Made bounty targets protected instead of essential - fixes rare cases, when they could not be killed
This commit is contained in:
parent
063c4ca3f4
commit
dac9c5950a
BIN
Fix immortal bounty targets.esp
Normal file
BIN
Fix immortal bounty targets.esp
Normal file
Binary file not shown.
Binary file not shown.
@ -1,10 +1,11 @@
|
||||
Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
|
||||
|
||||
|
||||
; SCRIPT AUTHOR DENNIS MAY 2014
|
||||
; Script handles Bandit appearance and checks if bounty job is done
|
||||
; SCRIPT CHANGE TILL MAY 2018
|
||||
; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code
|
||||
; Eddoursul, January 2024: Made bounty targets protected instead of essential
|
||||
|
||||
; ====================================================================================
|
||||
; EVENTS
|
||||
; ====================================================================================
|
||||
@ -12,12 +13,11 @@ Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
|
||||
Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN
|
||||
If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled()
|
||||
GetReference().Enable() ; Enable the bandit when he is needed in the quest
|
||||
(GetReference() as Actor).GetActorBase().SetEssential(false)
|
||||
Endif
|
||||
EndEvent
|
||||
|
||||
Event OnDeath(Actor akKiller)
|
||||
finished = True
|
||||
|
||||
Int iStage = __Config_iEnableAtStage
|
||||
|
||||
NQ_Bounty01.SetObjectiveCompleted(iStage) ;MissionObjective: Kill the bandit - Done
|
||||
@ -28,34 +28,21 @@ Event OnDeath(Actor akKiller)
|
||||
BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold
|
||||
EndEvent
|
||||
|
||||
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
|
||||
If finished == False && aeCombatState != 0 && akTarget
|
||||
If _00E_PlayerSummonedCreature == None
|
||||
_00E_PlayerSummonedCreature = Game.GetFormFromFile(0x000482FC, "Skyrim.esm") as Keyword
|
||||
EndIf
|
||||
|
||||
If BlameSpellKeyword == None
|
||||
BlameSpellKeyword = Game.GetFormFromFile(0x0005BD16, "Skyrim.esm") as Keyword
|
||||
EndIf
|
||||
|
||||
If akTarget == PlayerRef || akTarget.IsPlayerTeammate() || akTarget.HasKeyword(_00E_PlayerSummonedCreature) || akTarget.GetFactionReaction(PlayerRef) == 2 || akTarget.HasEffectKeyword(BlameSpellKeyword)
|
||||
finished = True
|
||||
GetActorReference().GetActorBase().SetEssential(False)
|
||||
EndIf
|
||||
EndIf
|
||||
EndEvent
|
||||
Event OnEnterBleedout()
|
||||
Actor aTarget = GetReference() as Actor
|
||||
if aTarget.IsInCombat()
|
||||
; Allow minions to deal the final blow
|
||||
aTarget.GetActorBase().SetProtected(false)
|
||||
; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod
|
||||
aTarget.GetActorBase().SetEssential(false)
|
||||
endif
|
||||
endEvent
|
||||
|
||||
; ====================================================================================
|
||||
; PROPERTIES
|
||||
; ====================================================================================
|
||||
|
||||
|
||||
Actor Property PlayerRef Auto
|
||||
Quest Property NQ_Bounty01 Auto
|
||||
_00E_NQ_Bounty01_Functions Property BountyScript Auto ;ACCESS TO QUEST SCRIPT
|
||||
Int Property __Config_iEnableAtStage Auto
|
||||
{Type the quest stage number to enable the bandit 10, 30, 50. Enable new enemy every 20th stage }
|
||||
Keyword Property _00E_PlayerSummonedCreature Auto
|
||||
Keyword Property BlameSpellKeyword Auto
|
||||
Bool finished = False
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user