Scriptname _00E_MQ11a_Functions extends Quest Conditional Import Utility Import Game Import Debug Import _00E_PlayerFunctions ;===================================================================================== ; EVENTS ;===================================================================================== State DefaultState Event OnUpdateGameTime() If bStartCaliaCQ If !CQC03.IsCompleted() && CQC03.IsRunning() CQC03.SetCurrentStageID(20) CQC03.FailAllObjectives() Elseif CQC03.IsCompleted() CQC04.SetCurrentStageID(5) EndIf bStartCaliaCQ = False EndIf EndEvent Event OnUpdate() If PlayerREF.GetParentCell() == MQ11CaliaCastleMain _00E_MC_CaliaREF.Say(MQ11a_D14_Remark_SigilsTopic) WaitForCompanionToStopTalking(6.0) CompanionIsTalking.SetValueInt(0) EndIf If PlayerREF.GetParentCell() == MQ11DR _00E_MC_CaliaREF.StopCombat() _00E_MC_CaliaREF.StopCombatAlarm() EndIf if GetCurrentStageID() == 95 && (MQ11a_TravelState02.GetValueInt() > 0) if !PlayerREF.IsInCombat() SetCurrentStageID(100) Else RegisterForSingleUpdate(15) EndIf EndIf If MQ11a_SC14_LeftTowerVision02.IsPlaying() StopMayaVision() EndIf EndEvent EndState ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function CaliaAppears() If !CQC03.IsCompleted() && CQC03.IsRunning() CQC03.SetCurrentStageID(20) CQC03.FailAllObjectives() EndIf _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf _00E_MC_CaliaREF.MoveTo(MQ11a_CaliaAppearMarker) MQ11a_SC1_CaliaTalksToPlayer.ForceStart() EndFunction Function _SafeMoveNPCtoFurniture(Actor akNPC, ObjectReference refFurniture) akNPC.Disable() akNPC.MoveTo(refFurniture) akNPC.Enable() EndFunction Function MoveCalia() _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) _00E_MC_CaliaREF.MoveTo(MQ11a_SC2_CaliaStartMarker) Debug.SendAnimationEvent(MQ11a_SC02_Guest_02, "IdleForceDefaultState") _SafeMoveNPCtoFurniture(MQ11a_SC02_Guest_01, MQ11a_SC02_Guest_01_Chair) _SafeMoveNPCtoFurniture(MQ11a_SC02_Guest_02, MQ11a_SC02_Guest_02_Chair) _SafeMoveNPCtoFurniture(_00E_MC_CaliaREF, MQ11a_SC2_CaliaWallMarker) MQ11a_SC2_CaliaWallMarker = None ; Don't need it anymore _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit) MQ11a_SC02_CaliaFrostcliffTavern.ForceStart() EndFunction Function MoveGuestsFailsave() MQ11a_SC02_Guest_01.MoveTo(MQ11a_SC02_Guest_01_Chair) MQ11a_SC02_Guest_02.MoveTo(MQ11a_SC02_Guest_02_Chair) EndFunction Function CaliaConversationScene() MQ11a_SC3_CaliaFrostCliffLoop.ForceStart() EndFunction Function CheckSpokenWith() Spokenwith += 1 if Spokenwith < 3 _00E_MQ11a_TavernGuestsTalkedTo.SetValue(_00E_MQ11a_TavernGuestsTalkedTo.GetValue() + 1) Self.UpdateCurrentInstanceGlobal(_00E_MQ11a_TavernGuestsTalkedTo) Self.SetObjectiveCompleted(15, 0) Self.SetObjectiveDisplayed(15, True, True) Elseif Spokenwith == 3 _00E_MQ11a_TavernGuestsTalkedTo.SetValue(_00E_MQ11a_TavernGuestsTalkedTo.GetValue() + 1) Self.UpdateCurrentInstanceGlobal(_00E_MQ11a_TavernGuestsTalkedTo) Self.SetObjectiveCompleted(15) Self.SetCurrentStageID(37) EndIf _00E_EPHandler.GiveEP(__Config_RewardEXPSpeakWithPeople) EndFunction Function StartJourneyScene() NQ34_EnableMarkerREF.Enable() MQ11a_Nehrimese_Patrol_Linker.Enable() MQ11a_CaliaFollowtrigger_StartBoxREF.Enable() CaliaAddTorch() _00E_MC_CaliaREF.EvaluatePackage() SetCaliaAsCompanion(True) EndFunction ;=====================================SCENE6================================================ Function StartCastleGateScene() If _00E_MC_CaliaREF.GetDistance(PlayerREF) >= 1500 ObjectReference objSpawnMarker = PlayerREF.PlaceAtMe(XMarkerHeading, 1) objSpawnMarker.MoveTo(PlayerRef, -250.0 * Math.Sin(PlayerRef.GetAngleZ()), -250.0 * Math.Cos(PlayerRef.GetAngleZ()), PlayerRef.GetHeight()) _00E_MC_CaliaREF.MoveTo(objSpawnMarker) objSpawnMarker.Delete() EndIf SetCaliaAsCompanion(False) MQ11a_SC6_CaliaAtGate.ForceStart() EndFunction ;=====================================SCENE7================================================ Function SetUpExplosion() If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf CaliaEquipTorch(false) CompanionIsTalking.SetValueInt(0) _00E_SilenceTransitionHighPriority.Add() GetFadeToBlackControl().FadeToBlack() _00E_TimeControl.SkipTimeToHour(22) MQ11a_SC6_SnowdriftParent.Disable() MQ11a_SC6_ParentBarrel.Enable() DisableWolfPack() DisablePlayerControls() PlayerREF.MoveTo(MQ11a_SC6_PlayerExplodeMarker) _00E_MC_CaliaREF.MoveTo(MQ11a_SC6_CaliaBarrelMarker) Wait(2) MQ11a_SC7_CaliaExplodeBarrels.ForceStart() EndFunction Function DisableWolfPack() ; Disable Wolf pack if still alive, to make sure they don't interrupt the scene Form[] wolfRefs = MQ11a_SC6_WolfPackGates.ToArray() Int iIndex = wolfRefs.Length While iIndex > 0 iIndex -= 1 Actor WolfToDisable = wolfRefs[iIndex] as Actor If WolfToDisable.IsDead() == False WolfToDisable.DisableNoWait() EndIf EndWhile EndFunction Function FadeBack() FadeToBlackBackImod.Apply() FadeToBlackHoldImod.Remove() EndFunction Function CaliaIgniteOil() CaliaEquipTorch(true) MQ11a_SC6_FirstOilPool.DamageObject(100) _00E_MC_CaliaREF.SetLookAt(MQ11a_SC7_CastleDoor, True) EndFunction Function CaliaReturnToDefault() SendAnimationEvent(_00E_MC_CaliaREF, "IdleForceDefaultState") EndFunction Function BlowUpBarrels() MQ11a_SC6_ParentBarrel.PlaceAtMe(_00E_MQ11a_SC7_BarrelExplosionVFX01) MQ11a_SC6_ParentBarrel.PlaceAtMe(_00E_MQ11a_SC7_BarrelExplosionVFX02) FXExplosionCatapultNearM.Play(MQ11a_SC6_ParentBarrel) MQ11a_SC6_ParentBarrel.DisableNoWait() Game.ShakeCamera() MAGFireBallExpImod.Apply() MQ11a_SC7_CastleDoor.PlayGamebryoAnimation("Open") MQ11a_SC7_DebrisParent.Enable() Wait(3) _00E_MC_CaliaREF.ClearLookAt() Self.SetCurrentStageID(75) Wait(2) EnablePlayerControls() EndFunction Function CaliaCollapse() _00E_SilenceTransitionHighPriority.Remove() _00E_MC_CaliaREF.DamageActorValue("health", 1000) CaliaTransformSound = _00E_MC_Calia_ItTransformLPDM.Play(_00E_MC_CaliaREF) _00E_MC_CaliaItFXS.Play(_00E_MC_CaliaREF) _00E_MC_CaliaREF.SetEyeTexture(_00E_MC_CaliaEyesIt) EndFunction Function CaliaGetUp() _00E_MC_CaliaREF.SetEyeTexture(EyesMaleHumanHazelBrown) _00E_MC_CaliaItFXS.Stop(_00E_MC_CaliaREF) _00E_MC_CaliaREF.RestoreActorValue("health", 450) Sound.StopInstance(CaliaTransformSound) EndFunction Function StartFirstVisionScene() int iIndex = _00E_MQ11a_SC8_VisionRefs.GetSize() while iIndex > 0 iIndex -= 1 Actor VisionREF = _00E_MQ11a_SC8_VisionRefs.GetAt(iIndex) as Actor if VisionREF.IsDisabled() VisionREF.Enable() EndIf VisionREF.SetAlpha(0) EndWhile Game.DisablePlayerControls() If _00E_MC_CaliaREF.GetDistance(PlayerREF) >= 800 _00E_MC_CaliaREF.MoveTo(MQ11a_SC8_CaliaFailsaveMarkerREF) EndIf MQ11a_SC8_FirstVision.ForceStart() EndFunction Function StartVisionFX() _00E_MQ11a_SkyrimOvercastSnowSlow.ForceActive(True) MQ11a_DalGalarREF.MoveTo(MQ11a_SC8_DalGalarTalkMarker) MQ11a_DalGalarREF.SetAlpha(0.0) MQ11a_DiscipleREF.MoveTo(Mq11a_SC8_DiscipleTalkMarker) MQ11a_DalGalarREF.SetAlpha(0.0) _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC8_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) EndFunction Function StopVisionFX() _00E_SilenceTransitionHighPriority.Add() Weather.ReleaseOverride() SkyrimOvercastSnow.ForceActive() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC8_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_DiscipleREF.MoveTo(MQ11a_DiscipleOrigin) MQ11a_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin) EndFunction Function StartCastleCourtyardFollow() MQ11a_SC07_FollowStartBox.Enable() _00E_MC_CaliaREF.EvaluatePackage() EndFunction Function