Scriptname _00E_MQ06_Functions extends Quest Conditional Import Utility Import Game Import Actor Import _00E_QuestFunctions ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function SetUp() UnsummonApparitionIfExists() _FS_TheriantrophistControlQuest.TransformBackIfTransformed() JorrekBartar.Disable() Game.ForceFirstPerson() ; Reset the camera if in 3p ;The following check prevents the first possible grey screen bug https://sureai.net/tracker/view.php?id=32, not the prettiest solution if SuntempleKuratorium == None SuntempleKuratorium = Game.GetForm(0x000A19FF) as Cell endif If MQ06_SC1_PlayerBed.GetParentCell() == SuntempleKuratorium PlayerREF.MoveTo(MQ06_SC1_PlayerPortToMarker02) PlayerREF.MoveTo(MQ06_SC1_PlayerBed) Else PlayerREF.MoveTo(MQ06_SiriusREF) EndIf FadeToBlackHoldIMOD.Apply() FadeToWhiteHoldImod.Remove() PlayerREF.RemoveAllItems(akTransferTo = MQ05ContainerREF, abKeepOwnership = false, abRemoveQuestItems = true) ; Debug only! Obsolete when MQ05 has been played before. PlayerREF.AddItem(ClothesMinerClothes, 1, true) PlayerREF.EquipItem(ClothesMinerClothes, false, true) MQ06Linker.Enable() SkyrimOvercastRain.ForceActive(True) Levelsystem.SkipTimeToHour(22.5) _00E_SilenceAbruptHighPriority.Add() Levelsystem.SetAllowIdleChatter(False) SafeMoveTo_NoWait(_00E_MC_JesparREF, MQ06_SC1_JesparStartMarker) Dunwar.ForceRefIfEmpty(_00E_MQ05_DunwarREF) SafeMoveTo_NoWait(_00E_MQ05_DunwarREF, MQ06_SC2_DunwarPortMarker) _00E_MQ05_DunwarREF.BlockActivation(True) _00E_MQ05_DunwarREF.SetUnconscious(False) _00E_MQ05_DunwarREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet) _00E_MQ05_DunwarREF.MoveTo(MQ06_SC2_DunwarBedREF) _00E_MQ05_DunwarREF.EvaluatePackage() SafeMoveTo_NoWait(_00E_MC_NataraREF, MQ06_SC1_NataraAppearMarker) SafeMoveTo_NoWait(_00E_MC_CaliaREF, MQ06_SC1_CaliaStartMarker) SafeMoveTo_NoWait(_00E_MC_TealorREF, MQ06_SC1_TealorMarker) SafeMoveTo_NoWait(MQ06_KonstantinREF, MQ06_SC1_KonstantinWalkMarker) If MQ06_SiriusREF.IsDisabled() MQ06_SiriusREF.Enable() EndIf _00E_MC_NataraREF.GetActorBase().SetName("") _00E_MC_CaliaREF.GetActorBase().SetName("") _00E_MC_TealorREF.GetActorBase().SetName("") MQ06_SiriusREF.GetActorBase().SetName("") If MQ06_SC1_PlayerBed.GetParentCell() == SuntempleKuratorium PlayerAIWalk(True) EndIf Wait(0.2) SetStage(5) EndFunction Function DisableCharacters() ;Set everyone except Jespar to be disabled, and everyone (apart from Konstantin and Sirius, who are already flagged) to ghost _DisableCharacter(_00E_MC_NataraREF, MQ06_SC1_NataraAppearMarker) _DisableCharacter(_00E_MC_CaliaREF, MQ06_SC1_CaliaStartMarker) _DisableCharacter(MQ06_KonstantinREF, MQ06_SC1_KonstantinWalkMarker) _DisableCharacter(_00E_MC_TealorREF, MQ06_SC1_TealorMarker) _DisableCharacter(MQ06_SiriusREF, None) EndFunction Function _DisableCharacter(Actor akChar, ObjectReference charMarkerRef) akChar.Disable() If charMarkerRef && akChar.GetParentCell() != SuntempleKuratorium akChar.MoveTo(charMarkerRef) EndIf EndFunction Function FadeBack() ; Make sure Jespar is in the chair _00E_MC_JesparREF.MoveTo(MQ06_SC1_JesparJesparChair) MQ06_SC1_JesparJesparChair = None ; We don't need it anymore Wait(1.2) Game.ForceThirdPerson() Game.DisablePlayerControls(true, true, false, false, true, true, True, true) _00E_FadeBackLong.Apply() FadeToBlackHoldIMOD.Remove() Wait(5) MQ06_SC1_PlayerBed.Activate(PlayerREF) Game.EnablePlayerControls() Game.SetPlayerAIDriven(False) Game.RequestAutoSave() DeactivateBeds() EndFunction Function FadeInKonstantin() _00E_HighOnesMaterializeFXS.Stop(MQ06_SiriusREF) _00E_HighOnesMaterializeFXS.Play(MQ06_KonstantinREF) MAGConjurationCharge050M.Play(MQ06_KonstantinREF) Wait(0.5) MQ06_KonstantinREF.SetAlpha(1.0) EndFunction Function FadeInCalia() _00E_HighOnesMaterializeFXS.Stop(MQ06_KonstantinREF) _00E_HighOnesMaterializeFXS.Play(_00E_MC_CaliaREF) MAGConjurationCharge050M.Play(_00E_MC_CaliaREF) Wait(0.5) _00E_MC_CaliaREF.SetAlpha(1.0) EndFunction Function EnableAllCharacters() _EnableCharacter(MQ06_SiriusREF) _EnableCharacter(_00E_MC_NataraREF) _EnableCharacter(MQ06_KonstantinREF) _EnableCharacter(_00E_MC_CaliaREF) _EnableCharacter(_00E_MC_TealorREF) EndFunction Function _EnableCharacter(Actor akChar) akChar.EnableNoWait() akChar.SetAlpha(0.0) EndFunction Function StartCycleTheme() _00E_SilenceAbruptHighPriority.Remove() _00E_Music_Special_Zyklus_Loop.Add() EndFunction Function FadeInSirius() _00E_HighOnesMaterializeFXS.Play(MQ06_SiriusREF) MAGConjurationCharge050M.Play(MQ06_SiriusREF) Wait(0.25) MQ06_SiriusREF.SetAlpha(1.0) EndFunction Function FadeInNatara() _00E_HighOnesMaterializeFXS.Stop(_00E_MC_CaliaREF) _00E_HighOnesMaterializeFXS.Play(_00E_MC_NataraREF) MAGConjurationCharge050M.Play(_00E_MC_NataraREF) Wait(0.5) _00E_MC_NataraREF.SetAlpha(1.0) EndFunction Function FadeInTealor() If _00E_MC_TealorREF.IsDisabled() _00E_MC_TealorREF.Enable() EndIf If _00E_MC_TealorREF.GetParentCell() != SuntempleKuratorium _00E_MC_TealorREF.MoveTo(MQ06_SC1_TealorMarker) Wait(0.5) _00E_HighOnesMaterializeFXS.Play(_00E_MC_TealorREF) EndIf _00E_HighOnesMaterializeFXS.Stop(_00E_MC_NataraREF) _00E_HighOnesMaterializeFXS.Play(_00E_MC_TealorREF) MAGConjurationCharge050M.Play(_00E_MC_TealorREF) Wait(0.5) _00E_MC_TealorREF.SetAlpha(1.0) Wait(1) _00E_HighOnesMaterializeFXS.Stop(_00E_MC_TealorREF) EndFunction Function SetLookAtPlayer() _00E_MC_JesparREF.SetLookAt(PlayerREF) MQ06_KonstantinREF.SetLookAt(PlayerREF) _00E_MC_CaliaREF.SetLookAt(PlayerREF) _00E_MC_NataraREF.SetLookAt(PlayerREF) _00E_MC_TealorREF.SetLookAt(PlayerREF) MQ06_SiriusREF.SetLookAt(PlayerREF) EndFunction Function TurnActorsTranslucent() ;Game.DisablePlayerControls() _00E_MQ06_HighOneVisionIntro.Apply() MakeActorTranslucent(_00E_MC_JesparREF) MakeActorTranslucent(MQ06_KonstantinREF) MakeActorTranslucent(_00E_MC_CaliaREF) MakeActorTranslucent(_00E_MC_NataraREF) MakeActorTranslucent(_00E_MC_TealorREF) MakeActorTranslucent(MQ06_SiriusREF) _00E_Horror_Ghosts_01M.Play(HighOnesSculpture.GetReference()) Wait(2) _00E_MQ06_HighOneVisionIntro.PopTo(_00E_MQ06_HighOneVisionLoop) EndFunction Function