Scriptname _00E_MQ14_Functions extends Quest Conditional

Import _00E_QuestFunctions
Import Utility

;=====================================================================================
;                                       EVENTS                                       
;=====================================================================================

Event OnUpdateGameTime()

    SetToTen()

EndEvent

;=====================================================================================
;                                       FUNCTIONS                                    
;=====================================================================================

Function MoveCompanion()

    if akCompanion.IsDisabled()
        akCompanion.Enable()
    EndIf
    
    if akInjuredCompanion.IsDisabled()
        akInjuredCompanion.Enable()
    EndIf
    
    akInjuredCompanion.MoveTo(MQ14_SC01_CompanionInjuredMarker)
    
EndFunction

Function SetUp()

    _00E_MC_JesparREF.BlockActivation(False)
    _00E_MC_CaliaREF.BlockActivation(False)

    SetObjectiveDisplayed(0)
    SetObjectiveDisplayed(5)
    SetObjectiveDisplayed(15)
    
    _00E_MQ14_SC02_GuardREF.MoveTo(MQ14_SC02_SuntempleChronikerMarker)
    _00E_MQ07a_ArcanistEnijaREF.MoveTo(MQ14_SC02_SuntempleChroniker02Marker)
    
    MQ14_SC02_FlavorScene.ForceStart()  
    
    If MQ13c.akCompanionRomance
        Companion.ForceRefTo(MQ13c.akCompanionRomance)
        InjuredCompanion.ForceRefTo(MQ13c.akCompanionNoRomance)
    Else
        Companion.ForceRefTo(_00E_MC_CaliaREF)
        InjuredCompanion.ForceRefTo(_00E_MC_JesparREF)
    EndIf
    
    akCompanion = Companion.GetActorReference()
    akInjuredCompanion = InjuredCompanion.GetActorReference()
    akInjuredCompanion.BlockActivation(False)
    Debug.SendAnimationEvent(akInjuredCompanion, "IdleForceDefaultState")
    
    If akInjuredCompanion.GetActorBase() == _00E_MC_Calia
        akInjuredCompanion.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
    Else
        akInjuredCompanion.SetOutfit(MinerClothesOutfit01NoBoots)
        akCompanion.SetOutfit(_00E_MC_Calia_Outfit)
    EndIf
    
    RegisterForSingleUpdateGameTime(48)
    
    DaysPassedSinceSetUp = Utility.GetCurrentGameTime()
    
    Utility.Wait(3)
    
    SetObjectiveDisplayed(20)
    
EndFunction

bool Function ReminderFailsave()

    ; Failsave to help out if the single-update event called in the
    ; SetUp() function gets lost somehow. This is an ugly fix for
    ; http://sureai.net:9898/projects/ERB/issues/ERB-92 .
    
    if Utility.GetCurrentGameTime() > DaysPassedSinceSetUp + 2
        if DaysPassedSinceSetUp >= 0
            ; ensure that DaysPassedSinceSetUp has ever been set!
            SetToTen()
            Return true
        endif
    endif
    Return false

EndFunction

Function SetToTen()

    ; They're done deciphering the star map.
    
    if PlayerREF.GetWorldspace() == SuntempleWorldspace
        SetStage(10)
    endif
    _00E_MQ14_Readyfor10.SetValue(1)
    SetObjectiveDisplayed(10)
    SetObjectiveCompleted(15)

EndFunction

Function FailCompanionQuestsIfNotCompleted()
    
    If CQJ06.IsRunning() && !CQJ06.IsCompleted()
        CQJ06.SetStage(30)
    ElseIf CQC06.IsRunning() && !CQC06.IsCompleted()
        CQC06.SetStage(30)
    EndIf
    CQJ06.Stop()
    CQC06.Stop()

EndFunction

Function PrepareForFinalMission()

    if akCompanion.IsDisabled()
        akCompanion.Enable()
    EndIf

    if akCompanion == _00E_MC_CaliaREF
        _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
    EndIf
    
    akCompanion.MoveTo(MQ14_SC03_CompanionREF)
    SetObjectiveDisplayed(20)

EndFunction

Function ShowPONRMessage()

    _00E_MQ14_PointOfNoReturnMessage.Show()
    ; Failsave:
    FailCompanionQuestsIfNotCompleted()

