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Posts posted by TobiaszPL
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** Skip to Short Version PLS ! **
or read idc xD
Nah... im writing Worker Engine :)
im not good with Quests and all i can do in quest is
" Go here " " Kill Him " " Find This "
but with scripts im much better... lel xD
i just was w8ing too long :P
but here is my other Question... how about Script Attached to NPC with RegisterForSingleUpdateGameTime?
normaly i was using UnregisterForUpdateGameTime on Event OnCellDetach
and hope it was stoping this RegisterForSiggoings ....
but if i left NPC with this Script it will be fine?
and other Question... what if any player got perfect idea to make 1000 workers?
we will have 1000 scripts refreshing each hour... it may crash game? :P
event better cause i want to add little Sims in Skyrim :)
so NPC will become Hungry Thrist Tired etc. so they will go back to home if needed :P
also they will earn gold from player for work so yeee...
registerfor 30 sec update may be bad idea :P
but best option xD i can move NPCs without AiPackages and im gonna try it :D !
this would be INSANE great idea if NPC have to keep his stats in good state even better if he have Family :D wow
and also FINALY WORKING TRADING SYSTEM XD
not only Player Buy / Sell stuff but NPC too :D
lel... that only one part of my mod :)
maybe thats why my mods always crash game xD
but no1 is hurt cause only 100/200 ppl are allowed to download my mods and then its deleted so i dont care about crashes xD
sometimes even faster admins delete my mods xDDDD
sry 4 my potato english xD
ok Short version:
1) Register for Update, how about this? safe with 200+ W8ing Updates each 30 sec?
2) Event OnUpdate() will work even if player is not in cell ? or in this same world ?
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Sry 4 Double post but i want answer :tongue:
and im not sure Forum will show evey1 this Topic as Unreaded if i only edit it :tongue:
cause my ideas are pretty stupid so probably no1 can help me so i was looking all time for help
and i think i can do it by script... woho its gonna be long script xD
but i found something like this:
https://www.creationkit.com/index.php?title=MoveToPackageLocation_-_Actor
and LOL GJ to sm1 who write those tutorials... they are so useless...
Copy Paste from CK Wiki...
Syntax Function MoveToPackageLocation() native Parameters None. Return Value None. Examples ; Enable JonPaul and move him immediately to the location for his current package. ; Note that the Enable has to come first. JonPaul.Enable() JonPaul.MoveToPackageLocation() Notes This is mainly intended for use immediately after Enable, in cases where we want an actor to appear at its package location, rather than its editor location.
But WHY i have to Enable NPC first?
im gonna break Game again if i use MoveToPackageLocation without Enable b4?
xD
cause i don't wanna break my mod again T_T
most of my mods crash my game from time to time xD
cause of my stupid function uses :D
btw. im still not sure why should i use Mod Instead of SetValue but ok... im using Mod you Forum told me to use Mod xD
lol xDDDD
//Edit:
this Creation Kit Wiki is INSANE good... wow
6 almost empty lines = good tutorial
//Edit2:
this what i paste on top of this post i WHOLE PAGE of Creation Wiki...
w8... that 14 lines of text including Note , Example , Syntax etc.
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Hey... i have problem xD
and i don't even except answer in this topic cause i need something very hard to do :P
well easy in UE or C++ or Java but insane in CK xD
- Maybe cause of my knowledge in CK :P
ok... now im working on Production building in my Mod and...
Player in one building can Buy Space for Workers for example
House have 3 Loding for 3 Workers
and those 3 Spaces for workers can be spend for ppl who do one of possible jobs
for example:
- Guard ( our produciton buildings may be attacked )
( about this i will create new Topic soon cause all i can do is Spawn Enemy unit on XMarker :P )
- Miner ( working in Mine :P )
- Hunter ( worknig in Forest )
- Craftmaster ( making Special Items )
And for example we want to have 1 Guard and 2 Miners
Player choice NPC and send them to work...
i know i can use AiPackages to do it but normaly i was doing only
Packages to Simulate NPC Living in World
Static Packages are not so hard like "Dynamic" Packages :P
Any idea how can i do it ? :P
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Any1 have full list of Functions to manage Items in Containers?
for Example like "GetItem()" or "DeleteItem()" or "AddItem()"
i just want to know every possible Function for Containers :)
Function name is all i need no description need :P
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Is there any way to Copy and Paste Cell with Script?
xD
I'm asking about Script only :P
i was working many times with other PPL so i know how to copy things from one esp to other
All i need is Copy and Paste by Script
Also i know how to do it with FormList ( cause i test it now and its working )
but there is this same problem as with Multi Light Switch using FormLists
it take more than 2 Minutes to finish work... and it have to finish in 1 sec max XD !
y i know i can use Arrays but well... arrays have max size 128 so they are useless if World Cell will have more than 128 objects
and its not so hard if my worlds are Over 900% mb usage :P
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Heyyyy...
