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More non-SKSE feature flags

development
Eddoursul 3 months ago
parent 1a9175d4b7
commit b24010ff81
  1. BIN
      scripts/_00E_AffinityControl.pex
  2. BIN
      scripts/_00e_class_openclassmenuscript.pex
  3. BIN
      scripts/_00e_epupdatefunctions.pex
  4. BIN
      scripts/_00e_fs_recipe.pex
  5. BIN
      scripts/_00e_game_skillmenuleavesc.pex
  6. BIN
      scripts/_00e_mqp01_startsc.pex
  7. BIN
      scripts/_00e_mqp03_functions.pex
  8. 34
      source/scripts/_00E_AffinityControl.psc
  9. 5
      source/scripts/_00e_class_openclassmenuscript.psc
  10. 2
      source/scripts/_00e_epupdatefunctions.psc
  11. 22
      source/scripts/_00e_fs_recipe.psc
  12. 10
      source/scripts/_00e_game_skillmenuleavesc.psc
  13. 3
      source/scripts/_00e_mqp01_startsc.psc
  14. 3
      source/scripts/_00e_mqp03_functions.psc

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@ -132,8 +132,14 @@ Function UpdateMajorSchool()
EndFunction
Int[] Function GetPerkDistribution()
Int[] PerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
Int[] PerkDistribution
if SKSE.GetVersion() > 0
PerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
else
PerkDistribution = new int[12]
endif
Int Index = 0
While Index < PerkTree_Trees.Length
If PerkTree_Trees[Index]
@ -146,8 +152,14 @@ Int[] Function GetPerkDistribution()
EndFunction
Int[] Function GetMaxPerkDistribution()
Int[] MaxPerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
Int[] MaxPerkDistribution
if SKSE.GetVersion() > 0
MaxPerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
else
MaxPerkDistribution = new int[12]
endif
Int Index = 0
While Index < PerkTree_Trees.Length
If PerkTree_Trees[Index]
@ -196,6 +208,11 @@ Function UpdateClassIndices(Int[] PerkDistribution)
EndFunction
Function ResetUnlockedAffinities()
if SKSE.GetVersion() == 0
affinitiesUnlocked = new bool[21]
return
endif
affinitiesUnlocked = Utility.CreateBoolArray(Affinity_Spells.Length, False)
; For whatever reason, the second "filler" arg in CreateBoolArray does not work, the array is filled with True
@ -331,7 +348,14 @@ Function GetPlayerClass()
Int nTotalUnlockedAffinityCount = 0
Int nSinceLastTimeUnlockedAffinityCount = 0
Int[] unlockedAffinityIndices = Utility.CreateIntArray(affinitiesUnlocked.Length, 0)
Int[] unlockedAffinityIndices
if SKSE.GetVersion() > 0
unlockedAffinityIndices = Utility.CreateIntArray(affinitiesUnlocked.Length, 0)
else
unlockedAffinityIndices = new int[21]
endif
Int Index = 0
While Index < affinitiesUnlocked.Length

@ -56,7 +56,8 @@ EndEvent
Function EnterClassMenu()
DisablePlayerControls(false, true, true, false, true, false, false, true)
bool bDisableFighting = (SKSE.GetVersion() > 0)
DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
Player.ForceRefTo(PlayerREF)
Bool isFirstPerson = False
isFirstPerson = PlayerREF.GetAnimationVariableBool("IsFirstPerson")
@ -79,7 +80,7 @@ Function EnterClassMenu()
Wait(0.7)
PlayerREF.MoveTo(_00E_ClassMenuOrigin)
Game.ShowFirstPersonGeometry(False)
DisablePlayerControls(false, true, true, false, true, false, false, true)
DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
ForceFirstPerson()
EndFunction

@ -190,7 +190,7 @@ State RealPlayer
; Level up
If iLevelUpsNeeded > 0
; Level up if not in combat, not in dialogue, activate controls enabled (not in a scene?) and, obviously, not dead
While !IsInCombat() && UI.IsMenuOpen("Dialogue Menu") == False && Game.IsActivateControlsEnabled() && !Player.IsDead() && (isdead == False) && (iLevelUpsNeeded > 0)
While !IsInCombat() && (SKSE.GetVersion() == 0 || UI.IsMenuOpen("Dialogue Menu") == False) && Game.IsActivateControlsEnabled() && !Player.IsDead() && (isdead == False) && (iLevelUpsNeeded > 0)
levelUp()
EndWhile
EndIf

@ -14,6 +14,28 @@ MagicEffect Property effect2 = None Auto
MagicEffect Property effect3 = None Auto
Event OnRead()
if SKSE.GetVersion() == 0
If ing0 != None
ing0.LearnAllEffects()
EndIf
If ing1 != None
ing1.LearnAllEffects()
EndIf
If ing2 != None
ing2.LearnAllEffects()
EndIf
If ing3 != None
ing3.LearnAllEffects()
EndIf
If ing4 != None
ing4.LearnAllEffects()
EndIf
If ing5 != None
ing5.LearnAllEffects()
Endif
return
endif
MagicEffect[] effects = new MagicEffect[4]
effects[0] = effect0
effects[1] = effect1

@ -18,7 +18,9 @@ EndEvent
Event OnTriggerLeave(ObjectReference akActionRef)
If akActionRef == PlayerREF
UnregisterForKey(Input.GetMappedKey("Shout"))
if SKSE.GetVersion()
UnregisterForKey(Input.GetMappedKey("Shout"))
endif
_00E_A2_GhostwalkSneakFailsave.SetValue(PlayerREF.GetActorValue("Sneak"))
EndIf
@ -27,8 +29,10 @@ EndEvent
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == PlayerREF && MQP03.GetCurrentStageID() >= 15
iMappedKeyCode = Input.GetMappedKey("Shout")
RegisterForKey(iMappedKeyCode)
if SKSE.GetVersion()
iMappedKeyCode = Input.GetMappedKey("Shout")
RegisterForKey(iMappedKeyCode)
endif
Game.RequestAutoSave()
EndIf

@ -18,7 +18,8 @@ Event OnTriggerEnter (ObjectReference akActionREF)
PlayerREF.MoveTo(_00E_ClassMenuOrigin)
Debug.SendAnimationEvent(PlayerRef, "IdleForceDefaultState")
Game.ShowRaceMenu()
Game.DisablePlayerControls(false, true, true, false, true, false, false, true)
bool bDisableFighting = (SKSE.GetVersion() > 0)
Game.DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
MQP03.SetCurrentStageID(15)
(MQP02 as _00E_MQP02_Functions).AddRacialAbilites()
else

@ -36,7 +36,8 @@ Function MovePlayerToStart()
_00E_Func_AIWalk.PlayerAIWalkStop()
FadeToBlackHoldIMOD.Apply()
ForceFirstPerson()
DisablePlayerControls(false, true, true, false, true, false, false, true)
bool bDisableFighting = (SKSE.GetVersion() > 0)
DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
PlayerREF.SetAlpha(0.0)
PlayerREF.MoveTo(_00E_ClassMenuOrigin)
SetCurrentStageID(10)

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