EndFunction

Function SetUpFuneralScene()

    _00E_MQ14_SC01_TalginTorrentalREF.MoveTo(MQ14_SC01_TorrentalRef)
    MQ14_SC01_FuneralMarker.Enable()

    MQ14_SC01_Funeral.ForceStart()
    
EndFunction

Function DespawnFuneralScene()

    MQ14_SC01_FuneralMarker.Disable()

EndFunction

Function CompleteFuneralObjective()
    
    SetObjectiveCompleted(5)
    Levelsystem.GiveEP(250)
    
EndFunction

Function GiveEPForCompanion()

    Levelsystem.GiveEP(250)

EndFunction

Function LockUpEverything()

    FailCompanionQuestsIfNotCompleted()

    If !IsObjectiveCompleted(5)
        SetObjectiveFailed(5)
    EndIf
	
	If !FS_NQ01.IsCompleted() && _00E_FS_IsForgottenStoriesActivated.GetValueInt() == 1
		FS_NQ01.SetStage(200)
	EndIf
    
    SuntempleNakedNoviceREF.Disable()
    MQ07a_SC14_SigilStone.Disable()
    MQ07a_SC14_SigilstoneFX.Disable()
    MQ07a_SC14_SigilStoneLight2.Disable()
    SetObjectiveDisplayed(22)
    _00E_MC_NataraREF.Disable()
    _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
    Timescale.SetValue(0.01)
    _00E_SilenceLongTransitionHighPriority.Add()
    _00E_MQ11c_SilberhainRealWeather.SetActive(True)
    MQ14_SC01_SuntempleDoorREF.BlockActivation(True)
    _00E_TeleportGlobal.SetValueInt(1)
    MQ14_SC03_ArcanistREF.Disable()
    
    If _00E_MC_YuslanRef.IsDisabled()
        _00E_MC_YuslanRef.Enable()
    EndIf
    
    _00E_MC_YuslanRef.MoveTo(MQ14_SC03_YuslanMarker)
    _00E_MC_TealorREF.MoveTo(MQ14_SC03_YuslanMarker)
    MQ14_SC03_Explanation.ForceStart()
    
EndFunction

Function EnableBeacon()

    SetObjectiveCompleted(22)
    _00E_MC_LexREF.Disable()
    MQ14_SC04_NoviceREF.Enable()
    MQ14_SC04_NPCTrigger.Enable()
    
    If LeuchtfeuerSwitcher.IsDisabled()
        LeuchtfeuerSwitcher.Enable()
    EndIf
    
    MQ14_SC04_NoviceScene.ForceStart()

EndFunction

Function StartPosession()

    MQ14_SC04_NoviceREF.SetEyeTexture(_00E_MaleEyesPosessed)
    MQ14_SC04_ArcanistREF.SetEyeTexture(_00E_MaleEyesPosessed)
    MQ14_SC04_Keeper02REF.SetEyeTexture(_00E_MaleEyesPosessed)
    MQ14_SC04_Keeper01REF.SetEyeTexture(_00E_MaleEyesPosessed)
    MQ14_SC04_NoviceREF.GetActorBase().SetFaceMorph(3, 3)
    MQ14_SC04_Keeper01REF.GetActorBase().SetFaceMorph(3, 1)
    MQ14_SC04_Keeper02REF.GetActorBase().SetFaceMorph(3, 1)
    MQ14_SC04_ArcanistREF.GetActorBase().SetFaceMorph(3, 1)
    
EndFunction

Function SetGameTime()

    FadeToBlackIMOD.Apply()
    FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 3.0)
    Utility.Wait(3)
    Levelsystem.SkipTimeToHour(23)
    FadeToBlackBackIMOD.ApplyCrossFade(2)
    
EndFunction

Function AddCombatmusic()

    Levelsystem.RemoveSilence()
     _00E_SilenceLongTransitionHighPriority.Remove()
    _00E_Music_Combat_ShieldbrothersNoCond.Add()

EndFunction

Function NoviceExplode()

