795 lines
22 KiB
Plaintext
795 lines
22 KiB
Plaintext
Scriptname _00E_MQ06_Functions extends Quest Conditional
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Import Utility
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Import Game
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Import Actor
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Import _00E_QuestFunctions
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function SetUp()
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UnsummonApparitionIfExists()
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_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
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JorrekBartar.Disable()
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Game.ForceFirstPerson() ; Reset the camera if in 3p
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;The following check prevents the first possible grey screen bug https://sureai.net/tracker/view.php?id=32, not the prettiest solution
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if SuntempleKuratorium == None
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SuntempleKuratorium = Game.GetForm(0x000A19FF) as Cell
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endif
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If MQ06_SC1_PlayerBed.GetParentCell() == SuntempleKuratorium
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PlayerREF.MoveTo(MQ06_SC1_PlayerPortToMarker02)
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PlayerREF.MoveTo(MQ06_SC1_PlayerBed)
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Else
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PlayerREF.MoveTo(MQ06_SiriusREF)
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EndIf
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FadeToBlackHoldIMOD.Apply()
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FadeToWhiteHoldImod.Remove()
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PlayerREF.RemoveAllItems(akTransferTo = MQ05ContainerREF, abKeepOwnership = false, abRemoveQuestItems = true) ; Debug only! Obsolete when MQ05 has been played before.
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PlayerREF.AddItem(ClothesMinerClothes, 1, true)
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PlayerREF.EquipItem(ClothesMinerClothes, false, true)
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MQ06Linker.Enable()
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SkyrimOvercastRain.ForceActive(True)
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Levelsystem.SkipTimeToHour(22.5)
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_00E_SilenceAbruptHighPriority.Add()
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Levelsystem.SetAllowIdleChatter(False)
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SafeMoveTo_NoWait(_00E_MC_JesparREF, MQ06_SC1_JesparStartMarker)
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Dunwar.ForceRefIfEmpty(_00E_MQ05_DunwarREF)
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SafeMoveTo_NoWait(_00E_MQ05_DunwarREF, MQ06_SC2_DunwarPortMarker)
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_00E_MQ05_DunwarREF.BlockActivation(True)
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_00E_MQ05_DunwarREF.SetUnconscious(False)
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_00E_MQ05_DunwarREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
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_00E_MQ05_DunwarREF.MoveTo(MQ06_SC2_DunwarBedREF)
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_00E_MQ05_DunwarREF.EvaluatePackage()
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SafeMoveTo_NoWait(_00E_MC_NataraREF, MQ06_SC1_NataraAppearMarker)
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SafeMoveTo_NoWait(_00E_MC_CaliaREF, MQ06_SC1_CaliaStartMarker)
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SafeMoveTo_NoWait(_00E_MC_TealorREF, MQ06_SC1_TealorMarker)
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SafeMoveTo_NoWait(MQ06_KonstantinREF, MQ06_SC1_KonstantinWalkMarker)
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If MQ06_SiriusREF.IsDisabled()
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MQ06_SiriusREF.Enable()
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EndIf
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_00E_MC_NataraREF.GetActorBase().SetName("")
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_00E_MC_CaliaREF.GetActorBase().SetName("")
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_00E_MC_TealorREF.GetActorBase().SetName("")
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MQ06_SiriusREF.GetActorBase().SetName("")
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If MQ06_SC1_PlayerBed.GetParentCell() == SuntempleKuratorium
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PlayerAIWalk(True)
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EndIf
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Wait(0.2)
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SetStage(5)
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EndFunction
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Function DisableCharacters()
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;Set everyone except Jespar to be disabled, and everyone (apart from Konstantin and Sirius, who are already flagged) to ghost
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_DisableCharacter(_00E_MC_NataraREF, MQ06_SC1_NataraAppearMarker)
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_DisableCharacter(_00E_MC_CaliaREF, MQ06_SC1_CaliaStartMarker)
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_DisableCharacter(MQ06_KonstantinREF, MQ06_SC1_KonstantinWalkMarker)
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_DisableCharacter(_00E_MC_TealorREF, MQ06_SC1_TealorMarker)
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_DisableCharacter(MQ06_SiriusREF, None)
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EndFunction
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Function _DisableCharacter(Actor akChar, ObjectReference charMarkerRef)
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akChar.Disable()
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If charMarkerRef && akChar.GetParentCell() != SuntempleKuratorium
