More non-SKSE feature flags
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@ -132,8 +132,14 @@ Function UpdateMajorSchool()
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EndFunction
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EndFunction
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Int[] Function GetPerkDistribution()
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Int[] Function GetPerkDistribution()
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Int[] PerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
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Int[] PerkDistribution
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if SKSE.GetVersion() > 0
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PerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
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else
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PerkDistribution = new int[12]
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endif
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Int Index = 0
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Int Index = 0
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While Index < PerkTree_Trees.Length
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While Index < PerkTree_Trees.Length
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If PerkTree_Trees[Index]
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If PerkTree_Trees[Index]
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@ -146,8 +152,14 @@ Int[] Function GetPerkDistribution()
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EndFunction
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EndFunction
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Int[] Function GetMaxPerkDistribution()
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Int[] Function GetMaxPerkDistribution()
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Int[] MaxPerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
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Int[] MaxPerkDistribution
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if SKSE.GetVersion() > 0
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MaxPerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0)
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else
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MaxPerkDistribution = new int[12]
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endif
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Int Index = 0
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Int Index = 0
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While Index < PerkTree_Trees.Length
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While Index < PerkTree_Trees.Length
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If PerkTree_Trees[Index]
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If PerkTree_Trees[Index]
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@ -196,6 +208,11 @@ Function UpdateClassIndices(Int[] PerkDistribution)
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EndFunction
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EndFunction
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Function ResetUnlockedAffinities()
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Function ResetUnlockedAffinities()
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if SKSE.GetVersion() == 0
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affinitiesUnlocked = new bool[21]
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return
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endif
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affinitiesUnlocked = Utility.CreateBoolArray(Affinity_Spells.Length, False)
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affinitiesUnlocked = Utility.CreateBoolArray(Affinity_Spells.Length, False)
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; For whatever reason, the second "filler" arg in CreateBoolArray does not work, the array is filled with True
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; For whatever reason, the second "filler" arg in CreateBoolArray does not work, the array is filled with True
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@ -331,7 +348,14 @@ Function GetPlayerClass()
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Int nTotalUnlockedAffinityCount = 0
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Int nTotalUnlockedAffinityCount = 0
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Int nSinceLastTimeUnlockedAffinityCount = 0
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Int nSinceLastTimeUnlockedAffinityCount = 0
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Int[] unlockedAffinityIndices = Utility.CreateIntArray(affinitiesUnlocked.Length, 0)
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Int[] unlockedAffinityIndices
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if SKSE.GetVersion() > 0
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unlockedAffinityIndices = Utility.CreateIntArray(affinitiesUnlocked.Length, 0)
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else
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unlockedAffinityIndices = new int[21]
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endif
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Int Index = 0
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Int Index = 0
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While Index < affinitiesUnlocked.Length
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While Index < affinitiesUnlocked.Length
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@ -56,7 +56,8 @@ EndEvent
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Function EnterClassMenu()
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Function EnterClassMenu()
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DisablePlayerControls(false, true, true, false, true, false, false, true)
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bool bDisableFighting = (SKSE.GetVersion() > 0)
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DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
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Player.ForceRefTo(PlayerREF)
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Player.ForceRefTo(PlayerREF)
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Bool isFirstPerson = False
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Bool isFirstPerson = False
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isFirstPerson = PlayerREF.GetAnimationVariableBool("IsFirstPerson")
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isFirstPerson = PlayerREF.GetAnimationVariableBool("IsFirstPerson")
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@ -79,7 +80,7 @@ Function EnterClassMenu()
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Wait(0.7)
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Wait(0.7)
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PlayerREF.MoveTo(_00E_ClassMenuOrigin)
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PlayerREF.MoveTo(_00E_ClassMenuOrigin)
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Game.ShowFirstPersonGeometry(False)
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Game.ShowFirstPersonGeometry(False)
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DisablePlayerControls(false, true, true, false, true, false, false, true)
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DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
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ForceFirstPerson()
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ForceFirstPerson()
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EndFunction
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EndFunction
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@ -190,7 +190,7 @@ State RealPlayer
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; Level up
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; Level up
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If iLevelUpsNeeded > 0
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If iLevelUpsNeeded > 0
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; Level up if not in combat, not in dialogue, activate controls enabled (not in a scene?) and, obviously, not dead
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; Level up if not in combat, not in dialogue, activate controls enabled (not in a scene?) and, obviously, not dead