PlayScream() _00E_MQ11a_MagicAnomalyScreamAM.Play(Mq11a_SC8_CorpseExplosion) EndFunction Function ReanimateCorpses() SwitchAllTeleportation(False) MQ11a_LeftTowerDoorREF.BlockActivation(True) MQ11a_RightTowerDoorREF.BlockActivation(True) Game.RequestAutoSave() SetCaliaAsCompanion(True) _00E_SilenceTransitionHighPriority.Remove() _00E_Music_Combat_ShieldbrothersNoCond.Add() _00E_MC_CaliaREF.SetLookAt(Mq11a_SC8_CorpseExplosion) Mq11a_SC8_CorpseExplosion.PlaceAtMe(_00E_MQ11a_MagAnExpl) Wait(2.1) StartTrackingFight(FIGHT_ID_SC08, 100, _00E_MQ11a_SC8_ReanimationList, MQ11a_CL_Location, MQ11a_SC08_Zombie, False) RaiseDeadServants(_00E_MQ11a_SC8_ReanimationList, Mq11a_SC8_CorpseExplosion) RegisterForSingleUpdate(45) _00E_MC_CaliaREF.ClearLookAt() EndFunction Function StopMusic() CompanionIsTalking.SetValueInt(0) MQ11a_SC8_KeyRef.Enable() _00E_Music_Combat_ShieldbrothersNoCond.Remove() SwitchAllTeleportation(True) EndFunction Function UnblockTowerDoors() MQ11a_LeftTowerDoorREF.BlockActivation(False) MQ11a_RightTowerDoorREF.BlockActivation(False) SetCaliaAsCompanion(True) EndFunction Function CaliaRemark() CaliaEquipTorch(True) If MQ11a_TravelState02.GetValue() <= 0 MQ11a_TravelState02.Mod(1) EndIf _00E_TimeControl.SkipTimeToHour(0) If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf _00E_MC_CaliaREF.MoveTo(playerREF) _00E_MC_CaliaREF.Say(MQ11a_D6_JourneyRemarkTopic) EndFunction ;=====================================SCENE10================================================ Function SpawnAnomaly() CaliaNoCombatStateChangeComments.SetValueInt(1) MagicalAnomaly.ForceRefTo(MQ11a_AnomalyREF) MQ11a_AnomalyREF.Enable() Game.ShakeCamera() ObjectReference XPlosionMarker = MQ11a_AnomalyREF.PlaceAtMe(XMarker, 1) XPlosionMarker.MoveTo(MQ11a_AnomalyREF, 0.0, 0.0, 100) XPlosionMarker.PlaceAtMe(_00E_MQ11a_AnomalySpawnExplosion, 1) _00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_AnomalyREF) int ScreamSound = _00E_NPCMagicAnomalyScreamM.Play(MQ11a_AnomalyREF) Sound.SetInstanceVolume(ScreamSound, 3.0) EndFunction ;=====================================SCENE11================================================ Function PrepareForLeftTowerVision() SetCaliaAsCompanion(False) SwitchCaliaNormalDialogue(False) ; Lock the player in the left tower until the puzzle is solved. ; This should prevent the scene from stopping prematurely ; ( http://sureai.net:9898/browse/ERB-1238 ). MQ11a_LeftTowerDoorOut.SetLockLevel(255) MQ11a_LeftTowerDoorOut.Lock() _00E_TeleportGlobal.SetvalueInt(1) ; A few failsaves that *really* shouldn't be necessary. But one ; aspect of defensive programming for Skyrim is that every time ; you lock a door, you should ensure that the player and other ; relevant NPCs are on the right side of it. If PlayerREF.GetParentCell() != MQ11a_SC11_DalGalarStart.GetParentCell() PlayerREF.MoveTo(MQ11a_SC11_DalGalarStart) EndIf If _00E_MC_CaliaREF.GetParentCell() != MQ11a_SC11_DalGalarStart.GetParentCell() _00E_MC_CaliaREF.MoveTo(MQ11a_SC11_DalGalarStart) EndIf (PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking() EndFunction Function StartLeftTowerVision01() If MQ11a_SC11_XMarkerGoblets == None MQ11a_SC11_XMarkerGoblets = (Game.GetFormFromFile(0x000EA843, "Skyrim.esm") as ObjectReference) EndIf CompanionIsTalking.SetValueInt(0) MQ11a_DalGalarREF.MoveTo(MQ11a_SC11_DalGalarStart) MQ11a_DalGalarREF.SetAlpha(0.0) MQ11a_StarlingsTinkerer.MoveTo(MQ11a_SC11_StarlingStart) MQ11a_StarlingsTinkerer.SetAlpha(0.0) _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC11_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_SC11_SilverJugGoblets.MoveTo(MQ11a_SC11_XMarkerGoblets) _00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC11_SilverJugGoblets) MS04MemoryFXBody01VFX.Play(MQ11a_SC11_SilverJugGoblets) EndFunction Function TinkererEnterBleedOut() MQ11a_StarlingsTinkerer.Kill(PlayerREF) EndFunction Function TinkererKill() MQ11a_StarlingsTinkerer.GetActorBase().SetEssential(False) MQ11a_StarlingsTinkerer.SetGhost(False) MQ11a_StarlingsTinkerer.DamageActorValue("Health", 500) EndFunction Function StopTowerVisionFX() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC11_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_StarlingsTinkerer.Disable() MQ11a_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin) MQ11a_SC11_SilverJugGoblets.Disable() (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() StartRiddleScene() EndFunction Function CaliaLookAtBreach() _00E_MC_CaliaREF.SetLookAt(MQ11a_SC12_ExplosionMarker) EndFunction Function CaliaClearLookAt() _00E_MC_CaliaREF.ClearLookAt() EndFunction Function StartRiddleScene() MQ11a_LeftTower.SetValueInt(1) MQ11a_SC12_LeftTowerRiddle.ForceStart() EndFunction ;=====================================BARRIER RIDDLE================================================ Function SetVariable() MQ11a_LeftTower.SetValueInt(2) EndFunction Function ShowTutorialMessage() SetObjectiveDisplayed(50) MQ11a_LeftTower.SetValueInt(3) If _00E_DisableQuestTutorials.GetValueInt() == 0 _00E_MQ11a_TutorialCrosshair.ShowAsHelpMessage("MQ11a_TutorialCrosshair", 5, 5, 1) EndIf PlayerREF.AddItem(_00E_MQ11a_SC9_GunpowderSatchel, 1, false) PlayerREF.AddItem(_00E_MQ11a_SC12_FireArrows, 5, false) If PlayerREF.HasSpell(_10E_SpellTelekinesis) == False PlayerREF.AddSpell(_00E_MQ11a_SC12_Telekinesis, true) EndIf MQ11a_SC11_TriggerREF.Enable() MQ11a_SC12_CollisionPlane.Disable() RegisterForSingleUpdate(7) GoToState("BarrierRiddle") EndFunction Function ShowTutorialMessage02() Message.ResetHelpMessage("MQ11a_TutorialCrosshair") If _00E_DisableQuestTutorials.GetValueInt() == 0 _00E_MQ11a_TutorialArrows.ShowAsHelpMessage("MQ11a_TutorialArrows", 5, 5, 1) EndIf EndFunction Function RefillFireArrows() If PlayerREF.GetItemCount(_00E_MQ11a_SC12_FireArrows) <= 0 PlayerREF.AddItem(_00E_MQ11a_SC12_FireArrows, 5, false) EndIf EndFunction Function PrepareForShootingFireArrows1() UnregisterForUpdate() SwitchCaliaNormalDialogue(False) RefillFireArrows() EndFunction Function PrepareForShootingFireArrows2() RegisterForSingleUpdate(4) ShowTutorialMessage02() GoToState("BarrierRiddle") SwitchCaliaNormalDialogue(True) EndFunction Function RegisterD10Remark() bSaidD10Remark = True EndFunction Function ExplodeGears() UnregisterForUpdate() Message.ResetHelpMessage("MQ11a_TutorialArrows") Message.ResetHelpMessage("MQ11a_TutorialCrosshair") Message.ResetHelpMessage("Telekinesis") Wait(1) MQ11a_SC12_ExplosionMarker.PlaceAtMe(_00E_HarmlessFireExplosion, 1) Game.ShakeCamera() Wait(0.7) FXExplosionCatapultNearM.Play(MQ11a_SC12_ExplosionMarker) Game.ShakeCamera(afStrength = 1.0) MAGShockExpMassImod.Apply() Wait(0.4) MQ11a_SC12_StarlingBarrierREF.PlaceAtMe(ExplosionShockMassNoEffects, 1) TRPDwemerPistonOutM.Play(MQ11a_SC12_ExplosionMarker) MQ11a_SC12_BarrierSound.Disable() MQ11a_SC12_StarlingBarrierREF.PlayAnimation("playanim01") SetObjectiveCompleted(50) _00E_EPHandler.GiveEP(__Config_RewardEXPBarrierRiddle) bLeftTowerRiddleSolved = True MQ11a_SC13_DalGalarREF.GetActorBase().SetName("") MQ11a_SC13_DalGalarREF.SetName("") PlayerREF.UnequipSpell(_00E_MQ11a_SC12_Telekinesis, 0) PlayerREF.UnequipSpell(_00E_MQ11a_SC12_Telekinesis, 1) PlayerREF.RemoveSpell(_00E_MQ11a_SC12_Telekinesis) MQ11a_LeftTowerDoorOut.SetLockLevel(0) MQ11a_LeftTowerDoorOut.Lock(false) _00E_TeleportGlobal.SetvalueInt(0) EndFunction Function SetMQ11a_LeftTower(int Value) MQ11a_LeftTower.SetValueInt(Value) EndFunction Function SetMQ11a_LeftTower_Inc(int Value) ; Same as SetMQ11a_LeftTower, but do it only if ; the current value of MQ11a_LeftTower is < Value. ; This