Removed Dark Brotherhood scripts
This commit is contained in:
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93df875f35
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@ -19,8 +19,6 @@ curediseasescript.*
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cwcatapultstrikescript.*
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cwcatapultstrikespawnerscript.*
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cwscript.*
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darkbrotherhood.*
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darksanctuarydialoguescript.*
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darttrap.*
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defaultactivatelinkdooncescript.*
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defaultactselfonenteronleave.*
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@ -113,8 +111,6 @@ magicsetactoralphascript.*
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mg08paralysiseffectscript.*
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movingtrap.*
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mqgreybeardabsorbscript.*
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ms10questscript.*
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ms11questscript.*
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nightingalesecdoorscript.*
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noflightabilityscript.*
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norlever01script.*
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@ -122,7 +118,6 @@ norportcullisscript.*
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norpullbar01script.*
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norrotatingdoorscript.*
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norsarcophagustopanim01script.*
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pdbentrancequestscript.*
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pf_ambushsleeplinkedref_00048abc.*
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pf_carryfirewood_000d97fa.*
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pf_dgintimidatespectatorpacka_000aa053.*
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@ -1,228 +0,0 @@
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Scriptname DarkBrotherhood extends Quest Conditional
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int Property FirstSet Auto Conditional
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int Property ContractSet Auto Conditional
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int Property NextSet Auto Conditional
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int Property BlackDoorPass Auto Conditional
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int Property AstridNightMotherTalk1 Auto Conditional
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int Property AstridNightMotherTalk2 Auto Conditional
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int Property AstridContractAdvice Auto Conditional
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int Property AstridSanctuaryMove Auto Conditional
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int Property CiceroArrive Auto Conditional
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int Property FirstKill Auto Conditional
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int Property MoreSides Auto Conditional
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int Property DawnstarDoorPass Auto Conditional
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int Property CiceroGone Auto Conditional
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int Property BlackSacrament Auto Conditional
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ReferenceAlias Property pAstrid Auto
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ReferenceAlias Property pVeezara Auto
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ReferenceAlias Property pBabette Auto
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ReferenceAlias Property pGabriella Auto
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ObjectReference Property pAstridMarker Auto
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ReferenceAlias Property pCicero Auto
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ObjectReference Property pNightMotherCoffin Auto
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ReferenceAlias Property pArnbjorn Auto
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ReferenceAlias Property pFestus Auto
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Quest Property DarkDialogueQuest Auto
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ObjectReference Property pAstridCiceroMarker Auto
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ObjectReference Property pCiceroMarker Auto
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ObjectReference Property pArnbjornMarker Auto
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ObjectReference Property pFestusMarker Auto
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ObjectReference Property pVeezaraMarker Auto
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ObjectReference Property pBabetteMarker Auto
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ObjectReference Property pGabriellaMarker Auto
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Quest Property pDB02 Auto
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Quest Property pDB01 Auto
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int Property pTalkBabetteBeforeDB11 Auto Conditional
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int Property pTalkBabetteAfterDB11 Auto Conditional
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int Property pTalkNazirBeforeDB11 Auto Conditional
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int Property pTalkNazirAfterDB11 Auto Conditional
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int Property pPlayerInWindhelm Auto Conditional
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Quest Property pDBEntranceQuest Auto
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Location Property pWindhelmLocation Auto Conditional
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int Property pNazirStartingOut Auto Conditional
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int Property pSanctuaryAstrid Auto Conditional
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int Property pEnnodiusAlreadyDead Auto Conditional
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int Property pNarfiAlreadyDead Auto Conditional
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int Property pBetildAlreadyDead Auto Conditional
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int Property pHernAlreadyDead Auto Conditional
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int Property pLurbukAlreadyDead Auto Conditional
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int Property pDeekusAlreadyDead Auto Conditional
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int Property pMarandrujoAlreadyDead Auto Conditional
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int Property pAnoriathAlreadyDead Auto Conditional
