The Father's arrival scene might fail to properly start

This commit is contained in:
Eddoursul 2022-09-12 19:13:18 +02:00
parent 1c23af6613
commit 25c001ce7f
2 changed files with 4 additions and 4 deletions

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@ -281,12 +281,11 @@ Function StartSC06()
FS_NQR05_SC06_ActivationTriggerREF.Disable()
; transform the player back if currently a werewolf, due to being used as actor in scenes in SC06
_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
FS_NQR05_SC06_FatherArrival.ForceStart()
FadeToBlackIMOD.Apply()
Wait(2.5)
FadeToBlackHoldIMOD.ApplyCrossFade()
Timescale.SetValue(0.01) ; preventing the time from advancing during this lengthy scene
Timescale.SetValue(0.1) ; preventing the time from advancing during this lengthy scene
Levelsystem.SkipTimeToHour(18.75)
Wait(2.5)
_00E_FS_NQR05_SiteWeatherSnow.ForceActive(True)
Levelsystem.SetAllowIdleChatter(false)
FS_NQR05_SC05_GateREF.SetOpen(False)
@ -294,12 +293,13 @@ Function StartSC06()
_00E_TeleportGlobal.SetValueInt(1)
PlayerREF.MoveTo(FS_NQR05_SC06_WallMarkerREF)
Game.DisablePlayerControls()
FS_NQR05_SC06_FatherArrival.ForceStart()
EndFunction
Function FadeBack()
; Called in Phase 2, FS_NQR05_SC06_FatherArrival
; Called in Phase 1, FS_NQR05_SC06_FatherArrival
; FadeToBlackHoldIMOD.Remove()
; FS_NQR05_ZaraahREF.Enable()
FadeToBlackBackIMOD.ApplyCrossFade()