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akChar.MoveTo(charMarkerRef)
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EndIf
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EndFunction
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Function FadeBack()
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; Make sure Jespar is in the chair
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_00E_MC_JesparREF.MoveTo(MQ06_SC1_JesparJesparChair)
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MQ06_SC1_JesparJesparChair = None ; We don't need it anymore
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Wait(1.2)
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Game.ForceThirdPerson()
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Game.DisablePlayerControls(true, true, false, false, true, true, True, true)
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_00E_FadeBackLong.Apply()
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FadeToBlackHoldIMOD.Remove()
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Wait(5)
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MQ06_SC1_PlayerBed.Activate(PlayerREF)
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Game.EnablePlayerControls()
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Game.SetPlayerAIDriven(False)
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Game.RequestAutoSave()
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DeactivateBeds()
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EndFunction
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Function FadeInKonstantin()
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_00E_HighOnesMaterializeFXS.Stop(MQ06_SiriusREF)
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_00E_HighOnesMaterializeFXS.Play(MQ06_KonstantinREF)
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MAGConjurationCharge050M.Play(MQ06_KonstantinREF)
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Wait(0.5)
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MQ06_KonstantinREF.SetAlpha(1.0)
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EndFunction
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Function FadeInCalia()
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_00E_HighOnesMaterializeFXS.Stop(MQ06_KonstantinREF)
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_00E_HighOnesMaterializeFXS.Play(_00E_MC_CaliaREF)
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MAGConjurationCharge050M.Play(_00E_MC_CaliaREF)
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Wait(0.5)
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_00E_MC_CaliaREF.SetAlpha(1.0)
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EndFunction
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Function EnableAllCharacters()
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_EnableCharacter(MQ06_SiriusREF)
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_EnableCharacter(_00E_MC_NataraREF)
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_EnableCharacter(MQ06_KonstantinREF)
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_EnableCharacter(_00E_MC_CaliaREF)
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_EnableCharacter(_00E_MC_TealorREF)
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EndFunction
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Function _EnableCharacter(Actor akChar)
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akChar.EnableNoWait()
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akChar.SetAlpha(0.0)
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EndFunction
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Function StartCycleTheme()
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_00E_SilenceAbruptHighPriority.Remove()
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_00E_Music_Special_Zyklus_Loop.Add()
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EndFunction
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Function FadeInSirius()
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_00E_HighOnesMaterializeFXS.Play(MQ06_SiriusREF)
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MAGConjurationCharge050M.Play(MQ06_SiriusREF)
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Wait(0.25)
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MQ06_SiriusREF.SetAlpha(1.0)
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EndFunction
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Function FadeInNatara()
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_00E_HighOnesMaterializeFXS.Stop(_00E_MC_CaliaREF)
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_00E_HighOnesMaterializeFXS.Play(_00E_MC_NataraREF)
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MAGConjurationCharge050M.Play(_00E_MC_NataraREF)
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Wait(0.5)
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_00E_MC_NataraREF.SetAlpha(1.0)
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EndFunction
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Function FadeInTealor()
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If _00E_MC_TealorREF.IsDisabled()
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_00E_MC_TealorREF.Enable()
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EndIf
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If _00E_MC_TealorREF.GetParentCell() != SuntempleKuratorium
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_00E_MC_TealorREF.MoveTo(MQ06_SC1_TealorMarker)
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Wait(0.5)
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_00E_HighOnesMaterializeFXS.Play(_00E_MC_TealorREF)
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EndIf
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_00E_HighOnesMaterializeFXS.Stop(_00E_MC_NataraREF)
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_00E_HighOnesMaterializeFXS.Play(_00E_MC_TealorREF)
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MAGConjurationCharge050M.Play(_00E_MC_TealorREF)
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Wait(0.5)
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_00E_MC_TealorREF.SetAlpha(1.0)
