4
Fork 0

Removed Dark Brotherhood scripts

steam-1.6.1130
Eddoursul 5 months ago
parent 93df875f35
commit 89b1ab13d5
  1. 5
      _build/Used Skyrim scripts.txt
  2. BIN
      scripts/darkbrotherhood.pex
  3. BIN
      scripts/darksanctuarydialoguescript.pex
  4. BIN
      scripts/ms10questscript.pex
  5. BIN
      scripts/ms11questscript.pex
  6. BIN
      scripts/pdbentrancequestscript.pex
  7. 228
      source/scripts/darkbrotherhood.psc
  8. 19
      source/scripts/darksanctuarydialoguescript.psc
  9. 64
      source/scripts/ms10questscript.psc
  10. 163
      source/scripts/ms11questscript.psc
  11. 59
      source/scripts/pdbentrancequestscript.psc

@ -19,8 +19,6 @@ curediseasescript.*
cwcatapultstrikescript.*
cwcatapultstrikespawnerscript.*
cwscript.*
darkbrotherhood.*
darksanctuarydialoguescript.*
darttrap.*
defaultactivatelinkdooncescript.*
defaultactselfonenteronleave.*
@ -113,8 +111,6 @@ magicsetactoralphascript.*
mg08paralysiseffectscript.*
movingtrap.*
mqgreybeardabsorbscript.*
ms10questscript.*
ms11questscript.*
nightingalesecdoorscript.*
noflightabilityscript.*
norlever01script.*
@ -122,7 +118,6 @@ norportcullisscript.*
norpullbar01script.*
norrotatingdoorscript.*
norsarcophagustopanim01script.*
pdbentrancequestscript.*
pf_ambushsleeplinkedref_00048abc.*
pf_carryfirewood_000d97fa.*
pf_dgintimidatespectatorpacka_000aa053.*

Binary file not shown.

Binary file not shown.

Binary file not shown.

