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What are you doing right now in Skyrim (Screenshot required)


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1 hour ago, worik said:

? I always failed to get sound files working :classic_unsure: So I skip that part until I get a future level-up  in my CK skills

 

Yeah, I spoke too soon about a small victory. What I did also adds dialogue option to conversations so had to remove that. Tried adding the sound to the MGEF as you would a normal sound effect in CK, since it is only going to be used by me. That worked briefly but now it no longer replaces the Alcohol option in SLUtil. I've no idea why as I have no idea how it does that in the first place. Stumped now, instead of a coughing fit and calling the attacker a Motherfucker she gets free wine.

 

CK Level = DumbAss

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20200130232905_1.thumb.jpg.caa8ee965b8492d05e02c00fe13f9710.jpg

 

I edit my ENB again :o

+ Epic underwater effect

+ New Color blending method

 

- Some lens

- Bloom reducted by 80% 

 

And now im gonna rewrite my Rock Mining Script ^_^

Old Script: ( You can use if u want :D )

Spoiler

Scriptname QLG_SimpleScript_HitThatRock extends ObjectReference  
{ This script supports rock Gathering from Rocks }
Import Sound
;===- Base Info. -===;
 ;Created: 2019-11-13
 ;Update: 2019-12-19
 ;Author: TobiPL
 ;Unit: M.PC<1>
;===- Var. setup -===========================================;
	Float Property QExp Auto
	{ Exp that player get for mining this rock }
	Actor Property QPlayer Auto
	{ Player Ref. }
	;== Keys ==;
	KeyWord Property QKey Auto
	{ Key to allow item gather Wood }
	KeyWord Property QMaster Auto
	{ Master Key for better tools }
	;== Ores ==;
	Int Property QSpecial Auto
	{ Chances for Special ore 3 means 30% etc. }
	FormList Property QOres Auto
	{ List of Ores possible to gather from this Rock, 20% chance }
	MiscObject Property QRock Auto
	{ Rock to Give player }
	;== Sounds ==;
	FormList Property QSounds Auto
	{ List of Sounds to play on Hit }
	Sound Property QBreakSound Auto
	{ Sonud to play on Rock Break }
;===- Items Var. -==============================;
;***********************************************;
	int RocksLeft		; Amount of Rocks in this Rock pile
	int Size			; Size of Array with possible Ores
	int SoundSize		; Amount of Sounds possible to play for that Rock
;===============================================;
;===- Main Script -=============================;
;***********************************************;
Event OnHit( ObjectReference QAgr, Form QSrc, Projectile Pr, bool Power, bool a, bool b, bool c)	
	If( QAgr == QPlayer )
		If( QSrc.HasKeyword( QKey ) == true )
			Int Ins = ( QSounds.GetAt( Utility.RandomInt( 0 , SoundSize ) ) as Sound ).Play( self )
			If( RocksLeft > 0 )
				;== Spell JUMP ==;
				If( QSrc as Spell )
					QSpellMine( QSrc as Spell , QSrc as Form )
					Return
				EndIf
				;================;
				If( Utility.RandomInt( 0 , 10 ) <= QSpecial )
					QPlayer.AddItem( QOres.GetAt( Utility.RandomInt( 0 , Size ) ) , 1 , true )
					Debug.Notification( "Lucky Hit!... You get special ore!..." )
					Game.AdvanceSkill( "Marksman" , ( 0.3 + QExp ) )
				Else
				RocksLeft -= 1
					If( QSrc.HasKeyword( QMaster ) == true )
						QPlayer.AddItem( QRock, 2 , true )
						Debug.Notification( "Strong Hit, You get 2 Rocks" )
						Game.AdvanceSkill( "Marksman" , ( 0.2 + QExp ) )
							Else
						QPlayer.AddItem( QRock , 1 , true )
						Debug.Notification( "Weak Hit, You get Rock" )
						Game.AdvanceSkill( "Marksman" , ( 0.1 + QExp ) )
					EndIf
				EndIf
			Else
				Debug.Notification( "No Rock left here..." )
				QPlayer.AddItem( QRock , 1 , true )
				PlayRockOut()
				RegisterForSingleUpdateGameTime( Utility.RandomInt( 72 , 144 ) )
			EndIf
			Utility.Wait( 1.3 )
			StopInstance( Ins )
		Else
			Debug.Notification( "You can't gather Rocks with this Item !..." )
		EndIf
	EndIf
EndEvent
;==========;
Event OnInit()
	RocksLeft = Utility.RandomInt( 4 , 12 )
	Size = QOres.GetSize()
	Size -= 1
	SoundSize = QSounds.GetSize()
	SoundSize -= 1
EndEvent
;===========================;
;=- Refresh Ore -===========;
Event OnUpdateGameTime()
	RocksLeft = Utility.RandomInt( 4 , 12 )
	self.enable( true )
EndEvent
;===========================;
;=- Gathering Via Spell -===;
Function QSpellMine( Spell InSpell , Form InSrc )
	RocksLeft -= 1
	If( InSrc.HasKeyword( QMaster ) == true )
		QPlayer.AddItem( QRock, 2 , true )
		Debug.Notification( "Magic Hit, You get 2 Rocks" )
		Game.AdvanceSkill( "Destruction" , ( 0.2 + QExp ) )
			Else
		QPlayer.AddItem( QRock, 1 , true )
		Debug.Notification( "Weak Magic hit, You get 1 rock" )
		Game.AdvanceSkill( "Destruction" , ( 0.1 + QExp ) )
	EndIf
EndFunction
;===========================;
;=- Play Out -==============;
Function PlayRockOut()
	int Ins = QBreakSound.play( self )
	self.disable( true )
	