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int Property pAgnisAlreadyDead Auto Conditional
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int Property pMalurilAlreadyDead Auto Conditional
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int Property pHelvardAlreadyDead Auto Conditional
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int Property pSafiaAlreadyDead Auto Conditional
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;CiceroFramed 1=Theft, 2=Assault, 3=Contraband
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int Property CiceroFramed Auto Conditional
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int Property CiceroGuardResponse Auto Conditional
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int Property DB01MiscResolved Auto Conditional
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;CiceroSancMood 1=Helped him with Loreius, 2=Didn't help him with Loreius, 3=Never met him before
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int Property CiceroSancMood Auto Conditional
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int Property AstridCiceroOpinion Auto Conditional
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int Property FestusRespect Auto Conditional
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int Property CiceroGoneSceneStart Auto Conditional
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int Property CiceroDead Auto Conditional
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int Property pFirstScene Auto Conditional
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Scene Property pFirstArriveScene Auto Conditional
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int Property pFirstSceneOver Auto Conditional
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int Property pGiveOlavaToken Auto Conditional
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int Property SolitudeStormcloaks Auto Conditional
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;LoreiusState 1=Good, 2=Bad
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int Property LoreiusState Auto Conditional
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int Property HavePoison Auto Conditional
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int Property CiceroBack Auto Conditional
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;CiceroState 1=Not Teammate, 2=Follow, 3=Wait
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int Property CiceroState Auto Conditional
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int Property CourierDeliver Auto Conditional
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int Property pCiceroGuardScene Auto Conditional
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ObjectReference Property CourierLetter Auto
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int Property CiceroTalk1 Auto Conditional
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int Property CiceroTalk2 Auto Conditional
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ObjectReference Property DaggerMarkarth Auto
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int Property Victim1Secret Auto Conditional
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int Property Victim2Secret Auto Conditional
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int Property Victim3Secret Auto Conditional
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int Property Victim4Secret Auto Conditional
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int Property Secret1Found Auto Conditional
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int Property Secret2Found Auto Conditional
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int Property Secret3Found Auto Conditional
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int Property Secret4Found Auto Conditional
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;InitiateState 1=Not Teammate, 2=Follow, 3=Wait
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int Property Initiate1State Auto Conditional
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int Property Initiate2State Auto Conditional
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int Property CiceroFollower Auto Conditional
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int Property Initiate1Follower Auto Conditional
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int Property Initiate2Follower Auto Conditional
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int Property TovaDead Auto Conditional
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int Property CiceroTalkListener Auto Conditional
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;Event OnInit()
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;RegisterForUpdate(5)
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;EndEvent
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Event OnUpdate()
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; ; debug.trace(self + "DarkBrotherhoodOnUpdateEvent")
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;If AstridSanctuaryMove == 0
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;If pDB02.GetStage () == 40
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;If DBDestroy.GetStage () < 10
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;if Game.GetPlayer().GetCurrentLocation() != pAstrid.GetRef().GetCurrentLocation()
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;pAstrid.GetRef().MoveTo(pAstridMarker)
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;AstridSanctuaryMove = 1
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;endif
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;endif
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;endif
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;endif
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;Enables Cicero and the Night Mother's coffin in the Sanctuary after first side contract completed
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if CiceroArrive == 0
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if FirstKill >= 1
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pCicero.GetRef().Enable()
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pNightMotherCoffin.Enable()
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pAstrid.GetRef().Moveto (pAstridCiceroMarker)
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pCicero.GetRef().Moveto (pCiceroMarker)
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pArnbjorn.GetRef().Moveto (pArnbjornMarker)
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pFestus.GetRef().Moveto (pFestusMarker)
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pVeezara.GetRef().Moveto (pVeezaraMarker)
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pGabriella.GetRef().Moveto (pGabriellaMarker)
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pBabette.GetRef().Moveto (pBabetteMarker)
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DarkSanctuaryDialogueScript pDarkDialogueScript = DarkDialogueQuest as DarkSanctuaryDialogueScript
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pDarkDialogueScript.BabetteFirstGreet = 1
