    		; Player Want to change Fun Messages at start of Menu
    		ElseIf( Ret == 1 )
    			If( FunMSG == 1 )
    			FunMSG = 0
    				Else
    			FunMSG = 1
    			EndIf
    		
    		; Player Want to Change Error Messages ( 0 = Notification // 1 = Boxes )
    		ElseIf( Ret == 2 )
    			If( ErrorMSG == 1 )
    			ErrorMSG = 0
    				Else
    			ErrorMSG = 1
    			EndIf
    		
    		; Player Wan to Change order ( 0 = Random // 1 = Order )
    		ElseIf( Ret == 3 )
    			If( Order == 1 )
    			Order = 0
    				Else
    			Order = 1
    			EndIf
    		EndIf
    	EndWhile
    EndFunction
    ; The End
    
  6. Hey...

    i want to Edit my old Worker Empire Builder for Braverock and create new Version in Sausan

     

    But here i have some problems... Sausan is not Using Septims but ChipCoins

    ChipCoins are in ChipBank and You can pay only using Credit Cards - no money in inventory

     

     

    Rigth now player can use his Computer to see his money in Bank... *Yes it works on MessageBoxes*

    but for Worker Empire Builder in Sausan i want to create some Number Displayers

     

    1 -> Shows How much Your company is worth *You can sell Your company to get Prestige Points*

    2 -> Shows How much Your company have money

    3 -> Shows How much money You lose / week to pay Your workers etc.

    4 -> Shows How much money You earn / week

     

    I want big Screen in BOSS Office... where You will have those 4 numbers updated at least once per 5 sec

     

     

    Any1 know how i can do something like this?...

    i know i can do something like:

     

    Number01_digit01_value01.enable()

    Number01_digit01_value00.disable()

     

    etc. its actually pretty easy but...

    well... 10 values * 14 digits * 4 numbers gives 560 objects to place only for those 4 Number Display Screens...

  7. Hello I'm Tobi...

     

    Can i activate object by Dialogue Script?...

    Something like:

     

    Object.Activate( self );

     

    Not working:

    GetOwningQuest().GetAlias().Activate( self )

    casting to ObjectReference not working too...

     

    For normal Scripts it works but for Scripts in Dialogue it dont...

    You know im bad with Quests so plz explain it like for stupid kid :D

     

    Hi Red, Hi Arturo :P lel...

  8. Hello :o

    I'm Tobi !...

     

    xD lol...

    Can i change somehow... bff...

     

    I want NPC to Attack player if player is not wearing this Faction Outfit...

    Yes i know i can do it via script with this add Faction or something xD at least i have one idea...

     

    But its first time i will try something like this so i want to ask your opinion :D

     

    For example we have...

    Bandits and Guards

     

    if player wear Bandits outfit then Guards attack player but Bantids dont

    but if player wear Guards armor then Bandits attack player but Guards dont :D

     

    i know i can use Even OnEquip and try to do something with add to faction / remove

    but maybe there is better way to do it than creating and adding script to every single armor / outfit xD

  9. xD

    Old and funny BUG in CK

     

    Egh... hard to exaplain why this happen but... hmm i should not help Nexus but try to Smooth Land

    use LandScape editor and Smooth land around this "Break" it should help :tongue:

     

    Land break on border is common :tongue: What u will say about my Corner Break :tongue:

    https://www.nexusmods.com/skyrim/images/729480

     

     

    Try Smooth and tell me it work or not...

    but not here cause im not gonna answer u here xD im not using this forum any more :x..

     

    lel...

     

    at least not all time xD

    Discord: https://discord.gg/2Vh6NVc

     

    //Edit:

    Some tips from me while u Edit Landscape :P

     

    1) Press this button on left from "Save" button

    2) go to "Misc" and change "Grids To Load" to for example 20 / 30 / 40

    3) Press "0" - NUM or DEFAULT to enter Orthographics mode :P

     

    Its much more easy to edit land in Orthographics :)...

