;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 107 Scriptname QF_MQ201_00035D5F Extends Quest Hidden ;BEGIN ALIAS PROPERTY TortureChamberGuard ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_TortureChamberGuard Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY TortureChamberContainer ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_TortureChamberContainer Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PlayerGearContainerHidden ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PlayerGearContainerHidden Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardDay3 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardDay3 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY EscapeKey2 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_EscapeKey2 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Player ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Player Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyOutfit ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyOutfit Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Orgnar ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Orgnar Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyGuard1 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyGuard1 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardDay1 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardDay1 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardNight4 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardNight4 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY EscapeSceneGuard2 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_EscapeSceneGuard2 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardNight3 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardNight3 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardNight2 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardNight2 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ElenwenOfficeNote ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ElenwenOfficeNote Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyExitDoor ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyExitDoor Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PlayerGearContainerDelphine ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PlayerGearContainerDelphine Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardDay4 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardDay4 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PlayerGearContainer ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PlayerGearContainer Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Cook ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Cook Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY DungeonEscapeTrapDoor ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_DungeonEscapeTrapDoor Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Elenwen ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Elenwen Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ElenwenOfficeContainer ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ElenwenOfficeContainer Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY RiverwoodTargetMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_RiverwoodTargetMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY DelphineStableMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_DelphineStableMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Malborn ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Malborn Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PlayerCarriageMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PlayerCarriageMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY TortureChamberGuardMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_TortureChamberGuardMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ElenwenOfficeMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ElenwenOfficeMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ThalmorEmbassy ;ALIAS PROPERTY TYPE LocationAlias LocationAlias Property Alias_ThalmorEmbassy Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY MalbornMeet ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_MalbornMeet Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Brelas ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Brelas Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Gissur ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Gissur Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY TortureChamberMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_TortureChamberMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Delphine ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Delphine Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Rulindil ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Rulindil Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyGuard2 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyGuard2 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyBoots ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyBoots Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY EscapeSceneGuard1 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_EscapeSceneGuard1 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PlayerCarriageDriver ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PlayerCarriageDriver Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY EscapeKey1 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_EscapeKey1 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyDrinkMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyDrinkMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardDay2 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardDay2 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY EmbassyFrontDoor ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_EmbassyFrontDoor Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyCenterMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyCenterMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY TortureChamberNote ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_TortureChamberNote Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY PartyInvitation ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_PartyInvitation Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ExteriorGuardNight1 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ExteriorGuardNight1 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Razelan ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Razelan Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Prisoner ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Prisoner Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ColovianBrandy ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ColovianBrandy Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_65 Function Fragment_65() ;BEGIN CODE ; Delphine told player to meet her back in Riverwood ; transition from MQ106 to 201 MQ106.setstage(200) SetObjectiveDisplayed(5) ;RegisterForUpdate(5) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_91 Function Fragment_91() ;BEGIN CODE ; Elenwen has greeted player ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_106 Function Fragment_106() ;BEGIN CODE ; remove everything from player to holding container Game.GetPlayer().removeAllItems(Alias_PlayerGearContainerDelphine.GetReference(), true) ; make player board carriage Alias_PlayerCarriageMarker.GetRef().Activate(Game.GetPlayer()) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_12 Function Fragment_12() ;BEGIN CODE ; debug.trace("MQ Quickstart " + self) MQ106.setstage(1) MQ106.setstage(30); turn on Delphine's MQ hellos MQ106.setstage(50) ; make Blades allies of player MQ106.setstage(80) MQ106.setstage(120) MQ106.setstage(150) MQ106.setstage(160) MQ106.setstage(170) MQ105.setstage(240) MQ105.setstage(290) ; debug.trace("MQ Quickstart DONE" + self) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_42 Function Fragment_42() ;BEGIN CODE ; player gets information by pretending to interrogate prisoner Alias_Prisoner.GetActorReference().SetRelationshipRank(Game.GetPlayer(),-1) SetStage(210) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_5 Function Fragment_5() ;BEGIN CODE ; player meets Malborn SetObjectiveCompleted (10, 1) SetObjectiveDisplayed (20, 1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_10 Function Fragment_10() ;BEGIN CODE ; player has spoken to Delphine, she gives outfit, invitation Game.GetPlayer().additem(Alias_PartyOutfit.GetRef(), 1) Game.GetPlayer().additem(Alias_PartyBoots.GetRef(), 1) ; give player invitation UpdateCurrentInstanceGlobal(GameDaysPassed) Game.GetPlayer().AddItem(Alias_PartyInvitation.GetRef()) ; move gear from hidden container to "real" container Alias_PlayerGearContainerHidden.GetReference().RemoveAllItems(Alias_PlayerGearContainer.GetRef(), true) Alias_PlayerGearContainerHidden.GetActorRef().SetPlayerTeammate(false, false) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_50 