Stripped down Update.esm from 1.6.1170

This commit is contained in:
Eddoursul 2025-08-01 05:13:21 +02:00
parent 9d63780f73
commit fdbacb1d2d
16 changed files with 281 additions and 2 deletions

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@ -8,7 +8,7 @@ Beware, spoilers ahead!
2.1.4 (TBD) 2.1.4 (TBD)
- Chinese Simplified localization revision by DaisyComment (no translation of lines added after 2.0.12.4 yet). - Chinese Simplified localization revision by DaisyComment (no translation of lines added after 2.0.12.4 yet).
- Fixed random crashes caused by guards conversation scenes, when any of them is riding a horse. - Fixed random crashes caused by guards conversation scenes, when any of them is riding a horse (reported by cloudropis).
- Dreamflower can be found without finishing The Secrets first. - Dreamflower can be found without finishing The Secrets first.
- Dimension Rift might get stuck in an infinite effect+sound loop if player left the cell while it's active. - Dimension Rift might get stuck in an infinite effect+sound loop if player left the cell while it's active.
- Fixed missing damage from spectral arrows produced by the Arcane Arrow affinity. - Fixed missing damage from spectral arrows produced by the Arcane Arrow affinity.

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@ -4798,4 +4798,10 @@ scripts\_00E_UpdateSpeedmult.pex
scripts\_00E_AutolearnEffectsAlias.pex scripts\_00E_AutolearnEffectsAlias.pex
scripts\_00E_ArcaneArrowEffect.pex scripts\_00E_ArcaneArrowEffect.pex
scripts\_00E_AlchArcaneFever.pex scripts\_00E_AlchArcaneFever.pex
scripts\_00E_HelpMessage.pex scripts\_00E_HelpMessage.pex
scripts\ccbgs_arbuttonscript.pex
scripts\ccbgs_arfloorsmasherscript.pex
scripts\ccbgs_arportcullisscript.pex
scripts\ccbgs_arpressureplatescript.pex
scripts\ccbgs_arspiketrapscript.pex
scripts\ccbgs_arswitchscript.pex

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@ -0,0 +1,19 @@
Scriptname ccBGS_ARButtonScript extends ObjectReference
{Shared script for Ayleid button}
Bool Property bPlayerOnly = false Auto
Sound Property ActivateSound Auto
Auto State Waiting
Event OnActivate(ObjectReference akActionRef)
GoToState("Busy")
If(bPlayerOnly && akActionRef == Game.GetPlayer() || !bPlayerOnly)
ActivateSound.Play(self)
PlayAnimationAndWait("Stage2ReturnStage1", "TransitionComplete")
EndIf
GoToState("Waiting")
EndEvent
EndState
State Busy
EndState

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@ -0,0 +1,30 @@
Scriptname ccBGS_ARFloorSmasherScript extends ObjectReference
{Shared trap script for floor smasher.}
Actor Property PlayerREF Auto
Bool Property bPlayerOnly = True Auto
Float Property fDelayReturn = 1.5 Auto
Float Property fDelayReset = 5.0 Auto
Sound Property ccBGS_TRP_TRPARFloorSmasherUp01SD Auto
Sound Property ccBGS_TRP_TRPARFloorSmasherDown01SD Auto
Auto State Waiting
Event OnTriggerEnter(ObjectReference akActionRef)
If(!bPlayerOnly || akActionRef == PlayerREF)
GoToState("Busy")
ccBGS_TRP_TRPARFloorSmasherUp01SD.Play(akActionRef)
PlayAnimationAndWait("Stage2", "TransitionComplete")
Utility.Wait(fDelayReturn)
ccBGS_TRP_TRPARFloorSmasherDown01SD.Play(akActionRef)
PlayAnimationAndWait("Stage1", "TransitionComplete")
Utility.Wait(fDelayReset)
GoToState("Waiting")
EndIf
EndEvent
EndState
State Busy
EndState

