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Skyrim.esm
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Skyrim.esm
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@ -122,24 +122,24 @@ void HeroMenuPatch::FillMenuValues()
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args2[10].SetNumber(Lernpunkte->value);
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args2[10].SetNumber(Lernpunkte->value);
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args2[11].SetNumber(Handwerkspunkte->value);
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args2[11].SetNumber(Handwerkspunkte->value);
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args2[12].SetNumber(TalentPoints->value);
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args2[12].SetNumber(TalentPoints->value);
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args2[13].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kIllusion));
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args2[13].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kIllusion));
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args2[14].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kDestruction));
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args2[14].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kDestruction));
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args2[15].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kAlteration));
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args2[15].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kAlteration));
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args2[16].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kOneHanded));
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args2[16].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kOneHanded));
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args2[17].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kBlock));
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args2[17].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kBlock));
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args2[18].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kArchery));
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args2[18].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kArchery));
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args2[19].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kConjuration));
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args2[19].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kConjuration));
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args2[20].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kRestoration));
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args2[20].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kRestoration));
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args2[21].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kTwoHanded));
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args2[21].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kTwoHanded));
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args2[22].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kLightArmor));
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args2[22].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kLightArmor));
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args2[23].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kHeavyArmor));
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args2[23].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kHeavyArmor));
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args2[24].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kSneak));
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args2[24].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kSneak));
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args2[25].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kAlchemy));
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args2[25].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kAlchemy));
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args2[26].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kPickpocket));
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args2[26].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kPickpocket));
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args2[27].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kLockpicking));
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args2[27].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kLockpicking));
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args2[28].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kEnchanting));
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args2[28].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kEnchanting));
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args2[29].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kSmithing));
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args2[29].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kSmithing));
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args2[30].SetNumber(playerAV->GetBaseActorValue(RE::ActorValue::kSpeech));
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args2[30].SetNumber(playerAV->GetPermanentActorValue(RE::ActorValue::kSpeech));
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args2[31].SetNumber(playerExp->value - fEXPNeededForCurrentLevel);
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args2[31].SetNumber(playerExp->value - fEXPNeededForCurrentLevel);
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args2[32].SetNumber(fEXPNeededForNextLevel - fEXPNeededForCurrentLevel);
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args2[32].SetNumber(fEXPNeededForNextLevel - fEXPNeededForCurrentLevel);
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@ -149,23 +149,23 @@ void HeroMenuPatch::FillMenuValues()
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args3[0].SetNumber(0);
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args3[0].SetNumber(0);
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args3[1].SetNumber(0);
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args3[1].SetNumber(0);
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args3[2].SetNumber(0);
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args3[2].SetNumber(0);
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args3[3].SetNumber(playerAV->GetActorValue(RE::ActorValue::kIllusion) - playerAV->GetBaseActorValue(RE::ActorValue::kIllusion));
