Scriptname _00E_MQ12b_Functions extends Quest Conditional Import Utility ;===================================================================================== ; GENERAL FUNCTIONS ;===================================================================================== Int CurScriptVersion = 0 Int Property LATEST_SCRIPT_VERSION = 2 AutoReadOnly Actor[] RegisteredDisabledNPCs Int nRegisteredDisabledNPCs Bool bDisabledNPCsLocked Actor[] RegisteredGhostedNPCs Int nRegisteredGhostedNPCs Bool bGhostedNPCsLocked Function PrepareNPC(Actor akMoveActor, Bool bOnlyGhost = False) If bArkUnderAttackPrelude == False Return EndIf ; Validate akMoveActor, could receive "nullptr form" instead of a valid actor from the packages If akMoveActor == None || akMoveActor.GetActorBase() == None Return EndIf If akMoveActor.IsDisabled() Return EndIf If bOnlyGhost == False && akMoveActor.GetEnableParent() == None akMoveActor.Disable() _RegisterDisabledNPC(akMoveActor) Return EndIf If akMoveActor.IsGhost() == False akMoveActor.SetGhost(True) _RegisterGhostedNPC(akMoveActor) Return EndIf EndFunction Function _RegisterDisabledNPC(Actor akMoveActor) While bDisabledNPCsLocked Utility.WaitMenuMode(0.1) EndWhile bDisabledNPCsLocked = True If RegisteredDisabledNPCs.Length == 0 ; Version update RegisteredDisabledNPCs = New Actor[128] nRegisteredDisabledNPCs = 0 EndIf If RegisteredDisabledNPCs.Find(akMoveActor) < 0 If nRegisteredDisabledNPCs >= RegisteredDisabledNPCs.Length Debug.Notification("MQ12b has problems: reached the limit of stored disabled NPCs") Else RegisteredDisabledNPCs[nRegisteredDisabledNPCs] = akMoveActor nRegisteredDisabledNPCs += 1 EndIf EndIf bDisabledNPCsLocked = False EndFunction Function _RegisterGhostedNPC(Actor akMoveActor) While bGhostedNPCsLocked Utility.WaitMenuMode(0.1) EndWhile bGhostedNPCsLocked = True If RegisteredGhostedNPCs.Length == 0 ; Version update RegisteredGhostedNPCs = New Actor[128] nRegisteredGhostedNPCs = 0 EndIf If RegisteredGhostedNPCs.Find(akMoveActor) < 0 If nRegisteredGhostedNPCs >= RegisteredGhostedNPCs.Length Debug.Notification("MQ12b has problems: reached the limit of stored ghosted NPCs") Else RegisteredGhostedNPCs[nRegisteredGhostedNPCs] = akMoveActor nRegisteredGhostedNPCs += 1 EndIf EndIf bGhostedNPCsLocked = False EndFunction Function ReEnableNPCs() Int Index ObjectReference ref Index = 0 While Index < nRegisteredDisabledNPCs RegisteredDisabledNPCs[Index].EnableNoWait() RegisteredDisabledNPCs[Index] = None Index += 1 EndWhile RegisteredDisabledNPCs = New Actor[1] Index = 0 While Index < nRegisteredGhostedNPCs RegisteredGhostedNPCs[Index].SetGhost(False) RegisteredGhostedNPCs[Index] = None Index += 1 EndWhile RegisteredGhostedNPCs = New Actor[1] ; Old ways of enabling NPCs, for backward compatibility OldReenableDisabledNPC() If CurScriptVersion == 0 _00E_Func_ReferenceFormList.Enable(MQ12b_SC11_NPCsRef) MQ12b_SiegeNPCs.Revert() OldRemoveGhostFlag() EndIf EndFunction Function OldReenableDisabledNPC() ; For version updates with CurScriptVersion < 2 If CurScriptVersion < 2 _00E_Func_ReferenceFormList.Enable(MQ12b_AllDisabledNPCs) EndIf EndFunction Function OldRemoveGhostFlag() ; For version updates with CurScriptVersion == 0 If CurScriptVersion == 0 && Self.IsCompleted() == 1 int Index = MQ12b_UnGhostNPCs_OnVersionUpdate1580.GetSize() While Index > 0 Index -= 1 (MQ12b_UnGhostNPCs_OnVersionUpdate1580.GetAt(Index) as Actor).SetGhost(False) EndWhile EndIf EndFunction ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function SetUp() iCrimeGoldBeforeMQ12bNonViolent = A_CrimeFaction.GetCrimeGoldNonViolent() iCrimeGoldBeforeMQ12bViolent = A_CrimeFaction.GetCrimeGoldViolent() A_CrimeFaction.SetCrimeGold(0) A_CrimeFaction.SetCrimeGoldViolent(0) _00E_MC_JorrekRef.Disable() _00E_MC_TealorREF.EquipItem(_01E_20Hueterschwert, true, true) _00E_MC_YuslanRef.Disable() _00E_SilenceLongTransitionHighPriority.Add() MQ03_SC1_CastleWorldDoor.BlockActivation(True) _00E_SouthQuarter_UndercityDoorREF.BlockActivation(True) MQ12b_SC4_BarracksDoorREF.BlockActivation(True) MQ12b_SC5_HarborDoorREF.BlockActivation(True) CapitalCity_UpperCityToMarket01.BlockActivation(True) CapitalCity_UpperCityToMarket02.BlockActivation(True) MQ12b_Market_CastleCollisionREF.Enable() MQ12b_DisableThisDudeHeIsAnnoyingREF.Disable() _00E_TeleportGlobal.SetValueInt(1) PlayerREF.AddToFaction(MQ12b_TemporarySiegeFaction) Ordenshueter.GetReference().Enable() Ordenshueter.GetReference().MoveTo(MQ12b_SC1_Orderguard01) Ordenshueterin.GetReference().MoveTo(MQ12b_SC1_Orderguard02) CurScriptVersion = LATEST_SCRIPT_VERSION RegisteredDisabledNPCs = New Actor[128] nRegisteredDisabledNPCs = 0 RegisteredGhostedNPCs = New Actor[128] nRegisteredGhostedNPCs = 0 bArkUnderAttackPrelude = True SkyrimOvercastRain.SetActive(True) _00E_MC_LexREF.EvaluatePackage() AdjustTime() EndFunction