    You can also increase Camera speed in Orthographics ( its already faster but i also recomend u to speed it up )

     

    and ofc. You can switch Landspace editor with R

    its much better to use Draw Mode while u edit Land ( and then ofc. fix everything with Smoots and Drag/Move )

     

     

    If You will have some problems with Orthographics View Mode ( some objects invisible )

    1) Create any Static object

    2) Edit it, and in menu move it very very high :P ( like 4 example 40.000 units )

    3) Press T to move camera

    4) enter Orthographics Mode :P everything should be fine xD lol xD

     

    i waste so much time here xDDD

     

     

    anyway today i was waiting for Game to Load and i didnt press "Play" xD and i was waitnig xD OMFG

  10. Hello, I'm Tobi...

    My english is bad :smile:...

     

    I'm working on something new... i have abandon my last project -> Braverock 3

    But one day maybe i will continue Braverock 3

     

    At this moment im working on Sausan Hotel...

    History of Sausan is pretty long... before Sausan it was Black Town and it still is Black but now in new shape

     

    I Already have little help from Melodic and Halo's but here is something i can't do alone

    and i don't want to ask Melodic for too much and with Halo's contact is hard :x...

     

    I'm already using Melodic Outfits ( ofc. with his permission :3 ) - wow Tobi and Permissions - first time xD

    So im looking for someone who can make Weapon Meshes and Texutres

     

     

     

    Sausan Hotel Mod:

    World was taken by Powerful Corporation, they stole all water, and by this they rule the world...

    Magic is long time forgotten, but some illegal mages still use it...

     

    Everything is destroyed, ppl live like animals without roof, without water, without food

    World is one big desert... Sausan Desert...

     

    The only Water belong to Loregan Corporation, rebellions try to attack Loregan Trains and Trucks

    to get water for poor ppl, but Loregan have much stronger Technology.

     

     

    Player can choice, live rich, or help poor...

     

     

    I'm not gonna upload Images here, because i can't and Sausan is still in pretty early WIP

    If You want to see Sausan You can download it from my Discord: https://discord.gg/2Vh6NVc

     

    You can also join me on Discord

    Keep in mind that Discord have OLD version, but there is one image from new version of Sausan

     

     

     

    If any1 can create for me at least 3 weapons i will add you to credits and you will also have Room in Sausan

     

    Room in Sausan?... what is does mean?...

    Sausan Hotel is place for Rich and Vip PPL thats mean ONLY for GAME AUTHORS or MODDERS

     

     

    Floor 12 Room 144: ( Tobi ) - me

    Floor 12 Room 143: ( Sahurows ) - he make Follower Mods

    Floor 12 Room 142: ( Baka Factory ) - he create SexLab Mods and also nice Body Mods

    Floor 12 Room 141: ( Halo's ) - he create Aether Suite and many many more mods - Black Town use Aether

    Floor 12 Room 140: ( Todd Howard ) - well... you have to know him... thanks to Todd - everything just works

    Floor 12 Room 139: ( FREE ) - but probably for Dint999

     

    //Edit:

    {

    I should find Room for Melodic xD but he didn't send me his Desktop SS and it is required :c...

    Without Desktop SS i can't create his room :/// well i can but without his Computer xD...

    }

     

     

    What beign in Sausan also Means ?...

    - Every Mod Author have his own NPC in Sausan so ppl can talk to Mod Author Avatar

    - Every Mod Author may have his own Add so ppl can see best Mod Authors on The World :smile:...

     

     

    To Join Sausan you have to:

    1) Be Mod Author

    2) Send Your Desktop SS ( for Your computer in Sausan ) - Baka send 3, so he got 3 screens ^_^

    3) Support somehow Sausan Hotel

     

     

     

     

    Like i said im looking for someone who ALREADY create or CAN CREATE weapons for Sausan

    it would be also nice if You can split created weapons to Parts so i can make more epic Crafting :smile:...

     

    Sausan is looking ONLY for MODERN WEAPONS like - Guns, Knifes, Bows

     

    Discord once again: https://discord.gg/2Vh6NVc

  11. Thats what i wanted to suggest You :x...

     

    But how about little upgrade?...

