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How would I go about removing the entire Bravil portal sequence when first entering Shivering Isles?


Guest deleted2027229

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Guest deleted2027229

I would ideally like to travel to the portal for the first time, and be able to enter the door straight away to talk to Haskill. Is there a script I could edit?

 

I've seen and done that intro sequence enough times and would rather just be able to enter the gate immediately without watching the scripted sequence of the guard killing the NPC and forced conversation with sheogorad telling me to come to the isles etc...

Edited by WanderRA
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I have a mod for myself called ShutUpDoor.esp. When I look at a lot of SE01door and related is if they were sh17 faced after lunch.

 

BuggerOffHaskervill.esp and/or ShoveItGateKeeper.esp seem reasonable at a thought.

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Guest deleted2027229

So I put END after the first line of SE01doorscript but the sequence still plays out. Can you share your plugin?

Edited by WanderRA
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Open the DLCShiveringIsles.esp, and replace the SE01DoorScript with this:

 

scn SE01DoorScript

short doOnce
short doOnce2
short startday

short BelmyneStart
short BelmyneDead
float timer
short gatespeechVAR

short goAway
float timer2
short metroOnce

short weatherOnce
float weathertimer

Begin GameMode

;this times the weather transition
if ( weatheronce == 1 )
set weathertimer to ( weathertimer + GetSecondsPassed )
if ( weathertimer >= 3 )
sw SEClearTrans
set weatheronce to 2
endif
endif

;this section sets a journal to let the player know a door has appeared to the Shivering Isles
if ( GetStageDone MS08 5==1 )
if ( doOnce2 == 0 )
set startday to GameDaysPassed
set doOnce2 to 1
endif
endif

if ( doOnce2 == 1 )
if ( GameDaysPassed >= ( startday + 1 ) )
if ( GetStage SE01Door == 0 )
SetStage SE01Door 10
endif
endif
endif


if ( GetStage SE01Door == 40 )
if ( Player.GetDistance SE01DoorMarkerREF <= 512 )
;SetStage SE01Door 200
endif
endif

; this section handles Belmyne coming out of the door and attacking the guard
if ( BelmyneStart == 1 )
if ( SEBelmyneDrelethREF.GetDisabled == 1 )
SEBelmyneDrelethREF.Enable
SEBelmyneDrelethREF.kill
endif
endif

;this section handles the gate speech and variables
if ( BelmyneDead == 1 )
set BelmyneDead to 2
endif
endif
endif

;this section handles the Waiting Room disappearing
if ( SEHaskillREF.leavevar == 2 ) && ( goAway == 0 )
;SE01WaitingRoomREF.playgroup forward 1
SE01MetronomeREF.playgroup forward 4
SE01MetronomeSoundREF.Disable
set weatheronce to 1
set goAway to 1
endif

if ( goAway == 1 )
set timer2 to ( timer2 + GetSecondsPassed )
if ( timer2 >= 5 ) && ( metroOnce == 0 )
SE01WaitingRoomREF.playgroup forward 1
set metroOnce to 1
endif
if ( timer2 >= 23 )
EnablePlayerControls
SetStage SE01Door 201
; SetStage SE02 5
set goAway to 3
endif
endif

If GetStage SE01Door == 201 && GetStage SE02 < 5
If Player.GetSitting == 0
SetStage SE02 5
EndIf
EndIf
End

 

 

This should do the job, you can easily revert the script to its vanilla state with TES4Edit by the way.

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