Function BlockDoors() int iIndex = MQ12b_SC01_ArkDoors.GetSize() While iIndex > 0 iIndex -= 1 ObjectReference objDoorToBlock = MQ12b_SC01_ArkDoors.GetAt(iIndex) as ObjectReference objDoorToBlock.BlockActivation(True) EndWhile EndFunction Function StartSC02Failsave() iCrimeGoldBeforeMQ12bNonViolent = A_CrimeFaction.GetCrimeGoldNonViolent() iCrimeGoldBeforeMQ12bViolent = A_CrimeFaction.GetCrimeGoldViolent() If Self.GetCurrentStageID() < 15 Self.SetCurrentStageID(15) EndIf If _00E_MC_LeoraREF.IsDisabled() _00E_MC_LeoraREF.Enable() EndIf If _00E_MC_YuslanRef.IsDisabled() _00E_MC_YuslanRef.Enable() EndIf Utility.Wait(0.25) _00E_MC_LeoraREF.MoveTo(MQ12b_SC2_LeoraMarker002) _00E_MC_YuslanRef.MoveTo(MQ12b_SC2_ShaRimMarker002) If !MQ12b_SC2_Attack.IsPlaying() MQ12b_SC2_Attack.ForceStart() EndIf EndFunction Function StartSC02() If _00E_MC_LeoraREF.IsDisabled() _00E_MC_LeoraREF.Enable() EndIf If _00E_MC_YuslanRef.IsDisabled() _00E_MC_YuslanRef.Enable() EndIf SkyrimOvercastRain.SetActive(True) _00E_MC_LeoraREF.MoveTo(MQ12b_SC2_LeoraMarker002) _00E_MC_YuslanRef.MoveTo(MQ12b_SC2_ShaRimMarker002) MQ12b_SC2_Attack.ForceStart() EndFunction Function TealorAppears() If _00E_MC_TealorRef.IsDisabled() _00E_MC_TealorREF.Enable() EndIf _00E_SilenceLongTransitionHighPriority.Add() AllowIdleChatter.SetValue(0) _00E_MC_TealorREF.MoveTo(MQ12b_SC2_TealorStartMarker005) Utility.Wait(0.5) If _00E_MC_TealorREF.GetWorldSpace() == PlayerREF.GetWorldSpace() _00E_MC_TealorREF.MoveTo(MQ12b_SC2_TealorStartMarker005) EndIf EndFunction Function SC02_TealorFailsave() ; Failsave to move Tealor to the scene in the upper quarters ; where Yuslan is arguing with Leora about the magical blockade. If _00E_MC_TealorREF.GetDistance(_00E_MC_YuslanRef) > 198 Wait(1) If _00E_MC_TealorREF.GetDistance(_00E_MC_YuslanRef) > 198 _00E_MC_TealorREF.MoveTo(MQ12b_SC2_ShaRimMarker002) Endif EndIf EndFunction Function StartSC03() _00E_SilenceLongTransitionHighPriority.Remove() _00E_Music_Combat_BonehunterNoCond.Add() If _00E_MC_LeoraREF.IsDisabled() _00E_MC_LeoraREF.Enable() EndIf If _00E_MC_YuslanRef.IsDisabled() _00E_MC_YuslanRef.Enable() EndIf If _00E_MC_TealorRef.IsDisabled() _00E_MC_TealorREF.Enable() EndIf MQ12b_SC3_CityGuardREF.Enable() MQ12b_SC3_CityGuardREF.MoveTo(MQ12b_SC3_CityGuardStartMarker) MQ12b_SC3_CatapultAttack.ForceStart() AMBrCivilWarCatapultsDistantM.Play(PlayerREF) ObjectReference CatapultStrike = MQ12b_SC3_CatapultStrikeMarker002.PlaceAtMe(CWCatapultStrike) _00E_MC_TealorREF.SetLookAt(CatapultStrike) _00E_MC_LeoraREF.SetLookAt(CatapultStrike) _00E_MC_YuslanRef.SetLookAt(CatapultStrike) Wait(4) _00E_Ability_StaggerSelfSpell.Cast(_00E_MC_YuslanRef,_00E_MC_YuslanRef) _00E_Ability_StaggerSelfSpell.Cast(_00E_MC_LeoraREF,_00E_MC_LeoraREF) MQ12b_SC3_BarrierREF002.Enable() MQ12b_SC3_TealorBarrierMarkerREF.Enable() Wait(1) LaunchCityAttack() EndFunction Function LaunchCityAttack() Game.RequestAutoSave() SendModEvent("ArkSiegeStarted") iBellSound = _00E_BellLoop.Play(PlayerREF) MQ03_SC1_CastleWorldDoor.BlockActivation(True) MQ12b_SC4_BarracksDoorREF.BlockActivation(True) _00E_SouthQuarter_UndercityDoorREF.BlockActivation(True) MQ12b_SC5_HarborDoorREF.BlockActivation(True) MQ12b_SC5_LowerDistrictMarketDoor01REF.BlockActivation(True) MQ12b_SC5_LowerDistrictMarketDoor02REF.BlockActivation(True) EnableMarketProps() SkyrimOvercastRain.SetActive(True) _00E_SilenceLongTransitionHighPriority.Remove() _00E_Music_Combat_BonehunterNoCond.Add() _00E_MQ12b_SC3_ScreamM.Play(MQ12b_SC3_ScreamMarker) AMBCivilWarBattleStartDistant.Play(PlayerREF) MQ12b_SC3_PanicTriggerboxREF.Enable() MQ12b_StayDisabledLinker.Disable() MQ12b_SC3_UpperCityLinker01.Enable() MQ12b_SC3_CatapultFireController.PlaceAtMe(CWCatapultStrikeNoDmg) StrikeSpawner = MQ12b_SC3_CatapultFireController bArkUnderAttack = True MQ12b_ArkUnderAttack.SetValueInt(1) RegisterForSingleUpdate(3) GoToState("SiegeUpperCity") Wait(1) MQ12b_SC3_BattleSoundMarker.Enable() EndFunction Function SoldierFailsave() if MQ12b_SC3_CityGuardREF.GetDistance(MQ12b_SC3_CityGuardRunToMarker) >= 350 MQ12b_SC3_CityGuardREF.MoveTo(MQ12b_SC3_CityGuardRunToMarker) EndIf EndFunction Function StartSC04() If _00E_MC_TealorRef.IsDisabled() _00E_MC_TealorREF.Enable() EndIf _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_TealorREF, True, 600, 700, 200) MQ12b_SC3_BarrierREF002.PlayAnimation("TransitionAnim") MQ12b_SC4_TealorTravelToMistDistrict.ForceStart() MQ12b_SC3_TealorBarrierMarkerREF.Disable() CapitalCity_UpperCityToMarket01.BlockActivation(False) CapitalCity_UpperCityToMarket02.BlockActivation(False) EndFunction Function TeleportYuslan() _00E_PlayerFunctions.GetTeleportControl().TeleportNPC(_00E_MC_YuslanRef, MQ07a_SC14_YoungMageMarker001) EndFunction Function UnblockHarborDoor() MQ12b_SC5_HarborDoorREF.BlockActivation(False) EndFunction Function