    Event OnInit()
    	GoToState( "Wait" )
    EndEvent
    
    
    State Wait
    	Event OnHit( ObjectReference QArg, Form QSrc, Projectile QPrc, bool A, bool B,  bool C, bool D)
    		If( QSrc.hasKeyword( MagicRestoreHealth ))
    			GoToState( "Done" )
    		Else
    	EndEvent
    EndState
    
    State Done
    	; Empty State
    EndState
    ; The End

    Without States you will SET STAGE every time player cast Healing Spell on Your NPC :x...

    You could also add another IF to check if stage is for example 10 - otherwise player can jump from stage 0 to 20 skiping everything before

     

    //Edit:

    and ofc.

    getOwningQuest().setStage(20)

     

    xDDDD

  12. Can you explain what You want to do?...

    Step by step?...

     

    Why would you want to move this tirggerbox?...

     

     

    You want to create something like "Craftable Cooking Station" ?...

     

    1) Create empty cell

    2) Create Sweetroll and give it MasterScript to handle this

    3) Create spell or whatever you want to use to spawn Cooking pot

    4) Using spell communicate with Sweetroll

     

    you can use

     

    <Target>.Activate( <User> )

    example:

     

    Cook.Activate( self );

    You can also use Keywords to decide what you want from "Cook" Reference

     

    "Cook" reference handle everything and only recive messages from world

     

    Event OnActivate( ObjectReference Qref )

    if( QRef == ValidRef )

    if( QRef.haskeyword( spawn_cooking_pot )

    SpawnPotOnPlayer()

    else if ( ... )

     

    ...

     

    EndIf

    EndEvent

     

     

    in short... but im still not sure what you want to do...

    if you could explain what exacly you want to do i could help u more...

     

    Look at this vide:

    https://www.youtube.com/watch?v=fpb1LYRub54 

    if You need something from it here are scripts:

     

     

     

    Main Script:

     

     

    Scriptname QLG_Script_Soda extends ObjectReference  
    { This Script handle its Soda }
    Import Sound
    ;===- Base Info. -===;
     ;Created: 2019-10-11
     ;Update: 2019-10-11
     ;Author: TobiPL
     ;Unit: M.PC<1>
    ;===- Var. setup -============================================
    	Actor Property QPlayer Auto
    	{ Player Ref. }
    	GlobalVariable Property MachineMoney Auto
    	{ Money inside Soda Machine }
    	GlobalVariable Property SodaFree Auto
    	{ Can be used only if Soda Slot is Free }
    	GlobalVariable Property SodaID Auto
    	{ Here is ID of Soda player pick }
    ;===- Items Var. -===============================
    ;***********************************************;
    	ObjectReference Property MySoda Auto
    	Float Property MySoda_Price Auto
    	int Property MySoda_ID Auto
    	
    	ObjectReference Property SodaSource Auto
    	ObjectReference Property SodaTarget Auto
    	
    	ObjectReference Property SodaTake Auto
    	
    	Message Property NoMoney Auto
    
    	Sound Property SoundSodaButton Auto
    	Sound Property SoundSodaError Auto
    ;================================================
    ;===- Main Script -==============================
    ;***********************************************;
    Event OnActivate( ObjectReference QRef )
    	If( QRef == QPlayer )
    		If( SodaFree.GetValue() != 1 )
    			If( MachineMoney.GetValue() > MySoda_Price )
    				
    				int SoundTemp = SoundSodaButton.Play( self )
    					Utility.Wait( 0.5 )
    				StopInstance( SoundTemp )
    			
    				SodaFree.SetValue( 1 )
    				MachineMoney.Mod( -2 )
    				SodaID.SetValue( MySoda_ID )
    				
    					PlaySoda()
    				
    				SodaTake.enable()
    					
    					Else	; NO ENOUGH MONEY IN SODA MACHINE
    				int SoundTemp = SoundSodaError.Play( self )
    					Utility.Wait( 0.5 )
    				StopInstance( SoundTemp )
    				NoMoney.Show()
    			EndIf
    		EndIf
    	EndIf
    EndEvent
    
