Scriptname _00E_MQ14_Functions extends Quest Conditional Import _00E_QuestFunctions Import Utility ;===================================================================================== ; EVENTS ;===================================================================================== Event OnUpdateGameTime() SetToTen() EndEvent ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function MoveCompanion() if akCompanion.IsDisabled() akCompanion.Enable() EndIf if akInjuredCompanion.IsDisabled() akInjuredCompanion.Enable() EndIf akInjuredCompanion.MoveTo(MQ14_SC01_CompanionInjuredMarker) EndFunction Function SetUp() _00E_MC_JesparREF.BlockActivation(False) _00E_MC_CaliaREF.BlockActivation(False) SetObjectiveDisplayed(0) SetObjectiveDisplayed(5) SetObjectiveDisplayed(15) _00E_MQ14_SC02_GuardREF.MoveTo(MQ14_SC02_SuntempleChronikerMarker) _00E_MQ07a_ArcanistEnijaREF.MoveTo(MQ14_SC02_SuntempleChroniker02Marker) MQ14_SC02_FlavorScene.ForceStart() If MQ13c.akCompanionRomance Companion.ForceRefTo(MQ13c.akCompanionRomance) InjuredCompanion.ForceRefTo(MQ13c.akCompanionNoRomance) Else Companion.ForceRefTo(_00E_MC_CaliaREF) InjuredCompanion.ForceRefTo(_00E_MC_JesparREF) EndIf akCompanion = Companion.GetActorReference() akInjuredCompanion = InjuredCompanion.GetActorReference() akInjuredCompanion.BlockActivation(False) Debug.SendAnimationEvent(akInjuredCompanion, "IdleForceDefaultState") If akInjuredCompanion.GetActorBase() == _00E_MC_Calia akInjuredCompanion.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet) Else akInjuredCompanion.SetOutfit(MinerClothesOutfit01NoBoots) akCompanion.SetOutfit(_00E_MC_Calia_Outfit) EndIf RegisterForSingleUpdateGameTime(48) DaysPassedSinceSetUp = Utility.GetCurrentGameTime() Utility.Wait(3) SetObjectiveDisplayed(20) EndFunction bool Function ReminderFailsave() ; Failsave to help out if the single-update event called in the ; SetUp() function gets lost somehow. This is an ugly fix for ; http://sureai.net:9898/projects/ERB/issues/ERB-92 . if Utility.GetCurrentGameTime() > DaysPassedSinceSetUp + 2 if DaysPassedSinceSetUp >= 0 ; ensure that DaysPassedSinceSetUp has ever been set! SetToTen() Return true endif endif Return false EndFunction Function SetToTen() ; They're done deciphering the star map. if PlayerREF.GetWorldspace() == SuntempleWorldspace SetStage(10) endif _00E_MQ14_Readyfor10.SetValue(1) SetObjectiveDisplayed(10) SetObjectiveCompleted(15) EndFunction Function FailCompanionQuestsIfNotCompleted() If CQJ06.IsRunning() && !CQJ06.IsCompleted() CQJ06.SetStage(30) ElseIf CQC06.IsRunning() && !CQC06.IsCompleted() CQC06.SetStage(30) EndIf CQJ06.Stop() CQC06.Stop() EndFunction Function PrepareForFinalMission() if akCompanion.IsDisabled() akCompanion.Enable() EndIf if akCompanion == _00E_MC_CaliaREF _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) EndIf akCompanion.MoveTo(MQ14_SC03_CompanionREF) SetObjectiveDisplayed(20) EndFunction Function ShowPONRMessage() _00E_MQ14_PointOfNoReturnMessage.Show() ; Failsave: FailCompanionQuestsIfNotCompleted() EndFunction Function SetUpFuneralScene() _00E_MQ14_SC01_TalginTorrentalREF.MoveTo(MQ14_SC01_TorrentalRef) MQ14_SC01_FuneralMarker.Enable() MQ14_SC01_Funeral.ForceStart() EndFunction Function DespawnFuneralScene() MQ14_SC01_FuneralMarker.Disable() EndFunction Function CompleteFuneralObjective() SetObjectiveCompleted(5) Levelsystem.GiveEP(250) EndFunction Function GiveEPForCompanion() Levelsystem.GiveEP(250) EndFunction Function LockUpEverything() FailCompanionQuestsIfNotCompleted() If !IsObjectiveCompleted(5) SetObjectiveFailed(5) EndIf If !FS_NQ01.IsCompleted() && _00E_FS_IsForgottenStoriesActivated.GetValueInt() == 1 FS_NQ01.SetStage(200) EndIf SuntempleNakedNoviceREF.Disable() MQ07a_SC14_SigilStone.Disable() MQ07a_SC14_SigilstoneFX.Disable() MQ07a_SC14_SigilStoneLight2.Disable() SetObjectiveDisplayed(22) _00E_MC_NataraREF.Disable() _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) Timescale.SetValue(0.01) _00E_SilenceLongTransitionHighPriority.Add() _00E_MQ11c_SilberhainRealWeather.SetActive(True) MQ14_SC01_SuntempleDoorREF.BlockActivation(True) _00E_TeleportGlobal.SetValueInt(1) MQ14_SC03_ArcanistREF.Disable() If _00E_MC_YuslanRef.IsDisabled() _00E_MC_YuslanRef.Enable() EndIf _00E_MC_YuslanRef.MoveTo(MQ14_SC03_YuslanMarker) _00E_MC_TealorREF.MoveTo(MQ14_SC03_YuslanMarker) MQ14_SC03_Explanation.ForceStart() EndFunction Function EnableBeacon() SetObjectiveCompleted(22) _00E_MC_LexREF.Disable() MQ14_SC04_NoviceREF.Enable() MQ14_SC04_NPCTrigger.Enable() If LeuchtfeuerSwitcher.IsDisabled() LeuchtfeuerSwitcher.Enable() EndIf MQ14_SC04_NoviceScene.ForceStart() EndFunction Function StartPosession() MQ14_SC04_NoviceREF.SetEyeTexture(_00E_MaleEyesPosessed) MQ14_SC04_ArcanistREF.SetEyeTexture(_00E_MaleEyesPosessed) MQ14_SC04_Keeper02REF.SetEyeTexture(_00E_MaleEyesPosessed) MQ14_SC04_Keeper01REF.SetEyeTexture(_00E_MaleEyesPosessed) MQ14_SC04_NoviceREF.GetActorBase().SetFaceMorph(3, 3) MQ14_SC04_Keeper01REF.GetActorBase().SetFaceMorph(3, 1) MQ14_SC04_Keeper02REF.GetActorBase().SetFaceMorph(3, 1) MQ14_SC04_ArcanistREF.GetActorBase().SetFaceMorph(3, 1) EndFunction Function SetGameTime() FadeToBlackIMOD.Apply() FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 3.0) Utility.Wait(3) Levelsystem.SkipTimeToHour(23) FadeToBlackBackIMOD.ApplyCrossFade(2) EndFunction Function AddCombatmusic() Levelsystem.RemoveSilence() _00E_SilenceLongTransitionHighPriority.Remove() _00E_Music_Combat_ShieldbrothersNoCond.Add() EndFunction Function NoviceExplode() If _00E_MC_LexREF.IsDisabled() _00E_MC_LexREF.Enable() EndIf MQ14_SC04_SmokeREF.Enable() MQ14_SC04_HighOnesOrb01.Enable() MQ14_SC04_HighOnesOrb02.Enable() _00E_MC_LexREF.AddToFaction(PlayerAlliesFaction) Game.ShakeCamera() MQ14_SC04_BarrierREF.Enable() _00E_Ability_StaggerSelfSpell.Cast(PlayerREF, PlayerREF) MQ14_SC04_HighOnesOrb01.PlayAnimation("PlayAnim02") MQ14_SC04_HighOnesOrb02.PlayAnimation("PlayAnim02") MQ14_SC04_NoviceREF.PlaceAtMe(ExplosionIllusionMassiveDark01) MQ14_SC04_NoviceREF.PlaceAtMe(ExplosionIllusionDark01) ObjectReference KillMarkerNovice = MQ14_SC04_NoviceREF.PlaceAtMe(XMarker) KillMarkerNovice.MoveTo(MQ14_SC04_NoviceREF, 0.0, 0.0, 200) Actor NoviceSkeleton = KillMarkerNovice.PlaceActorAtMe(_00E_MQ12b_Skeleton) NoviceSkeleton.Kill(NoviceSkeleton) MQ14_SC04_NoviceREF.SetCriticalStage(MQ14_SC04_NoviceREF.CritStage_DisintegrateStart) IllusionDarkMassiveImod.Apply() MQ14_SC04_NoviceREF.AttachAshPile(DefaultAshPileGhostBlack) MQ14_SC04_NoviceREF.SetAlpha (0.0,True) wait(3) _00E_MC_LexREF.MoveTo(MQ14_SC04_SpawnLexilMarker) AtronachUnsummonDeathFXS.Stop(MQ14_SC04_NoviceREF) MQ14_SC04_NoviceREF.SetCriticalStage(MQ14_SC04_NoviceREF.CritStage_DisintegrateEnd) MQ14_SC04_NoviceREF.Delete() StartCombatWithPlayer() SetObjectiveDisplayed(27) Game.RequestAutoSave() EndFunction Function DisableBarrier() SetObjectiveCompleted(27) MQ14_PosessedKeeperREF.Enable() _00E_SilenceLongTransitionHighPriority.Add() _00E_Music_Combat_ShieldbrothersNoCond.Remove() Game.RequestAutoSave() MQ14_SC04_BarrierREF.PlayAnimation("TransitionAnim") _00E_MC_LexREF.StopCombat() _00E_MC_LexREF.StopCombatAlarm() Utility.Wait(1.5) _00E_MC_LexREF.RestoreAV("Health", 