; These integers determine at which levels player can access the different tiers
int iTierCap_1 = 0
int iTierCap_2 = 15
int iTierCap_3 = 25
int iTierCap_4 = 35
int iTierCap_5 = 45
; These integers determine the likelihood of the different slot sizes
int iSmallSlotChance = 50
int iMediumSlotChance = 35
int iBigSlotChance = 15
String sTreasureSize
; This formlist will be filled with the formlist containing the items that will actually be added into the container
Formlist hiddenSlotFormlist
Message messageToShow
ObjectReference containterToFill
Cell ContainerParentCell
_00E_QuestFunctions Property Levelsystem Auto
Actor Property PlayerREF Auto
GlobalVariable Property _00E_FS_IsForgottenStoriesActivated Auto
GlobalVariable Property PlayerLevel Auto
GlobalVariable Property _00E_AchievementsEnabled Auto
GlobalVariable Property _00E_HiddenSlotAchievementUnlocked Auto
; These REFs simply provide the containers that will be filled when finding a secret slot
ObjectReference Property _00E_FS_SleightOfHand_HiddenSlot_SmallSlotREF Auto
ObjectReference Property _00E_FS_SleightOfHand_HiddenSlot_MediumSlotREF Auto
ObjectReference Property _00E_FS_SleightOfHand_HiddenSlot_BigSlotREF Auto
MiscObject Property Gold001 Auto
MiscObject Property _00E_FS_SleightOfHand_HiddenSlotUsedMarker Auto
Sound Property UILockpickingCylinderTurnM Auto
Sound Property UIEnchantingLearnEffectM Auto
Message Property _00E_FS_SleightOfHand_HiddenSlot_sSmallSlotFound Auto
Message Property _00E_FS_SleightOfHand_HiddenSlot_sMediumSlotFound Auto
Message Property _00E_FS_SleightOfHand_HiddenSlot_sBigSlotFound Auto
; This contains all formlists with items for the rewards.For every tier, there are nine different treasures to be found, three in small and medium category, two in big.
Formlist Property _00E_FS_HiddenSlotRewardFormlists Auto