is not 100% guaranteed to be correct, because the ; GetValueInt and the SetValueInt don't form an atomic block. if MQ11a_LeftTower.GetValueInt() < Value MQ11a_LeftTower.SetValueInt(Value) endif EndFunction Function SetD11SayOnce(int Value) ; Set the quest variable _00E_MQ11a_D11_Branch_SayOnce to Value. ; This ensures that the topic MQ11a_D11_Start is said only at the ; appropriate point (namely, in Maya's room), and only once. _00E_MQ11a_D11_Branch_SayOnce = Value EndFunction ;=====================================MAYA VISION================================================ Function StartMayaVision() MQ11a_SC14_DalGalarLinkMarker.Disable() MQ11a_SC12_StarlingBarrierREF.Disable() MQ11a_SC13_MayaREF.MoveTo(MQ11a_SC13_MayaMoveToMarker) _00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC13_MayaREF) MS04MemoryFXBody01VFX.Play(MQ11a_SC13_MayaREF) _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC13_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_SC13_DalGalarREF.GetActorBase().SetName("Dal'Galar") RegisterForSingleUpdate(90) EndFunction Function StopMayaVision() MQ11a_SC13_MayaREF.Disable() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC13_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_SC13_DalGalarREF.Disable() (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() SetObjectiveDisplayed(41) SetMQ11a_LeftTower(8) CompanionIsTalking.SetValueInt(0) EndFunction Function PortPlayerBack() UnregisterForUpdate() GoToState("DefaultState") CompanionIsTalking.SetValueInt(1) Game.DisablePlayerControls() GetFadeToBlackControl().FadeToBlack() PlayerREF.MoveTo(MQ11a_PlayerMainHallMarker) _00E_MC_CaliaREF.MoveTo(PlayerREF, 72.0) ; Port Calia to the right of the player CaliaEquipTorch(True) FadeToBlackBackIMOD.Apply() FadeToBlackHoldIMOD.Remove() Game.EnablePlayerControls() RegisterForSingleUpdate(1) EndFunction Function SayOnEnteringMainHall() GoToState("DefaultState") RegisterForSingleUpdate(1) EndFunction ;=====================================RIGHT TOWER, DISSECTING ROOM================================================ Function SetUpSpyScene() CompanionIsTalking.SetValueInt(0) MQ11a_SC15_SpyStartMarker002.MoveTo(PlayerRef, -(120.0 * Math.Sin(PlayerRef.GetAngleZ())), -(120.0 * Math.Cos(PlayerRef.GetAngleZ())), PlayerRef.GetHeight() + 50.0) MQ11a_SC15_SpyREF.Enable() MQ11a_SC15_SpyREF.SetAlpha(0.0) MQ11a_SC15_SpyREF.MoveTo(MQ11a_SC15_SpyStartMarker) EndFunction Function CaliaEquipTorch(bool Equipped = True) if Equipped == True CaliaAddTorch() _00E_MC_CaliaREF.EquipItem(Torch01, False, True) Else _00E_MC_CaliaREF.UnequipItem(Torch01) CaliaRemoveTorch() EndIf EndFunction Function CaliaAddTorch() If _00E_MC_CaliaREF.GetItemCount(Torch01) <= 0 _00E_MC_CaliaREF.AddItem(Torch01, 1) EndIf EndFunction Function CaliaRemoveTorch() Int nTorchCount = _00E_MC_CaliaREF.GetItemCount(Torch01) If nTorchCount > 0 _00E_MC_CaliaREF.RemoveItem(Torch01, nTorchCount) EndIf EndFunction Function DisableSpy() MQ11a_SC15_SpyREF.Disable() EndFunction Function SetMQ11a_RightTower(int Value) If MQ11a_RightTower.GetValueInt() < Value MQ11a_RightTower.SetValueInt(Value) EndIf EndFunction Function ReanimateDissectingRoom() SwitchAllTeleportation(False) CaliaNoCombatStateChangeComments.SetValueInt(1) SetCaliaAsCompanion(True) _00E_Music_Combat_ShieldbrothersNoCond.Add() _00E_MC_CaliaREF.SetLookAt(MQ11a_SC15_ExplosionMarker) MQ11a_SC15_ExplosionMarker.PlaceAtMe(_00E_MQ11a_MagAnExpl) Wait(2.1) StartTrackingFight(FIGHT_ID_SC15, 0, _00E_MQ11a_SC15_ReanimationList, SchlossDalGalar, MQ11a_SC15_Zombie, False) RaiseDeadServants(_00E_MQ11a_SC15_ReanimationList, MQ11a_SC15_ExplosionMarker) RegisterForSingleUpdate(90) _00E_MC_CaliaREF.ClearLookAt() EndFunction Function EndDissectingRoomFight() MQ11a_SC15_RightTowerSpy.Stop() MQ11a_SC13_KeyREF.Enable() Wait(0.5) _00E_Music_Combat_ShieldbrothersNoCond.Remove() Wait(1.25) SetCaliaAsCompanion(False) MQ11a_SC16_Comment.ForceStart() SwitchAllTeleportation(True) EndFunction Function StartDissectingRoomVision() MQ11a_DiscipleREF02.MoveTo(MQ11a_SC16_DalGalarDiscipleMarker) MQ11a_DiscipleREF02.SetAlpha(0.0) MQ11a_SC16_DalGalarREF.MoveTo(MQ11a_SC16_DalGalarStartMarker) MQ11a_SC16_DalGalarREF.SetAlpha(0.0) MQ11a_SC16_DalGalarREF.SetActorValue("Variable01", 1.0) MQ11a_SC16_DalGalarREF.EvaluatePackage() Wait(0.25) (PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC16_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_SC17_DissectingRoomVision.ForceStart() EndFunction Function StopDissectingRoomVision() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC16_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) MQ11a_SC16_DalGalarREF.DisableNoWait() MQ11a_DiscipleREF02.DisableNoWait() MQ11a_SC16_DalGalarREF.SetActorValue("Variable01", 0.0) MQ11a_SC16_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin) (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() EndFunction Function StartStoneRoomVision() MQ11a_SC19_DalGalarREF.MoveTo(MQ11a_SC19_DalGalarStartMarker) MQ11a_SC19_DalGalarREF.SetAlpha(0.0) MQ11a_SC19_DogREF.Enable() MQ11a_SC19_DogREF.SetAlpha(0.0) (PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC19_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) EndFunction Function CrystalChannelEnergy() ObjectReference ExplosionMarker = MQ11a_SC19_CrystalMarker.PlaceAtMe(XMarker) ExplosionMarker.MoveTo(MQ11a_SC19_CrystalMarker, 0.0, 0.0, 90.0) GhostFXShaderNightingaleCorrupt.Play(MQ11a_SC19_CrystalMarker) _00E_A2_ChaosOrbSpawnSound.Play(MQ11a_SC19_CrystalMarker) Wait(3) ExplosionMarker.PlaceAtMe(DA16SkullAreaExplosion) Wait(2) _00E_MAGEldritchFireM.Play(MQ11a_SC19_CrystalMarker) _00E_MQ11a_SC19_BlackStoneChannelBeam.Cast(MQ11a_SC19_CrystalMarker, MQ11a_SC19_DogREF) Wait(1.5) NPCDogInjuredM.Play(MQ11a_SC19_DogREF) Wait(1.5) MQ11a_SC19_CrystalMarker.InterruptCast() NPCDogDeathM.Play(MQ11a_SC19_DogREF) MQ11a_SC19_DogREF.PlaceAtMe(_00E_MQ11a_SC19_BlackStoneDissolve) MQ11a_SC19_DogREF.AttachAshPile(DefaultAshPileGhostBlack) MQ11a_SC19_DogREF.Disable() GhostFXShaderNightingaleCorrupt.Stop(MQ11a_SC19_CrystalMarker) Wait(1) SetMQ11a_RightTower(6) EndFunction Function StopStoneRoomVision() MQ11a_SC19_DalGalarREF.MoveTo(MQ11a_DalGalarOrigin) _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC19_VisionRefs, _00E_MQ11a_SC8_FreezeRefs) (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() EndFunction Function EnableLetter() MQ11a_SC19_LetterREF.Enable() EndFunction ;=====================================DOOR RIDDLE================================================ Function CheckForRiddleDoor() if (MQ11a_DoorRiddle.GetValueInt() == 2) DRSStoneLabyrinthianOpenM.Play(PlayerREF) Wait(1) Self.SetCurrentStageID(125) SetObjectiveCompleted(37) SetObjectiveCompleted(47) SetObjectiveCompleted(42) DA02BoethiahFXS.Stop(MQ11a_SC20_RiddleDoorMain) WaitForCompanionToStopTalking() CompanionIsTalking.SetValueInt(1) _00E_MC_CaliaREF.Say(MQ11a_D14_RemarksTopic) WaitForCompanionToStopTalking(7.0) CompanionIsTalking.SetValueInt(0) Else WaitForCompanionToStopTalking() CompanionIsTalking.SetValueInt(1) _00E_MC_CaliaREF.Say(MQ11a_D14_RemarksTopic) WaitForCompanionToStopTalking(3.0) Int nWordsFound = 0 If MQ11a_LeftTower.GetValueInt() >= 9 nWordsFound += 1 EndIf If MQ11a_RightTower.GetValueInt() >= 9 nWordsFound += 1 EndIf If nWordsFound == 1 CompanionIsTalking.SetValueInt(1) Wait(1) CompanionIsTalking.SetValueInt(1) _00E_MC_CaliaREF.Say(MQ11a_Hello) WaitForCompanionToStopTalking(7.0) EndIf CompanionIsTalking.SetValueInt(0) EndIf EndFunction ;=====================================LIBRARY SCENE================================================ Bool bPorcullisFightPrepared = False Function PreparePortcullisFight() If bPorcullisFightPrepared Return EndIf bPorcullisFightPrepared = True Int myStage = GetCurrentStageID() If myStage != 125 If myStage < 125 bPorcullisFightPrepared = False EndIf Return EndIf StartTrackingFight(FIGHT_ID_SC20, 130, MQ11a_SC20_LibraryEnemies, SchlossDalGalar, MQ11a_SC20_Zombie, True) SetCaliaAsCompanion(True) MQ11a_SC20_Portcullis.SetOpen(False) MQ11a_MQ11CL_ZombieParentREF.Activate(MQ11a_MQ11CL_ZombieParentREF) ; Switch the zombies to the aggressive mode EndFunction Function EndPortcullisFight() _00E_MC_CaliaREF.AddSpell(AbCanSayNotInCombat, False) MQ11a_SC20_Portcullis.SetOpen(True) ; Wait for AbCanSayNotInCombat to warm up (or for timeout) Int nCountdown = 20 Int nCanSpeakCounter = 0 While (nCanSpeakCounter < 1) && (nCountdown > 0) If _00E_MC_CaliaREF.IsInFaction(CanSayFaction) nCanSpeakCounter += 1 Else nCanSpeakCounter = 0 EndIf Utility.Wait(1.0) nCountdown -= 1 EndWhile If nCountdown > 0 && GetCurrentStageID() < 130 CompanionIsTalking.SetValueInt(1) _00E_MC_CaliaREF.Say(MQ11a_D14_Remarks02Topic) EndIf _00E_MC_CaliaREF.RemoveSpell(AbCanSayNotInCombat) _00E_MC_CaliaREF.RemoveFromFaction(CanSayFaction) EndFunction Function SetUpAndStartLibraryScene() _FS_Phasmalist_ControlQuest.UnsummonApparitionIfExists() SetCaliaAsCompanion(False) MQ11a_SC21_WrongDoor002.BlockActivation(True) Game.RequestAutoSave() MQ11a_SC20_Portcullis.SetOpen(False) (PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking() MQ11a_SC20_LibraryScene.ForceStart() EndFunction Function EnableMercenaryLeader() AllowIdleChatter.SetValue(0) _00E_TeleportGlobal.SetvalueInt(1) MQ11a_SC20_MercenaryLeader.MoveTo(MQ11a_SC20_MercenaryLeader.GetLinkedRef()) MQ11a_SC20_MercenaryLeader.SetAlpha(0.0) MQ11a_LeaderSpawned.SetValueInt(1) ; Failsave for the case when the player quickly runs back through ; the closing portcullis. This is to fix ; http://forum.sureai.net//tracker.php?p=8&t=11005 . float PlayerY = PlayerREF.GetPositionY() float CorrectY = MQ11a_SC20_Portcullis.GetPositionY() + 32 if PlayerY < CorrectY float PlayerX = PlayerREF.GetPositionX() float PlayerZ = PlayerREF.GetPositionZ() PlayerREF.SetPosition(PlayerX, CorrectY, PlayerZ) endif EndFunction Function FadeInMercenaryLeader() CaliaEquipTorch(False) MGTeleportInEffect.Play(MQ11a_SC20_MercenaryLeader) MAGMysticismSoulTrapCapture.Play(MQ11a_SC20_MercenaryLeader) ; Wait(0.2) MQ11a_SC20_MercenaryLeader.SetAlpha(1, True) EndFunction Function EnableMercenaries() int iIndex = _00E_MQ11a_SC20_Mercenaries.GetSize() while iIndex > 0 iIndex -= 1 Actor iMercenary = _00E_MQ11a_SC20_Mercenaries.GetAt(iIndex) as Actor iMercenary.SetAlpha(0.0) iMercenary.MoveTo(iMercenary.GetLinkedRef()) MGTeleportInEffect.Play(iMercenary) MAGMysticismSoulTrapCapture.Play(iMercenary) iMercenary.SetAlpha(1) EndWhile EndFunction Function KnockBackCalia() MQ11a_SC20_EldritchBarrierREF.MoveTo(MQ11a_SC20_MercenaryLeader) MQ11a_SC20_EldritchBarrierREF.PlayAnimation("PlayAnim02") _00E_MAGEldritchCharge_050M.Play(MQ11a_SC20_EldritchBarrierREF) MQ11a_SC20_EldritchBarrierREF.PlaceAtMe(_00E_MagicLightEldritch01, 1) MQ11a_SC20_BarrierSound = QSTDA16MagicBarrierLPM.Play(MQ11a_SC20_EldritchBarrierREF) Wait(0.8) _00E_MC_CaliaREF.DamageActorValue("Health", 1000) ParalyzeFxShader.Play(_00E_MC_CaliaREF) _00E_MAGEldritchFireSSVar01M.Play(_00E_MC_CaliaREF) _00E_MAGEldritchHitImod.Apply() Self.SetCurrentStageID(135) EndFunction Function CaliaSetHeadTracking() _00E_MC_CaliaREF.SetLookAt(MQ11a_SC20_MercenaryLeader, True) MQ11a_SC20_MercenaryLeader.SetLookAt(_00E_MC_CaliaREF, True) EndFunction Function LeaderCastSpell() MQ11a_SC20_MercenaryLeader.PlayIdle(IdleMagic_01) Wait(1) _00E_MC_CaliaREF.RestoreActorValue("Health", 100) Wait(2.3) _00E_MC_CaliaREF.SetGhost(True) Debug.SendAnimationEvent(_00E_MC_CaliaREF, "returnToDefault") Debug.SendAnimationEvent(_00E_MC_CaliaREF, "IdleDA02BoethiahPostEnter") ParalyzeFxShader.Play(_00E_MC_CaliaREF) _00E_FXEldritchShader03.Play(_00E_MC_CaliaREF) QSTDA16MagicBarrierOffM.Play(MQ11a_SC20_EldritchBarrierREF) MQ11a_SC20_EldritchBarrierREF.PlayAnimation("PlayAnim01") Wait(2) _00E_MC_CaliaREF.ClearLookAt() MQ11a_SC20_MercenaryLeader.ClearLookAt() _00E_MC_CaliaREF.SetHeadTracking(True) Self.SetCurrentStageID(145) EndFunction Function StartLibraryScene02() MQ11a_SC21_LibraryScene02.ForceStart() EndFunction Function CloseDoor() Game.RequestAutoSave() CaliaNoCombatComments.SetValueInt(1) MQ11a_SC22_LibraryZombieREF.Enable() StartTrackingFight(FIGHT_ID_SC22, 160, _00E_MQ11a_SC22_Enemies, SchlossDalGalar, MQ11a_SC22_Zombie, True) MQ11a_SC22_CaliaRescueScene.ForceStart() MQ11a_SC211_DoubleDoorREF.SetOpen(False) MQ11a_SC211_DoubleDoorREF.BlockActivation(True) MQ11a_SC21_WrongDoor002.BlockActivation(False) MQ11a_SC20_Portcullis.BlockActivation(True) MQ11a_SC20_MercenaryLeader.StopCombat() _00E_Music_Combat_Epic.Add() (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() GoToState("CaliaRescueScene") RegisterForSingleUpdate(5) EndFunction Function EndRescueKeyFight() GiveKeyToEnemies(_00E_MQ11a_SC22_Enemies, _00E_MQ11a_DalGalarLibraryKey) EndFunction Function StopRescueSequence() Game.RequestAutoSave() UnregisterForUpdate() Self.SetObjectiveDisplayed(70, 0) MQ11a_LeaderSpawned.SetValueInt(5) If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf MQ11a_SC20_Portcullis.BlockActivation(False) _00E_MC_CaliaREF.SetGhost(True) _00E_Music_Combat_Epic.Remove() _00E_SilenceTransitionHighPriority.Add() EndFunction Function StartTransformSound() MQ11a_MQ11CL_ZombieParentREF.Disable() Int transformSound = _00E_MC_Calia_ItTransformLPDM.Play(PlayerREF) Sound.SetInstanceVolume(transformSound, 5.0) Wait(4) MQ11a_LeaderSpawned.SetValueInt(6) Sound.StopInstance(transformSound) EndFunction Function PlayTransformScream() _00E_MC_Calia_ItScream01M.Play(MQ11a_SC22_CaliaTransformSound) EndFunction Function PlayMassacreSound() _00E_MC_Calia_ItTearofHallysLeg.Play(MQ11a_SC22_CaliaTransformSound) EndFunction Function PlayFlySound() _00E_MC_Calia_ItFlyTohallysAndKill.Play(MQ11a_SC22_CaliaTransformSound) Wait(7) Game.ShakeCamera() EndFunction Function PlayScream02() _00E_MC_Calia_ItScream02M.Play(MQ11a_SC22_CaliaTransformSound) EndFunction Function PlayFinalExplosion() Game.DisablePlayerControls() ; The brittle wall connecting the hidden room with the main hall ; is now going to collapse... almost. In fact, there are three ; brittle walls... One (the "real" one) stands in the player's ; path, whereas the other two (the "fake" ones) are invisible ; (they are mostly hidden inside other walls). The "real" brittle ; wall is going to be disabled, while the "fake" brittle walls ; are going to collapse (leaving behind ruins). The problem with ; collapsing the real brittle wall would be that its collapsed ; state is not really savegame-persistent, so the player would ; get trapped in the hidden room unless if he restarts the game. MQ11a_SC22_BrittleWall.PlayAnimation("openStart") MQ11a_SC22_BrittleWallFake1.PlayAnimation("openStart") MQ11a_SC22_BrittleWallFake2.PlayAnimation("openStart") Game.ShakeCamera(afStrength = 1.0) _00E_MQ11a_SC22_CaliaTransformCompleteEXP.Apply() PlayerREF.SplineTranslateToRef(MQ11a_SC22_PlayerBoomStick, 200.0, 1000) Wait(0.1) _00E_NPCKillBodyfall.Play(PlayerREF) FadeToBlackHoldIMOD.Apply() MQ11a_SC22_BrittleWall.Disable() Self.SetCurrentStageID(165) EndFunction Function