Removed redundant fadeout before The Father's arrival scene
This commit is contained in:
parent
2a31ca9305
commit
8cf8d9eb8b
Binary file not shown.
@ -281,13 +281,12 @@ Function StartSC06()
|
|||||||
FS_NQR05_SC06_ActivationTriggerREF.Disable()
|
FS_NQR05_SC06_ActivationTriggerREF.Disable()
|
||||||
; transform the player back if currently a werewolf, due to being used as actor in scenes in SC06
|
; transform the player back if currently a werewolf, due to being used as actor in scenes in SC06
|
||||||
_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
|
_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
|
||||||
FadeToBlackIMOD.Apply()
|
|
||||||
FadeToBlackHoldIMOD.ApplyCrossFade()
|
FadeToBlackHoldIMOD.ApplyCrossFade()
|
||||||
|
Levelsystem.SetAllowIdleChatter(false)
|
||||||
Timescale.SetValue(0.1) ; 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)
|
Levelsystem.SkipTimeToHour(18.75)
|
||||||
Wait(2.5)
|
Wait(2.5)
|
||||||
_00E_FS_NQR05_SiteWeatherSnow.ForceActive(True)
|
_00E_FS_NQR05_SiteWeatherSnow.ForceActive(True)
|
||||||
Levelsystem.SetAllowIdleChatter(false)
|
|
||||||
FS_NQR05_SC05_GateREF.SetOpen(False)
|
FS_NQR05_SC05_GateREF.SetOpen(False)
|
||||||
FS_NQR05_SC05_GateREF.BlockActivation(True)
|
FS_NQR05_SC05_GateREF.BlockActivation(True)
|
||||||
_00E_TeleportGlobal.SetValueInt(1)
|
_00E_TeleportGlobal.SetValueInt(1)
|
||||||
|
Loading…
x
Reference in New Issue
Block a user