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MQ101 Quest Fragment Source Code - SMUR Xbox version
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;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment | |
Scriptname Fragments:Quests:QF_MQ101_0001ED86 Extends Quest Hidden Const | |
;BEGIN FRAGMENT Fragment_Stage_0000_Item_00 | |
Function Fragment_Stage_0000_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;VERTICAL SLICE PATH | |
;stop clock | |
TimeScale.SetValueInt(0) | |
;make sure the player can't move | |
debug.trace(self + "New Game Start, disable player controls") | |
; Store layer on MQ03 - this works because MQ03 is a run-once quest, so its properties | |
; won't be cleared when it starts up | |
MQ03.VSEnableLayer = InputEnableLayer.Create() | |
MQ03.VSEnableLayer.DisablePlayerControls(abCamSwitch=True) | |
; move the player so that New Game button puts him in the right place | |
debug.trace(self + "New Game Start, move player to marker") | |
Actor PlayerREF = Game.GetPlayer() | |
PlayerREF.Moveto(CharGenPlayerMarker1) | |
; Force a short wait so the fade out request isn't made while the loading menu is up | |
; (which would cause it to be bashed when the loading menu goes away and tells the | |
; fade menu to fade in) | |
debug.trace(self + "Wait 0.1 seconds") | |
Utility.Wait(0.1) | |
debug.trace(self + "Finish waiting. Fade the game in.") | |
; play the opening BINK | |
Game.PlayBink( "Intro.bk2", abInterruptible=true, abIsNewGameBink=true ) | |
; setting "abIsNewGameBink=true" ensures that there is a white screen to fade out after the bink is done. | |
;put the player in the pod | |
pMQPlayerCryopodREF.Activate(Game.GetPlayer()) | |
pMQPlayerCryopodREF.PlayAnimation("g_idleSitInstant") | |
; remove all the player's stuff | |
;/ SMUR 5.2.1 - fix for Xbox Players | |
PlayerREF.RemoveAllItems() | |
/; | |
if !PlayerREF.isEquipped(CharGenPlayerClothes) | |
PlayerREF.RemoveAllItems() | |
else | |
PlayerREF.RemoveItem(pArmor_Vault111_Underwear, absilent=True) | |
PlayerREF.RemoveItem(CharGenPlayerClothes, absilent=True) | |
; SMUR 6.1.1 in case other mods add Pipboy | |
if PlayerREF.isEquipped(pPipboyDusty) | |
PlayerREF.RemoveItem(pPipboyDusty, absilent=True) | |
endif | |
endif | |
; give the player the right starting gear | |
; SMUR 6.1.1 - in case of other mods check for Pipboy | |
if PlayerREF.isEquipped(pPipboyDusty) | |
debug.trace(self + "player already has pipboy") | |
else | |
; give pipboy | |
PlayerREF.AddItem(pPipboyDusty, absilent=true) | |
PlayerREF.EquipItem(pPipboyDusty, absilent=true) | |
endif | |
PlayerREF.AddItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.EquipItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.AddItem(pArmor_WeddingRing, absilent=true) | |
PlayerREF.EquipItem(pArmor_WeddingRing, absilent=true) | |
; fade the game in | |
CameraAttachGroggyWake01FX.Play(Game.GetPlayer()) | |
pCryoWakeImod.Apply() | |
Game.FadeOutGame(False, True, 3.0, 0.1) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0000_Item_01 | |
Function Fragment_Stage_0000_Item_01() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;stop clock | |
TimeScale.SetValueInt(0) | |
;don't show compass | |
Game.SetCharGenHUDMode(1) | |
;no saving or waiting | |
Game.SetInCharGen(True, True, False) | |
;make sure the player can't move | |
kmyquest.MQ101EnableLayer = InputEnableLayer.Create() | |
kmyquest.MQ101EnableLayer.DisablePlayerControls(abLooking=True, abCamSwitch=True, abSneaking = True) | |
kmyquest.MQ101EnableLayer.EnableSprinting(False) | |
;disable Z-Key | |
kmyquest.MQ101EnableLayer.EnableZKey(False) | |
;Store actors for optimization | |
Actor PlayerREF = Game.GetPlayer() | |
Actor SpouseMaleREF = Alias_SpouseMale.GetActorRef() | |
Actor SpouseFemaleREF = Alias_SpouseFemale.GetActorRef() | |
;set charGen skeletons | |
PlayerREF.SetHasCharGenSkeleton() | |
SpouseFemaleREF.SetHasCharGenSkeleton() | |
;precache the face gen data | |
Game.PrecacheCharGen() | |
; move the player so that New Game button puts him in the right place | |
PlayerREF.MoveTo(pMQ101PlayerStartMarker01) | |
; setup spouse | |
;SpouseMaleREF.Disable() | |
Alias_ActiveSpouse.ForceRefTo(SpouseFemaleREF) | |
; Force a short wait so the fade out request isn't made while the loading menu is up | |
; (which would cause it to be bashed when the loading menu goes away and tells the | |
; fade menu to fade in) | |
debug.trace(self + "Wait 0.1 seconds") | |
Utility.Wait(0.1) | |
debug.trace(self + "Finish waiting. Fade the game in.") | |
; play the opening BINK | |
Game.PlayBink( "Intro.bk2", abInterruptible=true, abIsNewGameBink=true ) | |
; setting "abIsNewGameBink=true" ensures that there is a white screen to fade out after the bink is done. | |
;/SMUR 5.2.1 - fix for Xbox Players | |
; remove all the player's stuff | |
PlayerREF.RemoveAllItems() | |
/; | |
; SMUR 6.1.1 - fix for remove all items, forgot to add this. | |
if !PlayerREF.isEquipped(CharGenPlayerClothes) | |
PlayerREF.RemoveAllItems() | |
else | |
PlayerREF.RemoveItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.RemoveItem(CharGenPlayerClothes, absilent=True) | |
; SMUR 6.1.1 in case other mods add Pipboy | |
if PlayerREF.isEquipped(pPipboyDusty) | |
PlayerREF.RemoveItem(pPipboyDusty, absilent=True) | |
endif | |
endif | |
; give the player the right starting gear | |
PlayerREF.AddItem(CharGenPlayerClothes, absilent=True) | |
PlayerREF.EquipItem(CharGenPlayerClothes, absilent=True) | |
PlayerREF.AddItem(pArmor_WeddingRing, absilent=true) | |
PlayerREF.EquipItem(pArmor_WeddingRing, absilent=true) | |
;put player in sink | |
Alias_FaceGenSink.GetRef().Activate(PlayerREF, abDefaultProcessingOnly=True) | |
;set weather - this must be done after the load | |
;PrewarPlayerHouseInteriorWeather.ForceActive(True) | |
;turn off ambient particles | |
Weather.EnableAmbientParticles(False) | |
;disable SSR, Godrays, and Directional Lighting as they're not needed for FaceGen | |
;we need to call this function every second or else the failsafe will turn it off | |
Game.ForceDisableSSRGodraysDirLight(True, True, True) | |
kmyquest.StartTimer(1.0, 50) | |
;FX | |
CharGenCameraImod.Apply() | |
CharGenSinkSoundFXEnableMarker.Enable() | |
; give the load a second to get the player in the furniture | |
Utility.Wait(1.0) | |
CharGenMirrorImod.Apply() | |
;additional sound FX as we load in | |
AMBIntChargenPlayerHouseBathroomSpotMirrorWipe.Play(PlayerREF) | |
; fade the game in | |
Game.FadeOutGame(False, False, 1.0, 2.0) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0000_Item_03 | |
Function Fragment_Stage_0000_Item_03() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;stop clock | |
TimeScale.SetValueInt(0) | |
;make sure the player can't move | |
kmyquest.MQ101EnableLayer = InputEnableLayer.Create() | |
;enable only walking, looking, activating | |
kmyquest.MQ101EnableLayer.EnablePlayerControls(abFighting = false, abSneaking = false, abMenu = false, abVats = false) | |
;set weather | |
;PrewarPlayerHouseInteriorWeather.ForceActive() | |
;Store actors for optimization | |
Actor PlayerREF = Game.GetPlayer() | |
Actor SpouseMaleREF = Alias_SpouseMale.GetActorRef() | |
Actor SpouseFemaleREF = Alias_SpouseFemale.GetActorRef() | |
; disable spouse based on player's gender and set ActiveSpouse | |
If (Game.GetPlayer().GetBaseObject() as ActorBase).GetSex() == 1 | |
SpouseFemaleREF.Disable() | |
Alias_ActiveSpouse.ForceRefTo(SpouseMaleREF) | |
SpouseMaleREF.Moveto(pMQ101SpouseStartMarker) | |
Else | |
SpouseMaleREF.Disable() | |
Alias_ActiveSpouse.ForceRefTo(SpouseFemaleREF) | |
SpouseFemaleREF.Moveto(pMQ101SpouseStartMarker) | |
EndIf | |
PlayerREF.Moveto(MQ101PlayerSkipToExteriorMarker) | |
; Force a short wait so the fade out request isn't made while the loading menu is up | |
; (which would cause it to be bashed when the loading menu goes away and tells the | |
; fade menu to fade in) | |
debug.trace(self + "Wait 0.1 seconds") | |
Utility.Wait(0.1) | |
debug.trace(self + "Finish waiting. Fade the game in.") | |
;/SMUR 5.2.1 - fix for Xbox Players | |
; remove all the player's stuff | |
PlayerREF.RemoveAllItems() | |
/; | |
; SMUR 6.1.1 in case other mods add Pipboy | |