@ -1,228 +0,0 @@
Scriptname DarkBrotherhood extends Quest Conditional
int Property FirstSet Auto Conditional
int Property ContractSet Auto Conditional
int Property NextSet Auto Conditional
int Property BlackDoorPass Auto Conditional
int Property AstridNightMotherTalk1 Auto Conditional
int Property AstridNightMotherTalk2 Auto Conditional
int Property AstridContractAdvice Auto Conditional
int Property AstridSanctuaryMove Auto Conditional
int Property CiceroArrive Auto Conditional
int Property FirstKill Auto Conditional
int Property MoreSides Auto Conditional
int Property DawnstarDoorPass Auto Conditional
int Property CiceroGone Auto Conditional
int Property BlackSacrament Auto Conditional
ReferenceAlias Property pAstrid Auto
ReferenceAlias Property pVeezara Auto
ReferenceAlias Property pBabette Auto
ReferenceAlias Property pGabriella Auto
ObjectReference Property pAstridMarker Auto
ReferenceAlias Property pCicero Auto
ObjectReference Property pNightMotherCoffin Auto
ReferenceAlias Property pArnbjorn Auto
ReferenceAlias Property pFestus Auto
Quest Property DarkDialogueQuest Auto
ObjectReference Property pAstridCiceroMarker Auto
ObjectReference Property pCiceroMarker Auto
ObjectReference Property pArnbjornMarker Auto
ObjectReference Property pFestusMarker Auto
ObjectReference Property pVeezaraMarker Auto
ObjectReference Property pBabetteMarker Auto
ObjectReference Property pGabriellaMarker Auto
Quest Property pDB02 Auto
Quest Property pDB01 Auto
int Property pTalkBabetteBeforeDB11 Auto Conditional
int Property pTalkBabetteAfterDB11 Auto Conditional
int Property pTalkNazirBeforeDB11 Auto Conditional
int Property pTalkNazirAfterDB11 Auto Conditional
int Property pPlayerInWindhelm Auto Conditional
Quest Property pDBEntranceQuest Auto
Location Property pWindhelmLocation Auto Conditional
int Property pNazirStartingOut Auto Conditional
int Property pSanctuaryAstrid Auto Conditional
int Property pEnnodiusAlreadyDead Auto Conditional
int Property pNarfiAlreadyDead Auto Conditional
int Property pBetildAlreadyDead Auto Conditional
int Property pHernAlreadyDead Auto Conditional
int Property pLurbukAlreadyDead Auto Conditional
int Property pDeekusAlreadyDead Auto Conditional
int Property pMarandrujoAlreadyDead Auto Conditional
int Property pAnoriathAlreadyDead Auto Conditional
int Property pAgnisAlreadyDead Auto Conditional
int Property pMalurilAlreadyDead Auto Conditional
int Property pHelvardAlreadyDead Auto Conditional
int Property pSafiaAlreadyDead Auto Conditional
;CiceroFramed 1=Theft, 2=Assault, 3=Contraband
int Property CiceroFramed Auto Conditional
int Property CiceroGuardResponse Auto Conditional
int Property DB01MiscResolved Auto Conditional
;CiceroSancMood 1=Helped him with Loreius, 2=Didn't help him with Loreius, 3=Never met him before
int Property CiceroSancMood Auto Conditional
int Property AstridCiceroOpinion Auto Conditional
int Property FestusRespect Auto Conditional
int Property CiceroGoneSceneStart Auto Conditional
int Property CiceroDead Auto Conditional
int Property pFirstScene Auto Conditional
Scene Property pFirstArriveScene Auto Conditional
int Property pFirstSceneOver Auto Conditional
int Property pGiveOlavaToken Auto Conditional
int Property SolitudeStormcloaks Auto Conditional
;LoreiusState 1=Good, 2=Bad
int Property LoreiusState Auto Conditional
int Property HavePoison Auto Conditional
int Property CiceroBack Auto Conditional
;CiceroState 1=Not Teammate, 2=Follow, 3=Wait
int Property CiceroState Auto Conditional
int Property CourierDeliver Auto Conditional
int Property pCiceroGuardScene Auto Conditional
ObjectReference Property CourierLetter Auto
int Property CiceroTalk1 Auto Conditional
int Property CiceroTalk2 Auto Conditional
ObjectReference Property DaggerMarkarth Auto
int Property Victim1Secret Auto Conditional
int Property Victim2Secret Auto Conditional
int Property Victim3Secret Auto Conditional
int Property Victim4Secret Auto Conditional
int Property Secret1Found Auto Conditional
int Property Secret2Found Auto Conditional
int Property Secret3Found Auto Conditional
int Property Secret4Found Auto Conditional
;InitiateState 1=Not Teammate, 2=Follow, 3=Wait
int Property Initiate1State Auto Conditional
int Property Initiate2State Auto Conditional
int Property CiceroFollower Auto Conditional
int Property Initiate1Follower Auto Conditional
int Property Initiate2Follower Auto Conditional
int Property TovaDead Auto Conditional
int Property CiceroTalkListener Auto Conditional
;Event OnInit()
;RegisterForUpdate(5)
;EndEvent
Event OnUpdate()
; ; debug.trace(self + "DarkBrotherhoodOnUpdateEvent")
;If AstridSanctuaryMove == 0
;If pDB02.GetStage () == 40
;If DBDestroy.GetStage () < 10
;if Game.GetPlayer().GetCurrentLocation() != pAstrid.GetRef().GetCurrentLocation()
;pAstrid.GetRef().MoveTo(pAstridMarker)
;AstridSanctuaryMove = 1
;endif
;endif
;endif
;endif
;Enables Cicero and the Night Mother's coffin in the Sanctuary after first side contract completed
if CiceroArrive == 0
if FirstKill >= 1
pCicero.GetRef().Enable()
pNightMotherCoffin.Enable()
pAstrid.GetRef().Moveto (pAstridCiceroMarker)
pCicero.GetRef().Moveto (pCiceroMarker)
pArnbjorn.GetRef().Moveto (pArnbjornMarker)
pFestus.GetRef().Moveto (pFestusMarker)
pVeezara.GetRef().Moveto (pVeezaraMarker)
pGabriella.GetRef().Moveto (pGabriellaMarker)
pBabette.GetRef().Moveto (pBabetteMarker)
DarkSanctuaryDialogueScript pDarkDialogueScript = DarkDialogueQuest as DarkSanctuaryDialogueScript
pDarkDialogueScript.BabetteFirstGreet = 1
pDarkDialogueScript.ArnbjornFirstGreet = 1
pDarkDialogueScript.GabriellaFirstGreet = 1
pDarkDialogueScript.VeezaraFirstGreet = 1
pDarkDialogueScript.FestusFirstGreet = 1
DaggerMarkarth.Enable()
CiceroArrive = 1
endif
endif
; Starts the DB Entrance quest, and the initializing of the courier, after DB01, and the player leaves Windhelm
If pPlayerInWindhelm == 0
; ;debug.trace(self + "Player Is Not In Windhelm Var")
If pDB01.GetStage () >= 200
; ;debug.trace(self + "DB01>200")
If pDB02.GetStage () < 10
; ;debug.trace(self + "DB02 < 10")
if Game.GetPlayer().IsInLocation (pWindhelmLocation) == 0
; ;debug.trace(self + "Player Is Not In Windhelm")
pDBEntranceQuestScript EntranceScript = pDBEntranceQuest as pDBEntranceQuestScript
if EntranceScript.pSleepyTime == 0
; ;debug.trace(self + "SleepyTime is 0")
;Debug.MessageBox("DBEntranceQuestStarted")
;pDBEntranceQuest.SetStage (10)
pDBEntranceQuest.SetStage (20)
pPlayerInWindhelm = 1
endif
endif
endif
endif
endif
EndEvent
Outfit Property AstridSanctuaryOutfit Auto
int Property DoorDoOnce Auto
Quest Property DBDestroy Auto
ReferenceAlias Property pNazir Auto
int Property ListenerTopic Auto Conditional

