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For the Greater Good fixes:

- Fixed the explanation scene getting stuck if Tealor is not on his marker.
- Fixed Papyrus out-of-bounds errors due to non-matching count of keepers and quest aliases.
- Fixed the apothecary missing during interrogation because he, well, went home.
- Fixed additional spectators never arriving to Tealor's speech.
- Fixed CTD while talking to Tealor in his chamber.
- A few more minor tweaks.
english-generic-dialogue
Eddoursul 2 years ago
parent fe4f99735d
commit c962d74861
  1. BIN
      For the Greater Good fixes.esp
  2. BIN
      scripts/PF_MQ14_SC06_ToriusStandStil_0003C597.pex
  3. BIN
      scripts/_00e_mq14_functions.pex
  4. BIN
      scripts/_00e_mq15_functions.pex
  5. BIN
      scripts/sf_mq14_sc07_planning_0014342f.pex
  6. 18
      source/scripts/PF_MQ14_SC06_ToriusStandStil_0003C597.psc
  7. 116
      source/scripts/_00e_mq14_functions.psc
  8. 8
      source/scripts/_00e_mq15_functions.psc
  9. 6
      source/scripts/sf_mq14_sc07_planning_0014342f.psc

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@ -0,0 +1,18 @@
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 3
Scriptname PF_MQ14_SC06_ToriusStandStil_0003C597 Extends Package Hidden
;BEGIN FRAGMENT Fragment_2
Function Fragment_2(Actor akActor)
;BEGIN CODE
MQ14_SC06_FlammentrunkREF.MoveTo(MQ14_SC06_TraitorRef)
MQ14_SC06_FlammentrunkREF.SetLookAt(MQ14_SC06_TraitorRef)
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Actor Property MQ14_SC06_FlammentrunkREF Auto
Actor Property MQ14_SC06_TraitorRef Auto