300) _00E_MC_LexREF.ResetHealthAndLimbs() MQ14_SC04_BarrierREF.Disable() MQ14_SC04_HighOnesOrb01.PlayAnimation("playAnim01") MQ14_SC04_HighOnesOrb02.PlayAnimation("playAnim01") MQ14_SC04_HighOnesOrb02.Disable() MQ14_SC04_HighOnesOrb01.Disable() EndFunction Function StartCombatWithPlayer() ; The following three if-clauses are failsaves to ensure that the ; three enemies are inside the barrier. I have never seen this ; fail ingame, so this may be a moot issue. if MQ14_SC04_Keeper02REF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200 MQ14_SC04_Keeper02REF.MoveTo(MQ14_SC04_SuntempleBeaconREF) endif if MQ14_SC04_Keeper01REF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200 MQ14_SC04_Keeper01REF.MoveTo(MQ14_SC04_SuntempleBeaconREF) endif if MQ14_SC04_ArcanistREF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200 MQ14_SC04_ArcanistREF.MoveTo(MQ14_SC04_SuntempleBeaconREF) endif MQ14_SC04_Keeper02REF.AddToFaction(PlayerEnemyFaction) MQ14_SC04_Keeper01REF.AddToFaction(PlayerEnemyFaction) MQ14_SC04_ArcanistREF.AddToFaction(PlayerEnemyFaction) MQ14_SC04_Keeper01REF.SetActorValue("Aggression", 2) MQ14_SC04_Keeper02REF.SetActorValue("Aggression", 2) MQ14_SC04_ArcanistREF.SetActorValue("Aggression", 2) MQ14_SC04_ArcanistREF.SetGhost(False) MQ14_SC04_Keeper02REF.SetGhost(False) MQ14_SC04_Keeper01REF.SetGhost(False) MQ14_SC04_ArcanistREF.StartCombat(PlayerREF) MQ14_SC04_Keeper02REF.StartCombat(PlayerREF) MQ14_SC04_Keeper01REF.StartCombat(PlayerREF) _00E_MC_LexREF.StartCombat(MQ14_SC04_Keeper01REF) If PhasmalistControlQuest.IsApparitionSpawned() PhasmalistControlQuest.TeleportApparitionToPlayer() Actor akApparition = PhasmalistControlQuest.GetApparitionRef() If akApparition _00E_QuestFunctions.WaitForReferenceToLoad(akApparition) akApparition.StartCombat(MQ14_SC04_Keeper01REF) EndIf EndIf SetObjectiveCompleted(25) EndFunction Function EnableWar() MQ14_SC05_PropSwitcher.Enable() EndFunction Function MoveTealor() MQ14_SC04_NPCTrigger.Disable() MQ14_SC04_CollisionBox.Disable() ImageSpaceModifier.RemoveCrossFade() if _00E_MC_TealorREF.IsDisabled() _00E_MC_TealorREF.Enable() EndIf _00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker) MQ14_SC05_Tealor.ForceStart() EndFunction Function MoveTealorToLex() _00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker) Utility.Wait(1) _00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker) EndFunction Function StartSC06() MQ14_SC06_Interrogation.ForceStart() EndFunction Function MoveLeora() if _00E_MC_LeoraREF.IsDisabled() _00E_MC_LeoraREF.Enable() EndIf _00E_MC_LeoraREF.EquipItem(Torch01, true, false) _00E_MC_LeoraREF.MoveTo(MQ14_SC05_SpawnTealorMarker) EndFunction Function FillTraitorScene() MQ14_SC06_TraitorRef.Enable() akCompanion.MoveTo(MQ14_SC06_CompanionMarker) _00E_MC_YuslanREF.MoveTo(MQ14_SC06_CompanionMarker001) ; _00E_MQ14_SC04_RemoveNPCsFromBeaconSC makes a mess in SC08_SpectatorNPCArray, better clear it int iIndex = SC08_SpectatorNPCArray.Length - 1 While iIndex >= 0 SC08_SpectatorNPCArray[iIndex].Clear() iIndex -= 1 Endwhile iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1 While iIndex >= 0 Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor if Utility.RandomInt(0, 1) >= 0.5 MQ14_SC06_ArkanistFormlist.AddForm(akCurrentActor) ;akCurrentActor.GetActorBase().SetName(MQ14_SC04_ArcanistREF.GetActorBase().GetName()) akCurrentActor.SetOutfit(_25E_HolyOrder_ArcanistOutfitNoHood) EndIf