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Scriptname _00E_MQ06_Functions extends Quest Conditional
Import Utility
Import Game
Import Actor
Import _00E_QuestFunctions
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function SetUp()
UnsummonApparitionIfExists()
_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
JorrekBartar.Disable()
Game.ForceFirstPerson() ; Reset the camera if in 3p
;The following check prevents the first possible grey screen bug https://sureai.net/tracker/view.php?id=32, not the prettiest solution
if SuntempleKuratorium == None
SuntempleKuratorium = Game.GetForm(0x000A19FF) as Cell
endif
If MQ06_SC1_PlayerBed.GetParentCell() == SuntempleKuratorium
PlayerREF.MoveTo(MQ06_SC1_PlayerPortToMarker02)
PlayerREF.MoveTo(MQ06_SC1_PlayerBed)
Else
PlayerREF.MoveTo(MQ06_SiriusREF)
EndIf
FadeToBlackHoldIMOD.Apply()
FadeToWhiteHoldImod.Remove()
PlayerREF.RemoveAllItems(akTransferTo = MQ05ContainerREF, abKeepOwnership = false, abRemoveQuestItems = true) ; Debug only! Obsolete when MQ05 has been played before.
PlayerREF.AddItem(ClothesMinerClothes, 1, true)
PlayerREF.EquipItem(ClothesMinerClothes, false, true)
MQ06Linker.Enable()
SkyrimOvercastRain.ForceActive(True)
Levelsystem.SkipTimeToHour(22.5)
_00E_SilenceAbruptHighPriority.Add()
Levelsystem.SetAllowIdleChatter(False)
SafeMoveTo_NoWait(_00E_MC_JesparREF, MQ06_SC1_JesparStartMarker)
Dunwar.ForceRefIfEmpty(_00E_MQ05_DunwarREF)
SafeMoveTo_NoWait(_00E_MQ05_DunwarREF, MQ06_SC2_DunwarPortMarker)
_00E_MQ05_DunwarREF.BlockActivation(True)
_00E_MQ05_DunwarREF.SetUnconscious(False)
_00E_MQ05_DunwarREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
_00E_MQ05_DunwarREF.MoveTo(MQ06_SC2_DunwarBedREF)
_00E_MQ05_DunwarREF.EvaluatePackage()
SafeMoveTo_NoWait(_00E_MC_NataraREF, MQ06_SC1_NataraAppearMarker)
SafeMoveTo_NoWait(_00E_MC_CaliaREF, MQ06_SC1_CaliaStartMarker)
SafeMoveTo_NoWait(_00E_MC_TealorREF, MQ06_SC1_TealorMarker)
SafeMoveTo_NoWait(MQ06_KonstantinREF, MQ06_SC1_KonstantinWalkMarker)
If MQ06_SiriusREF.IsDisabled()
MQ06_SiriusREF.Enable()
EndIf
_00E_MC_NataraREF.GetActorBase().SetName("")
_00E_MC_CaliaREF.GetActorBase().SetName("")
_00E_MC_TealorREF.GetActorBase().SetName("")
MQ06_SiriusREF.GetActorBase().SetName("")
If MQ06_SC1_PlayerBed.GetParentCell() == SuntempleKuratorium
PlayerAIWalk(True)
EndIf
Wait(0.2)
SetStage(5)
EndFunction
Function DisableCharacters()
;Set everyone except Jespar to be disabled, and everyone (apart from Konstantin and Sirius, who are already flagged) to ghost
_DisableCharacter(_00E_MC_NataraREF, MQ06_SC1_NataraAppearMarker)
_DisableCharacter(_00E_MC_CaliaREF, MQ06_SC1_CaliaStartMarker)
_DisableCharacter(MQ06_KonstantinREF, MQ06_SC1_KonstantinWalkMarker)
