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Posts posted by TobiaszPL
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Not gonna read all your mods but:
- Have you downloaded all required mods ?
>> XP32
>> HDT
>> Body with HDT support
>> SKSE
- Have you builded your body in BodySlide.exe ?
You should select HDT Body and press build - also check "Build Morphs" - y i know my english is potato :P
70 46 All In One - CBBE ? :D
LL Mods ? :D NICE !
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Once i have this same problem
i change language to any other and then back to original
this help me when my NPCs were silent
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Making ESP or ESM files
Skyrim Creation Kit
- if you know how to import anything from UE4 to CK you can use UE4 instead of CK
Making Textures
Gimp ( need Plugin )
Paint .Net ( already can read dds files )
Mesh / Animations
Blender / 3Ds Max
Other mesh options
Nif Scope
HDT physics
Body Slide and Outfit Studio
Scripts
Notepad++ :) lol
unpacking BSA files
BSA Browser
music / sounds
Multi XWM and Audacity
i use those programs :x
if you want to import for example Tree or Grass from Unreal 4 to Creation Kit all you have to do is exporting it from UE4 to .OBJ file or any other
then import to for example Blender and convert it to .NIF file then you can create new grass / trees / rocks anything you want lol :X
btw. nice english :P
useing :D xD lel
using :)
my english is also bad T_T
and, ofc. you can make Mods for Skyrim without using Creation Kit...
but its very bad idea xD it will take a lot time and require a lot of knowledge
importing Skyrim is possible to UE4 but idk why you should even want to... UE4 can't compile your work for CK / Skyrim
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Any help you say?
Well, you can open CK and write "Bandit" in Filter
Then all you have to do is change Race and DONE :D !
but there is like 200 NPC Actors with "Bandit" in name :x
so you have to change race in 200 NPCs or more :o
You probably want it cause u are using very dark and scary ENB right ? :P
Horror World :D lel xD
Good mod for dark ENB:
https://www.nexusmods.com/skyrim/mods/59231/
:)
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Hello once again, is there anything i can do better or is there anything bad?
Script:
Scriptname QLG_Script_SwitchLight extends ObjectReference { Usage: ( you can turn On / Off many objects in same time ) 1) Place 2x XMarkers 2) Use "Activate Parents" for ( Object Edit option ) a) Connect to one XMarker Light and Static to be fired b) Connect to other XMarker Static to be fired off 3) add this script to Activator object 4) Select XMarkers for script to Enable / Disable } ;===- Base Info. -===; ;Created: 2019-03-17 ;Author: TobiPL ;Unit: M.PC<3> ;===- Var. setup -============================================ ObjectReference property QMarkerOff auto { XMarker Ref. to turn light Off } ObjectReference property QMarkerOn auto { XMarker Ref. to turn light On } Int property QTimedTurnOff auto { Time ( in hour ) to turn off lights :0: for No Time Limit :1: for Random Time } ;===- Script -Main- -================================================ Event OnActivate(ObjectReference QAkRef) If ( QMarkerOff.IsDisabled() ) QMarkerOff.Enable() Utility.Wait(0.6) QMarkerOn.Disable() Else QMarkerOff.Disable() Utility.Wait(0.6) QMarkerOn.Enable() If ( QTimedTurnOff > 1 ) RegisterForSingleUpdateGameTime( QTimedTurnOff ) ElseIf ( QTimedTurnOff == 1 ) RegisterForSingleUpdateGameTime( Utility.RandomInt( 4, 96 ) ) EndIf EndIf EndEvent Event OnUpdate() { ;??? }
Script have to Enable / Disable lights
there will be version for TriggerBoxes and "normal" activators
also i know Event OnUpdate is empty for now cause im not 100% sure how to do it
but now im trying to make it work :D lol
#Best_English :D
what i want to Script do?