@ -1,19 +0,0 @@
Scriptname DarkSanctuaryDialogueScript extends Quest Conditional
int Property AstridFirstGreet Auto Conditional
int Property FestusFirstGreet Auto Conditional
int Property NazirFirstGreet Auto Conditional
int Property GabriellaFirstGreet Auto Conditional
int Property BabetteFirstGreet Auto Conditional
int Property CiceroFirstGreet Auto Conditional
int Property VeezaraFirstGreet Auto Conditional
int Property ArnbjornFirstGreet Auto Conditional
int Property FirstSceneComplete Auto Conditional

@ -1,64 +0,0 @@
Scriptname MS10QuestScript extends Quest Conditional
Book Property Journal Auto
int Property RewardAmount Auto
MiscObject Property RewardItem Auto
bool Property FightingStig Auto
bool Property KnowsNameOfPirates Auto Conditional
bool Property StigIntroduced Auto Conditional
bool Property PlayerKnowsAboutHaldyn Auto Conditional
bool Property AdelaisaFGInOffice Auto Conditional
bool Property StigPersuaded Auto Conditional
int Property BribeAmount Auto
MiscObject Property BribeItem Auto
ReferenceAlias Property Adelaisa auto
ReferenceAlias Property ShipInWindhelm auto
ReferenceAlias Property ShipDoorInWindhelm auto
ReferenceAlias Property Haldyn auto
ReferenceAlias Property ShipAtIsland auto
ObjectReference Property RemotePlayerTarget auto
ObjectReference Property RemoteAdelaisaTarget auto
ObjectReference Property LocalPlayerTarget auto
ObjectReference Property LocalAdelaisaTarget auto
ReferenceAlias Property Follower auto ; on DialogueFollower
ReferenceAlias Property AnimalFollower auto ; on DialogueFollower
ObjectReference Property FollowerTarget auto
ObjectReference Property LocalFollowerTarget auto
ObjectReference Property AnimalFollowerTarget auto
ObjectReference Property LocalAnimalFollowerTarget auto
Function SetSail()
Haldyn.GetReference().Enable()
ShipAtIsland.GetReference().Enable()
Game.GetPlayer().MoveTo(RemotePlayerTarget)
ShipInWindhelm.GetReference().Disable()
ShipDoorInWindhelm.GetReference().Disable()
if (Follower.GetReference() != None)
Follower.GetReference().MoveTo(FollowerTarget)
endif
if (AnimalFollower.GetReference() != None)
AnimalFollower.GetReference().MoveTo(AnimalFollowerTarget)
endif
Adelaisa.GetReference().MoveTo(RemoteAdelaisaTarget)
SetStage(42) ;insert some joke about the meaning of life here
EndFunction
Function HeadBackHome()
ShipInWindhelm.GetReference().Enable()
Game.GetPlayer().MoveTo(LocalPlayerTarget)
if (Follower.GetReference() != None)
Follower.GetReference().MoveTo(LocalFollowerTarget)
endif
if (AnimalFollower.GetReference() != None)
AnimalFollower.GetReference().MoveTo(LocalAnimalFollowerTarget)
endif
Adelaisa.GetReference().MoveTo(LocalAdelaisaTarget)
SetStage(80)
EndFunction
Function GetErDoneWithStig()
StigPersuaded = True
EndFunction