_DisableCharacter(_00E_MC_TealorREF, MQ06_SC1_TealorMarker)
_DisableCharacter(MQ06_SiriusREF, None)
EndFunction
Function _DisableCharacter(Actor akChar, ObjectReference charMarkerRef)
akChar.Disable()
If charMarkerRef && akChar.GetParentCell() != SuntempleKuratorium
akChar.MoveTo(charMarkerRef)
EndIf
EndFunction
Function FadeBack()
; Make sure Jespar is in the chair
_00E_MC_JesparREF.MoveTo(MQ06_SC1_JesparJesparChair)
MQ06_SC1_JesparJesparChair = None ; We don't need it anymore
Wait(1.2)
Game.ForceThirdPerson()
Game.DisablePlayerControls(true, true, false, false, true, true, True, true)
_00E_FadeBackLong.Apply()
FadeToBlackHoldIMOD.Remove()
Wait(5)
MQ06_SC1_PlayerBed.Activate(PlayerREF)
Game.EnablePlayerControls()
Game.SetPlayerAIDriven(False)
Game.RequestAutoSave()
DeactivateBeds()
EndFunction
Function FadeInKonstantin()
_00E_HighOnesMaterializeFXS.Stop(MQ06_SiriusREF)
_00E_HighOnesMaterializeFXS.Play(MQ06_KonstantinREF)
MAGConjurationCharge050M.Play(MQ06_KonstantinREF)
Wait(0.5)
MQ06_KonstantinREF.SetAlpha(1.0)
EndFunction
Function FadeInCalia()
_00E_HighOnesMaterializeFXS.Stop(MQ06_KonstantinREF)
_00E_HighOnesMaterializeFXS.Play(_00E_MC_CaliaREF)
MAGConjurationCharge050M.Play(_00E_MC_CaliaREF)
Wait(0.5)
_00E_MC_CaliaREF.SetAlpha(1.0)
EndFunction
Function EnableAllCharacters()
_EnableCharacter(MQ06_SiriusREF)
_EnableCharacter(_00E_MC_NataraREF)
_EnableCharacter(MQ06_KonstantinREF)
_EnableCharacter(_00E_MC_CaliaREF)
_EnableCharacter(_00E_MC_TealorREF)
EndFunction
Function _EnableCharacter(Actor akChar)
akChar.EnableNoWait()
akChar.SetAlpha(0.0)
EndFunction
Function StartCycleTheme()
_00E_SilenceAbruptHighPriority.Remove()
_00E_Music_Special_Zyklus_Loop.Add()
EndFunction
Function FadeInSirius()
_00E_HighOnesMaterializeFXS.Play(MQ06_SiriusREF)
MAGConjurationCharge050M.Play(MQ06_SiriusREF)
Wait(0.25)
MQ06_SiriusREF.SetAlpha(1.0)
EndFunction
Function FadeInNatara()
_00E_HighOnesMaterializeFXS.Stop(_00E_MC_CaliaREF)
_00E_HighOnesMaterializeFXS.Play(_00E_MC_NataraREF)
MAGConjurationCharge050M.Play(_00E_MC_NataraREF)
Wait(0.5)
_00E_MC_NataraREF.SetAlpha(1.0)
EndFunction
Function FadeInTealor()
If _00E_MC_TealorREF.IsDisabled()
_00E_MC_TealorREF.Enable()
EndIf
If _00E_MC_TealorREF.GetParentCell() != SuntempleKuratorium
_00E_MC_TealorREF.MoveTo(MQ06_SC1_TealorMarker)
Wait(0.5)
_00E_HighOnesMaterializeFXS.Play(_00E_MC_TealorREF)
EndIf
_00E_HighOnesMaterializeFXS.Stop(_00E_MC_NataraREF)
_00E_HighOnesMaterializeFXS.Play(_00E_MC_TealorREF)
MAGConjurationCharge050M.Play(_00E_MC_TealorREF)
Wait(0.5)
_00E_MC_TealorREF.SetAlpha(1.0)
Wait(1)
_00E_HighOnesMaterializeFXS.Stop(_00E_MC_TealorREF)
EndFunction
Function SetLookAtPlayer()
_00E_MC_JesparREF.SetLookAt(PlayerREF)
MQ06_KonstantinREF.SetLookAt(PlayerREF)