Function Fragment_50() ;BEGIN CODE ; Delphine gives player main lore dump ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_82 Function Fragment_82() ;BEGIN CODE ; Gissur/Rulindil scene ended ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_15 Function Fragment_15() ;BEGIN CODE ; remove everything from player to holding container Game.GetPlayer().removeAllItems(Alias_PlayerGearContainerDelphine.GetReference(), true) Alias_PlayerCarriageDriver.GetActorRef().PlayIdle(IdleCartDriverIdle) ; player in cart, begin process FadeToBlackImod.Apply() utility.wait(2) FadeToBlackImod.PopTo(FadeToBlackHoldImod) ; block embassy door activation EmbassyFrontDoor.BlockActivation(true) ; relock - failsafe EmbassyFrontDoor.Lock(true) ; lock barracks door impossible BarracksDoor.Lock(true, true) ; close and relock front gate - failsafe EmbassyFrontGate.SetOpen(false) EmbassyFrontGate.Lock(true) ; lock trap door - failsafe Alias_DungeonEscapeTrapDoor.GetRef().Lock(true) ; enable no fast travel trigger MQ201ThalmorEmbassyNoFastTravelTrigger.Enable() ; player arrives in the Thalmor compound by teleport-coach MQ201PartyCarriageEmbassy.Enable() Alias_ExteriorGuardDay1.GetActorRef().Resurrect() Alias_ExteriorGuardDay2.GetActorRef().Resurrect() Alias_ExteriorGuardDay3.GetActorRef().Resurrect() Alias_ExteriorGuardDay4.GetActorRef().Resurrect() Alias_ExteriorGuardNight1.GetActorRef().Resurrect() Alias_ExteriorGuardNight2.GetActorRef().Resurrect() Alias_ExteriorGuardNight3.GetActorRef().Resurrect() Alias_ExteriorGuardNight4.GetActorRef().Resurrect() SetObjectiveCompleted(30) SetObjectiveDisplayed( 40) ; Move Malborn into position Alias_Malborn.GetReference().moveto(Alias_PartyCenterMarker.GetReference()) ; move elenwen into place Alias_Elenwen.GetReference().moveto(Alias_PartyCenterMarker.GetReference()) ; move Razelan into place Alias_Razelan.TryToMoveTo(MQ201RazelanExteriorHoldPosition) ; move prisoner into place Alias_Prisoner.GetRef().moveto(Alias_TortureChamberMarker.GetRef()) Alias_Prisoner.GetRef().Enable() ; disable waiting Game.SetInChargen(false, true, false) Game.EnablePlayerControls() ; disable fighting & sneaking (so no pickpocketing) Game.DisablePlayerControls(abMovement = false, abFighting=true, abActivate = false, abMenu = false, abSneaking = true) ; start party quest ; now moved to trigger to avoid causing a delay here ;MQ201Party.SetStage(10) ; move player - don't fast travel to avoid pulling followers! Game.GetPlayer().MoveTo( PartyArrivalMarker ) FadeToBlackHoldImod.PopTo(FadeToBlackBackImod) FadeToBlackHoldImod.Remove() ; disable fast travel Game.EnableFastTravel(false) ; move Delphine back to Riverwood Alias_Delphine.GetRef().MoveToMyEditorLocation() ; start intro scene MQ201PartyIntroScene.Start() ; enable sound marker PartySoundMarker.Enable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_20 Function Fragment_20() ;BEGIN CODE ; start leave party scene LeavePartyScene.start() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_77 Function Fragment_77() ;BEGIN CODE ; player has accessed gear container ; failsafe setstage(150) SetObjectiveCompleted(55) SetObjectiveDisplayed(60) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_47 Function Fragment_47() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; prisoner will escort player kmyQuest.PrisonerReleased = 2 ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_63 Function Fragment_63() ;BEGIN CODE SetStage(1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_60 Function Fragment_60() ;BEGIN CODE ; complete MQ201 without talking to Delphine CompleteAllObjectives() ; add achievement Game.AddAchievement(4) Stop() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_53 Function Fragment_53() ;BEGIN CODE ; Delphine told player about Thalmor as chief suspect ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_7 Function Fragment_7() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; set fake malborn to be a teammate ;Alias_PlayerGearContainerHidden.GetActorRef().SetPlayerTeammate() ;Alias_PlayerGearContainerHidden.GetActorRef().OpenInventory(true) ; player gives Malborn the equipment SetObjectiveCompleted (20, 1) SetObjectiveDisplayed (30, 1) ; temp? ; Move Delphine into position Alias_Delphine.GetReference().moveto(Alias_DelphineStableMarker.GetReference()) ; enable cart MQ201PartyCarriageSolitude.Enable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_104 Function Fragment_104() ;BEGIN CODE ; debug.trace(self + " stage 95") ; told Delphine you're ready - trigger scene Game.DisablePlayerControls() CarriageScene.Start() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_36 Function Fragment_36() ;BEGIN CODE ; player reaches Elenwen's office ; kill all other scenes (failsafe) LeavePartyScene.Stop() KitchenScene.Stop() MQ201Party.SetStage(90) ; trigger scene ElenwenOfficeScene.Start() ; restrain Brelas if appropriate Alias_Brelas.GetActorRef().SetRestrained(MQ201Party.GetStageDone(50)) ; make Gissur aggressive Alias_Gissur.GetActorRef().SetActorValue("Aggression", 1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_102 Function Fragment_102() ;BEGIN CODE ; escape scene ends - unbind Malborn (just in case) Alias_Malborn.GetActorRef().PlayIdle(offsetStop) MalbornFaction.SetEnemy(ThalmorFaction) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_33 Function Fragment_33() ;BEGIN CODE ; player learns of the interrogation chamber ;SetObjectiveCompleted(60, 1) ;SetObjectiveDisplayed( 70, 1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_72 Function Fragment_72() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; free Brelas kmyQuest.BrelasReleased = true Alias_Brelas.GetActorRef().SetRestrained(false) Alias_Brelas.GetActorRef().AddToFaction(MQ201ThalmorEnemyFaction) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_93 Function Fragment_93() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; player is out of kitchen, safe to close and lock doors UnregisterForUpdate() PartyFinalDoor.SetOpen(false) PartyFinalDoorLocked.SetOpen(false) PartyFinalDoorLocked.SetLockLevel(255) PartyFinalDoorLocked.Lock() KitchenDoor.SetOpen(false) KitchenDoor.SetLockLevel(255) KitchenDoor.Lock() ; if player has no LOS on Malborn, move him back to party if Game.GetPlayer().HasLOS(Alias_Malborn.GetActorRef()) == 0 Alias_Malborn.GetActorRef().StopCombatAlarm() Alias_Malborn.TryToMoveTo(Alias_PartyCenterMarker.GetRef()) endif ; disable triggers kmyquest.MQ201PlayerInKitchenTrigger.Disable() kmyquest.MQ201MalbornInKitchenTrigger.Disable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_84 Function Fragment_84() ;BEGIN CODE ; player has escape key ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_2 Function Fragment_2() ;BEGIN CODE ; Delphine tells of plan to get into Thalmor Embassy SetObjectiveCompleted(5) SetObjectiveDisplayed(10) ; Move Malborn into position Alias_Malborn.GetReference().moveto(Alias_MalbornMeet.GetReference()) MQ106DelphineInRoomTrigger.Disable() ;Enable the first batch of dragon mounds. dunDragonMoundQST.SetStage(40) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_40 Function Fragment_40() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; player escapes from embassy SetObjectiveCompleted(80) SetObjectiveDisplayed(90) ; disable no fast travel trigger MQ201ThalmorEmbassyNoFastTravelTrigger.Disable() ; unblock door EmbassyFrontDoor.BlockActivation(false) ; Gissur back to unaggressive Alias_Gissur.GetActorRef().SetActorValue("Aggression", 0) ; clean up party -- maybe move this earlier? MQ201Party.Stop() ; relock embassy door EmbassyDoor.Lock(true) BarracksDoor.SetLockLevel(0) ; change lock on front gate EmbassyFrontGate.SetOpen(false) EmbassyFrontGate.SetLockLevel(50) EmbassyFrontGate.SetFactionOwner(ThalmorFaction) ; disable party sounds PartySoundsAfterEscapeMarker.Disable() PartySoundMarker.Disable() ; start MQ202 here so you can go to Esbern MQ202.SetStage(5) ; misc objective to recover your gear MQ201RecoverGear.SetStage(10) ; Malborn post quest MQ201Malborn.Start() ; clear flags: Alias_Malborn.GetActorRef().SetNotShowOnStealthMeter(false) Alias_Brelas.GetActorRef().SetNotShowOnStealthMeter(false) Alias_Prisoner.GetActorRef().SetNotShowOnStealthMeter(false) ; unblock activation on party door Alias_PartyExitDoor.GetRef().BlockActivation(false) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_94 Function Fragment_94() ;BEGIN CODE ; escape door is unlocked ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_86 Function Fragment_86() ;BEGIN CODE ; make guards aggressive Alias_EscapeSceneGuard1.GetActorRef().SetActorValue("Aggression",1) Alias_EscapeSceneGuard2.GetActorRef().SetActorValue("Aggression",1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_74 Function Fragment_74() ;BEGIN CODE ; trigger escape scene ; move Malborn and set him up actor Malborn = Alias_Malborn.GetActorRef() malborn.setActorValue("Assistance", 2) malborn.moveto(Alias_ElenwenOfficeMarker.GetRef()) ; make him friendly to player