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@ -7,8 +7,8 @@ sLanguage=ENGLISH
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bInvalidateOlderFiles=1
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bInvalidateOlderFiles=1
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sArchiveToLoadInMemoryList=Skyrim - Animations.bsa, Skyrim - Interface.bsa, Skyrim - Sounds.bsa, E - Misc.bsa
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sArchiveToLoadInMemoryList=Skyrim - Animations.bsa, Skyrim - Interface.bsa, Skyrim - Sounds.bsa, E - Misc.bsa
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sEsmToLoadInMemoryList=Skyrim.esm, Update.esm, Dawnguard.esm, HearthFires.esm, Dragonborn.esm, Enderal - Forgotten Stories.esm
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sEsmToLoadInMemoryList=Skyrim.esm, Update.esm, Dawnguard.esm, HearthFires.esm, Dragonborn.esm, Enderal - Forgotten Stories.esm
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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
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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
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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
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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
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[SaveGame]
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[SaveGame]
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iAutoSaveCount=5
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iAutoSaveCount=5
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BIN
Skyrim.esm
BIN
Skyrim.esm
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@ -110,7 +110,10 @@ inline void CheckScriptVersions()
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};
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};
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std::map<std::string, short> scripts;
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std::map<std::string, short> scripts;
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scripts["EnderalFunctions"] = 1;
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scripts["_00E_PlayerFunctions"] = 1;
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scripts["_00E_PlayerSetUpScript"] = 1;
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scripts["_00E_PlayerSetUpScript"] = 1;
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scripts["_00E_EngineBugfixAlias"] = 1;
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scripts["_00E_Phasmalist_NewApparitionAlias"] = 1;
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scripts["_00E_Phasmalist_NewApparitionAlias"] = 1;
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scripts["_FS_Phasmalist_ControlQuest"] = 1;
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scripts["_FS_Phasmalist_ControlQuest"] = 1;
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scripts["_00E_Phasmalist_Workbench"] = 1;
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scripts["_00E_Phasmalist_Workbench"] = 1;
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@ -119,6 +122,7 @@ inline void CheckScriptVersions()
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scripts["_00E_PlayerhousingMaster"] = 1;
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scripts["_00E_PlayerhousingMaster"] = 1;
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scripts["_00E_ContainerBonusControl"] = 1;
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scripts["_00E_ContainerBonusControl"] = 1;
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scripts["_00E_AffinityControl"] = 1;
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scripts["_00E_AffinityControl"] = 1;
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scripts["_00E_SympathyControl"] = 1;
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scripts["_00E_EnderalMCM"] = 1;
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scripts["_00E_EnderalMCM"] = 1;
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scripts["_00E_SkillControl"] = 1;
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scripts["_00E_SkillControl"] = 1;
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scripts["_00E_VisionControl"] = 1;
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scripts["_00E_VisionControl"] = 1;
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@ -1,4 +1,4 @@
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Scriptname _00E_AffinityControl extends ReferenceAlias Hidden Conditional
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Scriptname _00E_AffinityControl extends ReferenceAlias Conditional
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; ATTENTION
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; ATTENTION
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; this script contains a new affinity system that requires FS. Therefore, many elements in this script are redundant, as
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; this script contains a new affinity system that requires FS. Therefore, many elements in this script are redundant, as
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@ -192,7 +192,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
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EndWhile
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EndWhile
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UpdateMajorSchool()
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UpdateMajorSchool()
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iMajorClassIndex = MajorClassIndex
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_00E_MajorClassIndex.SetValue(MajorClassIndex)
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; Update minor class/perk tree
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; Update minor class/perk tree
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If MinorClassIndex > 0 && (MinorClassIndex == MajorClassIndex || PerkDistribution[MinorClassIndex] == 0)
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If MinorClassIndex > 0 && (MinorClassIndex == MajorClassIndex || PerkDistribution[MinorClassIndex] == 0)
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@ -207,7 +207,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
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Index += 1
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Index += 1
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EndWhile
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EndWhile
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iMinorClassIndex = MinorClassIndex
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_00E_MinorClassIndex.SetValue(MinorClassIndex)
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EndFunction
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EndFunction
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@ -490,9 +490,6 @@ EndFunction
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; PROPERTIES
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; PROPERTIES
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;=====================================================================================