EnableMarketProps() MQ12b_SC4_Market_Linker.Enable() EndFunction Function StartSC05() _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_TealorREF, False) MQ12b_SC3_CityGuardREF.Disable() _00E_MC_TealorREF.MoveTo(MQ12b_SC4_TealorBenchmark01) MQ12b_SC5_TealorLowerDistrict.ForceStart() EnableLowerCityProps() EndFunction Function EnableLowerCityProps() MQ12b_SC5_LowerDistrictLinkMarker.Enable() MQ12b_SC5_HarlejanLinker.Enable() EndFunction Function StartSC06() Sound.StopInstance(iBellSound) MQ12b_SC11_GateREF.Enable() _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_TealorREF, True, 600, 700, 200) If MQ12b_SC11_GateREF.GetOpenState() != 1 MQ12b_SC11_GateREF.SetOpen(True) EndIf MQ12b_SC6_HarborLinker.Enable() MQ12c_GuardLinker.Disable() MQ12b_SC5_HarlejanLinker.Enable() MQ12b_SC6_NehrimeseGateLinker.Enable() MQ12b_SC6_HarborProp045.Enable() _00E_MC_TealorREF.MoveTo(MQ12b_SC5_TealorBenchmark02) MQ12b_SC5_HarlejanGuardNaraREF.MoveTo(DebugMarker001) MQ12b_SC5_HarlejanGuardYoungREF.MoveTo(DebugMarker002) MQ12b_SC5_HarlejanGuardGidonREF.MoveTo(DebugMarker003) MQ12b_SC5_SergeantHarlejanREF.MoveTo(DebugMarker004) MQ12b_SC6_BattleInHarborDistrict.ForceStart() ; need to disable these guards: if the player ignored them, tealor might aggro them even in the harbor MQ12b_SC4_Market_Linker.Disable() GypsyMinstrelsControl.TriggerUpdate() EndFunction Function EnableArchers() MQ12b_SC6_ArcherMarker.Enable() EndFunction Function EnableGateFoes() MQ12b_SC6_NehrimeseGateLinker.Enable() EndFunction Function SC07_Failsave() MQ12b_SC5_HarlejanGuardYoungREF.MoveTo(MQ12b_SC11_TealorSpawnMarker) EndFunction Function StartSC07() _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_TealorREF, False) SetObjectiveCompleted(10) MQ12b_SC5_HarlejanGuardNaraREF.ResetHealthAndLimbs() MQ12b_SC5_HarlejanGuardYoungREF.ResetHealthAndLimbs() MQ12b_SC5_HarlejanGuardGidonREF.ResetHealthAndLimbs() MQ12b_SC5_SergeantHarlejanREF.ResetHealthAndLimbs() Wait(1) MQ12b_SC7_GateDiscussion.ForceStart() EndFunction Function PlayStuckSound() _00E_MQ12b_SC6_GateCrankStuckM.Play(MQ12b_SC7_CrankREF) EndFunction ;=====================================Repair gate crank sequence ==================================== Function StartSC08() _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_TealorREF, True, 600, 700, 200) MQ12b_SC8_GateDoorREF.Lock(False) MQ12b_SC8_FollowTealorToWallEntrance.ForceStart() EndFunction Function ChangeMusic() SetObjectiveCompleted(15) _00E_MC_TealorREF.MoveTo(PlayerREF) _00E_Music_Combat_BonehunterNoCond.Remove() EndFunction Function StartSC09() _00E_Func_SetNPCAsCompanion.SetNPCAsCompanion(_00E_MC_TealorREF, False) MQ12b_SC9_PlayerRepairsMechanism.ForceStart() MQ12b_SC9_Door.Lock(False) EndFunction Function CallVision() MQ12b_SC09_PlayerVisionMarker = PlayerREF.PlaceAtMe(XMarker, 1) _00E_PlayerFunctions.GetVisionControl().VisionEffectTimestop() EndFunction Function EndVision() _00E_PlayerFunctions.GetVisionControl().VisionEffectTimestopStop() PlayerREF.MoveTo(MQ12b_SC09_PlayerVisionMarker) EndFunction Function FireCannon() FXExplosionCatapultFarM.Play(PlayerREF) EndFunction Function StartSC10() MQ12b_SC10_PlayerRepairsMechanismPart02.ForceStart() EndFunction Function EnableAssassin() MQ12b_SC10_WayOut.BlockActivation(False) InitializeCoordinates(PlayerREF) MQ12b_SC10_NehrimeseAssassin.Enable() _00E_A2_Ghostwalk_TeleportSound.Play(PlayerREF) _00E_A2_GhostwalkTeleportReappearVFX.Play(MQ12b_SC10_NehrimeseAssassin) MQ12b_SC10_NehrimeseAssassin.PlaceAtMe(_00E_A2_GhostwalkImpactExplosion, 1) MQ12b_SC10_NehrimeseAssassin.MoveTo(PlayerREF, EndLocX, EndLocY, EndLocZ) MQ12b_SC10_NehrimeseAssassin.SetAngle(TargetAngleX, TargetAngleY, TargetAngleZ) _00E_A2_GhostwalkTeleportVFX.Play(MQ12b_SC10_NehrimeseAssassin) _00E_A2_GhostwalkTeleportReappearVFX.Stop(MQ12b_SC10_NehrimeseAssassin) MQ12b_SC10_NehrimeseAssassin.StartCombat(PlayerREF) EndFunction Function InitializeCoordinates(Actor TargetVictim) EndLocX = (-100*Math.Sin(TargetVictim.GetAngleZ())) EndLocY = (-100*Math.Cos(TargetVictim.GetAngleZ())) EndLocZ = 0 TargetAngleX = TargetVictim.GetAngleX() TargetAngleY = TargetVictim.GetAngleY() TargetAngleZ = TargetVictim.GetAngleZ() EndFunction ;=====================================Samael Gate Scene ============================================ Function EnableDefenseTroop() AudioCategoryAMB.SetVolume(0.7) Weather.ReleaseOverride() SkyrimStormRain.ForceActive(True) bArkUnderAttackFinalScene = True MoveUnwantedNPCs() MQ12b_SC11_CannonREF.Enable() MQ12b_SC6_HarborProp045.Disable() If _00E_MC_TealorREF.IsDisabled() _00E_MC_TealorREF.Enable() EndIf _00E_MC_TealorREF.MoveTo(MQ12b_SC11_TealorSpawnMarker) MQ12b_SC5_HarlejanGuardGidonREF.MoveTo(MQ12b_SC11_GidonCannonMarker) MQ12b_SC5_HarlejanGuardNaraREF.MoveTo(MQ12b_SC11_NaraCannonMarker) MQ12b_SC5_SergeantHarlejanREF.MoveTo(MQ12b_SC11_HarlejanCannonMarker) MQ12b_SC5_HarlejanGuardYoungREF.MoveTo(MQ12b_SC11_YoungGuardCannonMarker) MQ12b_SC11_SamaelREF.MoveTo(MQ12b_SC11_SamaelMarker) MQ12b_SC11_SamaelREF.Enable() MQ12b_SC11_SamaelREF.SetAlpha(0.0) MQ12b_SC11_CollisionMarker.Enable() MQ12b_SC11_HarborGateScene.ForceStart() _00E_SilenceLongTransitionHighPriority.Add() EndFunction Function MoveUnwantedNPCs() int iNPCIndex = MQ12b_SC11_NPCsRef.GetSize() While iNPCIndex > 0 iNPCIndex -= 1 Actor RefToMove = MQ12b_SC11_NPCsRef.GetAt(iNPCIndex) as Actor If !RefToMove.IsDisabled() && !