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english-generic-dialogue
Eddoursul 3 years ago
parent 189fbda45a
commit 0920167a39
  1. BIN
      Enderal - Forgotten Stories.esm
  2. 14
      Enderal - Forgotten Stories.ini
  3. BIN
      scripts/_00e_game_talentcontrolsc.pex
  4. BIN
      scripts/_00e_lightswitchsecondaryscript.pex
  5. BIN
      scripts/_00e_lightswitchtertiaryscript.pex
  6. BIN
      scripts/_00e_mqp01_functions.pex
  7. BIN
      scripts/_00e_theriantrophist_alchemycontrol.pex
  8. BIN
      scripts/defaultdisablehavokonload.pex
  9. BIN
      scripts/draugrfxscript.pex
  10. 19
      scripts/source/_00e_game_talentcontrolsc.psc
  11. 5
      scripts/source/_00e_lightswitchsecondaryscript.psc
  12. 17
      scripts/source/_00e_lightswitchtertiaryscript.psc
  13. 19
      scripts/source/_00e_mqp01_functions.psc
  14. 2
      scripts/source/_00e_theriantrophist_alchemycontrol.psc
  15. 87
      scripts/source/defaultdisablehavokonload.psc
  16. 108
      scripts/source/draugrfxscript.psc
  17. BIN
      strings/enderal - forgotten stories_chinese.dlstrings
  18. BIN
      strings/enderal - forgotten stories_chinese.ilstrings
  19. BIN
      strings/enderal - forgotten stories_chinese.strings
  20. BIN
      strings/enderal - forgotten stories_english.dlstrings
  21. BIN
      strings/enderal - forgotten stories_english.ilstrings
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      strings/enderal - forgotten stories_english.strings
  23. BIN
      strings/enderal - forgotten stories_french.dlstrings
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      strings/enderal - forgotten stories_french.ilstrings
  25. BIN
      strings/enderal - forgotten stories_french.strings
  26. BIN
      strings/enderal - forgotten stories_german.dlstrings
  27. BIN
      strings/enderal - forgotten stories_german.ilstrings
  28. BIN
      strings/enderal - forgotten stories_german.strings
  29. BIN
      strings/enderal - forgotten stories_italian.dlstrings
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      strings/enderal - forgotten stories_italian.ilstrings
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      strings/enderal - forgotten stories_italian.strings
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      strings/enderal - forgotten stories_japanese.dlstrings
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      strings/enderal - forgotten stories_japanese.ilstrings
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      strings/enderal - forgotten stories_japanese.strings
  35. BIN
      strings/enderal - forgotten stories_korean.dlstrings
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      strings/enderal - forgotten stories_korean.ilstrings
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      strings/enderal - forgotten stories_korean.strings
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      strings/enderal - forgotten stories_russian.dlstrings
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      strings/enderal - forgotten stories_russian.ilstrings
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      strings/enderal - forgotten stories_russian.strings
  41. BIN
      strings/enderal - forgotten stories_spanish.dlstrings
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      strings/enderal - forgotten stories_spanish.ilstrings
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      strings/enderal - forgotten stories_spanish.strings

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@ -8,13 +8,12 @@ bInvalidateOlderFiles=1
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa
sResourceArchiveList2=Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Unofficial Skyrim Special Edition Patch.bsa, Unofficial Skyrim Special Edition Patch - Textures.bsa, E - Meshes.bsa, E - Scripts.bsa, E - Sounds.bsa, E - Textures1.bsa, E - Textures2.bsa, E - Textures3.bsa, E - SE.bsa, E - Update.bsa, L - Textures.bsa, L - Voices.bsa sResourceArchiveList2=Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Unofficial Skyrim Special Edition Patch.bsa, Unofficial Skyrim Special Edition Patch - Textures.bsa, E - Meshes.bsa, E - Scripts.bsa, E - Sounds.bsa, E - Textures1.bsa, E - Textures2.bsa, E - Textures3.bsa, E - SE.bsa, E - Update.bsa, L - Textures.bsa, L - Voices.bsa
[VATS]
bVATSDisable=1
[SaveGame] [SaveGame]
; This should be removed in Steam version to allow its configuration via the launcher.
iAutoSaveCount=10 iAutoSaveCount=10
[MapMenu] [MapMenu]
; Paper map settings
uLockedObjectMapLOD=32 uLockedObjectMapLOD=32
uLockedTerrainLOD=32 uLockedTerrainLOD=32
sWorldMapOverlayNormalSnowTexture= sWorldMapOverlayNormalSnowTexture=
@ -28,17 +27,18 @@ fMapWorldMinPitch=90.0000
fMapWorldMaxPitch=90.0000 fMapWorldMaxPitch=90.0000
sMapWorldDefaultWorldSpace=Vyn sMapWorldDefaultWorldSpace=Vyn
[Audio]
uMaxSizeForCachedSound=4096
[Actor] [Actor]
; USSEP: Fixes bow engagement distance
fVisibleNavmeshMoveDist=12288.0000 fVisibleNavmeshMoveDist=12288.0000
[Display] [Display]
fGlobalBloomThresholdBoost=100 ; Disables bloom
fGlobalBloomThresholdBoost=10
; Disables Screen Space Reflections - fixes engine bug with green water. Use ENB for better implementation (you may need to remove this, then).
fWaterSSRIntensity=0.0001 fWaterSSRIntensity=0.0001
[Interface] [Interface]
; Closer book and note zooming
fBookDistance=82.0000 fBookDistance=82.0000
fNoteDistance=70.0000 fNoteDistance=70.0000
fBookOpenTime=500.0000 fBookOpenTime=500.0000

