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Consolidated engine bugfixes into a separate quest

development
Eddoursul 4 months ago
parent 781988d6d6
commit f5ae34fc7f
  1. BIN
      Enderal - Forgotten Stories.esm
  2. BIN
      Skyrim.esm
  3. BIN
      scripts/_00E_ArmorWeightPerkFixAlias.pex
  4. BIN
      scripts/_00E_EngineBugfixAlias.pex
  5. BIN
      scripts/_00E_FixStuckHelpMessagesAlias.pex
  6. BIN
      scripts/_00e_mqp01_functions.pex
  7. BIN
      scripts/_00e_playersetupscript.pex
  8. 26
      source/scripts/_00E_EngineBugfixAlias.psc
  9. 14
      source/scripts/_00E_FixStuckHelpMessagesAlias.psc
  10. 2
      source/scripts/_00e_mqp01_functions.psc
  11. 19
      source/scripts/_00e_playersetupscript.psc

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@ -1,7 +1,19 @@
Scriptname _00E_ArmorWeightPerkFixAlias extends ReferenceAlias Hidden
Scriptname _00E_EngineBugfixAlias extends ReferenceAlias Hidden
int function _GetScriptVersion() Global
return 1
endFunction
Event OnInit()
_ClearStuckHelpMessages()
EndEvent
Event OnPlayerLoadGame()
; If a help message is visible during game reload, it gets stuck on screen
; This workaround shows an empty message to forcefully clear the queue
_ClearStuckHelpMessages()
Actor PlayerREF = GetReference() as Actor
; Perks modifying armor weights need some push on each game load to work.
@ -12,6 +24,11 @@ Event OnPlayerLoadGame()
_ResetPerk(PlayerREF, _00E_Class_Vagrant_P05_B_Lightweight)
EndIf
; Workaround for broken physics on loading saves, made on a mount
If PlayerREF.IsOnMount()
PlayerREF.Dismount()
EndIf
EndEvent
Function _ResetPerk(Actor PlayerREF, Perk p)
@ -21,5 +38,12 @@ Function _ResetPerk(Actor PlayerREF, Perk p)
EndIf
EndFunction
Event _ClearStuckHelpMessages()
Message.ResetHelpMessage("Clear")
_00E_EmptyMessage.ShowAsHelpMessage("Clear", 0.1, 1, 1)
EndEvent
Perk Property _00E_Class_Keeper_P05_C_Conditioning Auto
Perk Property _00E_Class_Vagrant_P05_B_Lightweight Auto
Message Property _00E_EmptyMessage Auto

@ -1,14 +0,0 @@
Scriptname _00E_FixStuckHelpMessagesAlias extends ReferenceAlias Hidden
; Clears stuck help messages, leaking between game loads
Event OnInit()
OnPlayerLoadGame()
EndEvent
Event OnPlayerLoadGame()
Message.ResetHelpMessage("Clear")
_00E_MQP01_Thoughts01.ShowAsHelpMessage("Clear", 0.1, 1, 1)
EndEvent
Message Property _00E_MQP01_Thoughts01 Auto

@ -258,8 +258,6 @@ Actor Property MQP01_FatherRef Auto
Scene Property MQP01_SC1_FatherArrivesInKitchen Auto
Scene Property MQP01_SC2_FatherAccusesThePlayer Auto
Message Property _00E_MQP01_Thoughts01 Auto
Sound Property _00E_MAGFXFireOilIgniteLow Auto
Sound Property _00E_MQP01_InfantLaughing Auto
Sound Property FXFireEmbers02LP Auto

@ -1,4 +1,4 @@
Scriptname _00E_PlayerSetUpScript extends ObjectReference
Scriptname _00E_PlayerSetUpScript extends Actor
{Initializes player's actor values}
int function _GetScriptVersion() Global
@ -11,8 +11,8 @@ endFunction
Event OnInit()
PlayerREF.SetActorValue("speedMult", 95)
PlayerREF.SetActorValue("Healrate", 0)
SetActorValue("speedMult", 95)
SetActorValue("Healrate", 0)
EndEvent
@ -21,17 +21,6 @@ Event OnPlayerLoadGame()
; changes to the actor value healrate will not persist in consecutive saves
; every time a save gets loaded the healrate needs to be set to 0, otherwise it will go back again to default at 0.7
; this is called before active magic effects of potions or spells are applied to the player which could also alter the value
PlayerREF.SetActorValue("Healrate", 0)
; Workaround for broken physics on loading saves, made on a mount
If PlayerREF.IsOnMount()
PlayerREF.Dismount()
EndIf
SetActorValue("Healrate", 0)
EndEvent
;=====================================================================================
; PROPERTIES
;=====================================================================================
Actor Property PlayerREF Auto

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