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Wait(1)
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_00E_HighOnesMaterializeFXS.Stop(_00E_MC_TealorREF)
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EndFunction
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Function SetLookAtPlayer()
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_00E_MC_JesparREF.SetLookAt(PlayerREF)
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MQ06_KonstantinREF.SetLookAt(PlayerREF)
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_00E_MC_CaliaREF.SetLookAt(PlayerREF)
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_00E_MC_NataraREF.SetLookAt(PlayerREF)
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_00E_MC_TealorREF.SetLookAt(PlayerREF)
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MQ06_SiriusREF.SetLookAt(PlayerREF)
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EndFunction
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Function TurnActorsTranslucent()
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;Game.DisablePlayerControls()
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_00E_MQ06_HighOneVisionIntro.Apply()
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MakeActorTranslucent(_00E_MC_JesparREF)
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MakeActorTranslucent(MQ06_KonstantinREF)
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MakeActorTranslucent(_00E_MC_CaliaREF)
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MakeActorTranslucent(_00E_MC_NataraREF)
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MakeActorTranslucent(_00E_MC_TealorREF)
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MakeActorTranslucent(MQ06_SiriusREF)
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_00E_Horror_Ghosts_01M.Play(HighOnesSculpture.GetReference())
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Wait(2)
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_00E_MQ06_HighOneVisionIntro.PopTo(_00E_MQ06_HighOneVisionLoop)
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EndFunction
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Function EndVision()
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; Wait(2)
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Wait(0.1)
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_00E_MagicProtectionSpellM.Play(PlayerREF)
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Wait(2)
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Game.DisablePlayerControls()
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_00E_MC_TealoRREF.BlockActivation(True)
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_00E_MC_NataraREF.BlockActivation(True)
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_00E_MC_CaliaREF.BlockActivation(True)
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MQ06_SiriusREF.BlockActivation(True)
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MQ06_KonstantinREF.BlockActivation(True)
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_00E_MQ06_VisionFadeOut.Play(_00E_MC_JesparREF)
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_00E_MQ06_VisionFadeOut.Play(MQ06_KonstantinREF)
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_00E_MQ06_VisionFadeOut.Play(_00E_MC_CaliaREF)
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_00E_MQ06_VisionFadeOut.Play(_00E_MC_TealorREF)
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_00E_MQ06_VisionFadeOut.Play(MQ06_SiriusREF)
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_00E_MQ06_VisionFadeOut.Play(_00E_MC_NataraREF)
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Wait(2)
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FXExplosionCatapultNearM.Play(playerREF)
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_00E_MQ06_HighOneVisionLoop.PopTo(FadeToBlackHoldIMOD)
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FadeToBlackHoldIMOD.Apply()
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; Reset the camera if in 3p, so Dunwar would have time to finish the lie down animation out of sight
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Game.ForceFirstPerson()
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MakeActorInTranslucent(_00E_MC_TealorREF) ; Do this BEFORE disabling Tealor
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_00E_MC_TealoRREF.Disable()
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Wait(2)
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SetStage(20)
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EndFunction
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Function MakeActorTranslucent(Actor TargetActor)
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MS04MemoryFXBody01VFX.Play(TargetActor)
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TargetActor.SetAlpha(0.1, True)
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EndFunction
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Function MakeActorInTranslucent(Actor TargetActor)
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MS04MemoryFXBody01VFX.Stop(TargetActor)
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TargetActor.SetAlpha(1, True)
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EndFunction
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Function SetUpReal()
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ActivateBeds()
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SkyrimOvercastRain.ForceActive(True)
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Levelsystem.SkipTimeToHour(22.5)
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SafeMoveTo_NoWait(_00E_MQ05_DunwarREF, MQ06_SC2_DunwarBedREF)
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SafeMoveTo_NoWait(_00E_MC_CaliaREF, MQ06_SC2_CaliaLean)
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_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
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_00E_MC_CaliaREF.UnEquipItem(_00E_MC_CaliaREF.GetEquippedWeapon())
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MQ12c_SC01_FailsaveREF.Enable()
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PlayerREF.MoveTo(MQ06_SC02_PlayerBed)
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PlayerAIWalk(True)