_00E_MC_CaliaREF.SetLookAt(PlayerREF)
_00E_MC_NataraREF.SetLookAt(PlayerREF)
_00E_MC_TealorREF.SetLookAt(PlayerREF)
MQ06_SiriusREF.SetLookAt(PlayerREF)
EndFunction
Function TurnActorsTranslucent()
;Game.DisablePlayerControls()
_00E_MQ06_HighOneVisionIntro.Apply()
MakeActorTranslucent(_00E_MC_JesparREF)
MakeActorTranslucent(MQ06_KonstantinREF)
MakeActorTranslucent(_00E_MC_CaliaREF)
MakeActorTranslucent(_00E_MC_NataraREF)
MakeActorTranslucent(_00E_MC_TealorREF)
MakeActorTranslucent(MQ06_SiriusREF)
_00E_Horror_Ghosts_01M.Play(HighOnesSculpture.GetReference())
Wait(2)
_00E_MQ06_HighOneVisionIntro.PopTo(_00E_MQ06_HighOneVisionLoop)
EndFunction
Function EndVision()
; Wait(2)
Wait(0.1)
_00E_MagicProtectionSpellM.Play(PlayerREF)
Wait(2)
Game.DisablePlayerControls()
_00E_MC_TealoRREF.BlockActivation(True)
_00E_MC_NataraREF.BlockActivation(True)
_00E_MC_CaliaREF.BlockActivation(True)
MQ06_SiriusREF.BlockActivation(True)
MQ06_KonstantinREF.BlockActivation(True)
_00E_MQ06_VisionFadeOut.Play(_00E_MC_JesparREF)
_00E_MQ06_VisionFadeOut.Play(MQ06_KonstantinREF)
_00E_MQ06_VisionFadeOut.Play(_00E_MC_CaliaREF)
_00E_MQ06_VisionFadeOut.Play(_00E_MC_TealorREF)
_00E_MQ06_VisionFadeOut.Play(MQ06_SiriusREF)
_00E_MQ06_VisionFadeOut.Play(_00E_MC_NataraREF)
Wait(2)
FXExplosionCatapultNearM.Play(playerREF)
_00E_MQ06_HighOneVisionLoop.PopTo(FadeToBlackHoldIMOD)
FadeToBlackHoldIMOD.Apply()
; Reset the camera if in 3p, so Dunwar would have time to finish the lie down animation out of sight
Game.ForceFirstPerson()
MakeActorInTranslucent(_00E_MC_TealorREF) ; Do this BEFORE disabling Tealor
_00E_MC_TealoRREF.Disable()
Wait(2)
SetStage(20)
EndFunction
Function MakeActorTranslucent(Actor TargetActor)
MS04MemoryFXBody01VFX.Play(TargetActor)
TargetActor.SetAlpha(0.1, True)
EndFunction
Function MakeActorInTranslucent(Actor TargetActor)
MS04MemoryFXBody01VFX.Stop(TargetActor)
TargetActor.SetAlpha(1, True)
EndFunction
Function SetUpReal()
ActivateBeds()
SkyrimOvercastRain.ForceActive(True)
Levelsystem.SkipTimeToHour(22.5)
SafeMoveTo_NoWait(_00E_MQ05_DunwarREF, MQ06_SC2_DunwarBedREF)
SafeMoveTo_NoWait(_00E_MC_CaliaREF, MQ06_SC2_CaliaLean)
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
_00E_MC_CaliaREF.UnEquipItem(_00E_MC_CaliaREF.GetEquippedWeapon())
MQ12c_SC01_FailsaveREF.Enable()
PlayerREF.MoveTo(MQ06_SC02_PlayerBed)
PlayerAIWalk(True)
Game.ForceThirdPerson()
MQ06_SC2_PlayerWakesUp.ForceStart()
_00E_MQ06_VisionFadeOut.Stop(_00E_MC_CaliaREF)
_00E_Music_Special_Zyklus_Loop.Remove()
Levelsystem.RemoveSilence()
String facegen = "bUseFaceGenPreprocessedHeads:General"
SetINIBool(facegen, False)
Game.GetPlayer().QueueNiNodeUpdate()
SetINIBool(facegen, True)
MakeActorInTranslucent(_00E_MC_JesparREF)