if PlayerREF.isEquipped(pPipboyDusty) | |
PlayerREF.RemoveItem(pPipboyDusty, absilent=True) | |
endif | |
; give the player the right starting gear | |
;player is female | |
If (Game.GetPlayer().GetBaseObject() as ActorBase).GetSex() == 1 | |
PlayerREF.AddItem(ClothesPrewarWomensCasual, absilent=true) | |
PlayerREF.EquipItem(ClothesPrewarWomensCasual, absilent=true) | |
;player is male | |
Else | |
PlayerREF.AddItem(ClothesPrewarTshirtSlacks, absilent=true) | |
PlayerREF.EquipItem(ClothesPrewarTshirtSlacks, absilent=true) | |
EndIf | |
PlayerREF.AddItem(pArmor_WeddingRing, absilent=true) | |
PlayerREF.EquipItem(pArmor_WeddingRing, absilent=true) | |
; fade the game in | |
Game.FadeOutGame(False, True, 0.1, 0.1) | |
SetStage(70) | |
SetStage(220) | |
SetStage(230) | |
pMQ101BabyRoomDoorCollisionREF.Disable() | |
Alias_VaultTecRep.GetActorRef().Enable() | |
SetStage(270) | |
SetStage(300) | |
SetStage(310) | |
SetStage(400) | |
MQ101ShaunRoomCollisionEnableMArker.Disable() | |
;wait for 3d to load | |
Utility.Wait(2.0) | |
;set the Vault Elevator to be in correct position | |
Alias_ExtVaultElevator.GetRef().PlayAnimation("Stage5") | |
SetStage(18) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0000_Item_04 | |
Function Fragment_Stage_0000_Item_04() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;stop clock | |
TimeScale.SetValueInt(0) | |
;make sure the player can't move | |
kmyquest.MQ101EnableLayer = InputEnableLayer.Create() | |
;enable only walking, looking, activating | |
kmyquest.MQ101EnableLayer.EnablePlayerControls(abFighting = false, abSneaking = false, abMenu = false, abVats = false) | |
;enable neighbors | |
MQ101HillSoldiersEnableMarker.Disable() | |
;Store actors for optimization | |
Actor PlayerREF = Game.GetPlayer() | |
Actor SpouseMaleREF = Alias_SpouseMale.GetActorRef() | |
Actor SpouseFemaleREF = Alias_SpouseFemale.GetActorRef() | |
; disable spouse based on player's gender and set ActiveSpouse | |
If (Game.GetPlayer().GetBaseObject() as ActorBase).GetSex() == 1 | |
SpouseFemaleREF.Disable() | |
Alias_ActiveSpouse.ForceRefTo(SpouseMaleREF) | |
Else | |
SpouseMaleREF.Disable() | |
Alias_ActiveSpouse.ForceRefTo(SpouseFemaleREF) | |
EndIf | |
;move player | |
Game.GetPlayer().MoveTo(MQ101PlayerElevatorMarker) | |
;give the quest a second to load | |
Utility.Wait(2.0) | |
;/SMUR 5.2.1 - fix for Xbox Players | |
; remove all the player's stuff | |
PlayerREF.RemoveAllItems() | |
/; | |
; SMUR 6.1.1 in case other mods add Pipboy | |
if PlayerREF.isEquipped(pPipboyDusty) | |
PlayerREF.RemoveItem(pPipboyDusty, absilent=True) | |
endif | |
; give the player the right starting gear | |
;player is female | |
If (Game.GetPlayer().GetBaseObject() as ActorBase).GetSex() == 1 | |
PlayerREF.AddItem(ClothesPrewarWomensCasual, absilent=true) | |
PlayerREF.EquipItem(ClothesPrewarWomensCasual, absilent=true) | |
;player is male | |
Else | |
PlayerREF.AddItem(ClothesPrewarTshirtSlacks, absilent=true) | |
PlayerREF.EquipItem(ClothesPrewarTshirtSlacks, absilent=true) | |
EndIf | |
PlayerREF.AddItem(pArmor_WeddingRing, absilent=true) | |
PlayerREF.EquipItem(pArmor_WeddingRing, absilent=true) | |
SetStage(270) | |
SetStage(500) | |
SetStage(600) | |
pMQ101_001_MirrorScene.Stop() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0010_Item_00 | |
Function Fragment_Stage_0010_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;push sound category for interior | |
CSMQ101PlayerHouseInt.Push(4.0) | |
;don't allow the player to open the door yet | |
Alias_PlayerHouseDoor.GetRef().BlockActivation(True, True) | |
;turn on the radio | |
pRadioSanctuaryHillsPrewar.Start() | |
Alias_RadioTransmitter.GetRef().Enable() | |
;turn off sink soundFX | |
CharGenSinkSoundFXEnableMarker.Disable() | |
;player can only fast walk | |
Game.GetPlayer().ChangeAnimArchetype(AnimArchetypeFastWalk) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0012_Item_00 | |
Function Fragment_Stage_0012_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0015_Item_00 | |
Function Fragment_Stage_0015_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;start checking when the player switches gender so appropriate spouse plays idle lines | |
kmyquest.TrackMirrorGenderSwitch() | |
;player must start facegen in neutral | |
Game.GetPlayer().ChangeAnimFaceArchetype(AnimFaceArchetypeNeutral) | |
;start headtrack targets | |
;Game.GetPlayer().SetLookat(MQ101MirrorMarker) | |
;Alias_ActiveSpouse.GetActorRef().SetLookAT(MQ101MirrorMarker) | |
;also start tracking for menu exit | |
kmyquest.RegisterForAnimationEvent(Game.GetPlayer(), "ChargenSkeletonReset") | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0018_Item_00 | |
Function Fragment_Stage_0018_Item_00() | |
;BEGIN CODE | |
pMQ101_001_MirrorScene.Stop() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0022_Item_00 | |
Function Fragment_Stage_0022_Item_00() | |
;BEGIN CODE | |
Alias_BabyActivator.GetRef().BlockActivation(True, True) | |
Alias_CribStatic.GetRef().BlockActivation(True, True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0030_Item_00 | |
Function Fragment_Stage_0030_Item_00() | |
;BEGIN CODE | |
;Do not do this anymore, causes a pop if the skeleton is finishing the re-init when she switches package | |
;pull the female spouse chargen skeleton when she is off-screen | |
;Alias_SpouseFemale.GetActorRef().SetHasCharGenSkeleton(False) | |
pMQ101_002_CodsworthScene01.Start() | |
;turn on TV | |
pMQ101TVStation.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0063_Item_00 | |
Function Fragment_Stage_0063_Item_00() | |
;BEGIN CODE | |
pMQ101_002_CodsworthScene01.Stop() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0065_Item_00 | |
Function Fragment_Stage_0065_Item_00() | |
;BEGIN CODE | |
Alias_CodsworthPrewar.GetActorRef().PlayIdle(HandyUnEquipCoffeePot) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0070_Item_00 | |
Function Fragment_Stage_0070_Item_00() | |
;BEGIN CODE | |
;spouse moves | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
pMQ101_004_ShaunCries.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0075_Item_00 | |
Function Fragment_Stage_0075_Item_00() | |
;BEGIN CODE | |
;Alias_CodsworthPrewar.GetActorRef().PlayIdle(HandyUnEquipDuster) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0080_Item_00 | |
Function Fragment_Stage_0080_Item_00() | |
;BEGIN CODE | |
Alias_CodsworthPrewar.GetActorRef().EvaluatePackage() | |
SetStage(90) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0085_Item_00 | |
Function Fragment_Stage_0085_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
SetStage(80) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0090_Item_00 | |
Function Fragment_Stage_0090_Item_00() | |
;BEGIN CODE | |
;enable vault-tec rep | |
;Alias_VaultTecRep.GetActorRef().Enable() | |
pMQ101_005_Doorbell.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0092_Item_00 | |
Function Fragment_Stage_0092_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0093_Item_00 | |
Function Fragment_Stage_0093_Item_00() | |
;BEGIN CODE | |
Alias_VaultTecRep.GetActorRef().ChangeAnimFlavor(AnimFlavorClipboardSalesman) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0095_Item_00 | |
Function Fragment_Stage_0095_Item_00() | |
;BEGIN CODE | |
;allow the player to open the door | |
;keep activation blocked so the VTec rep doesn't path into it and open it | |
;OnActivate block on the alias script sets stage 97 which opens the door instead | |
Alias_PlayerHouseDoor.GetRef().BlockActivation(True, False) | |
Alias_VaultTecRep.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0097_Item_00 | |
Function Fragment_Stage_0097_Item_00() | |
;BEGIN CODE | |
;don't allow activation again | |
Alias_PlayerHouseDoor.GetRef().BlockActivation(True, True) | |
;make sure the door always open | |
Alias_PlayerHouseDoor.GetRef().SetOpen() | |
;stop scenes | |
pMQ101_005_Doorbell.Stop() | |
MQ101_005_DoorbellRepeat.Stop() | |
; spouse goes to the couch | |
Actor SpouseREF = Alias_ActiveSpouse.GetActorRef() | |
SpouseREF.EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0100_Item_00 | |
Function Fragment_Stage_0100_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