Is there any way to Copy and Paste Cell with Script?
i just want to Copy and Paste whole World Cell if Button is Pressed :)
for example we have World Cell on X=0 Y=0
and we want to Copy it to X=1 Y=0 ^_^
is it possible to do ? :P
or Other Question...
we Have 2 Worlds
World_1
World_2
Can we Copy Cell X=0 Y=0 World_1
And Paste to Cell X=0 Y=0 World_2
??
or Other Question...
is there any way to get ALL STATIC objects from cell?
well...
1) Get Every object in selected cell
2) Get Object Type and Position
3) Copy those object to Array or FormList
4) Paste in ANY place i want ^_^
or Other Question...
Can i create FormList of Static Objects... w8 w8 w8...
i have great idea...
we dont have this Question Abowe... it was stupid cause sure we can do it...
ugh xD i have so great idea its gonna crash my game again :D
im happy and sad cause of this xD
happy cause im gonna do EPIC idea :D
sad cause i finally have working game xD
- 500+ mods and no crashes xDDD
but ok we still have first and second Question :D
Short Version:
" Can i Copy Cell from ONE World to Other World ? "
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So my Script is working fine... Tested and everything is OK
well maybe Sign is not changing to Manage but... its fine :D
here is my Script:
Scriptname QLG_Script_BuyHouse extends ObjectReference { Script to Buy House in Braverock !... } ;===- Base Info. -===; ;Created: 2019-03-30 ;Update: 2019-03-31 ;Author: TobiPL ;Unit: M.PC<3> ;===- Var. setup -============================================ ;===- Req. setup -================ Key Property QKey Auto ; Key to Give Player { Key to give Player } Int Property QGold Auto ; Gold to Take from Player { Gold to Collect from Player } ;===- Ref. setup -================ Actor Property QPlayer Auto { Player Ref } ObjectReference Property QBuySign Auto { Reference to Activator, House not Bought } ObjectReference Property QManageSign Auto { Reference to Activator, House Bought } ;===- Msg. setup -================ Message Property QBuyMSG Auto { Message to Show when Sign Activated Button Setup: Index > :0: > Yes Index > :1: > No } Message Property QSoldMSG Auto { Message to Show on Succes Bought Button Setup: Index > :0: Yey < or something :P } Message Property QNoGoldMSG Auto { Message to Show on Failed Bought Button Setup: Index > :0: > Ohh :( < or somethign :P } ;===- Var. setup -================ MiscObject Property GoldRef Auto { Reference to Gold ( Item ) } bool IsSold = false ;===- Script -Main- -================================================ Event OnInit() If ( IsSold ) GoToState( "Done" ) QManageSign.Enable() QBuySign.Disable() Else GoToState( "WaitForPlayer" ) QManageSign.Disable() QBuySign.Enable() EndIf EndEvent ;**************************** ;===- Wait for Player to Activate Sign !... -======================== State WaitForPlayer Event OnActivate( ObjectReference QRef ) If ( QRef == QPlayer ) Int QReturn = QBuyMSG.show() If ( QReturn == 0 ) If ( QPlayer.GetGoldAmount() >= QGold ) ;********************************************************************** QPlayer.AddItem( QKey , 1 ) ; Give Player House Key QPlayer.RemoveItem( GoldRef , QGold ) ; Take Gold from Player GoToState( "Done" ) ; Stop Working QManageSign.Enable() ; Enable Manage Sign QBuySign.Disable() ; Disable Buy Sign IsSold = true ; Set House to Bought Utility.Wait( 3.7 ) ; Wait to Show Succes Message QSoldMSG.show() ; Show Succes Bought Message ;********************************************************************** Else ; But if Player don't have Enough Gold Utility.Wait( 1.3 ) ; Wait to Show Fail Message QNoGoldMSG.show() ; Show Fail Bought Message EndIf ; Much Message !... EndIf EndIf EndEvent EndState ;**************************** ;===- Player already have this House, do nothing -=================== State Done ; Do nothing ; Btw. i Have Cat, Nicole <3 ; she's best Epic and Amazing Cat !... Much Meow !... EndState ;****************************
And here are Images:
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Lel xD
Here is working script ( Compile fine - no tested in game )
