Well the change to Quest
M14 by UOP I don't know much about, but the small change I've made to it is essential for my Mod to work correctly.
Hold on I'll look at what UOP actually changes,
UOP Adds Quest Condition for GetPlayerInSEWorld == 0
UOP Adds a Results Script for Quest Stage 20 that is just one character ";" rather than just nothing...
UOP Changes the Results Script for Quest Stage 100
Spoiler
JauffreRef.stoplook
MartinRef.stoplook
BaurusRef.stoplook
SteffanRef.stoplook
VieraLerusRef.stoplook
UlrichLelandRef.stoplook
BurdRef.stoplook
SetQuestObject Baurus 0
SetQuestObject Burd 0
SetQuestObject Jauffre 0
Lines added in Green.
Lines removed in Red.
My Mod changes the Results Script for Quest Stage 48
Spoiler
; set when player returns from Oblivion
set MQ14.timer to 5
MQ14SiegeEngineDead.playgroup stagger 1
MQ14SiegeEngineSigil.playgroup unequip 1
BurdRef.setalert 0
UlrichLelandRef.setalert 0
VieraLerusRef.setalert 0
MartinRef.setalert 0
JauffreRef.setalert 0
BaurusRef.setalert 0
SteffanRef.setalert 0
; everybody look at player and cheer
JauffreRef.look player
MartinRef.look player
BaurusRef.look player
SteffanRef.look player
VieraLerusRef.look player
UlrichLelandRef.look player
BurdRef.look player
; other stuff
MartinRef.unequipItem emperorhelmet 1
ReleaseWeatherOverride
setweather clear
;Let BOGW handle this
;ReleaseWeatherOverride
;setweather clear
Lines added in Green.
Lines removed in Red.
UOP also changes one of the scripts I use
MS94OblivionGateScript. It moves a test to see that the script is running before setting the stage to the start of the GameMode block:
Spoiler
Scn MS94OblivionGateScript
Begin OnLoad
; destroy me if open after MQ16 finishes
if GetDestroyed == 0 && GetDisabled == 0 && GetStage MQ16 >= 100
ForceCloseOblivionGate
endif
End
Begin OnActivate
if IsActionRef Player == 1
; we aren't "near" any gate anymore (we're in Oblivion!)
Set MQ00.nearOblivionGate to 0
ReleaseWeatherOverride
endif
Activate
End
Begin GameMode
if GetQuestRunning ms94 == 1 && GetStage ms94 < 40
if GetDistance Player < 5000
SetStage ms94 40
endif
endif
if GetDisabled == 1
Return
endif
if GetDestroyed == 1 && GetStage ms94 < 80
SetStage ms94 80
endif
if GetDestroyed == 1
Return
endif
; pathing optimization functions
SetNoAvoidance 1
SetAllReachable 1
SetAllVisible 1
SetSceneIsComplex 1
if IsAnimPlaying == 0
PlayGroup specialidle 1
endif
; make sure weather is eeeevil gate weather
if GetIsCurrentWeather OblivionStormTamriel == 0
if GetDistance Player < 4000
if MQ00.nearOblivionGate == 0 && GetDistance Player < 1000
; this should only happen when I come out an Oblivion gate into Tamriel -- I'm suddenly close but the "near" variable hasn't been set
ForceWeather OblivionStormTamriel 1
else
SetWeather OblivionStormTamriel 1
endif
Set MQ00.nearOblivionGate to GetSelf
endif
else
if GetDistance Player > 5000
ReleaseWeatherOverride
endif
endif
if GetQuestRunning ms94 == 1 && GetStage ms94 < 40
if GetDistance Player < 5000
SetStage ms94 40
endif
endif
; trigger soldiers to charge if player nears gate
if GetStage ms94 >= 40 && GetStage ms94 < 50
if GetDistance Player < 2000
SetStage ms94 50
endif
endif
; trigger dremora lord if player approaches gate
if GetStage ms94 >= 40 && GetStage ms94 < 60
if GetDistance Player < 500
SetStage ms94 60
endif
endif
End
Lines added in Green.
Lines removed in Red.
What I've done to try and incorporate UOP (and I have no idea if this is right) is just copy and paste the UOP
MS94OblivionGateScript as the basis of my own modified version. I guess this is OK since there aren't any references specific to UOP. Right?
Since the
Construction Set didn't seem to like UOP what I tried to do was run TES4Edit to use
Copy as Override into... on quest the UOP
MQ14 to copy it into my Mod. I then just modified that version of the quest with my commented out lines on Stage 48. Again there are no specific UOP references, so can I do this?
Sory if that's way too much info, I'd just like to do it right.