MQ101_006_VaultTecRep.Start() | |
kmyquest.PlaySalesmanSounds() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0110_Item_00 | |
Function Fragment_Stage_0110_Item_00() | |
;BEGIN CODE | |
Alias_VaultTecRep.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0120_Item_00 | |
Function Fragment_Stage_0120_Item_00() | |
;BEGIN CODE | |
;shut door and don't allow activation | |
Alias_PlayerHouseDoor.GetRef().SetOpen(False) | |
Alias_PlayerHouseDoor.GetRef().BlockActivation(True, True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0200_Item_00 | |
Function Fragment_Stage_0200_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;shut door and don't allow activation | |
Alias_PlayerHouseDoor.GetRef().SetOpen(False) | |
Alias_PlayerHouseDoor.GetRef().BlockActivation(True, True) | |
;block closing the baby room door | |
Alias_BabyRoomDoor.GetRef().SetOpen() | |
Alias_BabyRoomDoor.GetRef().BlockActivation(True, True) | |
;block crib mobile | |
Alias_CribMobile.GetRef().BlockActivation(True, True) | |
;player can now activate front door closet | |
Alias_PlayerFrontDoorCloset.GetRef().BlockActivation(False, False) | |
Alias_VaultTecRep.GetActorRef().EvaluatePackage() | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
MQ101_006_VaultTecRep.Stop() | |
MQ101_007_PlayerDoesntSign.Stop() | |
pMQ101_008_AfterSign.Start() | |
kmyquest.StopSalesmanSounds() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0210_Item_00 | |
Function Fragment_Stage_0210_Item_00() | |
;BEGIN CODE | |
pMQ101_009_GotoShaun.Start() | |
Alias_CodsworthPrewar.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0220_Item_00 | |
Function Fragment_Stage_0220_Item_00() | |
;BEGIN CODE | |
;make sure player can activate crib | |
Alias_ShaunCrib.GetRef().BlockActivation(False, False) | |
Alias_BabyActivator.GetRef().BlockActivation(False, False) | |
Alias_CodsworthPrewar.getActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0230_Item_00 | |
Function Fragment_Stage_0230_Item_00() | |
;BEGIN CODE | |
Actor SpouserEF = Alias_ActiveSpouse.GetActorRef() | |
Actor CodsworthREF = Alias_CodsworthPrewar.GetActorRef() | |
ObjectReference BabyRoomDoorREF = Alias_BabyRoomDoor.GetRef() | |
;don't let the player activate baby shaun anymore | |
Alias_BabyActivator.GetRef().BlockActivation(True, True) | |
Alias_CribStatic.GetRef().BlockActivation(True, True) | |
Alias_ShaunCrib.GetRef().BlockActivation(True, True) | |
;move Codsworth in case he's trapped in the reoom | |
CodsworthREF.Moveto(MQ101CodsworthStartMarker) | |
;turn off CharGen skeleton on spouse | |
;SpouseREF.SetHasCharGenSkeleton(False) | |
;Utility.Wait(0.1) | |
;move spouse into position using furniture quick enter | |
SpouseREF.EvaluatePackage() | |
SpouseREF.MoveTo(MQ101SpouseLeanREF) | |
SpouseREF.SnapIntoInteraction(MQ101SpouseLeanREF) | |
;block player from leaving | |
MQ101ShaunRoomCollisionEnableMArker.EnableNoWait() | |
BabyRoomDoorREF.BlockActivation(True, True) | |
BabyRoomDoorREF.SetOpen() | |
;Codsworth goes to TV | |
Alias_CodsworthPrewar.GetActorRef().EvaluatePackage() | |
;make sure we enable Vertibirds before Power Armor Soldiers so they snap into it | |
MQ101VertibirdsEnableMarker.Disable() | |
;enable soldiers outside, move actors to positions | |
MQ101StreetSoldiersEnableMarker.DisableNoWait() | |
MQ101StreetNeighborsEnableMarker.DisableNoWait() | |
pMQ101SoldiersEnableMarker.DisableNoWait() | |
MQ101RunnersEnableMarker.DisableNoWait() | |
MQ101VertibirdBEnableMarker.DisableNoWait() | |
Alias_VaultTecRep.GetActorRef().DisableNoWait() | |
MQ101VertibirdCEnableMarker.DisableNoWait() | |
;set the Vault Elevator to be in correct position | |
Alias_ExtVaultElevator.GetRef().PlayAnimation("Stage5") | |
;spouse talks to player | |
pMQ101_010_SpouseMobile.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0240_Item_00 | |
Function Fragment_Stage_0240_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
Alias_CribMobile.GetRef().BlockActivation(False, False) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0245_Item_00 | |
Function Fragment_Stage_0245_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;check if the player looks away from the spouse after the scene timer expires | |
;kmyquest.RegisterForDetectionLOSLost(Game.GetPlayer(), Alias_ActiveSpouse.GetActorRef()) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0247_Item_00 | |
Function Fragment_Stage_0247_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;kmyquest.UnRegisterForLOS(Game.GetPlayer(), Alias_ActiveSpouse.GetActorRef()) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0250_Item_00 | |
Function Fragment_Stage_0250_Item_00() | |
;BEGIN CODE | |
pMQ101_010_SpouseMobile.Stop() | |
;disable front collision and enable back collision | |
MQ101ShaunRoomCollisionEnableMarker.Disable() | |
MQ101ShaunRoomCollisionEnableMarker002.Enable() | |
Alias_CribMobile.GetRef().BlockActivation(True, True) | |
;move spouse into position | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
;Alias_ActiveSpouse.GetActorRef().Moveto(pMQ101SpouseInsideBabyRoomMarker) | |
;spouse talks to player | |
pMQ101_011_MobileSpin.Start() | |
;no need to check for LOS anymore for this scene | |
;SetStage(247) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0252_Item_00 | |
Function Fragment_Stage_0252_Item_00() | |
;BEGIN CODE | |
ObjectReference BabyRoomDoorREF = Alias_BabyRoomDoor.GetRef() | |
;block player from leaving | |
BabyRoomDoorREF.SetOpen(False) | |
BabyRoomDoorREF.BlockActivation(True, True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0260_Item_00 | |
Function Fragment_Stage_0260_Item_00() | |
;BEGIN CODE | |
;allow player to leave baby room | |
Alias_BabyRoomDoor.GetRef().BlockActivation(False, False) | |
MQ101ShaunRoomCollisionEnableMArker.Disable() | |
MQ101ShaunRoomCollisionEnableMarker002.Disable() | |
pMQ101FrontDoorCollisionREF.Disable() | |
;disable music | |
MQ101CribMusicREF.Disable() | |
;please stand by screen | |
pMQ101TVStation.SetStage(50) | |
pMQ101TVStation.SetStage(20) | |
;set spouse face to nervous | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
Alias_ActiveSpouse.GetActorRef().ChangeAnimFaceArchetype(AnimFaceArchetypeNervous) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0263_Item_00 | |
Function Fragment_Stage_0263_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().SetLookAt(Alias_CodsworthPrewar.GetActorRef()) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0270_Item_00 | |
Function Fragment_Stage_0270_Item_00() | |
;BEGIN CODE | |
Actor SpouseREF = Alias_ActiveSpouse.GetActorRef() | |
ActorBase PlayerBASE = (Game.GetPlayer().GetBaseObject() as ActorBase) | |
;spouse is female, set outfit and anim archetype on her | |
If PlayerBASE .GetSex() == 0 | |
SpouseREF.SetOutfit(pMQ101SpouseFemaleBabyOutfit) | |
Utility.Wait(0.1) | |
SpouseREF.ChangeAnimFlavor(AnimFlavorHoldingBaby) | |
;spouse is male, set outfit and anim archetype on him | |
Else | |
SpouseREF.SetOutfit(MQ101SpouseMaleBabyOutfit) | |
Utility.Wait(0.1) | |
SpouseREF.ChangeAnimFlavor(AnimFlavorHoldingBaby) | |
EndIf | |
;make sure baby is equipped | |
SpouseREF.EquipItem(BabyBundled) | |
;spouse follows player | |
SpouseREF.EvaluatePackage() | |
;spouse no longer headtracks Codsworth | |
SpouseREF.ClearLookAt() | |
;disable crib sounds | |
ShaunBabyAudioRepeaterActivator.Disable() | |
ShaunIdleSoundMarkerREF.Disable() | |
;disable baby | |
Alias_BabyActivator.GetRef().Disable() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0300_Item_00 | |
Function Fragment_Stage_0300_Item_00() | |
;BEGIN CODE | |
pMQ101_011_MobileSpin.Stop() | |
pMQ101TVStation.SetStage(100) | |
;radios go dead | |
MQ101Radio.SetStage(100) | |
;turn off player house comments | |
pMQ101PlayerComments.SetStage(1000) | |
;neighbor runs past window | |
Alias_NeighborWindowRunner.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0305_Item_00 | |
Function Fragment_Stage_0305_Item_00() | |
;BEGIN CODE | |
;start air raid siren | |
pMQ101AirRaidSirenMarkerREF.Enable() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0310_Item_00 | |
Function Fragment_Stage_0310_Item_00() | |
;BEGIN CODE | |
pMQ101_010_AfterNukeTV.Start() | |
;music | |