Scriptname QLG_Script_BuyHouse extends ObjectReference { Script to Buy House in Braverock !... } ;===- Base Info. -===; ;Created: 2019-03-30 ;Update: 2019-03-30 ;Author: TobiPL ;Unit: M.PC<3> ;===- Var. setup -============================================ ;===- Req. setup -================ Key Property QKey Auto ; Key to Give Player { Key to give Player } Int Property QGold Auto ; Gold to Take from Player { Gold to Collect from Player } ;===- Ref. setup -================ Actor Property QPlayer Auto ; Player { Player Ref } ObjectReference Property QBuySign Auto ; Buy House Sign { Reference to Activator, House not Bought } ObjectReference Property QManageSign Auto ; Magage House Sign { Reference to Activator, House Bought } ;===- Msg. setup -================ Message Property QBuyMSG Auto { Message to Show when Sign Activated Button Setup: Index > :0: > No Index > :1: > Yes } Message Property QSoldMSG Auto { Message to Show on Succes Bought Button Setup: Index > :0: Yey < or something :P } Message Property QNoGoldMSG Auto { Message to Show on Failed Bought Button Setup: Index > :0: > Ohh :( < or somethign :P } ;===- Var. setup -================ Miscobject Property GoldRef Auto { Reference to Gold ( Item ) } bool IsSold = false ;===- Script -Main- -================================================ Event OnInit() If ( IsSold ) GoToState( "Done" ) QManageSign.Enable() QBuySign.Disable() Else GoToState( "WaitForPlayer" ) QManageSign.Disable() QBuySign.Enable() EndIf EndEvent ;===- Wait for Player to Activate Sign !... -======================== State WaitForPlayer Event OnActivate( ObjectReference QRef ) If ( QRef == QPlayer ) Int QReturn = QBuyMSG.show() If ( QReturn == 0 ) ; Index 0{ Yes } Selected by Player If ( QPlayer.GetGoldAmount() >= QGold ) QPlayer.AddItem( QKey , 1 ) QPlayer.RemoveItem( GoldRef , QGold ) GoToState( "Done" ) Utility.Wait( 3.7 ) QSoldMSG.show() Else Utility.Wait( 1.3 ) QNoGoldMSG.show() EndIf EndIf EndIf EndEvent EndState ;===- Player already have this House, do nothing -=================== State Done ; Do nothing EndState
How it Work?
You have Sign in game that is Activator
and ofc. you can activate this Sign by Pressing E on it
if you do it Message show for example
w8. ill copy from my house :smile:
"Do you want to Buy this House for 7400 Septims?"
and you can choice 2 answers "Yes" or "No"
if you Press No you just close this message Box
if you Press Yes game test your Gold if your have more than required and if you have game show you
from my script: "Yey, now Gray House is your !..." and Button with answer "Yey !..."
if you dont have gold Game show you: "Sorry, you don't have Gold to buy this House !" and single answer "Ohh... ok :("
Once you bought house "Buy Sign" is disabling and "Manage House" is enabling allowing you to Upgrade your house
and now im working on this Manage Sign :tongue: but first test and Videos on YT xD
but in Manage Sign you be able to Make your house bigger and even manage Production :tongue:
cause my Idea in Braverock 3 was like in Braverock 2 and like in BDO xD ( Black Desert Online )
so you can buy house and choice produciton in this house :tongue:
lel xD
but if all you need is just Buy sign / etc. you have already working script :tongue:
if you need something more, w8 4 more videos from me and more scripts xD lel
//Edit:
Y i know i can still improve this script :P
but ill do it later xD
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Give me 1/2 h
My script is working fine cause i test it on my CK and my Hosue
i got Key and game remove my Gold from Inventory
Soon ill give you 3 Videos how to make it :P
but now im finishing my mod xD
Here is working Script:
Scriptname QLG_Script_BuyHouse extends ObjectReference Key Property QKey Auto { Key to give Player } Int Property QGold Auto { Gold to Collect from Player } Actor Property QPlayer Auto { Player Ref } Message Property QMsg Auto { Message to show } Miscobject Property GoldRef Auto ObjectReference Property QManage Auto ObjectReference Property QBuy Auto Event OnActivate( ObjectReference AAA ) Int QReturn = QMsg.show() If ( QReturn == 1 ) If ( QPlayer.GetGoldAmount() > QGold ) QPlayer.AddItem( QKey , 1 ) QPlayer.RemoveItem( GoldRef , QGold ) GoToState( "Done" ) Else Debug.Trace( "You don't have enough Gold !..." ) EndIf EndIf EndEvent State Done ; Do nothing EndState
in those 3 Videos you will see how to make everything :P
but give me few sec xD
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Ugh bro...
