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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