MUSSpecialChargenRunForTheVault.Add() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0400_Item_00 | |
Function Fragment_Stage_0400_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;show limited compass | |
Game.SetCharGenHUDMode(2) | |
SetObjectiveDisplayed(100, 1) | |
;allow player to run | |
Game.GetPlayer().ChangeAnimArchetype(AnimArchetypePlayer) | |
kmyquest.MQ101EnableLayer.EnablePlayerControls(abMovement = True, abFighting = False, abCamSwitch = True, abLooking = True, abSneaking = False, abMenu = False, abActivate = True, abJournalTabs = False, abVATS = False, abFavorites = False) | |
kmyquest.MQ101EnableLayer.EnableSprinting() | |
;allow player to use the front door | |
;just open door for now and advance quest | |
Alias_PlayerHouseDoor.GetRef().SetOpen() | |
Alias_PlayerHouseDoor.GetRef().BlockActivation(false, false) | |
pMQ101FrontDoorCollisionREF.Disable() | |
Alias_ActiveSpouse.getActorRef().EvaluatePackage() | |
;turn on ambient particles | |
Weather.EnableAmbientParticles() | |
SetStage(405) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0402_Item_00 | |
Function Fragment_Stage_0402_Item_00() | |
;BEGIN CODE | |
;autosave request | |
Game.RequestAutoSave() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0405_Item_00 | |
Function Fragment_Stage_0405_Item_00() | |
;BEGIN CODE | |
;force weather | |
;CommonwealthClear.ForceActive(True) | |
;tell Vertibird to land | |
pMQ101SanctuaryHills.Setstage(100) | |
;Vertibirds get louder | |
CSMQ101PlayerHouseInt.Remove() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0410_Item_00 | |
Function Fragment_Stage_0410_Item_00() | |
;BEGIN CODE | |
pMQ101_013_EmergencyBroadcast.Start() | |
;make everyone in Sanctuary run to the vault | |
pMQ101PrewarSanctuaryHills.SetStage(10) | |
;start crowd panic noises | |
pMQ101CrowdPanicSoundMarkerREF.Enable() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0440_Item_00 | |
Function Fragment_Stage_0440_Item_00() | |
;BEGIN CODE | |
;trigger suitcase scene | |
pMQ101SanctuaryHills.SetStage(70) | |
;update QT if player is ahead | |
setstage(425) | |
Alias_Solider_ListChecker.GetActorRef().ChangeAnimFlavor(AnimFlavorClipboardSalesman) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0450_Item_00 | |
Function Fragment_Stage_0450_Item_00() | |
;BEGIN CODE | |
pMQ101_016_VaultTecRepSoldierScene.Start() | |
;make sure prior stages are set | |
SetStage(440) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0455_Item_00 | |
Function Fragment_Stage_0455_Item_00() | |
;BEGIN CODE | |
Alias_VaultTecRep.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0460_Item_00 | |
Function Fragment_Stage_0460_Item_00() | |
;BEGIN CODE | |
If GetStageDone(465) == 0 | |
MQ101_016b_SoldierGateLoop.Start() | |
EndIf | |
SetStage(455) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0465_Item_00 | |
Function Fragment_Stage_0465_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().moveto(MQ101SpouseEscortMarker01) | |
;stop scene | |
MQ101_016_VaultTecRepSoldierScene.Stop() | |
MQ101_016b_SoldierGateLoop.Stop() | |
;get escort guy ready | |
MQ101SanctuaryHills.SetStage(75) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0470_Item_00 | |
Function Fragment_Stage_0470_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
SetStage(465) | |
;tell the other quest that this happened | |
MQ101SanctuaryHills.SetStage(71) | |
;allow player to walk in | |
MQ101VaultGateCollisionREF.Disable() | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
;disable flying vertibird | |
MQ101VertibirdCEnableMarker.Enable() | |
;pMQ101_017_ListCheckingScene.Start() | |
;get elevator ready to descend | |
pPrewarVaultElevatorREF.PlayAnimation("stage6") | |
;move guy guarding gate | |
Alias_Solider_ListChecker.GetActorRef().EvaluatePackage() | |
;start tracking when people are on the elevator | |
kmyquest.RegisterForDistanceLessThanEvent(Game.GetPlayer(), MQ101ElevatorCenterMark, 150) | |
kmyquest.RegisterForDistanceLessThanEvent(Alias_MrAble, MQ101ElevatorCenterMark, 250) | |
kmyquest.RegisterForDistanceLessThanEvent(Alias_MrsAble, MQ101ElevatorCenterMark, 250) | |
kmyquest.RegisterForDistanceLessThanEvent(Alias_MrRussell, MQ101ElevatorCenterMark, 250) | |
kmyquest.RegisterForDistanceLessThanEvent(Alias_MrWhitfield, MQ101ElevatorCenterMark, 250) | |
kmyquest.RegisterForDistanceLessThanEvent(Alias_MrsWhitfield, MQ101ElevatorCenterMark, 250) | |
kmyquest.RegisterForDistanceLessThanEvent(Alias_ActiveSpouse, MQ101ElevatorCenterMark, 250) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0480_Item_00 | |
Function Fragment_Stage_0480_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0490_Item_00 | |
Function Fragment_Stage_0490_Item_00() | |
;BEGIN CODE | |
;switch hidden objective off | |
SetObjectiveDisplayed(100, False) | |
;failsafe spouse move | |
If (GetStageDone(475) == 0) && (Game.GetPlayer().HasDirectLOS(MQ101SpouseFailsafeLookAtMarker) == False) | |
Alias_ActiveSpouse.GetActorRef().moveto(MQ101SpouseFailsafeMoveMarker) | |
EndIf | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0495_Item_00 | |
Function Fragment_Stage_0495_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
kmyquest.MQ101EnableLayer.DisablePlayerControls(abCamSwitch=True, absneaking=True) | |
;Game.ForceFirstPerson() | |
If GetStageDone(496) == 1 | |
SetStage(500) | |
EndIf | |
MUSSpecialChargenNukeA.Add() | |
Utility.Wait(0.5) | |
MUSSpecialChargenRunForTheVault.Remove() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0496_Item_00 | |
Function Fragment_Stage_0496_Item_00() | |
;BEGIN CODE | |
If GetStageDone(495) == 1 | |
SetStage(500) | |
EndIf | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0497_Item_00 | |
Function Fragment_Stage_0497_Item_00() | |
;BEGIN CODE | |
Alias_VaultTecElevatorEscort.GetActorRef().EvaluatePackage() | |
MQ101SanctuaryHills.SetStage(550) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0500_Item_00 | |
Function Fragment_Stage_0500_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;stop other running scenes | |
MQ101SanctuaryHills.SetStage(95) | |
;stop crowd panic sounds | |
pMQ101CrowdPanicSoundMarkerREF.Disable() | |
;soldiers give the all clear to descend | |
pMQ101_017_ListCheckingScene.Stop() | |
pMQ101_018_ElevatorDescendScene.Start() | |
pPrewarVaultElevatorREF.PlayAnimation("stage6") | |
kmyquest.RegisterForAnimationEvent(CgNukeShockWaveRef, "WaveAboutToHit") | |
kmyquest.RegisterForAnimationEvent(CgNukeShockWaveRef, "WavePeopleReact") | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0505_Item_00 | |
Function Fragment_Stage_0505_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
Alias_MrAble.GetActorRef().PlayIdle(FlinchCharGenA) | |
Alias_MrsAble.GetActorRef().PlayIdle(FlinchCharGenA) | |
Alias_MrWhitfield.GetActorRef().PlayIdle(FlinchCharGenB) | |
Alias_MrsWhitfield.GetActorRef().PlayIdle(FlinchCharGenB) | |
Alias_MrRussell.GetActorRef().PlayIdle(FlinchCharGenC) | |
kmyquest.UnRegisterForAnimationEvent(CgNukeShockWaveRef, "WaveAboutToHit") | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0510_Item_00 | |
Function Fragment_Stage_0510_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
Actor SpouseREF = Alias_ActiveSpouse.GetActorRef() | |
Actor PlayerREF = Game.GetPlayer() | |
;elevator descends, cue nuke | |
(CG_NukeFXControlMarker as CGNukeFXControlScript).NukeBlast() | |
MUSSpecialChargenNukeB.Add() | |
;cue screams | |
MQ101_018_NukeExplodes.Start() | |
SpouseREF.PlayIdle(FlinchChargenA) | |
PlayerREF.PlayIdle(FlinchChargenA) | |
;wait for the descent, then cue fadeout | |
kmyquest.RegisterforAnimationEvent(pPrewarVaultElevatorRef, "FadetoBlack") | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0515_Item_00 | |
Function Fragment_Stage_0515_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
kmyquest.UnRegisterForAnimationEvent(CgNukeShockWaveRef, "WavePeopleReact") | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0530_Item_00 | |
Function Fragment_Stage_0530_Item_00() | |
;BEGIN CODE | |
Game.FadeOutGame(true, true, 1.0, 1.0, true) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0600_Item_00 | |
Function Fragment_Stage_0600_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;put player in fast walk | |
