From: <Sparad av Microsoft Internet Explorer 5>
Subject: TheLys Forums -> Teleport disable/trap and banishment script ideas
Date: Mon, 29 Aug 2005 09:46:45 +0200
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    <TD class=3Dpost2 vAlign=3Dtop width=3D"100%"><!-- THE POST 3844 -->
      <DIV class=3Dpostcolor>This is from a thread in the old Bethesda=20
      Construction Set forum (before the change to the new forum =
software).=20
      Thought this might be a good new home for it. <BR><BR>I've =
finished=20
      recreating the original thread; I don't have any more to add (for =
the time=20
      being). <!--IBF.ATTACHMENT_3844--></DIV><!-- THE POST =
--></TD></TR>
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3845-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
name=3Dentry3845></A><SPAN=20
      class=3Dnormalname><A=20
      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
      <DIV style=3D"FLOAT: left; PADDING-BOTTOM: 4px; PADDING-TOP: 4px"=20
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      border=3D0> Nov 6 2004, 12:41 AM</SPAN> </DIV><!-- REPORT / DELETE =
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      </SPAN></DIV></TD></TR>
  <TR>
    <TD class=3Dpost1 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost1 vAlign=3Dtop width=3D"100%"><!-- THE POST 3845 -->
      <DIV class=3Dpostcolor><B>DinkumThinkum =
posted:</B><BR><BR>There've been=20
      some recent threads asking how to disable teleporting in a mod, =
and most=20
      of the responses have pointed out that the 'DisableTeleporting' =
function=20
      won't block teleporting using amulets, etc. <BR><BR>Not sure if =
I've just=20
      reinvented the wheel , but it might be possible to simulate a =
total block=20
      on all teleports from an area by using a global script.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>Use GetPCCell to check the player's current location. =
<BR><BR>As=20
      long as they're in one of the mod cells, nothing happens. =
<BR><BR>If=20
      they're not where they're supposed to be, then the script =
teleports them=20
      back into the correct area: back to the initial entry point for =
the mod,=20
      for example. <BR><BR>This wouldn't be exactly the same as blocking =
the=20
      teleports, but it should (unless I've overlooked something) make =
the area=20
      totally inescapeable until you've fulfilled the modder's =
conditions for=20
      getting out legitimately.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>Something like this: <BR><BR>1. When the player is =
teleported (or=20
      whatever) to the 'No teleporting out' area, use StartScript to =
start the=20
      global 'Teleport blocker' script. <BR><BR>2. The script =
continuously (once=20
      a minute?) uses GetPCCell to see if the PC is still where he's =
supposed to=20
      be. <BR><BR>a. If the PC is in the right place, the script returns =
without=20
      doing anything. <BR>b. If the PC isn't in one of the designated =
cells,=20
      then the global script uses Position or PositionCell to teleport =
them back=20
      to the starting location for the mod. <BR><BR>3. Once the player=20
      successfully completes the mod quest (or whatever is necessary to =
get free=20
      of the area), then use StopScript to stop the 'Teleport blocker' =
script=20
      and teleports start working normally.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>Not exactly the same as disabling teleports, but it would =
have the=20
      same end result: the player can't leave the mod's area until he =
meets the=20
      conditions set by the modder. <BR><BR>If I'm not overlooking =
something,=20
      this should completely block use of teleport rings, Emma's travel =
agency=20
      mod, 'coc' from the console, and any other possible means of =
escape. The=20
      only way to get out of the area early would be to use the console =
to=20
      StopScript the teleport blocker script (or reload a saved game =
before you=20
      started the mod).=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>Thinking more: <BR><BR>If it's a big mod, with several =
different=20
      areas, you could use Journal entries to keep track of which parts =
of the=20
      mod the player has completed. Then the global script could use the =
Journal=20
      entries to teleport the player back to the right area if he tries =