1) Open CK ( lel )
2) Create any Message ( find in YT or CK Wiki how to - too much to write here xD )
3) Put on ground any Activator ( Static from Object Window in Activator tab )
4) Double click this activator ( the one on grund in Render Window ) to open Edit Window
5) Scroll to "Script" tab
6) click "Add" on right from Script List
7) Add your script
:cool: clikc ONCE on your script then click "Properties"
9) Fill properties, new window should open and you should see 4 options
10)
- in QKey select your Key
- in QGold set amount of gold that player need to Pay for Key
- in QPlayer click "Auto-Fill" ( button on Right ) and be sure its set to Player and Cell on Any
- in QMessage select your Message Box you create
How to Compile Script: ( if this gonna be your first script )
1) Go to your Data
2) Find for "Scripts.zip"
3) Unpack them in ../Skyrim/Data/ < HERE >
4) Restart / Start your CK
5) Select "Gameplay" and "Papyrus Script"
6) Click on List with Right Mouse Button and select "New"
7) Name your Script and in Reference write "ObjectReference"
:cool: Find your created script in Filter
9) Click on your Script with Right Mouse Button and select "Open in External Editor" - Use N++ or something xD
10) Copy my script - but ignore first line ( dont copy first line )
11) Clicl on your Script with Right Mouse Button and select "Compile"
if no Errors Compile window should just close
if you got any error paste them here or try to Google :tongue:
i hope you know how to make MessageBoxes or Keys :tongue:
Script ( just Copy and Paste ) - keep your First line that CK create for your Script
Key Property QKey Auto { Key to give Player } Int Property QGold Auto { Gold to Collect from Player } Actor Property QPlayer Auto { Player Ref } Message Property QMsg Auto { Message to show } auto State WaitForPlayer Event OnActivate() Int QReturn = QMsg.show() If ( QReturn == 1 ) ; if Player wanted to buy Key If ( QPlayer.GetGoldAmount() > QGold ) QPlayer.AddItem( QKey , 1 ) QPlayer.RemoveItem( GoldBase , QGold ) GoToState( "Done" ) Else ; Player don't have gold Debug.Trace( "You don't have enough Gold !..." ) EndIf EndIf EndEvent EndState State Done ; Do nothing EndState
Give me few H and i maybe give you my Script to Buy and upgrade houses :x...
cause i want to make few houses in my mod too xD so i start doing it now and give you free script xD lol
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With TGM -> Toggle God Mode ?
bffff...
you can give Player paralise effect for insane long time like for 5000 days or something and disable his controls...
Paralised player act like dead body ( just drop on ground )
Blood you can add to screen by script if i remember correct and you can make bliking red screen if you set Health to -1 or something
even better you can Force ImageSpace to make any "death" effect you want :x...
so:
1) Paralize Player for 50000 days
2) Disable his controlos
3) Set His hp to -1
4) Applay Blood on Screen
5) Force Thrid Person
6) Change Image Space
and LEL almost dead :D
TGM can't protect you from Magic effects :tongue:
so killing God is Easy ^_^ just make Paralize Poison :D
//Edit:
i know Paralize work for TGM cause in my Mod i have something like "Frascinated Obsidian Dust"
and its strong poision that take half of your HP , rewerse you HP regen , Paralize you for 30 sec and give you 100% dmg red.