MakeActorInTranslucent(MQ06_KonstantinREF)
MakeActorInTranslucent(_00E_MC_CaliaREF)
MakeActorInTranslucent(_00E_MC_NataraREF)
MakeActorInTranslucent(MQ06_SiriusREF)
EndFunction
Function RefreshPlayerEyes()
String facegen = "bUseFaceGenPreprocessedHeads:General"
SetINIBool(facegen, False)
Game.GetPlayer().QueueNiNodeUpdate()
SetINIBool(facegen, True)
EndFunction
Function DisableDoorBlocker()
MQ12c_SC01_FailsaveREF.Disable()
_00E_TeleportGlobal.SetValue(0)
EndFunction
Function StartCQC01()
CQC01.SetStage(5)
CQC01.SetObjectiveDisplayed(5)
EndFunction
Function FadeBackReal()
MQ12c_SC1_ExecutionDoor001.SetOpen(False)
_00E_MC_TealoRREF.BlockActivation(False)
_00E_MC_NataraREF.BlockActivation(False)
_00E_MC_CaliaREF.BlockActivation(False)
MQ06_SiriusREF.BlockActivation(False)
MQ06_KonstantinREF.BlockActivation(False)
_00E_MC_NataraREF.GetActorBase().SetName("Natara Dal'Veram")
_00E_MC_CaliaREF.GetActorBase().SetName("Calia Sakaresh")
_00E_MC_TealorREF.GetActorBase().SetName("Tealor Arantheal")
MQ06_SiriusREF.GetActorBase().SetName("Sirius")
String facegen = "bUseFaceGenPreprocessedHeads:General"
SetINIBool(facegen, False)
Game.GetPlayer().QueueNiNodeUpdate()
SetINIBool(facegen, True)
Game.DisablePlayerControls(true, true, false, false, true, true, True, true)
Game.RequestAutoSave()
_00E_FadeBackLong.Apply()
FadeToBlackHoldIMOD.Remove()
Wait(2)
MQ06_SC02_PlayerBed.Activate(PlayerREF, True)
Wait(3)
PlayerAIWalkStop()
_00E_Music_Special_Zyklus_Loop.Remove()
Levelsystem.RemoveSilence()
DeactivateBeds()
Levelsystem.SetAllowIdleChatter(True)
EndFunction
Function CaliaPutOnShoes()
Levelsystem.RemoveSilence()
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothing)
MQ06_SC3_CaliaShowsPlayerAround.ForceStart()
If _00E_MC_CaliaREF.GetEquippedWeapon() != None
_00E_MC_CaliaREF.RemoveItem(_00E_MC_CaliaREF.GetEquippedWeapon())
EndIf
SkyrimOvercastRain.SetActive()
EndFunction
Function DespawnDunwar()
If _00E_MQ05_DunwarREF.IsEnabled()
_00E_MQ05_DunwarREF.Disable()
EndIf
EndFunction
Function StartTealorScene()
ActivateBeds()
_00E_MC_TealorREF.Enable()
Levelsystem.RemoveSilence()
MQ06Linker.Disable()
_00E_MC_TealorREF.MoveToMyEditorLocation()
_00E_MC_TealorREF.MoveTo(MQ16_SC04_TealorStartMarker)
KonstantinBasic.MoveTo(MQ06KonstTelRef)
MQ06_SC4_TealorScene.ForceStart()
EndFunction
Function StartJesparQuest()
If CQJ01.IsCompleted()
CQJ02.SetStage(5)
Elseif !(CQJ01.IsCompleted())
CQJ01.FailAllObjectives()
CQJ01.SetStage(20)
EndIf
If CQJ01_SC01_DancingNomadScene.IsPlaying()
CQJ01_SC01_DancingNomadScene.Stop()
EndIf
EndFunction
Function SetCereTimer()
StartJesparQuest()
_00E_TeleportGlobal.SetValue(0) ; Failsave, in case
; DisableDoorBlocker() fails to
; get called for some reason.
