enderalse/source/scripts/_00e_mq11a_functions.psc

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Scriptname _00E_MQ11a_Functions extends Quest Conditional
Import Utility
Import Game
Import Debug
Import _00E_PlayerFunctions
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int function _GetScriptVersion() Global
return 1
endFunction
;=====================================================================================
; EVENTS
;=====================================================================================
State DefaultState
Event OnUpdateGameTime()
If bStartCaliaCQ
If !CQC03.IsCompleted() && CQC03.IsRunning()
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CQC03.SetCurrentStageID(20)
CQC03.FailAllObjectives()
Elseif CQC03.IsCompleted()
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CQC04.SetCurrentStageID(5)
EndIf
bStartCaliaCQ = False
EndIf
EndEvent
Event OnUpdate()
If PlayerREF.GetParentCell() == MQ11CaliaCastleMain
_00E_MC_CaliaREF.Say(MQ11a_D14_Remark_SigilsTopic)
WaitForCompanionToStopTalking(6.0)
CompanionIsTalking.SetValueInt(0)
EndIf
If PlayerREF.GetParentCell() == MQ11DR
_00E_MC_CaliaREF.StopCombat()
_00E_MC_CaliaREF.StopCombatAlarm()
EndIf
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if GetCurrentStageID() == 95 && (MQ11a_TravelState02.GetValueInt() > 0)
if !PlayerREF.IsInCombat()
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SetCurrentStageID(100)
Else
RegisterForSingleUpdate(15)
EndIf
EndIf
If MQ11a_SC14_LeftTowerVision02.IsPlaying()
StopMayaVision()
EndIf
EndEvent
EndState
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function CaliaAppears()
If !CQC03.IsCompleted() && CQC03.IsRunning()
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CQC03.SetCurrentStageID(20)
CQC03.FailAllObjectives()
EndIf
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
_00E_MC_CaliaREF.MoveTo(MQ11a_CaliaAppearMarker)
MQ11a_SC1_CaliaTalksToPlayer.ForceStart()
EndFunction
Function _SafeMoveNPCtoFurniture(Actor akNPC, ObjectReference refFurniture)
akNPC.Disable()
akNPC.MoveTo(refFurniture)
akNPC.Enable()
EndFunction
Function MoveCalia()
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
_00E_MC_CaliaREF.MoveTo(MQ11a_SC2_CaliaStartMarker)
Debug.SendAnimationEvent(MQ11a_SC02_Guest_02, "IdleForceDefaultState")
_SafeMoveNPCtoFurniture(MQ11a_SC02_Guest_01, MQ11a_SC02_Guest_01_Chair)
_SafeMoveNPCtoFurniture(MQ11a_SC02_Guest_02, MQ11a_SC02_Guest_02_Chair)
_SafeMoveNPCtoFurniture(_00E_MC_CaliaREF, MQ11a_SC2_CaliaWallMarker)
MQ11a_SC2_CaliaWallMarker = None ; Don't need it anymore
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
MQ11a_SC02_CaliaFrostcliffTavern.ForceStart()
EndFunction
Function MoveGuestsFailsave()
MQ11a_SC02_Guest_01.MoveTo(MQ11a_SC02_Guest_01_Chair)
MQ11a_SC02_Guest_02.MoveTo(MQ11a_SC02_Guest_02_Chair)
EndFunction
Function CaliaConversationScene()
MQ11a_SC3_CaliaFrostCliffLoop.ForceStart()
EndFunction
Function CheckSpokenWith()
Spokenwith += 1
if Spokenwith < 3
_00E_MQ11a_TavernGuestsTalkedTo.SetValue(_00E_MQ11a_TavernGuestsTalkedTo.GetValue() + 1)
Self.UpdateCurrentInstanceGlobal(_00E_MQ11a_TavernGuestsTalkedTo)
Self.SetObjectiveCompleted(15, 0)
Self.SetObjectiveDisplayed(15, True, True)
Elseif Spokenwith == 3
_00E_MQ11a_TavernGuestsTalkedTo.SetValue(_00E_MQ11a_TavernGuestsTalkedTo.GetValue() + 1)
Self.UpdateCurrentInstanceGlobal(_00E_MQ11a_TavernGuestsTalkedTo)
Self.SetObjectiveCompleted(15)
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Self.SetCurrentStageID(37)
EndIf
_00E_EPHandler.GiveEP(__Config_RewardEXPSpeakWithPeople)
EndFunction
Function StartJourneyScene()
NQ34_EnableMarkerREF.Enable()
MQ11a_Nehrimese_Patrol_Linker.Enable()
MQ11a_CaliaFollowtrigger_StartBoxREF.Enable()
CaliaAddTorch()
_00E_MC_CaliaREF.EvaluatePackage()
SetCaliaAsCompanion(True)
EndFunction
;=====================================SCENE6================================================
Function StartCastleGateScene()
If _00E_MC_CaliaREF.GetDistance(PlayerREF) >= 1500
ObjectReference objSpawnMarker = PlayerREF.PlaceAtMe(XMarkerHeading, 1)
objSpawnMarker.MoveTo(PlayerRef, -250.0 * Math.Sin(PlayerRef.GetAngleZ()), -250.0 * Math.Cos(PlayerRef.GetAngleZ()), PlayerRef.GetHeight())
_00E_MC_CaliaREF.MoveTo(objSpawnMarker)
objSpawnMarker.Delete()
EndIf
SetCaliaAsCompanion(False)
MQ11a_SC6_CaliaAtGate.ForceStart()
EndFunction
;=====================================SCENE7================================================
Function SetUpExplosion()
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
CaliaEquipTorch(false)
CompanionIsTalking.SetValueInt(0)
_00E_SilenceTransitionHighPriority.Add()
GetFadeToBlackControl().FadeToBlack()
_00E_TimeControl.SkipTimeToHour(22)
MQ11a_SC6_SnowdriftParent.Disable()
MQ11a_SC6_ParentBarrel.Enable()
DisableWolfPack()
DisablePlayerControls()
PlayerREF.MoveTo(MQ11a_SC6_PlayerExplodeMarker)
_00E_MC_CaliaREF.MoveTo(MQ11a_SC6_CaliaBarrelMarker)
Wait(2)
MQ11a_SC7_CaliaExplodeBarrels.ForceStart()
EndFunction
Function DisableWolfPack() ; Disable Wolf pack if still alive, to make sure they don't interrupt the scene
Int iIndex = MQ11a_SC6_WolfPackGates.GetSize()
While iIndex > 0
iIndex -= 1
Actor WolfToDisable = MQ11a_SC6_WolfPackGates.GetAt(iIndex) as Actor
If ! WolfToDisable.IsDead()
WolfToDisable.DisableNoWait()
EndIf
EndWhile
EndFunction
Function FadeBack()
FadeToBlackBackImod.Apply()
FadeToBlackHoldImod.Remove()
EndFunction
Function CaliaIgniteOil()
CaliaEquipTorch(true)
MQ11a_SC6_FirstOilPool.DamageObject(100)
_00E_MC_CaliaREF.SetLookAt(MQ11a_SC7_CastleDoor, True)
EndFunction
Function CaliaReturnToDefault()
SendAnimationEvent(_00E_MC_CaliaREF, "IdleForceDefaultState")
EndFunction
Function BlowUpBarrels()
MQ11a_SC6_ParentBarrel.PlaceAtMe(_00E_MQ11a_SC7_BarrelExplosionVFX01)
MQ11a_SC6_ParentBarrel.PlaceAtMe(_00E_MQ11a_SC7_BarrelExplosionVFX02)
FXExplosionCatapultNearM.Play(MQ11a_SC6_ParentBarrel)
MQ11a_SC6_ParentBarrel.DisableNoWait()
Game.ShakeCamera()
MAGFireBallExpImod.Apply()
MQ11a_SC7_CastleDoor.PlayGamebryoAnimation("Open")
MQ11a_SC7_DebrisParent.Enable()
Wait(3)
_00E_MC_CaliaREF.ClearLookAt()
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Self.SetCurrentStageID(75)
Wait(2)
EnablePlayerControls()
EndFunction
Function CaliaCollapse()
_00E_SilenceTransitionHighPriority.Remove()
_00E_MC_CaliaREF.DamageActorValue("health", 1000)
CaliaTransformSound = _00E_MC_Calia_ItTransformLPDM.Play(_00E_MC_CaliaREF)
_00E_MC_CaliaItFXS.Play(_00E_MC_CaliaREF)
_00E_MC_CaliaREF.SetEyeTexture(_00E_MC_CaliaEyesIt)
EndFunction
Function CaliaGetUp()
_00E_MC_CaliaREF.SetEyeTexture(EyesMaleHumanHazelBrown)
_00E_MC_CaliaItFXS.Stop(_00E_MC_CaliaREF)
_00E_MC_CaliaREF.RestoreActorValue("health", 450)
Sound.StopInstance(CaliaTransformSound)
EndFunction
Function StartFirstVisionScene()
int iIndex = _00E_MQ11a_SC8_VisionRefs.GetSize()
while iIndex > 0
iIndex -= 1
Actor VisionREF = _00E_MQ11a_SC8_VisionRefs.GetAt(iIndex) as Actor
if VisionREF.IsDisabled()
VisionREF.Enable()
EndIf
VisionREF.SetAlpha(0)
EndWhile
Game.DisablePlayerControls()
If _00E_MC_CaliaREF.GetDistance(PlayerREF) >= 800
_00E_MC_CaliaREF.MoveTo(MQ11a_SC8_CaliaFailsaveMarkerREF)
EndIf
MQ11a_SC8_FirstVision.ForceStart()
EndFunction
Function StartVisionFX()
_00E_MQ11a_SkyrimOvercastSnowSlow.ForceActive(True)
MQ11a_DalGalarREF.MoveTo(MQ11a_SC8_DalGalarTalkMarker)
MQ11a_DalGalarREF.SetAlpha(0.0)
MQ11a_DiscipleREF.MoveTo(Mq11a_SC8_DiscipleTalkMarker)
MQ11a_DalGalarREF.SetAlpha(0.0)
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC8_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
EndFunction
Function StopVisionFX()
_00E_SilenceTransitionHighPriority.Add()
Weather.ReleaseOverride()
SkyrimOvercastSnow.ForceActive()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC8_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_DiscipleREF.MoveTo(MQ11a_DiscipleOrigin)
