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68 changed files with 42 additions and 32 deletions

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@ -7,8 +7,8 @@ sLanguage=ENGLISH
bInvalidateOlderFiles=1
sArchiveToLoadInMemoryList=Skyrim - Animations.bsa, Skyrim - Interface.bsa, Skyrim - Sounds.bsa, E - Misc.bsa
sEsmToLoadInMemoryList=Skyrim.esm, Update.esm, Dawnguard.esm, HearthFires.esm, Dragonborn.esm, Enderal - Forgotten Stories.esm
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa
sResourceArchiveList2=Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Skyrim_VR - Main.bsa, E - Meshes.bsa, E - Textures1.bsa, E - Textures2.bsa, E - Sounds.bsa, L - Voices.bsa, E - Misc.bsa, E - Update.bsa, L - Textures.bsa
sResourceArchiveList=Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa
sResourceArchiveList2=Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Skyrim_VR - Main.bsa, E - Misc.bsa, E - Meshes.bsa, E - Textures1.bsa, E - Textures2.bsa, E - Sounds.bsa, L - Voices.bsa, E - Update.bsa, L - Textures.bsa
[SaveGame]
iAutoSaveCount=5

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@ -110,7 +110,10 @@ inline void CheckScriptVersions()
};
std::map<std::string, short> scripts;
scripts["EnderalFunctions"] = 1;
scripts["_00E_PlayerFunctions"] = 1;
scripts["_00E_PlayerSetUpScript"] = 1;
scripts["_00E_EngineBugfixAlias"] = 1;
scripts["_00E_Phasmalist_NewApparitionAlias"] = 1;
scripts["_FS_Phasmalist_ControlQuest"] = 1;
scripts["_00E_Phasmalist_Workbench"] = 1;
@ -119,6 +122,7 @@ inline void CheckScriptVersions()
scripts["_00E_PlayerhousingMaster"] = 1;
scripts["_00E_ContainerBonusControl"] = 1;
scripts["_00E_AffinityControl"] = 1;
scripts["_00E_SympathyControl"] = 1;
scripts["_00E_EnderalMCM"] = 1;
scripts["_00E_SkillControl"] = 1;
scripts["_00E_VisionControl"] = 1;

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@ -1,4 +1,4 @@
Scriptname _00E_AffinityControl extends ReferenceAlias Hidden Conditional
Scriptname _00E_AffinityControl extends ReferenceAlias Conditional
; ATTENTION
; this script contains a new affinity system that requires FS. Therefore, many elements in this script are redundant, as
@ -192,7 +192,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
EndWhile
UpdateMajorSchool()
iMajorClassIndex = MajorClassIndex
_00E_MajorClassIndex.SetValue(MajorClassIndex)
; Update minor class/perk tree
If MinorClassIndex > 0 && (MinorClassIndex == MajorClassIndex || PerkDistribution[MinorClassIndex] == 0)
@ -207,7 +207,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
Index += 1
EndWhile
iMinorClassIndex = MinorClassIndex
_00E_MinorClassIndex.SetValue(MinorClassIndex)
EndFunction
@ -490,9 +490,6 @@ EndFunction
; PROPERTIES
;=====================================================================================
int Property iMajorClassIndex Auto Conditional Hidden
int Property iMinorClassIndex Auto Conditional Hidden
int Property MajorClassIndex Auto Hidden
int Property MinorClassIndex Auto Hidden
int Property MajorSchool Auto
@ -669,3 +666,6 @@ Int Affinity_ScourgeOfTheWildsIndex
Int Affinity_SoulcallerIndex
Bool BlockClassUpdates
GlobalVariable Property _00E_MajorClassIndex Auto
GlobalVariable Property _00E_MinorClassIndex Auto