		; Maybe animation here ?...
		Utility.Wait( 2.0 )
	
	StopInstance( Ins )
EndFunction
; The End

 

 

Here is example of old Rock Mining System :D

Spoiler

 

 

Also later in Video u can see "Underwater effect" i add :D

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5 hours ago, Darkpig said:

Catfight!

  Hide contents

20200131152314_1.thumb.jpg.6f1df8fb1d79a62c6c9d624097cf70d4.jpg

Well Brynjolf is a pussie so it still counts.

Is he using a fist weapon?

 

I was playing around with an Animated Armory mod, has fist weapons, whip/flails, halberds and pikes.

 

The pikes seem to give me issues with range, though it makes a lot of sense. Can't stab something right in front of you with a 10 foot (3.5 meter, for Grey Cloud) pole... but then sometimes it seemed like I could.

 

What I'm really thinking about is trying to add the fist weapons to gauntlets for really nasty unarmed fighting.

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30 minutes ago, karlpaws said:

Is he using a fist weapon?

 

I was playing around with an Animated Armory mod, has fist weapons, whip/flails, halberds and pikes.

 

The pikes seem to give me issues with range, though it makes a lot of sense. Can't stab something right in front of you with a 10 foot (3.5 meter, for Grey Cloud) pole... but then sometimes it seemed like I could.

 

What I'm really thinking about is trying to add the fist weapons to gauntlets for really nasty unarmed fighting.

The only fist weapon I know of are the Gloves of the Pugilist. The things from AA are stabby stabby weapons. Animated Armory calls them claws but I know better.

 

Also I swear Nexus had some nasty spiked gauntlets somewhere. Might have been my imagination, that is a spiked weapon.

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3 minutes ago, Darkpig said:

The only fist weapon I know of are the Gloves of the Pugilist. The things from AA are stabby stabby weapons. Animated Armory calls them claws but I know better.

 

Also I swear Nexus had some nasty spiked gauntlets somewhere. Might have been my imagination, that is a spiked weapon.

Ah, yeah claws is what I meant.  I keep thinking they look like daggers strapped to your fists for punching and I want to use them in brawls.

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9 minutes ago, karlpaws said:

Ah, yeah claws is what I meant.  I keep thinking they look like daggers strapped to your fists for punching and I want to use them in brawls.

I love you.

 

Not in that way. I think it is brilliant. A bona-fied way to cheat in a fist fight.

 

Edit: Before I forget. Stormcloak officer gauntlets from the vanilla game would be a good start.

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23 minutes ago, Darkpig said:

A bona-fied way to cheat in a fist fight.

 

Edit: Before I forget. Stormcloak officer gauntlets from the vanilla game would be a good start.

Oh yeah, those would be good vanilla items.  Since the mod added claws i wanted to re-mod wouldn't work like weapons, I thought I'd have to add an enchantment to increase unarmed damage and maybe the heavy armor perk for Fists of Steel.

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1 minute ago, karlpaws said:

Oh yeah, those would be good vanilla items.  Since the mod added claws i wanted to re-mod wouldn't work like weapons, I thought I'd have to add an enchantment to increase unarmed damage and maybe the heavy armor perk for Fists of Steel.

I wonder if we could change the models to work on slot 38- I mean whatever slot the gloves use. Would those claw weapons even allow you to change their slots in say Bodyslide to that of gauntlets? Those models are very picky about the slots they use I've noticed.