EndVision() ; Wait(2) Wait(0.1) _00E_MagicProtectionSpellM.Play(PlayerREF) Wait(2) Game.DisablePlayerControls() _00E_MC_TealoRREF.BlockActivation(True) _00E_MC_NataraREF.BlockActivation(True) _00E_MC_CaliaREF.BlockActivation(True) MQ06_SiriusREF.BlockActivation(True) MQ06_KonstantinREF.BlockActivation(True) _00E_MQ06_VisionFadeOut.Play(_00E_MC_JesparREF) _00E_MQ06_VisionFadeOut.Play(MQ06_KonstantinREF) _00E_MQ06_VisionFadeOut.Play(_00E_MC_CaliaREF) _00E_MQ06_VisionFadeOut.Play(_00E_MC_TealorREF) _00E_MQ06_VisionFadeOut.Play(MQ06_SiriusREF) _00E_MQ06_VisionFadeOut.Play(_00E_MC_NataraREF) Wait(2) FXExplosionCatapultNearM.Play(playerREF) _00E_MQ06_HighOneVisionLoop.PopTo(FadeToBlackHoldIMOD) FadeToBlackHoldIMOD.Apply() ; Reset the camera if in 3p, so Dunwar would have time to finish the lie down animation out of sight Game.ForceFirstPerson() MakeActorInTranslucent(_00E_MC_TealorREF) ; Do this BEFORE disabling Tealor _00E_MC_TealoRREF.Disable() Wait(2) SetStage(20) EndFunction Function MakeActorTranslucent(Actor TargetActor) MS04MemoryFXBody01VFX.Play(TargetActor) TargetActor.SetAlpha(0.1, True) EndFunction Function MakeActorInTranslucent(Actor TargetActor) MS04MemoryFXBody01VFX.Stop(TargetActor) TargetActor.SetAlpha(1, True) EndFunction Function SetUpReal() ActivateBeds() SkyrimOvercastRain.ForceActive(True) Levelsystem.SkipTimeToHour(22.5) SafeMoveTo_NoWait(_00E_MQ05_DunwarREF, MQ06_SC2_DunwarBedREF) SafeMoveTo_NoWait(_00E_MC_CaliaREF, MQ06_SC2_CaliaLean) _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet) _00E_MC_CaliaREF.UnEquipItem(_00E_MC_CaliaREF.GetEquippedWeapon()) MQ12c_SC01_FailsaveREF.Enable() PlayerREF.MoveTo(MQ06_SC02_PlayerBed) PlayerAIWalk(True) Game.ForceThirdPerson() MQ06_SC2_PlayerWakesUp.ForceStart() _00E_MQ06_VisionFadeOut.Stop(_00E_MC_CaliaREF) _00E_Music_Special_Zyklus_Loop.Remove() Levelsystem.RemoveSilence() String facegen = "bUseFaceGenPreprocessedHeads:General" SetINIBool(facegen, False) Game.GetPlayer().QueueNiNodeUpdate() SetINIBool(facegen, True) MakeActorInTranslucent(_00E_MC_JesparREF) MakeActorInTranslucent(MQ06_KonstantinREF) MakeActorInTranslucent(_00E_MC_CaliaREF) MakeActorInTranslucent(_00E_MC_NataraREF) MakeActorInTranslucent(MQ06_SiriusREF) EndFunction Function RefreshPlayerEyes() String facegen = "bUseFaceGenPreprocessedHeads:General" SetINIBool(facegen, False) Game.GetPlayer().QueueNiNodeUpdate() SetINIBool(facegen, True) EndFunction Function DisableDoorBlocker() MQ12c_SC01_FailsaveREF.Disable() _00E_TeleportGlobal.SetValue(0) EndFunction Function StartCQC01() CQC01.SetStage(5) CQC01.SetObjectiveDisplayed(5) EndFunction Function FadeBackReal() MQ12c_SC1_ExecutionDoor001.SetOpen(False) _00E_MC_TealoRREF.BlockActivation(False) _00E_MC_NataraREF.BlockActivation(False) _00E_MC_CaliaREF.BlockActivation(False) MQ06_SiriusREF.BlockActivation(False) MQ06_KonstantinREF.BlockActivation(False) _00E_MC_NataraREF.GetActorBase().SetName("Natara Dal'Veram") _00E_MC_CaliaREF.GetActorBase().SetName("Calia Sakaresh") _00E_MC_TealorREF.GetActorBase().SetName("Tealor Arantheal") MQ06_SiriusREF.GetActorBase().SetName("Sirius") String