@ -1,163 +0,0 @@
Scriptname MS11QuestScript extends Quest Conditional
bool Property QuestionedWitness1 Auto Conditional
bool Property QuestionedWitness2 Auto Conditional
bool Property QuestionedWitness3 Auto Conditional
bool Property PlayerHasAuthority Auto Conditional
bool Property PlayerHasFoundHorridRoom Auto Conditional
bool Property CalixtoDead Auto Conditional
bool Property SentViolaToHjerim Auto Conditional
bool Property GotRedHerringFromCalixto Auto Conditional
bool Property PlayerInStoneQuarter Auto Conditional
bool Property PlayerInMurderZone Auto Conditional ; best variable name ever?
bool Property PlayerReadJournal2 auto conditional
bool Property GetInHjerimTovaPointer auto conditional
bool Property GetInHjerimUlfricPointer auto conditional
bool Property GetInHjerimHousePointer auto conditional
bool Property InvestigateViolaPointer auto conditional
bool Property InvestigateCalixtoPointer auto conditional
bool Property GuardGavePlayerStory auto conditional
bool Property ViolaConversationShunt = false auto conditional
bool Property PlayerTalkedToViolaAboutButcher auto conditional
bool Property SiegeOfWindhelmTakingPlace auto conditional
ReferenceAlias Property Calixto auto
ReferenceAlias Property Arivanya auto
ReferenceAlias Property PotentialThirdVictim auto
ReferenceAlias Property FinalVictim auto
; 77465: bad deletion of disabled corpse
ReferenceAlias Property InitialVictimBody auto
ActorBase Property AlternateBody auto
ReferenceAlias Property CrimeScene auto
Faction Property HarmlessCorpse auto
; /77465
Package Property VictimWanderPackage auto
Scene Property CalixtoKILLKILLKILLScene auto
Armor Property InnocuousAmulet auto
Armor Property NecromancersAmulet auto
Quest Property ShadowQuest auto
ObjectReference Property HjerimDoor auto
ReferenceAlias Property Helgird auto
ObjectReference Property OriginalBody auto
ObjectReference Property HallOfDeadBrowseMarker auto
bool Property BodyIsInHallOfDead auto conditional
bool Property TalkedToHelgird auto conditional
bool Property WuunferthArrested auto conditional
Perk Property Investigator auto
Function Setup()
; set up investigation stuff
Game.GetPlayer().AddPerk(Investigator)
; change Hjerim door from impossible to very hard
HjerimDoor.SetLockLevel(100)
; Debug.Trace("MS11: Kicked off.")
EndFunction
; 77465: bad deletion of disabled corpse
Function CheckForDeletedBody()
; Debug.Trace("MS11: Checking for presence of bug 77465.")
if (InitialVictimBody.GetReference() == None)
; Debug.Trace("MS11: 77465 detected; correcting.")
Actor alt = CrimeScene.GetReference().PlaceAtMe(AlternateBody) as Actor
alt.AddToFaction(HarmlessCorpse)
alt.Kill()
InitialVictimBody.ForceRefTo(alt)
; Debug.Trace("MS11: Crime scene is " + CrimeScene)
; Debug.Trace("MS11: Alt is " + alt)
endif
EndFunction
; /77465
Function DisableIfNotCompleted(int objective)
if (!IsObjectiveCompleted(objective))
SetObjectiveDisplayed(objective, 0)
endif
EndFunction
Function ResolveObjective(int complete, int display)
Quest targetQuest = None
if (ShadowQuest.IsRunning())
; we're running MS11b based on the quest "resuming"
targetQuest = ShadowQuest
else
; player is good detective
targetQuest = self
endif
if (complete != 0)
; Debug.Trace("MS11: Setting obj " + complete + " completed on " + targetQuest)
targetQuest.SetObjectiveCompleted(complete, true)
endif
if (display != 0)
; Debug.Trace("MS11: Setting obj " + display + " displayed on " + targetQuest)
targetQuest.SetObjectiveDisplayed(display, true)
endif
EndFunction
Function MoveBody()
if (!BodyIsInHallOfDead)
; move Susanna's body to the hall of the dead
BodyIsInHallOfDead = true
InitialVictimBody.GetReference().Disable()
HallOfDeadBrowseMarker.Enable()
Actor helgirdAct = Helgird.GetActorReference()
helgirdAct.MoveTo(HallOfDeadBrowseMarker)
helgirdAct.EvaluatePackage()
endif
EndFunction
Function CleanupHallOfDead()
if (BodyIsInHallOfDead)
BodyIsInHallOfDead = false
HallOfDeadBrowseMarker.Disable()
Helgird.GetActorReference().EvaluatePackage()
endif
EndFunction
Function SetupStakeout()
; give him the real article
if (Calixto.GetActorReference().GetItemCount(InnocuousAmulet) > 0)
Calixto.GetActorReference().RemoveItem(InnocuousAmulet, 1)
Calixto.GetActorReference().AddItem(NecromancersAmulet, 1)
endif
; pick the poor victim
if (!Arivanya.GetActorReference().IsDead())
FinalVictim.ForceRefTo(Arivanya.GetActorReference())
else
FinalVictim.ForceRefTo(PotentialThirdVictim.GetActorReference())
endif
; just start the scene -- anything more fancy just breaks :-(
CalixtoKILLKILLKILLScene.Start()
; start checking as to when to start the scene
; RegisterForUpdate(10)
EndFunction
Function Teardown()
Game.GetPlayer().RemovePerk(Investigator)
EndFunction
;stubbed in by jduvall
function CivilWarBattle(bool BattleActive)
{When called the Civil War siege script is starting or stopping in Windhelm. BattleActive = true means starting, = false means stopping.}
; debug.trace("MS11QuestScript CivilWarBattle(" + BattleActive + ")")
SiegeOfWindhelmTakingPlace = BattleActive
EndFunction

