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Removed Levelsystem from CrimeQuest

remove-levelsystem
Eddoursul 4 months ago
parent faadc6a1e3
commit 1ebeeff25d
  1. BIN
      Enderal - Forgotten Stories.esm
  2. BIN
      Skyrim.esm
  3. BIN
      scripts/_00E_AffinityControl.pex
  4. BIN
      scripts/_00e_crimequest_functions.pex
  5. BIN
      scripts/_00e_questfunctions.pex
  6. 7
      source/scripts/_00E_AffinityControl.psc
  7. 20
      source/scripts/_00e_crimequest_functions.psc
  8. 19
      source/scripts/_00e_questfunctions.psc

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@ -183,7 +183,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
EndWhile
UpdateMajorSchool()
Levelsystem.iMajorClassIndex = MajorClassIndex
iMajorClassIndex = MajorClassIndex
; Update minor class/perk tree
If MinorClassIndex > 0 && (MinorClassIndex == MajorClassIndex || PerkDistribution[MinorClassIndex] == 0)
@ -198,7 +198,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
Index += 1
EndWhile
; Levelsystem.iMinorClassIndex = MinorClassIndex
iMinorClassIndex = MinorClassIndex
EndFunction
@ -477,7 +477,8 @@ endfunction
; PROPERTIES
;=====================================================================================
_00E_QuestFunctions Property Levelsystem Auto
int Property iMajorClassIndex Auto Conditional Hidden
int Property iMinorClassIndex Auto Conditional Hidden
int Property MajorClassIndex Auto Hidden
int Property MinorClassIndex Auto Hidden

@ -9,31 +9,31 @@ Function ReduceMainSkills()
String sActorValueToReduce01
String sActorValueToReduce02
If Levelsystem.iMajorClassIndex == 1
If AffinityControl.iMajorClassIndex == 1
sActorValueToReduce01 = "Block"
sActorValueToReduce02 = "HeavyArmor"
ElseIf Levelsystem.iMajorClassIndex == 2
ElseIf AffinityControl.iMajorClassIndex == 2
sActorValueToReduce01 = "OneHanded"
sActorValueToReduce02 = "LightArmor"
ElseIf Levelsystem.iMajorClassIndex == 3
ElseIf AffinityControl.iMajorClassIndex == 3
sActorValueToReduce01 = "Destruction"
sActorValueToReduce02 = "Restoration"
ElseIf Levelsystem.iMajorClassIndex == 4
ElseIf AffinityControl.iMajorClassIndex == 4
sActorValueToReduce01 = "Sneak"
sActorValueToReduce02 = "OneHanded"
ElseIf Levelsystem.iMajorClassIndex == 5
ElseIf AffinityControl.iMajorClassIndex == 5
sActorValueToReduce01 = "Conjuration"
sActorValueToReduce02 = "Illusion"
ElseIf Levelsystem.iMajorClassIndex == 6
ElseIf AffinityControl.iMajorClassIndex == 6
sActorValueToReduce01 = "Restoration"
sActorValueToReduce02 = "Alteration"
ElseIf Levelsystem.iMajorClassIndex == 7
ElseIf AffinityControl.iMajorClassIndex == 7
sActorValueToReduce01 = "TwoHanded"
sActorValueToReduce02 = "HeavyArmor"
ElseIf Levelsystem.iMajorClassIndex == 8
ElseIf AffinityControl.iMajorClassIndex == 8
sActorValueToReduce01 = "Marksman"
sActorValueToReduce02 = "LightArmor"
ElseIf Levelsystem.iMajorClassIndex == 9
ElseIf AffinityControl.iMajorClassIndex == 9
sActorValueToReduce01 = "LightArmor"
sActorValueToReduce02 = "Alchemy"
Else
@ -57,7 +57,7 @@ EndFunction
; PROPERTIES
;=====================================================================================
_00E_QuestFunctions Property Levelsystem Auto
_00E_AffinityControl Property AffinityControl Auto
Actor Property PlayerREF Auto

@ -571,7 +571,6 @@ Message Property _00E_Levelsystem_sEldritchBloodAttackTargetMarked Auto
Message Property _00E_Levelsystem_sEldritchBloodAttackVictimMarkingRemoved Auto
Message Property _00E_Levelsystem_sEldritchBloodVictimMarkingRemoved Auto
Message Property _00E_Levelsystem_sGhostwalkEnemyTooCloseToWall Auto
Message Property _00E_DialogueQuitGame Auto
Idle Property IdleMagic_01 Auto
@ -588,22 +587,4 @@ SoundCategory Property AudioCategorySFX Auto
Static Property XMarker Auto
int doOnce
int done
float SpeedBefore
bool bUnlockedSynergyAchievement
;for re-equipping the player after the bathouse scene
Armor PlayerHelmet
Armor PlayerCuirass
Armor PlayerGauntlets
Armor PlayerBoots
Armor PlayerRing01
Armor PlayerRing02
Armor PlayerNecklace
Weapon RightHandWeapon
Weapon LeftHandWeapon
Spell RightHandSpell
Spell LeftHandSpell
Armor Shield

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