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local scriptNames = { | |
-- Services | |
travel = "showTravelScript", | |
barter = "showBarterScript", | |
repair = "showRepairScript", | |
spells = "showSpellsScript", | |
training = "showTrainingScript", | |
spellmaking = "showSpellmakingScript", | |
enchanting = "showEnchantingScript", | |
companion = "showCompanionScript", |
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local function onKeyDown(e) | |
if e.keyCode == tes3.worldController.inputController.inputMaps[20].code then | |
journalKey = e.keyCode | |
tes3.worldController.inputController.inputMaps[20].code = nil | |
if tes3ui.findMenu(menuBook) then | |
tes3ui.findMenu(menuBook):findChild(menuBook_button_close):triggerEvent("mouseClick") | |
tes3ui.leaveMenuMode() | |
else | |
showJournalUI() |
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-- Tweakables | |
local ringScriptName = "mwseRingScript" | |
local cureJournalEntry = "MS_Nuccius" | |
local cureJournalIndex = 150 -- if the journal entry is equal to or higher than this index, cure the curse. | |
local tickDuration = .1 -- Tick the curse every X seconds | |
-- No editarino below this line unless you're pro | |
local ringTimer | |
local startingAttributes = {} |
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local menuBook_button_take = tes3ui.registerID("MenuBook_button_take") | |
local menuBook_button_next = tes3ui.registerID("MenuBook_button_next") | |
local menuBook_button_prev = tes3ui.registerID("MenuBook_button_prev") | |
local menuBook_page_1 = tes3ui.registerID("MenuBook_page_1") | |
local menuBook_page_2 = tes3ui.registerID("MenuBook_page_2") | |
local menuScroll_scroll = tes3ui.registerID("MenuScroll_Scroll") | |
local config = mwse.loadConfig("Illiterate") | |
if not config then | |
config = { |
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bl_info = { | |
"name": "Convert Face Textures to Material Textures", | |
"author": "Greatness7", | |
"location": "Object -> Search -> Convert Face Textures to Material Textures", | |
"description": "Convert Face Textures to Material Textures", | |
"category": "Object", | |
} | |
import bpy | |
from pathlib import Path |
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local loreTable = { | |
["iron battle axe"] = "A mediocre battle axe, forged from low quality impure iron. No self respecting Dunmer smith would dare sell this- it has plainly been imported from another province." | |
} | |
local function loreTooltip(e) | |
local lore = loreTable[e.object.id] | |
if lore then | |
local loreBlock = e.tooltip:createBlock{} | |
loreBlock.autoHeight = true | |
loreBlock.width = 440 |
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MenuLoading | |
The loading screen. | |
MenuOptions | |
The main menu. | |
MenuLoad | |
The load game dialog. | |
MenuPrefs |
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using UnityEngine; | |
using UnityEditor; | |
namespace Goodfellow.Utils | |
{ | |
public class DropToFloor | |
{ | |
/* | |
These are the supported keys (can also be combined together): |
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//This will move a unit to a random marker, and rotate it in the direction of that marker. Supports any number of markers. | |
//Usage: | |
//null = [this, "mrk_1", "mrk_2", "mrk_3", "mrk_x"] execVM "ptg_pickMarker.sqf"; | |
_unit = _this select 0; | |
_pick = (floor random ((count _this) - 1)) + 1; | |
_marker = _this select _pick; | |
_unit setPosATL getMarkerPos _marker; | |
_unit setDir markerDir _marker; |
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//This is designed for garrisoning AI in buildings, without preventing them from reacting when enemies are too close for their firing positions to be useful- very near to, or inside the building. You can choose to disable reaction if you don't want the additional overhead. | |
//Usage: | |
//null = [this, "UP", true] execVM "ptg_garrison.sqf"; | |
//When should garrisoned units check for close enemies? In seconds. | |
_INTERVAL = 5; | |
//How close should an enemy be before they abandon their position? In meters. | |
_RANGE = 8; | |
//Fake defines so you can just execVM from init. |