Readme
Well hello there! Why here. This here is everything you need to know about the Ghostfence Generator.
GLOBALS
TR_Necrom_MachineState GLOBAL SHORT
Affected activators: TR_i2_445_grinder (main controller) _ControlDoor (slides open in stages 5-7 to reveal _ControlPend) _ControlPend (progresses stages 5-7 to 8) _corecollision _exhaust(_2) _Fan _gear[1-3]fx _ghostfx_[1-7 / 4m / core] _Glow_A _Glow_S _Glow_V _grndfx(_2) _MachineFX_(C)0[0-3] _Orb _s[1-8]fx
The machine, and many objects in this int, are tied to this control variable. States are as follows.
0 - Off 1 - Regular operations (default state) 2 - Overdrive, regular animation 3 - Overdrive, spinning gears of death 4 - Overdrive, spike rain of death 5 - Overdrive shutdown accessible, regular animation 6 - Overdrive shutdown accessible, spinning gears of death 7 - Overdrive shutdown accessible, spike rain of death 8 - Shutdown triggered 9 through 13 - various stages of the shutdown animation.
Do not manually set the stage to values 9 or beyond, or issues with the synchronisation of TR_Necrom_MachineTimer will occur. Activator TR_i2_445_ControlPend handles progression from stages 5-7 to 8. Activator TR_i2_445_grinder handles the progression from stage 8 through 13 and eventual shutdown to stage 0. Stages 1 through 7 can be changed to at will, as long as the shutdown sequence is not running.
TR_Necrom_StairsState GLOBAL FLOAT
Affected activators: TR_i2_445_CellarStairs_00 (main controller) _CellarStairs_0[1-4] (slaves) _StairFX_[1-8]
A tricky global governing the spiral stair segments leading to the Core. Doubles both as a trigger (set to -1 to move down if up, set to 1 to move up if down) as well as the Z position of the controller segment. Also triggers sound effects separately from the moving elements.
TR_Necrom_DoorState GLOBAL SHORT TR_i2_445_Key[A/S/V]Tracker GLOBAL SHORT
Affected activators: TR_i2_445_underdoors (main controller) TR_i2_445_DummyKey[A/S/V]
Tracks the player's interaction with the door to the Undercroft. Can be forcefully reset to be locked by setting to 0, and forcefully set to be open by setting to 5. Note that doing so will not affect the player's inventory, so unless you know where the real keys are (T_De_UNI_NecromKey[A/S/V]), do not do this.
TR_Necrom_AllowVaultEntry GLOBAL SHORT
Affected activators: None, called from dialogue
Set from dialogue to record whether the Ordinators in the Vault should condone the player's presence or not.
TR_Necrom_VaultPortL TR_Necrom_VaultPortR GLOBAL SHORTS
Affected activators: TR_i2_445_switch TR_i2_445_switch_top TR_i2_445_templegrate TR_i2_445_vaultgrate Also called from dialogue.
Double-duty globals that trigger the interaction between the Ordinators guarding the first gate / portcullises, the switches, and the grates. Used in both the main Fane cell and the Vault cell (both scenes reset once the player CellChanges, so there's no need to keep them separate). Set to 1 to open the relevant portcullis in the active cell.
TR_i2_445_grinderangle1 GLOBAL FLOAT
Affected activators: TR_i2_445_grinder (main controller) _g[1-3]fx
Derived from TR_Necrom_MachineTimer, partially calculated intermediate number used by the gear sound activators in their Taylor expansion for the sine/cosine calculation. Determines the angle / position of the sound activators as they rotate around the room. Could potentially be derived from TR_Necrom_MachineTimer in the script of the gear activators, but this seemed more efficient.
TR_i2_445_grindertimer GLOBAL FLOAT
Governs the synchronisation of object animations and effects within the Core.