(RefToMove.IsDead()) RefToMove.SetGhost(True) RefToMove.MoveTo(MQ12b_SC11_GuardDumpMarker) EndIf EndWhile Return EndFunction Function FadeInSamael() _00E_SilenceLongTransitionHighPriority.Remove() _00E_Music_Dungeon_Hideout.Remove() _00E_Music_Special_MQ12b_Samael.Add() TimeFadeIn01FXS.Play(MQ12b_SC11_SamaelREF) MQ12b_SC11_SamaelREF.MoveTo(MQ12b_SC11_SamaelMarker) Debug.sendAnimationEvent(MQ12b_SC11_SamaelREF, "IdleWebEnterInstant") MQ12b_SC11_SamaelREF.setActorValue("Variable03", 5) TimeFadeOut01FXS.Stop(MQ12b_SC11_SamaelREF) TimeFadeIn01FXS.Play(MQ12b_SC11_SamaelREF) MQ12b_SC11_SamaelBarrierREF.Enable() _00E_MAGEldritchExplosionImod.Apply() Game.ShakeCamera(afStrength = 0.1) _00E_Func_WaitForRef.WaitForReferenceToLoad(MQ12b_SC11_SamaelBarrierREF) MAGConjurePortal.Play(MQ12b_SC11_SamaelBarrierREF) MQ12b_SC11_SamaelBarrierREF.PlayAnimation("playanim02") bBarrierFailsave = True RegisterForSingleUpdate(2) _00E_MQ12b_SC11_BarrierLightREF.Enable() EndFunction Function ExplosionSamael() MQ12b_SC11_SamaelREF.playidle(WebIdleExit) Wait(1) TimeFadeIn01FXS.Stop(MQ12b_SC11_SamaelREF) MQ12b_SC11_SamaelREF.setActorValue("Variable03", 0) MQ12b_SC11_SamaelREF.PlaceAtMe(_00E_MAGEldritchShockExplosion, 1) _00E_MAGEldritchExplosionM.Play(MQ12b_SC11_SamaelREF) _00E_Ability_StaggerSelfSpell.Cast(MQ12b_SC5_HarlejanGuardYoungREF, MQ12b_SC5_HarlejanGuardYoungREF) _00E_Ability_StaggerSelfSpell.Cast(MQ12b_SC5_SergeantHarlejanREF, MQ12b_SC5_SergeantHarlejanREF) MQ12b_SC11_SamaelREF.SetAlpha(1) MQ12b_SC11_SamaelREF.PushActorAway(MQ12b_SC5_HarlejanGuardGidonREF, 5) MQ12b_SC5_HarlejanGuardGidonREF.GetActorBase().SetEssential(False) MQ12b_SC5_HarlejanGuardGidonREF.Kill(MQ12b_SC11_SamaelREF) MQ12b_SC11_SamaelREF.PushActorAway(MQ12b_SC5_HarlejanGuardNaraREF, 5) MQ12b_SC5_HarlejanGuardNaraREF.GetActorBase().SetEssential(False) MQ12b_SC5_HarlejanGuardNaraREF.Kill(MQ12b_SC11_SamaelREF) EndFunction Function SamaelLevitateHarlejanAndGuard() _00E_FXEldritchShader03.Play(MQ12b_SC5_SergeantHarlejanREF) _00E_FXEldritchShader03.Play(MQ12b_SC5_HarlejanGuardYoungREF) Debug.SendAnimationEvent(MQ12b_SC5_HarlejanGuardYoungREF, "returnToDefault") Debug.SendAnimationEvent(MQ12b_SC5_SergeantHarlejanREF, "returnToDefault") Debug.SendAnimationEvent(MQ12b_SC5_HarlejanGuardYoungREF, "IdleDA02BoethiahPostEnter") Debug.SendAnimationEvent(MQ12b_SC5_SergeantHarlejanREF, "IdleDA02BoethiahPostEnter") Wait(4) _00E_A1_DevourSoul_DisintegrateFXS.Play(MQ12b_SC5_SergeantHarlejanREF) _00E_A1_DevourSoul_DisintegrateFXS.Play(MQ12b_SC5_HarlejanGuardYoungREF) EndFunction Function KillHarlejanAndGuard() Game.ShakeCamera(afStrength = 0.5) ObjectReference KillMarkerHarlejan = MQ12b_SC5_SergeantHarlejanREF.PlaceAtMe(XMarker) ObjectReference KillMarkerGuardYoung = MQ12b_SC5_HarlejanGuardYoungREF.PlaceAtMe(XMarker) KillMarkerGuardYoung.MoveTo(MQ12b_SC5_SergeantHarlejanREF, 0.0, 0.0, 200) KillMarkerHarlejan.MoveTo(MQ12b_SC5_HarlejanGuardYoungREF, 0.0, 0.0, 200) _00E_A1_DevourSoul_DisintegrateFXS.Stop(MQ12b_SC5_SergeantHarlejanREF) _00E_A1_DevourSoul_DisintegrateFXS.Stop(MQ12b_SC5_HarlejanGuardYoungREF) _00E_FXEldritchShader03.Stop(MQ12b_SC5_HarlejanGuardYoungREF) _00E_FXEldritchShader03.Stop(MQ12b_SC5_HarlejanGuardYoungREF) MQ12b_SC5_HarlejanGuardYoungREF.SetAlpha(0.0) MQ12b_SC5_SergeantHarlejanREF.SetAlpha(0.0) KillMarkerHarlejan.PlaceAtMe(_00E_MAGEldritchShockExplosion) KillMarkerHarlejan.PlaceAtMe(_00E_FS_MAGGoreExplosion) KillMarkerGuardYoung.PlaceAtMe(_00E_MAGEldritchShockExplosion) KillMarkerGuardYoung.PlaceAtMe(_00E_FS_MAGGoreExplosion) _00E_A1_DevourSoulScreamM.Play(KillMarkerGuardYoung) _00E_A1_DevourSoulScreamM.Play(KillMarkerHarlejan) EndFunction Function CloseGate() MQ12b_SC11_GateREF.SetOpen(False) EndFunction Function SamaelTeleportAway() _00E_Music_Combat_BonehunterNoCond.Remove() _00E_SilenceTransitionHighPriority.Add() MQ12b_SC5_HarlejanLinker.Disable() ;MQ12b_SC5_SergeantHarlejanREF.Disable() ;MQ12b_SC5_HarlejanGuardYoungREF.Disable() _00E_MC_TealorREF.StopCombat() _00E_MC_TealorREF.StopCombatAlarm() _00E_A1_DevourSoul_DisintegrateFXS.Play(MQ12b_SC11_SamaelREF) Utility.Wait(1) MQ12b_SC11_SamaelREF.PlaceAtMe(_00E_MAGEldritchShockExplosion, 1) MQ12b_SC11_SamaelREF.Disable() EndFunction ;=====================================Taranor Gate Scene ============================================ Function SetUpSC12() Game.RequestAutoSave() ; need to disable these guards: if the player ignored them / they got stuck somewhere, tealor & yuslan might aggro them even in the harbor ; is also called in StartSC06() but needs to be here for save compatibility MQ12b_SC4_Market_Linker.Disable() MQ12b_SC12_FacadeSoldierNehrim01.GetActorBase().SetEssential(false) MQ12b_SC12_FacadeSoldierEnderal01.PlayIdleWithTarget(pa_1HMKillMoveShortB, MQ12b_SC12_FacadeSoldierNehrim01) MQ12b_SC6_HarborProp023.PlayIdleWithTarget(pa_1HMKillMoveShortB, MQ12b_SC6_HarborProp046) MQ12b_SC6_HarborProp047.Kill(MQ12b_SC6_HarborProp047) MQ12b_SC6_HarborProp022.PlayIdleWithTarget(pa_1HMKillMoveShortB, MQ12b_SC12_FacadeSoldierEnderal02) _00E_MC_TealorREF.StopCombat() _00E_MC_TealorREF.StopCombatAlarm() _00E_MC_YuslanRef.Enable() If !_00E_MC_TaranorREF.IsEnabled() _00E_MC_TaranorREF.Enable() EndIf If _00E_MC_TaranorREF.IsDead() _00E_MC_TaranorREF.Resurrect() EndIf If !_00E_SC_AlmaREF.IsEnabled() _00E_SC_AlmaREF.Enable() EndIf If _00E_SC_AlmaREF.IsDead() _00E_SC_AlmaREF.Resurrect() EndIf MQ12b_SC12_ConversationWithTaranor.ForceStart() EndFunction Function SC12_ComeOutTaranor() ; Sometimes, Taranor fails to come to the gate when needed in SC12 ; (see http://sureai.net:9898/browse/ERB-2130 ). ; This failsave teleports him. If _00E_MC_TaranorREF.GetDistance(MQ12b_SC12_TaranorWalkMarker001) > 200 _00E_MC_TaranorREF.MoveTo(MQ12b_SC12_TaranorWalkMarker001) EndIf EndFunction Function TeleportYuslanToGate() Wait(2) _00E_Func_SafeMove.SafeMoveTo(_00E_MC_YuslanRef, MQ12b_SC12_YuslanTeleportMarker) _00E_Func_WaitForRef.WaitForReferenceToLoad(_00E_MC_YuslanRef) TimeFadeIn01FXS.Play(_00E_MC_YuslanRef) Debug.sendAnimationEvent(_00E_MC_YuslanRef, "IdleWebEnterInstant") _00E_MC_YuslanRef.SetActorValue("Variable03", 5) TimeFadeOut01FXS.Stop(_00E_MC_YuslanRef) TimeFadeIn01FXS.Play(_00E_MC_YuslanRef) Game.ShakeCamera(afStrength = 0.1) _00E_MC_YuslanRef.playidle(WebIdleExit) TimeFadeIn01FXS.Stop(_00E_MC_YuslanRef) _00E_MC_YuslanRef.SetActorValue("Variable03", 0) MQ12b_SC12_YuslanTeleportMarker.PlaceAtMe(_00E_MAGEldritchShockExplosionTeleport, 1) _00E_MC_TaranorREF.MoveTo(MQ12b_SC12_TaranorEnableMarker) _00E_SC_AlmaREF.MoveTo(MQ12b_SC12_AlmaMarkerREF) EndFunction Function SetUpSC13() PlayerREF.AddItem(_01E_TeleportrolleSonnentempel, 1) _00E_MQ12b_SC11_BarrierLightREF.Disable() EnableArcanistsAndGuard() AllowIdleChatter.SetValue(0) Wait(1) MQ12b_SC13_TempleScene.ForceStart() MQ12b_SC11_SamaelBarrierREF.PlayAnimation("playanim01") _00E_MC_YaelaREF.MoveTo(MQ12a_SC15_YaelaStandMarker) MQ12b_SC14_SiegeTempleMarker.Enable() _00E_MQ12b_SC15_Novice.MoveTo(MQ12b_SC15_NoviceMarkerREF) MQ12b_SC14_TempleGuardWoundedREF.Enable() MQ12b_SC14_HarborGuardREF.MoveTo(MQ12b_SC14_OrderGuardMarker) _00E_MC_LeoraREF.Enable() _00E_MC_LeoraREF.SetAlpha(1) _00E_MC_JorrekRef.Disable() MQ12b_SC14_JorrekREF.Enable() MQ12b_SC14_ApothekariusREF.Enable() MQ12b_SC14_ApothekariusREF.MoveTo(MQ12b_SC14_GuardMarkerREF) _00E_MC_LeoraREF.MoveTo(MQ12b_SC14_LeoraMarkerREF) _00E_MC_NataraREF.MoveTo(MQ12b_SC14_NataraMarkerREF) EndFunction Function EnableArcanistsAndGuard() MQ12b_SC12_HarborArcanist02REF.Enable() BerserkerFXS.Play(MQ12b_SC12_YoungGuardREF) Return EndFunction Function EnableArcanistFX() _00E_MagicProtectionLoop02M.Play(MQ12b_SC12_HarborArcanist01REF) MQ12b_SC12_HarborArcanist02REF.AddSpell(_00E_ABEldritchDrainSelfWithFX) MQ12b_SC12_HarborArcanist01REF.AddSpell(_00E_ABEldritchDrainSelfWithFX) _00E_MC_YuslanRef.AddSpell(_00E_ABEldritchDrainSelfWithFX) EndFunction Function MoveTealorWeatherFailsave() If _00E_MC_TealorREF.IsDisabled() _00E_MC_TealorREF.Enable() EndIf _00E_MC_TealorREF.MoveTo(MQ12b_SC14_TealorMarkerREF) SkyrimStormRain.ForceActive(True) EndFunction Function SetUpSC14() SkyrimStormRain.ForceActive(True) MQ16_StubbornGuardREF.MoveTo(MQ12b_SC16_Flavour_Keeper_Female) MQ12b_Flavour_Novice.MoveTo(MQ12b_SC16_Flavour_Novice) MQ05Prologue_EmporiumKeeper.MoveTo(MQ12b_SC16_Flavour_Keeper_01) Game.RequestAutoSave() MQ12b_SC14_JorrekREF.Enable() MQ12b_SC14_JorrekREF.SetOutfit(_25E_HolyOrder_WardenOutfit) MQ12b_SC13_TempleScene.Stop() If _00E_MC_TealorREF.IsDisabled() _00E_MC_TealorREF.Enable() EndIf If MQ12b_SC13_TempleScene.IsPlaying() MQ12b_SC13_TempleScene.Stop() EndIf _00E_MC_TealorREF.MoveTo(MQ12b_SC14_TealorMarkerREF) _00E_MC_NataraREF.MoveTo(MQ12b_SC14_NataraMarkerREF) MQ12b_SC16_Flavor.ForceStart() MQ12b_SC14_TempleScene02.ForceStart() EndFunction Function SetUpSC15() _00E_MC_LexREF.MoveTo(MQ12a_SC0_DebugLexStart) _00E_MC_YaelaREF.MoveTo(MQ12a_SC15_YaelaStandMarker) MQ12b_SC15_TempleScene03.ForceStart() EndFunction Function CompleteQuestAndStartMQ12c() If MQ12b_SC16_Flavor.IsPlaying() MQ12b_SC16_Flavor.Stop() EndIf