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  1. Does Starfield CK has a way to detect when the game is on pause or has a menu open(something like Game.IsMEnuOpen())? This is in order to track GameTime, but using RealTime, due to the VM overload time errors that may present in the game execution. Thanks for your help
  2. I've got three characters I'm playing, and I'm well beyond sick of manually typing in "setgs fjumpheightmin XXX" for each of them, every time I load a save. Having searched several times over the years, I finally got these in my results: https://www.reddit.com/r/falloutnewvegas/comments/10s85qo/any_way_to_set_console_commands_on_startup/ https://eddoursul.win/jip-ln-nvse-script-runner-introduction/ Ideally, I'd be able to get JIP to run the correct jumpheight value for each character, when their save is loaded (By somehow reading the character name, maybe?) However, I can't seem to get it to work at all. For some reason, the documentation has neglected to provide any actual examples of what a script would look like, which is surprisingly short-sighted. In Data\NVSE\plugins\scripts, I created a text file (i had to create the scripts folder, if that has any relevance). Named the text file "gl_jumpheight.txt", and wrote inside "setgs fjumpheightmin 200". Loaded game, didn't work, checked the console, and the command isn't being run. Where am I going wrong?
  3. How can I make it so that when “activating” an enemy in battle, instead of dialogue, a spell is cast on him (without additional windows)? I want this to work only if the enemy has a certain magical effect at the moment of “activation”, but how to create the condition is already more or less clear to me.
  4. I’m not sure that this will generally work as it should, as far as I understand, triggering killmoves with spells is an extremely unstable thing. Maybe I should quit this idea
  5. Hello. I need some help in how to go about the conditons, scripts, etc. for my intended quest. I'm trying to have an npc alive, then bleedout, then go into an idle animation (lying down wounded), and then have the npc talk to another npc while staying in the idle animation, and finally, dies. All happen in succession while I am in the same cell as the npc who will die. I'm trying to force all of these things to happen in this order. Thanks.
  6. I don’t quite understand how to make a spell to spawn a static object. I looked at a couple of other mods for reference, but they use an NPC call so that the object has HP and enemies can bypass it correctly. Or these mods had a complex spawn system with a marker, which in my case is not necessary. Is there some simple way to just spawn an object in front of the player and unspawn it after a couple of seconds?
  7. Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationstatewaitforaction.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationtransitionpreparetojump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationtransitionswimtointeract.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationtransitionturntojump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationskatingglobal.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatebackwards.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedash.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedashattack.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedashlocked.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatedrift.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatehitfrontal.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatehitlateral.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskateidle.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatejump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskateland.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatepreparejump.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskaterun.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskateslide.ws(1): Unable to open file Error [content0]game\explorations\exploration_movement_system\exploration_substates\skating\explorationstateskatestopfast.ws(1): Unable to open file This is the only mod i have installed and the script merger shows no errors, please hep, the game never runs
  8. SOLVED Now I need to figure out how to allow me to change weapons to anything other than a bow... (or remove arrows with a keyword when equipping something other than a bow) Because the current script will instantly equip my invisible bow again SOLVED I'm making a mod with throwing knives. I'm using an empty bow mesh. arrows with knives model and a new throwing (shooting) animations. I was somehow able to find a script that allows me to add and equip an invisible bow to my inventory when equipping my arrows (throwing knives) and remove it when removing the arrow-knives. Actually, my question is, is it possible to somehow unify the script for all throwing knives from the mod, so as not to make separate scripts for each type of throwing knife? Maybe using keywords or something.... my shameful script
  9. Hi, I'm looking at an old mod that allows playing instruments by playing a sound when you press a key on the keyboard. It has pieces of code that looks like this: I'm new to papyrus scripting, but my understanding of RegisterForSingleUpdate is that it will cause the OnUpdate event to be called after the specified time. However this script has no OnUpdate event. I was also getting errors in the log coming from the RegisterForSingleUpdate calls ("Object reference has no 3D" and "no native object bound to the script object, or object is of incorrect type"). I tried commenting out all of the calls and the mod still works fine as far as I can tell. So I'm wondering if there's any reason to have those in there. Trying to understand why the original mod author might have done it this way.
