Scriptname _00E_MQ02_Functions extends Quest Conditional Import Utility Import Game Import _00E_QuestFunctions ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function MovePlayerAndJesparToStart() ShowFirstPersonGeometry(true) Timescale.SetValue(10) PlayerREF.MoveTo(MQ02_D0_PlayersWakeUpmarker02) _00E_MC_JesparREF.Disable() FadeToBlackHoldImod.Apply() ForceFirstPerson() DisablePlayerControls(true, true, true, true, true, true, true) Levelsystem.SkipTimeToHour(5.5) _00E_MC_JesparREF.Enable() _00E_MC_JesparREF.MoveTo(MQ02_D0_JesparSpawnMarker) Wait(0.3) Self.SetStage(15) EndFunction Function WakeUpPlayer() FadeOutGame(false, true, 0.4, 1) PlayerRef.PlayIdle(Idle_1stPersonWoozyGetUpFromBed) FadeToBlackHoldImod.Remove() _00E_MQ02_WakeUp.Apply() Self.SetStage(20) RequestAutoSave() EnablePlayerControls() _00E_SilenceLongTransitionHighPriority.Remove() _00E_Music_Special_Character_Jespar.Add() EndFunction Function StartSC01() MQ02_SC1_JesparDialogeInterlude.ForceStart() EndFunction Function FadeOutAndBack() DisablePlayerControls() _00E_MC_JesparREF.EnableAI(false) FadeToBlackAndBackIMOD.Apply() SkyrimClear.SetActive() Wait(3.3) _00E_MC_JesparREF.Disable() Levelsystem.SkipTimeToHour(6.5) Wait(0.5) ; Jespar may snap to player's position after EnableAI, so we ensure he is in the correct position. ; Plus, he acts weird and wants to go somewhere without this. _00E_MC_JesparREF.EnableAI(true) _00E_MC_JesparREF.Enable() _00E_MC_JesparREF.MoveTo(MQ02_D0_JesparSpawnMarker) EnablePlayerControls() SetStage(30) ShowFirstPersonGeometry(true) EndFunction Function DialogueInterlude() ShowFirstPersonGeometry(true) SetPlayerAIDriven(false) EndFunction Function ShowQuestDifficultyTutorial() MQ02_CampBanditREF.Enable() If _00E_DisableQuestTutorials.GetValueInt() == 0 _00E_Tutorial_QuestDifficulty.Show() EndIf EndFunction Function MoveJesparToHouseAndUnlockDoor() MQ02_D5_YeroFarmTrapdoor.Lock(false, true) _00E_MC_JesparREF.MoveTo(MQ02_D5_JesparYeroMarker01) Self.SetObjectiveCompleted(10) Self.SetObjectiveDisplayed(15) EndFunction Function CheckIfObjectivesAreCompleted() if (Self.IsObjectiveCompleted(15)) && (Self.IsObjectiveCompleted(25)) Self.SetStage(55) Else Return EndIf EndFunction Function StartSC06() MQ02_D4_AlfridBench.BlockActivation(false) MQ02_SC6_AlfriedTravelToBench.ForceStart() EndFunction Function ReadBook() while bReadingBooks == true Wait(0.1) endwhile bReadingBooks = True iReadCounter += 1 if iReadCounter == 3 UpdateObjective() Endif bReadingBooks = false EndFunction Function CountBook() while bCountingBooks == true Wait(0.1) endwhile bCountingBooks = True iBookCounter += 1 if iBookCounter == 3 UpdateObjective() Endif bCountingBooks = false EndFunction Function UpdateObjective() SetObjectiveCompleted(20) SetObjectiveDisplayed(25) MQ02_D5_YeroFarmTrapdoor.Lock(false, true) _00E_MC_JesparREF.MoveTo(MQ02_D5_JesparYeroMarker01) EndFunction Function StartPuzzleScene() ; Failsave for http://sureai.net:9898/browse/ERB-1192 : if MQ02_SC1_JesparDialogeInterlude.IsPlaying() MQ02_SC1_JesparDialogeInterlude.Stop() endif MQ02_SC2_PuzzleScene.Start() EndFunction Function EnableYeroBook() _00E_MQ02_SC3_YeroBook.Enable() EndFunction Function PlayerDrinkWine() ;Debug.SendAnimationEvent(PlayerREF, "IdleForceDefaultState") Game.DisablePlayerControls() ForceThirdPerson() Debug.SendAnimationEvent(PlayerREF, "IdleDrinkPotion") PlayerREF.RestoreActorValue("Health", PlayerREF.GetAV("Health")) _00E_NPCUncorkPotionAndDrinkM.Play(PlayerREF) EndFunction