MQ11a_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin)
EndFunction
Function StartCastleCourtyardFollow()
MQ11a_SC07_FollowStartBox.Enable()
_00E_MC_CaliaREF.EvaluatePackage()
EndFunction
Function PlayScream()
_00E_MQ11a_MagicAnomalyScreamAM.Play(Mq11a_SC8_CorpseExplosion)
EndFunction
Function ReanimateCorpses()
SwitchAllTeleportation(False)
MQ11a_LeftTowerDoorREF.BlockActivation(True)
MQ11a_RightTowerDoorREF.BlockActivation(True)
Game.RequestAutoSave()
SetCaliaAsCompanion(True)
_00E_SilenceTransitionHighPriority.Remove()
_00E_Music_Combat_ShieldbrothersNoCond.Add()
_00E_MC_CaliaREF.SetLookAt(Mq11a_SC8_CorpseExplosion)
Mq11a_SC8_CorpseExplosion.PlaceAtMe(_00E_MQ11a_MagAnExpl)
Wait(2.1)
StartTrackingFight(FIGHT_ID_SC08, 100, _00E_MQ11a_SC8_ReanimationList, MQ11a_CL_Location, MQ11a_SC08_Zombie, False)
RaiseDeadServants(_00E_MQ11a_SC8_ReanimationList, Mq11a_SC8_CorpseExplosion)
RegisterForSingleUpdate(45)
_00E_MC_CaliaREF.ClearLookAt()
EndFunction
Function StopMusic()
CompanionIsTalking.SetValueInt(0)
MQ11a_SC8_KeyRef.Enable()
_00E_Music_Combat_ShieldbrothersNoCond.Remove()
SwitchAllTeleportation(True)
EndFunction
Function UnblockTowerDoors()
MQ11a_LeftTowerDoorREF.BlockActivation(False)
MQ11a_RightTowerDoorREF.BlockActivation(False)
SetCaliaAsCompanion(True)
EndFunction
Function CaliaRemark()
CaliaEquipTorch(True)
If MQ11a_TravelState02.GetValue() <= 0
MQ11a_TravelState02.Mod(1)
EndIf
_00E_TimeControl.SkipTimeToHour(0)
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
_00E_MC_CaliaREF.MoveTo(playerREF)
_00E_MC_CaliaREF.Say(MQ11a_D6_JourneyRemarkTopic)
EndFunction
;=====================================SCENE10================================================
Function SpawnAnomaly()
CaliaNoCombatStateChangeComments.SetValueInt(1)
MagicalAnomaly.ForceRefTo(MQ11a_AnomalyREF)
MQ11a_AnomalyREF.Enable()
Game.ShakeCamera()
ObjectReference XPlosionMarker = MQ11a_AnomalyREF.PlaceAtMe(XMarker, 1)
XPlosionMarker.MoveTo(MQ11a_AnomalyREF, 0.0, 0.0, 100)
XPlosionMarker.PlaceAtMe(_00E_MQ11a_AnomalySpawnExplosion, 1)
_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_AnomalyREF)
int ScreamSound = _00E_NPCMagicAnomalyScreamM.Play(MQ11a_AnomalyREF)
Sound.SetInstanceVolume(ScreamSound, 3.0)
EndFunction
;=====================================SCENE11================================================
Function PrepareForLeftTowerVision()
SetCaliaAsCompanion(False)
SwitchCaliaNormalDialogue(False)
; Lock the player in the left tower until the puzzle is solved.
; This should prevent the scene from stopping prematurely
; ( http://sureai.net:9898/browse/ERB-1238 ).
MQ11a_LeftTowerDoorOut.SetLockLevel(255)
MQ11a_LeftTowerDoorOut.Lock()
_00E_TeleportGlobal.SetvalueInt(1)
; A few failsaves that *really* shouldn't be necessary. But one
; aspect of defensive programming for Skyrim is that every time
; you lock a door, you should ensure that the player and other
; relevant NPCs are on the right side of it.
If PlayerREF.GetParentCell() != MQ11a_SC11_DalGalarStart.GetParentCell()
PlayerREF.MoveTo(MQ11a_SC11_DalGalarStart)
EndIf
If _00E_MC_CaliaREF.GetParentCell() != MQ11a_SC11_DalGalarStart.GetParentCell()
_00E_MC_CaliaREF.MoveTo(MQ11a_SC11_DalGalarStart)
EndIf
(PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking()
EndFunction
Function StartLeftTowerVision01()
If MQ11a_SC11_XMarkerGoblets == None
MQ11a_SC11_XMarkerGoblets = (Game.GetFormFromFile(0x000EA843, "Skyrim.esm") as ObjectReference)
EndIf
CompanionIsTalking.SetValueInt(0)
MQ11a_DalGalarREF.MoveTo(MQ11a_SC11_DalGalarStart)
MQ11a_DalGalarREF.SetAlpha(0.0)
MQ11a_StarlingsTinkerer.MoveTo(MQ11a_SC11_StarlingStart)
MQ11a_StarlingsTinkerer.SetAlpha(0.0)
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC11_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_SC11_SilverJugGoblets.MoveTo(MQ11a_SC11_XMarkerGoblets)
_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC11_SilverJugGoblets)
MS04MemoryFXBody01VFX.Play(MQ11a_SC11_SilverJugGoblets)
EndFunction
Function TinkererEnterBleedOut()
MQ11a_StarlingsTinkerer.Kill(PlayerREF)
EndFunction
Function TinkererKill()
MQ11a_StarlingsTinkerer.GetActorBase().SetEssential(False)
MQ11a_StarlingsTinkerer.SetGhost(False)
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MQ11a_StarlingsTinkerer.DamageActorValue("Health", 500)
EndFunction
Function StopTowerVisionFX()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC11_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_StarlingsTinkerer.Disable()
MQ11a_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin)
MQ11a_SC11_SilverJugGoblets.Disable()
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
StartRiddleScene()
EndFunction
Function CaliaLookAtBreach()
_00E_MC_CaliaREF.SetLookAt(MQ11a_SC12_ExplosionMarker)
EndFunction
Function CaliaClearLookAt()
_00E_MC_CaliaREF.ClearLookAt()
EndFunction
Function StartRiddleScene()
MQ11a_LeftTower.SetValueInt(1)
MQ11a_SC12_LeftTowerRiddle.ForceStart()
EndFunction
;=====================================BARRIER RIDDLE================================================
Function SetVariable()
MQ11a_LeftTower.SetValueInt(2)
EndFunction
Function ShowTutorialMessage()
SetObjectiveDisplayed(50)
MQ11a_LeftTower.SetValueInt(3)
If _00E_DisableQuestTutorials.GetValueInt() == 0
_00E_MQ11a_TutorialCrosshair.ShowAsHelpMessage("MQ11a_TutorialCrosshair", 5, 5, 1)
EndIf
PlayerREF.AddItem(_00E_MQ11a_SC9_GunpowderSatchel, 1, false)
PlayerREF.AddItem(_00E_MQ11a_SC12_FireArrows, 5, false)
If PlayerREF.HasSpell(_10E_SpellTelekinesis) == False
PlayerREF.AddSpell(_00E_MQ11a_SC12_Telekinesis, true)
EndIf
MQ11a_SC11_TriggerREF.Enable()
MQ11a_SC12_CollisionPlane.Disable()
RegisterForSingleUpdate(7)
GoToState("BarrierRiddle")
EndFunction
Function ShowTutorialMessage02()
Message.ResetHelpMessage("MQ11a_TutorialCrosshair")
If _00E_DisableQuestTutorials.GetValueInt() == 0
_00E_MQ11a_TutorialArrows.ShowAsHelpMessage("MQ11a_TutorialArrows", 5, 5, 1)
EndIf
EndFunction
Function RefillFireArrows()
If PlayerREF.GetItemCount(_00E_MQ11a_SC12_FireArrows) <= 0
PlayerREF.AddItem(_00E_MQ11a_SC12_FireArrows, 5, false)
EndIf
EndFunction
Function PrepareForShootingFireArrows1()
UnregisterForUpdate()
SwitchCaliaNormalDialogue(False)
RefillFireArrows()
EndFunction
Function PrepareForShootingFireArrows2()
RegisterForSingleUpdate(4)
ShowTutorialMessage02()
GoToState("BarrierRiddle")
SwitchCaliaNormalDialogue(True)
EndFunction
Function RegisterD10Remark()
bSaidD10Remark = True
EndFunction
Function ExplodeGears()
UnregisterForUpdate()
Message.ResetHelpMessage("MQ11a_TutorialArrows")
Message.ResetHelpMessage("MQ11a_TutorialCrosshair")
Message.ResetHelpMessage("Telekinesis")
Wait(1)
MQ11a_SC12_ExplosionMarker.PlaceAtMe(_00E_HarmlessFireExplosion, 1)
Game.ShakeCamera()
Wait(0.7)
FXExplosionCatapultNearM.Play(MQ11a_SC12_ExplosionMarker)
Game.ShakeCamera(afStrength = 1.0)
MAGShockExpMassImod.Apply()
Wait(0.4)
MQ11a_SC12_StarlingBarrierREF.PlaceAtMe(ExplosionShockMassNoEffects, 1)
TRPDwemerPistonOutM.Play(MQ11a_SC12_ExplosionMarker)
MQ11a_SC12_BarrierSound.Disable()
MQ11a_SC12_StarlingBarrierREF.PlayAnimation("playanim01")
SetObjectiveCompleted(50)
_00E_EPHandler.GiveEP(__Config_RewardEXPBarrierRiddle)
bLeftTowerRiddleSolved = True
MQ11a_SC13_DalGalarREF.GetActorBase().SetName("")
MQ11a_SC13_DalGalarREF.SetName("")
PlayerREF.UnequipSpell(_00E_MQ11a_SC12_Telekinesis, 0)
PlayerREF.UnequipSpell(_00E_MQ11a_SC12_Telekinesis, 1)
PlayerREF.RemoveSpell(_00E_MQ11a_SC12_Telekinesis)
MQ11a_LeftTowerDoorOut.SetLockLevel(0)
MQ11a_LeftTowerDoorOut.Lock(false)
_00E_TeleportGlobal.SetvalueInt(0)
EndFunction
Function SetMQ11a_LeftTower(int Value)
MQ11a_LeftTower.SetValueInt(Value)
EndFunction
Function SetMQ11a_LeftTower_Inc(int Value)
; Same as SetMQ11a_LeftTower, but do it only if
; the current value of MQ11a_LeftTower is < Value.