  10. Error [content0]game\gameplay\effects\effects\damageovertime\bleedingeffect.ws(47): Unable to parse value Error [content0]game\gameplay\effects\effects\damageovertime\bleedingeffect.ws(80): Unable to parse value Error [content0]game\gameplay\effects\effects\damageovertime\bleedingeffect.ws(113): Unable to parse value Error [content0]game\gameplay\effects\effects\potion\reinaldphiltre.ws(12): Unable to parse value Warning [modmagicspells]local\spells_execs\lukatiel_sword_ring.ws(81): Adding state 'abso_f*#@ing_lutely_necessary_bolt_hack_ignore_that' to class 'W3BoltProjectile' which is not a state machine. Did you forget the 'statemachine' keyword in class? Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. Pour régler ce problème, vous devez obligatoirement remplacer les fichiers ^^ModMagicSpell^^ par celui dans le next gen update ! Ensuite SUPPRIMER LE FICHIER ^^modMagicSpellsRevamped_NGEN_mod^^ ! Si cela ne fonctionne toujours pas comme pour ma part, télécharger ce mod https://www.nexusmods.com/Core/Libs/Common/Widgets/ModRequirementsPopUp?id=43699&game_id=952 qui est QUEST REWARD NEXT GEN et ensuite utilisez Script Merge pour régler les conflits ! [ To resolve this problem, you must have to replace the ^^modMagicSpell^^ files with the one in the next gen update ! Then DELETE THE FILE ^^modMagicSpellsRevamped_NGEN_mod'^^ . If it still doesn't work like for me, you need to download this mod https://www.nexusmods.com/Core/Libs/Common/Widgets/ModRequirementsPopUp?id=43699&game_id=952 which is QUEST REWARD NEXT GEN and the use script merge to résolve the conflict ! Sorry for my english :D
  11. If you want help with understanding how to merge scripts 100% yourself and never rely on script merger other than it creating the paths for you after a file's first merge, just private message me. We can do a screenshare over discord and in less than one hour I can show you how to do this and gain the confidence to make code changes yourself and be in control of merging to ensure accuracy and less headache. You will need to understand 100% manual merging is sometimes tedius and sometimes requires you to use your brain. You will also need to commit time needed to make the manual merges. -------------------- Understanding why script merger is just a tool and not an authority, a validator, an accurate means of merging, reliable, etc, why we have a problem with mods, why the modding community as a whole is very difficult to work with, etc. -------------------- I have been following sinitar's witcher 3 modding guide. I have never played the game and wanted my first experience to be everything it could possibly be with today's mods. I am a developer by trade so troubleshooting code related issues takes almost no effort. I know many of you want to vomit when looking at code, and I understand that. However, there are three huge issues with modding games that use script files: 1. There is no source of truth other than vanilla: In source control systems, every commit yields the 'official' code base. For you developers out there, lets just forget branches for now. In modding, there is zero source of truth and zero latest. The real source of truth is vanilla. Merged scripts are never a source of truth because there is no single goal to achieve by everyone modding files, and, because they are [if ever] rarely reviewed for accuracy by an authority. Script merger cannot help you here. It does its best to merge code but in reality, there is no concrete way of doing this accurately. Even if it says 'zero conflicts remain' that means nothing. It just means it 'merged' the code and it thinks there are no issues. YOU still have to review the code. Many times script merger will NOT merge correctly because only a human can interpret what the merge should consist of. It can easily screw stuff up because again, it does not use the source of truth (vanilla) to get alterations to merge. The cyclic merge files created from one mod to another are NOT source of truth, period. Lets say a particular script is modified by 5 mods. Assuming you merge all 5 mods together (click the file's root checkbox),what script merger does is take the first two, and merges their stuff together to make a merge file (assuming this script has never been merged before). Then for the other three that remain, it compares the merged file to the next mod, makes changes, and so on. A far more accurate but more complex way of doing this is to compare a mod file to the vanilla file to see what is different, then take those changes and merge them into the merge file. In other words, using this example, it would take the first mod and compare that to vanilla, get the changes, and create a merge file. Then go to the next mod, compare it to vanilla, get the changes, and attempt to merge them into the merge. Where it goes wrong is it doesn't get the changes each mod has from vanilla, it only 'checks' if the files are different from vanilla. 2. There are no standards. In development, there are standards for anything and everything. When you look at the Unreal Engine documentation, it mentions strict coding standards and principles Epic Games follows. It expects exactly the same from any contributor to the engine. Epic will simply refuse to accept any outside contribution if the code is not following their standards. Because the modding community is more of a 'every man for themself' approach, standards do not exist and therefore you have this wild wild west collection of mods that do a few things: a: contain only the code needed for that mod and that mod alone to function. This means all of the other code in the file is VANILLA. When you have two mods that modify the same file (almost certain), and you overwrite one with another, then the one used last will be the one used in the game because the other's changes are now back to VANILLA. This is what script merger attempts to solve. However, for some moderately complex merges, it fails to do this correctly despite saying zero conflicts remain. b: contain code to 'patch' other mods. This creates the problem of 'did the modder take all of the code from the other mod and put it in here', or 'did the modder only fix the areas they both touch', or 'is the modder's patch being updated to contain the latest stuff from the other mod it attempts to patch? Since there is this wild wild west approach of no standards, no governance, no authority, things break, don't work, and are sometimes difficult to figure out the issue. c: contain crap code. When you create an IF statement, NEVER should you just write a line of code to execute without curly braces to indicate an encapsulated block, EVER! CD Projekt Red even leaves out the curly braces. This is just pure laziness to save 2 extra lines, and is completely unacceptable. It leads to not only confusion of Script Merger, but also humans. What was the intent? Did they intend to include these other two statements to execute from the IF and forgot the curly braces??? 3. When the developer/publishers of the game put out an update, this sometimes breaks mods. This does happen because sometimes it is inevitable. Sometimes it is because some modders are just plain sloppy with their code. If you are a modder, and you create your own pointer/reference types, you should ALWAYS check if they are null in your custom routines, and have code written for those blocks to use vanilla to either inform the user something is not working (instead of the game just crashing or doing weird crap) or at the very least keep the game running. Most mods causing games to crash are the result of inexperienced developers making assumptions, period. There is no arguing that statement. If you check for null and have code in place to run vanilla if null, your game will simply not crash because you are not making any assumptions. This is literally what the Unreal Engine code does, and what their documentation tells you to do because that is the right way to develop.