SetUpBloodyScene() MQ11a_SC22_BrittleWall.PlayAnimation("openStart") If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf _00E_TeleportGlobal.SetValueInt(1) MQ11a_MQ11CL_CameraEffectsREF.EnableNoWait() MQ11a_SC20_Mercenary03.DisableNoWait() MQ11a_SC20_Mercenary02.DisableNoWait() MQ11a_SC20_Mercenary01.DisableNoWait() MQ11a_SC20_MercenaryLeader.DisableNoWait() Debug.SendAnimationEvent(_00E_MC_CaliaREF, "IdleForceDefaultState") _00E_MC_CaliaREF.MoveTo(MQ11a_SC23_CaliaWoundedMarker) MQ11a_SC20_EnableREF001.Enable() MQ11a_SC23_CaliaWakeUp.ForceStart() _00E_FXEldritchShader03.Stop(_00E_MC_CaliaREF) ParalyzeFxShader.Stop(_00E_MC_CaliaREF) _00E_MC_CaliaREF.BlockActivation(True) MQ11a_SC211_DoubleDoorREF.SetOpen(True) MQ11a_SC23_FinalGate.SetOpen(True) MQ11a_SC20_Portcullis.SetOpen(True) _00E_BloodyFXShader.Play(_00E_MC_CaliaREF) MQ11a_SC23_CaliaTalkingActivator.MoveTo(MQ11a_SC23_Bedroll, afZOffset = -64.0) MQ11a_SC23_CaliaTalkingActivator.EnableNoWait() EndFunction Function WakeUpPlayer() _00E_MC_CaliaREF.UnequipAll() UpdateCaliaAliasScriptState() PlayerREF.MoveTo(MQ11a_SC23_PlayerWakeUpMarker) Game.DisablePlayerControls() Game.SetPlayerAIDriven(True) PlayerREF.PlayIdle(TG05_GetUp) Wait(1) FadeToBlackHOLDIMod.PopTo(_00E_WakeUp) Wait(4) Game.EnablePlayerControls() Game.SetPlayerAIDriven(False) MQ11aDoorDisabler.Disable() MQ11a_SC24_DalGalarRef.SetAlpha(0.0) StartTrackingFight(FIGHT_ID_SC24, 182, _00E_MQ11a_SC24_FreezeRefs, SchlossDalGalar, MQ11a_SC24_Zombie, True) EndFunction Function AddMusic() _00E_SilenceTransitionHighPriority.Remove() _00E_Music_Special_Character_Calia.Add() EndFunction Function RemoveCaliaTheme() _00E_Music_Special_Character_Calia.Remove() _00E_Music_Special_Character_CaliaShort.Remove() ; Left for compatibility with old saves EndFunction Function PrepareBed() Game.DisablePlayerControls() FadeToBlackImod.Apply() Wait(2) FadeToBlackImod.PopTo(FadeToBlackHoldIMOD) MQ11a_CaliaCamp.SetValueInt(1) MQ11a_SC23_CaliaMadeBed.Enable() EndFunction Function MoveCaliaToMadeBed() _SafeMoveNPCtoFurniture(_00E_MC_CaliaREF, MQ11a_SC23_TravelMadeBedMarker) _00E_MC_CaliaREF.Reset(MQ11a_SC23_TravelMadeBedMarker) ; fix for https://sureai.net/tracker/view.php?id=1877 EndFunction Function EnableBed() MQ11a_SC23_CaliaTalkingActivator.MoveTo(MQ11a_SC23_CaliaMadeBed, afZOffset = -64.0) PlayerREF.MoveTo(MQ11a_SC23_PlayerCampMarker) _00E_BloodyFXShader.Stop(_00E_MC_CaliaREF) MQ11a_CaliaCamp.SetValueInt(2) EndFunction Function FadeBackEverything() _00E_MC_CaliaREF.UnequipAll() FadeToBlackHoldIMOD.PopTo(FadeToBlackBackImod) Wait(2) EnablePlayerControls() EndFunction ;=====================================SANCTUARIUM================================================ Function PrepareTableVision() MQ11a_SC24_MayaDinner.ForceStart() GiveKeyToEnemies(_00E_MQ11a_SC24_FreezeRefs, _00E_MQ11a_SC24_SanctuariumKey) EndFunction Function CallTableVision() RemoveCaliaTheme() MQ11a_SC24_DalGalarRef.SetName("Dal'Galar") MQ11a_SC23_MayaAtTable.Enable() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC24_VisionRefs, _00E_MQ11a_SC24_FreezeRefs) _00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC23_MayaAtTable) MS04MemoryFXBody01VFX.Play(MQ11a_SC23_MayaAtTable) (PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking() EndFunction Function StopVision() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC24_VisionRefs, _00E_MQ11a_SC24_FreezeRefs) MQ11a_SC24_DalGalarRef.DisableNoWait() MQ11a_SC23_MayaAtTable.DisableNoWait() (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() MQ11a_SC25_MayasREF.SetAlpha(0.0) ; Some kind of failsave inherited from old _00E_MQ11a_SC25_FailsaveSC Wait(3) Message.ResetHelpMessage("MQ11a_TutorialArrows") _00E_MQ11a_SC23_MayaMessage.ShowAsHelpMessage("MQ11a_TutorialMaya", 5, 1, 1) EndFunction ;=====================================FINAL ROOM================================================ Function StartLastFight() Message.ResetHelpMessage("MQ11a_TutorialMaya") SwitchAllTeleportation(False) Game.RequestAutoSave() StartTrackingFight(FIGHT_ID_SC25, 195, _00E_MQ11a_SC25_Enemies, SchlossDalGalar, MQ11a_SC25_Zombie, False) Game.ShakeCamera() ObjectReference XPlosionMarker = MQ11a_SC25_AnomalyStartREF.PlaceAtMe(XMarker, 1) XPlosionMarker.MoveTo(MQ11a_SC25_AnomalyStartREF, 0.0, 0.0, 100) XPlosionMarker.PlaceAtMe(_00E_MQ11a_AnomalySpawnExplosion, 1) XPlosionMarker.PlaceAtMe(_00E_MQ11a_MagAnExpl, 1) int ScreamSound = _00E_NPCMagicAnomalyScreamM.Play(MQ11a_SC25_AnomalyStartREF) Sound.SetInstanceVolume(ScreamSound, 3.0) MQ11a_SC25_AnomalyFinal.Enable() MQ11a_SC25_AnomalyFinal.MoveTo(MQ11a_SC25_AnomalyStartREF) RaiseDeadServants(_00E_MQ11a_SC25_Enemies, MQ11a_SC25_AnomalyStartREF) EndFunction Function EndLastFight(Int postFightQuestStage) SetCurrentStageID(postFightQuestStage) _00E_Meditate_Allowed.SetValueInt(1) ; Allow only meditation, other teleports are still forbidden EndFunction Function StartMayaReanimationScene() (PlayerREF as _00E_PlayerFunctions).StopRandomHeadTracking() _00E_Music_Special_MQ11a_Reanimation.Add() MQ11a_SC25_DalGalarREF.MoveTo(MQ11a_SC25_DalGalarREF.GetLinkedRef()) MQ11a_SC25_DalGalarREF.SetAlpha(0.0) MQ11a_SC25_DalGalarREF.AddSpell(_00E_AbPosessed) MQ11a_SC25_BeamREF.EnableNoWait() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestop(_00E_MQ11a_SC25_VisionRefs, _00E_MQ11a_SC24_FreezeRefs) MQ11a_SC25_MayaReanimation01.ForceStart() EndFunction Function StartBeamFX() MQ11a_SC25_BeamREF.PlaceAtMe(TG08BShockwaveExplosion, 1) MQ11a_SC25_BeamREF.PlayGamebryoAnimation("animIdle") BeamLPM = _00E_MAGEldritchBreathFireLPMSDM.Play(MQ11a_SC25_BeamREF) _00E_MQ11a_SC25_DalGalarScreamM.Play(MQ11a_SC25_DalGalarREF) Wait(3) MQ11a_SC25_BeamREF.PlayGamebryoAnimation("AnimPlay") QSTAlduinDeathExplosionC.Play(MQ11a_SC25_BeamREF) Game.ShakeCamera() _00E_MQ11a_BlackStoneSP.Cast(MQ11a_SC25_CastMarker, MQ11a_SC25_TargetMarker) Wait(4) Sound.StopInstance(BeamLPM) MQ11a_SC25_CastMarker.InterruptCast() MQ11a_SC25_DalGalarREF.SetGhost(False) MQ11a_SC25_DalGalarREF.DamageActorValue("Health", 1000) Self.SetCurrentStageID(205) EndFunction Function HealDalGalarSC25() MQ11a_SC25_DalGalarREF.RestoreActorValue("Health", 100) EndFunction Function KnockOutMaya() MQ11a_SC25_MayasREF.Kill(MQ11a_SC25_MayasREF) EndFunction Function StartITFX() MayaTransformSound = _00E_MC_Calia_ItTransformLPDM.Play(MQ11a_SC25_MayasREF) _00E_MC_CaliaItFXS.Play(MQ11a_SC25_MayasREF) MQ11a_SC25_MayasREF.SetEyeTexture(_00E_MC_CaliaEyesIt) EndFunction Function MoveVeiledWoman() _SafeMoveNPCtoFurniture(MQ11a_SC25_VeiledWomanREF, MQ11a_SC25_VeiledWomanStart) MQ11a_SC25_VeiledWomanREF.SetAlpha(0.0) _00E_Func_WaitForRef.WaitForReferenceToLoad(MQ11a_SC25_VeiledWomanREF) MS04MemoryFXBody01VFX.Play(MQ11a_SC25_VeiledWomanREF) MQ11a_SC25_VeiledWomanREF.SetAlpha(0.5, True) EndFunction Function DissolveDalGalar() ShockDisintegrate01FXS.Play(MQ11a_SC25_DalGalarREF) Wait(1) MQ11a_SC25_DalGalarREF.PlaceAtMe(ExplosionRuneShockSmallNoEffects) MQ11a_SC25_DalGalarREF.PlaceAtMe(_00E_FS_MAGGoreExplosion) MQ11a_SC25_DalGalarREF.Disable() Game.TriggerScreenBlood(10) EndFunction Function StopITFX() Sound.StopInstance(MayaTransformSound) _00E_MC_CaliaItFXS.Stop(MQ11a_SC25_MayasREF) MQ11a_SC25_MayasREF.SetGhost(False) MQ11a_SC25_MayasREF.GetActorBase().SetEssential(False) MQ11a_SC25_MayasREF.Kill(MQ11a_SC25_MayasREF) EndFunction Function CaliaAndVeiledWomanDisappear() _00E_Music_Special_Event_Dark.Remove() _00E_PlayerFunctions.GetVisionControl().VisionEffectNoTimestopStop(_00E_MQ11a_SC25_VisionRefs, _00E_MQ11a_SC24_FreezeRefs) MQ11a_SC25_VeiledWomanREF.DisableNoWait() MQ11a_SC25_MayasREF.DisableNoWait() MQ11a_SC25_BeamREF.DisableNoWait() (PlayerREF