MalbornFaction.SetAlly(PlayerFaction) ; he's no longer essential malborn.GetActorBase().SetEssential(false) ; enable guards Alias_EscapeSceneGuard1.GetRef().Enable() Alias_EscapeSceneGuard2.GetRef().Enable() ; make them (temporarily) unaggressive Alias_EscapeSceneGuard1.GetActorRef().SetActorValue("Aggression", 0) Alias_EscapeSceneGuard2.GetActorRef().SetActorValue("Aggression", 0) ; unlock door malborn & guards use DoorToDungeon.Lock(false) ; start scene EscapeScene.Start() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_38 Function Fragment_38() ;BEGIN CODE ; player learns information ; time to get the hell out of here SetObjectiveCompleted(60) SetObjectiveDisplayed( 80) ;RegisterForUpdate(1) ; trigger escape scene - TODO - variant for if everyone is dead? SetStage(220) ; if Rulindil and guard both dead, trigger escape scene: ;if Alias_Rulindil.GetActorRef().IsDead() && Alias_TortureChamberGuard.GetActorRef().IsDead() ;SetStage(220) ;endif ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_35 Function Fragment_35() ;BEGIN CODE ; player gets to interrogation chamber ElenwenOfficeScene.Stop() TortureChamberScene.Start() ; in case you skipped Elenwen's office objective: setstage(190) ; make Gissur aggressive Alias_Gissur.GetActorRef().SetActorValue("Aggression", 1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_76 Function Fragment_76() ;BEGIN CODE ; player has spoken to Malborn SetObjectiveCompleted(40) SetObjectiveDisplayed(50) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_66 Function Fragment_66() ;BEGIN CODE ; player arrives back in Riverwood Alias_Delphine.GetActorRef().moveto(DelphineRiverwoodStartMarker) IntroScene.Start() ;UnregisterForUpdate() MQ106DelphineInRoomTrigger.Enable() ; to track when you're both in secret room ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_26 Function Fragment_26() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; Malborn closes door behind player, escorts through kitchens kmyquest.OpenExitDoor(false, false) ; debug.trace(self + " start kitchen scene") KitchenScene.Start() ; debug.trace(self + " kitchen scene STARTED") KitchenDoor.Lock(false) ; debug.trace(self + " unlock kitchen door") SetObjectiveCompleted(40) SetObjectiveCompleted(50) SetObjectiveDisplayed(55) SetObjectiveDisplayed(60) ; clear ColovianBrandy alias so player can drink it Alias_ColovianBrandy.Clear() ; make Malborn not show on stealth meter Alias_Malborn.GetActorRef().SetNotShowOnStealthMeter(true) Alias_Brelas.GetActorRef().SetNotShowOnStealthMeter(true) Alias_Prisoner.GetActorRef().SetNotShowOnStealthMeter(true) ; allow sneaking Game.EnablePlayerControls(abSneaking = true, abFighting = false) ; disable exit party triggers ExitPartyTrigger.Disable() ;PartyTrigger.Disable() - USKP 2.0 disabled. This object is not defined anywhere. ; block activation on party door Alias_PartyExitDoor.GetRef().BlockActivation(true) ; allow waiting again Game.SetInChargen(false, false, false) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_31 Function Fragment_31() ;BEGIN CODE ; Malborn reaches package location ; turn combat back on Game.EnablePlayerControls() ; restrain prisoner Alias_Prisoner.GetActorRef().Enable() Alias_Prisoner.GetActorRef().SetRestrained(true) ;remove everything, put in prisoner outfit Alias_Prisoner.GetActorRef().RemoveAllItems() Alias_Prisoner.GetActorRef().SetOutfit(PrisonerOutfit) ;put keys on guards (can't create them in created alias) Alias_EscapeSceneGuard1.GetRef().AddItem(Alias_EscapeKey1.GetRef()) Alias_EscapeSceneGuard2.GetRef().AddItem(Alias_EscapeKey2.GetRef()) ; enable guards in this cell EnableCombatGuardsMarker.Enable() MQ201ThalmorEmbassy.SetStage(10) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN CODE ; player has gotten power from Sahloknir ; make Delphine a friend Alias_Delphine.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 3) ; make ally ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_29 Function Fragment_29() ;BEGIN CODE ; failsafe SetStage(150) SetObjectiveCompleted(50, 1) SetObjectiveDisplayed( 60, 1) ThalmorCombatFaction.SetEnemy(PlayerFaction) KitchenScene.Stop() ; disable carriages MQ201PartyCarriageEmbassy.Disable() MQ201PartyCarriageSolitude.Disable() ; watch for player to exit kitchen RegisterForSingleUpdate(2) ; stop party (mostly) MQ201Party.SetStage(70) ; swap party sound markers ; enable sound marker PartySoundMarker.Disable() PartySoundsAfterEscapeMarker.Enable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_56 Function Fragment_56() ;BEGIN