@ -1,59 +0,0 @@
Scriptname pDBEntranceQuestScript extends Quest Conditional
Quest Property WICourier Auto
Book Property DBEntranceLetter Auto
int Property pSleepyTime Auto Conditional
ObjectReference Property pPlayerShackMarker Auto
ReferenceAlias Property pAstridAlias Auto
int Property pPlayerSecondSleep Auto Conditional
Idle Property WakeUp Auto
ImageSpaceModifier Property Woozy Auto
; When stage is set to 30, register for sleep via RegisterForSleep()
Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
; For the player sleeping, to move him to the shack to be forcegreeted by Astrid.
If pSleepyTime == 1
Game.DisablePlayerControls(ablooking = true, abCamSwitch = true)
Game.ForceFirstPerson()
Game.GetPlayer().MoveTo(pPlayerShackMarker)
Woozy.Apply()
Game.GetPlayer().PlayIdle(WakeUp)
Utility.Wait (3)
pSleepyTime = 3
endif
;Tempted in for future, when sleeping is working
;If the player is sleeping
;play the sleeping/wake up animation
;in previous block, set pSleepyTime to 2, and use 2 in this block to have the player play the wakeup animnation, then set to 3 to have Astrid forcegreet
;endif
; For the player sleeping the second time, and being greeted by Astrid (commented out because it's no longer used)
;If pPlayerSecondSleep == 0
;If pSleepyTime >= 5
;pSleepyTime = 6
;pAstridAlias.GetReference().Moveto (Game.GetPlayer(), afXOffset = 60.0)
;pPlayerSecondSleep = 1
;endif
;endif
EndEvent
DarkBrotherhood Property DarkBrotherhoodQuest Auto
ReferenceAlias Property Captive1Alias Auto
ReferenceAlias Property Captive2Alias Auto
ReferenceAlias Property Captive3Alias Auto
int Property AstridSleepGreet Auto Conditional
int Property AstridMove Auto Conditional
Loading…
Cancel
Save