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TobiaszPL

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Everything posted by TobiaszPL

  1. Heyy :c... i need help, still trying to make my Script to grow trees and now im writing function for Planting new trees :D ATM values like Health / Water / Fertilize etc. are random i need way to store values for cells for example how many water there is or how many soil etc. my only idea is to create big trigger box like cell and when player enter this trigger box ( cell ) script will change "terrain type" and "terrain values" to this what player enter ofc. it will change GlobalValue and this GlobalValue will be also in TreeGrow script but... my world is big xD and making big trigger box on every cell will take a lot of time :c... is there any other way to "store" values in Cell? #Sry_for_my_Bad_English :D lol xD
  2. How about "Disable" << console command ? :) How about flying around ignoring your "puzzle" ?? idk why u care about ppl cheating :x... You can't stop this xD
  3. just choose an object that as similar in size as possible to correctly inheritance the HAVOC. But how? xD I load NifObject to NifScope but can't find any Havoc option :c... Image:
  4. Hey, im trying to make new script :D That allow player to grow trees and other plants more realistic :P Here is Vid: ( https://www.youtube.com/watch?v=jI-v1q212MI ) *[skip to 1:20]* but i have few problems xD 1) As you can see on Video my tree is floating... but stump is OK :: im not good with 3D Models and idk why tree is floating :c... any help with this floating tree to make it "lay" on ground ? xD 2) I want to create Tree Logs but so i tried to use Static object ( Pine Log ) but when i drop it from my inventory its floating too xD b) also is there any option to scale nif objects in Nifscope ? xD 3) My only option is "PlaceAtMe" or is there any other option to switch textures / meshes? :: i want my tree to grow but when tree is too big it will chage to dead tree and after dead tree he will fall and new tree will grow :D i know how to do it with placeatme but maybe i can switch meshes somehow ? :c... or textures???? Help pls :c...
  5. ; be carful with next two variables, they make both Refs persistent as long as the script exists !!! ObjectReference SpawnRef ; Ref where unit gonna be spawn Actor ActorRef ; Ref which unit gonna be spawn what exactly do u mean? They will be bigger and bigger with every mob spawned? ActorRef = NULL or something will work to clear variable? i think i know what is wrong but can't test it xDDD First line of First Script: ( Scriptname QLG_Script_MMOSpot extends Actor ) Its because i rewrite other script for actor and forgot to change extends xD probably when i change it to ObjectReference it will work fine :D but im not sure... still i want to know what u mean by "Persistent" and what shouldn't i do with those variables or what i should do to keep my script good :D //Edit: ( QSpawnPoints.GetAt( Utility.RandomInt( 0 , QSpawnPoints.GetSize() ) ) as ObjectReference ).( QSpawnActors.GetAt( Utility.RandomInt( 0 , QSpawnActors.GetSize() ) ) as ActorBase ) xD
  6. Hey T_T i have problem... why my EPIC and Amazing script for MMO Spots is not working? xD Image with all ingerents: Here is script one: Here is script two: I can see in game Debug Notifications but no new units... After one unit die this script should spawn new... Script should spawn new units every 30 sec untill all units got respawn
  7. but now my main problem is that this dialogue isn't showing up at all and I think it might have to Create .SEQ File 1) Download Tes5Edit :: https://www.nexusmods.com/skyrim/mods/25859 2) Start Tes5Edit 3) Load Your Mod ( just double click it in Tes5Edit List ) 4) Press Right Mouse on your mod after everything is loaded 5) in List Menu select "Other" and then click "Create Seq file" .SEQ Files need to be upload with mod, users have to install them with mod to have dialogues Other way: ( probably not gonna work cause steam is shity s#*&#33; ) 1) Open Steam 2) Library -> Tools 3) Right click on Creation Kit 4) "Starting Options" or something, on first page button 5) type "createSEQ <ModName>.esp" but like i said, using Steam is bad idea 1) Steam sometimes not generating anything, CK just Crash 2) even if Steam generate SEQ file sometimes it still not working Other things you should set in Creation Kit: 1) be sure that Condition is set to your NPC :: GetIsID < Your Npc ID > == True // 1 :: 2) be sure that your Quest is on 40 or higher priority :: Other mods may overwrite your dialogues cause i dont want to f*#@ with others mod i set >> 85 for Dialogues >> 90 for Quests >> 95 for Main Quests >> 100 to Force dialogue 3) Your quest Start at Game start you can also add new Script to player i sometimes add script that start my Main Quest "QLG_CardinalQuest" and this quest starts everything in my Mods but for this you will need some scripting knowledge but its most safe way in my opinion :x... it maybe stupid to ask buy... have u turn ON Subtitles in Game Options? isn't showing up What exacly you mean by this? - No dialogue options with NPC? - No dialogue lines after dialogue option choice? something else?
