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Made bounty targets protected instead of essential - fixes rare cases, when they could not be killed

development
Eddoursul 4 months ago
parent 063c4ca3f4
commit dac9c5950a
  1. BIN
      Fix immortal bounty targets.esp
  2. BIN
      scripts/_00e_nq_bounty01_targetscript.pex
  3. 37
      source/scripts/_00e_nq_bounty01_targetscript.psc

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@ -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

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