RegisterForUpdateGameTime(24)
GameDay = GameDaysPassed.GetValue() as Int
EndFunction
Function StartCer()
CompanionIsTalking.SetValueInt(0)
PlaceCeremonyKeeper()
_00E_EnderalOvercast.SetActive(True)
FillSpectators()
JorrekBartar.Enable()
Magier.Enable()
_00E_MC_TealorREF.MoveTo(TealorRitualIdle)
If _00E_MC_CaliaREF.IsDisabled()
_00E_MC_CaliaREF.Enable()
EndIf
MQ06_SC05_JorekBench.SetFactionOwner(MQ06_SC05_JorekBenchFaction)
Form[] idleMarkers = MQ06_SC05_IdleMarkerList.ToArray()
Int iIndex = 0
While iIndex < idleMarkers.Length
(idleMarkers[iIndex] as ObjectReference).Disable()
iIndex += 1
EndWhile
_00E_MC_CaliaREF.MoveTo(CaliaRitualMarker)
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
MQ06_SC5_RitualScene.ForceStart()
JorrekBartar.Enable()
JorrekBartar.MoveTo(MQ06_SC05_JorekBench)
_00E_MC_NataraREF.MoveTo(MQ06_SC05_NataraMarker)
_00E_MQ06_SunTempleArmoryGlobal.SetValueInt(0) ;This allows the player to buy all kinds of keeper / order stuff from the suntemple armory
EndFunction
Function ConsecreationFailsave()
if _00E_MC_TealorREF.GetParentCell() != SuntempleSanctum
_00E_MC_TealorREF.MoveTo(MQ06_Tealor_FailsaveREF)
EndIf
If _00E_MC_CaliaREF.GetParentCell() != SuntempleSanctum
_00E_MC_CaliaREF.MoveTo(CaliaRitualMarker)
EndIf
If !MQ06_SC5_RitualScene.IsPlaying()
MQ06_SC5_RitualScene.ForceStart()
EndIf
EndFunction
Function OnConsecrationKicksIn()
Levelsystem.StopRandomHeadTracking()
Int iIndex = 0
While iIndex < SC05_SpectatorArray.Length
Actor akSpectator = SC05_SpectatorArray[iIndex].GetActorReference()
If akSpectator
akSpectator.SetLookAt(_00E_MC_TealorREF)
EndIf
iIndex += 1
EndWhile
Alias_Magier01.GetActorReference().SetLookAt(_00E_MC_TealorREF)
JorrekBartar.SetLookAt(_00E_MC_TealorREF)
_00E_MC_NataraREF.SetLookAt(_00E_MC_TealorREF)
EndFunction
Function StartSilence()
if _00E_MC_TealorREF.GetParentCell() != SuntempleSanctum
_00E_MC_TealorREF.MoveTo(TealorRitualIdle)
EndIf
bRitualPlaying = True
Levelsystem.RemoveSilence()
CompanionIsTalking.SetValueInt(0)
_00E_Music_Special_MQ06_Consecration.Add()
_00E_SilenceTransitionLowPriority02.Add()
PlayerREF.EquipItem(_00E_InvisibleHelmet_Armor, false, true)
Wait(0.1)
PlayerREF.RemoveItem(_00E_InvisibleHelmet_Armor, 1, true)
EndFunction
Function CrowdSayLine()
_00E_Crowd_MQ06MayYourLightGuideMeM.Play(PlayerREF)
EndFunction
Function FillSpectators()
Form[] spectators = MQ06_SC05_RitualList.ToArray()
Int iIndex = 0
While iIndex < spectators.Length
Actor akSpectator = (spectators[iIndex] as Actor)
If akSpectator.IsDead() == False
akSpectator.MoveTo(CaliaRitualMarker)
SC05_SpectatorArray[iIndex].ForceRefTo(akSpectator)
EndIf
iIndex += 1
EndWhile
EndFunction
Function UnfillSpectators()
Int iIndex
Levelsystem.ResumeRandomHeadTracking()
JorrekBartar.ClearLookAt()
_00E_MC_NataraREF.ClearLookAt()
Alias_Magier01.GetActorReference().ClearLookAt()
iIndex = 0
While iIndex < SC05_SpectatorArray.Length
Actor akSpectator = SC05_SpectatorArray[iIndex].GetActorReference()
If akSpectator
akSpectator.ClearLookAt()
EndIf
iIndex += 1
EndWhile
MQ06_SC05_JorekBench.SetFactionOwner(None)
Form[] idleMarkers = MQ06_SC05_IdleMarkerList.ToArray()
iIndex = 0
While iIndex < idleMarkers.Length
(idleMarkers[iIndex] as ObjectReference).Enable()
iIndex += 1
EndWhile
Levelsystem.RemoveSilence()
_00E_Music_Special_MQ06_Consecration.Remove()
RegisterForSingleUpdateGameTime(1.0)
iIndex = 0
While iIndex < SC05_SpectatorArray.Length
SC05_SpectatorArray[iIndex].Clear()
iIndex += 1
EndWhile