  12. Just a simple question: does scripts actually gain something by being loaded in a BA2 on older/weaker systems or in general? I'm always balancing on the BA2 limit and have started to extract small BA2s that only contain scripts etc. Haven't noticed anything yet but I'd still like to get a clear answer on this if anyone knows. Example: automatically lowered weapons. Without knowing how it works I assume that script must be running constantly.
  13. It's 2023! What's the best way to update mods on The Witcher 3, without breaking your scripts and the game? I recently updated like 10 mods and literally bricked everything and had to reinstall fresh (probably because I'm a filthy casual). How can we avoid this going forward. Context: I do use Vortex (i know its trash), but generally, I follow the instructions on each mod to ensure a clean install. The problem I ran into is after updating each mod, the scripts got all messed up and when using Script Merger, I caught multiple exceptions and the game would no longer start up. The initial error was that there was an unexpected '}' character in a certain script. Thanks for any elpers!
  14. I'm trying to make a quest where you have to heal an injured miner, but I cannot get the ModCurrentHealth function to work, I encountered it in Morrowind Scripting for Dummies. I want to lower the npc's health from 100 down to 15, without lower it's max health but i don't know how to do this. I have also tried using the CurrentHealthReatio function but I couldn't get that to work either. Does anybody know how I can make an NPC with lowered health, so that it's injured? Here is the script down below, I keep getting an expression error even though the MWEdit compiler says it has no errors. Maybe I'll have to reload an older version of the mod before I made this script and start over? begin ABE_LalaivaScript Short DoOnce Float CurrentHealthRatio If (OnDeath == 1) If (DoOnce < 2) journal "ABE_HDHSEM" 40 set DoOnce to 2 Endif Endif If (GetJournalIndex "ABE_HDHSEM" == 10) If (DoOnce == 0) ModCurrentHealth, 15 set DoOnce to 1 Elseif (DoOnce == 1) return Endif Endif if (DoOnce == 2) return Endif End ABE_LalaivaScript
  15. I can't for the life of me seem to get this right. I've tried a dozen variations, over a few months of frustration, and it just is never working. I've taken an old open-permissions basic follower mod (Mango) and started adding stuff to it, including new XVASynth dialogue. I've started with a simple "find my lost gear" micro-quest (right in the same dungeon). The quest starts. The marker works. Finding the gear updates the quest (only the cuirass is required from the chest the stuff is found in). The dialogue when you return to the quest-giver is there, but then when you trigger it to give the gear, nothing happens and the quest is stuck forever. What's supposed to happen is when you tell her you got her gear for her, it takes the quest-flagged cuirass from you and equips the non-quest-flagged variant on the NPC. Sounds dirt simple. Here's the mod in its presently broken alpha state. Can anyone please help fix this? I think if I get this working and see why it works and my older attempts failed, I'll be able to proceed with the rest of the "real" quests I have in mind without any further serious problems. https://mega.nz/file/4ZIzjQCR#gR0aJmQ3hI3YAF8SD1sHnAk7VGlu7NDp5ZtWsJneLlA NSFW: The follower NPC doesn't have an outfit on when you find her, so if your game has nude textures instead of vanilla underwear textures, she'll show up nude. For expedient testing: Clear out Embershard mine, and save. Install the alpha mod, and go back into Embershard. The follower NPC, Mango, is chained to the wall across from the locked bandit armory room in the middle of the dungeon. The dialogue is very simple and self-explanatory. The Heirloom Nordic Cuirass to find is in the chest on the table near the bandits' forge and armoring table in the cavern a bit further inside the dungeon.
  16. I am trying to resolve the conflict between Sacrilege and Vampire Royal Armor v3 so I can have the royal crown in vampire lord form post Kindred Judgement. If I load Sacrilege first I get the crown, but all the vampire lord spells and powers other than bats and revert form disappear from the quick access menu. If I load Vampire Royal Armor v3 first, Sacrilege overwrites everything and no visible changes occur. I think the problem is that both mods edit DLC1PlayerVampireQuest and the dlc1playervampirechangescript script. Unfortunately, no amount of patching with sseedit has made a difference in the above behavior, and I have no experience in editing or patching scripts. I would be immensely appreciative of any assistance I can get in making these two mods play nice.