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While !IsInCombat() && UI.IsMenuOpen("Dialogue Menu") == False && Game.IsActivateControlsEnabled() && !Player.IsDead() && (isdead == False) && (iLevelUpsNeeded > 0)
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While !IsInCombat() && (SKSE.GetVersion() == 0 || UI.IsMenuOpen("Dialogue Menu") == False) && Game.IsActivateControlsEnabled() && !Player.IsDead() && (isdead == False) && (iLevelUpsNeeded > 0)
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levelUp()
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levelUp()
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EndWhile
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EndWhile
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EndIf
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EndIf
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@ -14,6 +14,28 @@ MagicEffect Property effect2 = None Auto
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MagicEffect Property effect3 = None Auto
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MagicEffect Property effect3 = None Auto
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Event OnRead()
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Event OnRead()
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if SKSE.GetVersion() == 0
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If ing0 != None
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ing0.LearnAllEffects()
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EndIf
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If ing1 != None
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ing1.LearnAllEffects()
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EndIf
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If ing2 != None
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ing2.LearnAllEffects()
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EndIf
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If ing3 != None
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ing3.LearnAllEffects()
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EndIf
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If ing4 != None
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ing4.LearnAllEffects()
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EndIf
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If ing5 != None
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ing5.LearnAllEffects()
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Endif
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return
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endif
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MagicEffect[] effects = new MagicEffect[4]
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MagicEffect[] effects = new MagicEffect[4]
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effects[0] = effect0
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effects[0] = effect0
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effects[1] = effect1
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effects[1] = effect1
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@ -18,7 +18,9 @@ EndEvent
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Event OnTriggerLeave(ObjectReference akActionRef)
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Event OnTriggerLeave(ObjectReference akActionRef)
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If akActionRef == PlayerREF
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If akActionRef == PlayerREF
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UnregisterForKey(Input.GetMappedKey("Shout"))
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if SKSE.GetVersion()
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UnregisterForKey(Input.GetMappedKey("Shout"))
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endif
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_00E_A2_GhostwalkSneakFailsave.SetValue(PlayerREF.GetActorValue("Sneak"))
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_00E_A2_GhostwalkSneakFailsave.SetValue(PlayerREF.GetActorValue("Sneak"))
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EndIf
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EndIf
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@ -27,8 +29,10 @@ EndEvent
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Event OnTriggerEnter(ObjectReference akActionRef)
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Event OnTriggerEnter(ObjectReference akActionRef)
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If akActionRef == PlayerREF && MQP03.GetCurrentStageID() >= 15
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If akActionRef == PlayerREF && MQP03.GetCurrentStageID() >= 15
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iMappedKeyCode = Input.GetMappedKey("Shout")
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if SKSE.GetVersion()
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RegisterForKey(iMappedKeyCode)
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iMappedKeyCode = Input.GetMappedKey("Shout")
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RegisterForKey(iMappedKeyCode)
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endif
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Game.RequestAutoSave()
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Game.RequestAutoSave()
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EndIf
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EndIf
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@ -18,7 +18,8 @@ Event OnTriggerEnter (ObjectReference akActionREF)
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PlayerREF.MoveTo(_00E_ClassMenuOrigin)
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PlayerREF.MoveTo(_00E_ClassMenuOrigin)
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Debug.SendAnimationEvent(PlayerRef, "IdleForceDefaultState")
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Debug.SendAnimationEvent(PlayerRef, "IdleForceDefaultState")
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Game.ShowRaceMenu()
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Game.ShowRaceMenu()
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Game.DisablePlayerControls(false, true, true, false, true, false, false, true)
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bool bDisableFighting = (SKSE.GetVersion() > 0)
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Game.DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
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MQP03.SetCurrentStageID(15)
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MQP03.SetCurrentStageID(15)
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(MQP02 as _00E_MQP02_Functions).AddRacialAbilites()
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(MQP02 as _00E_MQP02_Functions).AddRacialAbilites()
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else
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else
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@ -36,7 +36,8 @@ Function MovePlayerToStart()
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_00E_Func_AIWalk.PlayerAIWalkStop()
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_00E_Func_AIWalk.PlayerAIWalkStop()
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FadeToBlackHoldIMOD.Apply()
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FadeToBlackHoldIMOD.Apply()
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ForceFirstPerson()
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ForceFirstPerson()
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DisablePlayerControls(false, true, true, false, true, false, false, true)
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bool bDisableFighting = (SKSE.GetVersion() > 0)
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DisablePlayerControls(false, bDisableFighting, true, false, true, false, false, true)
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PlayerREF.SetAlpha(0.0)
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PlayerREF.SetAlpha(0.0)
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PlayerREF.MoveTo(_00E_ClassMenuOrigin)
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PlayerREF.MoveTo(_00E_ClassMenuOrigin)
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SetCurrentStageID(10)
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SetCurrentStageID(10)
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