2.0.5a
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0920167a39
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@ -8,13 +8,12 @@ bInvalidateOlderFiles=1
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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
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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
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[VATS]
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bVATSDisable=1
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[SaveGame]
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; This should be removed in Steam version to allow its configuration via the launcher.
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iAutoSaveCount=10
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[MapMenu]
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; Paper map settings
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uLockedObjectMapLOD=32
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uLockedTerrainLOD=32
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sWorldMapOverlayNormalSnowTexture=
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@ -28,17 +27,18 @@ fMapWorldMinPitch=90.0000
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fMapWorldMaxPitch=90.0000
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sMapWorldDefaultWorldSpace=Vyn
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[Audio]
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uMaxSizeForCachedSound=4096
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[Actor]
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; USSEP: Fixes bow engagement distance
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fVisibleNavmeshMoveDist=12288.0000
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[Display]
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fGlobalBloomThresholdBoost=100
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; Disables bloom
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fGlobalBloomThresholdBoost=10
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; Disables Screen Space Reflections - fixes engine bug with green water. Use ENB for better implementation (you may need to remove this, then).
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fWaterSSRIntensity=0.0001
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[Interface]
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; Closer book and note zooming
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fBookDistance=82.0000
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fNoteDistance=70.0000
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fBookOpenTime=500.0000
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scripts/_00e_lightswitchtertiaryscript.pex
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scripts/_00e_lightswitchtertiaryscript.pex
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@ -64,6 +64,25 @@ Event OnPlayerLoadGame()
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EndIf
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RegisterForActions()
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Bool bFS = (Game.GetModByName("Enderal - Forgotten Stories.esm") != 255)
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Bool bSkyUI = (Game.GetModByName("SkyUI_SE.esp") != 255)
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If bFS == False && bSkyUI == False
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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.")
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Game.QuitToMainMenu()
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Return
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ElseIf bFS == False
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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.")
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Game.QuitToMainMenu()
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Return
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ElseIf bSkyUI == False
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Debug.MessageBox("SkyUI_SE.esp is not loaded! Open Data Files and enable it.")
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EndIf
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; SE: Workaround for broken physics in saves, made on a mount
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If PlayerREF.IsOnMount()
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PlayerREF.Dismount()
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EndIf
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EndIf
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EndEvent
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@ -1,16 +1,17 @@
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Scriptname _00E_LightSwitchSecondaryScript extends ObjectReference
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Actor Property PlayerRef Auto
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Keyword Property LinkKeyword Auto
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Event OnTriggerEnter(ObjectReference akActionRef)
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if akActionRef == PlayerRef
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(GetLinkedRef() as _00E_LightSwitchMainScript).TurnSwitchOn()
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(GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOn()
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EndIf
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EndEvent
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Event OnTriggerLeave(ObjectReference akActionRef)
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if akActioNRef == PlayerRef
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(GetLinkedRef() as _00E_LightSwitchMainScript).TurnSwitchOff()
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(GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOff()
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EndIf
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EndEvent
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17
scripts/source/_00e_lightswitchtertiaryscript.psc
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17
scripts/source/_00e_lightswitchtertiaryscript.psc
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@ -0,0 +1,17 @@
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Scriptname _00E_LightSwitchTertiaryScript extends ObjectReference
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Actor Property PlayerRef Auto
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Keyword Property LinkKeyword Auto
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Event OnTriggerEnter(ObjectReference akActionRef)
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if akActionRef == PlayerRef
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(GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOn()
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EndIf
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EndEvent
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Event OnTriggerLeave(ObjectReference akActionRef)
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if akActioNRef == PlayerRef
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(GetLinkedRef(LinkKeyword) as _00E_LightSwitchMainScript).TurnSwitchOff()
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EndIf
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EndEvent
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@ -23,6 +23,23 @@ Function SetUpScene()
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Wait(5.0)
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Game.EnablePlayerControls()
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Game.DisablePlayerControls(false, true, true, false, true, false, false)
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Bool bFS = (Game.GetModByName("Enderal - Forgotten Stories.esm") != 255)
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Bool bSkyUI = (Game.GetModByName("SkyUI_SE.esp") != 255)
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If bFS == False && bSkyUI == False
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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.")