1) Turn ON/OFF lights if player activated Leaver / Button or Entered TriggerBox
2) Turn Off lights after selected time ( in game h )
3) Turn lights off randomly ( one by one not all in same time )
4) Turn lights off if hitted by Ice Magic ( its gonna be my first time doing something like this xD )
5) Turn lights on if hitted by Fire Magic
if any1 have any idea what i can do more just say :D ! lel xD
//Edit:
O_o Nexus... idk what happen but my post was fuc**k and mixed
Top of post was duplicated on bottom lel... and spoiler was copied only half
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i found this:
https://www.creationkit.com/index.php?title=Arrays_(Papyrus)
and now im reading it cause i need Arrays T_T
any1 know any good tutorial about arrays?
to this moment i was using insane amount of normal vars
int Var1
int Var2
int Var3
int Var4
...
...
int Var5
int Var6
int var7
int var8
int var9
int var10
int var11
int var12
int var13
int var14
int var15
int var15
int var16
int var17
int var18
int var19
int var20
int var21
int var22
int var23
int var24
int var25
int var26
int var27
int var28
int var29
int var30
int var31
int var32
int var33
int var34
int var35
int var36
int var37
int var38
int var39
int var40
int var41
int var42
int var43
int var44
int var45
int var46
int var47
int var48
int var49
int var50
int var51
int var52
int var53
int var54
int var55
int var56
int var57
int var58
int var59
int var60
int var61
int var62
int var63
int var64
int var65
int var66
int var67
int var68
int var69
ahh 69 <3 xD
N++ help a lot so u can do it in less than 1 min :tongue:
its not bad way to do it but scripts are getting really long with this way
and i have few questions :c
1) do i have to delete Array or CK is doing it for me???
2) can i use FormList to fill array?
a) how if i can?
3) Global can be Array?
4) it is possible to kill CK/Game with TO BIG arrays?
for example array with 7000 elements?
5) What functions i have to use for arrays?
y i know my english is bad
i mean do CK have something like
Array.Clear()
Array.SizeOf()
Array.Fill()
Array.Swap()
y i know i can try everything by myself but i want to know everything :tongue:
and idk how i can check memory use by my mods in CK :c
im gonna start new Script to control Arena Waves so i need Arrays
writing 1000 variables isn't hard but FILLING it with data... omfg
Maybe example script with Arrays ? :smile:
this what is on CK Wiki is... pretty poor :c
i already fill 120 variables once and... i dont want to do it anymore xD
//Edit:
Array Max size is rly 128 ? O_O
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@TobiaszPL - be honest, tell 'em the truth! :tongue:
i just was teached by 2 russian ppl who love wodka so ye xD
:D
Y they teach me about Functions and Events
but by saying just
" Events you can use are for example
OnActivate
OnHit
OnTriggerEnter
and you press in Gameplay then Papyris script then new and you can open it in N++ so u can write"
b4 CK i have already know for example Java and C++ "
i know how to write variables in CK
i know what Functions CK have
i know what Events CK have
i know how to create my own Script
thanks to them
but they dont teach me how to programming :tongue:
if you have too much time you can open this spoiler and read :)
like i said they teach me wich function use to get results and how to look for help
and as u know they... ugh hard english T_T
for example they were saying "use SetValue to set Global value in CK" or "if you need value in Global you can use GetValue" :tongue:
for example you told me to use Mod instead of SetValue and GetValue
im not sure why but idc im just using it cause you or sm1 else told me this is better lel xD
for example and like i said b4 in topic that u copy here
i have no idea how to make Arrays... in any language i can do it for example C++
int Array[5] = { 1,2,3,4,5 };
or
int* Array;
Array = new int [ 5 ];
i know how to use Arrays but i dont know how to make them in CK :tongue:
so all i need to lern i just good example or few words :tongue:
also structures and classes would be awesome in CK but they wont tell me how to make them so i still dont know how to do it :tongue:
but what classes and structures are i know xD lel
sry 4 my epic english :C
also they already left Modding skyrim so i came here xD
//Edit:
remember my English is potato so i may make few misstakes xD
//Edit2:
Ghandaur
Make it possible to write in Java JS C# or C++ in CK so i can write without asking anything :tongue:
//Edit3:
im gonna teach you like they teach me :tongue:
if you want to add script double click on object and find Script Window then press "add" and select your script
if you want to make new script click on Gameplay then Papyrus and then press right and select new
you dont need any compiler its already in CK so once you done writing your script you can press right again and then "Compile"
if you want to start Script you have to write property Event in your file
you dont have to care about anything else just use OnActivate mostly times and if you need something else just ask
CK will do somehow everything
Here you have Events:
https://www.creationkit.com/index.php?title=Category:Events
if you need any help just ask !