    	Sound Property SoundSodaMachine Auto
    Function PlaySoda()
    	int SoundTemp = SoundSodaMachine.Play( self )
    		Utility.Wait( 5.4 )
    		MySoda.TranslateToRef( SodaSource, 100 , 444 )
    		Utility.Wait( 0.7 )
    		MySoda.TranslateToRef( SodaTarget, 100 , 444 )
    		Utility.Wait( 1.7 )
    	StopInstance( SoundTemp )
    EndFunction
    ; The End
    
    ; SODA ID
    ; Zip			( 0 )
    ; ZipLite		( 1 )
    ; Cherry		( 2 )
    ; Dr.Pepper		( 3 )
    ; Mr.Fizz		( 4 )
    ; Boom			( 5 )
    ; Beveredge		( 6 ) 

     

     

    Script to handle Money input:

     

     

    Scriptname QLG_Script_SodaMoney extends ObjectReference  
    { This Script handle Money Input for Soda Machine }
    Import Sound
    ;===- Base Info. -===;
     ;Created: 2019-10-11
     ;Update: 2019-10-11
     ;Author: TobiPL
     ;Unit: M.PC<1>
    ;===- Var. setup -============================================
    	Actor Property QPlayer Auto
    	{ Player Ref. }
    	GlobalVariable Property Credits Auto
    	{ Player Credits Ref. pick ( QLG_Global_Credits ) }
    	GlobalVariable Property MachineMoney Auto
    	{ Money inside Soda Machine }
    ;===- Items Var. -===============================
    ;***********************************************;
    	Message Property SodaNoMoney Auto
    	Sound Property SoundSodaButton Auto
    	Sound Property SoundSodaError Auto
    ;===- DEBUG MESSAGE CONTROL -===****************;
    	GlobalVariable Property QDebug Auto
    	{ Global, true/false to show Debug Notifications ! 
    		please, use "QLG_DEBUG_SCRIPT" }
    ;================================================
    ;===- Main Script -==============================
    ;***********************************************;
    Event OnActivate( ObjectReference QRef )
    	If( QRef == QPlayer )
    		If( Credits.GetValue() > 2 )
    			int SoundTemp = SoundSodaButton.Play( self )
    			Credits.Mod( -2 )
    			Debug.Notification( ":ChipBank: Paid 2 Credits to Soda Machine" )
    			Utility.Wait( 0.5 )
    			StopInstance( SoundTemp )
    			MachineMoney.Mod( 2 )
    				Else
    			int SoundTemp = SoundSodaError.Play( self )
    			Utility.Wait( 0.5 )
    			StopInstance( SoundTemp )
    			SodaNoMoney.show()
    		EndIf
    	EndIf
    EndEvent
    ; The End 

     

     

    Script to recive soda:

     

     

    Scriptname QLG_Script_SodaTake extends ObjectReference   
    { This script give player his Soda }
    ;===- Base Info. -===;
     ;Created: 2019-10-11
     ;Update: 2019-10-11
     ;Author: TobiPL
     ;Unit: M.PC<1>
    ;===- Var. setup -============================================
    	Actor Property QPlayer Auto
    	{ Player Ref. }
    	GlobalVariable Property SodaFree Auto
    	{ Can be used only if Soda Slot is Free }
    	GlobalVariable Property SodaID Auto
    	{ Here is ID of Soda player pick }
    ;===- Items Var. -===============================
    ;***********************************************;
    	FormList Property SodaForm Auto
    	GlobalVariable Property QDebug Auto
    	{ Global, true/false to show Debug Notifications ! 
    		please, use "QLG_DEBUG_SCRIPT" }
    ;================================================
    ;===- Main Script -==============================
    ;***********************************************;
    Event OnActivate( ObjectReference QRef )
    	If( QRef == QPlayer )
    		If( SodaFree.GetValue() == 1 )
    			SodaFree.SetValue( 2 )
    			QPlayer.AddItem(SodaForm.GetAt(((SodaID.GetValue()*2)+1 ) as Int ), 1)
    			(SodaForm.GetAt((SodaID.GetValue()*2) as Int ) as ObjectReference ).TranslateToRef(SodaForm.GetAt(14) as ObjectReference , 100 , 500 )
    			(SodaForm.GetAt((SodaID.GetValue()*2) as Int ) as ObjectReference ).TranslateToRef(SodaForm.GetAt(15) as ObjectReference , 100 , 500 )
    			Utility.Wait( 0.2 )
    			self.Disable()
    		EndIf
    	EndIf
    EndEvent
    ; The End
    ; Discord: https://discord.gg/2Vh6NVc 