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pDarkDialogueScript.ArnbjornFirstGreet = 1
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pDarkDialogueScript.GabriellaFirstGreet = 1
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pDarkDialogueScript.VeezaraFirstGreet = 1
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pDarkDialogueScript.FestusFirstGreet = 1
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DaggerMarkarth.Enable()
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CiceroArrive = 1
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endif
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endif
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; Starts the DB Entrance quest, and the initializing of the courier, after DB01, and the player leaves Windhelm
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If pPlayerInWindhelm == 0
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; ;debug.trace(self + "Player Is Not In Windhelm Var")
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If pDB01.GetStage () >= 200
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; ;debug.trace(self + "DB01>200")
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If pDB02.GetStage () < 10
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; ;debug.trace(self + "DB02 < 10")
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if Game.GetPlayer().IsInLocation (pWindhelmLocation) == 0
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; ;debug.trace(self + "Player Is Not In Windhelm")
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pDBEntranceQuestScript EntranceScript = pDBEntranceQuest as pDBEntranceQuestScript
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if EntranceScript.pSleepyTime == 0
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; ;debug.trace(self + "SleepyTime is 0")
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;Debug.MessageBox("DBEntranceQuestStarted")
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;pDBEntranceQuest.SetStage (10)
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pDBEntranceQuest.SetStage (20)
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pPlayerInWindhelm = 1
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endif
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endif
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endif
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endif
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endif
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EndEvent
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Outfit Property AstridSanctuaryOutfit Auto
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int Property DoorDoOnce Auto
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Quest Property DBDestroy Auto
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ReferenceAlias Property pNazir Auto
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int Property ListenerTopic Auto Conditional
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@ -1,19 +0,0 @@
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Scriptname DarkSanctuaryDialogueScript extends Quest Conditional
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int Property AstridFirstGreet Auto Conditional
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int Property FestusFirstGreet Auto Conditional
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int Property NazirFirstGreet Auto Conditional
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int Property GabriellaFirstGreet Auto Conditional
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int Property BabetteFirstGreet Auto Conditional
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int Property CiceroFirstGreet Auto Conditional
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int Property VeezaraFirstGreet Auto Conditional
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int Property ArnbjornFirstGreet Auto Conditional
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int Property FirstSceneComplete Auto Conditional
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@ -1,64 +0,0 @@
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Scriptname MS10QuestScript extends Quest Conditional
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Book Property Journal Auto
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int Property RewardAmount Auto
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MiscObject Property RewardItem Auto
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bool Property FightingStig Auto
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bool Property KnowsNameOfPirates Auto Conditional
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bool Property StigIntroduced Auto Conditional
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bool Property PlayerKnowsAboutHaldyn Auto Conditional
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bool Property AdelaisaFGInOffice Auto Conditional
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bool Property StigPersuaded Auto Conditional
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int Property BribeAmount Auto
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MiscObject Property BribeItem Auto
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ReferenceAlias Property Adelaisa auto
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ReferenceAlias Property ShipInWindhelm auto
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ReferenceAlias Property ShipDoorInWindhelm auto
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ReferenceAlias Property Haldyn auto
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ReferenceAlias Property ShipAtIsland auto
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ObjectReference Property RemotePlayerTarget auto
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ObjectReference Property RemoteAdelaisaTarget auto
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ObjectReference Property LocalPlayerTarget auto
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ObjectReference Property LocalAdelaisaTarget auto
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ReferenceAlias Property Follower auto ; on DialogueFollower
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ReferenceAlias Property AnimalFollower auto ; on DialogueFollower
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ObjectReference Property FollowerTarget auto
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ObjectReference Property LocalFollowerTarget auto
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ObjectReference Property AnimalFollowerTarget auto
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ObjectReference Property LocalAnimalFollowerTarget auto
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Function SetSail()
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Haldyn.GetReference().Enable()
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ShipAtIsland.GetReference().Enable()
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Game.GetPlayer().MoveTo(RemotePlayerTarget)