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Game.ForceThirdPerson()
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MQ06_SC2_PlayerWakesUp.ForceStart()
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_00E_MQ06_VisionFadeOut.Stop(_00E_MC_CaliaREF)
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_00E_Music_Special_Zyklus_Loop.Remove()
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Levelsystem.RemoveSilence()
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String facegen = "bUseFaceGenPreprocessedHeads:General"
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SetINIBool(facegen, False)
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Game.GetPlayer().QueueNiNodeUpdate()
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SetINIBool(facegen, True)
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MakeActorInTranslucent(_00E_MC_JesparREF)
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MakeActorInTranslucent(MQ06_KonstantinREF)
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MakeActorInTranslucent(_00E_MC_CaliaREF)
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MakeActorInTranslucent(_00E_MC_NataraREF)
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MakeActorInTranslucent(MQ06_SiriusREF)
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EndFunction
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Function RefreshPlayerEyes()
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String facegen = "bUseFaceGenPreprocessedHeads:General"
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SetINIBool(facegen, False)
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Game.GetPlayer().QueueNiNodeUpdate()
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SetINIBool(facegen, True)
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EndFunction
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Function DisableDoorBlocker()
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MQ12c_SC01_FailsaveREF.Disable()
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_00E_TeleportGlobal.SetValue(0)
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EndFunction
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Function StartCQC01()
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CQC01.SetStage(5)
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CQC01.SetObjectiveDisplayed(5)
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EndFunction
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Function FadeBackReal()
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MQ12c_SC1_ExecutionDoor001.SetOpen(False)
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_00E_MC_TealoRREF.BlockActivation(False)
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_00E_MC_NataraREF.BlockActivation(False)
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_00E_MC_CaliaREF.BlockActivation(False)
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MQ06_SiriusREF.BlockActivation(False)
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MQ06_KonstantinREF.BlockActivation(False)
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_00E_MC_NataraREF.GetActorBase().SetName("Natara Dal'Veram")
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_00E_MC_CaliaREF.GetActorBase().SetName("Calia Sakaresh")
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_00E_MC_TealorREF.GetActorBase().SetName("Tealor Arantheal")
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MQ06_SiriusREF.GetActorBase().SetName("Sirius")
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String facegen = "bUseFaceGenPreprocessedHeads:General"
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SetINIBool(facegen, False)
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Game.GetPlayer().QueueNiNodeUpdate()
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SetINIBool(facegen, True)
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Game.DisablePlayerControls(true, true, false, false, true, true, True, true)
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Game.RequestAutoSave()
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_00E_FadeBackLong.Apply()
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FadeToBlackHoldIMOD.Remove()
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Wait(2)
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MQ06_SC02_PlayerBed.Activate(PlayerREF, True)
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Wait(3)
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PlayerAIWalkStop()
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_00E_Music_Special_Zyklus_Loop.Remove()
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Levelsystem.RemoveSilence()
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DeactivateBeds()
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Levelsystem.SetAllowIdleChatter(True)
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EndFunction
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Function CaliaPutOnShoes()
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Levelsystem.RemoveSilence()
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_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_SimpleClothing)
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MQ06_SC3_CaliaShowsPlayerAround.ForceStart()
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If _00E_MC_CaliaREF.GetEquippedWeapon() != None
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_00E_MC_CaliaREF.RemoveItem(_00E_MC_CaliaREF.GetEquippedWeapon())
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EndIf
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SkyrimOvercastRain.SetActive()
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EndFunction
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Function DespawnDunwar()
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If _00E_MQ05_DunwarREF.IsEnabled()
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_00E_MQ05_DunwarREF.Disable()
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EndIf
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EndFunction
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Function StartTealorScene()
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ActivateBeds()