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@ -5,19 +5,12 @@ int function _GetScriptVersion() Global
endFunction
Event OnInit()
Utility.Wait(0.1)
Utility.Wait(0.05)
_ClearStuckHelpMessages()
EndEvent
Event OnPlayerLoadGame()
; ResetHelpMessage crashes the game when called in menu mode, for instance, when loading a savegame fails due to missing mods
Utility.Wait(0.1)
; 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.
@ -27,6 +20,13 @@ Event OnPlayerLoadGame()
_ResetPerk(PlayerREF, _00E_Class_Keeper_P05_C_Conditioning)
_ResetPerk(PlayerREF, _00E_Class_Vagrant_P05_B_Lightweight)
EndIf
; ResetHelpMessage crashes the game when called in menu mode, for instance, when loading a savegame fails due to missing mods
Utility.Wait(0.05)
; 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()
; Workaround for broken physics on loading saves, made on a mount
If PlayerREF.IsOnMount()
@ -43,10 +43,10 @@ Function _ResetPerk(Actor PlayerREF, Perk p)
EndFunction
Event _ClearStuckHelpMessages()
Message.ResetHelpMessage("Empty")
_00E_EmptyMessage.ShowAsHelpMessage("Empty", 0.1, 1, 1)
Utility.Wait(0.1)
Message.ResetHelpMessage("Empty")
if EnderalFunctions.GetNewGameCount() > 1
Message.ResetHelpMessage("Empty")
_00E_EmptyMessage.ShowAsHelpMessage("Empty", 0.1, 10, 1)
endif
EndEvent
Perk Property _00E_Class_Keeper_P05_C_Conditioning Auto

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@ -8,32 +8,34 @@ Function ReduceMainSkills()
String sActorValueToReduce01
String sActorValueToReduce02
int iClassIndex = _00E_MajorClassIndex.GetValueInt()
If AffinityControl.iMajorClassIndex == 1
If iClassIndex == 1
sActorValueToReduce01 = "Block"
sActorValueToReduce02 = "HeavyArmor"
ElseIf AffinityControl.iMajorClassIndex == 2
ElseIf iClassIndex == 2
sActorValueToReduce01 = "OneHanded"
sActorValueToReduce02 = "LightArmor"
ElseIf AffinityControl.iMajorClassIndex == 3
ElseIf iClassIndex == 3
sActorValueToReduce01 = "Destruction"
sActorValueToReduce02 = "Restoration"
ElseIf AffinityControl.iMajorClassIndex == 4
ElseIf iClassIndex == 4
sActorValueToReduce01 = "Sneak"
sActorValueToReduce02 = "OneHanded"
ElseIf AffinityControl.iMajorClassIndex == 5
ElseIf iClassIndex == 5
sActorValueToReduce01 = "Conjuration"
sActorValueToReduce02 = "Illusion"
ElseIf AffinityControl.iMajorClassIndex == 6
ElseIf iClassIndex == 6
sActorValueToReduce01 = "Restoration"
sActorValueToReduce02 = "Alteration"
ElseIf AffinityControl.iMajorClassIndex == 7
ElseIf iClassIndex == 7
sActorValueToReduce01 = "TwoHanded"
sActorValueToReduce02 = "HeavyArmor"
ElseIf AffinityControl.iMajorClassIndex == 8
ElseIf iClassIndex == 8
sActorValueToReduce01 = "Marksman"
sActorValueToReduce02 = "LightArmor"
ElseIf AffinityControl.iMajorClassIndex == 9
ElseIf iClassIndex == 9
sActorValueToReduce01 = "LightArmor"
sActorValueToReduce02 = "Alchemy"
Else
@ -57,10 +59,10 @@ EndFunction
; PROPERTIES
;=====================================================================================
_00E_AffinityControl Property AffinityControl Auto
Actor Property PlayerREF Auto
GlobalVariable Property _00E_IsInJail Auto
Message Property _00E_CrimeQuest_ReduceSkillMessage Auto
Message Property _00E_CrimeQuest_ReduceSkillMessage Auto
GlobalVariable Property _00E_MajorClassIndex Auto

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@ -1,5 +1,9 @@
Scriptname EnderalFunctions Hidden
int function _GetScriptVersion() Global
return 1
endFunction
float function CalculateContentStrength(ObjectReference container) native global
Potion function CreatePotion(MagicEffect[] effects, float[] magnitudes, int[] areas, int[] durations, int arraySize) native global

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