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skaffanl

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skaffanl Avatar Level 222 Comments: Mind Blower
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Gender: male
Age: 22
Consoles Owned: PS1, Xbox 360
Video Games Played: Lost Saga EU
X-box Gamertag: Skaffa NL
Interests: Herbzzz
Date Signed Up:6/06/2013
Last Login:12/22/2014
Location:Netherlands
Funnyjunk Career Stats
Comment Ranking:#11784
Highest Content Rank:#411
Highest Comment Rank:#2606
Content Thumbs: 7367 total,  7861 ,  494
Comment Thumbs: 2419 total,  2952 ,  533
Content Level Progress: 55% (55/100)
Level 173 Content: Soldier Of Funnyjunk → Level 174 Content: Soldier Of Funnyjunk
Comment Level Progress: 52% (52/100)
Level 222 Comments: Mind Blower → Level 223 Comments: Mind Blower
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Content Views:367960
Times Content Favorited:558 times
Total Comments Made:702
FJ Points:3742
Favorite Tags: Crash (2)
Rollin' herbz

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funny pictures

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    Comments: 177
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    Uploaded: 06/30/13
    Lucky bastard Lucky bastard
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    Comments: 161
    Favorites: 155
    Uploaded: 07/22/13
    It's a me, Mario! It's a me, Mario!
  • Views: 48623
    Thumbs Up 931 Thumbs Down 49 Total: +882
    Comments: 140
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    Uploaded: 10/06/13
    So what do you guys think? So what do you guys think?
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funny gifs

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    Comments: 27
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    Uploaded: 08/23/13
    I stepped in shit what else can happen I stepped in shit what else can...
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    Comments: 31
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    Uploaded: 06/22/13
    Once, twice, three times a failure Once, twice, three times a failure
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    Comments: 60
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    Uploaded: 09/08/13
    First time sex First time sex
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    Comments: 36
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    Uploaded: 09/03/13
    It's a trap! It's a trap!
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    Comments: 22
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    Uploaded: 07/04/13
    pep si pep si
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    Comments: 2
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    Uploaded: 06/08/14
    Wasted Wasted
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latest user's comments

#106 - I think so because there are 2 Alaskan Malamutes in my neighbo…  [+] (1 new reply) 15 hours ago on Dire Dog 0
#131 - apurpleliger (13 hours ago) [-]
Not all Tibetan Mastiffs are that big either. So it could be an Alaskan Malamute, if that more closely resembles this dog. I don't know much about those, but I know a little about the Mastiffs
#55 - In the Netherlands it is your bank's atm is free and unlimited… 12/20/2014 on Bank at Gamestop! +1
#20 - It is even implied in some episodes that the reason Al got mar… 12/19/2014 on gtfo satan 0
#205 - It does apply to npcs bitch! Atleast, the mod I found. Which o…  [+] (2 new replies) 12/15/2014 on Welcome to the magical... 0
#208 - trollmasterbaiter (12/15/2014) [-]
i worked on a ton of scripts on mods for both morrowind and oblivion (and some for the newer fallouts), but i have no idea how the script extender works for skyrim, they may have found a way around this, but this is just my 2 cents:

in order for people to apply stats to (that are not part of the engine) to npcs is with scripts and globals, and applying dynamically activating scripts on npcs (which you can only do with a script extender) would ruin the game's performance. which is why most of the attribute/skill mods for both oblivion/fallout 3/new vegas only apply to the player... so a mod that does what you are suggesting (based on my understanding of the script extender and my general scripting knowledge) would be impractical to use, and diffecult to implement. and once we somehow escape the preformance problem, theres another issue we need to consider: how would the script KNOW the values of those stats to begin with? like how does it know the strength value of this npc, and the intelligence value of that npc? meaning that each class would have to have set stats, which raises another problem, custom modded classes and the sheer large amount of classes in skyrim (pretty much every named npc has a unique class in the vanilla game) so we pretty much either have to apply unique scripts for those npcs, or we need to apply the scripts on those npcs directly, which raises another problem with large overhauls