A_CrimeFaction.SetCrimeGold(iCrimeGoldBeforeMQ12bNonViolent) A_CrimeFaction.SetCrimeGoldViolent(iCrimeGoldBeforeMQ12bViolent) MQ12b_SC12_HarborArcanist02REF.Disable() MQ12b_Market_CastleCollisionREF.Disable() MQ12b_SC12_YoungGuardREF.Disable() AudioCategoryAMB.SetVolume(1.0) PlayerREF.RemoveFromFaction(MQ12b_TemporarySiegeFaction) MQ12b_SC14_JorrekREF.Disable() ; the following line is called twice before, that was inserted later, see description of bug above, still needs to be called here for save compatibility MQ12b_SC4_Market_Linker.Disable() MQ12b_SC3_UpperCityLinker01.Disable() MQ12b_SC5_LowerDistrictLinkMarker.Disable() MQ12b_SC5_HarlejanLinker.Disable() MQ12b_SC6_HarborLinker.Disable() MQ12b_SC6_ArcherMarker.Disable() MQ12b_SC3_BattleSoundMarker.Disable() MQ12b_SC6_NehrimeseGateLinker.Disable() Ark_MyradRef.MoveToMyEditorLocation() MQ12b_DisableThisDudeHeIsAnnoyingREF.Enable() bArkUnderAttackPrelude = False bArkUnderAttack = False bArkUnderAttackFinalScene = False Weather.ReleaseOverride() _00E_SilenceTransitionHighPriority.Remove() _00E_TeleportGlobal.SetValueInt(0) TimeScale.SetValue(fTimeScaleBefore) MQ03_SC1_CastleWorldDoor.BlockActivation(False) MQ12b_SC4_BarracksDoorREF.BlockActivation(False) MQ12b_SC5_HarborDoorREF.BlockActivation(False) _00E_SouthQuarter_UndercityDoorREF.BlockActivation(False) MQ12b_SC5_LowerDistrictMarketDoor01REF.BlockActivation(False) MQ12b_SC5_LowerDistrictMarketDoor02REF.BlockActivation(False) UnregisterForUpdate() _00E_EPHandler.GiveEP(__Config_RewardEXP) AllowIdleChatter.SetValue(1) Self.CompleteQuest() ReEnableNPCs() DisablePanicTriggerbox() MQ12c.SetCurrentStageID(5) GoToState("Aftermath") RegisterForSingleUpdateGameTime(24) Steam.UnlockAchievement("END_SIEGE_01") EndFunction Function DisablePanicTriggerbox() ;extra function because it gets also called from _00E_PlayerSetUpScript MQ12b_SC3_PanicTriggerboxREF.Disable() EndFunction Function StartSC01Failsave() If !MQ12b_SC01_LexilExplains.IsPlaying() MQ12b_SC01_LexilExplains.ForceStart() EndIf EndFunction ;===================================================================================== ; ADJUST GAME TIME ;===================================================================================== Function AdjustTime() float fGameHour = GameHour.GetValue() fTimeScaleBefore = TimeScale.GetValue() If (fGameHour <= 4 || fGameHour >= 21) TimeScale.SetValue(0.1) Else GoToState("WaitForNight") EndIf EndFunction State WaitForNight Event OnBeginState() TimeScale.SetValue(100) RegisterForSingleUpdate(5) EndEvent Event OnUpdate() If (GameHour.GetValue() <= 4 || GameHour.GetValue() >= 21) TimeScale.SetValue(0.1) Else RegisterForSingleUpdate(5) EndIf EndEvent EndState ;===================================================================================== ; SIEGE EFFECTS ;===================================================================================== Function UpdateCatapultStrikes(String sStrikeLocation) sCurrentStrikeLocation = sStrikeLocation EndFunction State Aftermath Event OnUpdateGameTime() MQ12b_SC14_SiegeTempleMarker.Disable() EndEvent EndState State SiegeUpperCity Event OnUpdate() ; Valid location names are: ; "Market" ; "UpperCity" ; "LowerDistrict" ; "HarborDistrict" if bBarrierFailsave bBarrierFailsave = False MQ12b_SC11_SamaelBarrierREF.PlayGamebryoAnimation("AnimIdle02") EndIf If !bArkUnderAttackFinalScene If sCurrentStrikeLocation == "Market" MQ12b_SC4_StrikeSpawnerMarket.CallCatapultStrike() ElseIf sCurrentStrikeLocation == "UpperCity" MQ12b_SC3_CatapultFireController.CallCatapultStrike() ElseIf sCurrentStrikeLocation == "LowerDistrict" MQ12b_SC4_StrikeSpawnerLowerDistrict.CallCatapultStrike() ElseIf sCurrentStrikeLocation == "HarborDistrict" MQ12b_SC4_StrikeSpawnerHarborDistrict.CallCatapultStrike() EndIf If (GameHour.GetValue() <= 4 || GameHour.GetValue() >= 21) && TimeScale.GetValue() > 1.0 TimeScale.SetValue(0.1) EndIf RegisterForSingleUpdate(5) EndIf EndEvent EndState ;===================================================================================== ; PROPERTIES ;===================================================================================== bool bBarrierFailsave float fTimeScaleBefore float EndLocX float EndLocY float EndLocZ float TargetAngleX float TargetAngleY float TargetAngleZ int Property iCrimeGoldBeforeMQ12bViolent Auto Hidden int Property iCrimeGoldBeforeMQ12bNonViolent Auto Hidden ; TELEPORT GLOBAL; WEATHER; MUSIK ZURÜCKSETZEN! BLOCKIERTE TÜREN WIEDER ZURÜCKSETZEN! ; UNWANTED NPCs ZURÜCKSETZEN! FLEE VARIABLES ZURÜCKSETZEN!! GlobalVariable Property AllowIdleChatter Auto String sCurrentStrikeLocation = "UpperCity" int Property __Config_RewardEXP Auto int iBarrierSound int iBellSound bool Property bArkUnderAttack Auto Hidden Conditional bool Property bArkUnderAttackPrelude Auto Hidden Conditional bool Property bArkUnderAttackFinalScene Auto Hidden Conditional