Game.GetPlayer().ChangeAnimArchetype(AnimArchetypeFastWalk) | |
;store for script optimization | |
Actor SpouseREF = Alias_ActiveSpouse.getActorRef() | |
Actor MrAbleREF = Alias_MrAble.GetActorRef() | |
Actor MrsAbleREF = Alias_MrsAble.GetActorRef() | |
Actor MrRussellREF = Alias_MrRussell.GetActorRef() | |
Actor MrWhitfieldREF = Alias_MrWhitfield.GetActorRef() | |
Actor MrsWhitfieldREF = Alias_MrsWhitfield.GetActorRef() | |
Actor GuardREF = Alias_VaultTecElevatorEscort.GetActorRef() | |
;move spouse and others | |
SpouseREF.moveto(pMQ101SpouseElevatorMarker02) | |
MrAbleREF.Moveto(pMQ101MrAbleElevatorMarker02) | |
MrsAbleREF.Moveto(pMQ101MrsAbleElevatorMarker02) | |
MrRussellREF.Moveto(MQ101MrRussellElevatorMarker02) | |
MrWhitfieldREF.Moveto(MQ101MrWhitefieldElevatorMarker02) | |
MrsWhitfieldREF.Moveto(MQ101MrsWhitefieldElevatorMarker02) | |
;GuardREF.Moveto(MQ101GuardElevatorMarker) | |
;wait for everyone to load | |
Utility.Wait(2.0) | |
;Block activation on the suit giver | |
Alias_VaultTecSuitGiver.GetActorRef().BlockActivation() | |
;spouse face and body go back to normal | |
SpouseREF.PlayIdle(IdleStop) | |
;SpouseREF.ChangeAnimFlavor(AnimFlavorHoldingBaby) | |
SpouseREF.ChangeAnimFaceArchetype(AnimFaceArchetypePlayer) | |
SpouseREF.ChangeAnimArchetype() | |
;set everyone back to default anim sets | |
;don't do this anymore, the nuke reactions are no longer anim flavor so this step isn't necessary | |
;MrAbleREF.ChangeAnimFlavor() | |
;MrsAbleREF.ChangeAnimFlavor() | |
;MrRussellREF.ChangeAnimFlavor() | |
;MrWhitfieldREF.ChangeAnimFlavor() | |
;MrsWhitfieldREF.ChangeAnimFlavor() | |
;Game.GetPlayer().ChangeAnimFlavor() | |
;disable air raid siren | |
pMQ101AirRaidSirenMarkerREF.Disable() | |
;enable preloader doors | |
MQ203Vault111MagicDoorToPreWar.Enable() | |
PrewarVault111MagicDoor.Enable() | |
;make sure the pod is blocked if it isn't already | |
Alias_PlayerPod.GetRef().BlockActivation(True, True) | |
;wait for everyone to finish animating | |
Utility.Wait(3.0) | |
;lower elevator | |
Alias_VaultIntElevator.GetRef().PlayAnimation("stage2") | |
;shutdown sanctuary hills dialogue | |
pMQ101SanctuaryHills.SetStage(1000) | |
;fade game back up | |
Game.FadeOutGame(False, true, 1.0, 3.0) | |
Utility.Wait(1.0) | |
kmyquest.MQ101EnableLayer.EnablePlayerControls(abMovement = True, abFighting = False, abCamSwitch = True, abLooking = True, abSneaking = False, abMenu = False, abActivate = True, abJournalTabs = False, abVATS = False, abFavorites = False) | |
kmyquest.MQ101EnableLayer.EnableSprinting(False) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0620_Item_00 | |
Function Fragment_Stage_0620_Item_00() | |
;BEGIN CODE | |
MQ101_019a_Vault111Greeting01a.Start() | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
;make sure cryopods are in the open state | |
Alias_SpousePod.GetRef().PlayAnimation("Stage2") | |
;Alias_PlayerPod.GetRef().PlayAnimation("standStart") | |
Alias_MrCallahanPod.GetRef().PlayAnimation("Stage2") | |
Alias_MrsCallahanPod.GetRef().PlayAnimation("Stage2") | |
Alias_NeighborCryopod01.GetRef().PlayAnimation("Stage2") | |
Alias_NeighborCryopod02.GetRef().PlayAnimation("Stage2") | |
Alias_NeighborCryopod03.GetRef().PlayAnimation("Stage2") | |
Alias_NeighborCryopod04.GetRef().PlayAnimation("Stage2") | |
;load Kellogg sequence for later | |
pMQ101KelloggSequence.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0620_Item_01 | |
Function Fragment_Stage_0620_Item_01() | |
;BEGIN CODE | |
pMQ101_001_MirrorScene.Stop() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0625_Item_00 | |
Function Fragment_Stage_0625_Item_00() | |
;BEGIN CODE | |
MQ101_019a_Vault111Greeting01b.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0630_Item_00 | |
Function Fragment_Stage_0630_Item_00() | |
;BEGIN CODE | |
SetObjectiveCompleted(100) | |
SetObjectiveDisplayed(130) | |
;put the Whitfields into furniture | |
Alias_MrWhitfield.GetActorRef().EvaluatePackage() | |
Alias_MrsWhitfield.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0632_Item_00 | |
Function Fragment_Stage_0632_Item_00() | |
;BEGIN CODE | |
Alias_ActiveSpouse.GetActorRef().EvaluatePackage() | |
Alias_MrWhitfield.GetActorRef().EvaluatePackage() | |
Alias_MrsWhitfield.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0635_Item_00 | |
Function Fragment_Stage_0635_Item_00() | |
;BEGIN CODE | |
MQ101_019a_Vault111PA.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0646_Item_00 | |
Function Fragment_Stage_0646_Item_00() | |
;BEGIN CODE | |
;tell player to take a suit | |
MQ101_019a_Vault111Greeting03.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0647_Item_00 | |
Function Fragment_Stage_0647_Item_00() | |
;BEGIN CODE | |
MQ101_019a_Vault111Greeting02.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0648_Item_00 | |
Function Fragment_Stage_0648_Item_00() | |
;BEGIN CODE | |
MQ101_019a_Vault111Greeting02.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0649_Item_00 | |
Function Fragment_Stage_0649_Item_00() | |
;BEGIN CODE | |
MQ101_019a_Vault111Greeting02.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0670_Item_00 | |
Function Fragment_Stage_0670_Item_00() | |
;BEGIN CODE | |
;SetObjectiveCompleted(110, 1) | |
;SetObjectiveDisplayed(130, 1) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0675_Item_00 | |
Function Fragment_Stage_0675_Item_00() | |
;BEGIN CODE | |
;give player the suit message | |
Actor PlayerREF = Game.GetPlayer() | |
PlayerREF.AddItem(Armor_Vault111Clean_Underwear) | |
PlayerREF.RemoveItem(Armor_Vault111Clean_Underwear, absilent=True) | |
;move spouse failsafe | |
If Game.GetPlayer().HasDirectLOS(Alias_ActiveSpouse.GetActorRef()) == False | |
Alias_ActiveSpouse.GetActorRef().moveto(MQ101Vault111SpouseEscortMarker01) | |
EndIf | |
MQ101_019a_Vault111Greeting02.Stop() | |
MQ101_019a_Vault111Greeting03.Stop() | |
MQ101_020_Vault111Suit.Start() | |
;turn activation back on for suit giver | |
Alias_VaultTecSuitGiver.GetActorRef().BlockActivation(False, False) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0680_Item_00 | |
Function Fragment_Stage_0680_Item_00() | |
;BEGIN CODE | |
SetObjectiveCompleted(130, 1) | |
SetObjectiveDisplayed(140, 1) | |
;trigger extra Vault 111 scene | |
pMQ101Vault111.SetStage(10) | |
Alias_VaultTecEscort.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0685_Item_00 | |
Function Fragment_Stage_0685_Item_00() | |
;BEGIN CODE | |
Alias_V111LockedDoor.GetRef().Lock(False) | |
Alias_V111LockedDoor.GetRef().SetOpen() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0690_Item_00 | |
Function Fragment_Stage_0690_Item_00() | |
;BEGIN CODE | |
;begin escort scene | |
pMQ101_020_Vault11ToPods.Start() | |
Alias_VaultTecEscort.GetActorRef().EvaluatePackage() | |
;make sure the pod is blocked if it isn't already | |
Alias_PlayerPod.GetRef().BlockActivation(True, True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0700_Item_00 | |
Function Fragment_Stage_0700_Item_00() | |
;BEGIN CODE | |
Actor SpouseREF = Alias_ActiveSpouse.GetActorRef() | |
SetObjectiveCompleted(140, 1) | |
SetObjectiveDisplayed(145, 1) | |
;allow player to activate pod | |
Alias_PlayerPod.GetRef().BlockActivation(True, False) | |
;switch out name and prompt for spouse | |
Alias_SpouseFemaleName.Clear() | |
Alias_SpouseNameMale.Clear() | |
SpouseREF.BlockActivation(True, False) | |
Alias_ShaunName.ForceRefTo(SpouseREF) | |
SpouseREF.SetActivateTextOverride(MQ101ShaunActivationText) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0705_Item_00 | |
Function Fragment_Stage_0705_Item_00() | |
;BEGIN CODE | |
MQ101_020a_Vault111ToPods.Stop() | |
MQ101_020b_Vault111Shaun.Start() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0710_Item_00 | |
Function Fragment_Stage_0710_Item_00() | |
;BEGIN CODE | |
Actor SpouseREF = Alias_ActiveSpouse.GetActorRef() | |
SetObjectiveCompleted(145, 1) | |
If GetStageDone(720) == 0 | |
SetObjectiveDisplayed(150, 1) | |
EndIf | |
;change spouse's name back | |
Alias_ShaunName.Clear() | |
If SpouseREF.GetActorBase().GetSex() == 0 | |
Alias_SpouseNameMalePermanent.ForceRefTo(SpouseRef) | |
Else | |
Alias_SpouseFemaleNamePermanent.ForceRefTo(SpouseRef) | |
