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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. 17
      scripts/source/_00e_mqp01_functions.psc
  14. 2
      scripts/source/_00e_theriantrophist_alchemycontrol.psc
  15. 77
      scripts/source/defaultdisablehavokonload.psc
  16. 70
      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
  22. BIN
      strings/enderal - forgotten stories_english.strings
  23. BIN
      strings/enderal - forgotten stories_french.dlstrings
  24. BIN
      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
  30. BIN
      strings/enderal - forgotten stories_italian.ilstrings
  31. BIN
      strings/enderal - forgotten stories_italian.strings
  32. BIN
      strings/enderal - forgotten stories_japanese.dlstrings
  33. BIN
      strings/enderal - forgotten stories_japanese.ilstrings
  34. BIN
      strings/enderal - forgotten stories_japanese.strings
  35. BIN
      strings/enderal - forgotten stories_korean.dlstrings
  36. BIN
      strings/enderal - forgotten stories_korean.ilstrings
  37. BIN
      strings/enderal - forgotten stories_korean.strings
  38. BIN
      strings/enderal - forgotten stories_russian.dlstrings
  39. BIN
      strings/enderal - forgotten stories_russian.ilstrings
  40. BIN
      strings/enderal - forgotten stories_russian.strings
  41. BIN
      strings/enderal - forgotten stories_spanish.dlstrings
  42. BIN
      strings/enderal - forgotten stories_spanish.ilstrings
  43. BIN
      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
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]
; This should be removed in Steam version to allow its configuration via the launcher.
iAutoSaveCount=10
[MapMenu]
; Paper map settings
uLockedObjectMapLOD=32
uLockedTerrainLOD=32
sWorldMapOverlayNormalSnowTexture=
@ -28,17 +27,18 @@ fMapWorldMinPitch=90.0000
fMapWorldMaxPitch=90.0000
sMapWorldDefaultWorldSpace=Vyn
[Audio]
uMaxSizeForCachedSound=4096
[Actor]
; USSEP: Fixes bow engagement distance
fVisibleNavmeshMoveDist=12288.0000
[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
[Interface]
; Closer book and note zooming
fBookDistance=82.0000
fNoteDistance=70.0000
fBookOpenTime=500.0000

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@ -64,6 +64,25 @@ Event OnPlayerLoadGame()
EndIf
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
EndEvent

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

@ -23,6 +23,23 @@ Function SetUpScene()
Wait(5.0)
Game.EnablePlayerControls()
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)
_00E_MQP01_Thoughts01.ShowAsHelpMessage("Empty", 5, 1, 1)

@ -149,7 +149,7 @@ Function _UpdatePotion(Potion item, Int count, Bool bIsInCraftingMode)
EndIf
Else
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)
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}
bool property beenSimmed auto hidden
{prevent an object that has been havok'd in-game from going static}
Bool Property beenPutInContainer auto hidden
EVENT onCellAttach()
if (beenSimmed == FALSE && Self.Is3DLoaded())
setMotionType(Motion_Keyframed, TRUE)
; ;debug.trace("havok disabled on: " + self)
endif
endEVENT
Event OnCellAttach()
If Is3DLoaded() && beenSimmed == False && beenPutInContainer == False
SetMotionType(Motion_Keyframed, True)
; debug.trace("havok disabled on: " + self)
EndIf
EndEvent
EVENT onLoad()
if (beenSimmed == FALSE && Self.Is3DLoaded())
setMotionType(Motion_Keyframed, TRUE)
; ;debug.trace("havok disabled on: " + self)
endif
endEVENT
Event OnLoad()
If beenSimmed == False && beenPutInContainer == False
SetMotionType(Motion_Keyframed, True)
; debug.trace("havok disabled on: " + self)
EndIf
EndEvent
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
Event OnActivate(ObjectReference triggerRef)
If havokonActivate && beenSimmed == False
ReleaseToHavok()
endif
endEVENT
EndIf
EndEvent
EVENT onHit(ObjectReference var1, Form var2, Projectile var3, bool var4, bool var5, bool var6, bool var7)
if havokOnHit == TRUE && beenSimmed == FALSE
Event OnHit(ObjectReference var1, Form var2, Projectile var3, bool var4, bool var5, bool var6, bool var7)
If havokOnHit && beenSimmed == False
ReleaseToHavok()
endif
endEVENT
EndIf
EndEvent
EVENT onGrab()
if havokOnZkey == TRUE && beenSimmed == FALSE
Event OnGrab()
If havokOnZkey && beenSimmed == False
ReleaseToHavok()
endif
endEVENT
EndIf
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.
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
if( akNewContainer != None )
If beenSimmed == False
If akNewContainer != None
;Stops the OnLoad event from generating errors.
beenSimmed = True
beenPutInContainer = True
Else
;No container, means it's being dropped in the open. Let it loose now.
ReleaseToHavok()
EndIf
EndIf
EndEvent
FUNCTION ReleaseToHavok()
beenSimmed = TRUE
objectReference myLink = getLinkedRef(linkHavokPartner)
if myLink != NONE
defaultDisableHavokOnLoad linkScript = myLink as defaultDisableHavokOnLoad
if (linkScript) && (linkScript.beenSimmed == FALSE)
linkScript.ReleaseToHavok()
endif
endif
setMotionType(Motion_Dynamic, TRUE)
Function ReleaseToHavok()
beenSimmed = True
beenPutInContainer = False
defaultDisableHavokOnLoad myLink = GetLinkedRef(linkHavokPartner) as defaultDisableHavokOnLoad
If myLink && (myLink.beenSimmed == False)
myLink.ReleaseToHavok()
EndIf
SetMotionType(Motion_Dynamic, True)
Self.ApplyHavokImpulse(0, 0, 1, 5)
; Debug.Trace("Released Havok.")
endFUNCTION
; Debug.Trace("Released Havok.")
EndFunction

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