Function TeleportJesparAway() PlayerREF.AddItem(_01E_TeleportrolleFlusshaim, 1, false) Levelsystem.TeleportNPC(_00E_MC_JesparREF, MQ02_D5_JesparTeleportMarker) Self.SetStage(135) SetFlusshaimTavernBarStoolsOwner(PlayerREF.GetActorBase()) EndFunction Function YeroBookFailsave() If (_00E_MQ02_SC3_YeroBook != None) && (_00E_MQ02_SC3_YeroBook.GetParentCell() == PlayerREF.GetParentCell()) _00E_MQ02_SC3_YeroBook.SetPosition(3569.7229, -5481.8379, -429.7459) EndIf EndFunction Function GivePlayerSkillbook() If iPlayerClass == 3 PlayerREF.AddItem(_00E_LehrbuchBlockTo25) PlayerREF.AddItem(_00E_LehrbuchHeavyArmorTo25) PlayerREF.AddItem(_00E_LehrbuchOnehandedTo25) PlayerREF.AddItem(_00E_LehrbuchTwohandedTo25) PlayerREF.AddItem(_00E_HandwerksbuchSmithingTo25) ElseIf iPlayerClass == 2 PlayerREF.AddItem(_00E_LehrbuchRestorationTo25) PlayerREF.AddItem(_00E_LehrbuchIllusionTo25) PlayerREF.AddItem(_00E_LehrbuchDestructionTo25) PlayerREF.AddItem(_00E_LehrbuchAlterationTo25) PlayerREF.AddItem(_00E_LehrbuchConjurationTo25) ElseIf iPlayerClass == 1 PlayerREF.AddItem(_00E_LehrbuchSneakTo25) PlayerREF.AddItem(_00E_LehrbuchOnehandedTo25) PlayerREF.AddItem(_00E_LehrbuchMarksmanTo25) PlayerREF.AddItem(_00E_LehrbuchLightArmorTo25) PlayerREF.AddItem(_00E_HandwerksbuchLockpickingTo25) EndIf If _00E_DisableQuestTutorials.GetValueInt() == 0 _00E_Tutorial_Skillbooks.Show() EndIf EndFunction Function WaitForNightfall() Wait(0.2) DisablePlayerControls() FadeToBlackAndBackIMOD02.Apply() Wait(3) Levelsystem.SkipTimeToHour(3) SetStage(140) EndFunction Function StartJourneyScene() EnablePlayerControls() SetNPCAsCompanion(_00E_MC_JesparREF, True, 200, 150, 100) MQ02_TripToArkEnableMarker.EnableNoWait() Weather.ReleaseOverride() If _00E_DisableQuestTutorials.GetValueInt() == 0 _00E_MQ02_TutorialCompanionFollow.Show() EndIf CompanionIsTalking.SetValueInt(0) MQ02_SC3_FollowJesparToArk.ForceStart() _00E_MC_JesparREF.EvaluatePackage() EndFunction Function StartPanoramaScene() CompanionIsTalking.SetValueInt(0) MQ02_SC4_JesparPanoramaScene.ForceStart() SetFlusshaimTavernBarStoolsOwner(None) ; Don't need the stools to be reserved anymore EndFunction Function MoveJesparToPlayer() DisablePlayerControls() SetNPCAsCompanion(_00E_MC_JesparREF, False) _00E_MC_JesparREF.MoveTo(MQ02_D7_JesparTeleportMarker) Wait(1) _00E_MC_JesparREF.StopCombat() MQ02_SC5_JesparArrivalInArk.ForceStart() EndFunction Function PuzzleLeverFailsave() ; Ugly failsave to prevent the arbitrary disappearing of one/more puzzle levers MQ02_Puzzle_Lever_01.SetPosition(3435.8838, -2531.2515, -92.0632) MQ02_Puzzle_Lever_02.SetPosition(2135.6963, -2862.6311, -323.6631) MQ02_Puzzle_Lever_03.SetPosition(2137.8079, -2908.3262, -323.6631) MQ02_Puzzle_Lever_04.SetPosition(2248.0068, -3263.7217, -113.5741) MQ02_Puzzle_Lever_05.SetPosition(2166.4260, -2775.4336, -133.4723) EndFunction Function SprintHelpMessage() If _00E_DisableQuestTutorials.GetValueint() == 0 if _00E_Tutorial_Sprint == None _00E_Tutorial_Sprint = Game.GetForm(0x00042B0A) as Message endif _00E_Tutorial_Sprint.Show() EndIf EndFunction Function ClearBookAlias() YeroBook.Clear() EndFunction Function FinishQuest() Levelsystem.RemoveSilence() Levelsystem.RemoveCombatSoundtracks() EnablePlayerControls() MQ03.SetStage(5) ; SE: No such