; This is not 100% guaranteed to be correct, because the
; GetValueInt and the SetValueInt don't form an atomic block.
if MQ11a_LeftTower.GetValueInt() < Value
MQ11a_LeftTower.SetValueInt(Value)
endif
EndFunction
Function SetD11SayOnce(int Value)
; Set the quest variable _00E_MQ11a_D11_Branch_SayOnce to Value.
; This ensures that the topic MQ11a_D11_Start is said only at the
; appropriate point (namely, in Maya's room), and only once.
_00E_MQ11a_D11_Branch_SayOnce = Value
EndFunction
;=====================================MAYA VISION================================================
Function StartMayaVision()
MQ11a_SC14_DalGalarLinkMarker.Disable()
MQ11a_SC12_StarlingBarrierREF.Disable()
MQ11a_SC13_MayaREF.MoveTo(MQ11a_SC13_MayaMoveToMarker)
_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC13_MayaREF)
MS04MemoryFXBody01VFX.Play(MQ11a_SC13_MayaREF)
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC13_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_SC13_DalGalarREF.GetActorBase().SetName("Dal'Galar")
RegisterForSingleUpdate(90)
EndFunction
Function StopMayaVision()
MQ11a_SC13_MayaREF.Disable()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC13_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_SC13_DalGalarREF.Disable()
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
SetObjectiveDisplayed(41)
SetMQ11a_LeftTower(8)
CompanionIsTalking.SetValueInt(0)
EndFunction
Function PortPlayerBack()
UnregisterForUpdate()
GoToState("DefaultState")
CompanionIsTalking.SetValueInt(1)
Game.DisablePlayerControls()
GetFadeToBlackControl().FadeToBlack()
PlayerREF.MoveTo(MQ11a_PlayerMainHallMarker)
_00E_MC_CaliaREF.MoveTo(PlayerREF, 72.0) ; Port Calia to the right of the player
CaliaEquipTorch(True)
FadeToBlackBackIMOD.Apply()
FadeToBlackHoldIMOD.Remove()
Game.EnablePlayerControls()
RegisterForSingleUpdate(1)
EndFunction
Function SayOnEnteringMainHall()
GoToState("DefaultState")
RegisterForSingleUpdate(1)
EndFunction
;=====================================RIGHT TOWER, DISSECTING ROOM================================================
Function SetUpSpyScene()
CompanionIsTalking.SetValueInt(0)
MQ11a_SC15_SpyStartMarker002.MoveTo(PlayerRef, -(120.0 * Math.Sin(PlayerRef.GetAngleZ())), -(120.0 * Math.Cos(PlayerRef.GetAngleZ())), PlayerRef.GetHeight() + 50.0)
MQ11a_SC15_SpyREF.Enable()
MQ11a_SC15_SpyREF.SetAlpha(0.0)
MQ11a_SC15_SpyREF.MoveTo(MQ11a_SC15_SpyStartMarker)
EndFunction
Function CaliaEquipTorch(bool Equipped = True)
if Equipped == True
CaliaAddTorch()
_00E_MC_CaliaREF.EquipItem(Torch01, False, True)
Else
_00E_MC_CaliaREF.UnequipItem(Torch01)
CaliaRemoveTorch()
EndIf
EndFunction
Function CaliaAddTorch()
If _00E_MC_CaliaREF.GetItemCount(Torch01) <= 0
_00E_MC_CaliaREF.AddItem(Torch01, 1)
EndIf
EndFunction
Function CaliaRemoveTorch()
Int nTorchCount = _00E_MC_CaliaREF.GetItemCount(Torch01)
If nTorchCount > 0
_00E_MC_CaliaREF.RemoveItem(Torch01, nTorchCount)
EndIf
EndFunction
Function DisableSpy()
MQ11a_SC15_SpyREF.Disable()
EndFunction
Function SetMQ11a_RightTower(int Value)
If MQ11a_RightTower.GetValueInt() < Value
MQ11a_RightTower.SetValueInt(Value)
EndIf
EndFunction
Function ReanimateDissectingRoom()
SwitchAllTeleportation(False)
CaliaNoCombatStateChangeComments.SetValueInt(1)
SetCaliaAsCompanion(True)
_00E_Music_Combat_ShieldbrothersNoCond.Add()
_00E_MC_CaliaREF.SetLookAt(MQ11a_SC15_ExplosionMarker)
MQ11a_SC15_ExplosionMarker.PlaceAtMe(_00E_MQ11a_MagAnExpl)
Wait(2.1)
StartTrackingFight(FIGHT_ID_SC15, 0, _00E_MQ11a_SC15_ReanimationList, SchlossDalGalar, MQ11a_SC15_Zombie, False)
RaiseDeadServants(_00E_MQ11a_SC15_ReanimationList, MQ11a_SC15_ExplosionMarker)
RegisterForSingleUpdate(90)
_00E_MC_CaliaREF.ClearLookAt()
EndFunction
Function EndDissectingRoomFight()
MQ11a_SC15_RightTowerSpy.Stop()
MQ11a_SC13_KeyREF.Enable()
Wait(0.5)
_00E_Music_Combat_ShieldbrothersNoCond.Remove()
Wait(1.25)
SetCaliaAsCompanion(False)
MQ11a_SC16_Comment.ForceStart()
SwitchAllTeleportation(True)
EndFunction
Function StartDissectingRoomVision()
MQ11a_DiscipleREF02.MoveTo(MQ11a_SC16_DalGalarDiscipleMarker)
MQ11a_DiscipleREF02.SetAlpha(0.0)
MQ11a_SC16_DalGalarREF.MoveTo(MQ11a_SC16_DalGalarStartMarker)
MQ11a_SC16_DalGalarREF.SetAlpha(0.0)
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MQ11a_SC16_DalGalarREF.SetActorValue("Variable01", 1.0)
MQ11a_SC16_DalGalarREF.EvaluatePackage()
Wait(0.25)
(PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC16_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_SC17_DissectingRoomVision.ForceStart()
EndFunction
Function StopDissectingRoomVision()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC16_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
MQ11a_SC16_DalGalarREF.DisableNoWait()
MQ11a_DiscipleREF02.DisableNoWait()
2023-12-08 02:45:53 +00:00
MQ11a_SC16_DalGalarREF.SetActorValue("Variable01", 0.0)
MQ11a_SC16_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin)
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
EndFunction
Function StartStoneRoomVision()
MQ11a_SC19_DalGalarREF.MoveTo(MQ11a_SC19_DalGalarStartMarker)
MQ11a_SC19_DalGalarREF.SetAlpha(0.0)
MQ11a_SC19_DogREF.Enable()
MQ11a_SC19_DogREF.SetAlpha(0.0)
(PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC19_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
EndFunction
Function CrystalChannelEnergy()
ObjectReference ExplosionMarker = MQ11a_SC19_CrystalMarker.PlaceAtMe(XMarker)
ExplosionMarker.MoveTo(MQ11a_SC19_CrystalMarker, 0.0, 0.0, 90.0)
GhostFXShaderNightingaleCorrupt.Play(MQ11a_SC19_CrystalMarker)
_00E_A2_ChaosOrbSpawnSound.Play(MQ11a_SC19_CrystalMarker)
Wait(3)
ExplosionMarker.PlaceAtMe(DA16SkullAreaExplosion)
Wait(2)
_00E_MAGEldritchFireM.Play(MQ11a_SC19_CrystalMarker)
_00E_MQ11a_SC19_BlackStoneChannelBeam.Cast(MQ11a_SC19_CrystalMarker, MQ11a_SC19_DogREF)
Wait(1.5)
NPCDogInjuredM.Play(MQ11a_SC19_DogREF)
Wait(1.5)
MQ11a_SC19_CrystalMarker.InterruptCast()
NPCDogDeathM.Play(MQ11a_SC19_DogREF)
MQ11a_SC19_DogREF.PlaceAtMe(_00E_MQ11a_SC19_BlackStoneDissolve)
MQ11a_SC19_DogREF.AttachAshPile(DefaultAshPileGhostBlack)
MQ11a_SC19_DogREF.Disable()
GhostFXShaderNightingaleCorrupt.Stop(MQ11a_SC19_CrystalMarker)
Wait(1)
SetMQ11a_RightTower(6)
EndFunction
Function StopStoneRoomVision()
MQ11a_SC19_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin)
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC19_VisionRefs, _00E_MQ11a_SC8_FreezeRefs)
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
EndFunction
Function EnableLetter()
MQ11a_SC19_LetterREF.Enable()
EndFunction
;=====================================DOOR RIDDLE================================================
Function CheckForRiddleDoor()
if (MQ11a_DoorRiddle.GetValueInt() == 2)
DRSStoneLabyrinthianOpenM.Play(PlayerREF)
Wait(1)
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Self.SetCurrentStageID(125)
SetObjectiveCompleted(37)
SetObjectiveCompleted(47)
SetObjectiveCompleted(42)
DA02BoethiahFXS.Stop(MQ11a_SC20_RiddleDoorMain)
WaitForCompanionToStopTalking()
CompanionIsTalking.SetValueInt(1)
_00E_MC_CaliaREF.Say(MQ11a_D14_RemarksTopic)
WaitForCompanionToStopTalking(7.0)
CompanionIsTalking.SetValueInt(0)
Else
WaitForCompanionToStopTalking()
CompanionIsTalking.SetValueInt(1)
_00E_MC_CaliaREF.Say(MQ11a_D14_RemarksTopic)
WaitForCompanionToStopTalking(3.0)
Int nWordsFound = 0
If MQ11a_LeftTower.GetValueInt() >= 9
nWordsFound += 1
EndIf
If MQ11a_RightTower.GetValueInt() >= 9
nWordsFound += 1
EndIf
If nWordsFound == 1
CompanionIsTalking.SetValueInt(1)
Wait(1)
CompanionIsTalking.SetValueInt(1)
_00E_MC_CaliaREF.Say(MQ11a_Hello)
WaitForCompanionToStopTalking(7.0)
EndIf
CompanionIsTalking.SetValueInt(0)
EndIf
EndFunction
;=====================================LIBRARY SCENE================================================
Bool bPorcullisFightPrepared = False
Function PreparePortcullisFight()
If bPorcullisFightPrepared
Return
EndIf
bPorcullisFightPrepared = True
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Int myStage = GetCurrentStageID()
If myStage != 125
If myStage < 125
bPorcullisFightPrepared = False
EndIf
Return
EndIf
StartTrackingFight(FIGHT_ID_SC20, 130, MQ11a_SC20_LibraryEnemies, SchlossDalGalar, MQ11a_SC20_Zombie, True)
SetCaliaAsCompanion(True)
MQ11a_SC20_Portcullis.SetOpen(False)
MQ11a_MQ11CL_ZombieParentREF.Activate(MQ11a_MQ11CL_ZombieParentREF) ; Switch the zombies to the aggressive mode
EndFunction
Function EndPortcullisFight()
_00E_MC_CaliaREF.AddSpell(AbCanSayNotInCombat, False)
MQ11a_SC20_Portcullis.SetOpen(True)
; Wait for AbCanSayNotInCombat to warm up (or for timeout)
Int nCountdown = 20
Int nCanSpeakCounter = 0
While (nCanSpeakCounter < 1) && (nCountdown > 0)
If _00E_MC_CaliaREF.IsInFaction(CanSayFaction)
nCanSpeakCounter += 1
Else
nCanSpeakCounter = 0
EndIf
Utility.Wait(1.0)
nCountdown -= 1
EndWhile
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If nCountdown > 0 && GetCurrentStageID() < 130
CompanionIsTalking.SetValueInt(1)
_00E_MC_CaliaREF.Say(MQ11a_D14_Remarks02Topic)
EndIf
_00E_MC_CaliaREF.RemoveSpell(AbCanSayNotInCombat)
_00E_MC_CaliaREF.RemoveFromFaction(CanSayFaction)
EndFunction
Function SetUpAndStartLibraryScene()
_FS_Phasmalist_ControlQuest.UnsummonApparitionIfExists()
SetCaliaAsCompanion(False)
MQ11a_SC21_WrongDoor002.BlockActivation(True)
Game.RequestAutoSave()
MQ11a_SC20_Portcullis.SetOpen(False)
(PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking()
MQ11a_SC20_LibraryScene.ForceStart()
EndFunction
Function EnableMercenaryLeader()
AllowIdleChatter.SetValue(0)
_00E_TeleportGlobal.SetvalueInt(1)
MQ11a_SC20_MercenaryLeader.MoveTo(MQ11a_SC20_MercenaryLeader.GetLinkedRef())
MQ11a_SC20_MercenaryLeader.SetAlpha(0.0)
MQ11a_LeaderSpawned.SetValueInt(1)
; Failsave for the case when the player quickly runs back through
; the closing portcullis. This is to fix
; http://forum.sureai.net//tracker.php?p=8&t=11005 .