Actor Property _00E_MC_LexREF Auto Actor Property _00E_MC_YuslanRef Auto Actor Property _00E_MC_LeoraREF Auto Actor Property _00E_MC_TealorREF Auto Actor Property _00E_MC_TaranorREF Auto Actor Property _00E_MC_JorrekRef Auto Actor Property _00E_MC_NataraREF Auto Actor Property PlayerREF Auto Actor Property MQ12b_DisableThisDudeHeIsAnnoyingREF Auto Actor Property MQ12b_SC3_CityGuardREF Auto Actor Property MQ12b_SC5_HarlejanGuardNaraREF Auto Actor Property MQ12b_SC5_HarlejanGuardYoungREF Auto Actor Property MQ12b_SC5_HarlejanGuardGidonREF Auto Actor Property MQ12b_SC5_SergeantHarlejanREF Auto Actor Property MQ12b_SC10_NehrimeseAssassin Auto Actor Property MQ12b_SC11_SamaelREF Auto Actor Property MQ12b_SC12_FacadeSoldierNehrim01 Auto Actor Property MQ12b_SC12_FacadeSoldierEnderal01 Auto Actor Property MQ12b_SC12_FacadeSoldierEnderal02 Auto Actor Property MQ12b_SC6_HarborProp022 Auto Actor Property MQ12b_SC6_HarborProp023 Auto Actor Property MQ12b_SC6_HarborProp046 Auto Actor Property MQ12b_SC6_HarborProp047 Auto Actor Property _00E_SC_AlmaREF Auto Actor Property MQ12b_SC12_YoungGuardREF Auto Actor Property MQ12b_SC12_HarborArcanist01REF Auto Actor Property MQ12b_SC12_HarborArcanist02REF Auto Actor Property MQ12b_SC14_ApothekariusREF Auto Actor Property _00E_MQ12b_SC15_Novice Auto Actor Property MQ12b_SC14_JorrekREF Auto Actor Property MQ12b_SC14_HarborGuardREF Auto Actor Property _00E_MC_YaelaREF Auto Actor Property MQ05Prologue_EmporiumKeeper Auto Actor Property MQ12b_Flavour_Novice Auto Actor Property MQ16_StubbornGuardREF Auto Hidden Quest Property MQ12c Auto ImageSpaceModifier Property _00E_MAGEldritchExplosionImod Auto MusicType Property _00E_Music_Combat_BonehunterNoCond Auto MusicType Property _00E_SilenceLongTransitionHighPriority Auto MusicType Property _00E_SilenceTransitionHighPriority Auto MusicType Property _00E_Music_Dungeon_Hideout Auto MusicType Property _00E_Music_Special_MQ12b_Samael Auto GlobalVariable Property _00E_TeleportGlobal Auto GlobalVariable Property MQ12b_ArkUnderAttack Auto GlobalVariable Property GameHour Auto GlobalVariable Property TimeScale Auto Outfit Property _25E_HolyOrder_WardenOutfit Auto ObjectReference Property MQ12b_SC1_Orderguard01 Auto ObjectReference Property MQ12b_SC1_Orderguard02 Auto ObjectReference Property MQ12a_SC0_DebugLexStart Auto ObjectReference Property MQ12b_SC2_LeoraMarker002 Auto ObjectReference Property MQ12b_SC2_ShaRimMarker002 Auto ObjectReference Property MQ12b_SC2_TealorStartMarker005 Auto ObjectReference Property MQ12b_SC3_CatapultStrikeMarker002 Auto ObjectReference Property MQ12b_SC3_BarrierREF002 Auto ObjectReference Property MQ12b_SC3_UpperCityLinker01 Auto ObjectReference Property MQ12b_SC3_PanicTriggerboxREF Auto ObjectReference Property MQ12b_SC3_ScreamMarker Auto ObjectReference Property MQ12b_SC3_BattleSoundMarker Auto ObjectReference Property MQ12b_SC3_CityGuardStartMarker Auto ObjectReference Property MQ07a_SC14_YoungMageMarker001 Auto ObjectReference Property MQ12b_SC3_TealorBarrierMarkerREF Auto ObjectReference Property MQ12b_SC4_Market_Linker Auto ObjectReference Property MQ12b_SC4_BarracksDoorREF Auto ObjectReference Property MQ03_SC1_CastleWorldDoor Auto ObjectReference Property MQ12b_SC5_LowerDistrictLinkMarker Auto ObjectReference Property MQ12b_SC4_TealorBenchmark01 Auto ObjectReference Property MQ12b_SC5_TealorBenchmark02 Auto ObjectReference Property MQ12b_SC5_HarborDoorREF Auto ObjectReference Property MQ12b_SC5_LowerDistrictMarketDoor01REF Auto ObjectReference Property MQ12b_SC5_LowerDistrictMarketDoor02REF Auto ObjectReference Property MQ12b_SC5_HarlejanLinker Auto ObjectReference Property MQ12b_SC6_HarborLinker Auto ObjectReference Property MQ12b_SC6_NehrimeseGateLinker Auto ObjectReference Property MQ12b_SC6_ArcherMarker Auto ObjectReference Property MQ12b_SC7_CrankREF Auto ObjectReference Property _00E_SouthQuarter_UndercityDoorREF Auto ObjectReference Property MQ12b_SC8_GateDoorREF Auto ObjectReference Property MQ12b_SC9_Door Auto ObjectReference Property MQ12b_SC11_CannonREF Auto ObjectReference Property MQ12b_SC11_NaraCannonMarker Auto ObjectReference Property MQ12b_SC11_YoungGuardCannonMarker Auto ObjectReference Property MQ12b_SC11_GidonCannonMarker Auto ObjectReference Property MQ12b_SC11_HarlejanCannonMarker Auto ObjectReference Property MQ12b_SC11_SamaelMarker Auto ObjectReference Property MQ12b_SC11_SamaelBarrierREF Auto ObjectReference Property MQ12b_SC11_TealorSpawnMarker Auto ObjectReference Property MQ12b_SC6_HarborProp045 Auto ObjectReference Property _00E_MQ12b_SC11_BarrierLightREF Auto ObjectReference Property MQ12b_SC11_GuardDumpMarker Auto ObjectReference Property MQ12b_SC11_CollisionMarker Auto ObjectReference Property MQ12b_SC11_GateREF Auto ObjectReference Property MQ12b_SC12_YuslanTeleportMarker Auto ObjectReference