- that was how i lern scripting in CK :smile:
and when i need i was just asking
" what even i use if i want to start Script when actor die"
" use OnDeath "
---
" how can i get global variable value in my script "
" use SetValue and GetValue "
if you want you can just ask :tongue:
but programming is not this same as Syntax :smile:
Programming -> You know how to make programs
Syntax -> You know functions etc. in language
for example if you already know how to programming in C++ all you have to lern is for example JavaScript Syntax :D
in C++ functions you can do like this:
<Function Type> <Function Name> <Functions Args.>
Void MyFunction(int MyInt){ }
in JavaScript functions you can do like this: ( sry if i make misstake for last 3 years i was using only C and CK :tongue: )
function <Function Name> <Function Args.>
function MyFunction(var MyVar){ } ;
to be clear im in work and i can't be on Nexus xD they gonna fire me T_T
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there is no 1000 npcs in same time :P
they are spawning over time ^_^
but spawning 100 or 200 / 300 npcs shouldn't be problem for good pc
here is one of my mods: ( 5:15 starting Arena Test )
just 4 fun and test once i spawn over 160 NPCs and game was working fine...
each Lever activate spawn 24 NPCs
Sry 4 my potato english ^_^ !
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4 - idk what is Phantom Skill
but "Actual Perk points" you can add or remove by "ModPerkPoints"
for example
Game.ModPerkPoints(3) ; add player 3 Perk Points
Game.ModPerkPoints(-3) ; remove player 3 Perk Points
3 - yes, by scripts you can add skill from anything you want lel
1/2 - if this is bullet im not sure but you can try with OnHit function and HasKeyword function
HasKeyword:
https://www.creationkit.com/fallout4/index.php?title=HasKeyword_-_Form
OnHit:
https://www.creationkit.com/index.php?title=OnHit_-_ObjectReference
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
bool abBashAttack, bool abHitBlocked)can't start my CK now but im almost 100% sure u can add keyword to Projectile :x
Sry 4 my potato English ^_^ !
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Lel...
i just know many other Languages LUA CSS PHP BAT C++ C# JS Java
if you know for example C++ you know any other :x...
idk why i write LUA first... i hate this xD but LUA is used 4 example in Factiorio :P
CK Scripts are normal Scripting Language :D
LUA and Python are very similar to CK Scripts :x...
all i know is this what i can read from Skyrim CK Wiki : https://www.creationkit.com
and some stuff my friends teach me but mostly functions that are in CK and events
best way to lern is trying with already writen code by someone else :P
just open any script you have in your data folder read it and try to make your own that is doing similar things :P
thats how im doing mostly time :x
also sry 4 my bad english ^_^
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ohh :c
so maybe Activate ?
im not sure it will work but u can try :D
NPC.Activate(Player)
if i remember its working fine for normal activator objects so it maybe work for NPC too :D
try :tongue: !
