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Thingy Person

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  1. Brussels is less than an hour's drive from my city... grrr

  2. Bruma Makeover

    I totally remember the Bruma from that first screenshot. It's strange how bad it looks in hindsight. It's also remarkable how much the new Bruma has become unique from Oblivion's version.
  3. I just got a craving for a tortoise companion in Skyrim

  4. I'd just like to chime in out of nowhere and say that, yes, adding new border regions extends the playable area. Dawnguard puts one in the northwest, and I think I tested it myself back in the day by putting intersecting border regions in Blackreach. For regions to work, though, they need to touch every CELL record within their coverage (in addition to a new REGN record). This could be interpreted as dirty, and I'm not sure if there will be incompatibilities if a future mod changes those CELLs. Lastly, even though it looks as though regions work on a cell-by-cell basis, it's actually the exact shape as you see it in the region editor that matters. Happy regioning! Edit: I glossed over comments above regarding the CELL records; are you sure that they can simply be removed? I always observed that my Unique Region Names mod stopped working whenever I edited out the CELLs, but maybe that's because I was using regions for different things. At any rate, the region editor does add a subrecord to each CELL listing the regions it's covered by.
  5. Skyrim on SteamOS

    Oh my god. I was pulling my hair out for several days wondering why SKSE wouldn't work; it's because SKSE installs its scripts to a directory called "scripts" whereas several of my mods install loose scripts to "Scripts". Linux filesystems are case-sensitive (SteamOS seems to use Ext4 across the board) whereas NTFS isn't; the bizarre effect was that when both were present, only "Scripts" got loaded. Hence, SKSE was stuck in a state of half-existence where it would show up in-game on the game menu and dumped logs, but none of the mods could see it. Combining the folders fixed it. Now I'm really good to go. Also, Wrye Bash was extremely useful in reading the load order from my old save file, but crashed whenever I tried to do any actual mod management. So I've been using the vanilla skyrim launcher to order my mods accordingly, and backed up the resulting plugins.txt for good measure. The last save file I could find was when this screenshot was made - enjoying a good drink with the Dawnguard after having recovered the elder scroll in Blackreach (I used Ultimate Follower Overhaul to assemble a team). I nice thing to come back to. There seem to be screenshots from later on, in which I also went through the soul cairn and Falskaar, but those will have to be replayed.
  6. Skyrim on SteamOS

    No, Bethesda hasn't decided to release a game for SteamOS; this is just about me getting Skyrim (among other things) running on SteamOS. Since my first and only desktop computer was a Medion PC from ten years ago, and since I wanted to run emulators from the Playstation 2 generation, I was looking for a new machine. For emulators, you mainly need a CPU with great single-threaded performance; you also need a GPU that supports a new enough version of OpenGL, but apart from that, its specs don't matter much. However, I'm not a DIY-er, and the prebuilt machines in the warehouse were really overpriced. The Alienware steam machine for $450 really appealed to me; it had good specifications for emulation, and it seemed to have a competitive price because of its intention to compete with consoles. Being a Linux desktop user since last march, I figured I could tame the system and make it do what I wanted. Sadly, the $450 model is only sold in the US; the European ones are much more expensive (starting at €600), and the specs were worse for my purposes (and parts of them were even incorrectly listed). Being fed up, I asked a local IT firm to build a machine for me with similar specifications, and to preinstall SteamOS. The reason I didn't just go for Ubuntu is because SteamOS installs Nvidia drivers automatically, and because someone's made a very handy repository for SteamOS containing the emulators I wanted. Once I got it, I just had to switch to desktop mode, use one terminal command to set the administrator password and then run this script to add the Debian repositories back in, as well as the extra repository: https://github.com/ProfessorKaos64/SteamOS-Tools/blob/brewmaster/add-debian-repos.sh So here's some screenshots. I'm using it for more and more various things as time goes by. My latest effort was getting Skyrim to run using Wine and the PlayOnLinux front-end, which went fairly well (I had no prior experience with Wine, and PlayOnLinux handled almost everything, picking the most compatible Wine version, installing Steam for Windows, the correct runtimes, and so forth). There's still some kinks; I haven't figured out to run the game with SKSE and Wrye Bash worked once but doesn't open anymore. Apart from that, I'm ready for Bruma. Running Final Fantaxy XII International: Zodiac Job System and Super Mario Galaxy: Statistical analysis software and a spreadsheet: Skyrim with my old savegame:
  7. Have you heard of Duolingo?

    Interesting! Do you think it's useful? Does it motivate the students like this would have you believe? By the way, here's my profile if it interests anyone. https://www.duolingo.com/machaut
  8. Have you heard of Duolingo?

    Nice almost-perfect sentence. Maybe we could practice together?
  9. Have you heard of Duolingo?