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args3[3].SetNumber(playerAV->GetActorValue(RE::ActorValue::kIllusion) - playerAV->GetPermanentActorValue(RE::ActorValue::kIllusion));
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args3[4].SetNumber(playerAV->GetActorValue(RE::ActorValue::kDestruction) - playerAV->GetBaseActorValue(RE::ActorValue::kDestruction));
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args3[4].SetNumber(playerAV->GetActorValue(RE::ActorValue::kDestruction) - playerAV->GetPermanentActorValue(RE::ActorValue::kDestruction));
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args3[5].SetNumber(playerAV->GetActorValue(RE::ActorValue::kAlteration) - playerAV->GetBaseActorValue(RE::ActorValue::kAlteration));
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args3[5].SetNumber(playerAV->GetActorValue(RE::ActorValue::kAlteration) - playerAV->GetPermanentActorValue(RE::ActorValue::kAlteration));
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args3[6].SetNumber(playerAV->GetActorValue(RE::ActorValue::kOneHanded) - playerAV->GetBaseActorValue(RE::ActorValue::kOneHanded));
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args3[6].SetNumber(playerAV->GetActorValue(RE::ActorValue::kOneHanded) - playerAV->GetPermanentActorValue(RE::ActorValue::kOneHanded));
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args3[7].SetNumber(playerAV->GetActorValue(RE::ActorValue::kBlock) - playerAV->GetBaseActorValue(RE::ActorValue::kBlock));
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args3[7].SetNumber(playerAV->GetActorValue(RE::ActorValue::kBlock) - playerAV->GetPermanentActorValue(RE::ActorValue::kBlock));
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args3[8].SetNumber(playerAV->GetActorValue(RE::ActorValue::kArchery) - playerAV->GetBaseActorValue(RE::ActorValue::kArchery));
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args3[8].SetNumber(playerAV->GetActorValue(RE::ActorValue::kArchery) - playerAV->GetPermanentActorValue(RE::ActorValue::kArchery));
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args3[9].SetNumber(playerAV->GetActorValue(RE::ActorValue::kConjuration) - playerAV->GetBaseActorValue(RE::ActorValue::kConjuration));
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args3[9].SetNumber(playerAV->GetActorValue(RE::ActorValue::kConjuration) - playerAV->GetPermanentActorValue(RE::ActorValue::kConjuration));
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args3[10].SetNumber(playerAV->GetActorValue(RE::ActorValue::kRestoration) - playerAV->GetBaseActorValue(RE::ActorValue::kRestoration));
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args3[10].SetNumber(playerAV->GetActorValue(RE::ActorValue::kRestoration) - playerAV->GetPermanentActorValue(RE::ActorValue::kRestoration));
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args3[11].SetNumber(playerAV->GetActorValue(RE::ActorValue::kTwoHanded) - playerAV->GetBaseActorValue(RE::ActorValue::kTwoHanded));
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args3[11].SetNumber(playerAV->GetActorValue(RE::ActorValue::kTwoHanded) - playerAV->GetPermanentActorValue(RE::ActorValue::kTwoHanded));
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args3[12].SetNumber(playerAV->GetActorValue(RE::ActorValue::kLightArmor) - playerAV->GetBaseActorValue(RE::ActorValue::kLightArmor));
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args3[12].SetNumber(playerAV->GetActorValue(RE::ActorValue::kLightArmor) - playerAV->GetPermanentActorValue(RE::ActorValue::kLightArmor));
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args3[13].SetNumber(playerAV->GetActorValue(RE::ActorValue::kHeavyArmor) - playerAV->GetBaseActorValue(RE::ActorValue::kHeavyArmor));
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args3[13].SetNumber(playerAV->GetActorValue(RE::ActorValue::kHeavyArmor) - playerAV->GetPermanentActorValue(RE::ActorValue::kHeavyArmor));
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args3[14].SetNumber(playerAV->GetActorValue(RE::ActorValue::kSneak) - playerAV->GetBaseActorValue(RE::ActorValue::kSneak));
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args3[14].SetNumber(playerAV->GetActorValue(RE::ActorValue::kSneak) - playerAV->GetPermanentActorValue(RE::ActorValue::kSneak));
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args3[15].SetNumber(playerAV->GetActorValue(RE::ActorValue::kAlchemy) - playerAV->GetBaseActorValue(RE::ActorValue::kAlchemy));
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args3[15].SetNumber(playerAV->GetActorValue(RE::ActorValue::kAlchemy) - playerAV->GetPermanentActorValue(RE::ActorValue::kAlchemy));
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args3[16].SetNumber(playerAV->GetActorValue(RE::ActorValue::kPickpocket) - playerAV->GetBaseActorValue(RE::ActorValue::kPickpocket));
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args3[16].SetNumber(playerAV->GetActorValue(RE::ActorValue::kPickpocket) - playerAV->GetPermanentActorValue(RE::ActorValue::kPickpocket));
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args3[17].SetNumber(playerAV->GetActorValue(RE::ActorValue::kLockpicking) - playerAV->GetBaseActorValue(RE::ActorValue::kLockpicking));
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args3[17].SetNumber(playerAV->GetActorValue(RE::ActorValue::kLockpicking) - playerAV->GetPermanentActorValue(RE::ActorValue::kLockpicking));
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args3[18].SetNumber(playerAV->GetActorValue(RE::ActorValue::kEnchanting) - playerAV->GetBaseActorValue(RE::ActorValue::kEnchanting));
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args3[18].SetNumber(playerAV->GetActorValue(RE::ActorValue::kEnchanting) - playerAV->GetPermanentActorValue(RE::ActorValue::kEnchanting));
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args3[19].SetNumber(playerAV->GetActorValue(RE::ActorValue::kSmithing) - playerAV->GetBaseActorValue(RE::ActorValue::kSmithing));
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args3[19].SetNumber(playerAV->GetActorValue(RE::ActorValue::kSmithing) - playerAV->GetPermanentActorValue(RE::ActorValue::kSmithing));
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args3[20].SetNumber(playerAV->GetActorValue(RE::ActorValue::kSpeech) - playerAV->GetBaseActorValue(RE::ActorValue::kSpeech));
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args3[20].SetNumber(playerAV->GetActorValue(RE::ActorValue::kSpeech) - playerAV->GetPermanentActorValue(RE::ActorValue::kSpeech));
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uiMovie->Invoke("heromenu_mc.SetModifier", nullptr, args3, 21);