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@ -0,0 +1,98 @@
Scriptname ccBGS_ARPortcullisScript extends ObjectReference
{Shared script for Ayleid gates and secret doors. LinkedRefs with LinkCustom01 will be disabled/enabled with animations, e.g. collision volumes or navcuts.}
Keyword Property LinkCustom01 Auto
{Link keyword for enable/disable}
Bool Property bDownByDefault = False Auto
{Set whether it's Down by default or not}
Bool Property bDoOnce = False Auto
{Only open/close once}
Bool Property bCanActorsOpen = False Auto
{Allow actors to open/close directly}
Message Property MessageToShow Auto
{Optional message to show if player is not allowed to activate}
Sound Property SoundOpen Auto
Sound Property SoundClose Auto
ObjectReference LinkedObject
Event OnLoad()
SetDefaultState()
EndEvent
Event OnReset()
SetDefaultState()
EndEvent
Function SetDefaultState()
If(bDownByDefault)
GoToState("Down")
PlayAnimation("Stage2") ;Down
DisableLinkedRef()
Else
GoToState("Up")
PlayAnimation("Stage1") ;Up
EnableLinkedRef()
EndIf
EndFunction
Auto State Up
Event OnActivate(ObjectReference akActionRef)
If(bCanActorsOpen || !akActionRef.GetBaseObject() as ActorBase)
GoToState("Busy")
SoundOpen.Play(self)
PlayAnimationAndWait("Stage2", "TransitionComplete")
DisableLinkedRef()
If(bDoOnce)
GoToState("Finished")
Else
GoToState("Down")
EndIf
Else
MessageToShow.Show()
EndIf
EndEvent
EndState
State Down
Event OnActivate(ObjectReference akActionRef)
If(bCanActorsOpen || !akActionRef.GetBaseObject() as ActorBase)
GoToState("Busy")
EnableLinkedRef()
SoundClose.Play(self)
PlayAnimationAndWait("Stage1", "TransitionComplete")
If(bDoOnce)
GoToState("Finished")
Else
GoToState("Up")
EndIf
Else
MessageToShow.Show()
EndIf
EndEvent
EndState
State Busy
EndState
State Finished
EndState
Function EnableLinkedRef()
LinkedObject = GetLinkedRef(LinkCustom01)
If(LinkedObject)
LinkedObject.EnableNoWait()
EndIf
EndFunction
Function DisableLinkedRef()
LinkedObject = GetLinkedRef(LinkCustom01)
If(LinkedObject)
LinkedObject.DisableNoWait()
EndIf
EndFunction

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@ -0,0 +1,61 @@
Scriptname ccBGS_ARPressurePlateScript extends TrapTriggerBase
{Shared script for Ayleid Pressure Plates. Inherits from TrapTriggerBase, and is based on PressurePlate script.}
;PLEASE NOTE: This inherits from TrapTriggerBase to make it a fully-functional pressure plate. The states, functions, structure are overrides dicated by that script.
State Active
Event OnBeginState()
GoToState("DoNothing")
If(StoredTriggerType == 1)
Type = 3
Utility.Wait(0.1)
Activate(self as ObjectReference)
Utility.Wait(0.1)
Else
Activate(Self as ObjectReference)
EndIf
TriggerSound.Play(self)
If(PlayAnimationAndWait("Stage2","TransitionComplete"))
If(ObjectsInTrigger == 0)
GoToState("Inactive")
PlayAnimation("Stage1")
EndIf
EndIf
EndEvent
Event OnTriggerEnter(ObjectReference akActionRef)
ObjectsInTrigger = self.GetTriggerObjectCount()
EndEvent
Event OnTriggerLeave(ObjectReference akActionRef)
ObjectsInTrigger = self.GetTriggerObjectCount()
If(ObjectsInTrigger == 0)
GoToState("Inactive")
PlayAnimation("Stage1")
EndIf
EndEvent
EndState
State DoNothing
Event OnTriggerEnter(ObjectReference akActionRef)
ObjectsInTrigger = self.GetTriggerObjectCount()
EndEvent
Event OnTrigger(ObjectReference triggerRef)
EndEvent
Event OnTriggerLeave(ObjectReference akActionRef)
ObjectsInTrigger = self.GetTriggerObjectCount()
If(ObjectsInTrigger == 0)
GoToState("Inactive")
PlayAnimation("Stage1")
EndIf
EndEvent
EndState

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@ -0,0 +1,18 @@
Scriptname ccBGS_ARSpikeTrapScript extends HazardBase
{Script for the Ayleid spike trap (inherits from HazardBase)}
Float Property fHazardInterval = 5.0 Auto
Auto State CanHit
Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
GoToState("CannotHit")
If(isAngleAcceptable(afXVel, afYVel, afZVel))
doLocalHit(akTarget, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, abInitialHit, aeMotionType)
EndIf
RegisterForSingleUpdate(fHazardInterval)
EndEvent
EndState
Event OnUpdate()
GoToState("CanHit")
EndEvent

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@ -0,0 +1,47 @@
Scriptname ccBGS_ARSwitchScript extends ObjectReference
{Shared script for Ayleid activator button}
Bool Property bPlayerOnly = false Auto
Bool Property bIsInDownState = false Auto
Sound Property ActivateSound Auto
Event OnLoad()
SetDefaultState()
EndEvent
Event OnReset()
SetDefaultState()
EndEvent
Function SetDefaultState()
If(bIsInDownState)
GoToState("PositionDown")
PlayAnimation("ForceStage2")
Else
GoToState("PositionUp")
PlayAnimation("Reset")
EndIf
EndFunction
Auto State PositionUp
Event OnActivate(ObjectReference akActionRef)
GoToState("Busy")
bIsInDownState = True
ActivateSound.Play(self)
PlayAnimationAndWait("Stage2", "TransitionComplete")
GoToState("PositionDown")
EndEvent
EndState
State PositionDown
Event OnActivate(ObjectReference akActionRef)
GoToState("Busy")
bIsInDownState = False
ActivateSound.Play(self)
PlayAnimationAndWait("Stage1", "TransitionComplete")
GoToState("PositionUp")
EndEvent
EndState
State Busy
EndState