    Duolingo is a free online language learning tool. If that sentence made you flinch in horror, that's perfectly understandable, since scammers love reeling people in with the promise of learning another language. Like any resource, Duolingo will not, by itself, make you fluent or conversational in a language. But it is crowdsourced, uniquely motivating, and driven by a passion for free language education. I'll leave the introduction of Duolingo to this demonstration made to the president. Like I said, it's not a mcguffin and will give you medium proficiency in reading and writing at best with no outside help, but even so, it can be very rewarding to obtain some notions of a foreign language you deal with regularly, like when you begin to understand what the hell comes out of Team Hochfels after all these years. Besides, it's also simply exhilarating to dip your toes in a foreign language you have no prior understanding of. Duolingo's format in particular is heavily gamified (people on this site like games, right?) and lets you discuss with other users learning the same language as you, or speakers of that language who are learning English. It's a great way to be productive in fits of boredom, when you would otherwise be playing flappy bird or candy crush. I, myself, like to mold and glue words together with the Turkish course (I ride the bus through a turkish neighborhood every day), and refresh my French which has languished since my eight years of compulsory education. https://www.duolingo.com/ Iyi şanslar!
  10. Matth learns scripting!

    In my view, it boils down to manageability. You have more forms cluttering up the CK's object view and it might be more annoying to debug a quest when you have these global variables that exist outside of it (i.e. less good encapsulation). Then again, these points are arguable, and using global variables makes your implementation easier to understand for lesser skilled teammates. NB: You can call any property or function from any script using the method above (although quests are a reliable and intuitive place to put them). Regular variables don't work this way. The useless-to-know reason being that you can only call functions from another script, and a property is basically a pair of get() and set() functions wrapped around a variable. To expand on calling functions, I always dumped all of my medium or large-sized functions in the quest script and then called them from the events in ancillary scripts, like those on aliases, or fragment scripts, like so: Scriptname CYRExampleQuestScript extends Quest Function PerformStructuralEquationModeling(ObjectReference akRef) ; lots of complex code that may need debugging later EndFunctionScriptname CYRExampleLisrelAliasScript extends ReferenceAlias ; Attached to the alias of the npc Lisrel Event OnDeath(Actor akKiller) QuestScript = Self.GetQuest() as CYRExampleQuestScript QuestScript.PerformStructuralEquationModeling(Self.GetReference()) EndEventThat way you only need to look in one place if there is any problem with your more complex functions. For quest fragments, that drop-down list that you see in the CK fetches a quest script for you so you can call functions in it.
  11. Matth needs help scripting!

    The Find function returns an Int corresponding to the index number where it found your target in the array. If it didn't find it, it returns -1. That bit of code looks fine already, as long as MyAlias is an array. There's no way you're getting NONE from that function. edit: actually, since your MyAlias array presumably contains aliases and the akTarget argument is an actor, you'll never find a match. Since you can't cast between actor and referencealias, you would have to convert your ReferenceAlias[] array into one of Actors first, but I can't think of a graceful way to do that.
  12. Matth learns scripting!

    Nice to see another thread like this! Regarding your first example: like Mattie, I was a bit perturbed by all the global variables (and so was the analyst of Toyota's faulty car software), but they seem justified since you do use them across different scripts. However, I'd like to share how I would've done the same thing with properties. Basically, I would have all your globals live in the quest script as properties, and have the other scripts refer to the quest script to get at them. I don't know what variable type or default values you needed, but I think it's clear how you can set them in my example. I also set the "hidden" flag on the properties so they don't show up in the CK. Scriptname MAT85AranKillQuestScript extends Quest Int property MAT85AranKilllCount = 0 auto hidden Int property MAT85AranPowerLevel = 0 auto hidden Bool property MAT85AranSwitchVariable = False auto hiddenTo get the value of such a property in another script (I assume the EditorID of the quest is MAT85AranKill, so it will auto-fill): Scriptname MAT85AranEquippedScript extends ObjectReference MAT85AranKillQuestScript property MAT85AranKill auto Event OnEquipped(Actor akActor) ; etc etc etc... MAT85AranKill.MAT85AranSwitchVariable.SetValue(False) ; etc etc etc... EndFunction The only times I used global variables back in the day was when I had to display their values in in-game objectives and journal entries, since there's no other way for that. Regardless, your implementation is probably perfectly serviceable, but I just like keeping the number of forms down as much as possible.
  13. Student Application Thread (Implementation)

    I have made the thread here.
  14. Student Application Thread (Implementation)

    Sorry, I missed this earlier. I'll gladly take you on if you're okay with these precepts: I currently don't have access to Skyrim, the Creation Kit or any Beyond Skyrim project filesI have a summer job starting next week and I don't know precisely what my availability will beUnlike Mattie, my only experience 'teaching' others is in the chatroomIf this is alright, reply and I'll make a thread. Also bring that claw holder script, even if it's not your own writing.