float PlayerY = PlayerREF.GetPositionY()
float CorrectY = MQ11a_SC20_Portcullis.GetPositionY() + 32
if PlayerY < CorrectY
float PlayerX = PlayerREF.GetPositionX()
float PlayerZ = PlayerREF.GetPositionZ()
PlayerREF.SetPosition(PlayerX, CorrectY, PlayerZ)
endif
EndFunction
Function FadeInMercenaryLeader()
CaliaEquipTorch(False)
MGTeleportInEffect.Play(MQ11a_SC20_MercenaryLeader)
MAGMysticismSoulTrapCapture.Play(MQ11a_SC20_MercenaryLeader)
; Wait(0.2)
MQ11a_SC20_MercenaryLeader.SetAlpha(1, True)
EndFunction
Function EnableMercenaries()
int iIndex = _00E_MQ11a_SC20_Mercenaries.GetSize()
while iIndex > 0
iIndex -= 1
Actor iMercenary = _00E_MQ11a_SC20_Mercenaries.GetAt(iIndex) as Actor
iMercenary.SetAlpha(0.0)
iMercenary.MoveTo(iMercenary.GetLinkedRef())
MGTeleportInEffect.Play(iMercenary)
MAGMysticismSoulTrapCapture.Play(iMercenary)
iMercenary.SetAlpha(1)
EndWhile
EndFunction
Function KnockBackCalia()
MQ11a_SC20_EldritchBarrierREF.MoveTo(MQ11a_SC20_MercenaryLeader)
MQ11a_SC20_EldritchBarrierREF.PlayAnimation("PlayAnim02")
_00E_MAGEldritchCharge_050M.Play(MQ11a_SC20_EldritchBarrierREF)
MQ11a_SC20_EldritchBarrierREF.PlaceAtMe(_00E_MagicLightEldritch01, 1)
MQ11a_SC20_BarrierSound = QSTDA16MagicBarrierLPM.Play(MQ11a_SC20_EldritchBarrierREF)
Wait(0.8)
_00E_MC_CaliaREF.DamageActorValue("Health", 1000)
ParalyzeFxShader.Play(_00E_MC_CaliaREF)
_00E_MAGEldritchFireSSVar01M.Play(_00E_MC_CaliaREF)
_00E_MAGEldritchHitImod.Apply()
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Self.SetCurrentStageID(135)
EndFunction
Function CaliaSetHeadTracking()
_00E_MC_CaliaREF.SetLookAt(MQ11a_SC20_MercenaryLeader, True)
MQ11a_SC20_MercenaryLeader.SetLookAt(_00E_MC_CaliaREF, True)
EndFunction
Function LeaderCastSpell()
MQ11a_SC20_MercenaryLeader.PlayIdle(IdleMagic_01)
Wait(1)
_00E_MC_CaliaREF.RestoreActorValue("Health", 100)
Wait(2.3)
_00E_MC_CaliaREF.SetGhost(True)
Debug.SendAnimationEvent(_00E_MC_CaliaREF, "returnToDefault")
Debug.SendAnimationEvent(_00E_MC_CaliaREF, "IdleDA02BoethiahPostEnter")
ParalyzeFxShader.Play(_00E_MC_CaliaREF)
_00E_FXEldritchShader03.Play(_00E_MC_CaliaREF)
QSTDA16MagicBarrierOffM.Play(MQ11a_SC20_EldritchBarrierREF)
MQ11a_SC20_EldritchBarrierREF.PlayAnimation("PlayAnim01")
Wait(2)
_00E_MC_CaliaREF.ClearLookAt()
MQ11a_SC20_MercenaryLeader.ClearLookAt()
_00E_MC_CaliaREF.SetHeadTracking(True)
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Self.SetCurrentStageID(145)
EndFunction
Function StartLibraryScene02()
MQ11a_SC21_LibraryScene02.ForceStart()
EndFunction
Function CloseDoor()
Game.RequestAutoSave()
CaliaNoCombatComments.SetValueInt(1)
MQ11a_SC22_LibraryZombieREF.Enable()
StartTrackingFight(FIGHT_ID_SC22, 160, _00E_MQ11a_SC22_Enemies, SchlossDalGalar, MQ11a_SC22_Zombie, True)
MQ11a_SC22_CaliaRescueScene.ForceStart()
MQ11a_SC211_DoubleDoorREF.SetOpen(False)
MQ11a_SC211_DoubleDoorREF.BlockActivation(True)
MQ11a_SC21_WrongDoor002.BlockActivation(False)
MQ11a_SC20_Portcullis.BlockActivation(True)
MQ11a_SC20_MercenaryLeader.StopCombat()
_00E_Music_Combat_Epic.Add()
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
GoToState("CaliaRescueScene")
RegisterForSingleUpdate(5)
EndFunction
Function EndRescueKeyFight()
GiveKeyToEnemies(_00E_MQ11a_SC22_Enemies, _00E_MQ11a_DalGalarLibraryKey)
EndFunction
Function StopRescueSequence()
Game.RequestAutoSave()
UnregisterForUpdate()
Self.SetObjectiveDisplayed(70, 0)
MQ11a_LeaderSpawned.SetValueInt(5)
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
MQ11a_SC20_Portcullis.BlockActivation(False)
_00E_MC_CaliaREF.SetGhost(True)
_00E_Music_Combat_Epic.Remove()
_00E_SilenceTransitionHighPriority.Add()
EndFunction
Function StartTransformSound()
MQ11a_MQ11CL_ZombieParentREF.Disable()
Int transformSound = _00E_MC_Calia_ItTransformLPDM.Play(PlayerREF)
Sound.SetInstanceVolume(transformSound, 5.0)
Wait(4)
MQ11a_LeaderSpawned.SetValueInt(6)
Sound.StopInstance(transformSound)
EndFunction
Function PlayTransformScream()
_00E_MC_Calia_ItScream01M.Play(MQ11a_SC22_CaliaTransformSound)
EndFunction
Function PlayMassacreSound()
_00E_MC_Calia_ItTearofHallysLeg.Play(MQ11a_SC22_CaliaTransformSound)
EndFunction
Function PlayFlySound()
_00E_MC_Calia_ItFlyTohallysAndKill.Play(MQ11a_SC22_CaliaTransformSound)
Wait(7)
Game.ShakeCamera()
EndFunction
Function PlayScream02()
_00E_MC_Calia_ItScream02M.Play(MQ11a_SC22_CaliaTransformSound)
EndFunction
Function PlayFinalExplosion()
Game.DisablePlayerControls()
; The brittle wall connecting the hidden room with the main hall
; is now going to collapse... almost. In fact, there are three
; brittle walls... One (the "real" one) stands in the player's
; path, whereas the other two (the "fake" ones) are invisible
; (they are mostly hidden inside other walls). The "real" brittle
; wall is going to be disabled, while the "fake" brittle walls
; are going to collapse (leaving behind ruins). The problem with
; collapsing the real brittle wall would be that its collapsed
; state is not really savegame-persistent, so the player would
; get trapped in the hidden room unless if he restarts the game.