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Game.QuitToMainMenu()
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Return
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ElseIf bFS == False
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Debug.MessageBox("Enderal - Forgotten Stories.esm is not loaded! The game will not run properly. Open Data Files and enable it.")
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Game.QuitToMainMenu()
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Return
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ElseIf bSkyUI == False
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Debug.MessageBox("SkyUI_SE.esp is not loaded! The game will not run properly. Open Data Files and enable it.")
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Game.QuitToMainMenu()
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Return
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EndIf
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Wait(1.0)
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_00E_MQP01_Thoughts01.ShowAsHelpMessage("Empty", 5, 1, 1)
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@ -149,7 +149,7 @@ Function _UpdatePotion(Potion item, Int count, Bool bIsInCraftingMode)
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EndIf
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Else
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Int maxDuration = NoAlchemistPotionDurationLimitInSeconds
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Int durationBonus = PlayerREF.GetAV("BypassVendorStolenCheck") as Int
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Int durationBonus = PlayerREF.GetAV("Variable02") as Int
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If PlayerREF.hasPerk(_00E_Class_Theriantrophist_P03_GreyAlchemist_03)
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maxDuration = -1 ; no duration mali are required
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@ -10,60 +10,61 @@ keyword property linkHavokPartner auto
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{Link with this keyword and that ref will also sim with myself}
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bool property beenSimmed auto hidden
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{prevent an object that has been havok'd in-game from going static}
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Bool Property beenPutInContainer auto hidden
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EVENT onCellAttach()
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if (beenSimmed == FALSE && Self.Is3DLoaded())
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setMotionType(Motion_Keyframed, TRUE)
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; ;debug.trace("havok disabled on: " + self)
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endif
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endEVENT
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Event OnCellAttach()
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If Is3DLoaded() && beenSimmed == False && beenPutInContainer == False
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SetMotionType(Motion_Keyframed, True)
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; debug.trace("havok disabled on: " + self)
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EndIf
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EndEvent
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EVENT onLoad()
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if (beenSimmed == FALSE && Self.Is3DLoaded())
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setMotionType(Motion_Keyframed, TRUE)
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; ;debug.trace("havok disabled on: " + self)
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endif
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endEVENT
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Event OnLoad()
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If beenSimmed == False && beenPutInContainer == False
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SetMotionType(Motion_Keyframed, True)
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; debug.trace("havok disabled on: " + self)
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EndIf
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EndEvent
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EVENT onActivate(ObjectReference triggerRef)
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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
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ReleaseToHavok()
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endif
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endEVENT
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EVENT onHit(ObjectReference var1, Form var2, Projectile var3, bool var4, bool var5, bool var6, bool var7)
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if havokOnHit == TRUE && beenSimmed == FALSE
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ReleaseToHavok()
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endif
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endEVENT
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EVENT onGrab()
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if havokOnZkey == TRUE && beenSimmed == FALSE
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ReleaseToHavok()
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endif
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endEVENT
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;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.
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Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
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if( akNewContainer != None )
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;Stops the OnLoad event from generating errors.
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beenSimmed = True
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Else
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;No container, means it's being dropped in the open. Let it loose now.
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Event OnActivate(ObjectReference triggerRef)
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If havokonActivate && beenSimmed == False
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ReleaseToHavok()
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EndIf
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EndEvent
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FUNCTION ReleaseToHavok()
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beenSimmed = TRUE
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objectReference myLink = getLinkedRef(linkHavokPartner)
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if myLink != NONE
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defaultDisableHavokOnLoad linkScript = myLink as defaultDisableHavokOnLoad
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if (linkScript) && (linkScript.beenSimmed == FALSE)
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linkScript.ReleaseToHavok()
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endif
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endif
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setMotionType(Motion_Dynamic, TRUE)
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Event OnHit(ObjectReference var1, Form var2, Projectile var3, bool var4, bool var5, bool var6, bool var7)
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If havokOnHit && beenSimmed == False
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ReleaseToHavok()
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EndIf
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EndEvent
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Event OnGrab()
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If havokOnZkey && beenSimmed == False
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ReleaseToHavok()
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EndIf
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EndEvent
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;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.