  17. I do wonder the possibility to change especially HP based on race, sex, class/ specialization. Preferably by in game scripts (if there is a way at all), but lua can be also. Problem is I am not aware that in game scripts can permanently modify maximum health. ModCurrentHealth is useless as it ends in the maximum. ModHealth is not permanent, as when it is damaged will decrease til the maximum. SetHealth drops any consideration about the normal maximum, sets a new value AND also fails to modify any object/ reference which is already encountered (aka: does not works with saves). Anno planned to modify the maximum based on race, sex, class/ specialization. Sure the workaround is done by modify race/ sex starting STR. and END. --- Also I not jet figured out a way which would give magic specialization a 1.0 Fortify Maximum Magicka (so increase the max by Int), or + 10 HP by combat specialization. --- Side lua only: Is there a mod which did try to address upbringing/ past occupations, as a new menu near race, birth sign, class? I mean as a single level from Careers in Darklands: https://darklands.fandom.com/wiki/Character_Creation
  18. I need help. I want to make a AI package or series of Packages or possible a script (This is my first time doing one of this scale and I can't find a guide for what I specifically want) that switches a companion's weapon/spell actions in combat based on time, enemy distance and number of enemies. For example: At the start of combat I want him to use his three buff abilities that will then go on a two-three minute cooldown. After that if the enemy is at very long range he will use one of his long rang weapons. If they are at medium range he will switch to another range weapon. And if it is short range a shot gun weapon. Then if he is surrounded by by more then three enemies to use one of two AOEs centered on self which then go on cool-down Finally if they get to melee range to pick one of three melee weapons to use. Also I am planning on a abilities to let him Teleport close to them and use melee which would also have a cool-down but separate from the buffs this might need some code in which case I would need some help please. I know some basic coding but not sure I can do this once my own. I am currently thinking of copying the Synth teleport script and altering it to fit what I need but if that does not work I could try a tutorial for Teleporting in Skyrim and plan to try that out to see if it works. If more information is needed on what each Buff does specifically I can provide that. The variables would be the following if I need any or have to do any coding: Atk Buff Cooldown (Int or Float) 2 min Def Buff Cooldown (Int or Float) 2 min Spd Buffs Cooldown (Int or Float) 5 min Teleport Cooldown (Int or Float) 2-4 min Invisible cooldown (Int or Float) 2-4 min AOE_1 Cooldown (Int or Float) 1-2 min AOE_2 Cooldown (Int or Float) 1-2 min Enemy number (Int > 3) Is Atk Buffs off Cooldown? (Bool) Is Def Buffs off Cooldown? (Bool) Is Speed Buffs off Cooldown? (Bool) Is Tele off Cooldown? (Bool) Is Invisible off Cooldown? (Bool) Is AOE_1 off Cooldown? (Bool) Is AOE_2 off Cooldown? (Bool) Is Long Range? (Bool) Is Medium Range? (Bool) Is Short Range? (Bool) Is Enemies Engaged Range? (Bool) Enemies greater than 3? (Bool) Engage weapon (Int) random number 0-2 If there is a way to simplify it while still making it work I am open to that as well. Possible extra variables if needed Is Hostile (Bool) checks if hostile to target Is Crouching (Bool) checks if crouching Teleport uses (int) max of 2 reset on timer Weapon active (Int) 0-4 keep track of current weapon In combat (Bool) confirm combat state Companion (Int or Bool) Teleporting (Bool) To stop attacks til anim done Is Invisible (Bool) will not attack til engaged with enemy
  19. Well I am not sure how active is the Morrowind "Construction set an modders" topic but worth a try. So this topic is about .lua modding via MWSE for all the solutions which are either impossible with TES scripting (aka: scripting for dummies ver. 9.0) or possible but overly blunt and would be more convenient with lua (and do offer improved compatibility and less footprint) for mods. Just as an example: with TES scripts you cannot do anything with an actor which is not loaded (encountered) jet. The use of the topic: 1. Collect all the already existing guides about MWSE lua scripting, like: The base source: https://mwse.github.io/MWSE/guides/introduction/ 2. Present detailed questions by modders - how to do it via lua? Which does refer to exact problems and solutions. Probably even some teaching / explain further.
  20. Hello, dear modding community! After making a change I try to save the script, but I get the following error: SCRIPTS: Script 'DDLCRQuestScript', line 54: Item '0x0200A10E' not found for parameter . Compiled script not saved! This script was already valid before I made any changes. I did not write the part of the code that the console had questions about. I added another command to another part of the script. Can someone please tell me how to fix this? I add a screenshot of the part of the script code that the console has a question about below. UPD: The error also occurs if I just open the script and save it immediately (without making any changes).
  21. Good day. I am a beginner modder and want to learn. I do not understand how scripts work, how to edit them... can you please help me? There is a script that works with Chop Wood. Here is a link to Wikipedia https://elderscrolls.fandom.com/wiki/Chop_Wood I have a question.. how to edit it? I tried everything, reread all the methods, but nothing works for me. Can you write detailed instructions? From the programs there is sseedit and Creation Kit. I want it to chop wood longer. In the original, it chops 3 times and gets 6 Firewood and leaves, you have to click again to chop wood. Is it possible to make it chop 12 or 24 times (longer)? how to do it?