//Edit2:
i dont like Story Mods ... i pref Immersion / Reality / LL mods xD
only one Story mod i like is Forgotten City
But Falkhstar Enderal and every other... ugh T_T poor s#*! xD sry but i don't like those mods
Make you mod good cause i will probably download it :) only cause i know you from Nexus and i want to see your work xD
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No tested by me but you can try:
Scriptname QLG_Script_Nexus001 extends ObjectReference Key Property QKey Auto { Key to give Player } Int Property QGold Auto { Gold to Collect from Player } Actor Property QPlayer Auto { Player Ref } Message Property QMsg Auto { Message to show } auto State WaitForPlayer Event OnActivate() Int QReturn = QMsg.show() If ( QReturn == 1 ) ; if Player wanted to buy Key If ( QPlayer.GetGoldAmount() > QGold ) QPlayer.AddItem( QKey , 1 ) QPlayer.RemoveItem( GoldBase , QGold ) Else ; Player don't have gold Debug.Trace( "You don't have enough Gold !..." ) EndIf EndIf GoToState( "Done" ) EndEvent EndState State Done ; Do nothing EndState
Y i know GoToState is in wrong place :)...
but i dont even know that this Script will work or no xD
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I never use Ultimate Dodge cause i have TK Dodge and can't download your Ultimate to see what you may do wrong...
cause its deleted / hidden =___=
But why no use TK Dodge?
If all what Ultimate Dodge do is add to game Dodge System TK Dodge can do this same...
and for me TK are very good mods :P
if Installing TK Dodge
1) Drop everything to Data Folder
2) Open Fnis
3) Check "TK Dodge" in options in tab on bottom ( without this animation not gonna work )
4) Run Fnis
5) Done !... and you can Dodge enemy attacks :P
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I'm not from england / america / canada so my english is potato...
i dont event know what "convenience " mean... :x
Actor playerRef = Game.GetPlayer()
better version is
Actor Property PlayerRef Auto
cause u dont waste time for function xD
but ok idc, not gonna read this topic any more :x...
my language is Polish and little Russian and English :)
and well some German French and Japan cause i have few friends from this countries so they teach me sometimes xD
last time Shaurows teach me that canada is not only English but French too in few places :P lel
GL with this Script and bye !...
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1. pff.. ok xD
2. you can always stop loop when player leave cell
3. for what you need function if you can use math ?
its like using
int addthisformepls( int a , int b ) { return a + b ; }
instead of using a+b lel...
but ok, its not my script but if it would be my i will never use threads for this :P
cause its like little thread :x...
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O_o but Maxarturo...
"GetActorValuePercentage" is useless...
cant u just multiply ActorValue by value less than 1 ?
for example
Health * 0.30 = 30% of Health Value
Health * 0.75 = 75% of Health Value
Health * 1.30 = 130 % of Health Value
also i no trust threads and registers and i try to use them not very much << sry 4 my english trying to find words but can't xD
while ( ... )
Utility.wait( ... )
endwhile
and one loop w8ing for Unit to have 50% or less hp :x
well you can add OnActivate to Actor and idk what you think about this but it was working for me many times :x
simple TriggerBox to activate Actor xD even if he is active :D
well i was activating Sweetrol many times even if it was completly static object :P
using register for single update isn't great idea for me... or too many threads
once i was writing game in C++ and i write class to support images and i forgot to delete temp array
and i got some problems with this and "WTF is wrong xD" after 5h of looking where is bad line of code
i discover that i just forgot delete Image temp array after loading Bitmap :P
Value in script can be stored even after save / load
and what if player save and load while for example script was registering new update and still had one?
idk where but once i read that register for single update each 1 second is very bad idea
but ok its just my opinion and how i would do it :x...
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My gosh...
i was looking here: https://www.creationkit.com/index.php?title=List_of_Papyrus_Functions
and can't find this cause i was looking all time for something with "Fight" in name xD ugh
ty morogath ^_^ !...