facegen = "bUseFaceGenPreprocessedHeads:General" SetINIBool(facegen, False) Game.GetPlayer().QueueNiNodeUpdate() SetINIBool(facegen, True) Game.DisablePlayerControls(true, true, false, false, true, true, True, true) Game.RequestAutoSave() _00E_FadeBackLong.Apply() FadeToBlackHoldIMOD.Remove() Wait(2) MQ06_SC02_PlayerBed.Activate(PlayerREF, True) Wait(3) PlayerAIWalkStop() _00E_Music_Special_Zyklus_Loop.Remove() Levelsystem.RemoveSilence() DeactivateBeds() Levelsystem.SetAllowIdleChatter(True) EndFunction Function CaliaPutOnShoes() Levelsystem.RemoveSilence() _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothing) MQ06_SC3_CaliaShowsPlayerAround.ForceStart() If _00E_MC_CaliaREF.GetEquippedWeapon() != None _00E_MC_CaliaREF.RemoveItem(_00E_MC_CaliaREF.GetEquippedWeapon()) EndIf SkyrimOvercastRain.SetActive() EndFunction Function DespawnDunwar() If _00E_MQ05_DunwarREF.IsEnabled() _00E_MQ05_DunwarREF.Disable() EndIf EndFunction Function StartTealorScene() ActivateBeds() _00E_MC_TealorREF.Enable() Levelsystem.RemoveSilence() MQ06Linker.Disable() _00E_MC_TealorREF.MoveToMyEditorLocation() _00E_MC_TealorREF.MoveTo(MQ16_SC04_TealorStartMarker) KonstantinBasic.MoveTo(MQ06KonstTelRef) MQ06_SC4_TealorScene.ForceStart() EndFunction Function StartJesparQuest() If CQJ01.IsCompleted() CQJ02.SetStage(5) Elseif !(CQJ01.IsCompleted()) CQJ01.FailAllObjectives() CQJ01.SetStage(20) EndIf If CQJ01_SC01_DancingNomadScene.IsPlaying() CQJ01_SC01_DancingNomadScene.Stop() EndIf EndFunction Function SetCereTimer() StartJesparQuest() _00E_TeleportGlobal.SetValue(0) ; Failsave, in case ; DisableDoorBlocker() fails to ; get called for some reason. RegisterForUpdateGameTime(24) GameDay = GameDaysPassed.GetValue() as Int EndFunction Function StartCer() CompanionIsTalking.SetValueInt(0) PlaceCeremonyKeeper() _00E_EnderalOvercast.SetActive(True) FillSpectators() JorrekBartar.Enable() Magier.Enable() _00E_MC_TealorREF.MoveTo(TealorRitualIdle) If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf MQ06_SC05_JorekBench.SetFactionOwner(MQ06_SC05_JorekBenchFaction) Form[] idleMarkers = MQ06_SC05_IdleMarkerList.ToArray() Int iIndex = 0 While iIndex < idleMarkers.Length (idleMarkers[iIndex] as ObjectReference).Disable() iIndex += 1 EndWhile _00E_MC_CaliaREF.MoveTo(CaliaRitualMarker) _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) MQ06_SC5_RitualScene.ForceStart() JorrekBartar.Enable() JorrekBartar.MoveTo(MQ06_SC05_JorekBench) _00E_MC_NataraREF.MoveTo(MQ06_SC05_NataraMarker) _00E_MQ06_SunTempleArmoryGlobal.SetValueInt(0) ;This allows the player to buy all kinds of keeper / order stuff from the suntemple armory EndFunction Function ConsecreationFailsave() if _00E_MC_TealorREF.GetParentCell() != SuntempleSanctum _00E_MC_TealorREF.MoveTo(MQ06_Tealor_FailsaveREF) EndIf If _00E_MC_CaliaREF.GetParentCell() != SuntempleSanctum _00E_MC_CaliaREF.MoveTo(CaliaRitualMarker) EndIf If !MQ06_SC5_RitualScene.IsPlaying() MQ06_SC5_RitualScene.ForceStart() EndIf EndFunction Function OnConsecrationKicksIn() Levelsystem.StopRandomHeadTracking() Int