objective. ; Self.SetObjectiveCompleted(70) Self.SetStage(175) _00E_MC_JesparREF.EvaluatePackage() MyradWardenFlusshaim.EnableNoWait() PlayerREF.RemoveItem(_00E_MQ02YeroBook) MQ02_TripToArkEnableMarker.DisableNoWait() SetFlusshaimTavernBarStoolsOwner(None) ; Failsafe Self.Stop() Cleanup() EndFunction Function Cleanup() ; Clear reference properties to not keep them persistent FlusshaimTavernBarStool1 = None FlusshaimTavernBarStool3 = None MQ02_TripToArkEnableMarker = None EndFunction ;===================================================================================== ; RIDDLE ;===================================================================================== Event OnUpdate() ResetRiddle() EndEvent Function TryToInsertStick(ObjectReference ActivatorREF) while bInsertingStick == true Wait(0.1) endwhile bInsertingStick = true int CurrentValue = _00E_MQ02Riddle.GetValueInt() ObjectReference LinkedREF = ActivatorREF.GetLinkedRef() If GetStage() == 70 && LinkedREF.IsDisabled() If CurrentValue == 0 iDifficulty = Utility.GetINIInt("iDifficulty:GamePlay") Int iUpdate = 15 If iDifficulty == 0 iUpdate = 19 ElseIf iDifficulty == 1 iUpdate = 17 ElseIf iDifficulty == 4 iUpdate = 13 ElseIf iDifficulty == 5 iUpdate = 11 EndIf RegisterForSingleUpdate(iUpdate) EndIf QSTAstrolabeButtonPressX.Play(ActivatorREF) LinkedREF.Enable() ActivatorREF.SetDisplayName("") _00E_MQ02Riddle.SetValue(CurrentValue + 1) If _00E_MQ02Riddle.GetValue() == 5 UnregisterForUpdate() MQ02_Puzzle_DoorREF.Activate(ActivatorREF as objectReference) SetStage(80) If _00E_MQ02_Riddle_IsThisTheFirstRun.GetValueInt() == 1 && _00E_AchievementsEnabled.GetValueInt() == 1 Game.UnlockAchievement("END_STARLING_PUZZLE_01") _00E_MQ02_Riddle_IsThisTheFirstRun.SetValueInt(0) EndIf EndIf EndIf bInsertingStick = false EndFunction Function ResetRiddle() _00E_MQ02Riddle.SetValue(0) QSTAstrolabeButtonOpenX.Play(PlayerREF) string _sName = MQ02_Puzzle_Lever_01.GetBaseOBject().GetName() MQ02_Puzzle_Lever_01.SetDisplayName(_sName) MQ02_Puzzle_Lever_02.SetDisplayName(_sName) MQ02_Puzzle_Lever_03.SetDisplayName(_sName) MQ02_Puzzle_Lever_04.SetDisplayName(_sName) MQ02_Puzzle_Lever_05.SetDisplayName(_sName) MQ02_Puzzle_Lever_01.GetLinkedRef().DisableNoWait() MQ02_Puzzle_Lever_02.GetLinkedRef().DisableNoWait() MQ02_Puzzle_Lever_03.GetLinkedRef().DisableNoWait() MQ02_Puzzle_Lever_04.GetLinkedRef().DisableNoWait() MQ02_Puzzle_Lever_05.GetLinkedRef().DisableNoWait() _00E_MQ02_Riddle_IsThisTheFirstRun.SetValueInt(0) If CompanionIsTalking.GetValueInt() == 0 CompanionIsTalking.SetValueInt(1) _00E_MC_JesparREF.Say(MQ02_SC2_JesparDoItAgainTopic) CompanionIsTalking.SetValueInt(0) EndIf EndFunction Function SetFlusshaimTavernBarStoolsOwner(ActorBase abNewOwner) FlusshaimTavernBarStool1.SetActorOwner(abNewOwner) FlusshaimTavernBarStool3.SetActorOwner(abNewOwner) EndFunction ;===================================================================================== ; PROPERTIES ;===================================================================================== int Property __Config_RewardEXP Auto {How much exp will be given upon quest completion]} int Property iPlayerClass Auto Conditional Hidden ; 1: Rogue 2: Mage, 3: Warrior int iDifficulty bool bCountingBooks = false bool bReadingBooks = false int iBookCounter int iReadCounter bool bInsertingStick = false Actor Property PlayerREF Auto Actor Property _00E_MC_JesparREF Auto Actor Property MQ02_CampBanditREF