to=20
      leave. <BR><BR>For example: If you don't have the journal entry =
for=20
      completing Lost Island 1, then you get teleported back to Lost =
Island 1.=20
      If you've completed Lost Island 1 and 2, but not 3, then you'd get =

      teleported back to Lost Island=20
      =
3.<BR><BR>---------------------------------------------------------------=
-------------<BR><BR>If=20
      I just reinvented the wheel, somebody please let me know! I don't =
remember=20
      seeing this suggested in the recent threads on disabling =
teleports, but my=20
      creaky brain and memory may have missed something! <BR><BR>Anyway, =
I just=20
      tried a quick and dirty test=20
      =
script:<BR><BR>----------------------------------------------------------=
------------------<BR><BR><!--c1-->
      <DIV class=3Dcodetop>CODE</DIV>
      <DIV class=3Dcodemain><!--ec1--><BR><BR>Begin=20
      DT_Test_BalmoraTrap<BR><BR><BR><BR>If ( GetPCCell, "Balmora" =
=3D=3D 1=20
      )<BR><BR>&nbsp; =
&nbsp;Return<BR><BR>Endif<BR><BR><BR><BR>MessageBox "Off=20
      to Balmora with you!"<BR><BR><BR><BR>Player-&gt;PositionCell, =
-21278,=20
      -17613, 534, 0, "Balmora (-3, -3)"<BR><BR><BR><BR>End=20
      =
DT_Test_BalmoraTrap<BR><BR><!--c2--></DIV><!--ec2--><BR><BR>-------------=
---------------------------------------------------------------<BR><BR>Wo=
rked=20
      perfectly! <BR><BR>Ran the script (with the console) in Seyda =
Neen, and my=20
      character was immediately teleported to Balmora.<BR><BR>Once =
there, my=20
      character could not leave Balmora. Tried walking out, guild guide, =
silt=20
      strider, and 'coc' from the console. As soon as I entered a =
non-Balmora=20
      cell I was teleported immediately back to Balmora.<BR><BR>This was =
a new=20
      character, straight off the ship, so I didn't have spells or items =
for=20
      Recall, Intervention, etc. But the above script should work as =
well=20
      against those as it did for the travel methods I tested. =
<!--IBF.ATTACHMENT_3845--></DIV><BR><BR>--------------------<BR>
      <DIV class=3Dsignature><SPAN=20
      style=3D"FONT-SIZE: 10pt; LINE-HEIGHT: 100%">Modder =
resources:<BR><BR><A=20
      href=3D"http://www.thelys.org/forums/index.php?showtopic=3D1026"=20
      target=3D_blank>PotionSaver script for Companions and other=20
      NPCs</A><BR><BR><A=20
      href=3D"http://www.thelys.org/forums/index.php?showtopic=3D796"=20
      target=3D_blank>Teleport disable/trap and banishment=20
scripts</A></SPAN></DIV><!-- THE POST --></TD></TR>
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3846-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
name=3Dentry3846></A><SPAN=20
      class=3Dnormalname><A=20
      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
      <DIV style=3D"FLOAT: left; PADDING-BOTTOM: 4px; PADDING-TOP: 4px"=20
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      border=3D0> Nov 6 2004, 12:44 AM</SPAN> </DIV><!-- REPORT / DELETE =
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href=3D"http://www.thelys.org/forums/index.php?showtopic=3D796#">#3</A>=20
      </SPAN></DIV></TD></TR>
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    <TD class=3Dpost2 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost2 vAlign=3Dtop width=3D"100%"><!-- THE POST 3846 -->
      <DIV class=3Dpostcolor><B>Mode_Locrian posted:</B> <BR><BR>Hey, =
that's=20
      pretty cool. I've never heard of anyone coming up with a solution =
to the=20
      'teleportation via scripts isn't blocked by disable teleportation" =
problem=20
      before. You didn't reinvent the wheel, as far as I know... if =
someone=20
      invented the wheel before you, I didn't hear about it.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR><B>Nigedo posted:</B> <BR><BR>I reckon that's pretty sharp =

      Thinkum. Now you point it out, it's sort of obvious, but I've =
never heard=20
      anyone suggest it before and it wouldn't have occurred to me to =
look for a=20
      workaround to that issue. <BR><BR>Thanks. =
<!--IBF.ATTACHMENT_3846--></DIV><!-- THE POST --></TD></TR>
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3847-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
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    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