CompanionIsTalking.SetValueInt(0)
Levelsystem.SetAllowIdleChatter(True)
EndFunction
Function StopWeatherFX()
bRitualPlaying = False
Weather.ReleaseOverride()
_00E_SilenceLongTransitionHighPriority.Remove()
EndFunction
Function GivePlayerArmor(int iSetIndex)
SetObjectiveCompleted(35)
bPlayerGotArmor = True
if iSetIndex == 1
PlayerREF.AddItem(_00E_Order_Warden_Boots, 1)
PlayerREF.AddItem(_00E_Order_Warden_Helmet, 1)
PlayerREF.AddItem(_00E_Order_Warden_Cuirass, 1)
PlayerREF.AddItem(_00E_Order_Warden_Gauntlets, 1)
PlayerREF.AddItem(_00E_Order_Warden_Cape, 1)
ElseIf iSetIndex == 2
PlayerREF.AddItem(_15E_LightCityGuardBoots, 1)
PlayerREF.AddItem(_15E_LightCityGuardCuirass, 1)
PlayerREF.AddItem(_15E_LightCityGuardHelmet, 1)
Else
PlayerREF.AddItem(_00E_Order_ArcanistRobe, 1)
PlayerREF.AddItem(_00E_Order_ArcanistHood, 1)
EndIf
EndFunction
Function DeactivateBeds()
int iIndex = MQ06_BedsFormlist.GetSize()
while iIndex > 0
iIndex -= 1
ObjectReference objBedRef = MQ06_BedsFormlist.GetAt(iIndex) as ObjectReference
objBedRef.BlockActivation(True)
endwhile
EndFunction
Function ActivateBeds()
int iIndex = MQ06_BedsFormlist.GetSize()
while iIndex > 0
iIndex -= 1
ObjectReference objBedRef = MQ06_BedsFormlist.GetAt(iIndex) as ObjectReference
objBedRef.BlockActivation(False)
endwhile
EndFunction
Function PlaceCeremonyKeeper()
MQ06_SC06_CeremonyKeeperSC.ForceStart()
MQ06_SC06_CeremonyKeeperREF.Enable()
EndFunction
Function DisableCeremonyKeeper()
MQ06_SC06_CeremonyKeeperREF.Disable()
EndFunction
Function AddSilence()
_00E_SilenceLongTransitionHighPriority.Add()
EndFunction
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnUpdate()
if MQ06_SC1_PlayerEncountersHighOne.IsPlaying()
SetLookAtPlayer()
RegisterForSingleUpdate(7)
Else
Return
EndIf
EndEvent
Event OnUpdateGameTime() ; because of how we registered, this event occurs every 30 minutes of game time
if (GameDaysPassed.GetValue() + 1 >= GameDay) && GetStage() == 35
SetStage(40)
UnregisterForUpdateGameTime()
ElseIf GetStage() == 55
StopWeatherFX()
EndIf
endEvent
;=====================================================================================
; PROPERTIES
;=====================================================================================
bool Property bPlayerGotArmor Auto Conditional Hidden
bool Property bRitualPlaying Auto Conditional Hidden
int Property __Config_RewardEXP Auto
{How much EXP is granted upon completion}
int Property iKeeperMiniStage Auto Conditional Hidden
_00E_QuestFunctions Property Levelsystem Auto
Int GameDay
GlobalVariable Property GameDaysPassed Auto
GlobalVariable Property _00E_MQ06_SunTempleArmoryGlobal Auto
GlobalVariable Property CompanionIsTalking Auto
GlobalVariable Property _00E_TeleportGlobal Auto
Quest Property CQC01 Auto
Quest Property CQJ01 Auto
Quest Property CQJ02 Auto
Actor Property PlayerREF Auto
Actor Property _00E_MC_JesparREF Auto
Actor Property MQ06_KonstantinREF Auto
Actor Property _00E_MC_CaliaREF Auto
Actor Property _00E_MC_NataraREF Auto
Actor Property _00E_MC_TealorREF Auto
Actor Property MQ06_SiriusREF Auto
Actor Property _00E_MQ05_DunwarREF Auto
Actor Property KonstantinBasic Auto
Actor Property JorrekBartar Auto
Actor Property Magier Auto
Actor Property MQ06_SC06_CeremonyKeeperREF Auto
EffectShader Property _00E_MQ06_VisionFadeOut Auto
EffectShader Property _00E_HighOnesMaterializeFXS Auto
Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto
Outfit Property _00E_MC_Calia_SimpleClothing Auto
Outfit Property _00E_MC_Calia_Outfit Auto