EndIf | |
SpouseREF.SetActivateTextOverride(None) | |
SpouseREF.BlockActivation(False, False) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0720_Item_00 | |
Function Fragment_Stage_0720_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
Actor PlayerREF = Game.GetPlayer() | |
Actor SpouseREF = Alias_ActiveSpouse.GetActorRef() | |
;disable saving | |
Game.SetInCharGen(True, True, False) | |
;disable player controls - this is now done on the script for the PlayerPod alias | |
;kmyquest.MQ101EnableLayer.DisablePlayerControls(abactivate=false, abCamSwitch=True, abLooking=True) | |
SetObjectiveCompleted(140, 1) | |
SetObjectiveCompleted(145, 1) | |
SetObjectiveCompleted(150, 1) | |
;always stop other scenes | |
MQ101_020a_Vault111ToPods.Stop() | |
MQ101_020b_Vault111Shaun.Stop() | |
MQ101_019a_Vault111Greeting01b.Stop() | |
;play sound | |
QSTChargenVaultSuitOn.Play(PlayerREF) | |
PlayerREF.AddItem(Armor_Vault111Clean_Underwear, absilent=true) | |
PlayerREF.EquipItem(Armor_Vault111Clean_Underwear, absilent=true) | |
Utility.Wait(0.1) | |
;activate the pod | |
Alias_PlayerPod.GetRef().Activate(Game.GetPlayer(), True) | |
Utility.Wait(1.0) | |
;pop spouse to pod | |
SpouseREF.Disable() | |
SpouseREF.SetHasCharGenSkeleton(False) | |
SpouseREF.SetOutfit(MQ101SpouseVaultSuitBabyOutfit_Clean) | |
(pMQ101KelloggSequence as MQ101KelloggSequenceScript).SpouseSitPod = 1 | |
SpouseREF.EvaluatePackage() | |
;SpouseREF.SnapIntoInteraction(Alias_SpousePod.GetRef()) | |
SpouseREF.Enable() | |
SpouseREF.EquipItem(BabyBundled) | |
;disable other vault participants | |
MQ101HillSoldiersEnableMarker.Enable() | |
;clear prior stages | |
SetStage(710) | |
Setstage(715) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0730_Item_00 | |
Function Fragment_Stage_0730_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;enable looking | |
kmyquest.MQ101EnableLayer.EnablePlayerControls(abMovement=False, abFighting=False, abCamSwitch=False, abLooking=True, abSneaking=False, abMenu=False, abActivate=True, abJournalTabs=False, abVATS=False, abFavorites=False) | |
;close other pods as well | |
Alias_SpousePod.GetRef().PlayAnimation("Stage1") | |
Alias_NeighborCryopod01.GetRef().PlayAnimation("Stage1") | |
Alias_NeighborCryopod02.GetRef().PlayAnimation("Stage1") | |
MQ101_020c_Vault111PodsSet.Start() | |
;player is in pod, modify audio | |
CSMQ101Cryopod.Push() | |
;Vault-Tec Scientists walk | |
Alias_VaultTecScientistF03Cryo.GetActorRef().EvaluatePackage() | |
Alias_VaultTecScientistM05Cryo.GetActorRef().EvaluatePackage() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0750_Item_00 | |
Function Fragment_Stage_0750_Item_00() | |
;BEGIN CODE | |
pMQ101_022_FreezingSequence.Start() | |
;silently add pipboy | |
Actor PlayerREF = Game.GetPlayer() | |
; SMUR 6.1.1 - in case pipboy already equipped | |
if PlayerREF.isEquipped(pPipboyDusty) | |
debug.trace(self + "Player aleady has pipboy") | |
else | |
PlayerREF.AddItem(pPipboyDusty, absilent=true) | |
PlayerREF.EquipItem(pPipboyDusty, absilent=true) | |
endif | |
;spouse waves in cryopod | |
Alias_ActiveSpouse.GetActorRef().PlayIdle(IdleCryopodWaveToSpouse) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0752_Item_00 | |
Function Fragment_Stage_0752_Item_00() | |
;BEGIN CODE | |
Alias_PlayerPod.GetRef().PlayAnimation("Freeze") | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0753_Item_00 | |
Function Fragment_Stage_0753_Item_00() | |
;BEGIN CODE | |
Game.FadeOutGame(abFadingOut=True, abBlackFade=False, afSecsBeforeFade=0.0, afFadeDuration=10.0, abStayFaded=True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0755_Item_00 | |
Function Fragment_Stage_0755_Item_00() | |
;BEGIN CODE | |
;CameraAttachGroggySleep01FX.Play(Game.GetPlayer()) | |
;CryoSleepImod.Apply() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0760_Item_00 | |
Function Fragment_Stage_0760_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
Actor PlayerREF = Game.GetPlayer() | |
;turn off fast walk limiter | |
PlayerREF.ChangeAnimArchetype(AnimArchetypePlayer) | |
kmyquest.MQ101EnableLayer.EnableSprinting() | |
;gas soundFX | |
QSTPlayerCryopodGas.Play(Game.GetPlayer()) | |
;force preloader if needed | |
PrewarVault111MagicDoor.PreloadTargetArea() | |
;wait a few seconds, then start Kellogg scene | |
Utility.Wait(6.0) | |
;swap to postwar vault suits | |
PlayerREF.AddItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.EquipItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.RemoveItem(Armor_Vault111Clean_Underwear, absilent=true) | |
Alias_ActiveSpouse.GetActorRef().SetOutfit(MQ101SpouseVaultSuitBabyOutfit) | |
SetStage(770) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0770_Item_00 | |
Function Fragment_Stage_0770_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;move the player to the Kellogg sequence room | |
Game.GetPlayer().moveto(MQ101Vault111PreloadPlayerMoveMarker) | |
PrewarVault111MagicDoor.Activate(Game.GetPlayer()) | |
Alias_ActiveSpouse.GetActorRef().RemoveKeyword(IsInCryopodAwake) | |
Utility.Wait(0.1) | |
;put the player in the pod | |
pMQ203PlayerCryopodREF.Activate(Game.GetPlayer(), True) | |
pMQ203PlayerCryopodREF.PlayAnimation("g_idleSitInstant") | |
pMQ203PlayerCryopodREF.BlockActivation() | |
(pMQ101KelloggSequence as MQ101KelloggSequenceScript).StartKelloggSequence() | |
if pSMU_FollowedVanillaPath.GetValueInt() > 0 | |
Utility.Wait(3.0) | |
endif | |
if pSMU_FollowedVanillaPath.GetValueInt() == 0 | |
;fade the game in for the alt start path since we start on this stage | |
Game.FadeOutGame(abFadingOut=False, abBlackFade=True, afSecsBeforeFade=2.0, afFadeDuration=10.0, abStayFaded=False) | |
;enable looking | |
kmyquest.MQ101EnableLayer.EnablePlayerControls(abMovement=False, abFighting=False, abCamSwitch=False, abLooking=True, abSneaking=False, abMenu=False, abActivate=True, abJournalTabs=False, abVATS=False, abFavorites=False) | |
kmyquest.MQ101EnableLayer.DisablePlayerControls(abMovement=True, abFighting=True, abCamSwitch=True, abLooking=False, abSneaking=True, abMenu=True, abActivate=False, abJournalTabs=True, abVATS=True, abFavorites=True) | |
else | |
;fade in normally | |
Game.FadeOutGame(abFadingOut=False, abBlackFade=False, afSecsBeforeFade=2.0, afFadeDuration=10.0, abStayFaded=False) | |
endif | |
;wait for fade-in | |
Utility.Wait(1.0) | |
;CameraAttachGroggyWake01FX.Play(Game.GetPlayer()) | |
;CameraAttachGroggySleep01FX.Stop(Game.GetPlayer()) | |
;cross fade to remove gradually | |
CryoSuspensionImod.ApplyCrossFade(0.0) | |
ImageSpaceModifier.RemoveCrossFade(60.0) | |
SetStage(780) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0780_Item_00 | |
Function Fragment_Stage_0780_Item_00() | |
;BEGIN CODE | |
Alias_MQ203PlayerCryoPod.GetRef().PlayAnimation("Thaw") | |
;we no longer need the prewar magic door | |
MQ203Vault111MagicDoorToPreWar.Disable() | |
PrewarVault111MagicDoor.Disable() | |
;start loading postwar | |
MQ101Vault111PostWarMagicDoor.Enable() | |
MQ203Vault111MagicDoorToPostWar.Enable() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0805_Item_00 | |
Function Fragment_Stage_0805_Item_00() | |
;BEGIN CODE | |
Alias_PlayerPod.GetRef().PlayAnimation("Freeze") | |
;CameraAttachGroggySleep01FX.Play(Game.GetPlayer()) | |
;CryoSleepImod.Apply() | |
Game.FadeOutGame(abFadingOut=True, abBlackFade=False, afSecsBeforeFade=3.0, afFadeDuration=10.0, abStayFaded=True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0810_Item_00 | |
Function Fragment_Stage_0810_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
;force preloader if needed | |
MQ203Vault111MagicDoorToPostWar.PreloadTargetArea() | |
;wait a few seconds | |
Utility.Wait(10.0) | |
;jump the player | |
SetStage(900) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_0900_Item_00 | |
Function Fragment_Stage_0900_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
; Store new layer on MQ03(MQ102) - this works because MQ03 is a run-once quest, so its properties | |
; won't be cleared when it starts up | |
MQ03.VSEnableLayer = InputEnableLayer.Create() | |
MQ03.VSEnableLayer.DisablePlayerControls(abCamSwitch=True, abLooking=True) | |