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      border=3D0> Nov 6 2004, 12:49 AM</SPAN> </DIV><!-- REPORT / DELETE =
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  <TR>
    <TD class=3Dpost1 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
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    <TD class=3Dpost1 vAlign=3Dtop width=3D"100%"><!-- THE POST 3847 -->
      <DIV class=3Dpostcolor><B>DinkumThinkum posted:</B> =
<BR><BR>One^H^H^H two=20
      minor weaknesses I just thought of: <BR><BR>1. If the player has a =

      companion, the companion would be left behind if the player tried =
to=20
      travel out of the area: the teleport blocker script would bring =
the player=20
      back but not the companion. <BR><BR>Wouldn't be a problem if the =
companion=20
      was part of the mod using the script, since they could just be =
added into=20
      the script. But companions from other mods would get separated =
from the=20
      player's character. <BR><BR>But I don't see that as a major issue; =
can't=20
      expect all mods to be 100% companion friendly. <BR><BR>2. The =
teleport=20
      blocker script will only block attempts to teleport out of the =
designated=20
      area. The player would still be able to use Mark and Recall within =
that=20
      area; he just wouldn't be able to Recall out of the area. =
<BR><BR>I don't=20
      see that as likely to be a major problem, as long as modders are =
aware of=20
      it; I think that keeping somebody in an area is probably the main =
reason=20
      modders want to block teleports. <BR><BR>And if anybody else spots =

      glitches in this, post away!=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>Some thought for any modders who might use this: =
<BR><BR>1.=20
      'GetPCCell' accepts partial matches, so 'Balmora', 'Balmora, Guild =
of=20
      Mages', and 'Balmora, Lucky Lockup' are all considered part of =
Balmora and=20
      don't trigger the teleport blocking. <BR><BR>So if the mod =
involves=20
      several cells, just name them so they're identified as part of the =
same=20
      region and the PC should be able to move around the area without =
being=20
      unexpectedly teleported. <BR><BR>2. I didn't do a lot of testing =
on this,=20
      but it's so simple I can't really think of any way to stress test =
it. My=20
      guess is that it might be completely bulletproof: either the =
player does=20
      what's needed to stop the script from running, or he's trapped in =
Balmora=20
      for the rest of eternity. :twisted: <BR><BR>So, I strongly =
recommend being=20
      very very sure to thoroughly debug any mod that uses the teleport =
blocker=20
      script. And including a failsafe way to stop the script and exit =
the mod's=20
      area even if the player totally fouls up any quests, etc. would =
probably=20
      be a good idea. <!--IBF.ATTACHMENT_3847--></DIV><!-- THE POST =
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3848-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
      <DIV style=3D"FLOAT: left; PADDING-BOTTOM: 4px; PADDING-TOP: 4px"=20
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      border=3D0> Nov 6 2004, 12:53 AM</SPAN> </DIV><!-- REPORT / DELETE =
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  <TR>
    <TD class=3Dpost2 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    width=3D160><BR></TD>
    <TD class=3Dpost2 vAlign=3Dtop width=3D"100%"><!-- THE POST 3848 -->
      <DIV class=3Dpostcolor><B>ManaUser posted:</B> <BR><BR>I've got a =
glitch.=20
      What if two mods do this at once? Not too likely, but suppose in =
one of=20
      the mods, the "trap" area is entered by a teleport amulet.=20
      <BR><BR><B>DinkumThinkum posted:</B> <BR><BR>Good point! I hadn't =
even=20
      thought about the possibilities of two mods with this being =
installed at=20
      the same time. <BR><BR>Hmmm.... With a little care, conflicts like =
this=20
      should be avoidable. (I think...) <BR><BR>1. Don't trigger the =
teleport=20
      blocker script by simply entering the trap area; the PC has to =
actually=20
      interact with something: NPC, a door, whatever. That prevents the =
PC from=20
      triggering a second trap area by trying to travel out of one he's =
already=20
      in. <BR><BR>2. The activator that triggers the script can't be =