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;=====================================================================================
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int Property iMajorClassIndex Auto Conditional Hidden
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int Property iMinorClassIndex Auto Conditional Hidden
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int Property MajorClassIndex Auto Hidden
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int Property MajorClassIndex Auto Hidden
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int Property MinorClassIndex Auto Hidden
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int Property MinorClassIndex Auto Hidden
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int Property MajorSchool Auto
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int Property MajorSchool Auto
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@ -669,3 +666,6 @@ Int Affinity_ScourgeOfTheWildsIndex
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Int Affinity_SoulcallerIndex
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Int Affinity_SoulcallerIndex
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Bool BlockClassUpdates
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Bool BlockClassUpdates
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GlobalVariable Property _00E_MajorClassIndex Auto
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GlobalVariable Property _00E_MinorClassIndex Auto
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@ -5,19 +5,12 @@ int function _GetScriptVersion() Global
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endFunction
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endFunction
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Event OnInit()
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Event OnInit()
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Utility.Wait(0.1)
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Utility.Wait(0.05)
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_ClearStuckHelpMessages()
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_ClearStuckHelpMessages()
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EndEvent
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EndEvent
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Event OnPlayerLoadGame()
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Event OnPlayerLoadGame()
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; ResetHelpMessage crashes the game when called in menu mode, for instance, when loading a savegame fails due to missing mods
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Utility.Wait(0.1)
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; If a help message is visible during game reload, it gets stuck on screen
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; This workaround shows an empty message to forcefully clear the queue
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_ClearStuckHelpMessages()
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Actor PlayerREF = GetReference() as Actor
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Actor PlayerREF = GetReference() as Actor
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; Perks modifying armor weights need some push on each game load to work.
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; Perks modifying armor weights need some push on each game load to work.
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@ -27,6 +20,13 @@ Event OnPlayerLoadGame()
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_ResetPerk(PlayerREF, _00E_Class_Keeper_P05_C_Conditioning)
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_ResetPerk(PlayerREF, _00E_Class_Keeper_P05_C_Conditioning)
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_ResetPerk(PlayerREF, _00E_Class_Vagrant_P05_B_Lightweight)
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_ResetPerk(PlayerREF, _00E_Class_Vagrant_P05_B_Lightweight)
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EndIf
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EndIf
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; ResetHelpMessage crashes the game when called in menu mode, for instance, when loading a savegame fails due to missing mods
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Utility.Wait(0.05)
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; If a help message is visible during game reload, it gets stuck on screen
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; This workaround shows an empty message to forcefully clear the queue
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_ClearStuckHelpMessages()
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; Workaround for broken physics on loading saves, made on a mount
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; Workaround for broken physics on loading saves, made on a mount
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If PlayerREF.IsOnMount()
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If PlayerREF.IsOnMount()
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@ -43,10 +43,10 @@ Function _ResetPerk(Actor PlayerREF, Perk p)
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EndFunction
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EndFunction
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Event _ClearStuckHelpMessages()
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Event _ClearStuckHelpMessages()
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Message.ResetHelpMessage("Empty")
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if EnderalFunctions.GetNewGameCount() > 1
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_00E_EmptyMessage.ShowAsHelpMessage("Empty", 0.1, 1, 1)
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Message.ResetHelpMessage("Empty")
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Utility.Wait(0.1)
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_00E_EmptyMessage.ShowAsHelpMessage("Empty", 0.1, 10, 1)
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Message.ResetHelpMessage("Empty")
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endif
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EndEvent
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EndEvent
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Perk Property _00E_Class_Keeper_P05_C_Conditioning Auto
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Perk Property _00E_Class_Keeper_P05_C_Conditioning Auto
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@ -8,32 +8,34 @@ Function ReduceMainSkills()
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String sActorValueToReduce01
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String sActorValueToReduce01
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String sActorValueToReduce02
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String sActorValueToReduce02
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int iClassIndex = _00E_MajorClassIndex.GetValueInt()
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If AffinityControl.iMajorClassIndex == 1