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@ -64,6 +64,25 @@ Event OnPlayerLoadGame()
EndIf EndIf
RegisterForActions() RegisterForActions()
Bool bFS = (Game.GetModByName("Enderal - Forgotten Stories.esm") != 255)
Bool bSkyUI = (Game.GetModByName("SkyUI_SE.esp") != 255)
If bFS == False && bSkyUI == False
Debug.MessageBox("Enderal - Forgotten Stories.esm and SkyUI_SE.esp are not loaded! Open Data Files and enable them. If the game was started without them, you should start a new game.")
Game.QuitToMainMenu()
Return
ElseIf bFS == False
Debug.MessageBox("Enderal - Forgotten Stories.esm is not loaded! Open Data Files and enable it. If the game was started without it, you should start a new game.")
Game.QuitToMainMenu()
Return
ElseIf bSkyUI == False
Debug.MessageBox("SkyUI_SE.esp is not loaded! Open Data Files and enable it.")
EndIf
; SE: Workaround for broken physics in saves, made on a mount
If PlayerREF.IsOnMount()
PlayerREF.Dismount()
EndIf
EndIf EndIf
EndEvent EndEvent

@ -1,16 +1,17 @@
Scriptname _00E_LightSwitchSecondaryScript extends ObjectReference Scriptname _00E_LightSwitchSecondaryScript extends ObjectReference
Actor Property PlayerRef Auto Actor Property PlayerRef Auto
Keyword Property LinkKeyword Auto
Event OnTriggerEnter(ObjectReference akActionRef) Event OnTriggerEnter(ObjectReference akActionRef)
if akActionRef == PlayerRef if akActionRef == PlayerRef
(GetLinkedRef() as _00E_LightSwitchMainScript).TurnSwitchOn() (GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOn()
EndIf EndIf
EndEvent EndEvent
Event OnTriggerLeave(ObjectReference akActionRef) Event OnTriggerLeave(ObjectReference akActionRef)
if akActioNRef == PlayerRef if akActioNRef == PlayerRef
(GetLinkedRef() as _00E_LightSwitchMainScript).TurnSwitchOff() (GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOff()
EndIf EndIf
EndEvent EndEvent

@ -0,0 +1,17 @@
Scriptname _00E_LightSwitchTertiaryScript extends ObjectReference
Actor Property PlayerRef Auto
Keyword Property LinkKeyword Auto
Event OnTriggerEnter(ObjectReference akActionRef)
if akActionRef == PlayerRef
(GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOn()
EndIf
EndEvent
Event OnTriggerLeave(ObjectReference akActionRef)
if akActioNRef == PlayerRef
(GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOff()
EndIf
EndEvent

@ -23,9 +23,26 @@ Function SetUpScene()
Wait(5.0) Wait(5.0)
Game.EnablePlayerControls() Game.EnablePlayerControls()
Game.DisablePlayerControls(false, true, true, false, true, false, false) Game.DisablePlayerControls(false, true, true, false, true, false, false)
Bool bFS = (Game.GetModByName("Enderal - Forgotten Stories.esm") != 255)
Bool bSkyUI = (Game.GetModByName("SkyUI_SE.esp") != 255)
If bFS == False && bSkyUI == False
Debug.MessageBox("Enderal - Forgotten Stories.esm and SkyUI_SE.esp are not loaded! The game will not run properly. Open Data Files and enable them.")
Game.QuitToMainMenu()
Return
ElseIf bFS == False
Debug.MessageBox("Enderal - Forgotten Stories.esm is not loaded! The game will not run properly. Open Data Files and enable it.")
Game.QuitToMainMenu()
Return
ElseIf bSkyUI == False
Debug.MessageBox("SkyUI_SE.esp is not loaded! The game will not run properly. Open Data Files and enable it.")
Game.QuitToMainMenu()
Return
EndIf
Wait(1.0) Wait(1.0)
_00E_MQP01_Thoughts01.ShowAsHelpMessage("Empty", 5, 1, 1) _00E_MQP01_Thoughts01.ShowAsHelpMessage("Empty", 5, 1, 1)
EndFunction EndFunction
Function UnlockDoor() Function UnlockDoor()

