SetPlayerInSEWorld

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Usage[edit | edit source]

SetPlayerInSEWorld boolean

Where boolean is 0 (not in Shivering Isles) or 1 (in Shivering Isles).

This is a simple function which sets a game engine flag indicating whether the player is in the Shivering Isles or not. It is used extensively by Oblivion.esm to activate/deactivate quests (and thus standard dialog) and is also used by some Oblivion.esm scripts (e.g. on the Gray Cowl).

When to Use[edit | edit source]

This should be used whenever the player is moved to/from the Shivering Isles realm. In Oblivion.esm it is only used on the door in Niben Bay and the matching door in The Fringe (actually there are three instances of the Shivering Isles side of the door, matching different stages in the SI main quest).

For users mods, it should be used for teleportation spells that take the player to/from Shivering Isles. E.g., a Mark/Recall spell would need to set this as needed.

Note that this is not the only switch that must be set when moving to/from SI -- there are also changes that need to be made to crime and jails. See the scripts attached to the Niben Isle and Shivering Isle portal doors for an example.

Impact[edit | edit source]

The most obvious impact of setting the SE world flag is on dialog. Most (all?) dialog responses belong to one quest or another. In order to prevent inappropiate dialog in Shivering Isles, most standard Tamriel dialog (including GREETING) is de-activated in the Shivering Isles, while standard Shivering Isles dialog is deactivated in Tamriel. The deactivation is governed by the condition at the bottom of the first tab of the quest configuration dialog and is based on the state of the GetPlayerInSEWorld function. Incorrect setting of the PlayerInSEWorld flag is likely to result in the I Do Not Have A Greeting warning and other dialog oddities.

Incorrect setting is also likely to cause the Grey Cowl and the post-SI Main Quest powers to be inappropriately available or not available.

See Also[edit | edit source]