Property MQ12b_SC12_TaranorEnableMarker Auto ObjectReference Property MQ12b_SC12_TaranorWalkMarker001 Auto ObjectReference Property MQ12b_SC12_AlmaMarkerREF Auto ObjectReference Property MQ12b_SC14_TempleGuardWoundedREF Auto ObjectReference Property MQ12b_SC14_LeoraMarkerREF Auto ObjectReference Property MQ12b_SC14_NataraMarkerREF Auto ObjectReference Property MQ12b_SC14_GuardMarkerREF Auto ObjectReference Property MQ12b_SC14_SiegeTempleMarker Auto ObjectReference Property MQ12b_SC15_NoviceMarkerREF Auto ObjectReference Property MQ12b_SC14_TealorMarkerREF Auto ObjectReference Property MQ12a_SC15_YaelaStandMarker Auto ObjectReference Property MQ12b_SC14_OrderGuardMarker Auto ObjectReference Property MQ12b_SC09_PlayerVisionMarker Auto Hidden ObjectReference Property MQ12b_StayDisabledLinker Auto Hidden ObjectReference Property MQ12b_SC10_WayOut Auto Hidden ObjectReference Property MQ12b_Market_CastleCollisionREF Auto Hidden ObjectReference Property MQ12b_SC16_Flavour_Keeper_01 Auto Hidden ObjectReference Property MQ12b_SC16_Flavour_Keeper_Female Auto Hidden ObjectReference Property MQ12b_SC16_Flavour_Novice Auto Hidden ObjectReference Property MQ12c_GuardLinker Auto Hidden ObjectReference Property MQ12b_SC3_CityGuardRunToMarker Auto Hidden ObjectReference Property Ark_MyradRef Auto ObjectReference Property CapitalCity_UpperCityToMarket01 Auto ObjectReference Property CapitalCity_UpperCityToMarket02 Auto ObjectReference Property DebugMarker004 Auto ObjectReference Property DebugMarker003 Auto ObjectReference Property DebugMarker002 Auto ObjectReference Property DebugMarker001 Auto Faction Property MQ12b_TemporarySiegeFaction Auto Faction Property A_CrimeFaction Auto CWCatapultStrikeSpawnerScript Property StrikeSpawner Auto Hidden CWCatapultStrikeSpawnerScript Property MQ12b_SC3_CatapultFireController Auto CWCatapultStrikeSpawnerScript Property MQ12b_SC4_StrikeSpawnerMarket Auto CWCatapultStrikeSpawnerScript Property MQ12b_SC4_StrikeSpawnerLowerDistrict Auto CWCatapultStrikeSpawnerScript Property MQ12b_SC4_StrikeSpawnerHarborDistrict Auto Static Property XMarker Auto SoundCategory Property AudioCategoryAMB Auto Formlist Property MQ12b_SC11_NPCsRef Auto Formlist Property MQ12b_SC01_ArkDoors Auto Formlist Property MQ12b_SiegeNPCs Auto Formlist Property MQ12b_AllDisabledNPCs Auto Formlist Property MQ12b_UnGhostNPCs_OnVersionUpdate1580 Auto Activator Property CWCatapultStrike Auto Activator Property CWCatapultStrikeNoDmg Auto Sound Property AMBrCivilWarCatapultsDistantM Auto Sound Property AMBCivilWarBattleStartDistant Auto Sound Property _00E_MQ12b_SC3_ScreamM Auto Sound Property _00E_MQ12b_SC6_GateCrankStuckM Auto Sound Property FXExplosionCatapultFarM Auto Sound Property _00E_A2_Ghostwalk_TeleportSound Auto Sound Property MAGConjurePortal Auto Sound Property _00E_A1_DevourSoulScreamM Auto Sound Property _00E_MAGEldritchExplosionM Auto Sound Property _00E_MagicProtectionLoop02M Auto Sound Property _00E_BellLoop Auto Weather Property SkyrimOvercastRain Auto Weather Property SkyrimStormRain Auto Idle Property WebIdleExit Auto Idle Property pa_1HMKillMoveShortB Auto Spell Property _00E_Ability_StaggerSelfSpell Auto Spell Property _00E_ABEldritchDrainSelfWithFX Auto Scene Property MQ12b_SC01_LexilExplains Auto Scene Property MQ12b_SC2_Attack Auto Scene Property MQ12b_SC3_CatapultAttack Auto Scene Property MQ12b_SC4_TealorTravelToMistDistrict Auto Scene Property MQ12b_SC5_TealorLowerDistrict Auto Scene Property MQ12b_SC6_BattleInHarborDistrict Auto Scene Property MQ12b_SC7_GateDiscussion Auto Scene Property MQ12b_SC8_FollowTealorToWallEntrance Auto Scene Property MQ12b_SC9_PlayerRepairsMechanism Auto Scene Property MQ12b_SC10_PlayerRepairsMechanismPart02 Auto Scene Property MQ12b_SC11_HarborGateScene Auto Scene Property MQ12b_SC12_ConversationWithTaranor Auto Scene Property MQ12b_SC13_TempleScene Auto Scene Property MQ12b_SC14_TempleScene02 Auto Scene Property MQ12b_SC15_TempleScene03 Auto Scene Property MQ12b_SC16_Flavor Auto Scroll Property _01E_TeleportrolleSonnentempel Auto Weapon Property _01E_20Hueterschwert Auto ReferenceAlias Property Ordenshueter Auto ReferenceAlias Property Ordenshueterin Auto Explosion Property _00E_A2_GhostwalkImpactExplosion Auto Explosion Property _00E_MAGEldritchShockExplosion Auto Explosion Property _00E_FS_MAGGoreExplosion Auto Explosion Property _00E_MAGEldritchShockExplosionTeleport Auto VisualEffect Property _00E_A2_GhostwalkTeleportReappearVFX Auto VisualEffect Property _00E_A2_GhostwalkTeleportVFX Auto EffectShader Property TimeFadeIn01FXS Auto EffectShader Property TimeFadeOut01FXS Auto EffectShader Property _00E_FXEldritchShader03 Auto EffectShader Property _00E_A1_DevourSoul_DisintegrateFXS Auto EffectShader Property BerserkerFXS Auto _00E_GypsyMinstrelsControlScript Property GypsyMinstrelsControl Auto