iIndex = 0 While iIndex < SC05_SpectatorArray.Length Actor akSpectator = SC05_SpectatorArray[iIndex].GetActorReference() If akSpectator akSpectator.SetLookAt(_00E_MC_TealorREF) EndIf iIndex += 1 EndWhile Alias_Magier01.GetActorReference().SetLookAt(_00E_MC_TealorREF) JorrekBartar.SetLookAt(_00E_MC_TealorREF) _00E_MC_NataraREF.SetLookAt(_00E_MC_TealorREF) EndFunction Function StartSilence() if _00E_MC_TealorREF.GetParentCell() != SuntempleSanctum _00E_MC_TealorREF.MoveTo(TealorRitualIdle) EndIf bRitualPlaying = True Levelsystem.RemoveSilence() CompanionIsTalking.SetValueInt(0) _00E_Music_Special_MQ06_Consecration.Add() _00E_SilenceTransitionLowPriority02.Add() PlayerREF.EquipItem(_00E_InvisibleHelmet_Armor, false, true) Wait(0.1) PlayerREF.RemoveItem(_00E_InvisibleHelmet_Armor, 1, true) EndFunction Function CrowdSayLine() _00E_Crowd_MQ06MayYourLightGuideMeM.Play(PlayerREF) EndFunction Function FillSpectators() Form[] spectators = MQ06_SC05_RitualList.ToArray() Int iIndex = 0 While iIndex < spectators.Length Actor akSpectator = (spectators[iIndex] as Actor) If akSpectator.IsDead() == False akSpectator.MoveTo(CaliaRitualMarker) SC05_SpectatorArray[iIndex].ForceRefTo(akSpectator) EndIf iIndex += 1 EndWhile EndFunction Function UnfillSpectators() Int iIndex Levelsystem.ResumeRandomHeadTracking() JorrekBartar.ClearLookAt() _00E_MC_NataraREF.ClearLookAt() Alias_Magier01.GetActorReference().ClearLookAt() iIndex = 0 While iIndex < SC05_SpectatorArray.Length Actor akSpectator = SC05_SpectatorArray[iIndex].GetActorReference() If akSpectator akSpectator.ClearLookAt() EndIf iIndex += 1 EndWhile MQ06_SC05_JorekBench.SetFactionOwner(None) Form[] idleMarkers = MQ06_SC05_IdleMarkerList.ToArray() iIndex = 0 While iIndex < idleMarkers.Length (idleMarkers[iIndex] as ObjectReference).Enable() iIndex += 1 EndWhile Levelsystem.RemoveSilence() _00E_Music_Special_MQ06_Consecration.Remove() RegisterForSingleUpdateGameTime(1.0) iIndex = 0 While iIndex < SC05_SpectatorArray.Length SC05_SpectatorArray[iIndex].Clear() iIndex += 1 EndWhile CompanionIsTalking.SetValueInt(0) Levelsystem.SetAllowIdleChatter(True) EndFunction Function StopWeatherFX() bRitualPlaying = False Weather.ReleaseOverride() _00E_SilenceLongTransitionHighPriority.Remove() EndFunction Function GivePlayerArmor(int iSetIndex) SetObjectiveCompleted(35) bPlayerGotArmor = True if iSetIndex == 1 PlayerREF.AddItem(_00E_Order_Warden_Boots, 1) PlayerREF.AddItem(_00E_Order_Warden_Helmet, 1) PlayerREF.AddItem(_00E_Order_Warden_Cuirass, 1) PlayerREF.AddItem(_00E_Order_Warden_Gauntlets, 1) PlayerREF.AddItem(_00E_Order_Warden_Cape, 1) ElseIf iSetIndex == 2 PlayerREF.AddItem(_15E_LightCityGuardBoots, 1) PlayerREF.AddItem(_15E_LightCityGuardCuirass, 1) PlayerREF.AddItem(_15E_LightCityGuardHelmet, 1) Else PlayerREF.AddItem(_00E_Order_ArcanistRobe, 1) PlayerREF.AddItem(_00E_Order_ArcanistHood, 1) EndIf EndFunction Function DeactivateBeds() int iIndex = MQ06_BedsFormlist.GetSize() while iIndex > 0 iIndex -= 1 ObjectReference objBedRef = MQ06_BedsFormlist.GetAt(iIndex) as ObjectReference objBedRef.BlockActivation(True) endwhile EndFunction Function ActivateBeds() int iIndex = MQ06_BedsFormlist.GetSize() while iIndex > 0 iIndex -= 1 ObjectReference objBedRef = MQ06_BedsFormlist.GetAt(iIndex) as ObjectReference objBedRef.BlockActivation(False) endwhile EndFunction Function PlaceCeremonyKeeper() MQ06_SC06_CeremonyKeeperSC.ForceStart() MQ06_SC06_CeremonyKeeperREF.Enable() EndFunction Function DisableCeremonyKeeper() MQ06_SC06_CeremonyKeeperREF.Disable() EndFunction Function AddSilence() _00E_SilenceLongTransitionHighPriority.Add() EndFunction ;===================================================================================== ; EVENTS ;===================================================================================== Event OnUpdate() if MQ06_SC1_PlayerEncountersHighOne.IsPlaying() SetLookAtPlayer() RegisterForSingleUpdate(7) Else Return EndIf EndEvent Event OnUpdateGameTime() ; because of how we registered, this event occurs every 30 minutes of game time if (GameDaysPassed.GetValue() + 1 >= GameDay) && GetStage() == 35 SetStage(40) UnregisterForUpdateGameTime() ElseIf GetStage() == 55 StopWeatherFX() EndIf endEvent ;===================================================================================== ; PROPERTIES ;===================================================================================== bool Property bPlayerGotArmor Auto Conditional Hidden bool Property bRitualPlaying Auto Conditional Hidden int Property __Config_RewardEXP Auto {How much EXP is granted upon completion} int Property iKeeperMiniStage Auto Conditional Hidden _00E_QuestFunctions Property Levelsystem Auto Int GameDay GlobalVariable Property GameDaysPassed Auto GlobalVariable Property _00E_MQ06_SunTempleArmoryGlobal Auto GlobalVariable Property CompanionIsTalking Auto GlobalVariable Property _00E_TeleportGlobal Auto Quest Property CQC01 Auto Quest Property CQJ01 Auto Quest Property CQJ02 Auto Actor Property PlayerREF Auto Actor Property _00E_MC_JesparREF Auto Actor Property MQ06_KonstantinREF Auto Actor Property _00E_MC_CaliaREF Auto Actor Property _00E_MC_NataraREF Auto Actor Property _00E_MC_TealorREF Auto Actor Property MQ06_SiriusREF Auto Actor Property _00E_MQ05_DunwarREF Auto Actor Property KonstantinBasic Auto Actor Property JorrekBartar Auto Actor Property Magier Auto Actor Property MQ06_SC06_CeremonyKeeperREF Auto EffectShader Property _00E_MQ06_VisionFadeOut Auto EffectShader Property _00E_HighOnesMaterializeFXS Auto Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto Outfit Property _00E_MC_Calia_SimpleClothing Auto Outfit Property _00E_MC_Calia_Outfit Auto ReferenceAlias Property HighOnesSculpture Auto ReferenceAlias Property Alias_Magier01 Auto ReferenceAlias Property Dunwar Auto ReferenceAlias[] Property SC05_SpectatorArray Auto Sound Property _00E_MagicProtectionSpellM Auto Sound Property _00E_Horror_Ghosts_01M Auto Sound Property FXExplosionCatapultNearM Auto Sound Property _00E_Crowd_MQ06MayYourLightGuideMeM Auto Sound Property MAGConjurationCharge050M