Actor property Npc auto
Event OnTriggerEnter( something xD )
Npc.Activate(Game.GetPlayer())
EndEvent
//Edit:
https://www.creationkit.com/index.php?title=Activate_-_ObjectReference
Again sry 4 my bad english :D
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you add to your NPC AiPackage?
if i want to make NPC talk with player i just add to NPC AiPackage with Forcegreet presetup :x...
and if conditions are empty NPC will try to speak with Player over and over
sry 4 my potato english :D
by dialogue option u mean this check box in Quest Settings while editin Dialogues right?
without AiPackage NPC dont know what to do :P and he dont know that he have to start dialogue xD
ill try to make little tutorial for you here but without any CK or something i can forgot about something :P
1) Open CK - lol xD
2) Find your NPC that have to speak with Player
3) Find "AiPackage" in NPC option list
4) Press Right in Packages list and select New
and here you have few options :D
first line should have something like Package Conditions Schedule and some more
go to Package and here you have something like Package Template or Package Presetup
from list select ForceGreet and new options should be added xD lel
and in list you should have Topic to start ( Dialogue that NPC should start with Player )
and few distance options
one is from how big distance NPC can follow Player to start dialogue
one is from how big distance NPC can START dialogue with player
for example if you set this distance to 4000+ NPC can start from distance that Player dont even see this NPC
and if i remember correct there should be option to how far away from "start dialogue" place NPC can speak with Player
sry but as i said my english is potato :)
Conditions are options for NPC WHEN he even can start dialogue with Player
Schedule is WHEN IN TIME Npc can start dialogue with Player
idk i help u but maybe it will help you :D lel
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//Edit:
Argh :c...
can't change it now... cause im in Home now...
And in work im not sure i will have time for this xD
cause here in home i have acces only to World Textures and models :c...
im not sure it will work fine cause i never use Mod and dont even know what it is b4 you send me link to CK Wiki
but i will test it :x... or brb... ill try to get Scripts and other things on my PC in home :x...
can't w8 to start making Arena Spawning system xD
last script was insane long cause i write every wave by my hand
and i was using only PlaceAtMe cause i have no idea how to use Arrays and Loops in CK XD
so for eaxmple if Wave was spawning 20 Enemies
there was 20 line
XMarker_01.PlaceAtMe( Unit_13 ) ; or something like this xDDDD
XMarker_02.PlaceAtMe( Unit_13 )
XMarker_03...
XMarker_04...
...
...
XMarker_20.PlaceAtMe( Unit13 ) ;
if there is possible something like this:
for(int i=0;i<QEnemyToSpawn;i++)XMarker[ Random(0, XMarkers) ].PlaceAtMe( EnemyUnit[ Random(0, EnemyUnits) ] );it would help me very much xDi know i can use While but how can i make Arrays? :xbut this lets left for other Topic :tongue:thanks god we have something like CTRL + D and CTRL + I xD//Edit:y i know my Code is ugly and not perfect but to this time i was working only with Russians :tongue:we was working together in 3 but they left me... Tivo and Wuestenranger joinbut Tivo is doing almost nothing and Wuestenranger... well he close his ACC on Nexus forwhile and now he is not answering xD leli just was teached by 2 russian ppl who love wodka so ye xDbut we made few nice and epic mods :x... lelmaybe scripts were stupid long and waste resourcesmaybe textures were made in Gimp without Mesh support xDyes i was and im still making textures for 3D models without actually seeing this model :Dbut after 500 textures im pretty good with this :tongue:Final Final version:Scriptname QLG_Script_DeleteDead extends Actor ;===- Base Info. -===; ;Created: 2019-03-09 ;Update: 2019-03-12 ( TobiPL ) ;Author: TobiPL ;Unit: M.PC<3> ;===- Var. setup -============================================ ;===- Fame -=== GlobalVariable property QFameStore auto { Global, Fame that player have } int property QFameReward auto { Fame that player earn for killing this enemy } ;===- Gold -=== GlobalVariable property QArenaPayout auto { Global, Gold that player should get after win } int property QGoldChance auto { Chance to drop gold } int property QGoldReward auto { Gold that player earn for killing this enemy } int property QGoldOff auto { Gold offset for killing Monsters example: Set =20= mean +/- 10 Gold Set =60= mean +/- 30 Gold This value shouldn't be bigger than QGoldReward } ;===- Messages -=== bool property QIsBoss auto { Only if Unit is Boss or Special } string property QKillMsg auto { Text to show when player have killed this unit Text will show only if :QIsBoss: is set to True } ;===- Script -Main- -================================================ Event OnDeath(Actor QKiller) If ( QKiller == Game.GetPlayer() ) If QIsBoss Debug.Notification( QKillMsg ) EndIf If ( QGoldChance > Utility.RandomInt(0, 100) ) int QPay = QGoldOff / 2 QPay = Utility.RandomInt( -QPay, QPay ) + QGoldReward If ( QPay > 0 ) QArenaPayout.Mod( QPay as int ) EndIf EndIf QFameStore.Mod( QFameReward ) Utility.Wait(30.0) ;wait for other mods/scripts self.disable() ;disable Utility.Wait(10.0) ;wait self.delete() ;delete EndIf EndEvent ;===- Script -===-===- ;ReDragon2013 ( NexusForum ) Event OnCellDetach() self.Delete() ;just in case (have to be verified) EndEvent
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Lel :tongue: idk how it is in Fallout but in Skyrim if you have error cause of masterfiles maybe u forgot to add this line:
bAllowMultipleMasterLoads=1
under [General]
and ofc. add DLC that you have and mods are using under [Archive]
also u can look 4 -> bBlockMessageBoxes=1
under [Messages] set this to 1 and no more fk*** MessageBoxes :D
[General]
bAllowMultipleMasterLoads=1
[Archive]
SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfire.bsa, Dragonborn.bsa[Messages]bBlockMessageBoxes=1SkyrimEditor.ini ( in Data Folder )#sry4mypotatoenglish :3//Edit:btw. what u mean by "New SKYRIM CK" ???Skyrim SE ? i hate this version xDsometimes if i download mod for SE not for Normal version ( lel xD )it crash game and CK :Xare u sure u have all mods for good game version ? :P -
Yey, but why Nexus [] instead of < > xD
ok ty u all 4 help :D !
for 4 years i was using mostly russian websites and i was uploading only in russia but when i ask 4 help almost no1 were to help me :c
looks like Nexus is much better place than russia if looking 4 help :tongue:
well this gonna be my first Mod uploaded ( and not deleted ) on Nexus ^_^
if any admin want to, you can close this topic and mark it as solved :tongue:
//Edit:
Final version if any1 need :x...
Scriptname QLG_Script_DeleteDead extends Actor ;===- Base Info. -===; ;Created: 2019-03-09 ;Update: 2019-03-12 ( TobiPL ) ;Author: TobiPL ;Unit: M.PC<3> ;===- Var. setup -============================================ ;===- Fame -=== GlobalVariable property QFameStore auto { Global, Fame that player have } int property QFameReward auto { Fame that player earn for killing this enemy } ;===- Gold -=== GlobalVariable property QArenaPayout auto { Global, Gold that player should get after win } int property QGold auto { Chance to drop gold } int property QGoldReward auto { Gold that player earn for killing this enemy } int property QGoldOff auto { Gold offset for killing Monsters example: Set =20= mean +/- 10 Gold Set =60= mean +/- 30 Gold This value shouldn't be bigger than QGoldReward } ;===- Messages -=== bool property QIsBoss auto { Only if Unit is Boss or Special } string property QKillMsg auto { Text to show when player have killed this unit Text will show only if :QIsBoss: is set to True } ;===- Script -Main- -================================================ Event OnDeath(Actor QKiller) If QKiller == Game.GetPlayer() If QIsBoss Debug.Notification(QKillMsg) EndIf Utility.Wait(35.0) ;wait for other mods/scripts self.disable() ;disable and wait If QGold > Utility.RandomInt(0, 100) float QOff = Utility.RandomInt( -QGoldOff / 2, QGoldOff / 2 ) float QPay = QArenaPayout.GetValue() + QGoldReward If QPay > 0 QArenaPayout.SetValue( QPay + QOff ) EndIf EndIf int Fame = QFameStore.GetValue() + QFameReward QFameStore.SetValue( Fame ) Utility.Wait(60.0) ;wait for other mods/scripts to finish self.delete() ;final delete EndIf EndEvent ;===- Script -===-===- ;ReDragon2013 ( NexusForum ) Event OnCellDetach() self.Delete() ;just in case (have to be verified) EndEvent
//Edit2:
i hope there is no more errors :D
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Hmm :x objects can't die xD
ok ill change it from ObjectReference to Actor but it was working... not bad :D
Anything left to fix ? :tongue:
Scriptname QLG_Script_DeleteDead extends Actor ;===- Base Info. -===; ;Created: 2019-03-09 ;Update: 2019-03-12 ( TobiPL ) ;Author: TobiPL ;Unit: M.PC<3> ;===- Reward Var. setup -============================================ GlobalVariable property QFameStore auto {Global, Fame that player have} int property QFameReward auto {Fame that player earn for killing this enemy} GlobalVariable property QArenaPayout auto {Global, Gold that player should get after win} int property QGoldReward auto {Gold that player earn for killing this enemy} int property QGold auto { Chance to drop gold from enemy: value :0: -> 0% value :1: -> 100% Any other up to 99 mean % to drop } bool property QIsBoss auto { Only if Unit is Boss or Special } string property QKillMSG auto { Text to show when player have killed this unit Text will show only if :QIsBoss: is set to True } ;===- Script -Main- -================================================ Event OnDeath(Actor QKiller) If QKiller == Game.GetPlayer() If QIsBoss Debug.Notification(QKillMsg) ;Text show when player have killed this unit EndIf Utility.Wait(35.0) ;wait for other mods/scripts self.disable() ;disable and wait If QGold > Utility.RandomInt(1, 100) float QPay = QArenaPayout.GetValue() + QGoldReward QArenaPayout.SetValue(QPay) EndIf QFameStore.SetValue(QFameReward+QFameStore.GetValue()) Utility.Wait(60.0) ;waint for other scripts to finish self.delete() ;final delete EndIf EndEvent ;===- Script -===-===- ;ReDragon2013 ( NexusForum ) Event OnCellDetach() self.Delete() ; just in case (have to be verified) EndEvent
like for me its perfect now xD lel
//Edit1:
But one more question... why u use float ?
gold can't be with second number part xD sry 4 my epic english :tongue:
//Edit4:
{
ohh xD ok sorry can't compile script if its Int :D
}
int is bad or something ?
//Edit2:
and one more :D
how i can make spoilers ? i dont have button on tab abowe text field :c...
<spoiler> he ? </spoiler>
just testing xD
//Edit3:
<spoiler=""> meow? </spoiler>
//Edit5:
if its Open World OnCellDetach will work fine?
//Edit6:
{ just added spoiler }
-
Game.GetPlayer().AddItem(Gold001 as Form, i) ; pay out the whole money
hehe xD no way !...
first you have to finish wave :smile:
My arena allow you to exit only when u finish wave and all rounds and you got your payout from NPC in Arena "Barracks"
thats why Arena payout is stored in Global value
1) cause many NPC may pay you
2) cause taxes lol and they change over time
3) Every arena have thier own "taxes" so not all gold is your
and if payout is small you can take all your gold from Arena Master
if your payout is little bigger you have to go to Arena Bank
and if your payout is REALLY REALLY BIG you have to ask in Big Fuma Bank
and if you WON all 120 waves ( wtf idk even how and i dont want to xD ) you have to travel to Fuma God City and take your reward from Golden Gate Bank
lol
xD
all i need in this script is add payout to selected Global and add Fame to selected Global
and only delete enemy body
but... why should i use Actor instead of ObjectReference ?