    If _00E_MC_LexREF.IsDisabled()
        _00E_MC_LexREF.Enable()
    EndIf

    MQ14_SC04_SmokeREF.Enable()
    MQ14_SC04_HighOnesOrb01.Enable()
    MQ14_SC04_HighOnesOrb02.Enable()
    _00E_MC_LexREF.AddToFaction(PlayerAlliesFaction)
    Game.ShakeCamera()
    MQ14_SC04_BarrierREF.Enable()
    _00E_Ability_StaggerSelfSpell.Cast(PlayerREF, PlayerREF)
    MQ14_SC04_HighOnesOrb01.PlayAnimation("PlayAnim02")
    MQ14_SC04_HighOnesOrb02.PlayAnimation("PlayAnim02")
    MQ14_SC04_NoviceREF.PlaceAtMe(ExplosionIllusionMassiveDark01)
    MQ14_SC04_NoviceREF.PlaceAtMe(ExplosionIllusionDark01)
    ObjectReference KillMarkerNovice = MQ14_SC04_NoviceREF.PlaceAtMe(XMarker)
    KillMarkerNovice.MoveTo(MQ14_SC04_NoviceREF, 0.0, 0.0, 200)
    Actor NoviceSkeleton = KillMarkerNovice.PlaceActorAtMe(_00E_MQ12b_Skeleton)
    NoviceSkeleton.Kill(NoviceSkeleton)
    MQ14_SC04_NoviceREF.SetCriticalStage(MQ14_SC04_NoviceREF.CritStage_DisintegrateStart)
    IllusionDarkMassiveImod.Apply()
    MQ14_SC04_NoviceREF.AttachAshPile(DefaultAshPileGhostBlack)
    MQ14_SC04_NoviceREF.SetAlpha (0.0,True)
    wait(3)
    _00E_MC_LexREF.MoveTo(MQ14_SC04_SpawnLexilMarker)
    AtronachUnsummonDeathFXS.Stop(MQ14_SC04_NoviceREF)
    MQ14_SC04_NoviceREF.SetCriticalStage(MQ14_SC04_NoviceREF.CritStage_DisintegrateEnd)
    MQ14_SC04_NoviceREF.Delete()    
    StartCombatWithPlayer()
    SetObjectiveDisplayed(27)
    Game.RequestAutoSave()
        
EndFunction

Function DisableBarrier()

    SetObjectiveCompleted(27)
    MQ14_PosessedKeeperREF.Enable()
    _00E_SilenceLongTransitionHighPriority.Add()
    _00E_Music_Combat_ShieldbrothersNoCond.Remove()
    Game.RequestAutoSave()
    MQ14_SC04_BarrierREF.PlayAnimation("TransitionAnim")
    _00E_MC_LexREF.StopCombat()
    _00E_MC_LexREF.StopCombatAlarm()
    Utility.Wait(1.5)
    _00E_MC_LexREF.RestoreAV("Health", 300)
    _00E_MC_LexREF.ResetHealthAndLimbs()
    MQ14_SC04_BarrierREF.Disable()
    MQ14_SC04_HighOnesOrb01.PlayAnimation("playAnim01")
    MQ14_SC04_HighOnesOrb02.PlayAnimation("playAnim01")
    MQ14_SC04_HighOnesOrb02.Disable()
    MQ14_SC04_HighOnesOrb01.Disable()
    
EndFunction

Function StartCombatWithPlayer()