MQ11a_SC22_BrittleWall.PlayAnimation("openStart")
MQ11a_SC22_BrittleWallFake1.PlayAnimation("openStart")
MQ11a_SC22_BrittleWallFake2.PlayAnimation("openStart")
Game.ShakeCamera(afStrength = 1.0)
_00E_MQ11a_SC22_CaliaTransformCompleteEXP.Apply()
PlayerREF.SplineTranslateToRef(MQ11a_SC22_PlayerBoomStick, 200.0, 1000)
Wait(0.1)
_00E_NPCKillBodyfall.Play(PlayerREF)
FadeToBlackHoldIMOD.Apply()
MQ11a_SC22_BrittleWall.Disable()
2024-01-10 14:08:24 +00:00
Self.SetCurrentStageID(165)
EndFunction
Function SetUpBloodyScene()
MQ11a_SC22_BrittleWall.PlayAnimation("openStart")
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
_00E_TeleportGlobal.SetValueInt(1)
MQ11a_MQ11CL_CameraEffectsREF.EnableNoWait()
MQ11a_SC20_Mercenary03.DisableNoWait()
MQ11a_SC20_Mercenary02.DisableNoWait()
MQ11a_SC20_Mercenary01.DisableNoWait()
MQ11a_SC20_MercenaryLeader.DisableNoWait()
Debug.SendAnimationEvent(_00E_MC_CaliaREF, "IdleForceDefaultState")
_00E_MC_CaliaREF.MoveTo(MQ11a_SC23_CaliaWoundedMarker)
MQ11a_SC20_EnableREF001.Enable()
MQ11a_SC23_CaliaWakeUp.ForceStart()
_00E_FXEldritchShader03.Stop(_00E_MC_CaliaREF)
ParalyzeFxShader.Stop(_00E_MC_CaliaREF)
_00E_MC_CaliaREF.BlockActivation(True)
MQ11a_SC211_DoubleDoorREF.SetOpen(True)
MQ11a_SC23_FinalGate.SetOpen(True)
MQ11a_SC20_Portcullis.SetOpen(True)
_00E_BloodyFXShader.Play(_00E_MC_CaliaREF)
MQ11a_SC23_CaliaTalkingActivator.MoveTo(MQ11a_SC23_Bedroll, afZOffset = -64.0)
MQ11a_SC23_CaliaTalkingActivator.EnableNoWait()
EndFunction
Function WakeUpPlayer()
_00E_MC_CaliaREF.UnequipAll()
UpdateCaliaAliasScriptState()
PlayerREF.MoveTo(MQ11a_SC23_PlayerWakeUpMarker)
Game.DisablePlayerControls()
Game.SetPlayerAIDriven(True)
PlayerREF.PlayIdle(TG05_GetUp)
Wait(1)
FadeToBlackHOLDIMod.PopTo(_00E_WakeUp)
Wait(4)
Game.EnablePlayerControls()
Game.SetPlayerAIDriven(False)
MQ11aDoorDisabler.Disable()
MQ11a_SC24_DalGalarRef.SetAlpha(0.0)
StartTrackingFight(FIGHT_ID_SC24, 182, _00E_MQ11a_SC24_FreezeRefs, SchlossDalGalar, MQ11a_SC24_Zombie, True)
EndFunction
Function AddMusic()
_00E_SilenceTransitionHighPriority.Remove()
_00E_Music_Special_Character_Calia.Add()
EndFunction
Function RemoveCaliaTheme()
_00E_Music_Special_Character_Calia.Remove()
_00E_Music_Special_Character_CaliaShort.Remove() ; Left for compatibility with old saves
EndFunction
Function PrepareBed()
Game.DisablePlayerControls()
FadeToBlackImod.Apply()
Wait(2)
FadeToBlackImod.PopTo(FadeToBlackHoldIMOD)
MQ11a_CaliaCamp.SetValueInt(1)
MQ11a_SC23_CaliaMadeBed.Enable()
EndFunction
Function MoveCaliaToMadeBed()
_SafeMoveNPCtoFurniture(_00E_MC_CaliaREF, MQ11a_SC23_TravelMadeBedMarker)
_00E_MC_CaliaREF.Reset(MQ11a_SC23_TravelMadeBedMarker) ; fix for https://sureai.net/tracker/view.php?id=1877
EndFunction
Function EnableBed()
MQ11a_SC23_CaliaTalkingActivator.MoveTo(MQ11a_SC23_CaliaMadeBed, afZOffset = -64.0)
PlayerREF.MoveTo(MQ11a_SC23_PlayerCampMarker)
_00E_BloodyFXShader.Stop(_00E_MC_CaliaREF)
MQ11a_CaliaCamp.SetValueInt(2)
EndFunction
Function FadeBackEverything()
_00E_MC_CaliaREF.UnequipAll()
FadeToBlackHoldIMOD.PopTo(FadeToBlackBackImod)
Wait(2)
EnablePlayerControls()
EndFunction
;=====================================SANCTUARIUM================================================
Function PrepareTableVision()
MQ11a_SC24_MayaDinner.ForceStart()
GiveKeyToEnemies(_00E_MQ11a_SC24_FreezeRefs, _00E_MQ11a_SC24_SanctuariumKey)
EndFunction
Function CallTableVision()
RemoveCaliaTheme()
MQ11a_SC24_DalGalarRef.SetName("Dal'Galar")
MQ11a_SC23_MayaAtTable.Enable()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC24_VisionRefs, _00E_MQ11a_SC24_FreezeRefs)
_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC23_MayaAtTable)
MS04MemoryFXBody01VFX.Play(MQ11a_SC23_MayaAtTable)
(PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking()
EndFunction
Function StopVision()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC24_VisionRefs, _00E_MQ11a_SC24_FreezeRefs)
MQ11a_SC24_DalGalarRef.DisableNoWait()
MQ11a_SC23_MayaAtTable.DisableNoWait()
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
MQ11a_SC25_MayasREF.SetAlpha(0.0) ; Some kind of failsave inherited from old _00E_MQ11a_SC25_FailsaveSC
Wait(3)
Message.ResetHelpMessage("MQ11a_TutorialArrows")
_00E_MQ11a_SC23_MayaMessage.ShowAsHelpMessage("MQ11a_TutorialMaya", 5, 1, 1)
EndFunction
;=====================================FINAL ROOM================================================
Function StartLastFight()
Message.ResetHelpMessage("MQ11a_TutorialMaya")
SwitchAllTeleportation(False)
Game.RequestAutoSave()
StartTrackingFight(FIGHT_ID_SC25, 195, _00E_MQ11a_SC25_Enemies, SchlossDalGalar, MQ11a_SC25_Zombie, False)
Game.ShakeCamera()
ObjectReference XPlosionMarker = MQ11a_SC25_AnomalyStartREF.PlaceAtMe(XMarker, 1)
XPlosionMarker.MoveTo(MQ11a_SC25_AnomalyStartREF, 0.0, 0.0, 100)
XPlosionMarker.PlaceAtMe(_00E_MQ11a_AnomalySpawnExplosion, 1)
XPlosionMarker.PlaceAtMe(_00E_MQ11a_MagAnExpl, 1)
int ScreamSound = _00E_NPCMagicAnomalyScreamM.Play(MQ11a_SC25_AnomalyStartREF)
Sound.SetInstanceVolume(ScreamSound, 3.0)
MQ11a_SC25_AnomalyFinal.Enable()
MQ11a_SC25_AnomalyFinal.MoveTo(MQ11a_SC25_AnomalyStartREF)
RaiseDeadServants(_00E_MQ11a_SC25_Enemies, MQ11a_SC25_AnomalyStartREF)
EndFunction
Function EndLastFight(Int postFightQuestStage)
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SetCurrentStageID(postFightQuestStage)
_00E_Meditate_Allowed.SetValueInt(1) ; Allow only meditation, other teleports are still forbidden
EndFunction
Function StartMayaReanimationScene()
(PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking()
_00E_Music_Special_MQ11a_Reanimation.Add()
MQ11a_SC25_DalGalarREF.MoveTo(MQ11a_SC25_DalGalarREF.GetLinkedRef())
MQ11a_SC25_DalGalarREF.SetAlpha(0.0)
MQ11a_SC25_DalGalarREF.AddSpell(_00E_AbPosessed)
MQ11a_SC25_BeamREF.EnableNoWait()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC25_VisionRefs, _00E_MQ11a_SC24_FreezeRefs)
MQ11a_SC25_MayaReanimation01.ForceStart()
EndFunction
Function StartBeamFX()
MQ11a_SC25_BeamREF.PlaceAtMe(TG08BShockwaveExplosion, 1)
MQ11a_SC25_BeamREF.PlayGamebryoAnimation("animIdle")
BeamLPM = _00E_MAGEldritchBreathFireLPMSDM.Play(MQ11a_SC25_BeamREF)
_00E_MQ11a_SC25_DalGalarScreamM.Play(MQ11a_SC25_DalGalarREF)
Wait(3)
MQ11a_SC25_BeamREF.PlayGamebryoAnimation("AnimPlay")
QSTAlduinDeathExplosionC.Play(MQ11a_SC25_BeamREF)
Game.ShakeCamera()
_00E_MQ11a_BlackStoneSP.Cast(MQ11a_SC25_CastMarker, MQ11a_SC25_TargetMarker)
Wait(4)
Sound.StopInstance(BeamLPM)
MQ11a_SC25_CastMarker.InterruptCast()
MQ11a_SC25_DalGalarREF.SetGhost(False)
MQ11a_SC25_DalGalarREF.DamageActorValue("Health", 1000)
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Self.SetCurrentStageID(205)
EndFunction
Function HealDalGalarSC25()
MQ11a_SC25_DalGalarREF.RestoreActorValue("Health", 100)
EndFunction
Function KnockOutMaya()
MQ11a_SC25_MayasREF.Kill(MQ11a_SC25_MayasREF)
EndFunction
Function StartITFX()
MayaTransformSound = _00E_MC_Calia_ItTransformLPDM.Play(MQ11a_SC25_MayasREF)
_00E_MC_CaliaItFXS.Play(MQ11a_SC25_MayasREF)
MQ11a_SC25_MayasREF.SetEyeTexture(_00E_MC_CaliaEyesIt)
EndFunction
Function MoveVeiledWoman()
_SafeMoveNPCtoFurniture(MQ11a_SC25_VeiledWomanREF, MQ11a_SC25_VeiledWomanStart)
MQ11a_SC25_VeiledWomanREF.SetAlpha(0.0)
_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC25_VeiledWomanREF)
MS04MemoryFXBody01VFX.Play(MQ11a_SC25_VeiledWomanREF)
MQ11a_SC25_VeiledWomanREF.SetAlpha(0.5, True)
EndFunction
Function DissolveDalGalar()
ShockDisintegrate01FXS.Play(MQ11a_SC25_DalGalarREF)
Wait(1)
MQ11a_SC25_DalGalarREF.PlaceAtMe(ExplosionRuneShockSmallNoEffects)
MQ11a_SC25_DalGalarREF.PlaceAtMe(_00E_FS_MAGGoreExplosion)
MQ11a_SC25_DalGalarREF.Disable()
Game.TriggerScreenBlood(10)
EndFunction
Function StopITFX()
Sound.StopInstance(MayaTransformSound)
_00E_MC_CaliaItFXS.Stop(MQ11a_SC25_MayasREF)
MQ11a_SC25_MayasREF.SetGhost(False)
MQ11a_SC25_MayasREF.GetActorBase().SetEssential(False)
MQ11a_SC25_MayasREF.Kill(MQ11a_SC25_MayasREF)
EndFunction
Function CaliaAndVeiledWomanDisappear()
_00E_Music_Special_Event_Dark.Remove()
_00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC25_VisionRefs, _00E_MQ11a_SC24_FreezeRefs)
MQ11a_SC25_VeiledWomanREF.DisableNoWait()
MQ11a_SC25_MayasREF.DisableNoWait()
MQ11a_SC25_BeamREF.DisableNoWait()
(PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking()
2024-01-10 14:08:24 +00:00
Self.SetCurrentStageID(210)
MQ11a_SC26_DoorREF.BlockActivation(False)
_00E_MQ11a_SC23_Calia.ShowAsHelpMessage("MQ11aFinalCalia", 5, 1, 1)
EndFunction
Function GoToFrostcliffTavern()
; Remove combat music (failsave for
; http://forum.sureai.net//tracker.php?p=8&t=10216 ).