CODE ; player has told Delphine about Esbern ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_70 Function Fragment_70() ;BEGIN CODE ; player exits party ; clean up setstage(110) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_89 Function Fragment_89() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; guard has seen the player's invitation ; unlock embassy door EmbassyDoor.Lock(false, true) ; unlock as owner to make cell public ; move Malborn again as failsafe actor malborn = Alias_Malborn.GetActorRef() ;if !malborn.IsInLocation(kmyQuest.ThalmorEmbassyLocation) Alias_Malborn.GetReference().moveto(Alias_PartyCenterMarker.GetReference()) ;endif ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_87 Function Fragment_87() ;BEGIN CODE ; player has gone inside MQ201Party.SetStage(12) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_45 Function Fragment_45() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; free prisoner kmyQuest.PrisonerReleased = 1 Alias_Prisoner.GetActorRef().SetRestrained(false) Alias_Prisoner.GetActorRef().AddToFaction(MQ201ThalmorEnemyFaction) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_68 Function Fragment_68() ;BEGIN CODE ; optional guests ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_55 Function Fragment_55() ;BEGIN AUTOCAST TYPE MQ201QuestScript Quest __temp = self as Quest MQ201QuestScript kmyQuest = __temp as MQ201QuestScript ;END AUTOCAST ;BEGIN CODE ; complete quest SetObjectiveCompleted(90) ; add achievement Game.AddAchievement(4) MQ202.SetStage(10) MQ202.SetActive() Stop() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ObjectReference Property DelphineStableMarker Auto {marker where Delphine meets me to board the carriage} ObjectReference Property PartyArrivalMarker Auto {marker inside the embassy that the player is moved to from Solitude} Quest Property MQ106 Auto Scene Property LeavePartyScene Auto ObjectReference Property PartyFinalDoor Auto {final door to separate combat area from party area} Scene Property ElenwenOfficeScene Auto {scene between Gissur and Rulindil} Scene Property TortureChamberScene Auto {initial scene in torture chamber} Quest Property MQ202 Auto Quest Property MQ105 Auto Faction Property PlayerFaction Auto Faction Property ThalmorCombatFaction Auto {used to make guards aggressive after player leaves party } ObjectReference Property DelphineRiverwoodStartMarker Auto Quest Property MQ201Party Auto Scene Property KitchenScene Auto Scene Property ReturnToPartyScene Auto Scene Property EscapeScene Auto Faction Property MalbornFaction Auto ObjectReference Property KitchenDoor Auto {door to kitchen -- locked until player officially exits party} ObjectReference Property EnableCombatGuardsMarker Auto Quest Property MQ201RecoverGear Auto {misc objective to recover your stuff} ObjectReference Property EmbassyDoor Auto {load door into embassy} GlobalVariable Property FavorPointsLarge Auto ObjectReference Property DoorToDungeon Auto {dungeon door - need to unlock to let Malborn through} Outfit Property PrisonerOutfit Auto Outfit Property ThievesGuildStandardOutfit Auto ObjectReference Property MQ201PartyCarriageSolitude Auto ObjectReference Property MQ201PartyCarriageEmbassy Auto Scene Property IntroScene Auto ObjectReference Property MQ106DelphineInRoomTrigger Auto GlobalVariable Property GameDaysPassed Auto Scene Property MQ201PartyIntroScene Auto ObjectReference Property MQ201RazelanExteriorHoldPosition Auto ObjectReference Property PartyFinalDoorLocked Auto {door to kitchen - lock player out after he exits} Quest Property MQ201Malborn Auto {post-quest Malborn handling} Faction Property MQ201ThalmorEnemyFaction Auto ObjectReference Property MQ201ThalmorEmbassyNoFastTravelTrigger Auto DialogueFollowerScript Property DialogueFollowerQuest Auto ObjectReference Property EmbassyFrontDoor Auto Quest Property dunDragonMoundQST Auto Quest Property MQ201ThalmorEmbassy Auto ObjectReference Property PartySoundMarker Auto ObjectReference Property PartySoundsAfterEscapeMarker Auto Idle Property offsetStop Auto ImageSpaceModifier Property FadeToBlackImod Auto ImageSpaceModifier Property FadeToBlackHoldImod Auto ImageSpaceModifier Property FadeToBlackBackImod Auto Scene Property CarriageScene Auto Idle Property IdleCartDriverIdle Auto ObjectReference Property BarracksDoor Auto Faction Property ThalmorFaction Auto ObjectReference Property ExitPartyTrigger Auto ObjectReference Property PartyTrigger Auto ObjectReference Property EmbassyFrontGate Auto