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If iClassIndex == 1
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sActorValueToReduce01 = "Block"
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sActorValueToReduce01 = "Block"
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sActorValueToReduce02 = "HeavyArmor"
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sActorValueToReduce02 = "HeavyArmor"
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ElseIf AffinityControl.iMajorClassIndex == 2
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ElseIf iClassIndex == 2
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sActorValueToReduce01 = "OneHanded"
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sActorValueToReduce01 = "OneHanded"
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sActorValueToReduce02 = "LightArmor"
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sActorValueToReduce02 = "LightArmor"
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ElseIf AffinityControl.iMajorClassIndex == 3
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ElseIf iClassIndex == 3
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sActorValueToReduce01 = "Destruction"
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sActorValueToReduce01 = "Destruction"
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sActorValueToReduce02 = "Restoration"
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sActorValueToReduce02 = "Restoration"
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ElseIf AffinityControl.iMajorClassIndex == 4
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ElseIf iClassIndex == 4
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sActorValueToReduce01 = "Sneak"
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sActorValueToReduce01 = "Sneak"
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sActorValueToReduce02 = "OneHanded"
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sActorValueToReduce02 = "OneHanded"
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ElseIf AffinityControl.iMajorClassIndex == 5
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ElseIf iClassIndex == 5
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sActorValueToReduce01 = "Conjuration"
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sActorValueToReduce01 = "Conjuration"
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sActorValueToReduce02 = "Illusion"
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sActorValueToReduce02 = "Illusion"
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ElseIf AffinityControl.iMajorClassIndex == 6
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ElseIf iClassIndex == 6
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sActorValueToReduce01 = "Restoration"
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sActorValueToReduce01 = "Restoration"
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sActorValueToReduce02 = "Alteration"
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sActorValueToReduce02 = "Alteration"
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ElseIf AffinityControl.iMajorClassIndex == 7
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ElseIf iClassIndex == 7
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sActorValueToReduce01 = "TwoHanded"
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sActorValueToReduce01 = "TwoHanded"
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sActorValueToReduce02 = "HeavyArmor"
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sActorValueToReduce02 = "HeavyArmor"
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ElseIf AffinityControl.iMajorClassIndex == 8
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ElseIf iClassIndex == 8
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sActorValueToReduce01 = "Marksman"
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sActorValueToReduce01 = "Marksman"
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sActorValueToReduce02 = "LightArmor"
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sActorValueToReduce02 = "LightArmor"
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ElseIf AffinityControl.iMajorClassIndex == 9
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ElseIf iClassIndex == 9
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sActorValueToReduce01 = "LightArmor"
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sActorValueToReduce01 = "LightArmor"
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sActorValueToReduce02 = "Alchemy"
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sActorValueToReduce02 = "Alchemy"
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Else
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Else
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@ -57,10 +59,10 @@ EndFunction
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; PROPERTIES
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; PROPERTIES
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;=====================================================================================
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;=====================================================================================
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_00E_AffinityControl Property AffinityControl Auto
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Actor Property PlayerREF Auto
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Actor Property PlayerREF Auto
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GlobalVariable Property _00E_IsInJail Auto
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GlobalVariable Property _00E_IsInJail Auto
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Message Property _00E_CrimeQuest_ReduceSkillMessage Auto
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Message Property _00E_CrimeQuest_ReduceSkillMessage Auto
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GlobalVariable Property _00E_MajorClassIndex Auto
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@ -1,5 +1,9 @@
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Scriptname EnderalFunctions Hidden
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Scriptname EnderalFunctions Hidden
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int function _GetScriptVersion() Global
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return 1
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endFunction
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float function CalculateContentStrength(ObjectReference container) native global
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float function CalculateContentStrength(ObjectReference container) native global
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Potion function CreatePotion(MagicEffect[] effects, float[] magnitudes, int[] areas, int[] durations, int arraySize) native global
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Potion function CreatePotion(MagicEffect[] effects, float[] magnitudes, int[] areas, int[] durations, int arraySize) native global
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Loading…
Reference in New Issue
Block a user