Block object activation with a perk in FS_NQ03
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Perk prevent looting in FSNQ03.esp
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Perk prevent looting in FSNQ03.esp
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scripts/PRKF__00E_FS_NQ03_PreventLoo_0300146D.pex
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scripts/PRKF__00E_FS_NQ03_PreventLoo_0300146D.pex
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source/scripts/PRKF__00E_FS_NQ03_PreventLoo_0300146D.psc
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source/scripts/PRKF__00E_FS_NQ03_PreventLoo_0300146D.psc
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@ -0,0 +1,18 @@
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;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
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;NEXT FRAGMENT INDEX 1
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Scriptname PRKF__00E_FS_NQ03_PreventLoo_0300146D Extends Perk Hidden
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;BEGIN FRAGMENT Fragment_0
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Function Fragment_0(ObjectReference akTargetRef, Actor akActor)
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;BEGIN CODE
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_00E_MQ07a_sNotLootable.Show()
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_00E_A2_Ghostwalk_TeleportDoneSound.Play(akActor)
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;END CODE
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EndFunction
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;END FRAGMENT
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;END FRAGMENT CODE - Do not edit anything between this and the begin comment
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Message Property _00E_MQ07a_sNotLootable Auto
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Sound Property _00E_A2_Ghostwalk_TeleportDoneSound Auto
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@ -82,6 +82,7 @@ Function StartMemory1()
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Game.SetHUDCartMode(True)
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_00E_FS_NQ03_WordOfTheDeadFLoatIMOD.Apply()
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_00E_FS_NQ03_SpiritActorREF.SplineTranslateToRef(FS_NQ03_WordOfTheDeadSummonMarkerREF, 35.0, 35.0, 2000.0)
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PlayerREF.AddPerk(_00E_FS_NQ03_PreventLooting)
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EndFunction
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@ -415,6 +416,7 @@ Function TeleportBack()
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_00E_MQ07a_VisionStartM.Play(PlayerREF)
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FS_NQ03_SC22_Epilog.ForceStart()
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Game.ShowFirstPersonGeometry(true)
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PlayerREF.RemovePerk(_00E_FS_NQ03_PreventLooting)
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EndFunction
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@ -576,3 +578,5 @@ Sound Property MAGVampireSunlight Auto
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Sound Property UIHealthHeartbeatALP Auto
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Sound Property NPCKillSlashMarker Auto
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Sound Property _00E_MAGEldritchFireM Auto
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Perk Property _00E_FS_NQ03_PreventLooting Auto
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@ -1,20 +1,5 @@
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Scriptname _00E_FS_NQ03_NoLootScr extends ObjectReference
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Event OnInit()
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Self.BlockActivation(True)
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EndEvent
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Event OnActivate(ObjectReference akActionRef)
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If akActionRef == PlayerREF
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_00E_MQ07a_sNotLootable.Show()
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_00E_A2_Ghostwalk_TeleportDoneSound.Play(PlayerREF)
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EndIf
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EndEvent
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Message Property _00E_MQ07a_sNotLootable Auto
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Actor Property PlayerREF Auto
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