//Edit:
also Ty foamyesque but morogath show it better than you :P still TY :D
and lel your name is hard to remember xD
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Hey !...
i have problem cause i can't find Function for this :c
i know how can i do it in Conditions in CK
but how can i detect Player Fight status in Script?
for example something like
if ( Player == IsInFight() )
debug.trace( " can't activate in Fight " )
Else
; Activate
EndIf
Any idea how i can do it ? :c
i want allow player to activate object but only if he is completly hidden ( i dont know how to detect this too xD )
and only if player is not fighting with any1
i know player can't use Furniture in Fight... but its Trigger box xDDD
how can i do it for TriggerBox?
for example Player Enter TriggerBox and he is not fighting Script is activated and if he is in fight script is doing nothing :c
i found something like this ->
IsFightingControlsEnabled
Ugh xD Copy paste from CK Wiki :D
//Edit:
{
ohh xD
this
IsFightingControlsEnabled were rly big when copied and now its small xD}
but it test if PLAYER CAN FIGHT not if PLAYER IS IN FIGHT T_T
help pls !
xD
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Hey... any1 know any Script Library?
i mean place where you can find long list of scripts with source files
i just want free Scripts cause writing them take some time and testing xD
so if there is any place where i can find already writen Scripts that work fine plz show me this place xD !
maybe im lazy cause i can write everything by my self but... im just lazy and writing scripts 24/7 ugh... im done with scripting alone
i just want ready scripts to use xD
Copy -> Paste -> Wow you script so fast xDDDD
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Error
Page not found
only 3 of 10 tutorials i wanted to read still work?
so great...
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I dont know anyone answer on this question - many useless posts in this topic
and also my english is pretty potato so sorry if i write something you can;t understand
but NPC can't dual wield if thier CombatClass disallow this
1) Download Creation Kit
2) Open Creation Kit ( and load your Follower Mod or Skyrim or esp file with your follower )
3) click "LOAD"
4) wait for load ignore / press no for all Error messages
5) Save your Mod just press CTRL + S and name your mod
6) on left you should have something like "Object window"
7) Find in Object Window "Miscellanious" and extract it
8) Left Mouse click on "CombatStyle" option
- now you should see all Combat Styles
9) Press on any Combat style and Edit it
10) VERY IMPORTANT - change Combat style ID
11) go to Mele setup
12) chceck "Allow Dual Wield"
13) Save your changes CK should ask you "Create new form / Object ?" or something like this press YES
- If CK wasn't ask you, you just change Combat Style instead of creating new one...
Close CK and Try again REMEMBER to change Form ID !!!
14) Find "Actor" in Object Window
15) in Filter write your Follower Name
16) Press with Rightclick your follower
17) go to Combat Style window and in Combat Style option select your Combat that you create
- just click and start writing name
18) Save Mod
19) close CK
Version for lazy / ... egh ppl
1) Open CK
2) Load your Follower Mod
3) go to Actor
4) Edit your Actor ( Follower Name )
5) go to Combat Style
6) set CombatStyle to "csTGBrynjolf"
as you know Brynjolf ( Thiefs guild master ) can Dual Wield so everything is already setted
but remember if you set Brynjolf CombatStyle for example for Lydia she will act like Thief in combat
yes she will use two weapons in combat but also she will pref to use only mele weapons and bows / shouts etc. are set to this same
so if your follower have magic / shouts he may stop using it
also block etc. data will be copied from Brynjolf
if you want i can change your follower to use Two Weapons :x
you can't make them use two weapons only by giving them two weapons :P
how they can fight is declared in Attack Data ( and Race ) and in Combat Style
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Rest anywhere Spell?
can;t remember Mod name but this spell is fully animated and allow you to sleep there where you stay
also you can sit to regenerate your stamina and knee to regenerate your magicka :x
you can just find nice place to sleep then use this spell and choice "sleep"
short animation and you can choice for how long you want sleep then you can press Space to stay
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Where is ENB?
Where is Light?
where are Textures?
Where if Depth of Field?
Also i dont like her face and hair xD
i hate light from nowhere thats why i allow only Light with any light source
This castle is too big to be so light... there is only 1 Window and few fires...
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1) Open script for Mining in Skyrim
2) add your own script that have random change to give player item
If QRef == Player If DropChange < Utility.RandomInt( 0 , 100 ) Player.AddItem( Gem , 1 ) EndIf EndIf
Something like this
3) Create your Perk
4) add Script to add Keyword to Player or change GlobalValue or do anything to check player keywords / perks etc.
5) add your perk to skill tree or make your own skill tree
Maybe first - do You even know how to make new Perk in Skill Tree?
[LE] Problem with Workers :c ! - Help [3]
in Creation Kit and Modders
Posted
I don't know how to use Quests...
All i can do with Quests are most simple things like go here kill him etc.
Why my spell activate OnHit Event 2 times in 1 shot ? xD