186 lines
5.5 KiB
Plaintext
186 lines
5.5 KiB
Plaintext
Scriptname _00E_PlayerSetUpScript extends ObjectReference
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{Initializes all the necessary Quests, maintains the player, contains various OnPlayerLoadGame() failsafes. This script is important for proper updating, do not overwrite it.}
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int function _GetScriptVersion() Global
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return 1
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endFunction
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnInit()
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If self != (PlayerREF as ObjectReference)
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return
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EndIf
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; needs the IsInMenuMode() check to prevent stuck messages when FS is not loaded
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While Utility.IsInMenuMode()
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Utility.WaitMenuMode(0.1)
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EndWhile
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CheckForgottenStories()
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_00E_Func_CheckSKSE.Run()
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_00E_Func_CheckEnderalDLL.Run()
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GoToState("RealPlayer")
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PlayerREF.SetActorValue("speedMult", 95)
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PlayerREF.SetActorValue("Healrate", 0)
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EnableDisableKillmove()
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; starts all quests that are in the formlist
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Int iIndex = QuestsToStart.GetSize()
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While iIndex > 0
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iIndex -= 1
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Quest kQuest = QuestsToStart.GetAt(iIndex) as Quest
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kQuest.Start()
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endwhile
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EndEvent
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Event OnPlayerLoadGame()
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If self == (PlayerREF as ObjectReference) ; A check just in case. Most likely this condition is always True
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CheckForgottenStories()
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_00E_Func_CheckSKSE.Run()
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_00E_Func_CheckEnderalDLL.Run()
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Maintenance()
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If GetState() != "RealPlayer"
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GoToState("RealPlayer")
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EndIf
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EndIf
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EndEvent
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State RealPlayer
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;/ Event OnBeginState()
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Debug.Trace(self + ": OnBeginState RealPlayer")
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EndEvent /;
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EndState
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;=====================================================================================
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; ALL UPDATES
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;=====================================================================================
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Function EnableDisableKillmove()
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; it seems like that this ini setting does not do stuff by itself (or it is bugged)
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; therefore we need to read it from the file and change the global with which the killmoves are conditioned
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If Utility.GetINIBool("bVATSDisable:VATS") == false
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KillMove.SetValueInt(1)
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Else
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KillMove.SetValueInt(0)
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EndIf
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EndFunction
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Function SetAutoSaveInterval()
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; updates the autosave interval
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_00E_AutoSaveSystem_Functions AutoSaveSystem_Functions = Game.GetFormFromFile(0x00048141, "Skyrim.esm") as _00E_AutoSaveSystem_Functions
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AutoSaveSystem_Functions.UpdateAutoSaveInterval()
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EndFunction
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Function FailsafeMQ05PrologueAliases()
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; failsafe for issue 1536, fills empty aliases
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If MQ05PrologueFunctions == None
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MQ05PrologueFunctions = Game.GetForm(0x00033A5B) as _00E_MQ05Prologue_Functions
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EndIf
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MQ05PrologueFunctions.FillEmptyAliasesFailsafe()
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EndFunction
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Function RefreshMountNamesOnLoad()
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_00E_NQ06_Functions NQ06Functions = Game.GetForm(0x725BA) as _00E_NQ06_Functions
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NQ06Functions.RefreshNamesOnSaveLoad()
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EndFunction
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Function _ResetPerk(Perk p)
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If PlayerREF.HasPerk(p)
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PlayerREF.RemovePerk(p)
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PlayerREF.AddPerk(p)
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EndIf
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EndFunction
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Function ResetArmorWeightPerks()
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; Perks modifying armor weights need some push on each game load to work.
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; The push is needed only if the player is over-encumbered on game load.
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; If the player is not over-encumbered, the push is not needed because checking the inventory, picking up items, sheathing/drawing a weapon will reset the perks anyway.
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If PlayerREF.IsOverEncumbered()
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_ResetPerk(_00E_Class_Keeper_P05_C_Conditioning)
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_ResetPerk(_00E_Class_Vagrant_P05_B_Lightweight)
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EndIf
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EndFunction
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;=====================================================================================
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; MAINTENANCE
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;=====================================================================================
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function CheckForgottenStories()
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; If Enderal - Forgotten Stories.esm is not loaded, kick the player back to main menu
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if (Game.GetForm(0x4320E) as GlobalVariable).GetValue() as Int != 1
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Utility.wait(2.0)
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Game.QuitToMainMenu()
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Debug.MessageBox("Enderal - Forgotten Stories.esm is not loaded! The game will not run properly. Open Data Files and enable it.")
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return
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EndIf
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endfunction
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Function Maintenance()
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; changes to the actor value healrate will not persist in consecutive saves
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; every time a save gets loaded the healrate needs to be set to 0, otherwise it will go back again to default at 0.7
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; this is called before active magic effects of potions or spells are applied to the player which could also alter the value
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PlayerREF.SetActorValue("Healrate", 0)
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; Workaround for broken physics on loading saves, made on a mount
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If PlayerREF.IsOnMount()
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PlayerREF.Dismount()
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EndIf
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; Clear stuck help messages, leaking between game loads
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Message.ResetHelpMessage("Clear")
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(Game.GetForm(0xAC80E) as Message).ShowAsHelpMessage("Clear", 0.1, 1, 1)
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EnableDisableKillmove()
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ResetArmorWeightPerks()
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SetAutoSaveInterval()
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FailsafeMQ05PrologueAliases()
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RefreshMountNamesOnLoad()
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SendModEvent("Enderal_GameLoaded")
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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_00E_MQ05Prologue_Functions Property MQ05PrologueFunctions Auto
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Actor Property PlayerREF Auto
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FormList Property QuestsToStart Auto
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GlobalVariable Property KillMove Auto
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Perk Property _00E_Class_Keeper_P05_C_Conditioning Auto
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Perk Property _00E_Class_Vagrant_P05_B_Lightweight Auto
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