     

     

     

     

     

    keep in mind that my english is pretty potato

    If you want you can download my .esp from discord too see how everything is setted

     

    explain what you want to do in easy english so i can help you :x...

    right now all i know is that you want to move trigger between cells

     

     

    https://discord.gg/2Vh6NVc

  13. ; HEY ;

    Its not finished, tomorow i go for job interviev

    ill try to finish it tomorow if i will have time :c...

     

    at leats you have 2/3 Stages and Stage 3 is already started

    writing this post took me 1.5 hour :x... and i still have to "get ready" for job interviev xD

     

    this time im gonna be RICH :o !...

    i go for 4$ / hour :o

     

    last time i was working for only 2$ / hour xDDD

    so my money got double :oooooo

     

    now im pretty happy cause i lost my last job xD thats why i dont want to fail this inteviev :o

     

    OK bye xD i lost another 5 min to write this xDDD

    ill be back tomorow if i find time or ill be back at saturday

     

     

     

     

     

     

     

     

     

    Hello I'm Tobi and This is my EPIC [TUT] for Papyrus Skyrim :smile:

    ( remember my english is potato !... )

     

    ::

    - 1) How to create Script

    - 2) How to attach Script

    - 3) How to write Script :smile:

    ::

     

    Something rly helpful:

    :: Go to Skyrim directory path, and find "SkyrimEditor.ini"

    be sure Your lines looks like this

    [General]
    bAllowMultipleMasterLoads=1
    :: This will allow You to load more than one Master File ( Skyrim, Dawnguard, Dragonborn, Hearthfire )
    [MESSAGES]
    bBlockMessageBoxes=1
    

    :: This will block MessageBoxes, so You will not have to cancel everything before you start CK

     

     

    <<< STAGE 1 >>>

    - How to create first SCRIPT file

     

     

    Point a:

     

     

    - To create Script firs you have to unpack scripts.rar

    inside this RAR file you have all SRC files which are needed in order to create scripts !...

     

    ../Skyrim/Data < Find Scripts.rar >

    ../Skyrim/Data < Unpack Scripts.rar here >

     

     

     

     

    Point b:

     

     

    - Now you can create new Script, first start Your Creation Kit and Load Your Mod.

    Then when CK is loaded find "Gameplay" on top menu bar ( here where You have file -> save for example )

    from Gameplay list pick "Papyrus Script Manager" and wait to Load

     

    If you extract SRC files ( Sripts.rar ) You should already see Vanilla Scripts and other mods Scripts

    To create Your own script click with RIGHT Mouse and then select NEW

     

    You should see "Add New Script" Window

    - Create name:

     

    More about names:

     

     

    remember to create Your own TAG for example all my scripts have "QLG" in name

    "QLG_MasterScript_TheRadio"

    "QLG_MasterScript_TheArena"

    "QLG_SimpleScript_Campfire"

    "QLG_Script_ToggleLight"

     

    by using TAG-s in name it will be easier to find stuff You need, You should keep this practices for every thing in CK

    for example:

    "QLG_Static_Building_Wall01"

    "QLG_Static_Furniture_Chair01"

    "QLG_Item_Misc_Food_Apple01"

     

    with this finding items you look for will be much easier

    also you will be able to copy/paste a lot of things at once for example you want to copy/paste house

     

    BUT only walls

    - using normal names without tags you will have problem... cause sorting will place items... pretty randomly

    - using TAGs items of this same type will be ALWAYS together !...