@ -395,48 +395,48 @@ Function MoveLeora()
EndFunction
Function LeoraUnequipTorch()
_00E_MC_LeoraREF.UnequipItem(Torch01, true)
_00E_MC_LeoraREF.RemoveItem(Torch01)
EndFunction
Function FillTraitorScene()
MQ14_SC06_TraitorRef.Enable()
MQ14_SC06_FlammentrunkREF.MoveTo(MQ14_SC06_TraitorRef)
akCompanion.MoveTo(MQ14_SC06_CompanionMarker)
_00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef)
_00E_MC_YuslanREF.MoveTo(MQ14_SC06_CompanionMarker001)
int iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1
; _00E_MQ14_SC04_RemoveNPCsFromBeaconSC makes a mess in SC08_SpectatorNPCArray, better clear it
int iIndex = SC08_SpectatorNPCArray.Length - 1
While iIndex >= 0
SC08_SpectatorNPCArray[iIndex].Clear()
iIndex -= 1
Endwhile
iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1
While iIndex >= 0
Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
akCurrentActor.UnequipItem(Torch01, true, false)
akCurrentActor.RemoveItem(Torch01)
Debug.SendAnimationEvent(akCurrentActor, "returnToDefault")
akCurrentActor.MoveTo(MQ14_SC06_TraitorMarker)
akCurrentActor.SetLookAt(MQ14_SC06_TraitorRef)
if Utility.RandomInt(0, 1) >= 0.5
MQ14_SC06_ArkanistFormlist.AddForm(akCurrentActor)
akCurrentActor.SetName("Arkanist")
;akCurrentActor.GetActorBase().SetName(MQ14_SC04_ArcanistREF.GetActorBase().GetName())
akCurrentActor.SetOutfit(_25E_HolyOrder_ArcanistOutfitNoHood)
EndIf
int NPCsFilled
NPCsFilled += 1
SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
akCurrentActor.UnequipItem(Torch01, true, false)
akCurrentActor.RemoveItem(Torch01, 99)
akCurrentActor.MoveTo(MQ14_SC06_StandMarkerFormlist.GetAt(iIndex) as ObjectReference)
_00E_QuestFunctions.WaitForReferenceToLoad(akCurrentActor as ObjectReference)
Debug.SendAnimationEvent(akCurrentActor, "IdleStop_Loose")
SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
akCurrentActor.SetLookAt(MQ14_SC06_TraitorRef)
iIndex -= 1
Endwhile
MQ14_SC06_FlammentrunkREF.MoveTo(MQ14_SC06_TraitorRef)
; SE: Moved teleporting MQ14_SC06_FlammentrunkREF to the beginning of his scene package, he goes home if teleported at this point
_00E_QuestFunctions.WaitForReferenceToLoad(MQ14_SC06_TraitorRef as ObjectReference)
_00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef)
EndFunction
@ -452,14 +452,20 @@ Function FadeToBlackTraitor()
Utility.Wait(3)
MQ14_SC06_TraitorRef.MoveTo(MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003)
MQ14_SC07_KurariumGuard.Enable()
_00E_MC_LeoraREF.UnequipItem(Torch01, True, True)
_00E_MC_LeoraREF.RemoveItem(Torch01, 1)
MQ14_SC06_FlammentrunkREF.MoveToMyEditorLocation()
_00E_MC_LexREF.MoveTo(MQ14_SC06_SpectatorMarker009)
int iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1
While iIndex >= 0
(MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor).SetLookAt(_00E_MC_TealorREF)
iIndex -= 1
Endwhile
FadeToBlackBackIMOD.ApplyCrossFade(afFadeDuration = 3.0)
Utility.Wait(1)
MQ14_SC07_Planning.ForceStart()
EndFunction
Function AddMusic()
@ -474,22 +480,7 @@ Function StartSC08()
MQ14_SC08_LastSpeech.ForceStart()
int iIndex = MQ14_SC08_SpectatorFormlist.GetSize() - 1
While iIndex >= 0
Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
akCurrentActor.UnequipItem(Torch01, true, false)
akCurrentActor.RemoveItem(Torch01)
Debug.SendAnimationEvent(akCurrentActor, "returnToDefault")
SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
akCurrentActor.SetLookAt(_00E_MC_TealorREF)
SC08_SpectatorNPCArray[iIndex].ForceRefTo(akCurrentActor)
iIndex -= 1
Endwhile
iIndex = 0
int iIndex = 0
While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
@ -498,8 +489,6 @@ Function StartSC08()
akCurrentActor.RemoveItem(Torch01)
SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
int NPCsFilled
NPCsFilled += 1
Debug.SendAnimationEvent(akCurrentActor, "returnToDefault")
akCurrentActor.SetLookAt(_00E_MC_TealorREF)
@ -507,6 +496,32 @@ Function StartSC08()
iIndex += 1
Endwhile
iIndex = MQ14_SC08_SpectatorFormlist.GetSize() - 1
While iIndex >= 0
Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
akCurrentActor.UnequipItem(Torch01, true, false)
akCurrentActor.RemoveItem(Torch01)
SC08_SpectatorNPCArray[iIndex].ForceRefTo(akCurrentActor)
; SE: Spectators never reach the speech location through doors in time, so we teleport them to doors, and they go by foot from there
if akCurrentActor.GetWorldspace() != SuntempleWorldspace
if Utility.RandomInt(0, 1) >= 0.5
akCurrentActor.MoveTo(SunTempleEmporiumFrontDoorREF)
else
akCurrentActor.MoveTo(SunTempleQuartersDoorREF)
EndIf
Utility.wait(2.0)
akCurrentActor.ResetAI()
endif
akCurrentActor.SetLookAt(_00E_MC_TealorREF)
iIndex -= 1
Endwhile
EndFunction
@ -590,21 +605,21 @@ Function PlayApplauseAndCheer()
MQ14_SC09_Tealor.ForceStart()
iIndex = 0
iIndex = SC06_AvoidNPCArray.Length - 1
While iIndex <= MQ14_SC06_AvoidNPCFormlist.GetSize()
While iIndex >= 0
SC06_AvoidNPCArray[iIndex].Clear()
iIndex += 1
iIndex -= 1
Endwhile
iIndex = 0
iIndex = SC08_SpectatorNPCArray.Length - 1
While iIndex <= MQ14_SC08_SpectatorFormlist.GetSize()
While iIndex >= 0
SC08_SpectatorNPCArray[iIndex].Clear()
iIndex += 1
iIndex -= 1
Endwhile
@ -777,4 +792,7 @@ Scene Property MQ14_SC07_Planning Auto
Scene Property MQ14_SC08_LastSpeech Auto
Scene Property MQ14_SC09_Tealor Auto
Worldspace Property SuntempleWorldspace Auto
Worldspace Property SuntempleWorldspace Auto
ObjectReference Property SunTempleEmporiumFrontDoorREF Auto
ObjectReference Property SunTempleQuartersDoorREF Auto

@ -27,25 +27,19 @@ Function SetUp()
iIndex -= 1
endwhile
ChooseCompanion()
MQ15_SC01_Flavor_Leora.ForceStart()
MQ16_StubbornGuardREF.Enable()
_00E_SuntempleChroniker02REF.Enable()
_00E_SuntempleChroniker02REF.MoveTo(MQ12b_SC14_TealorMarkerREF)
MQ16_StubbornGuardREF.MoveTo(MQ07a_SC13_PlayerTeleport)
MQ15_SC02_Flavor_Gate.ForceStart()
If akCompanion.IsDisabled()
akCompanion.Enable()
EndIf
akCompanion.MoveTo(MQ15_SC01_CompanionBenchMarker)
MQ15_SC02_DoorREF.BlockActivation(True)
EndFunction
Function ChooseCompanion()

@ -21,7 +21,8 @@ EndFunction
;BEGIN FRAGMENT Fragment_7
Function Fragment_7()
;BEGIN CODE
MQ14.LeoraUnequipTorch()
_00E_MC_LeoraREF.UnequipItem(Torch01, true)
_00E_MC_LeoraREF.ResetInventory()
;END CODE
EndFunction
;END FRAGMENT
@ -45,4 +46,5 @@ EndFunction
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
_00E_QuestFunctions Property Levelsystem Auto
_00E_MQ14_Functions Property MQ14 Auto
Actor Property _00E_MC_LeoraREF Auto
Light Property Torch01 Auto
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