_00E_Music_Combat_ShieldbrothersNoCond.Remove()
_00E_Music_Combat_Epic.Remove()
CaliaNoCombatComments.SetValueInt(0)
_00E_MC_CaliaREF.BlockActivation(False)
UpdateCaliaAliasScriptState()
MQ11a_SC23_CaliaTalkingActivator.DisableNoWait()
SetObjectiveCompleted(37)
Game.RequestAutoSave()
MQ11a_Failsave_BlackStoneChestREF.RemoveItem(_00E_MQ11a_BlackStoneMisc, 1, false, PlayerREF)
if PlayerREF.GetItemCount(_00E_MQ11a_BlackStoneMisc) < 1
PlayerREF.AddItem(_00E_MQ11a_BlackStoneMisc, 1)
EndIf
Game.DisablePlayerControls()
GetFadeToBlackControl().FadeToBlack()
_00E_Music_Special_MQ11a_Reanimation.Remove()
RemoveCaliaTheme()
PlayerREF.MoveTo(MQ11a_SC26_PlayerPortMarker)
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
_00E_MC_CaliaREF.UnEquipItem(_01E_20Huetergrossschwert)
_00E_MC_CaliaREF.MoveTo(MQ11a_SC26_CaliaPortMarker)
MQ11a_SC26_LastConversationCalia.ForceStart()
MQ11a_SC26_Chair.Activate(PlayerREF)
; Hold the door! Calia's forcegreet might fail, and then we want
; the player to talk to her.
MQ11a_SC26_Door.SetLockLevel(255)
MQ11a_SC26_Door.Lock()
_00E_Func_ReferenceFormList.Enable(MQ11a_SC6_WolfPackGates)
; Failsave to fix a bug in which the player fails to sit down
; and instead levitates through the level
; ( http://forum.sureai.net//tracker.php?p=8&t=10396
; = http://forum.sureai.net//tracker.php?p=8&t=11007 ).
Wait(13)
if PlayerREF.GetSitState() < 3
;Debug.Notification("Restless butt syndrome detected! Trying to activate chair again.")
MQ11a_SC26_Chair.Activate(PlayerREF)
endif
EndFunction
Function SC26_FadeBack()
if _00E_MC_CaliaREF.GetSitState() < 3
; http://sureai.net:9898/browse/ERB-1460
_00E_MC_CaliaREF.Disable()
_00E_MC_CaliaREF.Enable()
Wait(1)
endif
Weapon caliaWeapon = _00E_MC_CaliaREF.GetEquippedWeapon()
If caliaWeapon
_00E_MC_CaliaREF.UnequipItem(caliaWeapon)
EndIf
FadeToBlackHoldIMOD.PopTo(FadeToBlackBackImod)
Game.EnablePlayerControls()
EndFunction
Function SC26_OpenDoorAgain()
; Done again in FinishQuest() function:
MQ11a_SC26_Door.SetLockLevel(30)
MQ11a_SC26_Door.Lock(false)
EndFunction
Function FinishQuest()
ResetCaliaDialogueFlags()
SwitchAllTeleportation(True)
AllowIdleChatter.SetValue(1)
_00E_PlayerFunctions.GetSoundControl().RemoveSilence()
RemoveCaliaTheme()
RegisterForSingleUpdateGameTime(9)
bStartCaliaCQ = True
_00E_EPHandler.GiveEP(1500)
MQ11a_SC26_Door.SetLockLevel(30)
MQ11a_SC26_Door.Lock(false)
EndFunction
Function RemoveTaniyshaLetter()
PlayerREF.RemoveItem(_00E_MQ11a_SC19_TaniyshaLetter, 1)
EndFunction
;=====================================================================================
; EVENTS
;=====================================================================================
Bool bSkipNextRescueSceneMessage
State CaliaRescueScene
Event OnUpdateGameTime()
If bStartCaliaCQ
If !CQC03.IsCompleted() && CQC03.IsRunning()
2024-01-10 14:08:24 +00:00
CQC03.SetCurrentStageID(20)
CQC03.FailAllObjectives()
Elseif CQC03.IsCompleted()
2024-01-10 14:08:24 +00:00
CQC04.SetCurrentStageID(5)
EndIf
bStartCaliaCQ = False
EndIf
EndEvent
Event OnUpdate()
2024-01-10 14:08:24 +00:00
if __Config_RescueTimer > 0 && GetCurrentStageID() < 160
__Config_RescueTimer -= 5
; Show message every 10 seconds, or every 5 seconds if 30 or less seconds left
If (bSkipNextRescueSceneMessage == False) || (__Config_RescueTimer <= 30)
_00E_MQ11a_RescueTimer.Show(__Config_RescueTimer)
bSkipNextRescueSceneMessage = True
Else
bSkipNextRescueSceneMessage = False
EndIf
RegisterForSingleUpdate(5)
2024-01-10 14:08:24 +00:00
Elseif GetCurrentStageID() < 160
MUSSpecialDeath.Add()
FadeToBlackHoldImod.Apply()
Wait(2)
Game.QuitToMainMenu()
Else
UnregisterForUpdate()
EndIf
EndEvent
EndState
State BarrierRiddle
Event OnUpdate()
int MQ11a_LeftTowerLocal = MQ11a_LeftTower.GetValueInt()
If MQ11a_LeftTowerLocal == 3
If PlayerREF.GetItemCount(_00E_MQ11a_SC9_GunpowderSatchel) == 0
Message.ResetHelpMessage("MQ11a_TutorialCrosshair")
If _00E_DisableQuestTutorials.GetValueInt() == 0
_00E_MQ11a_Tutorial_Telekinesis.ShowAsHelpMessage("Telekinesis", 5, 1, 1)
EndIf
Return
EndIf
RegisterForSingleUpdate(3)
ElseIf MQ11a_LeftTowerLocal == 4
If CaliaNormalDialogueAllowed.GetValueInt() > 0 && (bSaidD10Remark == False)
bSaidD10Remark = True
_00E_MC_CaliaREF.Say(MQ11a_D10_remarkTopic)
EndIf
RefillFireArrows()
RegisterForSingleUpdate(3)
EndIf
EndEvent
EndState
;=====================================================================================
; FIGHT TRACKING FUNCTIONS
;=====================================================================================
Int Property FIGHT_ID_SC08 = 1 AutoReadOnly
Int Property FIGHT_ID_SC15 = 2 AutoReadOnly
Int Property FIGHT_ID_SC20 = 3 AutoReadOnly
Int Property FIGHT_ID_SC22 = 4 AutoReadOnly
Int Property FIGHT_ID_SC24 = 5 AutoReadOnly
Int Property FIGHT_ID_SC25 = 6 AutoReadOnly
Function StartTrackingFight(Int fightId, Int postFightQuestStage, FormList enemyList, Location enemyLocation, LocationRefType enemyLocRefType, Bool bNoReanimation)
(Alias_Player as _00E_MQ11a_PlayerAliasScript).StartTrackingFight(fightId, postFightQuestStage, enemyList, enemyLocation, enemyLocRefType, bNoReanimation)
EndFunction
Function RaiseDeadServants(Formlist corpseList, ObjectReference corpseActivatorRef)
int nItems = corpseList.GetSize()
Int Index = 0
While Index < nItems
(corpseList.GetAt(Index) as ObjectReference).Activate(corpseActivatorRef)
index += 1
EndWhile
EndFunction
Function RegisterKilledEnemy()
2024-01-10 14:08:24 +00:00
Int curStage = GetCurrentStageID()
If curStage >= 95 && curStage < 210
(Alias_Player as _00E_MQ11a_PlayerAliasScript).RegisterEnemyDeath()
EndIf
EndFunction
Function RegisterFightEnd(Int fightId, Int postFightQuestStage)
If (fightId == FIGHT_ID_SC08) || (fightId == FIGHT_ID_SC24)
2024-01-10 14:08:24 +00:00
SetCurrentStageID(postFightQuestStage)
ElseIf fightId == FIGHT_ID_SC15
EndDissectingRoomFight()
ElseIf fightId == FIGHT_ID_SC20
EndPortcullisFight()
ElseIf fightId == FIGHT_ID_SC22
EndRescueKeyFight()
ElseIf fightId == FIGHT_ID_SC25
EndLastFight(postFightQuestStage)
ElseIf fightId != 0
Debug.Trace(self + ", RegisterFightEnd: unsupported fightId " + fightId)
EndIf
EndFunction
Function GiveKeyToEnemies(FormList enemyList, Key keyToGive)
int nItems = enemyList.GetSize()
Int Index
Index = 0
While Index < nItems
(enemyList.GetAt(Index) as ObjectReference).AddItem(keyToGive)
Index += 1
EndWhile
Index = 0
While Index < nItems
_00E_Questshader.Play(enemyList.GetAt(Index) as ObjectReference)
Index += 1
EndWhile
EndFunction
Function SwitchCaliaNormalDialogue(Bool bAllow)
If bAllow
CaliaNormalDialogueAllowed.SetValueInt(1)
Else
CaliaNormalDialogueAllowed.SetValueInt(0)
EndIf
EndFunction
Function ResetCaliaDialogueFlags()
SwitchCaliaNormalDialogue(True)
CaliaNoCombatComments.SetValueInt(0)
CaliaNoCombatStateChangeComments.SetValueInt(0)
CompanionIsTalking.SetValueInt(0)
EndFunction
Function WaitForCompanionToStopTalking(Float fMaxTimeInSeconds = 2.0)
Int nCountdown = (fMaxTimeInSeconds * 10.0) as Int
If nCountdown < 10
nCountdown = 10
EndIf
While (CompanionIsTalking.GetValueInt() > 0) && (nCountdown > 0)
Wait(0.1)
nCountdown -= 1
EndWhile
EndFunction
Function SwitchAllTeleportation(Bool bAllow)
If bAllow
_00E_Meditate_Allowed.SetValueInt(1)
_00E_TeleportGlobal.SetvalueInt(0)
Else
_00E_Meditate_Allowed.SetValueInt(0)
_00E_TeleportGlobal.SetvalueInt(1)
EndIf
EndFunction
Function SetCaliaAsCompanion(Bool bCompanion)