  8. maybe stupid question but how i can get REF to object that i created by PlaceAtMe() function ??? i rly need this :c
  9. is there any way to script event that start when - Bow use - Bow Shot - Weapon hit - Spell shot - Power use ? :D i want to add script to weapons and spells and powers and then this power / spell / weapon is use by any1 then event is starting xD lel... :c... rly need this
  10. You mean music in Braverock? - Fable / Spellforce Music in Braverock Video it should be Witchwoods and Greatwood from Fable Nightworld? - Wither 3 / Dark Souls / Audiomachine / Two Steps and maybe something more... Nightworld is 3 years old :P ok i go to work so ill try this "blood explosion" ^_^
  11. :o how it works? this explosion... what FX should i choice in properties ? :D and it will self clear after playing this FX or i should clear it? im asking about clearing this FX cause i have "Spots" like in MMO games for Example "Crab Rock" where you can go and kill crabs and new crabs will spawn after any will die so i don't want to place too many FX that can't be deleted / cleared from world :x... also can't test this script cause im home now xD after 12 h in work xD OMFG tomorow i go again at 9:00 and leave at 20:00... so i will have a lot time to test scripts more xD im working for 12h / day but im almost not doing anything :3 thats why i have time for CK in work xD //Edit: and ofc. its only "idea" for now with MMO Spots in Skyrim but im gonna try it by adding every monster in Spot special script with OnDeath even... and when Monster die they cast special spell on Mannequin and Mannequin have his own Event "OnHit" and when he got hit he will spawn new monsters :D lel xD if there is any better way pls help ^_^ in my opinion its good enought way to do it cause it will work anyway... probably... but maybe i can do it without creating mannequins... but... its CK xD i have no idea why we have to put chest for trading with NPC xD it was too hard bethesda to do in BaseActor window ? :tongue: hehe //Edit2: i want to play with friends Skyrim Multiplayer thats why we need Spots :D to farm and lvlup infinitly :D also simple dungeons from Night World and simple Castles from Night World xD Night World https://www.youtube.com/watch?v=2JWAndMdsQU sry for music and sounds in this video xD its Korean Ahri from League Of Legends Voice :tongue: lel those castles you can "refresh" and place new Enemies but Night World was only for Singleplayer and it was broken xD once i start SaveTools and saw 57.000 forms in Night World when Skyrim.esp had only 24.000 xD too long MSG T_T sry again !... im just Tobi and i love writing :c... even if my english is bad... for that sorry too xD
  12. Ohh right xD between 0 and 6 :D i don;t know how game will handle to spawn 0 actors but i don't want to know :D fixed to 1 / 6 :D //Edit: y, its deleted after 40 sec cause i also wanted to make "Blood explosion" from body and small crabs move out from dead body but idk how xD and its probably not possible with basic CK stuff cause i think i should make animation or something i was trying with creating and moving bones etc. with script but it was not looking good so i delete it but left delete NPC part :X
  13. Hello xD Again small script, anything can be do better ? :D What script should do? After NPC die ( Crab Ship ) small crabs spawn under big crab body :D Script should spawn between 1 and 6 small crabs after big die im not sure about this "self" cause im not sure on what it is pointing xD also, testing my mod: xD https://www.youtube.com/watch?v=P3IfuVgoe90 ( Dont worry ReDragon and Maxarturo i will create "Hello" msg for you too :D ) {Vid. Time: 2:05}
  14. Heyyy... how i can detect if NPC is Paralized / Frozen etc. Im trying to make animals for my mod Braverock 3 and i have idea to make Animals able to produce items for example Cow produce Milk Chicken produce Eggs etc. and im doing it by Spell and Event OnHit but because its spell you can use this spell any time you want i know how to detect if NPC is dead and i stop script with message: "What you want to collect from dead body?" #Epic_English :D but is there any way to detect if NPC is stoped by any effect ? for example is NPC is Frozen its cover by Ice and its impossible to get Milk from frozen Cow :P also is Cow is paralized or is knocked down by FusRoDah etc. is there any way to detect those things ? :D and sry 4 my potato english :)
  15. lel... no1??? 1) Make ActorBase 2) Give him Script with OnHit event that will activate Menu 3) Make Scrool with PlaceAtMe function 4) Make Spell with only visual effects ( no magic , dmg , etc. ) 5) done... in short version xD Keyworlds to Google: - PlaceAtMe - Event OnHit - MessageBox Show - OnUpdateGameTime - Magic Effects :) can't make good tutorial for you cause my english is too bad and im too lazy xD
  16. Coc? Try to enter empty AutoLoadDoor :P they will make your screen complete black but you still can move and hear world aroud you also you can play but with black screen 1) Open console "~" 2) type "coc riverwood" or "coc whiterun" or any other location you want 3) should be done :x... if its problem with loading :x...