Auto _00E_Game_SkillmenuSC Property Player Auto _00E_QuestFunctions Property Levelsystem Auto Potion Property _00E_LehrbuchBlockTo25 Auto Potion Property _00E_LehrbuchAlterationTo25 Auto Potion Property _00E_LehrbuchConjurationTo25 Auto Potion Property _00E_LehrbuchDestructionTo25 Auto Potion Property _00E_LehrbuchHeavyArmorTo25 Auto Potion Property _00E_LehrbuchIllusionTo25 Auto Potion Property _00E_LehrbuchLightArmorTo25 Auto Potion Property _00E_LehrbuchMarksmanTo25 Auto Potion Property _00E_LehrbuchOnehandedTo25 Auto Potion Property _00E_LehrbuchRestorationTo25 Auto Potion Property _00E_LehrbuchSneakTo25 Auto Potion Property _00E_LehrbuchTwohandedTo25 Auto Potion Property _00E_HandwerksbuchLockpickingTo25 Auto Potion Property _00E_HandwerksbuchSmithingTo25 Auto MusicType Property _00E_Music_Special_Character_Jespar Auto MusicType Property _00E_SilenceLongTransitionHighPriority Auto Message Property _00E_Tutorial_Skillbooks Auto Message Property _00E_Tutorial_QuestDifficulty Auto Message Property _00E_MQ02_TutorialCompanionFollow Auto Message Property _00E_Tutorial_Sprint Auto Message Property _00E_JesparEntriggerFollow Auto ImageSpaceModifier Property FadeToBlackHoldIMOD Auto ImageSpaceModifier Property _00E_MQ02_WakeUp Auto ImageSpaceModifier Property FadeToBlackAndBackIMOD Auto ImageSpaceModifier Property FadeToBlackAndBackIMOD02 Auto Idle Property Idle_1stPersonWoozyGetUpFromBed Auto Sound Property _00E_NPCUncorkPotionAndDrinkM Auto Sound Property QSTAstrolabeButtonOpenX Auto Sound Property QSTAstrolabeButtonPressX Auto ObjectReference Property MQ02_D0_PlayersWakeUpmarker02 Auto ObjectReference Property MQ02_D0_JesparSpawnMarker Auto ObjectReference Property MQ02_D5_JesparYeroMarker01 Auto ObjectReference Property MQ02_D5_YeroFarmTrapdoor Auto ObjectReference Property _00E_MQ02_SC3_YeroBook Auto ObjectReference Property MQ02_D5_JesparTeleportMarker Auto ObjectReference Property MQ02_D7_JesparTeleportMarker Auto ObjectReference Property MQ02_D4_AlfridBench Auto ObjectReference Property MyradWardenFlusshaim Auto ObjectReference Property MQ02_Puzzle_Lever_01 Auto ObjectReference Property MQ02_Puzzle_Lever_02 Auto ObjectReference Property MQ02_Puzzle_Lever_03 Auto ObjectReference Property MQ02_Puzzle_Lever_04 Auto ObjectReference Property MQ02_Puzzle_Lever_05 Auto ObjectReference Property MQ02_Puzzle_DoorREF Auto ObjectReference Property FlusshaimTavernBarStool1 Auto ObjectReference Property FlusshaimTavernBarStool3 Auto ObjectReference Property MQ02_TripToArkEnableMarker Auto Book Property _00E_MQ02YeroBook Auto Scene Property MQ02_SC1_JesparDialogeInterlude Auto Scene Property MQ02_SC2_PuzzleScene Auto Scene Property MQ02_SC3_FollowJesparToArk Auto Scene Property MQ02_SC4_JesparPanoramaScene Auto Scene Property MQ02_SC5_JesparArrivalInArk Auto Scene Property MQ02_SC6_AlfriedTravelToBench Auto Scroll Property _01E_TeleportrolleFlusshaim Auto Quest Property MQ03 Auto GlobalVariable Property Timescale Auto GlobalVariable Property CompanionIsTalking Auto GlobalVariable Property GameHour Auto GlobalVariable Property _00E_DisableQuestTutorials Auto GlobalVariable Property _00E_MQ02Riddle Auto GlobalVariable Property _00E_MQ02_Riddle_IsThisTheFirstRun Auto GlobalVariable Property _00E_AchievementsEnabled Auto Topic Property MQ02_SC2_JesparDoItAgainTopic Auto Weather Property SkyrimClear Auto ReferenceAlias Property YeroBook Auto