    ; The following three if-clauses are failsaves to ensure that the
    ; three enemies are inside the barrier. I have never seen this
    ; fail ingame, so this may be a moot issue.
    if MQ14_SC04_Keeper02REF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200
        MQ14_SC04_Keeper02REF.MoveTo(MQ14_SC04_SuntempleBeaconREF)
    endif
    if MQ14_SC04_Keeper01REF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200
        MQ14_SC04_Keeper01REF.MoveTo(MQ14_SC04_SuntempleBeaconREF)
    endif
    if MQ14_SC04_ArcanistREF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200
        MQ14_SC04_ArcanistREF.MoveTo(MQ14_SC04_SuntempleBeaconREF)
    endif
    MQ14_SC04_Keeper02REF.AddToFaction(PlayerEnemyFaction)
    MQ14_SC04_Keeper01REF.AddToFaction(PlayerEnemyFaction)
    MQ14_SC04_ArcanistREF.AddToFaction(PlayerEnemyFaction)
    MQ14_SC04_Keeper01REF.SetActorValue("Aggression", 2)
    MQ14_SC04_Keeper02REF.SetActorValue("Aggression", 2)
    MQ14_SC04_ArcanistREF.SetActorValue("Aggression", 2)
    MQ14_SC04_ArcanistREF.SetGhost(False)
    MQ14_SC04_Keeper02REF.SetGhost(False)
    MQ14_SC04_Keeper01REF.SetGhost(False)
    MQ14_SC04_ArcanistREF.StartCombat(PlayerREF)
    MQ14_SC04_Keeper02REF.StartCombat(PlayerREF)
    MQ14_SC04_Keeper01REF.StartCombat(PlayerREF)
    _00E_MC_LexREF.StartCombat(MQ14_SC04_Keeper01REF)
    If PhasmalistControlQuest.IsApparitionSpawned()
        PhasmalistControlQuest.TeleportApparitionToPlayer()
        Actor akApparition = PhasmalistControlQuest.GetApparitionRef()
        If akApparition
            _00E_QuestFunctions.WaitForReferenceToLoad(akApparition)
            akApparition.StartCombat(MQ14_SC04_Keeper01REF)
        EndIf
    EndIf

    SetObjectiveCompleted(25)
    
EndFunction

Function EnableWar()
    
    MQ14_SC05_PropSwitcher.Enable()

EndFunction

Function MoveTealor()

    MQ14_SC04_NPCTrigger.Disable()
    MQ14_SC04_CollisionBox.Disable()
    ImageSpaceModifier.RemoveCrossFade()
    
    if _00E_MC_TealorREF.IsDisabled()
        _00E_MC_TealorREF.Enable()
    EndIf

    _00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
    
    MQ14_SC05_Tealor.ForceStart()
    
EndFunction

Function MoveTealorToLex()

    _00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
    Utility.Wait(1)
    _00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
    
EndFunction

Function StartSC06()

    MQ14_SC06_Interrogation.ForceStart()

EndFunction

Function MoveLeora()

    if _00E_MC_LeoraREF.IsDisabled()
        _00E_MC_LeoraREF.Enable()
    EndIf

    _00E_MC_LeoraREF.EquipItem(Torch01, true, false)
    _00E_MC_LeoraREF.MoveTo(MQ14_SC05_SpawnTealorMarker)


EndFunction

Function FillTraitorScene()

    MQ14_SC06_TraitorRef.Enable()
    akCompanion.MoveTo(MQ14_SC06_CompanionMarker)
    _00E_MC_YuslanREF.MoveTo(MQ14_SC06_CompanionMarker001)

    ; _00E_MQ14_SC04_RemoveNPCsFromBeaconSC makes a mess in SC08_SpectatorNPCArray, better clear it
    int iIndex = SC08_SpectatorNPCArray.Length - 1
    While iIndex >= 0
        SC08_SpectatorNPCArray[iIndex].Clear()
        iIndex -= 1
    Endwhile

    iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1

    While iIndex >= 0
        
        Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
        
        if Utility.RandomInt(0, 1) >= 0.5
            MQ14_SC06_ArkanistFormlist.AddForm(akCurrentActor)
    
            ;akCurrentActor.GetActorBase().SetName(MQ14_SC04_ArcanistREF.GetActorBase().GetName())
            akCurrentActor.SetOutfit(_25E_HolyOrder_ArcanistOutfitNoHood)
        EndIf

        akCurrentActor.UnequipItem(Torch01, true, false)
        akCurrentActor.RemoveItem(Torch01, 99)
        akCurrentActor.MoveTo(MQ14_SC06_StandMarkerFormlist.GetAt(iIndex) as ObjectReference)
        _00E_QuestFunctions.WaitForReferenceToLoad(akCurrentActor as ObjectReference)
        Debug.SendAnimationEvent(akCurrentActor, "IdleStop_Loose")
        SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
        akCurrentActor.SetLookAt(MQ14_SC06_TraitorRef)
        
        iIndex -= 1
        
    Endwhile
    
    ; SE: Moved teleporting MQ14_SC06_FlammentrunkREF to the beginning of his scene package, he goes home if teleported at this point

    _00E_QuestFunctions.WaitForReferenceToLoad(MQ14_SC06_TraitorRef as ObjectReference)
    _00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef)

EndFunction

Function PlayBloodShader()