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3 minutes ago, Darkpig said:

I wonder if we could change the models to work on slot 38- I mean whatever slot the gloves use. Would those claw weapons even allow you to change their slots in say Bodyslide to that of gauntlets? Those models are very picky about the slots they use I've noticed.

I have been very bad and never really played around with BS.  Was going to start with nifscope and see if I could just merge the weapon nif onto a gauntlet.

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25 minutes ago, karlpaws said:

I have been very bad and never really played around with BS.  Was going to start with nifscope and see if I could just merge the weapon nif onto a gauntlet.

Good luck. I really don't know as much about player models as I want to so wish I could help.

 

Edit: Wouldn't that still count as a weapon though?

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50 minutes ago, Darkpig said:

Good luck. I really don't know as much about player models as I want to so wish I could help.

 

Edit: Wouldn't that still count as a weapon though?

Well, that's where I'm not sure Nifscope will let me do what I think to try.  I expect most of the model stuff is just art. There are statics you can use - sword on plaques or on a wall that you cannot take down and use, but they look just like regular weapons.  The weapons and armor in loading screens use the same art files as the game, so a replacer will change what's on the load screen but in the CK you have to define an item for the load screen.

 

In Nifscope I have taken parts of armors and merged them together, but those were actual armor items.  I think I might have to make an armor item and tell it to use the claw art and define it as a gauntlet instead.  Or take a gauntlet and swap the armor art files.  Something like that.

 

It would look like a really funny glove but it would be and not a dagger.

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5th of Heartfire (Cont)

 

Without any other options, we did what we had to to stay alive and fight off the cold. A couple of weeks ago, when I'd first met Arissa I would have jumped at the chance to share her bedroll, but not like this. We're filthy, cold,  and desperate. And I'm certain she's only sharing her body to stay alive. 

 

Spoiler

Polish_20200201_002009772.png.98976d275e4ea3ef21c2e5ede1130634.png

 

Spoiler

Polish_20200201_003231337.png.f5107d5e17f7afbcc1fd21b30db31e32.png

 

Spoiler

Polish_20200201_002639380.png.860af0c37a4f3461609b2cf29e722897.png

 

Spoiler

Polish_20200201_002841969.png.6b3a9eb2b95de64a7b1aff19c0cd8d58.png

 

Spoiler

Polish_20200201_003424387.png.48f10aa7c0159c30e43936525fd30aff.png

 

Thanks go out to Sexlab Survival and it's warmth mechanic. I tried several other scenarios because I wasn't planning on sleeping with Arissa yet but we froze to death during the night on every one of them. You do what you have to to stay alive I guess. 

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On 1/27/2020 at 2:32 AM, Darkpig said:

Kitten Mittens? Devious Cat Maid? Cheese hat? Something to do with football? He who shall not be named?

MuST + B.A.D

 

Need an alternative to the rather devious rubber gimp looking transformation result ?

Somewhere in the depths of my backups there must be the one mod that shall not be named with those cute maid kitten pawns

Until then it's shiny mittens for the doggies:

Spoiler

Guards aren't helpful to get rid of the doggy curse

584463582_enb2020_01_2620_16_19_35.jpg.79632f88fa06957345c0e56082fd8b0f.jpg

 

In search for a new home

703915737_enb2020_01_2619_35_32_50.jpg.813a0bdc9cfca8e16ee1a8ab21b97d82.jpg

 

but at least Frostfall Waterproof

1755060194_enb2020_01_2619_11_13_21.jpg.50aac459c587ffacb63df8ed1aa1decb.jpg

 

ETaC Riverwood inhabitants aren't really helpful either

2065481668_enb2020_01_2619_13_35_17.jpg.99fe8c1d0c78bfcd620c8f256f446463.jpg

 

886596585_enb2020_01_2619_33_23_90.jpg.a4530f5afe3c336b8fad08771e8573b1.jpg

 

Spank-happy NPCs

1568159812_enb2020_01_2620_11_28_58.jpg.a907f63803055a2df63f450a1929c51b.jpg

 

Help anyone?

All bud focused o.o

865655682_enb2020_01_2622_46_33_47.jpg.72def37efead1b956744364d10531b60.jpg

 

 

1383820343_enb2020_01_2622_51_50_26.jpg.2ec11f6014cce82822428abbcdb33d32.jpg

 

 

1515513058_enb2020_01_2622_33_24_53.jpg.60ae6de157413196d61faed5d9d27753.jpg

 

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