Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias ; SCRIPT AUTHOR DENNIS MAY 2014 ; Script handles Bandit appearance and checks if bounty job is done ; SCRIPT CHANGE TILL MAY 2018 ; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code ; ==================================================================================== ; EVENTS ; ==================================================================================== Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN If NQ_Bounty01.GetStage() == __Config_iEnableAtStage && GetReference().IsDisabled() GetReference().Enable() ; Enable the bandit when he is needed in the quest Endif EndEvent Event OnDeath(Actor akKiller) finished = True Int iStage = __Config_iEnableAtStage NQ_Bounty01.SetObjectiveCompleted(iStage) ;MissionObjective: Kill the bandit - Done iStage += 5 NQ_Bounty01.SetStage(iStage) ;MissionObjective: Take your bounty - New NQ_Bounty01.SetObjectiveDisplayed(iStage) ;Show Objective BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold EndEvent Event OnCombatStateChanged(Actor akTarget, int aeCombatState) If finished == False && aeCombatState != 0 && akTarget If _00E_PlayerSummonedCreature == None _00E_PlayerSummonedCreature = Game.GetFormFromFile(0x000482FC, "Skyrim.esm") as Keyword EndIf If BlameSpellKeyword == None BlameSpellKeyword = Game.GetFormFromFile(0x0005BD16, "Skyrim.esm") as Keyword EndIf If akTarget == PlayerRef || akTarget.IsPlayerTeammate() || akTarget.HasKeyword(_00E_PlayerSummonedCreature) || akTarget.GetFactionReaction(PlayerRef) == 2 || akTarget.HasEffectKeyword(BlameSpellKeyword) finished = True GetActorRef().GetActorBase().SetEssential(False) EndIf EndIf EndEvent ; ==================================================================================== ; PROPERTIES ; ==================================================================================== Actor Property PlayerRef Auto Quest Property NQ_Bounty01 Auto _00E_NQ_Bounty01_Functions Property BountyScript Auto ;ACCESS TO QUEST SCRIPT Int Property __Config_iEnableAtStage Auto {Type the quest stage number to enable the bandit 10, 30, 50. Enable new enemy every 20th stage } Keyword Property _00E_PlayerSummonedCreature Auto Keyword Property BlameSpellKeyword Auto Bool finished = False