If bCompanion
_00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_CaliaREF, True, 450, 600, 150)
Else
_00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_CaliaREF, False)
EndIf
EndFunction
Function UpdateCaliaAliasScriptState()
(Alias_Calia as _00E_MQ11a_CaliaAliasScript).UpdateState()
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
float FailsaveSpeedMult = 90.0
int BeamLPM
int CaliaTransformSound
int MayaTransformSound
int SpokenWith
int MQ11a_SC20_BarrierSound
bool Property bLeftTowerRiddleSolved Auto Conditional Hidden
int Property __Config_RescueTimer Auto
{How much time the player has to save Calia}
bool AllMercenariesEnabled
bool bStartCaliaCQ
Bool bSaidD10Remark
int Property __Config_RewardEXPQuestCompletion = 1000 Auto
{How much EP the player gets after solving the barrier riddle}
int Property __Config_RewardEXPSpeakWithPeople = 50 Auto
{How much EP the player gets each time he obtains a new information in the Frostcliff tavern}
int Property __Config_RewardEXPBarrierRiddle = 300 Auto
{How much EP the player gets after solving the barrier riddle}
int Property _00E_MQ11a_D11_Branch_SayOnce = 0 Auto Conditional
Activator Property DefaultAshPileGhostBlack Auto
Quest Property CQC04 Auto
Quest Property CQC03 Auto
Actor Property _00E_MC_CaliaREF Auto
Actor Property PlayerREF Auto
Actor Property MQ11a_DiscipleREF Auto
Actor Property MQ11a_DiscipleREF02 Auto
Actor Property MQ11a_DalGalarREF Auto
Actor Property MQ11a_AnomalyREF Auto
Actor Property MQ11a_StarlingsTinkerer Auto
Actor Property MQ11a_SC13_DalGalarREF Auto
Actor Property MQ11a_SC16_DalGalarREF Auto
Actor Property MQ11a_SC19_DalGalarREF Auto
Actor Property MQ11a_SC15_SpyREF Auto
Actor Property MQ11a_SC19_DogRef Auto
Actor Property MQ11a_SC20_Mercenary03 Auto
Actor Property MQ11a_SC20_Mercenary02 Auto
Actor Property MQ11a_SC20_Mercenary01 Auto
Actor Property MQ11a_SC20_MercenaryLeader Auto
Actor Property MQ11a_SC24_DalGalarRef Auto
Actor Property MQ11a_SC25_DalGalarREF Auto
Actor Property MQ11a_SC25_MayasREF Auto
Actor Property MQ11a_SC25_VeiledWomanREF Auto
Actor Property MQ11a_SC02_Guest_01 Auto
Actor Property MQ11a_SC02_Guest_02 Auto
Book Property _00E_MQ11a_SC19_TaniyshaLetter Auto
Light Property _00E_MagicLightEldritch01 Auto
Light Property Torch01 Auto
Ammo Property _00E_MQ11a_SC12_FireArrows Auto
Idle Property IdleMagic_01 Auto
Idle Property IdleForceDefaultState Auto
Idle Property TG05_GetUp Auto
MusicType Property _00E_Music_Combat_ShieldbrothersNoCond Auto
MusicType Property _00E_SilenceTransitionHighPriority Auto
MusicType Property _00E_Music_Combat_Epic Auto
MusicType Property MUSSpecialDeath Auto
MusicType Property _00E_Music_Special_Character_Calia Auto
MusicType Property _00E_Music_Special_Character_CaliaShort Auto
MusicType Property _00E_Music_Special_Event_Dark Auto
MusicType Property _00E_Music_Special_MQ11a_Reanimation Auto
EffectShader Property _00E_MC_CaliaItFXS Auto
EffectShader Property GhostFXShaderNightingaleCorrupt Auto
EffectShader Property DA02BoethiahFXS Auto
EffectShader Property ParalyzeFxShader Auto
EffectShader Property _00E_FXEldritchShader03 Auto
EffectShader Property ShockDisintegrate01FXS Auto
EffectShader Property _00E_BloodyFXShader Auto
Outfit Property _00E_MC_Calia_Outfit Auto
Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto
GlobalVariable Property AllowIdleChatter Auto
Sound Property FXExplosionCatapultNearM Auto
Sound Property _00E_MQ11a_SC25_DalGalarScreamM Auto
Sound Property _00E_MC_Calia_ItTransformLPDM Auto
Sound Property _00E_MQ11a_MagicAnomalyScreamAM Auto
Sound Property _00E_NPCMagicAnomalyScreamM Auto
Sound Property TRPDwemerPistonOutM Auto
Sound Property _00E_A2_ChaosOrbSpawnSound Auto
Sound Property NPCDogInjuredM Auto
Sound Property NPCDogDeathM Auto
Sound Property _00E_MAGEldritchFireM Auto
Sound Property DRSStoneLabyrinthianOpenM Auto
Sound Property MAGMysticismSoulTrapCapture Auto
Sound Property QSTDA16MagicBarrierLPM Auto
Sound Property _00E_MAGEldritchCharge_050M Auto
Sound Property _00E_MAGEldritchFireSSVar01M Auto
Sound Property QSTDA16MagicBarrierOffM Auto
Sound Property _00E_MC_Calia_ItScream01M Auto
Sound Property _00E_MC_Calia_ItScream02M Auto
Sound Property _00E_MC_Calia_ItFlyTohallysAndKill Auto
Sound Property _00E_MC_Calia_ItTearofHallysLeg Auto
Sound Property _00E_NPCKillBodyfall Auto
Sound Property QSTAlduinDeathExplosionC Auto
Sound Property _00E_MAGEldritchBreathFireLPMSDM Auto
Static Property XMarkerHeading Auto
Static Property XMarker Auto
Topic Property MQ11a_D10_remarkTopic Auto
Topic Property MQ11a_D14_RemarksTopic Auto
Topic Property MQ11a_D14_Remark_SigilsTopic Auto
Message Property _00E_MQ11a_TutorialCrosshair Auto
Message Property _00E_MQ11a_TutorialArrows Auto
Message Property _00E_MQ11a_Tutorial_Telekinesis Auto
Message Property _00E_MQ11a_SC23_MayaMessage Auto
Message Property _00E_MQ11a_SC23_Calia Auto
Message Property _00E_MQ11a_RescueTimer Auto
VisualEffect Property MS04MemoryFXBody01VFX Auto
VisualEffect Property MGTeleportInEffect Auto
Spell Property _10E_SpellTelekinesis Auto
Spell Property _00E_MQ11a_SC12_Telekinesis Auto
Spell Property _00E_MQ11a_SC19_BlackStoneChannelBeam Auto
Spell Property _00E_MQ11a_BlackStoneSP Auto
Spell Property _00E_AbPosessed Auto
Topic Property MQ11a_D6_JourneyRemarkTopic Auto
Topic Property MQ11a_Hello Auto
TextureSet Property EyesMaleHumanHazelBrown Auto
TextureSet Property _00E_MC_CaliaEyesIt Auto
Weather Property _00E_MQ11a_SkyrimOvercastSnowSlow Auto
Weather Property SkyrimOvercastSnow Auto
ReferenceAlias Property Alias_Player Auto
ReferenceAlias Property Alias_Calia Auto
ReferenceAlias Property MagicalAnomaly Auto
ReferenceAlias Property TavernGuest02 Auto
ObjectReference Property MQ11a_CaliaAppearMarker Auto
ObjectReference Property MQ11a_SC2_CaliaStartMarker Auto
ObjectReference Property MQ11a_SC2_CaliaWallMarker Auto
ObjectReference Property MQ11a_SC6_SnowdriftParent Auto
ObjectReference Property MQ11a_SC6_ParentBarrel Auto
ObjectReference Property MQ11a_SC6_PlayerExplodeMarker Auto
ObjectReference Property MQ11a_SC6_CaliaBarrelMarker Auto
ObjectReference Property MQ11a_SC6_FirstOilPool Auto
ObjectReference Property MQ11a_SC7_CastleDoor Auto
ObjectReference Property MQ11a_SC7_DebrisParent Auto
ObjectReference Property MQ11a_SC8_DalGalarTalkMarker Auto
ObjectReference Property Mq11a_SC8_DiscipleTalkMarker Auto
ObjectReference Property Mq11a_SC8_CorpseExplosion Auto
ObjectReference Property MQ11a_SC8_KeyRef Auto
ObjectReference Property MQ11a_SC11_DalGalarStart Auto
ObjectReference Property MQ11a_SC11_StarlingStart Auto
ObjectReference Property MQ11a_DalGalarOrigin Auto
ObjectReference Property MQ11a_DiscipleOrigin Auto
ObjectReference Property MQ11a_SC11_SilverJugGoblets Auto
ObjectReference Property MQ11a_SC11_XMarkerGoblets Auto
ObjectReference Property MQ11a_SC11_TriggerREF Auto
ObjectReference Property MQ11a_SC12_ExplosionMarker Auto
ObjectReference Property MQ11a_LeftTowerDoorOut Auto
ObjectReference Property MQ11a_SC12_BarrierSound Auto
ObjectReference Property MQ11a_SC12_StarlingBarrierREF Auto
ObjectReference Property MQ11a_SC13_MayaREF Auto
ObjectReference Property MQ11a_SC13_MayaMoveToMarker Auto
ObjectReference Property MQ11a_Failsave_BlackStoneChestREF Auto
ObjectReference Property MQ11a_PlayerMainHallMarker Auto
ObjectReference Property MQ11a_SC15_SpyStartMarker Auto