@ -149,7 +149,7 @@ Function _UpdatePotion(Potion item, Int count, Bool bIsInCraftingMode)
EndIf EndIf
Else Else
Int maxDuration = NoAlchemistPotionDurationLimitInSeconds Int maxDuration = NoAlchemistPotionDurationLimitInSeconds
Int durationBonus = PlayerREF.GetAV("BypassVendorStolenCheck") as Int Int durationBonus = PlayerREF.GetAV("Variable02") as Int
If PlayerREF.hasPerk(_00E_Class_Theriantrophist_P03_GreyAlchemist_03) If PlayerREF.hasPerk(_00E_Class_Theriantrophist_P03_GreyAlchemist_03)
maxDuration = -1 ; no duration mali are required maxDuration = -1 ; no duration mali are required

@ -10,60 +10,61 @@ keyword property linkHavokPartner auto
{Link with this keyword and that ref will also sim with myself} {Link with this keyword and that ref will also sim with myself}
bool property beenSimmed auto hidden bool property beenSimmed auto hidden
{prevent an object that has been havok'd in-game from going static} {prevent an object that has been havok'd in-game from going static}
Bool Property beenPutInContainer auto hidden
EVENT onCellAttach() Event OnCellAttach()
if (beenSimmed == FALSE && Self.Is3DLoaded()) If Is3DLoaded() && beenSimmed == False && beenPutInContainer == False
setMotionType(Motion_Keyframed, TRUE) SetMotionType(Motion_Keyframed, True)
; ;debug.trace("havok disabled on: " + self) ; debug.trace("havok disabled on: " + self)
endif EndIf
endEVENT EndEvent
EVENT onLoad() Event OnLoad()
if (beenSimmed == FALSE && Self.Is3DLoaded()) If beenSimmed == False && beenPutInContainer == False
setMotionType(Motion_Keyframed, TRUE) SetMotionType(Motion_Keyframed, True)
; ;debug.trace("havok disabled on: " + self) ; debug.trace("havok disabled on: " + self)
endif EndIf
endEVENT EndEvent
EVENT onActivate(ObjectReference triggerRef) Event OnActivate(ObjectReference triggerRef)
if havokonActivate == TRUE && beenSimmed == FALSE && Self.Is3DLoaded() ;USSEP 4.1.8 Bug #26371 - Added Is3DLoaded check to prevent a race condition with the OnContainerChanged event when picking up an object If havokonActivate && beenSimmed == False
ReleaseToHavok() ReleaseToHavok()
endif EndIf
endEVENT EndEvent
EVENT onHit(ObjectReference var1, Form var2, Projectile var3, bool var4, bool var5, bool var6, bool var7) Event OnHit(ObjectReference var1, Form var2, Projectile var3, bool var4, bool var5, bool var6, bool var7)
if havokOnHit == TRUE && beenSimmed == FALSE If havokOnHit && beenSimmed == False
ReleaseToHavok() ReleaseToHavok()
endif EndIf
endEVENT EndEvent
EVENT onGrab() Event OnGrab()
if havokOnZkey == TRUE && beenSimmed == FALSE If havokOnZkey && beenSimmed == False
ReleaseToHavok() ReleaseToHavok()
endif EndIf
endEVENT EndEvent
;USKP 2.0.1 - Added event to deal with Papyrus spam caused by the player picking these things up since the game cannot process that properly. ;USKP 2.0.1 - Added event to deal with Papyrus spam caused by the player picking these things up since the game cannot process that properly.
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
if( akNewContainer != None ) If beenSimmed == False
;Stops the OnLoad event from generating errors. If akNewContainer != None
beenSimmed = True ;Stops the OnLoad event from generating errors.
Else beenPutInContainer = True
;No container, means it's being dropped in the open. Let it loose now. Else
ReleaseToHavok() ;No container, means it's being dropped in the open. Let it loose now.
ReleaseToHavok()
EndIf
EndIf EndIf
EndEvent EndEvent
FUNCTION ReleaseToHavok() Function ReleaseToHavok()
beenSimmed = TRUE beenSimmed = True
objectReference myLink = getLinkedRef(linkHavokPartner) beenPutInContainer = False
if myLink != NONE defaultDisableHavokOnLoad myLink = GetLinkedRef(linkHavokPartner) as defaultDisableHavokOnLoad
defaultDisableHavokOnLoad linkScript = myLink as defaultDisableHavokOnLoad If myLink && (myLink.beenSimmed == False)
if (linkScript) && (linkScript.beenSimmed == FALSE) myLink.ReleaseToHavok()
linkScript.ReleaseToHavok() EndIf
endif SetMotionType(Motion_Dynamic, True)
endif Self.ApplyHavokImpulse(0, 0, 1, 5)
setMotionType(Motion_Dynamic, TRUE) ; Debug.Trace("Released Havok.")
Self.ApplyHavokImpulse(0, 0, 1, 5) EndFunction
; Debug.Trace("Released Havok.")
endFUNCTION