  22. i dont understand why its not working could use someone who knows these kinda things cant even start the game Loadorder MergedFiles BetterTrophies2_0 BlackHood_Lexars Cape CapeHoodToggle WolfMedallion_Rounded AllSkillConsideredActive SlimGloves WorldMapFixes ImprovedSigneffects MapQuestObjectivesFull FTFA GwentCardDealer_NoQuestCards Error [content0]game\quests\quest_function.ws(8772): Could not find function 'GetIsAltSignCasting' Error [content0]game\player\movement\locomotiondirectcontroller.ws(866): Could not find function 'GetLeftStickSprint' Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(557): Could not find function 'ShouldAutoApplyOilImmediately' Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(562): Could not find function 'ShouldAutoApplyOilImmediately' Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function 'ShouldAutoApplyOil' Error [content0]game\gameplay\items\spells\quenentity.ws(78): Could not find function 'OnShieldHit' Error [content0]game\player\player.ws(1391): Could not find function 'GetLeftStickSprint' Error [modmapquestobjectivesfull]game\player\playerwitcher.ws(432): Could not find function 'NGEFixSkillPoints' Error [modmapquestobjectivesfull]game\player\playerwitcher.ws(1998): Could not find function 'GetIsAltSignCasting' Error [modmapquestobjectivesfull]game\player\playerwitcher.ws(2009): Could not find function 'GetIsAltSignCastingPressed' Error [modmapquestobjectivesfull]game\player\playerwitcher.ws(11786): Could not find function 'SetRadialPotionUpperTimer' Error [modmapquestobjectivesfull]game\player\playerwitcher.ws(11792): Could not find function 'SetRadialPotionLowerTimer' Error [content0]game\projectile\advancedprojectile.ws(269): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here. Error [content0]game\projectile\advancedprojectile.ws(661): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here. Error [content0]game\projectile\advancedprojectile.ws(835): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here. Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationstatejump.ws(292): Could not find function 'GetIsAltSignCasting' Error [content0]game\explorations\exploration_movement_system\exploration_substates\explorationstatejump.ws(612): Could not find function 'TryPetHorse' Error [content0]game\gameplay\items\spells\signowner.ws(208): Could not find function 'GetIsAltSignCasting' Error [content0]game\gameplay\items\spells\signowner.ws(231): Could not find function 'GetIsAltSignCasting' Error [content0]game\photomodemanager.ws(108): Could not find function 'ApplyCastSettings' Error [content0]game\photomodemanager.ws(109): Could not find function 'SetPhotoModeHorseKick' Error [content0]game\photomodemanager.ws(126): Could not find function 'ApplyCastSettings' Error [content0]game\gui\hud\modules\hudmodulecontrolsfeedback.ws(116): Could not find function 'GetIsAltSignCasting' Error [content0]game\gui\hud\modules\hudmodulecontrolsfeedback.ws(275): Could not find function 'GetLeftStickSprint' Error [content0]game\gui\hud\modules\hudmodulecontrolsfeedback.ws(298): Could not find function 'GetLeftStickSprint' Error [content0]game\gui\hud\modules\hudmodulecontrolsfeedback.ws(338): Could not find function 'GetLeftStickSprint' Error [content0]game\gui\hud\modules\hudmodulecontrolsfeedback.ws(355): Could not find function 'GetLeftStickSprint' Error [content0]game\gui\hud\modules\hudmodulecontrolsfeedback.ws(584): Could not find function 'GetLeftStickSprint' Error [content0]game\gui\hud\modules\hudmoduleradialmenu.ws(788): Could not find function 'SetLastSelectedRadialItem' Error [content0]game\gui\main_menu\ingamemenu.ws(1360): Could not find function 'SetIsAltSignCasting' Error [content0]game\gui\main_menu\ingamemenu.ws(1365): Could not find function 'SetIsAltSignCasting' Error [content0]game\gui\main_menu\ingamemenu.ws(1368): Could not find function 'ApplyCastSettings' Error [content0]game\gui\main_menu\ingamemenu.ws(1376): Could not find function 'SetExplCamera' Error [content0]game\gui\main_menu\ingamemenu.ws(1378): Could not find function 'SetExplCamera' Error [content0]game\gui\main_menu\ingamemenu.ws(1384): Could not find function 'SetCmbtCamera' Error [content0]game\gui\main_menu\ingamemenu.ws(1386): Could not find function 'SetCmbtCamera' Error [content0]game\gui\main_menu\ingamemenu.ws(1392): Could not find function 'SetHorseCamera' Error [content0]game\gui\main_menu\ingamemenu.ws(1394): Could not find function 'SetHorseCamera' Error [content0]game\gui\main_menu\ingamemenu.ws(1400): Could not find function 'SetSoftLockCameraAssist' Error [content0]game\gui\main_menu\ingamemenu.ws(1402): Could not find function 'SetSoftLockCameraAssist' Error [content0]game\gui\main_menu\ingamemenu.ws(1503): Could not find function 'SetLeftStickSprint' Error [content0]game\gui\main_menu\ingamemenu.ws(1505): Could not find function 'SetLeftStickSprint' Error [content0]game\gui\main_menu\ingamemenu.ws(1513): Could not find function 'SetAutoApplyOils' Error [content0]game\gui\main_menu\ingamemenu.ws(1515): Could not find function 'SetAutoApplyOils' Error [content0]game\gameplay\items\spells\signentity.ws(624): Could not find function 'GetBurnEffectPlayed' Error [content0]game\gameplay\items\spells\signentity.ws(980): Could not find function 'GetIsAltSignCasting' Error [content0]game\vehicles\horse\states\exploration.ws(251): Could not find function 'GetPhotoModeHorseKick' Error [content0]game\vehicles\horse\states\exploration.ws(256): Could not find function 'SetPhotoModeHorseKick' Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function 'ShouldAutoApplyOil' Error [content0]game\player\states\vehicles\horseriding.ws(403): Could not find function 'GetHorseCamera' Error [content0]game\player\states\vehicles\dismountthevehicle.ws(82): Could not find function 