     

     

     

    for now i recomend You to name Your first Script "ARA_Testing" ( 3 first letters of your name + Testing )

    i also have Script like this :smile: "QLG_Testing" im using it to test new Functions etc.

     

     

    but name is one thing, you also have to type something for "Extends" for now enter "ObjectReference"

    Extends is something like #Include for C++ you will just have acces to functions of Extended Type

     

    Few examples:

    - ObjectReference ( For Static objects, activators etc. )

    - Actor ( For ofc. NPCs )

    - ActiveMagicEffect ( for Magic ofc. )

     

    and some more but those 3 Extends are in my opinion most use :o

     

    You can ignore description, just press OK and find your SCRIPT in Papyrus Script Manager ( Point a )

     

     

     

    Point c:

     

     

    Now you should see Your created Script

    now go to

     

    ../Skyrim/Data/Scripts/Source < here >

     

    If you don't have to any good Text Editor i recomend You to use:

    Notepad++

    https://notepad-plus-plus.org/

    https://notepad-plus-plus.org/ 

    attach *.psc files to N++

    - Click with right mouse any file ( from ../Skyrim/Data/Script/Source <here> )

    - From List Menu choice "Start with"

    - Select "Use this program for this file type"

    - Start any script and you can close it

     

     

    now go back to CK and click YOUR script with Right Mouse Click and select "Open in External Editor"

    Your script should open in N++ or any other TXT Exe if You fail with attaching psc to N++ :tongue:

     

    Your script should looks like this:

    Scriptname ARA_Testing Extends ObjectReference
    
    
    

    And DONE !...

    You create SCRIPT ^_^ for now its Empty :smile:

    we will fix it in next Stage :smile:

     

     

     

     

     

     

     

    <<< STAGE 2 >>>

    - How to ATTACH SCRIPT to OBJECT

     

     

    Point a:

     

     

    i hope you know how to create interior cell,

    create one and put dwemer leaver inside your interior cell

     

    - ID:( DweLever01 )

     

    Ofc. this will help You understand how scripts works

    normaly You don't need any levers and Sweetrolls

     

    More about script activation:

     

     

    :: You can activate script by:

    - Activator

    - TriggerBox

    - Hit with weapon / Magic

    - Animation

    - Other Script

    - Time

    - Game Time

    - Quest

    and many actions with objects etc.

     

     

     

    Ok, now double click Your placed Dwemer Leaver in Your cell

    and go to "SCRIPT" It wont be be visible until you scroll menu bars

     

    You should have buttons arrows to left and right click right arrow untill you see "SCRIPT"

    click it and you should saw Script window, there should be already one Script - don't delete it :o

     

    Click "ADD" Button and select Your script"

    Your script should be now in Script list for this object

     

     

    - Remember to edit OBJECT IN RENDER window

    don't change Objects in OBJECT WINDOW ( this window on Right by default )

     

    And DONE :D !...

    You have added script to your lever ^^

     

    GoTo("Stage3")

    GoTo Stage3

    jmp Stage3

    call Stage3

    line+=9

     

    just open Stage 3 Spoiler :wink:

     

     

     

     

     

     

    <<< STAGE 3 >>>

    - How to WRITE SCRIPT

     

     

    Programming we can divide to two "Memory" and "Operations"

    like in real life we can remember something and we can do something with somethign :smile:

     

    in Programming Memory is called "Variables"

    and Operations are called "Functions"

     

    Point a:

     

     

    Variables are divided to many types for example

    - Simple Varialbe ( store one number )

    Example:

     

     

    :: Int ( for "full numbers" without second part ( only 1 2 3 4 5 etc. ) ( can't be 1.428 or 3.14 ) )

    :: double ( for numbers with second part ( for example 3.14 but also can be 1 2 3 4 etc. ) )

    :: float ( this same as double )

    :: char ( characters for example # $ % but also A B C D etc. )

     

     

    - Structures ( store many types or many objects of this same type )

    Example:

     

     

    Struct{

    int , int , double };

     

     

    - Classes ( big objects with many operations and many data - for example NPCs or Magic )