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Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
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If beenSimmed == False
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If akNewContainer != None
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;Stops the OnLoad event from generating errors.
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beenPutInContainer = True
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Else
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;No container, means it's being dropped in the open. Let it loose now.
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ReleaseToHavok()
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EndIf
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EndIf
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EndEvent
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Function ReleaseToHavok()
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beenSimmed = True
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beenPutInContainer = False
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defaultDisableHavokOnLoad myLink = GetLinkedRef(linkHavokPartner) as defaultDisableHavokOnLoad
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If myLink && (myLink.beenSimmed == False)
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myLink.ReleaseToHavok()
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EndIf
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SetMotionType(Motion_Dynamic, True)
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Self.ApplyHavokImpulse(0, 0, 1, 5)
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; Debug.Trace("Released Havok.")
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endFUNCTION
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EndFunction
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@ -10,7 +10,6 @@ import form
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Actor selfRef
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ActorBase myActorBase
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int draugrSex
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VisualEffect Property DraugrMaleEyeGlowFX Auto
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VisualEffect Property DraugrFemaleEyeGlowFX Auto
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@ -19,57 +18,58 @@ VisualEffect Property DraugrFemaleEyeGlowFX Auto
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;Added by USKP to prevent this effect from appearing on the player.
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If selfRef == Game.GetPlayer()
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selfRef = None
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EndIf
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If selfRef == None
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Dispel()
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return
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EndIf
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;USKP 2.0.3 - Don't bother with any of this if the dumb zombie isn't loaded!
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if( selfRef.Is3DLoaded() )
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myActorBase = caster.GetLeveledActorBase()
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;If sex is male (only one currently working) play glow eye art
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if myActorBase.GetSex() == 0
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if (selfRef.GetSleepState() == 3)
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; Debug.Trace("Draugr man is sleeping! 3")
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else
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;Play glow art
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If selfRef.Is3DLoaded()
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myActorBase = selfRef.GetLeveledActorBase()
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Int mySex = myActorBase.GetSex()
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If (selfRef.GetSleepState() == 3)
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; Debug.Trace("Draugr is sleeping! 3")
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Elseif mySex == 0 ; If sex is male (only one currently working) play glow eye art
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DraugrMaleEyeGlowFX.Play(selfRef, -1)
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endif
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endif
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;if sex is female (currently not returned) play debug text to say this is now working
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if myActorBase.GetSex() == 1
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if (selfRef.GetSleepState() == 3)
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; Debug.Trace("Draugr fem is sleeping! 3")
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else
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ElseIf mySex == 1 ; If sex is female (currently not returned) play debug text to say this is now working
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DraugrFemaleEyeGlowFX.Play(selfRef, -1)
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endIf
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endif
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EndIf
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EndIf
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ENDEVENT
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Event OnGetUp(ObjectReference akFurniture)
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; Debug.Trace("Draugr just got up from " )
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;Added by USKP to prevent this effect from appearing on the player.
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if( selfRef == Game.GetPlayer() )
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Dispel()
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if selfRef == None
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Return
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EndIf
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; USKP 2.0.1 - Sanity check because the actorbase property isn't always valid when this runs.
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if( myActorBase )
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if myActorBase.GetSex() == 0
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;Play glow art
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If myActorBase
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Int mySex = myActorBase.GetSex()
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If mySex == 0
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DraugrMaleEyeGlowFX.Play(selfRef, -1)
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endif
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;if sex is female (currently not returned) play debug text to say this is now working
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if myActorBase.GetSex() == 1
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ElseIf mySex == 1
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DraugrFemaleEyeGlowFX.Play(selfRef, -1)
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endif
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EndIf
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EndIf
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EndEvent
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EVENT onDeath(actor myKiller)
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Event OnDying(Actor myKiller)
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utility.Wait(3.0)
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StopEyes()
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EndEvent
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EVENT onDeath(actor myKiller)
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StopEyes()
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ENDEVENT
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Function StopEyes()
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if selfRef
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DraugrMaleEyeGlowFX.Stop(selfRef)
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DraugrFemaleEyeGlowFX.Stop(selfRef)
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ENDEVENT
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EndIf
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EndFunction
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