i was almost always using ObjectReference xD and this script is... well can't test is now but with ObjectReference is compiling fine :x...
no errors while compile !
and one more
why like this?
float f = QFameStore.GetValue() + QFameReward
QFameStore.SetValue(f) ; adjust the global famewe waste one line :x
ok so:
1) why Actor not ObjectReference ( i want to know why !! no "JUST DO IT" xD lel )
2) why use var to store value instead of giving it to function ?
float f = QFameStore.GetValue() + QFameReward
QFameStore.SetValue(f) ; adjust the global famesry potato english :tongue:
//Edit:
Many unworth to read text :P
just added it to spoiler but keep if any1 need / rly want to read xD
-
Hello i'm Tobi !...
Now im trying to add new arena like in Braverock Island
but Braverock Island was pretty fu*ke* cause of memory leaks and crashes
well Braverock Island script was only 5 lines long xD
how about this script?
What can i fix, do better?
Scriptname QLG_Script_DeleteDead extends ObjectReference ;===- Base Info. -===; ;Created: 2019-03-09 ;Author: TobiPL ;Unit: M.PC<3> ;===- Reward Var. setup -============================================ GlobalVariable property QFameStore auto {Global, Fame that player have} int property QFameReward auto {Fame that player earn for killing this enemy} GlobalVariable property QArenaPayout auto {Global, Gold that player should get after win} int property QGoldReward auto {Gold that player earn for killing this enemy} int property QGold auto { Chance to drop gold from enemy: value :0: -> 0% value :1: -> 100% Any other up to 99 mean % to drop } bool property QIsBoss auto { If this Unit is Boss Unit set it to True } string property QKillMSG auto { Text to show when player have killed this unit Text will show only when :QIsBoss: is set to True } ;===- Script -Main- -================================================ Event OnDeath(Actor QKiller) If QKiller == Game.GetPlayer() If QIsBoss Debug.Notification(QKillMsg) ;Text show when player have killed this unit EndIf Utility.Wait(35.0) ;wait for other mods to finish self.disable() ;disable and wait Utility.Wait(5.0) ;wait for some more time If QGold > 0 If QGold == 1 QArenaPayout.SetValue(QArenaPayout.GetValue() + QGoldReward) ;for 100% chance just give player payout Else If QGold > Utility.RandomInt(0,100) QArenaPayout.SetValue(QArenaPayout.GetValue() + QGoldReward) ;test and give player gold if test = ture EndIf EndIf EndIf QFameStore.SetValue(QFameReward+QFameStore.GetValue()) Utility.Wait(60.0) ;waint for other scripts to finish self.delete() ;final delete EndIf endEvent
//Edit: { just spoiler }
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Add keyword to item and conditions for "haskeyword" ????
but vanilla weapons / armors etc. dont have keyword like this...
but still... you can try with keywords lol... xD gl
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xDDDD
LOL
1) Download Halo Poser
2) Download Fnis
3) Install Fnis
4) Instal Halo
5) Enter "tools" <-- Folder from Fnis
6) Enter "Fnis for Users"
7) start Fnis exe
8) done xD LOL
ofc. instal other s#*! that need Fnis :x
u can also use OSA and OSA POSER
still need Fnis :) but much better than rings
in game:
equip ring "select" then select pose and then equip ring "play"
#MyEnglisIsPotato :3
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i know this mods ;x...
but i wanna make my own arena...
and i just wanna know how to make SCRIPT !...
ugh...
1) How can i Spawn NPC ( on "X marker" )
2) How can i "TEST FOR NPC" something like -> "if(XXX==dead)nextwave();"
3) How can i add items ;x... because this script what i find in Google isnt good ;-;
4) How can i... ugh... -> "while(player.inside(XXX)){ - idk... just fight xD - }"
HELP xD !... ( in google i can't find help ;-; )...
now i think good idea can be download this mods and look on scripts ;x...
//Edit:
Look at image ;x...