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_00E_MC_TealorREF.Enable()
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Levelsystem.RemoveSilence()
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MQ06Linker.Disable()
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_00E_MC_TealorREF.MoveToMyEditorLocation()
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_00E_MC_TealorREF.MoveTo(MQ16_SC04_TealorStartMarker)
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KonstantinBasic.MoveTo(MQ06KonstTelRef)
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MQ06_SC4_TealorScene.ForceStart()
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EndFunction
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Function StartJesparQuest()
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If CQJ01.IsCompleted()
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CQJ02.SetStage(5)
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Elseif !(CQJ01.IsCompleted())
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CQJ01.FailAllObjectives()
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CQJ01.SetStage(20)
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EndIf
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If CQJ01_SC01_DancingNomadScene.IsPlaying()
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CQJ01_SC01_DancingNomadScene.Stop()
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EndIf
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EndFunction
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Function SetCereTimer()
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StartJesparQuest()
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_00E_TeleportGlobal.SetValue(0) ; Failsave, in case
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; DisableDoorBlocker() fails to
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; get called for some reason.
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RegisterForUpdateGameTime(24)
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GameDay = GameDaysPassed.GetValue() as Int
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EndFunction
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Function StartCer()
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CompanionIsTalking.SetValueInt(0)
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PlaceCeremonyKeeper()
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_00E_EnderalOvercast.SetActive(True)
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FillSpectators()
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JorrekBartar.Enable()
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Magier.Enable()
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_00E_MC_TealorREF.MoveTo(TealorRitualIdle)
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If _00E_MC_CaliaREF.IsDisabled()
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_00E_MC_CaliaREF.Enable()
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EndIf
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MQ06_SC05_JorekBench.SetFactionOwner(MQ06_SC05_JorekBenchFaction)
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Form[] idleMarkers = MQ06_SC05_IdleMarkerList.ToArray()
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Int iIndex = 0
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While iIndex < idleMarkers.Length
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(idleMarkers[iIndex] as ObjectReference).Disable()
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iIndex += 1
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EndWhile
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_00E_MC_CaliaREF.MoveTo(CaliaRitualMarker)
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_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
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MQ06_SC5_RitualScene.ForceStart()
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JorrekBartar.Enable()
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JorrekBartar.MoveTo(MQ06_SC05_JorekBench)
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_00E_MC_NataraREF.MoveTo(MQ06_SC05_NataraMarker)
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_00E_MQ06_SunTempleArmoryGlobal.SetValueInt(0) ;This allows the player to buy all kinds of keeper / order stuff from the suntemple armory
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EndFunction
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Function ConsecreationFailsave()
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if _00E_MC_TealorREF.GetParentCell() != SuntempleSanctum
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_00E_MC_TealorREF.MoveTo(MQ06_Tealor_FailsaveREF)
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EndIf
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If _00E_MC_CaliaREF.GetParentCell() != SuntempleSanctum
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_00E_MC_CaliaREF.MoveTo(CaliaRitualMarker)
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EndIf
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If !MQ06_SC5_RitualScene.IsPlaying()
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MQ06_SC5_RitualScene.ForceStart()
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EndIf
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EndFunction
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Function OnConsecrationKicksIn()
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Levelsystem.StopRandomHeadTracking()
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Int iIndex = 0
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While iIndex < SC05_SpectatorArray.Length
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Actor akSpectator = SC05_SpectatorArray[iIndex].GetActorReference()
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If akSpectator
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akSpectator.SetLookAt(_00E_MC_TealorREF)
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EndIf
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iIndex += 1
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EndWhile
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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 |