Oblivion Game Data

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SE02QuestScript (0x00011fac)

  • Record Type: SCPT
  • Editor ID: SE02QuestScript
  • Form ID: 0x00011fac
  • Source File: Oblivion.esm.mod
  • Patch Status: FormID has not been modified.
Parameter Value
SCTX
scn SE02QuestScript

;Actors:
;SESheldenScript					-- runs the talking about Orcs scene
;SEFelasSarandasScript			-- ends the talking about Orcs scene if attacked by player
;SEJayredIceVeinsScript			-- package handling, wait/follow toggle, and dialog handling
;SERelmynaVerenimScript 		-- runs the spying on Gatekeeper and Sorceress scene (also has scripting for SE09)
;SEGatekeeperScript  			-- scripted for "leash" behavior to allow player a chance to run away, and adds the keys on death and sets stage
;SE02OrcCaptainScript  			-- runs the Orc attack on the Gatekeeper scene
;SE02OrcAdventurerScript 		-- on death of Orc Adventurers trigger the spectators to say something

;Objects
;SE02MaidenTearsEffectScript -- the spell effect that hurts the Gatekeeper
;OBSOLETE SE02NanettesBookScript 		-- when player adds this it sets quest stage
;SE02GatesKeysScript  			-- sets stage when you pick up both keys
;SEGatesOfMadnessDoorScript

										;"Meta stages" and "Meta Active Quest" help me conditionalize dialog and quest tagets in overlapping branches 
short metaStageArrows			;this holds a value of the current "quest stage" for the Arrows branch... set by results fields in SE02 Stages
short metaStageTears			;this holds a value of the current "quest stage" for the Tears branch... set by results fields in SE02 Stages
short metaActiveQuest 			0 = not set or both, 1 = arrows, 2 = tears   -- used to "turn on and off" the branches so only one set QTs are up at once

short JayredWillEscort				;used as condition on package
short orcSpectate						;0 = not set, 1 = NPCs should go watch the orcs get killed by the Gatekeeper scene ;set In SESheldenScript and SEFelasSarandasScript

short NanetteSecretTears		;used as a condition for a "I'm done talking to you" dialog choice... I prevent the player from leaving dialog until he has heard all of Nanette's secrets about the Sorceress
short NanetteSecretJayred		;OBSOLETE used as a condition for a "I'm done talking to you" dialog choice... I prevent the player from leaving dialog until he has heard all of Nanette's secrets about the Sorceress
short JayredGardens				;used as as a topic block condition (Jayred won't display the Gardens topic until the player has talked to him about the Gatekeeper topic)

short haskillGreet			;used to summon Haskill after getting keys from Gatekeeper

short pickedDoor			;used when giving player power for going through a madness door. He only gets one power for the first door he goes thru - see SEGatesOfMadnessDoorScript

;GATEKEEPER
;there are multiple "levels" of Gatekeeper, these are originally disabled in the world (near the Gates of Madness).
;Since he needs to process in low so we aren't pulling from a list
ref GatekeeperRef						;holds the reference to the actual Gatekeeper the player will fight
short whichGatekeeper				;1, 2, 3, 4, 5, 6, 7, 8 --  used on quest target conditions to point to each Gatekeeper

;SHEOGORATH SPEECH
short SpeechVAR

Begin GameMode

	if getStage SE02 < 22
		if getStageDone SE02 20 == 1 && getStageDone SE02 21 == 1
			setStage SE02 22
		endif
	endif

	if getStage SE02 >= 150
		if getStage SE02 < 162

			if player.getItemCount SE02KeyToMania > 0
				if player.getItemCount SE02KeyToDementia > 0
					;player has both
					setStage SE02 162
			
				else
					;player has just mania key
					setStage SE02 160
			
				endif
			
			elseif player.getItemCount SE02KeyToDementia > 0
				;player only has the key to dementia
				setStage SE02 161

			endif
	
		endif

	endif

	if getStage SE02 >= 160
		if haskillGreet == 0
			SEHaskillRef.Moveto player
			SEHaskillRef.look player
			SEHaskillRef.pme STRP 5
			set haskillGreet to 1
			SEHaskillRef.evp
		elseif haskillGreet == 2 	;set in dialog
			;set variables on Haskill to make him disappear as if he was summoned
			set SEHaskillRef.summoned to 1
			set SEHaskillRef.summontimer to 5
			set SEHaskillRef.summonblocker to 0
			set haskillGreet to 3
	
		endif
	endif

	if getStage SE02 < 190
		if player.getInCell SEGatesOfMadness == 1
			setStage SE02 190
		endif
	endif


End

Database last updated 11/02/2011
SCPT records last updated 10/31/2011