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Everything posted by Scripts18
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Ya looks high poly, hw many does it have?
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Maybe but once the get it done, its gonna be so awesome
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Go check morroblivion web site lol, they are or want to port their mod to skyrim
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[REL] Fore's New Idles in Skyrim - FNIS V1.0
Scripts18 replied to fore's topic in Skyrim's Skyrim LE
So basicly you cast a spell and the npc does an animation? -
The OnDeath event doesnt work since its a objectreference script any one can help me on this? ScriptName LevelingUpWeapon extends ObjectReference int property xp auto ObjectReference property LevelingUpWeapon01 auto ObjectReference property LevelingUpWeapon02 auto ObjectReference property LevelingUpWeapon03 auto Event OnEquipped(Actor AkActor ) If akActor == Game.GetPlayer() if (xp < 10) Debug.notification("Level 1 Up Weapon Was Equiped") elseif (xp >= 10) && (xp <25) Debug.notification("Level 2 Up Weapon Was Equiped") elseif (25 <= xp) Debug.notification("Level 3 Up Weapon Was Equiped") endIf EndIf EndEvent Event OnDeath(Actor akKiller) If (akKiller == game.getplayer()) Debug.Notification("You Killed An Enemy") Debug.notification("Your Weapon Gained 1 xp") xp += 1 if xp < 10 Game.GetPlayer().RemoveItem(LevelingUpWeapon01,1,true) Game.GetPlayer().AddItem(LevelingUpWeapon02,1,true) Game.GetPlayer().EquipItem(LevelingUpWeapon02,false,true) elseif xp >= 25 Game.GetPlayer().RemoveItem(LevelingUpWeapon02,1,true) Game.GetPlayer().AddItem(LevelingUpWeapon03,1,true) Game.GetPlayer().EquipItem(LevelingUpWeapon03,false,true) endif Endif EndEvent Event OnUnEquipped(Actor AkActor ) If akActor == Game.GetPlayer() if (xp < 10) Debug.notification("Level 1 Up Weapon Was UnEquiped") elseif (xp >= 10) && (xp <25) Debug.notification("Level 2 Up Weapon Was UnEquiped") elseif (25 <= xp) Debug.notification("Level 3 Up Weapon Was UnEquiped") endIf EndIf EndEvent
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I found better than that ScriptName LevelingUpWeapon extends ObjectReference int property xp auto Event OnObjectEquipped( Form Weapon, ObjectReference akReference ) Debug.notification("Leveling Up Weapon Was Equiped") EndEvent Event OnDeath(Actor akKiller) If Game.GetPlayer().getEquippedWeapon() == LevelinUpWeapon If (akKiller == game.getplayer()) Debug.Notification("You Killed An Enemy") Debug.notification("Your Weapon Gained 1 xp") xp += 1 Endif Endif EndEvent Event OnObjectUnEquipped( Form Weapon, ObjectReference akReference ) Debug.notification("Leveling Up Weapon Was UnEquiped") EndEvent
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Actually that line didnt give me errors it is something with the x.getkiller and some other stuff , I continued working on my version and I have only 1 problem now ScriptName LevelingUpWeapon extends ObjectReference int property xp auto Event OnObjectEquipped( Form Weapon, ObjectReference akReference ) If game.getplayer().IsInCombat() == True Actor x = Game.GetPlayer().GetCombatTarget() Debug.notification("You Are In Combat With " + x + ".") Endif EndEvent Event OnDeath(Actor akKiller) If (akKiller == game.getplayer()) Debug.Notification("You Killed An Enemy") Debug.notification("Your Weapon Gained 1 xp") xp += 1 Endif EndEvent If I use the OnDeaht Event I cant find out who was the npc killed.... and I dont know how to combine those 2 events into 1 (must have the weapon equiped and kill somebody with it to get the xp) Nvm for the event thingy I found out how to
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I get some other errors now, I think I will go back at doing some tutorials
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x = game.getplayer() .getcombattarget() <------------------------ the = gives this error : no viable alternative input '=' Also @ mansh ... I know will probably put loops , but wanted to test it how it was right now
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Im using notepad++ heres what I was getting xp undefined heres how I fixed it int xp = 0 and also fixed the x = stuff now its ok
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Just cant understand how to do math and compare stuff with papyrus scripting :s Take a look at this .... and theres probably errors ScriptName LevelingUpWeapon extends ObjectReference Event OnObjectEquipped( Form Weapon, ObjectReference akReference ) <----------------- Note: akReference gonna be something else later (This note isnt in the script its just so you can understand a bit more) xp = 0 If Game.getplayer().IsInCombat() == true x = game.getplayer().getcombattarget() Debug.notification("You Are In Combat With" + x) if x.getkiller() == game.getplayer() Debug.Notification("You Killed An Ennemy") Debug.notification("Your Weapon Gained 1 xp") xp + 1 endif EndIf EndEvent
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Nvm noticed my error, took the papyrus compile instead os scriptcompile (in the run command)
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My game is installed on another hardrive (D:\) and doesnt start with programfiles(x86) but by steam\ , cant manage to get the scritps to compile :S http://www.creationkit.com/Notepad%2B%2B_Setup
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Oh nice thx a lot, time to do something cool XD 1 more thing : how do I know if it compiled?