as _00E_PlayerFunctions).ResumeRandomHeadTracking() Self.SetCurrentStageID(210) MQ11a_SC26_DoorREF.BlockActivation(False) _00E_MQ11a_SC23_Calia.ShowAsHelpMessage("MQ11aFinalCalia", 5, 1, 1) EndFunction Function GoToFrostcliffTavern() ; Remove combat music (failsave for ; http://forum.sureai.net//tracker.php?p=8&t=10216 ). _00E_Music_Combat_ShieldbrothersNoCond.Remove() _00E_Music_Combat_Epic.Remove() CaliaNoCombatComments.SetValueInt(0) _00E_MC_CaliaREF.BlockActivation(False) UpdateCaliaAliasScriptState() MQ11a_SC23_CaliaTalkingActivator.DisableNoWait() SetObjectiveCompleted(37) Game.RequestAutoSave() MQ11a_Failsave_BlackStoneChestREF.RemoveItem(_00E_MQ11a_BlackStoneMisc, 1, false, PlayerREF) if PlayerREF.GetItemCount(_00E_MQ11a_BlackStoneMisc) < 1 PlayerREF.AddItem(_00E_MQ11a_BlackStoneMisc, 1) EndIf Game.DisablePlayerControls() GetFadeToBlackControl().FadeToBlack() _00E_Music_Special_MQ11a_Reanimation.Remove() RemoveCaliaTheme() PlayerREF.MoveTo(MQ11a_SC26_PlayerPortMarker) If _00E_MC_CaliaREF.IsDisabled() _00E_MC_CaliaREF.Enable() EndIf _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet) _00E_MC_CaliaREF.UnEquipItem(_01E_20Huetergrossschwert) _00E_MC_CaliaREF.MoveTo(MQ11a_SC26_CaliaPortMarker) MQ11a_SC26_LastConversationCalia.ForceStart() MQ11a_SC26_Chair.Activate(PlayerREF) ; Hold the door! Calia's forcegreet might fail, and then we want ; the player to talk to her. MQ11a_SC26_Door.SetLockLevel(255) MQ11a_SC26_Door.Lock() _00E_Func_ReferenceFormList.Enable(MQ11a_SC6_WolfPackGates) ; Failsave to fix a bug in which the player fails to sit down ; and instead levitates through the level ; ( http://forum.sureai.net//tracker.php?p=8&t=10396 ; = http://forum.sureai.net//tracker.php?p=8&t=11007 ). Wait(13) if PlayerREF.GetSitState() < 3 ;Debug.Notification("Restless butt syndrome detected! Trying to activate chair again.") MQ11a_SC26_Chair.Activate(PlayerREF) endif EndFunction Function SC26_FadeBack() if _00E_MC_CaliaREF.GetSitState() < 3 ; http://sureai.net:9898/browse/ERB-1460 _00E_MC_CaliaREF.Disable() _00E_MC_CaliaREF.Enable() Wait(1) endif Weapon caliaWeapon = _00E_MC_CaliaREF.GetEquippedWeapon() If caliaWeapon _00E_MC_CaliaREF.UnequipItem(caliaWeapon) EndIf FadeToBlackHoldIMOD.PopTo(FadeToBlackBackImod) Game.EnablePlayerControls() EndFunction Function SC26_OpenDoorAgain() ; Done again in FinishQuest() function: MQ11a_SC26_Door.SetLockLevel(30) MQ11a_SC26_Door.Lock(false) EndFunction Function FinishQuest() ResetCaliaDialogueFlags() SwitchAllTeleportation(True) AllowIdleChatter.SetValue(1) _00E_PlayerFunctions.GetSoundControl().RemoveSilence() RemoveCaliaTheme() RegisterForSingleUpdateGameTime(9) bStartCaliaCQ = True _00E_EPHandler.GiveEP(1500) MQ11a_SC26_Door.SetLockLevel(30) MQ11a_SC26_Door.Lock(false) EndFunction Function RemoveTaniyshaLetter() PlayerREF.RemoveItem(_00E_MQ11a_SC19_TaniyshaLetter, 1) EndFunction ;===================================================================================== ; EVENTS ;===================================================================================== Bool bSkipNextRescueSceneMessage State CaliaRescueScene Event OnUpdateGameTime() If bStartCaliaCQ If !CQC03.IsCompleted() && CQC03.IsRunning() CQC03.SetCurrentStageID(20) CQC03.FailAllObjectives() Elseif CQC03.IsCompleted() CQC04.SetCurrentStageID(5) EndIf bStartCaliaCQ = False EndIf EndEvent Event OnUpdate() if __Config_RescueTimer > 0 && GetCurrentStageID() < 160 __Config_RescueTimer -= 5 ; Show message every 10 seconds, or every 5 seconds if 30 or less seconds left If (bSkipNextRescueSceneMessage == False) || (__Config_RescueTimer <= 30) _00E_MQ11a_RescueTimer.Show(__Config_RescueTimer) bSkipNextRescueSceneMessage = True Else bSkipNextRescueSceneMessage = False EndIf RegisterForSingleUpdate(5) Elseif GetCurrentStageID() < 160 MUSSpecialDeath.Add() FadeToBlackHoldImod.Apply() Wait(2) Game.QuitToMainMenu() Else UnregisterForUpdate() EndIf EndEvent EndState State BarrierRiddle Event OnUpdate() int MQ11a_LeftTowerLocal = MQ11a_LeftTower.GetValueInt() If MQ11a_LeftTowerLocal == 3 If PlayerREF.GetItemCount(_00E_MQ11a_SC9_GunpowderSatchel) == 0 Message.ResetHelpMessage("MQ11a_TutorialCrosshair") If _00E_DisableQuestTutorials.GetValueInt() == 0 _00E_MQ11a_Tutorial_Telekinesis.ShowAsHelpMessage("Telekinesis", 5, 1, 1) EndIf Return EndIf RegisterForSingleUpdate(3) ElseIf MQ11a_LeftTowerLocal == 4 If CaliaNormalDialogueAllowed.GetValueInt() > 0 && (bSaidD10Remark == False) bSaidD10Remark = True _00E_MC_CaliaREF.Say(MQ11a_D10_remarkTopic) EndIf RefillFireArrows() RegisterForSingleUpdate(3) EndIf EndEvent EndState ;===================================================================================== ; FIGHT TRACKING FUNCTIONS ;===================================================================================== Int Property FIGHT_ID_SC08 = 1 AutoReadOnly Int Property FIGHT_ID_SC15 = 2 AutoReadOnly Int Property FIGHT_ID_SC20 = 3 AutoReadOnly Int Property FIGHT_ID_SC22 = 4 AutoReadOnly Int Property FIGHT_ID_SC24 = 5 AutoReadOnly Int Property FIGHT_ID_SC25 = 6 AutoReadOnly Function StartTrackingFight(Int fightId, Int postFightQuestStage, FormList enemyList, Location enemyLocation, LocationRefType enemyLocRefType, Bool bNoReanimation) (Alias_Player as _00E_MQ11a_PlayerAliasScript).StartTrackingFight(fightId, postFightQuestStage, enemyList, enemyLocation, enemyLocRefType, bNoReanimation) EndFunction Function RaiseDeadServants(Formlist corpseList, ObjectReference corpseActivatorRef) Form[] corpses = corpseList.ToArray() Int Index = 0 While Index < corpses.Length (corpses[Index] as ObjectReference).Activate(corpseActivatorRef) index += 1 EndWhile EndFunction Function RegisterKilledEnemy() Int curStage = GetCurrentStageID() If curStage >= 95 && curStage < 210 (Alias_Player as _00E_MQ11a_PlayerAliasScript).RegisterEnemyDeath() EndIf EndFunction Function RegisterFightEnd(Int fightId, Int postFightQuestStage) If (fightId == FIGHT_ID_SC08) || (fightId == FIGHT_ID_SC24) SetCurrentStageID(postFightQuestStage) ElseIf fightId == FIGHT_ID_SC15 EndDissectingRoomFight() ElseIf fightId == FIGHT_ID_SC20 EndPortcullisFight() ElseIf fightId == FIGHT_ID_SC22 EndRescueKeyFight() ElseIf fightId == FIGHT_ID_SC25 EndLastFight(postFightQuestStage) ElseIf fightId != 0 Debug.Trace(self + ", RegisterFightEnd: unsupported fightId " + fightId) EndIf EndFunction Function GiveKeyToEnemies(FormList enemyList, Key keyToGive) Form[] enemies = enemyList.ToArray() Int Index Index = 0 While Index < enemies.Length (enemies[Index] as ObjectReference).AddItem(keyToGive) Index += 1 EndWhile Index = 0 While Index < enemies.Length _00E_Questshader.Play(enemies[Index] as ObjectReference) Index += 1 EndWhile EndFunction Function SwitchCaliaNormalDialogue(Bool bAllow) If bAllow CaliaNormalDialogueAllowed.SetValueInt(1) Else CaliaNormalDialogueAllowed.SetValueInt(0) EndIf EndFunction Function ResetCaliaDialogueFlags() SwitchCaliaNormalDialogue(True) CaliaNoCombatComments.SetValueInt(0) CaliaNoCombatStateChangeComments.SetValueInt(0) CompanionIsTalking.SetValueInt(0) EndFunction Function WaitForCompanionToStopTalking(Float fMaxTimeInSeconds = 2.0) Int nCountdown = (fMaxTimeInSeconds * 10.0) as Int If nCountdown < 10 nCountdown = 10 EndIf While (CompanionIsTalking.GetValueInt() > 0) && (nCountdown > 0) Wait(0.1) nCountdown -= 1 EndWhile EndFunction Function SwitchAllTeleportation(Bool bAllow) If bAllow _00E_Meditate_Allowed.SetValueInt(1) _00E_TeleportGlobal.SetvalueInt(0) Else _00E_Meditate_Allowed.SetValueInt(0) _00E_TeleportGlobal.SetvalueInt(1) EndIf EndFunction Function SetCaliaAsCompanion(Bool bCompanion) If bCompanion _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_CaliaREF, True, 450, 600, 150) Else _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_CaliaREF, False) EndIf EndFunction Function UpdateCaliaAliasScriptState() (Alias_Calia as _00E_MQ11a_CaliaAliasScript).UpdateState() EndFunction ;===================================================================================== ; PROPERTIES ;===================================================================================== float FailsaveSpeedMult = 90.0 int BeamLPM int CaliaTransformSound int MayaTransformSound int SpokenWith int MQ11a_SC20_BarrierSound bool Property bLeftTowerRiddleSolved Auto Conditional Hidden int Property __Config_RescueTimer Auto {How much time the player has to save Calia} bool AllMercenariesEnabled bool bStartCaliaCQ Bool bSaidD10Remark int Property __Config_RewardEXPQuestCompletion = 1000 Auto {How much EP the player gets after solving the barrier riddle} int Property __Config_RewardEXPSpeakWithPeople = 50 Auto {How much EP the player gets each time he obtains a new information in the Frostcliff tavern} int Property __Config_RewardEXPBarrierRiddle = 300 Auto {How much EP the player gets after solving the barrier riddle} int Property _00E_MQ11a_D11_Branch_SayOnce = 0 Auto Conditional Activator Property DefaultAshPileGhostBlack Auto Quest Property CQC04 Auto Quest Property CQC03 Auto Actor Property _00E_MC_CaliaREF Auto Actor Property PlayerREF Auto Actor Property MQ11a_DiscipleREF Auto Actor Property MQ11a_DiscipleREF02 Auto Actor Property MQ11a_DalGalarREF Auto Actor Property MQ11a_AnomalyREF Auto Actor Property MQ11a_StarlingsTinkerer Auto Actor Property MQ11a_SC13_DalGalarREF Auto Actor Property MQ11a_SC16_DalGalarREF Auto Actor Property MQ11a_SC19_DalGalarREF Auto Actor Property MQ11a_SC15_SpyREF Auto Actor Property MQ11a_SC19_DogRef Auto Actor Property MQ11a_SC20_Mercenary03 Auto Actor Property MQ11a_SC20_Mercenary02 Auto Actor Property MQ11a_SC20_Mercenary01 Auto Actor Property MQ11a_SC20_MercenaryLeader Auto Actor Property MQ11a_SC24_DalGalarRef Auto Actor Property MQ11a_SC25_DalGalarREF Auto Actor Property MQ11a_SC25_MayasREF Auto Actor Property MQ11a_SC25_VeiledWomanREF Auto Actor Property MQ11a_SC02_Guest_01 Auto Actor Property MQ11a_SC02_Guest_02 Auto Book Property _00E_MQ11a_SC19_TaniyshaLetter Auto Light Property _00E_MagicLightEldritch01 Auto Light Property Torch01 Auto Ammo Property _00E_MQ11a_SC12_FireArrows Auto Idle Property IdleMagic_01 Auto Idle Property IdleForceDefaultState Auto Idle Property TG05_GetUp Auto MusicType Property _00E_Music_Combat_ShieldbrothersNoCond Auto MusicType Property _00E_SilenceTransitionHighPriority Auto MusicType Property _00E_Music_Combat_Epic Auto MusicType Property MUSSpecialDeath Auto MusicType Property _00E_Music_Special_Character_Calia Auto MusicType Property _00E_Music_Special_Character_CaliaShort Auto MusicType Property _00E_Music_Special_Event_Dark Auto MusicType Property _00E_Music_Special_MQ11a_Reanimation Auto EffectShader Property _00E_MC_CaliaItFXS Auto EffectShader Property GhostFXShaderNightingaleCorrupt Auto EffectShader Property DA02BoethiahFXS Auto EffectShader Property ParalyzeFxShader Auto EffectShader Property _00E_FXEldritchShader03 Auto EffectShader Property ShockDisintegrate01FXS Auto EffectShader Property _00E_BloodyFXShader Auto Outfit Property _00E_MC_Calia_Outfit Auto Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto GlobalVariable Property AllowIdleChatter Auto Sound Property FXExplosionCatapultNearM Auto Sound Property _00E_MQ11a_SC25_DalGalarScreamM Auto Sound Property _00E_MC_Calia_ItTransformLPDM Auto Sound Property _00E_MQ11a_MagicAnomalyScreamAM Auto Sound Property _00E_NPCMagicAnomalyScreamM Auto Sound Property TRPDwemerPistonOutM Auto Sound Property _00E_A2_ChaosOrbSpawnSound Auto Sound Property NPCDogInjuredM Auto Sound Property NPCDogDeathM Auto Sound Property _00E_MAGEldritchFireM Auto Sound Property DRSStoneLabyrinthianOpenM Auto Sound Property MAGMysticismSoulTrapCapture Auto Sound Property QSTDA16MagicBarrierLPM Auto Sound Property _00E_MAGEldritchCharge_050M Auto Sound Property _00E_MAGEldritchFireSSVar01M Auto Sound Property QSTDA16MagicBarrierOffM Auto Sound Property _00E_MC_Calia_ItScream01M Auto Sound Property _00E_MC_Calia_ItScream02M Auto Sound Property _00E_MC_Calia_ItFlyTohallysAndKill Auto Sound Property _00E_MC_Calia_ItTearofHallysLeg Auto Sound Property _00E_NPCKillBodyfall Auto Sound Property QSTAlduinDeathExplosionC Auto Sound Property _00E_MAGEldritchBreathFireLPMSDM Auto Static Property XMarkerHeading Auto Static Property XMarker Auto Topic Property MQ11a_D10_remarkTopic Auto Topic Property MQ11a_D14_RemarksTopic Auto Topic Property MQ11a_D14_Remark_SigilsTopic Auto Message Property _00E_MQ11a_TutorialCrosshair Auto Message Property _00E_MQ11a_TutorialArrows Auto Message Property _00E_MQ11a_Tutorial_Telekinesis Auto Message Property _00E_MQ11a_SC23_MayaMessage Auto Message Property _00E_MQ11a_SC23_Calia Auto Message Property _00E_MQ11a_RescueTimer Auto VisualEffect Property MS04MemoryFXBody01VFX Auto VisualEffect Property MGTeleportInEffect Auto Spell Property _10E_SpellTelekinesis Auto Spell Property _00E_MQ11a_SC12_Telekinesis Auto Spell Property _00E_MQ11a_SC19_BlackStoneChannelBeam Auto Spell Property _00E_MQ11a_BlackStoneSP Auto Spell Property _00E_AbPosessed Auto Topic Property MQ11a_D6_JourneyRemarkTopic Auto Topic Property MQ11a_Hello Auto TextureSet Property EyesMaleHumanHazelBrown Auto TextureSet Property _00E_MC_CaliaEyesIt Auto Weather Property _00E_MQ11a_SkyrimOvercastSnowSlow Auto Weather Property SkyrimOvercastSnow Auto ReferenceAlias Property Alias_Player Auto ReferenceAlias Property Alias_Calia Auto ReferenceAlias Property MagicalAnomaly Auto ReferenceAlias Property TavernGuest02 Auto ObjectReference Property MQ11a_CaliaAppearMarker Auto ObjectReference Property MQ11a_SC2_CaliaStartMarker Auto ObjectReference Property MQ11a_SC2_CaliaWallMarker Auto ObjectReference Property MQ11a_SC6_SnowdriftParent Auto ObjectReference Property MQ11a_SC6_ParentBarrel Auto ObjectReference Property MQ11a_SC6_PlayerExplodeMarker Auto ObjectReference Property MQ11a_SC6_CaliaBarrelMarker Auto ObjectReference Property MQ11a_SC6_FirstOilPool Auto ObjectReference Property MQ11a_SC7_CastleDoor Auto ObjectReference Property MQ11a_SC7_DebrisParent Auto ObjectReference Property MQ11a_SC8_DalGalarTalkMarker Auto ObjectReference Property Mq11a_SC8_DiscipleTalkMarker Auto ObjectReference Property Mq11a_SC8_CorpseExplosion Auto ObjectReference Property MQ11a_SC8_KeyRef Auto ObjectReference Property MQ11a_SC11_DalGalarStart Auto ObjectReference Property MQ11a_SC11_StarlingStart Auto ObjectReference Property MQ11a_DalGalarOrigin Auto ObjectReference Property MQ11a_DiscipleOrigin Auto ObjectReference Property MQ11a_SC11_SilverJugGoblets Auto ObjectReference Property MQ11a_SC11_XMarkerGoblets Auto ObjectReference Property MQ11a_SC11_TriggerREF Auto ObjectReference Property MQ11a_SC12_ExplosionMarker Auto ObjectReference Property MQ11a_LeftTowerDoorOut Auto ObjectReference Property MQ11a_SC12_BarrierSound Auto ObjectReference Property MQ11a_SC12_StarlingBarrierREF Auto ObjectReference Property MQ11a_SC13_MayaREF Auto ObjectReference Property MQ11a_SC13_MayaMoveToMarker