Google: https://drive.google.com/file/d/0Bzqj_nxR9j-JUVdDQXk0aTcyNzQ/view
Because i can't send img on this forum ;-; lel why ?...
//Edit2:
wtf on this IMG should be "OpenGate();" not "EnterGate()" but fk it xD its only name ;x...
//Edit3: ( lel xD )
only theory code ;x...
OnActivate -> Start -> Arena;enemydead(); NextWave(wave);Arena(){int wave=1;int reward=50;while(true){if((wave%4==0)&&(wave!%10==0))OpenGate();else if(wave%10==0)SummonBoss();Wave+=1;reward*=2;wait(5000);if(wave!%10)NextWave(Wave);while(true){if((player.dead)||(enemydead()))break;wait(1000);}if(player.dead)endarena();if(wave==100)endarena();}}enemydead(){and i dont know how ;-;...}NextWave(int wave){switch(wave){/////////////Codefor summoning NPC on X Marker/////////////}}OMFG !... where is TAB ? :Dnow help me write script what will do this same what u have in this code xD( code is looking like its looking - not my fault ) int N++ was everything good ;x... -
Hello ;x... i'm tobi and my english isnt good xD
but... i have problem ;-;
i just wanna make script what will do:
1) when player will be inside TrigBox - Use Summon Spell ( X marker )
2) when player will kill every enemies - Start next wave
3) when player will die or he will win last wave
a) die - ( tp outside arena )
b) win - ( tp outside arena and give reward )
c) and every 4 wave player should can leave arena if he will want ofc. ;x...
( Gate will open and player will be able to leave - and he will get reward ;x... )
Summoning Spells i can do myself...
BUT.... how can i make Script what will do other ? :D
and maybe im stupid ( its true ;-; )
why this isn't work ? ;C...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scriptname QLGCoin extends ObjectReferenceSoulGem Property SoulGemGrand autoFunction OnActivate(ObjectReference akActionRef)Game.GetPlayer().AddItem(SoulGemGrand, 2, false)endfunction-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-::Yes i wanna make Arena because i <3 this fking GOD place :DArena is best what games can have :D -
Hello ;x... I'm Tobi and i wanna make new Weapon...
and my English isn't good xD
i know how to make 3D model but idk. how to add new object to Game...
if someone know how to add Static Objects and Weapons and more to Creation Kit...
pls help xD...
btw. here is Weapon what i wanna add : https://zapodaj.net/5be0faa903315.png.html
"Zapodaj.Net" is Poland Page with Images xD lel
//Edit
{ yes this Sword is similar to daedric sword :D but not exactly }
{ and its only "kontur" - not full finished } - https://zapodaj.net/a1b98df5a6a22.png.html
;x
how it is looking ? :D
i have only Blender... for 3D Models...
-
Hello ;x
i'm Tobi and my english isn't good ^_^
but i need help, i wanna make mod... and this mod is new big and epic world for skyrim ^_^
This will be Dark and Old forest with many little city and some castles
and... some place with grawestones... AND there is my problem...
i know how to make basic script... but idk. how i can make script... ugh...
english english...
i wanna spawn monsters every 30 sec if player is in gravestones place...
and idk how i can do it ;x...
i was see similar mod... so i know this is possible ;x...
BUT how i can spawn many monster every 30 sec ( or other time )
if i write in wrong place... sorry ;< its my first post in this forum xD
Race menu. Argonian teeth and tongue mesh invisible/missing
in Skyrim LE
Posted
Maybe you use wrong Mod Version?
Mods that change Meshes in Game if they are not crashing game while starting they are 100% invisible in game
if you have Mod installed for Skyrim SE and you have Better Skyrim without SE meshes not gonna show in game
im not playing as Argonian or other animals but every time i install SE Mod its crashing my game or its invisible in game...
Cats are not Animals ! lel xD im playing as Khajiit :D but they are better version of Human :D lol Humans are also Animals but eghhhh i just dont like Argonians :P