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Never did scripts for any bethesda games any one can tell me where the scripts are and maybe show me some tutorials? would really appreciate it
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first post: Making a new dragon, i have questions too...
Scripts18 replied to Almightygir's topic in Skyrim's Skyrim LE
Red is better -
Sure I can try to help you, I have some (really basic) modelling skills (I can model stuff but UV arent my best stuff XD) I know some basic stuff on the CK , nothing really advanced, just basic stuff Also have some programming skills (again really basic) but it was on Black Ops....
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Skyrim Beta update let you choose the mod load order...
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Heres what I meant: Its just like when buying a home but instead its a store , first you need to buy the terrain (to easily locate it, put a wood sign : For Sale! ) then either gather wood or buy some, after hire the local forgeron and after every day (for 7 Skyrim Days) you see some wood part for the store being built (dont need to see him work, just parts added) To buy chest and stuff like that, you go talk to the same guy who sold you the terrain. To be able to open the shop you need either to hire a npc or ask your spouse to be in charge of it. The store should have 2 chest : stuff for sale and stuff you told him to buy (he will store them inside it) To get the money you will need to talk to the npc. Almost forgot you talk to him to give him some money to buy. -The npc barter lvl affects the price at which he buyand sell stuff but also his salary -The more money the npc has, the better his weapons and armor will be (doesnt have to be dragon and those stuff , just rich outfit with some ring...) -When the npc has a certain ammount of gold (Dunno how much) he could ask you to make the store bigger. -Travellers, merchants, mages (that go from town to town) Sell and buy stuff to your npc (but he only buy what you asked him to, doesnt have to be a toggle, just talk to him and have a dialogue option : buy and then different categories) -Travellers buy armors, weapons and food (mostly because they travel) -Mages buy spell tomes, potions, scrolls , enchanted stuff and ingredients -Merchants buy misc stuff, food and randomly buy something with the gold he has left (weapon,armor,scrolls,spell tome, enchanted stuff) -Once those bought stuff to you, they go to other cities and sell what they got to the other merchants (that have store) that way the economy is more dynamic and you can find unusual stuff at some merchants, they also buy stuff (but not too much) -The merchants (That dont move and stay in their stores) would have their stuff refreshed like it is already -They can travel on foot or horse, with and without body guard depending of how much gold they have with them -Thief ambush could get some travellers, merchants, mages to either lose their stock or being killed (they can also win over the thief) -Travellers, merchants, mages should respawn Btw, Im pretty sure you can do it, I myself mod a bit (first time on Skyrim however) and making a small building isnt really hard, I think the harder is the thief ambush and the travellers, merchants and mages that buy specific stuff PS: From when you buy the terrain and when it is getting constructed, that part could be skipped and just add a building for sale. (But sounds cooler if its like a small quest)
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Didnt really get half of what you said, but why not simply add a player owned store? Where you could simply hire a npc that sells your stuff to random travellers and merchant that could travel around the world of skyrim and at the same time making the economy more dynamic cause they also sell stuff and buy? (And the hired npc could also buy stuff, you just toggle on what you want him to buy and how many, for when merchants and travellers come in the shop) at the end of the day you get a salary depending of how much you sold and bought minus the salary of the hired npc. PS: If you can explain me in other words what your mod does, I could maybe test it Also maybe some random event like merchants that get attack in ambush by thieft (makes price go up) and if you see them and you save them, they can giveyou discounts for some days. And your npc could still have the barter stuff you said
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Been trying to find the arrow file (meshes) and couldnt find them, I need at least one to be able to know the size of it (made a custom arrow) Nvm found it...
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What about vampire hunters? (Including their arsenal)
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What's the polygon count limit for a sword \ armor ?
Scripts18 replied to razielblackmoore's topic in Skyrim's Skyrim LE
I know weapons are 1k-2k (polycount) -
I myself made a musket and a pirate pistol, Im going to make a 3D model for the bullet instead gun before I will use the bow as a reference (since its a ranged weapon) and replace animation and ammo used to mine (I dont have anims yet and I need to UV unwrap those guns before) And for animation I found this: http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim
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SO whats the general consense on the Workshop?
Scripts18 replied to sircaptainking's topic in Skyrim's Skyrim LE
It is great , but it can break your game (It broke mine once) if you cant connect to the workshop and a file isnt completly downloaded the launcher will crash every time