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ShipInWindhelm.GetReference().Disable()
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ShipDoorInWindhelm.GetReference().Disable()
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if (Follower.GetReference() != None)
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Follower.GetReference().MoveTo(FollowerTarget)
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endif
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if (AnimalFollower.GetReference() != None)
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AnimalFollower.GetReference().MoveTo(AnimalFollowerTarget)
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endif
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Adelaisa.GetReference().MoveTo(RemoteAdelaisaTarget)
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SetStage(42) ;insert some joke about the meaning of life here
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EndFunction
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Function HeadBackHome()
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ShipInWindhelm.GetReference().Enable()
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Game.GetPlayer().MoveTo(LocalPlayerTarget)
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if (Follower.GetReference() != None)
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Follower.GetReference().MoveTo(LocalFollowerTarget)
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endif
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if (AnimalFollower.GetReference() != None)
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AnimalFollower.GetReference().MoveTo(LocalAnimalFollowerTarget)
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endif
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Adelaisa.GetReference().MoveTo(LocalAdelaisaTarget)
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SetStage(80)
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EndFunction
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Function GetErDoneWithStig()
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StigPersuaded = True
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EndFunction
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@ -1,163 +0,0 @@
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Scriptname MS11QuestScript extends Quest Conditional
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bool Property QuestionedWitness1 Auto Conditional
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bool Property QuestionedWitness2 Auto Conditional
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bool Property QuestionedWitness3 Auto Conditional
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bool Property PlayerHasAuthority Auto Conditional
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bool Property PlayerHasFoundHorridRoom Auto Conditional
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bool Property CalixtoDead Auto Conditional
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bool Property SentViolaToHjerim Auto Conditional
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bool Property GotRedHerringFromCalixto Auto Conditional
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bool Property PlayerInStoneQuarter Auto Conditional
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bool Property PlayerInMurderZone Auto Conditional ; best variable name ever?
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bool Property PlayerReadJournal2 auto conditional
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bool Property GetInHjerimTovaPointer auto conditional
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bool Property GetInHjerimUlfricPointer auto conditional
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bool Property GetInHjerimHousePointer auto conditional
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bool Property InvestigateViolaPointer auto conditional
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bool Property InvestigateCalixtoPointer auto conditional
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bool Property GuardGavePlayerStory auto conditional
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bool Property ViolaConversationShunt = false auto conditional
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bool Property PlayerTalkedToViolaAboutButcher auto conditional
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bool Property SiegeOfWindhelmTakingPlace auto conditional
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ReferenceAlias Property Calixto auto
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ReferenceAlias Property Arivanya auto
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ReferenceAlias Property PotentialThirdVictim auto
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ReferenceAlias Property FinalVictim auto
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; 77465: bad deletion of disabled corpse
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ReferenceAlias Property InitialVictimBody auto
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ActorBase Property AlternateBody auto
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ReferenceAlias Property CrimeScene auto
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Faction Property HarmlessCorpse auto
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; /77465
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Package Property VictimWanderPackage auto
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Scene Property CalixtoKILLKILLKILLScene auto
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Armor Property InnocuousAmulet auto
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Armor Property NecromancersAmulet auto
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Quest Property ShadowQuest auto
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ObjectReference Property HjerimDoor auto
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ReferenceAlias Property Helgird auto
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ObjectReference Property OriginalBody auto
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ObjectReference Property HallOfDeadBrowseMarker auto
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bool Property BodyIsInHallOfDead auto conditional
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bool Property TalkedToHelgird auto conditional
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bool Property WuunferthArrested auto conditional
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Perk Property Investigator auto
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Function Setup()
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; set up investigation stuff
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Game.GetPlayer().AddPerk(Investigator)
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; change Hjerim door from impossible to very hard
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HjerimDoor.SetLockLevel(100)
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; Debug.Trace("MS11: Kicked off.")