Auto VisualEffect Property MS04MemoryFXBody01VFX Auto Weather Property _00E_EnderalOvercast Auto Weather Property SkyrimOvercastRain Auto ImageSpaceModifier Property FadeToBlackHoldIMOD Auto ImageSpaceModifier Property _00E_FadeBackLong Auto ImageSpaceModifier Property _00E_MQ06_HighOneVisionIntro Auto ImageSpaceModifier Property _00E_MQ06_HighOneVisionLoop Auto ImageSpaceModifier Property FadeToWhiteHoldImod Auto MusicType Property _00E_SilenceLongTransitionHighPriority Auto MusicType Property _00E_Music_Special_MQ06_Consecration Auto MusicType Property _00E_SilenceAbruptHighPriority Auto MusicType Property _00E_Music_Special_Zyklus_Loop Auto MusicType Property _00E_SilenceTransitionLowPriority02 Auto ObjectReference Property MQ06_SC1_JesparStartMarker Auto ObjectReference Property MQ06_SC1_JesparJesparChair Auto ObjectReference Property MQ06_SC1_PlayerPortToMarker02 Auto ObjectReference Property MQ06_SC1_PlayerBed Auto ObjectReference Property MQ06_SC1_CaliaStartMarker Auto ObjectReference Property MQ06_SC1_NataraAppearMarker Auto ObjectReference Property MQ06_SC1_KonstantinWalkMarker Auto ObjectReference Property MQ06_SC1_TealorMarker Auto ObjectReference Property MQ06_SC2_DunwarPortMarker Auto ObjectReference Property MQ05ContainerREF Auto ObjectReference Property MQ06_SC2_CaliaLean Auto ObjectReference Property MQ06_SC05_JorekBench Auto ObjectReference Property MQ16_SC04_TealorStartMarker Auto ObjectReference Property MQ12c_SC01_FailsaveREF Auto ObjectReference Property MQ06_SC2_DunwarBedREF Auto ObjectReference Property MQ12c_SC1_ExecutionDoor001 Auto ObjectReference Property MQ06_Tealor_FailsaveREF Auto ObjectReference Property MQ06KonstTelRef Auto ObjectReference Property TealorRitualIdle Auto ObjectReference Property CaliaRitualMarker Auto ObjectReference Property MQ06_SC05_NataraMarker Auto ObjectReference Property MQ06Linker Auto ObjectReference Property MQ06_SC02_PlayerBed Auto Cell Property SuntempleSanctum Auto Cell Property SuntempleKuratorium Auto Formlist Property MQ06_BedsFormlist Auto Formlist Property MQ06_SC05_IdleMarkerList Auto Formlist Property MQ06_SC05_RitualList Auto Armor Property ClothesMinerClothes Auto Armor Property _00E_InvisibleHelmet_Armor Auto Armor Property _00E_Order_Warden_Boots Auto Armor Property _00E_Order_Warden_Cuirass Auto Armor Property _00E_Order_Warden_Helmet Auto Armor Property _00E_Order_Warden_Gauntlets Auto Armor Property _00E_Order_Warden_Cape Auto Armor Property _15E_LightCityGuardBoots Auto Armor Property _15E_LightCityGuardCuirass Auto Armor Property _15E_LightCityGuardHelmet Auto Armor Property _00E_Order_ArcanistRobe Auto Armor Property _00E_Order_ArcanistHood Auto Scene Property MQ06_SC1_PlayerEncountersHighOne Auto Scene Property MQ06_SC2_PlayerWakesUp Auto Scene Property MQ06_SC3_CaliaShowsPlayerAround Auto Scene Property MQ06_SC4_TealorScene Auto Scene Property MQ06_SC5_RitualScene Auto Scene Property MQ06_SC06_CeremonyKeeperSC Auto Scene Property CQJ01_SC01_DancingNomadScene Auto Faction Property MQ06_SC05_JorekBenchFaction Auto