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uiMovie->Invoke("heromenu_mc.SetModifier", nullptr, args3, 21);
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}
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}
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@ -27,6 +27,19 @@ Event OnEffectFinish(Actor akTarget, Actor akCaster)
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fBonusDamage = fMagnitude
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fBonusDamage = fMagnitude
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EndIf
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EndIf
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; Sneak bonus
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If IsExtraDamageApplicable(akTarget, akCaster)
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Float fStealthModifier = Game.GetGameSettingFloat("fCombatSneakBowMult")
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If akCaster.HasPerk(_00E_Class_Infiltrator_P03_B_HeartShot)
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fStealthModifier = fStealthModifier * _00E_Class_Infiltrator_P03_B_HeartShot.GetNthEntryValue(0, 0)
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EndIf
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If akCaster == PlayerREF
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_00E_FS_FakeStealthMsg.Show(fStealthModifier)
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UISneakAttackM.Play(akCaster)
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EndIf
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fBonusDamage = fBonusDamage * fStealthModifier
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EndIf
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; Target's magic resistance
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; Target's magic resistance
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Float fMagicResist = akTarget.GetActorValue("MagicResist")
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Float fMagicResist = akTarget.GetActorValue("MagicResist")
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If fMagicResist > 0
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If fMagicResist > 0
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@ -41,6 +54,21 @@ Event OnEffectFinish(Actor akTarget, Actor akCaster)
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EndIf
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EndIf
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EndEvent
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EndEvent
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Bool Function IsExtraDamageApplicable(Actor akTarget, Actor akCaster)
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If akTarget.HasMagicEffect(_00E_FS_PsychosisWeaknessVisualME)
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Return True
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EndIf
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If akCaster.IsDetectedBy(akTarget) == False
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akTarget.GetCombatState()
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If akTarget.GetCombatState() != 1
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Return True
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EndIf
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EndIf
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Return False
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EndFunction
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;=====================================================================================
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;=====================================================================================
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; PROPERTIES
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; PROPERTIES
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;=====================================================================================
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;=====================================================================================
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@ -54,3 +82,9 @@ MagicEffect Property _00E_FS_PsychosisWeaknessVisualME Auto
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Spell Property _00E_FS_PsychosisWeaknessSP Auto
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Spell Property _00E_FS_PsychosisWeaknessSP Auto
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Spell Property _00E_FS_PsychosisWeaknessSP_NoSlow Auto
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Spell Property _00E_FS_PsychosisWeaknessSP_NoSlow Auto
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Perk Property _00E_Class_Infiltrator_P03_B_HeartShot Auto ; 2.5
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Message Property _00E_FS_FakeStealthMsg Auto
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Sound Property UISneakAttackM Auto
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@ -2,11 +2,14 @@ Scriptname _00E_MQ06_ConsecrationFailsaveSC extends ObjectReference
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Event OnTriggerEnter(ObjectReference akActionRef)
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Event OnTriggerEnter(ObjectReference akActionRef)
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If akActionRef == Game.GetPlayer() && MQ06.GetCurrentStageID() >= 40 && MQ06.GetCurrentStageID() < 55 && MQ06_SC5_RitualScene.IsPlaying() == false
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If akActionRef == Game.GetForm(0x14) && MQ06.GetCurrentStageID() >= 40 && MQ06_SC5_RitualScene.IsPlaying() == false
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(MQ06 as _00E_MQ06_Functions).AddSilence()
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if MQ06.GetCurrentStageID() < 55
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(MQ06 as _00E_MQ06_Functions).AddSilence()
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(MQ06 as _00E_MQ06_Functions).StartCer()
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(MQ06 as _00E_MQ06_Functions).StartCer()
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else
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Disable()
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endif
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EndIf
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EndIf
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