TL;DR: making a stat mod that applys to npcs is very diffecult and impractical to make
#333 - anonymous (12/15/2014) [-]
Difficult and impractical... but not improbable.
#203 - They are also changing game mechanics sorry forgot 2 mention. …  [+] (4 new replies) 12/15/2014 on Welcome to the magical... 0
#204 - trollmasterbaiter (12/15/2014) [-]
mods half assingly implementing skills that dont apply to npcs, fucking pointless
User avatar #205 - skaffanl (12/15/2014) [-]
It does apply to npcs bitch! Atleast, the mod I found. Which one did you find, can you give me a link?
#208 - trollmasterbaiter (12/15/2014) [-]
i worked on a ton of scripts on mods for both morrowind and oblivion (and some for the newer fallouts), but i have no idea how the script extender works for skyrim, they may have found a way around this, but this is just my 2 cents:

in order for people to apply stats to (that are not part of the engine) to npcs is with scripts and globals, and applying dynamically activating scripts on npcs (which you can only do with a script extender) would ruin the game's performance. which is why most of the attribute/skill mods for both oblivion/fallout 3/new vegas only apply to the player... so a mod that does what you are suggesting (based on my understanding of the script extender and my general scripting knowledge) would be impractical to use, and diffecult to implement. and once we somehow escape the preformance problem, theres another issue we need to consider: how would the script KNOW the values of those stats to begin with? like how does it know the strength value of this npc, and the intelligence value of that npc? meaning that each class would have to have set stats, which raises another problem, custom modded classes and the sheer large amount of classes in skyrim (pretty much every named npc has a unique class in the vanilla game) so we pretty much either have to apply unique scripts for those npcs, or we need to apply the scripts on those npcs directly, which raises another problem with large overhauls


TL;DR: making a stat mod that applys to npcs is very diffecult and impractical to make
#333 - anonymous (12/15/2014) [-]
Difficult and impractical... but not improbable.
#37 - who is include? 12/15/2014 on Every fucking episode +1
#195 - Seriously though, if this ever happens: Mor…  [+] (6 new replies) 12/15/2014 on Welcome to the magical... +3
#197 - trollmasterbaiter (12/15/2014) [-]
graphics are secondary to the mechanics, if they arent doing that too than its probably better to just play morrowind with a graphics mod
User avatar #203 - skaffanl (12/15/2014) [-]
They are also changing game mechanics sorry forgot 2 mention. 2 Pauldrons, 2 gauntlets, greaves, morrowind crafting, the whole motherfucking package bitch! Though they have added all weapons and gear from Morrowind there will still be the Skyrim skill system, but on the site they say there are already mods implementing the Morrowind skill system so..
#204 - trollmasterbaiter (12/15/2014) [-]
mods half assingly implementing skills that dont apply to npcs, fucking pointless
User avatar #205 - skaffanl (12/15/2014) [-]
It does apply to npcs bitch! Atleast, the mod I found. Which one did you find, can you give me a link?
#208 - trollmasterbaiter (12/15/2014) [-]
i worked on a ton of scripts on mods for both morrowind and oblivion (and some for the newer fallouts), but i have no idea how the script extender works for skyrim, they may have found a way around this, but this is just my 2 cents:

in order for people to apply stats to (that are not part of the engine) to npcs is with scripts and globals, and applying dynamically activating scripts on npcs (which you can only do with a script extender) would ruin the game's performance. which is why most of the attribute/skill mods for both oblivion/fallout 3/new vegas only apply to the player... so a mod that does what you are suggesting (based on my understanding of the script extender and my general scripting knowledge) would be impractical to use, and diffecult to implement. and once we somehow escape the preformance problem, theres another issue we need to consider: how would the script KNOW the values of those stats to begin with? like how does it know the strength value of this npc, and the intelligence value of that npc? meaning that each class would have to have set stats, which raises another problem, custom modded classes and the sheer large amount of classes in skyrim (pretty much every named npc has a unique class in the vanilla game) so we pretty much either have to apply unique scripts for those npcs, or we need to apply the scripts on those npcs directly, which raises another problem with large overhauls


TL;DR: making a stat mod that applys to npcs is very diffecult and impractical to make
#333 - anonymous (12/15/2014) [-]
Difficult and impractical... but not improbable.
#193 - Deep down we all want to play together, but you should use my …  [+] (1 new reply) 12/15/2014 on Welcome to the magical... 0
User avatar #357 - OtisMcWonderful (12/15/2014) [-]
Yeah, I guess. Cross platform multiplayer would be pretty nice.
#96 - "When equal amounts of marijuana AND tobacco"  [+] (1 new reply) 12/10/2014 on Facts -1
#138 - anonymous (12/10/2014) [-]
It's an exclusive and
#155 - To buy perhaps, but also to consume?  [+] (1 new reply) 12/07/2014 on scumbag parents 0
User avatar #197 - newforomador (12/07/2014) [-]
Yea

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