akCurrentActor.UnequipItem(Torch01, true, false) akCurrentActor.RemoveItem(Torch01, 99) akCurrentActor.MoveTo(MQ14_SC06_StandMarkerFormlist.GetAt(iIndex) as ObjectReference) _00E_QuestFunctions.WaitForReferenceToLoad(akCurrentActor as ObjectReference) Debug.SendAnimationEvent(akCurrentActor, "IdleStop_Loose") SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor) akCurrentActor.SetLookAt(MQ14_SC06_TraitorRef) iIndex -= 1 Endwhile ; SE: Moved teleporting MQ14_SC06_FlammentrunkREF to the beginning of his scene package, he goes home if teleported at this point _00E_QuestFunctions.WaitForReferenceToLoad(MQ14_SC06_TraitorRef as ObjectReference) _00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef) EndFunction Function PlayBloodShader() _00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef) EndFunction Function FadeToBlackTraitor() FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 3.0) Utility.Wait(3) MQ14_SC06_TraitorRef.MoveTo(MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003) MQ14_SC07_KurariumGuard.Enable() MQ14_SC06_FlammentrunkREF.MoveToMyEditorLocation() _00E_MC_LexREF.MoveTo(MQ14_SC06_SpectatorMarker009) int iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1 While iIndex >= 0 (MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor).SetLookAt(_00E_MC_TealorREF) iIndex -= 1 Endwhile FadeToBlackBackIMOD.ApplyCrossFade(afFadeDuration = 3.0) Utility.Wait(1) MQ14_SC07_Planning.ForceStart() EndFunction Function AddMusic() _00E_Music_Special_MQ06_Consecration.Add() EndFunction Function StartSC08() SetObjectiveDisplayed(35) MQ14_SC08_LastSpeech.ForceStart() int iIndex = 0 While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize() Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor akCurrentActor.UnequipItem(Torch01, true, false) akCurrentActor.RemoveItem(Torch01) SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor) Debug.SendAnimationEvent(akCurrentActor, "returnToDefault") akCurrentActor.SetLookAt(_00E_MC_TealorREF) akCurrentActor.EvaluatePackage() iIndex += 1 Endwhile iIndex = MQ14_SC08_SpectatorFormlist.GetSize() - 1 While iIndex >= 0 Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor akCurrentActor.UnequipItem(Torch01, true, false) akCurrentActor.RemoveItem(Torch01) SC08_SpectatorNPCArray[iIndex].ForceRefTo(akCurrentActor) ; SE: Spectators never reach the speech location through doors in time, so we teleport them to doors, and they go by foot from there if akCurrentActor.GetWorldspace() != SuntempleWorldspace if Utility.RandomInt(0, 1) >= 0.5 akCurrentActor.MoveTo(SunTempleEmporiumFrontDoorREF) else akCurrentActor.MoveTo(SunTempleQuartersDoorREF) EndIf Utility.wait(2.0) akCurrentActor.ResetAI() endif akCurrentActor.SetLookAt(_00E_MC_TealorREF) iIndex -= 1 Endwhile EndFunction Function FillSpectator(Actor akActor) int iForceIndex bool bFilled while !bFilled && iForceIndex < 12 if !SC08_SpectatorNPCArray[iForceIndex].ForceRefIfEmpty(akActor) iForceIndex += 1 else bFilled = True endif endwhile EndFunction Function MoveTealorFailsave() _00E_MC_TealorREF.MoveTo(MQ14_SC08_TealorIdle) EndFunction Function MoveTealorToEmporium() _00E_MC_TealorREF.MoveTo(MQ14_SC07_TealorMoveToREF) EndFunction Function PlayApplauseAndCheer() _00E_Crowd_MQ14CheerM.Play(MQ14_SC08_SpectatorMarker004) int iIndex = 0 While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize() Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)]) iIndex += 1 Endwhile iIndex = 0 While iIndex < MQ14_SC08_SpectatorFormlist.GetSize() Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)]) iIndex += 1 Endwhile Utility.Wait(4) While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize() Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)]) iIndex += 1 Endwhile iIndex = 0 While iIndex < MQ14_SC08_SpectatorFormlist.GetSize() Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)]) iIndex += 1 Endwhile Utility.Wait(5) SetObjectiveCompleted(35) SetObjectiveDisplayed(40) SetStage(67) MQ14_SC09_Tealor.ForceStart() iIndex = SC06_AvoidNPCArray.Length - 1 While iIndex >= 0 SC06_AvoidNPCArray[iIndex].Clear() iIndex -= 1 Endwhile iIndex = SC08_SpectatorNPCArray.Length - 1 While iIndex >= 0 SC08_SpectatorNPCArray[iIndex].Clear() iIndex -= 1 Endwhile EndFunction Function FinishQuest() CompleteAllObjectives() _00E_Music_Special_MQ06_Consecration.Remove() MQ07b_NuminosREF.Disable() Levelsystem.GiveEP(__Config_iRewardEXP) Levelsystem.RemoveSilence() Levelsystem.RemoveCombatSoundtracks() if akCompanion == _00E_MC_CaliaREF _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) Else _00E_MC_JesparREF.SetOutfit(_00E_MC_JesparOutfit) EndIf MQ15.SetStage(5) EndFunction ;===================================================================================== ; PROPERTIES ;===================================================================================== ; MUSIC WIEDER REMOVEN! int Property __Config_iRewardEXP = 1000 Auto bool Property bSaidGoodbyeToCompanion Auto Conditional Hidden float DaysPassedSinceSetUp = -5.000 _00E_MQ13c_Functions Property MQ13c Auto _00E_QuestFunctions Property Levelsystem Auto _FS_Phasmalist_ControlQuest Property PhasmalistControlQuest auto Activator Property DefaultAshPileGhostBlack Auto ReferenceAlias Property Companion Auto ReferenceAlias Property InjuredCompanion Auto ReferenceAlias[] Property SC06_AvoidNPCArray Auto ReferenceAlias[] Property SC08_SpectatorNPCArray Auto ImageSpaceModifier Property IllusionDarkMassiveImod Auto ImageSpaceModifier Property FadeToBlackIMOD Auto ImageSpaceModifier Property FadeToBlackBackIMOD Auto ImageSpaceModifier Property FadeToBlackHoldIMOD Auto Message Property _00E_MQ14_PointOfNoReturnMessage Auto Faction Property PlayerAlliesFaction Auto Faction Property PlayerEnemyFaction Auto Sound Property _00E_Crowd_MQ14CheerM Auto Actor Property _00E_MQ14_SC01_TalginTorrentalREF Auto Actor Property _00E_MQ07a_ArcanistEnijaREF Auto Actor Property _00E_MQ14_SC02_GuardREF Auto Actor Property PlayerREF Auto Actor Property MQ14_SC04_NoviceREF Auto Actor Property MQ14_SC04_ArcanistREF Auto Actor Property MQ14_SC04_Keeper01REF Auto Actor Property MQ14_SC04_Keeper02REF Auto Actor Property _00E_MC_LexREF Auto Actor Property _00E_MC_TealorREF Auto Actor Property _00E_MC_YuslanREF Auto Actor Property _00E_MC_LeoraREF Auto Actor Property MQ14_SC06_TraitorRef Auto Actor Property _00E_MC_NataraREF Auto Actor Property akCompanion Auto Hidden Actor Property akInjuredCompanion Auto Hidden Actor Property _00E_MC_JesparREF Auto Actor Property _00E_MC_CaliaREF Auto Actor Property MQ14_SC03_ArcanistREF Auto Actor Property MQ14_SC06_FlammentrunkREF Auto Actor Property MQ14_SC07_KurariumGuard Auto Explosion Property ExplosionIllusionDark01 Auto Explosion Property ExplosionIllusionMassiveDark01 Auto TextureSet Property _00E_MaleEyesPosessed Auto ActorBase Property _00E_MQ12b_Skeleton Auto ActorBase Property _00E_MC_Calia Auto Light Property Torch01 Auto MusicType Property _00E_SilenceLongTransitionHighPriority Auto MusicType