kmyquest.MQ101EnableLayer = None ; delete the old layer and let the MQ102 layer handle things from now on | |
Actor PlayerREF = Game.GetPlayer() | |
PlayerREF.Moveto(MQ101KelloggSeqMovePlayerForPreload) | |
MQ203Vault111MagicDoorToPostWar.Activate(PlayerREF) | |
Utility.Wait(0.1) | |
;put the player in the pod | |
pMQPlayerCryopodREF.Activate(PlayerREF) | |
pMQPlayerCryopodREF.PlayAnimation("g_idleSitInstant") | |
;/ SMUR 5.2.1 - Fix for Xbox players | |
; remove all the player's stuff | |
PlayerREF.RemoveAllItems() | |
/; | |
if !PlayerREF.isEquipped(CharGenPlayerClothes) | |
PlayerREF.RemoveAllItems() | |
else | |
PlayerREF.RemoveItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.RemoveItem(CharGenPlayerClothes, absilent=True) | |
PlayerREF.RemoveItem(pArmor_WeddingRing, absilent=true) | |
endif | |
; give the player the right starting gear | |
PlayerREF.AddItem(pArmor_Vault111_Underwear, absilent=true) | |
PlayerREF.EquipItem(pArmor_Vault111_Underwear, absilent=true) | |
; SMUR 6.1.1 - in case another mod adds Pipboy | |
if PlayerREF.isEquipped(pPipboyDusty) | |
debug.trace(self + "Player already has pipboy") | |
else | |
PlayerREF.AddItem(pPipboyDusty, absilent=true) | |
PlayerREF.EquipItem(pPipboyDusty, absilent=true) | |
endif | |
if pSMU_FollowedVanillaPath.GetValueInt() > 0 | |
PlayerREF.AddItem(pArmor_WeddingRing, absilent=true) | |
PlayerREF.EquipItem(pArmor_WeddingRing, absilent=true) | |
endif | |
; fade the game in | |
;CameraAttachGroggySleep01FX.Stop(Game.GetPlayer()) | |
;CameraAttachGroggyWake01FX.Play(Game.GetPlayer()) | |
;pCryoWakeImod.Apply() | |
if pSMU_FollowedVanillaPath.GetValueInt() == 0 | |
;alt start, fade in normally | |
Game.FadeOutGame(False, False, 3.0, 10.0) | |
elseif pSMU_FollowedVanillaPath.GetValueInt() == 1 | |
;quick start, do nothing | |
;fade in is handled in MQ102 | |
elseif pSMU_FollowedVanillaPath.GetValueInt() == 2 | |
;vanilla start, fade in normally | |
Game.FadeOutGame(False, False, 3.0, 10.0) | |
endif | |
Utility.Wait(2.0) | |
;advance quest if the trigger didn't work | |
MQ102.SetStage(0) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_1000_Item_00 | |
Function Fragment_Stage_1000_Item_00() | |
;BEGIN AUTOCAST TYPE mq101questscript | |
Quest __temp = self as Quest | |
mq101questscript kmyQuest = __temp as mq101questscript | |
;END AUTOCAST | |
;BEGIN CODE | |
CompleteAllObjectives() | |
;no longer need magic door to post war | |
MQ203Vault111MagicDoorToPostWar.Disable() | |
MQ101Vault111PostWarMagicDoor.Disable() | |
;clear the input layer | |
kmyquest.MQ101EnableLayer = None | |
;allow saving | |
Game.SetInCharGen(False, False, False) | |
;shutdown the Vault111 prewar quest | |
MQ101Vault111.SetStage(1000) | |
Stop() | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;BEGIN FRAGMENT Fragment_Stage_5000_Item_00 | |
Function Fragment_Stage_5000_Item_00() | |
;BEGIN CODE | |
;LOAD EXPLOSION | |
(CG_NukeFXControlMarker as CGNukeFXControlScript).NukeBlast() | |
Utility.Wait(1.0) | |
;script kill player | |
Game.GetPlayer().Kill() | |
Alias_ActiveSpouse.GetActorRef().Kill() | |
;Fade to white | |
Game.FadeOutGame(True, False, 1.0, 1.0, True) | |
;END CODE | |
EndFunction | |
;END FRAGMENT | |
;END FRAGMENT CODE - Do not edit anything between this and the begin comment | |
ObjectReference Property CharGenPlayerMarker1 Auto Const | |
MQ03QuestScript Property MQ03 Auto Const | |
Armor Property pArmor_Vault111_Underwear Auto Const | |
ObjectReference Property pMQPlayerCryopodREF Auto Const | |
Armor Property pPipboyDusty Auto Const | |
Armor Property pArmor_WeddingRing Auto Const | |
ImageSpaceModifier Property pCryoWakeImod Auto Const | |
ObjectReference Property pMQ101PlayerStartMarker01 Auto Const | |
ReferenceAlias Property Alias_SpouseMale Auto Const | |
ReferenceAlias Property Alias_SpouseFemale Auto Const | |
ReferenceAlias Property Alias_ActiveSpouse Auto Const | |
Scene Property pMQ101_001_MirrorScene Auto Const | |
ObjectReference Property pMQ101SpouseStartMarker Auto Const | |
Scene Property pMQ101_002_CodsworthScene01 Auto Const | |
ReferenceAlias Property Alias_CodsworthPrewar Auto Const | |
ReferenceAlias Property Alias_PlayerHouseDoor Auto Const | |
ReferenceAlias Property Alias_VaultTecRep Auto Const | |
Scene Property pMQ101_004_ShaunCries Auto Const | |
Scene Property pMQ101_005_Doorbell Auto Const | |
ReferenceAlias Property Alias_RadioTransmitter Auto Const | |
Quest Property pRadioSanctuaryHillsPrewar Auto Const | |
Quest Property pMQ101TVStation Auto Const | |
Scene Property pMQ101_008_AfterSign Auto Const | |
Scene Property pMQ101_010_AfterNukeTV Auto Const | |
Scene Property pMQ101_009_GotoShaun Auto Const | |
ObjectReference Property pMQ101SpouseToBabyRoomMarker Auto Const | |
ObjectReference Property pMQ101BabyRoomDoorCollisionREF Auto Const | |
ReferenceAlias Property Alias_CribMobile Auto Const | |
Scene Property pMQ101_010_SpouseMobile Auto Const | |
Scene Property pMQ101_011_MobileSpin Auto Const | |
ObjectReference Property pMQ101SpouseInsideBabyRoomMarker Auto Const | |
ReferenceAlias Property Alias_BabyRoomDoor Auto Const | |
ReferenceAlias Property Alias_ShaunCrib Auto Const | |
ObjectReference Property pMQ101SoldiersEnableMarker Auto Const | |
ObjectReference Property pMQ101FrontDoorCollisionREF Auto Const | |
ObjectReference Property pMQ101VaultTecRepToVaultMarker Auto Const | |
Scene Property pMQ101_013_EmergencyBroadcast Auto Const | |
Quest Property pMQ101PrewarSanctuaryHills Auto Const | |
Scene Property pMQ101_016_VaultTecRepSoldierScene Auto Const | |
ReferenceAlias Property Alias_ExtVaultElevator Auto Const | |
Scene Property pMQ101_017_ListCheckingScene Auto Const | |
ReferenceAlias Property Alias_ExtElevatorButton Auto Const | |
Scene Property pMQ101_018_ElevatorDescendScene Auto Const | |
ObjectReference Property pPrewarVaultElevatorCollisionEnableMarker Auto Const | |
ObjectReference Property pPrewarVaultIntAutoloadDoor Auto Const | |
ObjectReference Property pPrewarVaultElevatorREF Auto Const | |
ReferenceAlias Property Alias_NeighborWindowRunner Auto Const | |
ObjectReference Property pMQ101SpouseElevatorMarker02 Auto Const | |
Scene Property pMQ101_019_Vault111Greeting Auto Const | |
ReferenceAlias Property Alias_VaultTecGreeter Auto Const | |
ReferenceAlias Property Alias_V111LockedDoor Auto Const | |
ReferenceAlias Property Alias_SpousePod Auto Const | |
ReferenceAlias Property Alias_PlayerPod Auto Const | |
Scene Property pMQ101_020_Vault11ToPods Auto Const | |
ReferenceAlias Property Alias_Solider_ListChecker Auto Const | |
ReferenceAlias Property Alias_Kellogg Auto Const | |
ReferenceAlias Property Alias_InstScientistFemale Auto Const | |
ReferenceAlias Property Alias_InstScientistMale Auto Const | |
Scene Property pMQ101_022_FreezingSequence Auto Const | |
ReferenceAlias Property Alias_MrAble Auto Const | |
ReferenceAlias Property Alias_MrsAble Auto Const | |
ObjectReference Property pMQ101MrAbleElevatorMarker02 Auto Const | |
ObjectReference Property pMQ101MrsAbleElevatorMarker02 Auto Const | |
Quest Property pMQ101Vault111 Auto Const | |
Quest Property pMQ101KelloggSequence Auto Const | |
Quest Property pMQ101SanctuaryHills Auto Const | |
ReferenceAlias Property Alias_VaultTecEscort Auto Const | |
ObjectReference Property pMQ101AirRaidSirenMarkerREF Auto Const | |
sound Property pFXExplosionNukeChargenA Auto Const | |
sound Property pFXExplosionNukeChargenB Auto Const | |
ObjectReference Property pMQ101CrowdPanicSoundMarkerREF Auto Const | |
Armor Property pClothesSweaterVest Auto Const | |
Armor Property pClothesPreWarDress Auto Const | |
Quest Property pMQ101PlayerComments Auto Const | |
ObjectReference Property pMQ101PlayerKellogSequenceMarker Auto Const | |
ObjectReference Property pMQ203PlayerCryopodREF Auto Const | |
Outfit Property pMQ101SpouseFemaleBabyOutfit Auto Const | |
Outfit Property MQ101SpouseMaleBabyOutfit Auto Const | |
Keyword Property AnimFlavorHoldingBaby Auto Const | |
Weather Property PrewarPlayerHouseInteriorWeather Auto Const | |
Weather Property CommonwealthClear Auto Const | |
ObjectReference Property MQ101CribMusicREF Auto Const | |
ReferenceAlias Property Alias_CribStatic Auto Const | |
ObjectReference Property MQ101VertibirdsEnableMarker Auto Const | |