'GetHorseCamera' Error [content0]game\player\states\vehicles\dismountthevehicle.ws(82): Could not find function 'GetExplCamera' Error [content0]game\player\states\traverseexploration.ws(66): Could not find function 'SetLadderCamReset' Error [content0]game\player\states\traverseexploration.ws(79): Could not find function 'GetLadderCamReset' Error [content0]game\player\states\traverseexploration.ws(87): Could not find function 'GetExplCamera' Error [content0]game\player\states\vehicles\mountthevehicle.ws(83): Could not find function 'GetHorseCamera' Error [content0]game\player\states\combat.ws(334): Could not find function 'GetCmbtCamera' Error [content0]game\player\states\combat.ws(399): Could not find function 'GetCmbtCamera' Error [content0]game\player\states\combat.ws(434): Could not find function 'GetCmbtCamera' Error [content0]game\player\states\combat.ws(438): Could not find function 'GetCmbtCamera' Error [content0]game\player\states\combat.ws(454): Could not find function 'GetCmbtCamera' Error [content0]game\player\states\combat.ws(525): Could not find function 'GetSoftLockCameraAssist' Error [content0]game\player\states\combat.ws(616): Could not find function 'GetCloseSignCam' Error [content0]game\player\states\combat.ws(646): Could not find function 'GetSoftLockCameraAssist' Error [content0]game\replacers\states\ciri_combat.ws(1833): Could not find function 'GetCmbtCamera' Error [content0]game\player\states\exploration.ws(325): Could not find function 'GetExplCamera' Error [content0]game\player\states\exploration.ws(424): Could not find function 'GetExplCamera' Error [content0]game\player\states\exploration.ws(444): 'climbingCam' is not a member of 'handle:CR4Player' Error [content0]game\player\states\meditation\meditationbase.ws(15): Could not find function 'GetExplCamera' Error [content0]game\player\states\meditation\meditation.ws(278): Could not find function 'GetExplCamera' Error [content0]game\player\states\meditation\meditation.ws(312): Could not find function 'GetExplCamera' Error [content0]game\player\states\swimming.ws(1475): Could not find function 'GetExplCamera' Error [content0]game\player\states\swimming.ws(1498): Could not find function 'GetExplCamera' Error [content0]game\player\states\unconscious.ws(62): Could not find function 'GetExplCamera' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
  23. Hey guys, I am trying to make a display case for Nuka Colas at the moment and I am kinda stuck with the script. I tried to read the script of the bobblehead stand as a reference, as it should basically do the same thing I want my display case to do. There are two things I dont get at the moment though. First: How does the game find the correct bobblehead to display from the game files? It uses "BobbleheadAlias_Perception" for example, but wouldn't it have to use the id or the pathing for the mesh to display anything? Second: How does the stand know where to put which bobblehead, because it will always display the luck bobblehead (for example) in the same position. Writing this, it occured to me, that it might be the case, that the displayed bobbleheads are already contained in the bobblehead mesh. is this or something like it the case? Also, I do know that nodes are used for positioning, but then again, the names of the nodes never get read anywhere, at least to my knowledge.
  24. First I'd like to say I'm aware that most of these ideas are probably a pipe dream that would take a full game development team to make and that I don't know the first thing about modding or how difficult and time consuming it must be especially for a game as complex as this. What I do have is a passionate fanhood for this game that feels like a rental experience after you've 100% completed it a few times :laugh:. Adding a wedding ring to John's finger after "American Venom" would be really cool since that is so essential to his character. It is probably the the most feasible out of my ideas and I wasn't sure where it would fit under a bulleted list so I figured I'd put that down first. I'd like that to be a part of one the existing mods like John Marston Restoration Project or at least be compatible with them. Load Different Save Files From Main MenuJohn giving Mary Linton Arthur's cut of the MONEY and his Journal Of all the retcons I hate, John using Dutch's Gang's blood money to buy Beecher's Hope is one of the worst. John giving it all away to Rains Fall and the other gang members would be preferable. After achieving 100% completion and getting the cutscene at Arthur's grave Mary Linton and her brother should be there having been driven by coach by John and Abigail. This is basically just my head canon/fan fiction but seriously how else could she know where Arthur's grave was and John has her letters. Having a mod of John fulfilling Arthur's last will would be great. Remove Horse Targeting Priority during Combat + Horses are Aggressive Even in free-aim sometimes taking aim will focus the camera on horses and open the command menu during a shootout. I don't know how this made it past testing, but it's definitely the most annoying problem in the game. Horses never actually get attacked by predators nor do they kick anything besides the player. They should get into fights just like all the other beasts. I think using deadeye and horse reviver to save my horse from a cougar would be great. The rearing mechanic should frighten OTHER animals not your horse. Change Button Input for "Stop Tracking" on Horseback On foot the right bumper/R1 buttons are fine for canceling a focused on track, but on horseback it's the same input as hitting the brakes. So if you're chasing down a critter or bounty and need to slow your horse you have to lose the track first! Disable Automatic Weapon Holstering on Horseback and Camera focusing on