ObjectReference Property MQ11a_SC15_ExplosionMarker Auto
ObjectReference Property MQ11a_SC13_KeyREF Auto
ObjectReference Property MQ11a_SC16_DalGalarDiscipleMarker Auto
ObjectReference Property MQ11a_SC16_DalGalarStartMarker Auto
ObjectReference Property MQ11a_SC19_DalGalarStartMarker Auto
ObjectReference Property MQ11a_SC19_CrystalMarker Auto
ObjectReference Property MQ11a_SC19_LetterREF Auto
ObjectReference Property MQ11a_SC15_SpyStartMarker002 Auto
ObjectReference Property MQ11a_SC26_DoorREF Auto
ObjectReference Property MQ11a_SC12_CollisionPlane Auto
ObjectReference Property MQ11a_SC20_RiddleDoorMain Auto
ObjectReference Property MQ11a_SC20_Portcullis Auto
ObjectReference Property MQ11a_SC20_EldritchBarrierREF Auto
ObjectReference Property MQ11a_SC20_CaliaForceMarker Auto
ObjectReference Property MQ11a_SC211_DoubleDoorREF Auto
ObjectReference Property MQ11a_SC22_CaliaTransformSound Auto
ObjectReference Property MQ11a_SC22_BrittleWall Auto
ObjectReference Property MQ11a_SC22_BrittleWallFake1 Auto
ObjectReference Property MQ11a_SC22_BrittleWallFake2 Auto
ObjectReference Property MQ11a_SC22_PlayerBoomStick Auto
ObjectReference Property MQ11a_SC20_EnableREF001 Auto
ObjectReference Property MQ11a_SC23_CaliaWoundedMarker Auto
ObjectReference Property MQ11a_SC23_PlayerWakeUpMarker Auto
ObjectReference Property MQ11a_SC23_CaliaTalkingActivator Auto
ObjectReference Property MQ11a_SC23_CaliaMadeBed Auto
ObjectReference Property MQ11a_SC23_PlayerCampMarker Auto
ObjectReference Property MQ11a_SC23_FinalGate Auto
ObjectReference Property MQ11a_SC25_AnomalyFinal Auto
ObjectReference Property MQ11a_Nehrimese_Patrol_Linker Auto
ObjectReference Property MQ11a_SC25_AnomalyStartREF Auto
ObjectReference Property MQ11a_SC25_CastMarker Auto
ObjectReference Property MQ11a_SC25_TargetMarker Auto
ObjectReference Property MQ11a_SC25_BeamREF Auto
ObjectReference Property MQ11a_SC25_VeiledWomanStart Auto
ObjectReference Property MQ11a_SC26_PlayerPortMarker Auto
ObjectReference Property MQ11a_SC26_CaliaPortMarker Auto
ObjectReference Property MQ11a_SC26_Chair Auto
ObjectReference Property MQ11a_SC23_MayaAtTable Auto
ObjectReference Property MQ11a_SC26_Door Auto
ObjectReference Property MQ11a_SC21_WrongDoor002 Auto
ObjectReference Property MQ11a_SC22_LibraryZombieREF Auto
ObjectReference Property MQ11a_MQ11CL_ZombieParentREF Auto
ObjectReference Property MQ11a_MQ11CL_CameraEffectsREF Auto
ObjectReference Property MQ11aDoorDisabler Auto
ObjectReference Property MQ11a_CaliaFollowtrigger_StartBoxREF Auto
ObjectReference Property MQ11a_SC02_Guest_01_Chair Auto
ObjectReference Property MQ11a_SC02_Guest_02_Chair Auto
ObjectReference Property MQ11a_SC07_FollowStartBox Auto
ObjectReference Property MQ11a_SC14_DalGalarLinkMarker Auto
ObjectReference Property MQ11a_LeftTowerDoorREF Auto
ObjectReference Property MQ11a_RightTowerDoorREF Auto
ObjectReference Property MQ11a_SC8_CaliaFailsaveMarkerREF Auto
Formlist Property MQ11a_SC6_WolfPackGates Auto
Formlist Property _00E_MQ11a_SC8_FreezeRefs Auto
Formlist Property _00E_MQ11a_SC8_VisionRefs Auto
Formlist Property _00E_MQ11a_SC8_ReanimationList Auto
Formlist Property _00E_MQ11a_SC11_VisionRefs Auto
Formlist Property _00E_MQ11a_SC13_VisionRefs Auto
Formlist Property _00E_MQ11a_SC15_ReanimationList Auto
Formlist Property _00E_MQ11a_SC16_VisionRefs Auto
Formlist Property _00E_MQ11a_SC19_VisionRefs Auto
Formlist Property _00E_MQ11a_SC20_Mercenaries Auto
Formlist Property _00E_MQ11a_SC22_Enemies Auto
Formlist Property _00E_MQ11a_SC24_FreezeRefs Auto
Formlist Property _00E_MQ11a_SC24_VisionRefs Auto
Formlist Property _00E_MQ11a_SC25_Enemies Auto
Formlist Property _00E_MQ11a_SC25_VisionRefs Auto
Formlist Property MQ11a_SC20_LibraryEnemies Auto
Scene Property MQ11a_SC1_CaliaTalksToPlayer Auto
Scene Property MQ11a_SC02_CaliaFrostcliffTavern Auto
Scene Property MQ11a_SC3_CaliaFrostCliffLoop Auto
Scene Property MQ11a_SC6_CaliaAtGate Auto
Scene Property MQ11a_SC7_CaliaExplodeBarrels Auto
Scene Property MQ11a_SC8_FirstVision Auto
Scene Property MQ11a_SC12_LeftTowerRiddle Auto
Scene Property MQ11a_SC14_LeftTowerVision02 Auto
Scene Property MQ11a_SC15_RightTowerSpy Auto
Scene Property MQ11a_SC16_Comment Auto
Scene Property MQ11a_SC17_DissectingRoomVision Auto
Scene Property MQ11a_SC20_LibraryScene Auto
Scene Property MQ11a_SC21_LibraryScene02 Auto
Scene Property MQ11a_SC22_CaliaRescueScene Auto
Scene Property MQ11a_SC23_CaliaWakeUp Auto
Scene Property MQ11a_SC24_MayaDinner Auto
Scene Property MQ11a_SC25_MayaReanimation01 Auto
Scene Property MQ11a_SC26_LastConversationCalia Auto
Explosion Property _00E_MQ11a_SC7_BarrelExplosionVFX01 Auto
Explosion Property _00E_MQ11a_SC7_BarrelExplosionVFX02 Auto
Explosion Property DA16SkullAreaExplosion Auto
Explosion Property _00E_MQ11a_SC19_BlackStoneDissolve Auto
Explosion Property TG08BShockwaveExplosion Auto
Explosion Property _00E_FS_MAGGoreExplosion Auto
Explosion Property ExplosionRuneShockSmallNoEffects Auto
Explosion Property _00E_MQ11a_MagAnExpl Auto
Explosion Property _00E_MQ11a_AnomalySpawnExplosion Auto
Explosion Property _00E_HarmlessFireExplosion Auto
Explosion Property ExplosionShockMassNoEffects Auto
MiscObject Property _00E_MQ11a_SC9_GunpowderSatchel Auto
MiscObject Property _00E_MQ11a_BlackStoneMisc Auto
Cell Property MQ11CaliaCastleMain Auto
Cell Property MQ11DR Auto
Weapon Property _01E_20Huetergrossschwert Auto
ImageSpaceModifier Property FadeToBlackImod Auto
ImageSpaceModifier Property FadeToBlackBackImod Auto
ImageSpaceModifier Property FadeToBlackHoldImod Auto
ImageSpaceModifier Property MAGFireBallExpImod Auto
ImageSpaceModifier Property MAGShockExpMassImod Auto
ImageSpaceModifier Property _00E_MAGEldritchHitImod Auto
ImageSpaceModifier Property _00E_MQ11a_SC22_CaliaTransformCompleteEXP Auto
ImageSpaceModifier Property _00E_WakeUp Auto
GlobalVariable Property _00E_MQ11a_TavernGuestsTalkedTo Auto
GlobalVariable Property MQ11a_TravelState02 Auto
GlobalVariable Property MQ11a_LeftTower Auto
GlobalVariable Property MQ11a_RightTower Auto
GlobalVariable Property MQ11a_DoorRiddle Auto
GlobalVariable Property MQ11a_LeaderSpawned Auto
GlobalVariable Property CaliaNormalDialogueAllowed Auto
GlobalVariable Property CaliaNoCombatComments Auto
GlobalVariable Property CaliaNoCombatStateChangeComments Auto
GlobalVariable Property _00E_TeleportGlobal Auto
GlobalVariable Property _00E_Meditate_Allowed Auto
GlobalVariable Property MQ11a_CaliaCamp Auto
GlobalVariable Property CompanionIsTalking Auto
GlobalVariable Property _00E_DisableQuestTutorials Auto
Location Property MQ11a_CL_Location Auto
LocationRefType Property MQ11a_SC08_Zombie Auto
Location Property SchlossDalGalar Auto
LocationRefType Property MQ11a_SC15_Zombie Auto
LocationRefType Property MQ11a_SC20_Zombie Auto
LocationRefType Property MQ11a_SC22_Zombie Auto
LocationRefType Property MQ11a_SC24_Zombie Auto
LocationRefType Property MQ11a_SC25_Zombie Auto
Key Property _00E_MQ11a_DalGalarLibraryKey Auto
Topic Property MQ11a_D14_Remarks02Topic Auto
Spell Property AbCanSayNotInCombat Auto
Faction Property CanSayFaction Auto
EffectShader Property _00E_Questshader Auto
Key Property _00E_MQ11a_SC24_SanctuariumKey Auto
ObjectReference Property MQ11a_SC23_TravelMadeBedMarker Auto
ObjectReference Property MQ11a_SC23_Bedroll Auto
ObjectReference Property NQ34_EnableMarkerREF Auto