@ -1,4 +1,4 @@
Scriptname DraugrFXScript extends ActiveMagicEffect Scriptname DraugrFXScript extends ActiveMagicEffect
{Attaches and manages fx} {Attaches and manages fx}
@ -10,66 +10,66 @@ import form
Actor selfRef Actor selfRef
ActorBase myActorBase ActorBase myActorBase
int draugrSex
VisualEffect Property DraugrMaleEyeGlowFX Auto VisualEffect Property DraugrMaleEyeGlowFX Auto
VisualEffect Property DraugrFemaleEyeGlowFX Auto VisualEffect Property DraugrFemaleEyeGlowFX Auto
EVENT OnEffectStart(Actor Target, Actor Caster) EVENT OnEffectStart(Actor Target, Actor Caster)
selfRef = caster selfRef = caster
;Added by USKP to prevent this effect from appearing on the player.
If selfRef == Game.GetPlayer()
Dispel()
return
EndIf
;USKP 2.0.3 - Don't bother with any of this if the dumb zombie isn't loaded!
if( selfRef.Is3DLoaded() )
myActorBase = caster.GetLeveledActorBase()
;If sex is male (only one currently working) play glow eye art
if myActorBase.GetSex() == 0
if (selfRef.GetSleepState() == 3)
; Debug.Trace("Draugr man is sleeping! 3")
else
;Play glow art
DraugrMaleEyeGlowFX.Play(selfRef, -1)
endif
endif
;if sex is female (currently not returned) play debug text to say this is now working
if myActorBase.GetSex() == 1
if (selfRef.GetSleepState() == 3)
; Debug.Trace("Draugr fem is sleeping! 3")
else
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
endIf
endif
EndIf
ENDEVENT
Event OnGetUp(ObjectReference akFurniture) ;Added by USKP to prevent this effect from appearing on the player.
; Debug.Trace("Draugr just got up from " ) If selfRef == Game.GetPlayer()
;Added by USKP to prevent this effect from appearing on the player. selfRef = None
if( selfRef == Game.GetPlayer() ) EndIf
Dispel() If selfRef == None
Return Dispel()
EndIf return
EndIf
;USKP 2.0.3 - Don't bother with any of this if the dumb zombie isn't loaded!
If selfRef.Is3DLoaded()
myActorBase = selfRef.GetLeveledActorBase()
; USKP 2.0.1 - Sanity check because the actorbase property isn't always valid when this runs. Int mySex = myActorBase.GetSex()
if( myActorBase ) If (selfRef.GetSleepState() == 3)
if myActorBase.GetSex() == 0 ; Debug.Trace("Draugr is sleeping! 3")
;Play glow art Elseif mySex == 0 ; If sex is male (only one currently working) play glow eye art
DraugrMaleEyeGlowFX.Play(selfRef, -1) DraugrMaleEyeGlowFX.Play(selfRef, -1)
endif ElseIf mySex == 1 ; If sex is female (currently not returned) play debug text to say this is now working
;if sex is female (currently not returned) play debug text to say this is now working DraugrFemaleEyeGlowFX.Play(selfRef, -1)
if myActorBase.GetSex() == 1
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
endif
EndIf EndIf
EndEvent EndIf
ENDEVENT
Event OnGetUp(ObjectReference akFurniture)
; Debug.Trace("Draugr just got up from " )
;Added by USKP to prevent this effect from appearing on the player.
if selfRef == None
Return
EndIf
EVENT onDeath(actor myKiller) ; USKP 2.0.1 - Sanity check because the actorbase property isn't always valid when this runs.
If myActorBase
Int mySex = myActorBase.GetSex()
If mySex == 0
DraugrMaleEyeGlowFX.Play(selfRef, -1)
ElseIf mySex == 1
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
EndIf
EndIf
EndEvent
Event OnDying(Actor myKiller)
utility.Wait(3.0)
StopEyes()
EndEvent
EVENT onDeath(actor myKiller)
StopEyes()
ENDEVENT
Function StopEyes()
if selfRef
DraugrMaleEyeGlowFX.Stop(selfRef) DraugrMaleEyeGlowFX.Stop(selfRef)
DraugrFemaleEyeGlowFX.Stop(selfRef) DraugrFemaleEyeGlowFX.Stop(selfRef)
EndIf
ENDEVENT EndFunction
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