Predators Infinite Random Events + Stranger Activities The only events that persist when you've done all of them are the two Murfrees looting their victims and the blind prophet begging. Also being able to repeat some of the one time activities like the remote control boat or doing missions for the widow Charlotte and other Strangers who are still around. Restoring all the ones from RDR1 would be great and adding some more for the new mechanics like fisherman contests while out boating, or animals caught in traps. Honor Tweaks Ideally a menu allowing players to change settings to individual taste, but mainly I don't want to lose honor for defending myself from bloodhounds or gain honor for stopping robberies. More Unlockable Weapon Customization & Gun Perks I loved the hero grip for the cattleman and the gunslinger grip for the double action, but imagine if you could increase a weapons stats by unlocking new parts or "appraisals" at the gunsmith by achieving a certain number of kills in deadeye, duel victories, executions, hip-fire headshots, etc. This would really help personalize each gun and add meaning to your "favorite weapon ranking." Riverboat Bars, Gambling, Robbery, & Fast Travel Reusing assets from the mission "A Fine Night of Debauchery" the player could board the Grand Korrigan from the ticket office at the Lemoyne Eastern Riverboat Company Blackwater Pier and travel to the other major piers in the game (Saint Denis, Braithwaite VIllage, etc.) functioning just like train travel but with services onboard. Maybe gamble on prize fighters or Guarma travel. Horse & Wagon Fence in Thieves' Landing + Import/Export Cattle Rustling The fact that there is only one location you can sell stolen/recovered wagons and horses is ridiculous. This would require changing the settlement from a Gang Hideout to the way it is in RDO with the mute Del Lobo item Fence. Maybe the stable near Van Horn could be one too. Adding the boat with horse stable from "A Rage Unleashed" to these locations would be really cool for immersion. Mute Gunsmiths or at least remove their commenting every time I select a weapon to customize. This issue could also be solved If there was a blacksmith station in the barn at Beecher's Hope. Freeroam Music Variety There is so much good music during missions, but the tracks that play while free roaming get really old and sound like something from a horror movie. Also add a few different tracks for the fast travel sequences. Hunting Grounds Make Legendary Animal Territories work like Hunting Grounds from RDR1 Online. [ | https://reddead.fandom.com/wiki/Liars_and_Cheats#Hunting_Grounds ] Essentially functions like a Gang Hideout but the Legendary Animal will attack after defeating waves of its aggressive kin, and of course it would be repeatable. Perhaps this activity would be activated by Potent Bait to keep the world cells open for other events. Also making the Legendary Bull Albino Gator spawn after "Country Pursuits" would be great as that is the only thing Arthur can't get by chapter 4. Falconry Remember the cool gauntlets on John's Rancher Outfit in RDR1? The Trapper is always talking about his falconer friend Jerry in Roanoke so I thought John could meet him and get a trained hawk to accompany him and Rufus for hunting. Seeing it perched around Beecher's Hope and whistling for it to land on your arm would be so cool. Races Ever thought it was crazy to play a Rockstar game that only had 2 races in the story and a few random events? I still can't believe there isn't a racetrack in Saint Denis. Being able to participate in challenging horse and wagon races all around the map would add another source of legal money, let you put your riding skills to the test, and earn some new horse perks and cosmetics. Stables would be a good place to access them. Quick Draw Duel Tournaments Like the Brimstone Championship from Red Dead Revolver. Melee Throws and Tackle Counters Ragdoll Enemies Grappling and throwing a weakened enemy into Euphoria during a fist fight would provide endless entertainment. RDR1 Ragdoll Intoxication + Wolf Heart Trinket Buff + More Blackout Scenarios It's already hard enough to get and stay drunk without the Wolf Heart Trinket so I'd change it to buff the effects of all alcohol or something. I think the perfect compromise of merging the new active drunkeness with the old is to have it be the classic way only when you drink at saloons. A dream come true would be active ragdoll where you can still talk to people and shoot your gun. Adding in more blackout scenarios reminiscent of the gta5 character switch scenes would be hilarious. The player should only have a chance to wake in jail if they blackout with a bounty in civilization not in the wilderness. At most one should wake up to being tracked or in the middle of drunken rampage. Bring Back the Wilhelm Scream! It was implemented tastefully in RDR1, only occurring every so often when killing enemies at a distance. The vanilla game already has the stock movie gun ricochet sound effect at least, but there should be a chance for the Howie scream when enemies are dying by fire or explosion. Also, melee knockouts should have a chance to make the old western movie punching sound effects. The option to implement sounds from Revolver and Redemption 1 in general as well. Hold Lasso & Be Dragged While Wrangling Large Animals as Long as You Want Gang Hideout Challenges Rdr1 had unique social club challenges for each hideout that unlocked new cheats and even had leader boards. Enemy Weapon and Tactics Variety More fire bottles, dynamite and mix ups like trampling and lasso wrangling. Maybe even use tonics and armor. Journal & Compendium Unity Being able to turn directly to the corresponding journal entry from whatever you're looking at in the compendium