    - Arrays ( long line of object with this same type )

    - Pointers ( more advance var, maybe ill try to explain it later )

     

    And some more, atm we have to know only about Simple Variables

     

    for papyrus we only have to know about Int and Float

     

    :: INT ::

    Data example: ( 3 ) or ( 14 ) or ( -582 ) or ( 0 )

    Int is variable only for full numbers without second part

     

    :: FLOAT ::

    Data example: ( 3.14 ) or ( -69.96 ) or ( 16.529 )

    Float is variable with second number

     

     

    To create new Variable we have to write it TYPE and then NAME example:

    Scriptname ARA_Testing Extends ObjectReference
    
    int PlayerLife = 100
    int PlayerMana = 30
    
    int PlayerLevel = 2
    
    Float GameCost = 9.99
    Float LevelProgress = 57.34
     

    Remember, in this same scope we can have ONLY ONE variable with this same name

    about scope we don't have to talk now, maybe we will do it later

     

    scope example C++:

     

     

    Those are examples for C++ You can't use it for Papyrus !...

     

    EXAMPLE 1:

     

     

    int Main()
    {
    	int a=14;
    	
    	here A is visible with value equal to 14
    	
    	{
    		int a=3;
    		
    		here A is visible wiht value equal to 3
    		
    		{
    			double a = 3.14;
    			
    			here A is visible as DOUBLE and vith value 3.14
    			
    		}
    		
    		here A is visible with value 3
    	}
    	
    	here A is visible with value 14
    	
    } 

     

     

    EXAMPLE 2:

     

     

    int main()
    {
    	// BODY LEVEL 0 ( MAIN LAYER )
    	{
    		// BODY LEVEL 1
    		
    		{ BODY LEVEL 2 }
    		
    		// BODY LEVEL 1
    	}
    	// BODY LEVEL 0 ( MAIN LAYER )
    } 

     

     

     

     

     

    Always when you create new Script in this same file you can have only ONE

    Variable or ONE Function with this same name, name must be Unique !...

     

    int a

    float a

     

    is invaild !... even if they have different type, they have this same name so computer will

    have no idea which one variable you want to use cause we use variables and fuctions BY NAME

     

    Something cool: ( You don't have to read this if you don't want to )

     

     

    Void Hello( ... )
    {
    	// Code
    } 

    You can use memory adres instead of names, but in order to do it you have to

    register your variable or use pointer to "steal" memory from PC

     

    ofc. using memory by for example pointer without telling it your PC may cause some problems

    for example your Antivirus may delete your program and code or you can simply crash your program

     

    if you write script, this script will crash whole game... but ofc. in Papyrus we can't use POINTERS

     

    ofc. we can create dynamic insane long array of ints and never delete it...

    for example something like this

    int *arr;
    
    void CreateArray()
    {
    	arr = new int[250000];
    	return;
    }
    
    int main()
    {
    	int *Pointer;
    	CreateArray();
    	
    	Pointer = arr;
    	while(true)
    	{
    		// do stuff
    	}
    	delete [] arr;
    } 

    with this we register 250.000 INT CELLS in MEMORY for any use we want

    250.000 INT CELLS = 1.000.000 BYTES

    1.000.000 = 8.000.000 BITS

     

    Ofc. that was only fun fact :smile:

     

     

     

    Nice !... Now you should know how to create Variables ^_^

    we will TEST it later :smile:

     

    go to point b :smile:

     

     

    Point b:

     

     

     

     

     

     

     

  14. 1)

    Script

    OnHit... probably not best but fastest way :x...

     

    2)

    OnHit( ... )

    if( Utility.RandomInt( Stamina ) == Utility.RandomInt( Stamina ) )

    Stamina = 25 ( chance 1 to 25 to be staggered )

    Stamina = 10 ( chance 1 to 10 to be staggered )

    Stamina = 1 ( 100% chance to be staggered )

     

    // this script above is not finished xD lol

     

    3)

    Perk

    - Create new, and in Perk give it Modify Armor Rating lel :x...