Affected activators: TR_i2_445_grinder (main controller) _gear[1-3]fx _s[1-8]fx
The non-shutdown animations of _grinder last for 32 seconds. This global tracks the progress of these animations and can be called by other scripts on other objects to coincide with specific parts of the animation. Because there is no reliable way to detect from script which animation is being played, this global gets initiated directly from the machine itself, and it simply tracks time, deducting 32 seconds if it passes beyond that, which allows it to stay in sync with the animations. The shutdown sequence also uses this to shut off various particle effects. Because the shutdown animation itself is shorter, shutdown should never be initiated directly, instead TR_Necrom_MachineState should be set to 8 to trigger the shutdown after the current animation is complete, when TR_Necrom_MachineTimer passes 32.
TR_i2_445_Blessing[A/S/V] GLOBAL SHORT
Affected activators: TR_i2_445_Glow_[A/S/V] TR_i2_445_Relic_[A/S]... TR_i2_445_Reliquary_[A/S/V] TR_i2_445_Muatra_dummy TR_i2_445_rfx[A/S/V]
Simple globals for synchronising the state of the three reliquaries and the one-time dispensing of a blessing upon activation of the relics, as well as the subsequent spellFX.
RELEVANT SCRIPTED ACTIVATORS
TR_i2_445_grinder
The main ghostfence generator thing, that collects souls and converts them into energy to power the ghostfence. It has four different animations - regular operation (Idle), spinning gears of death (Idle2), spike rain of death (Idle3) and shutdown (Idle4). These are triggered by the global TR_Necrom_MachineState as described above.
The idea here is that if we ever have a boss fight in this room, the boss might use the machine as an environmental hazard for the player. The boss would move to the center of the room and either cast a series of explosions or conjure a shield, moving the player to the side of the room, after which either the gears or the spikes start threatening the player.
TR_i2_445_ControlDoor TR_i2_445_ControlPend
Scripted to open during TR_Necrom_MachineState 5-7, and to trigger the shutdown sequence on activation.
TR_i2_445_Glow_[A/S/V] TR_i2_445_Relic_[A/S]... TR_i2_445_Reliquary_[A/S/V] TR_i2_445_Muatra_dummy (weapon)
Containers for relics of the Tribunal that run the machine. Also the relics themselves. Almalexia lock of hair is a placeholder, apparently people want to make a skin-skirt for her. Muatra is a scripted dummy that gives the real Muatra on activation, so that I don't have to put a script on real Muatra itself.
TR_i2_445_CellarStairs_0[0-4] TR_i2_445_StairsFX(_[2-8])
The hidden stairs leading to the Core. Uses global TR_Necrom_StairsState. StairsFX produces 3D sound.
TR_i2_445_gear[1-3]fx
Heavily scripted sound activators that move with the spinning gears in the spinning gear animation. Movement is made using a taylor expansion on the TR_i2_445_grinderangle1 global.
TR_i2_445_exhaust(_2) TR_i2_445_grndfx(_2) TR_i2_445_MachineFX_(C)0[0-3]
Various particle systems that disable/enable and/or move around based on TR_Necrom_MachineState.
TR_i2_445_ghostfx_[1-7 / 4m / core] TR_i2_445_Fan TR_i2_445_Orb
Various animated meshes responding to TR_Necrom_MachineState.
TR_i2_445_SealingSkull (misc item) TR_i2_445_MysteriesWorm (book) TR_i2_445_SealingGhost (creature)
A scripted set of items that blocks the activation of the book, conjures a ghost on activation, and then replaces the scripted book with its proper Tamriel_Data version. Is just there for flavor, really.
RELEVANT SCRIPTED CONTAINERS
TR_i2_445_rfx[A/S/V]
These produce a spell effect on activation of the Tribunal relics. They are containers because apparently OpenMW doesn't play nice with activators doing ExplodeSpell sometimes.
TR_i2_445_s[1-8]fx
These move around to the relevant positions during the spike rain animation, and explode a poison spell. Are containers for the same reason as above.
RELEVANT SPELLS
TR_i2_445_AyemPower TR_i2_445_SehtPower TR_i2_445_VehkPower
Powers bestowed on the player after touching the relevant relic (or picking up Muatra). These are only accessible if the relevant Tribunal member is dead (or, in Vivec's case, if a not-yet-existing trigger is set).
- ID
- TR_m2_445_README
- Model
- m\text_paper_roll_01.nif
- Icon
- m\tx_paper_roll_01.dds