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EndFunction
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; 77465: bad deletion of disabled corpse
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Function CheckForDeletedBody()
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; Debug.Trace("MS11: Checking for presence of bug 77465.")
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if (InitialVictimBody.GetReference() == None)
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; Debug.Trace("MS11: 77465 detected; correcting.")
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Actor alt = CrimeScene.GetReference().PlaceAtMe(AlternateBody) as Actor
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alt.AddToFaction(HarmlessCorpse)
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alt.Kill()
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InitialVictimBody.ForceRefTo(alt)
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; Debug.Trace("MS11: Crime scene is " + CrimeScene)
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; Debug.Trace("MS11: Alt is " + alt)
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endif
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EndFunction
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; /77465
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Function DisableIfNotCompleted(int objective)
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if (!IsObjectiveCompleted(objective))
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SetObjectiveDisplayed(objective, 0)
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endif
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EndFunction
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Function ResolveObjective(int complete, int display)
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Quest targetQuest = None
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if (ShadowQuest.IsRunning())
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; we're running MS11b based on the quest "resuming"
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targetQuest = ShadowQuest
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else
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; player is good detective
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targetQuest = self
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endif
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if (complete != 0)
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; Debug.Trace("MS11: Setting obj " + complete + " completed on " + targetQuest)
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targetQuest.SetObjectiveCompleted(complete, true)
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endif
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if (display != 0)
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; Debug.Trace("MS11: Setting obj " + display + " displayed on " + targetQuest)
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targetQuest.SetObjectiveDisplayed(display, true)
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endif
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EndFunction
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Function MoveBody()
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if (!BodyIsInHallOfDead)
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; move Susanna's body to the hall of the dead
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BodyIsInHallOfDead = true
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InitialVictimBody.GetReference().Disable()
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HallOfDeadBrowseMarker.Enable()
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Actor helgirdAct = Helgird.GetActorReference()
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helgirdAct.MoveTo(HallOfDeadBrowseMarker)
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helgirdAct.EvaluatePackage()
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endif
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EndFunction
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Function CleanupHallOfDead()
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if (BodyIsInHallOfDead)
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BodyIsInHallOfDead = false
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HallOfDeadBrowseMarker.Disable()
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Helgird.GetActorReference().EvaluatePackage()
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endif
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EndFunction
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Function SetupStakeout()
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; give him the real article
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if (Calixto.GetActorReference().GetItemCount(InnocuousAmulet) > 0)
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Calixto.GetActorReference().RemoveItem(InnocuousAmulet, 1)
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Calixto.GetActorReference().AddItem(NecromancersAmulet, 1)
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endif
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; pick the poor victim
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if (!Arivanya.GetActorReference().IsDead())
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FinalVictim.ForceRefTo(Arivanya.GetActorReference())
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else
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FinalVictim.ForceRefTo(PotentialThirdVictim.GetActorReference())
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endif
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; just start the scene -- anything more fancy just breaks :-(
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CalixtoKILLKILLKILLScene.Start()
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; start checking as to when to start the scene
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; RegisterForUpdate(10)
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EndFunction
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Function Teardown()
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Game.GetPlayer().RemovePerk(Investigator)
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EndFunction
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;stubbed in by jduvall
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function CivilWarBattle(bool BattleActive)
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{When called the Civil War siege script is starting or stopping in Windhelm. BattleActive = true means starting, = false means stopping.}
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; debug.trace("MS11QuestScript CivilWarBattle(" + BattleActive + ")")
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SiegeOfWindhelmTakingPlace = BattleActive
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EndFunction
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@ -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…
Reference in New Issue
Block a user