  17. Shift + Enter?? You can change your ENB in game... 1) Open ENB inGame 2) Find "Environmelnt" in main window 3) Open it 4) make fun with all values for Interiors you can change Point Light to change how strong is light from Light Sources btw. like for me its not too bright :x... my skyrim is many times brighter than your :P
  18. This time something small :D lel this script should play magic effect on player and damage player here is script anything to fix, do better ? im not even sure it will work cause i can't test it now xD but its compiling fine :D
  19. im just gonna use Skyrim strongholds and make big ( like 2/4 chunks ) trigger boxes once player enter trigger box my hunters will try to catch him then if player got caught < epic english im not sure about this word xD he will be teleported to this stronghold prison ( every skryim stronghold have prison right ? :D ) and then he will be transported on ship to braverock :P
  20. xDD and what if player is in interior ? what if player is in cave ? what if player is close to cliff ? what if player is in water ? what if ... :D can't simply spawn NPCs around Player... cause if region isn't flat they may spawn in rocks / trees / blocked area etc. "* I haven't done something like this but this is the scripting logic that i would follow." i test is on my Arena and its working fine but on my arena i have flat terrain so NPC can't spawn in bad place if there is no option for this i will probably make insane amount of trigger boxes in Tamriel... but lel... using this what Bethesda create for Thiefs and other things "on road" is many times better idea than making new 50/100 Trigger Boxes in Skyrim... //Edit: other question... where i can find this event that spawn Thief or Old Orc or Maik or other npcs ??? i will maybe just copy / paste or try to broke / edit it xD
  21. Hey, now im making Bank in my Mod ^_^ Yey !... and i want to add Loan system. Player can take gold from Bank and pay in time its all done by Message Boxes by now and its working fine but now i have problem... for now i have only 7 messages that show if player is not paying his loan... and after 5 "warning" messages Braverock Gold Bank will send Killers or Slave Hunters Killers will just attack player ( not kill ) and take his stuff for 10% items price and decrease loan Slave Hunters will kidnap player and make him work in Mine, Fire Farms, Sex Slave, Inn or on Arena or many others ofc. Killers will spawn if Loan is low ( less than 7500 Septims ) Slave Hunters will spawn if loan is high ( more than 7500 Septims ) and now here is my problem... i know how to spawn my Killers and Slave Hunters on XMarkers in hidden spots in my own Mod but what if player run from Braverock to Skyrim ? i want to make something like thiefs etc. they spawn in Tamriel and try to kill / catch player bur idk how to do it xD #My_English_And_Quest_Knowledge_Are_Bad xDD lol so i want to do it by Scripts only :D lel like everything xD Everything by Scripts :D !! //Edit: Fail making spoiler xD
  22. Just start game without MO and Export your head... SKSE etc. stuff i saved in MO if game were started by MO
  23. Gosh.... your presets are in Mod Organizer SKSE folder... if you run game normaly you use your own settings ( *,ini files etc. ) if you run game with MO you use MO settings MO have his own config files... just look for your preset in MO Folders or start game normaly and export your preset again im not using MO and any other sh**y programs so i can't show u where to look for preset in MO but this will be something like: ../ModOrganizer/...<one of folders in main dir.> .../SKSE/Chargen/... < here > lel... btw. change for example Skyrim.ini etc. is useless using MO and also MO have f*#@ed Mod Order... idk why ppl use NMM MO or anything else... they just make more problems using/playing skyrim... %appdata% ( Windows + R ) and find Skyrim, you can easly copy Mod Order from Mod Organizer to Skyrim...
  24. What is wrong with my Script? xD i finally had some time so i was able to test my script annnnnddd its not working... half working half not Script "ToDo" 1) Turn Lights on 2) Wait 3) Turn Light off 4) if any lights left go to 2) 5) turn off lights turn ON fine but disabling them are not working... Amount of lights change so script is working fine but light and fire are still enabled but they should be disabled xD here is script, few of you know this script already :D but problem is probably around those functioons: Function to Update fire: ( working fine, probably ) Function to play OFF: ( not working, change Amount ( VAR AMT ) but objects are still enabled ) any help pls? xD why lights stay enabled??? //Edit: ok something is bad with GetAt Function... //Edit2: ofc. with my GetAt xD QChain_GetAT() //Edit3: ok QChain_GetAT() is Good, its something wrong with QChain_GetRandom() xDD //Edit4: ok... GetAt was bad and GetRandom was good :D lel xD anyway here is working code: Ty all 4 help :D lel xDD and if anything is still wrong in my code you can post it here :D lel xD #BadEnglish xD
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