would be a really nice feature. Also the map icons/journal drawings of flora and fauna being displayed in the compendium would be great. Kind of like a map legend. A journal section in the pause menu could be put back in like from RDR1 to show if you're still missing entries or something. More Statistics I miss being able to read ALL of my gameplay stats. For example imagine if the "Player" section tracked your crimes and money. Make the Weapon Compendium appear in the main pause menu section like RDR1 and expand it to display even more like duel victories, executions, hip-fire kills, etc. Choose Horses pulling Owned Wagons and Reattach Them After Crashing More Animal Fat Ever thought it odd getting the same amount of fat from a duck as a bear? I think more animals should have it as well. ex: Bear = x5 units of Fat Craftable Torches Make torches melee weapons like in Undead Nightmare. More things to craft in general. Gang Member Grave Map Markers After paying respects the grave would get a drawing on the map like all other points of interest. Trapper Provides All Crafting Needs Going to the Fences to craft Trinkets and Talismans out of Legendary Animal parts is out of place. Also I'd like to be able to buy all recipe pamphlets from him right away. It'd be awesome to add a new mission in the replay menu where John and Charles aid the trapper in Tall trees. Purchase Boats Pay Bribes Instead of Bounties I understand that this is just for convenience, but for immersion I'd rather have the same mechanic changed to bribing local officials to avoid Marshals and Bounty Hunters. Camp Supplies Matter + Story Mission Restrictions/Requirements In GTA San Andreas CJ had to complete the driving school to progress in the story and if he was too fat he couldn't do the flight school. It'd be really cool if gang's supplies had to be maintained and upgraded to access major story missions and if their performance was better or worse depending it's status. Better Guarma Camp Weapons The Machete should've unlocked here since it's a sugar plantation Delete Arthur's Outfits from John's Wardrobe Arthur's Deadeye is Different Stronger melee in deadeye as Arthur and turn the filter red after his diagnoses. I think his hud being TB themed with blood stains and damaged lung tissue/ alveoli would create a really distinct experience with the epilogue. Classic Red and Black Pause Menu and Loading Screens in Epilogue Journal/ Mission Flow Fix continuity error of "Pouring Forth Oil IV" train robbery being accessible before "A Fisher of Men" and make Arthur's Journal entry about Colm hanging appear after "Goodbye, Dear Friend" instead of after "Mrs. Sadie Adler Widow II." Obviously this is an error but beyond that the whole entry is missing if the player chooses not to help Sadie. John Illustrates Guns Display his passion as a shootist by adding simple renders of weapons after he cleans or maxes familiarity with them. I wonder if there are cut drawings that could be added back in like helping the Widow Charlotte. MAP CHANGESEpilogue Gang Hideout Overhaul The major idea here being that times have changed and Dutch's gang helped the law crush the old gangs so most of them have been replaced, and the map east of Beecher's Hope is organized crime and law while the west is chaos. Beaver Hollow is no longer a hideout, sealed off by rubble with Pinkerton Memorial Guido Martelli Mob Gang Hideout at Angelo Bronte's Mansion and Shady Belle Night Folk at Lakay Six-Point Cabin Occupied by Laramies Ewing Basin occupied by either Micah's gang or Skinners Fort Mercer is occupied by the Military and off limits to maintain some level of respect for rdr1. Iron Cloud/Tempest Rim Restored + New Trapper Location in Grizzlies West Hidden Area outside the map used in Intro sequence [ ] and unmarked trails at Tempest Rim that could connect Adler Ranch to Wapiti. Another Red Dead Revolver Location Outside the map north of Rathskeller fork Brimstone or Tarnation could be added. Epilogue Map Changes Remove Rains Fall's still burning Sacred Site ruins, delete trees, and perhaps create a Memorial that isn't in the way of the trail to Col. Favours and all those soldiers who died. Clemens Point/Cove or Braithwaite Village become a new port suburb of Rhodes to add another riverboat fast travel landing. Also make the stables from Braithwaite and Gray manors provide services and work. Mercer and Bacchus Stations restored with Post Offices and travel. Horseshoe Overlook civilized tourist area of some sort. I like the idea of all the former Dutch's gang campsites being urbanized to show the wild west dying. Annesburg could be a ghost town with a gang hideout in the mine while Van Horn could be expanded to make up for it's absence. Wapiti could be a trading post, a trapper location, or gang hideout anything is better than a tiny abandoned oil pump. Repairing the bridge south of Dodd's Bluff where Dutch and Arthur made their leap of faith could open a new route for races. Anybody can come up with ideas, but executing them is something special. Most of these ideas would probably conflict with the existing popular mods, and I do have more, but I just wanted to get these out there without cluttering up the posts on mod pages. Some really big stuff I didn't write because it seemed better to leave as comments on existing relevant mods. I don't care about intellectual property or whatever I just want the community to flourish.
  25. Might be a stupid question, but i have a lot of scripts now (but still a noob) and i did not realy care about the horizontal position of the command lines in the scripts... so i might better ask before publish it. Are there any possible issues i should be aware of? Example with spaces: Example without spaces:
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