Property _00E_Music_Combat_ShieldbrothersNoCond Auto MusicType Property _00E_Music_Special_MQ06_Consecration Auto EffectShader Property AtronachUnsummonDeathFXS Auto EffectShader Property _00E_BloodyFXShader Auto GlobalVariable Property _00E_TeleportGlobal Auto GlobalVariable Property Timescale Auto GlobalVariable Property _00E_MQ14_Readyfor10 Auto GlobalVariable Property _00E_FS_IsForgottenStoriesActivated Auto Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto Outfit Property MinerClothesOutfit01NoBoots Auto Outfit Property _25E_HolyOrder_ArcanistOutfitNoHood Auto Outfit Property _00E_MC_Calia_Outfit Auto Outfit Property _00E_MC_JesparOutfit Auto Spell Property _00E_Ability_StaggerSelfSpell Auto Quest Property MQ15 Auto Quest Property CQJ06 Auto Quest Property CQC06 Auto Quest Property FS_NQ01 Auto Static Property XMarker Auto Weather Property _00E_MQ11c_SilberhainRealWeather Auto Formlist Property MQ14_SC06_AvoidNPCFormlist Auto Formlist Property MQ14_SC06_ArkanistFormlist Auto Formlist Property MQ14_SC06_StandMarkerFormlist Auto Formlist Property MQ14_SC08_SpectatorFormlist Auto Idle[] Property IdleCheerArray Auto ObjectReference Property MQ14_SC01_FuneralMarker Auto ObjectReference Property MQ14_SC02_SuntempleChronikerMarker Auto ObjectReference Property MQ14_SC02_SuntempleChroniker02Marker Auto ObjectReference Property MQ14_SC03_CompanionREF Auto ObjectReference Property MQ14_SC01_SuntempleDoorREF Auto ObjectReference Property LeuchtfeuerSwitcher Auto ObjectReference Property MQ14_SC04_SpawnLexilMarker Auto ObjectReference Property MQ14_SC04_SuntempleBeaconREF Auto ObjectReference Property MQ14_SC04_BarrierREF Auto ObjectReference Property MQ14_SC04_NPCTrigger Auto ObjectReference Property MQ14_SC05_PropSwitcher Auto ObjectReference Property MQ14_SC05_SpawnTealorMarker Auto ObjectReference Property MQ14_SC06_TraitorMarker Auto ObjectReference Property MQ14_SC06_CompanionMarker Auto ObjectReference Property MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003 Auto ObjectReference Property MQ14_SC08_SpectatorMarker004 Auto ObjectReference Property MQ14_SC01_CompanionInjuredMarker Auto ObjectReference Property MQ14_SC01_TorrentalRef Auto ObjectReference Property MQ14_SC03_YuslanMarker Auto ObjectReference Property MQ14_SC06_CompanionMarker001 Auto ObjectReference Property MQ14_SC06_SpectatorMarker009 Auto ObjectReference Property MQ14_SC04_HighOnesOrb02 Auto ObjectReference Property MQ14_SC04_HighOnesOrb01 Auto ObjectReference Property MQ14_SC04_SmokeREF Auto ObjectReference Property MQ14_SC07_TealorMoveToREF Auto ObjectReference Property MQ14_SC04_CollisionBox Auto ObjectReference Property MQ07a_SC14_SigilStone Auto ObjectReference Property MQ07a_SC14_SigilstoneFX Auto ObjectReference Property MQ07a_SC14_SigilStoneLight2 Auto ObjectReference Property MQ14_SC08_TealorIdle Auto ObjectReference Property MQ07b_NuminosREF Auto ObjectReference Property SuntempleNakedNoviceREF Auto ObjectReference Property MQ14_PosessedKeeperREF Auto Scene Property MQ14_SC01_Funeral Auto Scene Property MQ14_SC02_FlavorScene Auto Scene Property MQ14_SC03_Explanation Auto Scene Property MQ14_SC04_NoviceScene Auto Scene Property MQ14_SC05_Tealor Auto Scene Property MQ14_SC06_Interrogation Auto Scene Property MQ14_SC07_Planning Auto Scene Property MQ14_SC08_LastSpeech Auto Scene Property MQ14_SC09_Tealor Auto Worldspace Property SuntempleWorldspace Auto ObjectReference Property SunTempleEmporiumFrontDoorREF Auto ObjectReference Property SunTempleQuartersDoorREF Auto