Auto ObjectReference Property MQ11a_Failsave_BlackStoneChestREF Auto ObjectReference Property MQ11a_PlayerMainHallMarker Auto ObjectReference Property MQ11a_SC15_SpyStartMarker Auto ObjectReference Property MQ11a_SC15_ExplosionMarker Auto ObjectReference Property MQ11a_SC13_KeyREF Auto ObjectReference Property MQ11a_SC16_DalGalarDiscipleMarker Auto ObjectReference Property MQ11a_SC16_DalGalarStartMarker Auto ObjectReference Property MQ11a_SC19_DalGalarStartMarker Auto ObjectReference Property MQ11a_SC19_CrystalMarker Auto ObjectReference Property MQ11a_SC19_LetterREF Auto ObjectReference Property MQ11a_SC15_SpyStartMarker002 Auto ObjectReference Property MQ11a_SC26_DoorREF Auto ObjectReference Property MQ11a_SC12_CollisionPlane Auto ObjectReference Property MQ11a_SC20_RiddleDoorMain Auto ObjectReference Property MQ11a_SC20_Portcullis Auto ObjectReference Property MQ11a_SC20_EldritchBarrierREF Auto ObjectReference Property MQ11a_SC20_CaliaForceMarker Auto ObjectReference Property MQ11a_SC211_DoubleDoorREF Auto ObjectReference Property MQ11a_SC22_CaliaTransformSound Auto ObjectReference Property MQ11a_SC22_BrittleWall Auto ObjectReference Property MQ11a_SC22_BrittleWallFake1 Auto ObjectReference Property MQ11a_SC22_BrittleWallFake2 Auto ObjectReference Property MQ11a_SC22_PlayerBoomStick Auto ObjectReference Property MQ11a_SC20_EnableREF001 Auto ObjectReference Property MQ11a_SC23_CaliaWoundedMarker Auto ObjectReference Property MQ11a_SC23_PlayerWakeUpMarker Auto ObjectReference Property MQ11a_SC23_CaliaTalkingActivator Auto ObjectReference Property MQ11a_SC23_CaliaMadeBed Auto ObjectReference Property MQ11a_SC23_PlayerCampMarker Auto ObjectReference Property MQ11a_SC23_FinalGate Auto ObjectReference Property MQ11a_SC25_AnomalyFinal Auto ObjectReference Property MQ11a_Nehrimese_Patrol_Linker Auto ObjectReference Property MQ11a_SC25_AnomalyStartREF Auto ObjectReference Property MQ11a_SC25_CastMarker Auto ObjectReference Property MQ11a_SC25_TargetMarker Auto ObjectReference Property MQ11a_SC25_BeamREF Auto ObjectReference Property MQ11a_SC25_VeiledWomanStart Auto ObjectReference Property MQ11a_SC26_PlayerPortMarker Auto ObjectReference Property MQ11a_SC26_CaliaPortMarker Auto ObjectReference Property MQ11a_SC26_Chair Auto ObjectReference Property MQ11a_SC23_MayaAtTable Auto ObjectReference Property MQ11a_SC26_Door Auto ObjectReference Property MQ11a_SC21_WrongDoor002 Auto ObjectReference Property MQ11a_SC22_LibraryZombieREF Auto ObjectReference Property MQ11a_MQ11CL_ZombieParentREF Auto ObjectReference Property MQ11a_MQ11CL_CameraEffectsREF Auto ObjectReference Property MQ11aDoorDisabler Auto ObjectReference Property MQ11a_CaliaFollowtrigger_StartBoxREF Auto ObjectReference Property MQ11a_SC02_Guest_01_Chair Auto ObjectReference Property MQ11a_SC02_Guest_02_Chair Auto ObjectReference Property MQ11a_SC07_FollowStartBox Auto ObjectReference Property MQ11a_SC14_DalGalarLinkMarker Auto ObjectReference Property MQ11a_LeftTowerDoorREF Auto ObjectReference Property MQ11a_RightTowerDoorREF Auto ObjectReference Property MQ11a_SC8_CaliaFailsaveMarkerREF Auto Formlist Property MQ11a_SC6_WolfPackGates Auto Formlist Property _00E_MQ11a_SC8_FreezeRefs Auto Formlist Property _00E_MQ11a_SC8_VisionRefs Auto Formlist Property _00E_MQ11a_SC8_ReanimationList Auto Formlist Property _00E_MQ11a_SC11_VisionRefs Auto Formlist Property _00E_MQ11a_SC13_VisionRefs Auto Formlist Property _00E_MQ11a_SC15_ReanimationList Auto Formlist Property _00E_MQ11a_SC16_VisionRefs Auto Formlist Property _00E_MQ11a_SC19_VisionRefs Auto Formlist Property _00E_MQ11a_SC20_Mercenaries Auto Formlist Property _00E_MQ11a_SC22_Enemies Auto Formlist Property _00E_MQ11a_SC24_FreezeRefs Auto Formlist Property _00E_MQ11a_SC24_VisionRefs Auto Formlist Property _00E_MQ11a_SC25_Enemies Auto Formlist Property _00E_MQ11a_SC25_VisionRefs Auto Formlist Property MQ11a_SC20_LibraryEnemies Auto Scene Property MQ11a_SC1_CaliaTalksToPlayer Auto Scene Property MQ11a_SC02_CaliaFrostcliffTavern Auto Scene Property MQ11a_SC3_CaliaFrostCliffLoop Auto Scene Property MQ11a_SC6_CaliaAtGate Auto Scene Property MQ11a_SC7_CaliaExplodeBarrels Auto Scene Property MQ11a_SC8_FirstVision Auto Scene Property MQ11a_SC12_LeftTowerRiddle Auto Scene Property MQ11a_SC14_LeftTowerVision02 Auto Scene Property MQ11a_SC15_RightTowerSpy Auto Scene Property MQ11a_SC16_Comment Auto Scene Property MQ11a_SC17_DissectingRoomVision Auto Scene Property MQ11a_SC20_LibraryScene Auto Scene Property MQ11a_SC21_LibraryScene02 Auto Scene Property MQ11a_SC22_CaliaRescueScene Auto Scene Property MQ11a_SC23_CaliaWakeUp Auto Scene Property MQ11a_SC24_MayaDinner Auto Scene Property MQ11a_SC25_MayaReanimation01 Auto Scene Property MQ11a_SC26_LastConversationCalia Auto Explosion Property _00E_MQ11a_SC7_BarrelExplosionVFX01 Auto Explosion Property _00E_MQ11a_SC7_BarrelExplosionVFX02 Auto Explosion Property DA16SkullAreaExplosion Auto Explosion Property _00E_MQ11a_SC19_BlackStoneDissolve Auto Explosion Property TG08BShockwaveExplosion Auto Explosion Property _00E_FS_MAGGoreExplosion Auto Explosion Property ExplosionRuneShockSmallNoEffects Auto Explosion Property _00E_MQ11a_MagAnExpl Auto Explosion Property _00E_MQ11a_AnomalySpawnExplosion Auto Explosion Property _00E_HarmlessFireExplosion Auto Explosion Property ExplosionShockMassNoEffects Auto MiscObject Property _00E_MQ11a_SC9_GunpowderSatchel Auto MiscObject Property _00E_MQ11a_BlackStoneMisc Auto Cell Property MQ11CaliaCastleMain Auto Cell Property MQ11DR Auto Weapon Property _01E_20Huetergrossschwert Auto ImageSpaceModifier Property FadeToBlackImod Auto ImageSpaceModifier Property FadeToBlackBackImod Auto ImageSpaceModifier Property FadeToBlackHoldImod Auto ImageSpaceModifier Property MAGFireBallExpImod Auto ImageSpaceModifier Property MAGShockExpMassImod Auto ImageSpaceModifier Property _00E_MAGEldritchHitImod Auto ImageSpaceModifier Property _00E_MQ11a_SC22_CaliaTransformCompleteEXP Auto ImageSpaceModifier Property _00E_WakeUp Auto GlobalVariable Property _00E_MQ11a_TavernGuestsTalkedTo Auto GlobalVariable Property MQ11a_TravelState02 Auto GlobalVariable Property MQ11a_LeftTower Auto GlobalVariable Property MQ11a_RightTower Auto GlobalVariable Property MQ11a_DoorRiddle Auto GlobalVariable Property MQ11a_LeaderSpawned Auto GlobalVariable Property CaliaNormalDialogueAllowed Auto GlobalVariable Property CaliaNoCombatComments Auto GlobalVariable Property CaliaNoCombatStateChangeComments Auto GlobalVariable Property _00E_TeleportGlobal Auto GlobalVariable Property _00E_Meditate_Allowed Auto GlobalVariable Property MQ11a_CaliaCamp Auto GlobalVariable Property CompanionIsTalking Auto GlobalVariable Property _00E_DisableQuestTutorials Auto Location Property MQ11a_CL_Location Auto LocationRefType Property MQ11a_SC08_Zombie Auto Location Property SchlossDalGalar Auto LocationRefType Property MQ11a_SC15_Zombie Auto LocationRefType Property MQ11a_SC20_Zombie Auto LocationRefType Property MQ11a_SC22_Zombie Auto LocationRefType Property MQ11a_SC24_Zombie Auto LocationRefType Property MQ11a_SC25_Zombie Auto Key Property _00E_MQ11a_DalGalarLibraryKey Auto Topic Property MQ11a_D14_Remarks02Topic Auto Spell Property AbCanSayNotInCombat Auto Faction Property CanSayFaction Auto EffectShader Property _00E_Questshader Auto Key Property _00E_MQ11a_SC24_SanctuariumKey Auto ObjectReference Property MQ11a_SC23_TravelMadeBedMarker Auto ObjectReference Property MQ11a_SC23_Bedroll Auto ObjectReference Property NQ34_EnableMarkerREF Auto