ReferenceAlias Property HighOnesSculpture Auto
ReferenceAlias Property Alias_Magier01 Auto
ReferenceAlias Property Dunwar Auto
ReferenceAlias[] Property SC05_SpectatorArray Auto
Sound Property _00E_MagicProtectionSpellM Auto
Sound Property _00E_Horror_Ghosts_01M Auto
Sound Property FXExplosionCatapultNearM Auto
Sound Property _00E_Crowd_MQ06MayYourLightGuideMeM Auto
Sound Property MAGConjurationCharge050M Auto
VisualEffect Property MS04MemoryFXBody01VFX Auto
Weather Property _00E_EnderalOvercast Auto
Weather Property SkyrimOvercastRain Auto
ImageSpaceModifier Property FadeToBlackHoldIMOD Auto
ImageSpaceModifier Property _00E_FadeBackLong Auto
ImageSpaceModifier Property _00E_MQ06_HighOneVisionIntro Auto
ImageSpaceModifier Property _00E_MQ06_HighOneVisionLoop Auto
ImageSpaceModifier Property FadeToWhiteHoldImod Auto
MusicType Property _00E_SilenceLongTransitionHighPriority Auto
MusicType Property _00E_Music_Special_MQ06_Consecration Auto
MusicType Property _00E_SilenceAbruptHighPriority Auto
MusicType Property _00E_Music_Special_Zyklus_Loop Auto
MusicType Property _00E_SilenceTransitionLowPriority02 Auto
ObjectReference Property MQ06_SC1_JesparStartMarker Auto
ObjectReference Property MQ06_SC1_JesparJesparChair Auto
ObjectReference Property MQ06_SC1_PlayerPortToMarker02 Auto
ObjectReference Property MQ06_SC1_PlayerBed Auto
ObjectReference Property MQ06_SC1_CaliaStartMarker Auto
ObjectReference Property MQ06_SC1_NataraAppearMarker Auto
ObjectReference Property MQ06_SC1_KonstantinWalkMarker Auto
ObjectReference Property MQ06_SC1_TealorMarker Auto
ObjectReference Property MQ06_SC2_DunwarPortMarker Auto
ObjectReference Property MQ05ContainerREF Auto
ObjectReference Property MQ06_SC2_CaliaLean Auto
ObjectReference Property MQ06_SC05_JorekBench Auto
ObjectReference Property MQ16_SC04_TealorStartMarker Auto
ObjectReference Property MQ12c_SC01_FailsaveREF Auto
ObjectReference Property MQ06_SC2_DunwarBedREF Auto
ObjectReference Property MQ12c_SC1_ExecutionDoor001 Auto
ObjectReference Property MQ06_Tealor_FailsaveREF Auto
ObjectReference Property MQ06KonstTelRef Auto
ObjectReference Property TealorRitualIdle Auto
ObjectReference Property CaliaRitualMarker Auto
ObjectReference Property MQ06_SC05_NataraMarker Auto
ObjectReference Property MQ06Linker Auto
ObjectReference Property MQ06_SC02_PlayerBed Auto
Cell Property SuntempleSanctum Auto
Cell Property SuntempleKuratorium Auto
Formlist Property MQ06_BedsFormlist Auto
Formlist Property MQ06_SC05_IdleMarkerList Auto
Formlist Property MQ06_SC05_RitualList Auto
Armor Property ClothesMinerClothes Auto
Armor Property _00E_InvisibleHelmet_Armor Auto
Armor Property _00E_Order_Warden_Boots Auto
Armor Property _00E_Order_Warden_Cuirass Auto
Armor Property _00E_Order_Warden_Helmet Auto
Armor Property _00E_Order_Warden_Gauntlets Auto
Armor Property _00E_Order_Warden_Cape Auto
Armor Property _15E_LightCityGuardBoots Auto
Armor Property _15E_LightCityGuardCuirass Auto
Armor Property _15E_LightCityGuardHelmet Auto
Armor Property _00E_Order_ArcanistRobe Auto
Armor Property _00E_Order_ArcanistHood Auto
Scene Property MQ06_SC1_PlayerEncountersHighOne Auto
Scene Property MQ06_SC2_PlayerWakesUp Auto
Scene Property MQ06_SC3_CaliaShowsPlayerAround Auto
Scene Property MQ06_SC4_TealorScene Auto
Scene Property MQ06_SC5_RitualScene Auto
Scene Property MQ06_SC06_CeremonyKeeperSC Auto
Scene Property CQJ01_SC01_DancingNomadScene Auto
Faction Property MQ06_SC05_JorekBenchFaction Auto