    _00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef)

EndFunction

Function FadeToBlackTraitor()

    FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 3.0)
    Utility.Wait(3)
    MQ14_SC06_TraitorRef.MoveTo(MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003)
    MQ14_SC07_KurariumGuard.Enable()
    MQ14_SC06_FlammentrunkREF.MoveToMyEditorLocation()
    _00E_MC_LexREF.MoveTo(MQ14_SC06_SpectatorMarker009)

    int iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1
    While iIndex >= 0
        (MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor).SetLookAt(_00E_MC_TealorREF)
        iIndex -= 1
    Endwhile

    FadeToBlackBackIMOD.ApplyCrossFade(afFadeDuration = 3.0)

    Utility.Wait(1)
    MQ14_SC07_Planning.ForceStart()

EndFunction

Function AddMusic()

    _00E_Music_Special_MQ06_Consecration.Add()

EndFunction

Function StartSC08()

    SetObjectiveDisplayed(35)
    
    MQ14_SC08_LastSpeech.ForceStart()

    int iIndex = 0

    While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
        
        Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
        akCurrentActor.UnequipItem(Torch01, true, false)
        akCurrentActor.RemoveItem(Torch01)
        
        SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
        
        Debug.SendAnimationEvent(akCurrentActor, "returnToDefault")
        akCurrentActor.SetLookAt(_00E_MC_TealorREF)
        akCurrentActor.EvaluatePackage()
        iIndex += 1
        
    Endwhile

    iIndex = MQ14_SC08_SpectatorFormlist.GetSize() - 1
    
    While iIndex >= 0
        
        Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
        akCurrentActor.UnequipItem(Torch01, true, false)
        akCurrentActor.RemoveItem(Torch01)
        SC08_SpectatorNPCArray[iIndex].ForceRefTo(akCurrentActor)

        ; SE: Spectators never reach the speech location through doors in time, so we teleport them to doors, and they go by foot from there
        if akCurrentActor.GetWorldspace() != SuntempleWorldspace
            if Utility.RandomInt(0, 1) >= 0.5
                akCurrentActor.MoveTo(SunTempleEmporiumFrontDoorREF)
            else
                akCurrentActor.MoveTo(SunTempleQuartersDoorREF)
            EndIf
            Utility.wait(2.0)
            akCurrentActor.ResetAI()
        endif

        akCurrentActor.SetLookAt(_00E_MC_TealorREF)

        iIndex -= 1
        
    Endwhile
    
EndFunction

Function FillSpectator(Actor akActor)
    
    int iForceIndex 
    
    bool bFilled
    
    while !bFilled && iForceIndex < 12
        if  !SC08_SpectatorNPCArray[iForceIndex].ForceRefIfEmpty(akActor)
            iForceIndex += 1
        else
            bFilled = True
        endif
    endwhile
        
EndFunction

Function MoveTealorFailsave()

    _00E_MC_TealorREF.MoveTo(MQ14_SC08_TealorIdle)

EndFunction

Function MoveTealorToEmporium()

    _00E_MC_TealorREF.MoveTo(MQ14_SC07_TealorMoveToREF)

EndFunction

Function PlayApplauseAndCheer()

    _00E_Crowd_MQ14CheerM.Play(MQ14_SC08_SpectatorMarker004)
    
    int iIndex = 0
    
    While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
        
        Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
        akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
        iIndex += 1
        
    Endwhile 
    
    iIndex = 0
    
    While iIndex < MQ14_SC08_SpectatorFormlist.GetSize()
        
        Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
        akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
        iIndex += 1
        
    Endwhile 
    
    Utility.Wait(4)
    
    While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
        
        Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
        akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
        iIndex += 1
        
    Endwhile 
    
    iIndex = 0
    
    While iIndex < MQ14_SC08_SpectatorFormlist.GetSize()
        
        Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
        akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
        iIndex += 1
        
    Endwhile 
    
    Utility.Wait(5)
    
    SetObjectiveCompleted(35)
    SetObjectiveDisplayed(40)
    SetStage(67)
    