     

     

     

    - Do you know anything about Scripts in Skyrim? and CK...

    cause all of this is possible but you have to know scripts :tongue:

     

    like short example in "2)"

     

     

    But, how about already existing mods?

    for example TK Hit? if i remember this mod do thing nr. 2

     

    and i know there was Mod for Critical Strikes and Mod for change armor rating

    WeaponDMG UI is mod to change all weapon DMG, but because im not using armors idk/r this mod name :c...

  15. ...gosh...

     

    1) ENB ( Shift + Enter by default ) - just open your ENB in game

    2) Enviroment

    3)

    Direct Lightning

    "Base" light from Z+ Z- X+ X- Y+ Y- you can change it to make interiors darker or brighter

     

    Point Light

    Light from Light markers ( object that Level Desigers place in world )

     

    Pow ( option on most bottom place )

    - be sure its on 1.0 - it make everything darker

     

    those are main options

     

     

    You can also open Effect and look for "Kinematic Darknes" sometimes this value is too high

    also in Effect you have this "circle" to make dark effect around screen so only center is bright

     

    but i dont remember name of this option, its on bottom of Effect Options

     

    //Edit:

    - Ohh You Wolf :c... !!

    this Topic is 6 years old xD !... can't u just make your own topic ? :P

     

    - Yes you can add those values to your enb ini

    but better way to do it is in game :x... just Shift + Enter and you can change values in game

    also you can see changes in game instead of guessing in config files :P

  16. - Ok !...

    You write it in hard english so i can't understand everything xD

     

    but i love you too :)

    "This is just the type of thinking out of the box"

     

    is that good or bad?

    You can simply unenchant stone with power of Daedric artefact :x...

    and Daedric artefact can stay sealed as Misc item xD

     

    lol...

    "I'm sorry TobiaszPL if you somehow took offence to my response"

    offence ? :o... "Well, i never" <-- lel Anno 1404 Venice xDDD Arrr :3

  17. Yes, but all i can do with Quests

    - Dialogues

    - Simple quest -> Go To // Kill // Find // Bring

    ...

    hmm thats probably everything i can do with quests xD

    and my quest to go kill etc. are also simple script with trigger box or onkill onpickup etc. xD

     

     

    using OnKill will cast script every time when Player Kill Monster... and that may bring a lot of lag

    but using Perk Script will cast ONCE only when player choice perk...

     

     

    but thank you for help, i can't use quests cause idk how

    but thank to you i find other way to do it :P

  18. Oh I would say it can't be done. Anything is possible in programming.

     

    WIth this thinking you can also create program to wait for signal from Skyrim

    and when you recive this signal you can find and force to use Function to add new Enchant :P

     

    Here is my very simple version of this idea:

    https://www.youtube.com/watch?v=muvaGwuslb8
    

    i just had problem with Action, its crash Skyrim with ENB when Action is running

    so i create program to get Skyrim Window resize it and change Window Class Styles :x...

     

     

    Yes, everything is possible using programming...

     

    But sometimes its waste of time :P

  19. Great Idea !...

    Make SS while Night when you have problems with light =_=

     

    1. Open ENB ( Shift + Enter by Default )

    2. Find ENVIROMENT and Open it

    3. Scroll down and find "ColorPow"

    4. change Night to 1.0

     

    if its already 1.0 change Direct Lightning

     

    You can also increase bloom values at night it should make everything brighter

    also you can switch TimeOfDay to TRUE it should help...

     

     

     

    or just open Your ENB and try to change some stuff

    once you got nice effect click "Save" and done !...

     

    ofc. if you broke something you can always click "load"

     

     

    Also... idk why u are using other mods than ENB ONLY...

    here is what i did with ENB ONLY !... No Light Mods etc. also no Texture mods...

     

    https://www.nexusmods.com/skyrim/images/739532

    https://www.nexusmods.com/skyrim/images/739435

    https://www.nexusmods.com/skyrim/images/739434

    https://www.nexusmods.com/skyrim/images/737176

    https://www.nexusmods.com/skyrim/images/736553

×
×
  • Create New...