ReferenceAlias Property Alias_PlayerCribAnim Auto Const | |
Armor Property BabyBundled Auto Const | |
Keyword Property AnimFaceArchetypeNervous Auto Const | |
Keyword Property AnimFaceArchetypePlayer Auto Const | |
ObjectReference Property MQ101PlayerSkipToExteriorMarker Auto Const | |
ObjectReference Property MQ101VertibirdBEnableMarker Auto Const | |
ObjectReference Property MQ101RunnersEnableMarker Auto Const | |
ObjectReference Property MQ101StreetSoldiersEnableMarker Auto Const | |
ObjectReference Property MQ101StreetNeighborsEnableMarker Auto Const | |
Keyword Property AnimFlavorClipboard Auto Const | |
ObjectReference Property MQ101VaultGateCollisionREF Auto Const | |
ObjectReference Property MQ101VertibirdCEnableMarker Auto Const | |
ObjectReference Property CG_NukeFXControlMarker Auto Const | |
Scene Property MQ101_018_NukeExplodes Auto Const | |
SoundCategorySnapshot Property CSMQ101PlayerHouseInt Auto Const | |
ObjectReference Property ShaunBabyAudioRepeaterActivator Auto Const | |
ObjectReference Property ShaunIdleSoundMarkerREF Auto Const | |
ObjectReference Property MQ101PlayerElevatorMarker Auto Const | |
ReferenceAlias Property Alias_VaultIntElevator Auto Const | |
ObjectReference Property MQ101HillSoldiersEnableMarker Auto Const | |
ReferenceAlias Property Alias_MrWhitfield Auto Const | |
ReferenceAlias Property Alias_MrsWhitfield Auto Const | |
ReferenceAlias Property Alias_MrRussell Auto Const | |
ObjectReference Property MQ101MrRussellElevatorMarker02 Auto Const | |
ObjectReference Property MQ101MrWhitefieldElevatorMarker02 Auto Const | |
ObjectReference Property MQ101MrsWhitefieldElevatorMarker02 Auto Const | |
Scene Property MQ101_020_Vault111Suit Auto Const | |
Outfit Property MQ101SpouseVaultSuitBabyOutfit Auto Const | |
sound Property QSTChargenVaultSuitOn Auto Const | |
ObjectReference Property PrewarVault111MagicDoor Auto Const | |
ObjectReference Property MQ101Vault111PreloadPlayerMoveMarker Auto Const | |
ObjectReference Property MQ101KelloggSeqMovePlayerForPreload Auto Const | |
ObjectReference Property MQ203Vault111MagicDoorToPostWar Auto Const | |
Quest Property MQ102 Auto Const | |
Armor Property ClothesPrewarTshirtSlacks Auto Const | |
Armor Property ClothesPrewarWomensCasual Auto Const | |
ReferenceAlias Property Alias_MrCallahanPod Auto Const | |
ReferenceAlias Property Alias_MrsCallahanPod Auto Const | |
Keyword Property AnimFlavorBombReaction Auto Const | |
VisualEffect Property CameraAttachGroggySleep01FX Auto Const | |
ImageSpaceModifier Property CryoSleepImod Auto Const | |
VisualEffect Property CameraAttachGroggyWake01FX Auto Const | |
ImageSpaceModifier Property CryoWakeImod Auto Const | |
ImageSpaceModifier Property CryoSuspensionImod Auto Const | |
Keyword Property IsInCryopodAwake Auto Const | |
ReferenceAlias Property Alias_MQ203PlayerCryopod Auto Const | |
Armor Property ChargenPlayerClothes Auto Const | |
Scene Property MQ101_020c_Vault111PodsSet Auto Const | |
ReferenceAlias Property Alias_ShaunName Auto Const | |
Message Property MQ101ShaunActivationText Auto Const | |
Scene Property MQ101_020b_Vault111Shaun Auto Const | |
Keyword Property AnimFlavorBombReactionBaby Auto Const | |
Scene Property MQ101_020a_Vault111ToPods Auto Const | |
ReferenceAlias Property Alias_FaceGenSink Auto Const | |
Idle Property HandyEquipDuster Auto Const | |
Idle Property HandyUnequipDuster Auto Const | |
ObjectReference Property MQ203Vault111MagicDoorToPreWar Auto Const | |
ObjectReference Property MQ101Vault111PostWarMagicDoor Auto Const | |
Scene Property MQ101_019a_Vault111Greeting02 Auto Const | |
Scene Property MQ101_019a_Vault111Greeting01b Auto Const | |
Scene Property MQ101_019a_Vault111Greeting01a Auto Const | |
Scene Property MQ101_019a_Vault111PA Auto Const | |
Scene Property MQ101_019a_Vault111Greeting03 Auto Const | |
ReferenceAlias Property Alias_NeighborCryopod01 Auto Const | |
ReferenceAlias Property Alias_NeighborCryopod02 Auto Const | |
ReferenceAlias Property Alias_NeighborCryopod03 Auto Const | |
ReferenceAlias Property Alias_NeighborCryopod04 Auto Const | |
ObjectReference Property MQ101ShaunRoomCollisionEnableMArker Auto Const | |
ReferenceAlias Property Alias_BabyActivator Auto Const | |
GlobalVariable Property TimeScale Auto Const | |
Scene Property MQ101_005_DoorbellRepeat Auto Const | |
Keyword Property AnimFaceArchetypeFriendly Auto Const | |
Quest Property MQ101Radio Auto Const | |
ObjectReference Property MQ101SpouseEscortMarker01 Auto Const | |
ObjectReference Property MQ101SpouseFailsafeLookAtMarker Auto Const | |
ObjectReference Property MQ101SpouseFailsafeMoveMarker Auto Const | |
ReferenceAlias Property Alias_VaultTecSuitGiver Auto Const | |
ObjectReference Property MQ101Vault111SpouseEscortMarker01 Auto Const | |
ObjectReference Property MQ101ElevatorCenterMark Auto Const | |
Quest Property MQ101SanctuaryHills Auto Const | |
ObjectReference Property MQ101MirrorMarker Auto Const | |
ObjectReference Property MQ101CodsworthStartMarker Auto Const | |
ObjectReference Property MQ101SpouseGateFailsafeMarker Auto Const | |
ReferenceAlias Property Alias_VaultTecElevatorEscort Auto Const | |
MusicType Property MUSSpecialChargenNukeA Auto Const | |
MusicType Property MUSSpecialChargenNukeB Auto Const | |
ObjectReference Property MQ101GuardElevatorMarker Auto Const | |
SoundCategorySnapshot Property CSMQ101Cryopod Auto Const | |
sound Property QSTPlayerCryopodGas Auto Const | |
ImageSpaceModifier Property CharGenCameraImod Auto Const | |
MusicType Property MUSSpecialChargenRunForTheVault Auto Const | |
ObjectReference Property CgNukeShockWaveRef Auto Const | |
Idle Property IdleLookAtOwnOutfit Auto Const | |
Idle Property HandyUnequipCoffeePot Auto Const | |
Keyword Property AnimArchetypeShocked Auto Const | |
LocationAlias Property Alias_PrewarVault111Location Auto Const | |
Keyword Property AnimArchetypeScared Auto Const | |
Outfit Property Vault111SuitNoPipboy Auto Const | |
Scene Property MQ101_016_VaultTecRepSoldierScene Auto Const | |
Armor Property Armor_Vault111Clean_Underwear Auto Const | |
Outfit Property MQ101SpouseVaultSuitBabyOutfit_Clean Auto Const | |
LocationAlias Property Alias_MQ203Location Auto Const | |
ReferenceAlias Property Alias_ShaunActivateTriggerBeforeScene Auto Const | |
ReferenceAlias Property Alias_VaultTecScientistF03Cryo Auto Const | |
ReferenceAlias Property Alias_VaultTecScientistM05Cryo Auto Const | |
Keyword Property AnimArchetypeFastWalk Auto Const | |
Keyword Property AnimArchetypePlayer Auto Const | |
Scene Property MQ101_016b_SoldierGateLoop Auto Const | |
Scene Property MQ101_006_VaultTecRep Auto Const | |
Quest Property MQ101Vault111 Auto Const | |
Idle Property FlinchChargenA Auto Const | |
Idle Property FlinchChargenB Auto Const | |
Idle Property FlinchChargenC Auto Const | |
Idle Property IdleCryopodWaveToSpouse Auto Const | |
LocationAlias Property Alias_PrewarSanctuaryHillsLocation Auto Const | |
ImageSpaceModifier Property CharGenMirrorImod Auto Const | |
Sound Property AMBIntChargenPlayerHouseBathroomSpotMirrorWipe Auto Const | |
ObjectReference Property CharGenSinkSoundFXEnableMarker Auto Const | |
ObjectReference Property MQ101SpouseLeanREF Auto Const | |
Keyword Property AnimFlavorClipboardSalesman Auto Const | |
Armor Property Armor_Vault111_Underwear Auto Const | |
Keyword Property AnimFaceArchetypeConfident Auto Const Mandatory | |
Keyword Property AnimFaceArchetypeNeutral Auto Const Mandatory | |
ReferenceAlias Property Alias_PlayerFrontDoorCloset Auto Const Mandatory | |
ObjectReference Property MQ101ShaunRoomCollisionEnableMarker002 Auto Const Mandatory | |
ReferenceAlias Property Alias_SpouseFemaleName Auto Const Mandatory | |
ReferenceAlias Property Alias_SpouseNameMale Auto Const Mandatory | |
ReferenceAlias Property Alias_SpouseFemaleNamePermanent Auto Const Mandatory | |
ReferenceAlias Property Alias_SpouseNameMalePermanent Auto Const Mandatory | |
Idle Property IdleStop Auto Const Mandatory | |
Scene Property MQ101_007_PlayerDoesntSign Auto Const Mandatory | |
GlobalVariable Property pSMU_FollowedVanillaPath Auto Const |
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