    MQ14_SC09_Tealor.ForceStart()
    
    iIndex = SC06_AvoidNPCArray.Length - 1
    
    While iIndex >= 0
        
        SC06_AvoidNPCArray[iIndex].Clear()
        iIndex -= 1
        
    Endwhile 
    
    iIndex = SC08_SpectatorNPCArray.Length - 1
    
    While iIndex >= 0

        SC08_SpectatorNPCArray[iIndex].Clear()
        iIndex -= 1
        
    Endwhile
        
EndFunction

Function FinishQuest()

    CompleteAllObjectives()
    _00E_Music_Special_MQ06_Consecration.Remove()
    MQ07b_NuminosREF.Disable()
    Levelsystem.GiveEP(__Config_iRewardEXP)
    Levelsystem.RemoveSilence()
    Levelsystem.RemoveCombatSoundtracks()
    
    if akCompanion == _00E_MC_CaliaREF
        _00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
    Else
        _00E_MC_JesparREF.SetOutfit(_00E_MC_JesparOutfit)
    EndIf
    
    MQ15.SetStage(5)
    
EndFunction

;=====================================================================================
;                                       PROPERTIES                                       
;=====================================================================================

; MUSIC WIEDER REMOVEN!

int Property __Config_iRewardEXP = 1000 Auto

bool Property bSaidGoodbyeToCompanion Auto Conditional Hidden

float DaysPassedSinceSetUp = -5.000

_00E_MQ13c_Functions Property MQ13c Auto
_00E_QuestFunctions Property Levelsystem Auto
_FS_Phasmalist_ControlQuest Property PhasmalistControlQuest auto

Activator Property DefaultAshPileGhostBlack Auto

ReferenceAlias Property Companion Auto
ReferenceAlias Property InjuredCompanion Auto

ReferenceAlias[] Property SC06_AvoidNPCArray Auto
ReferenceAlias[] Property SC08_SpectatorNPCArray Auto

ImageSpaceModifier Property IllusionDarkMassiveImod Auto
ImageSpaceModifier Property FadeToBlackIMOD Auto
ImageSpaceModifier Property FadeToBlackBackIMOD Auto
ImageSpaceModifier Property FadeToBlackHoldIMOD Auto

Message Property _00E_MQ14_PointOfNoReturnMessage Auto

Faction Property PlayerAlliesFaction Auto
Faction Property PlayerEnemyFaction Auto

Sound Property _00E_Crowd_MQ14CheerM Auto

Actor Property _00E_MQ14_SC01_TalginTorrentalREF Auto
Actor Property _00E_MQ07a_ArcanistEnijaREF Auto
Actor Property _00E_MQ14_SC02_GuardREF Auto
Actor Property PlayerREF Auto
Actor Property MQ14_SC04_NoviceREF Auto
Actor Property MQ14_SC04_ArcanistREF Auto
Actor Property MQ14_SC04_Keeper01REF Auto
Actor Property MQ14_SC04_Keeper02REF Auto
Actor Property _00E_MC_LexREF Auto
Actor Property _00E_MC_TealorREF Auto
Actor Property _00E_MC_YuslanREF Auto
Actor Property _00E_MC_LeoraREF Auto
Actor Property MQ14_SC06_TraitorRef Auto
Actor Property _00E_MC_NataraREF Auto
Actor Property akCompanion Auto Hidden
Actor Property akInjuredCompanion Auto Hidden
Actor Property _00E_MC_JesparREF Auto
Actor Property _00E_MC_CaliaREF Auto
Actor Property MQ14_SC03_ArcanistREF Auto
Actor Property MQ14_SC06_FlammentrunkREF Auto
Actor Property MQ14_SC07_KurariumGuard Auto

Explosion Property ExplosionIllusionDark01 Auto
Explosion Property ExplosionIllusionMassiveDark01 Auto

TextureSet Property _00E_MaleEyesPosessed Auto

ActorBase Property _00E_MQ12b_Skeleton Auto
ActorBase Property _00E_MC_Calia Auto

Light Property Torch01 Auto

MusicType Property _00E_SilenceLongTransitionHighPriority Auto
MusicType Property _00E_Music_Combat_ShieldbrothersNoCond Auto
MusicType Property _00E_Music_Special_MQ06_Consecration Auto

EffectShader Property AtronachUnsummonDeathFXS Auto
EffectShader Property _00E_BloodyFXShader Auto 

GlobalVariable Property _00E_TeleportGlobal Auto
GlobalVariable Property Timescale Auto
GlobalVariable Property _00E_MQ14_Readyfor10 Auto
GlobalVariable Property _00E_FS_IsForgottenStoriesActivated Auto

Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto
Outfit Property MinerClothesOutfit01NoBoots Auto
Outfit Property _25E_HolyOrder_ArcanistOutfitNoHood Auto
Outfit Property _00E_MC_Calia_Outfit Auto
Outfit Property _00E_MC_JesparOutfit Auto

Spell Property _00E_Ability_StaggerSelfSpell Auto

Quest Property MQ15 Auto
Quest Property CQJ06 Auto
Quest Property CQC06 Auto
Quest Property FS_NQ01 Auto

Static Property XMarker Auto

Weather Property _00E_MQ11c_SilberhainRealWeather Auto

Formlist Property MQ14_SC06_AvoidNPCFormlist Auto
Formlist Property MQ14_SC06_ArkanistFormlist Auto
Formlist Property MQ14_SC06_StandMarkerFormlist Auto
Formlist Property MQ14_SC08_SpectatorFormlist Auto

Idle[] Property IdleCheerArray Auto

ObjectReference Property MQ14_SC01_FuneralMarker Auto
ObjectReference Property MQ14_SC02_SuntempleChronikerMarker Auto
ObjectReference Property MQ14_SC02_SuntempleChroniker02Marker Auto
ObjectReference Property MQ14_SC03_CompanionREF Auto
ObjectReference Property MQ14_SC01_SuntempleDoorREF Auto
ObjectReference Property LeuchtfeuerSwitcher Auto
ObjectReference Property MQ14_SC04_SpawnLexilMarker Auto
ObjectReference Property MQ14_SC04_SuntempleBeaconREF Auto
ObjectReference Property MQ14_SC04_BarrierREF Auto
ObjectReference Property MQ14_SC04_NPCTrigger Auto
ObjectReference Property MQ14_SC05_PropSwitcher Auto
ObjectReference Property MQ14_SC05_SpawnTealorMarker Auto
ObjectReference Property MQ14_SC06_TraitorMarker Auto
ObjectReference Property MQ14_SC06_CompanionMarker Auto
ObjectReference Property MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003 Auto
ObjectReference Property MQ14_SC08_SpectatorMarker004 Auto
ObjectReference Property MQ14_SC01_CompanionInjuredMarker Auto
ObjectReference Property MQ14_SC01_TorrentalRef Auto
ObjectReference Property MQ14_SC03_YuslanMarker Auto
ObjectReference Property MQ14_SC06_CompanionMarker001 Auto
ObjectReference Property MQ14_SC06_SpectatorMarker009 Auto
ObjectReference Property MQ14_SC04_HighOnesOrb02 Auto
ObjectReference Property MQ14_SC04_HighOnesOrb01 Auto
ObjectReference Property MQ14_SC04_SmokeREF Auto
ObjectReference Property MQ14_SC07_TealorMoveToREF Auto
ObjectReference Property MQ14_SC04_CollisionBox Auto
ObjectReference Property MQ07a_SC14_SigilStone Auto
ObjectReference Property MQ07a_SC14_SigilstoneFX Auto
ObjectReference Property MQ07a_SC14_SigilStoneLight2 Auto
ObjectReference Property MQ14_SC08_TealorIdle Auto
ObjectReference Property MQ07b_NuminosREF Auto
ObjectReference Property SuntempleNakedNoviceREF Auto
ObjectReference Property MQ14_PosessedKeeperREF Auto

Scene Property MQ14_SC01_Funeral Auto
Scene Property MQ14_SC02_FlavorScene Auto
Scene Property MQ14_SC03_Explanation Auto
Scene Property MQ14_SC04_NoviceScene Auto
Scene Property MQ14_SC05_Tealor Auto
Scene Property MQ14_SC06_Interrogation Auto
Scene Property MQ14_SC07_Planning Auto
Scene Property MQ14_SC08_LastSpeech Auto
Scene Property MQ14_SC09_Tealor Auto

Worldspace Property SuntempleWorldspace Auto
ObjectReference Property SunTempleEmporiumFrontDoorREF  Auto  

ObjectReference Property SunTempleQuartersDoorREF  Auto