portable.=20
      That way the player can't use it to trigger a second trap script =
while=20
      he's already under the influence of another one. <BR><BR>That =
should=20
      prevent triggering more traps once one trap script is already =
running,=20
      unless a modder screws up and has a trigger for one trap area =
inside an=20
      area trapped by another trap script in his own mod... <BR><BR>3. =
To reduce=20
      the chance of conflicts even more: only set a teleport blocker =
script to=20
      trap areas that are added by your mod: a dungeon, island, new =
continent,=20
      etc. Don't put traps around areas that are already part of the =
game.=20
      <BR><BR>That way, you don't have to worry about another modder =
putting his=20
      trap activator inside the area you've put a trap around. <BR><BR>I =
think=20
      those restrictions would stop most possibilities of conflicts =
between mods=20
      using this technique, and shouldn't be very limiting for modders.=20
      <BR><BR>From what I've seen, I think most modders want to block =
teleports=20
      for things like trapping somebody in a dungeon or a deserted =
island, and=20
      making them stay there until they've solved a quest, fought their =
way=20
      clear, or something along those lines. <BR><BR>I could think of =
neat=20
      quests where you'd be trapped in an existing city until you =
completed a=20
      quest, but those would have too much chance of conflicting with =
other mods=20
      using the same type of teleport blocking script.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>Finally: <BR><BR>Keep in mind that people have been =
beating their=20
      heads over this as far back as I can remember; I just had this =
brainstorm=20
      a little over 12 hours ago! <BR><BR>Also: I am not at all one of =
the=20
      scripting gurus here! <BR><BR>This is very much an idea in the =
earliest=20
      stages; I'm sure there are other glitches to be discovered, but I =
think=20
      this is at least a decent start to solving the problem of blocking =
item,=20
      console, and script teleports. <BR><BR>That wasn't meant to be =
defensive,=20
      but just to remind everybody this idea is still an extremely new =
idea, and=20
      I don't have all the answers! Which is why I asked for any =
glitches that=20
      people think of: so maybe we can work together and see if this can =
be=20
      shaped up into a solid technique for general modding use. =
<!--IBF.ATTACHMENT_3848--></DIV><!-- THE POST --></TD></TR>
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3849-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
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      border=3D0> Nov 6 2004, 01:09 AM</SPAN> </DIV><!-- REPORT / DELETE =
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    <TD class=3Dpost1 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost1 vAlign=3Dtop width=3D"100%"><!-- THE POST 3849 -->
      <DIV class=3Dpostcolor><B>Neko posted:</B> <BR><BR>not bad, not =
bad at=20
      all... of course many players will hate you but hey, it'd be nice =
to make=20
      an escape-proof jail for once. <BR><BR>coupla things i'd like to =
say,=20
      <BR><BR>1. you'll have to to the warping to a fixed location (as =
in your=20
      demo script). variable teleporting in morrowind just has so many =
issues=20
      trust me you don't wanna open that hornet's nest. <BR><BR>2. yes =
it is=20
      kinda sucky for companions. how about a little warning before they =
get=20
      teleported? like a "if you don't return to crassius curio's =
quarters, you=20
      will be returned there by force!" sorta message. that at least =
gives the=20
      player the chance to turn around and head back. <BR><BR>3. i'd =
advise=20
      adding a <BR><BR><!--c1--></SPAN>
      <TABLE cellSpacing=3D1 cellPadding=3D3 width=3D"95%" =
align=3Dcenter border=3D0>
        <TBODY>
        <TR>
          <TD><B>CODE</B> </TD></TR>
        <TR>
          <TD id=3DCODE><!--ec1--><BR><BR>if ( MenuMode =3D=3D 1=20
            =
)<BR><BR>&nbsp;Return<BR><BR>endif<BR><BR><!--c2--></TD></TR></TBODY></TA=
BLE><SPAN=20
      class=3Dpostcolor><!--ec2--><BR><BR>condition at the top there... =
perhaps=20
      i'm being needlessly superstitious when it comes to morrowind =
scripting,=20
      but then again, perhaps there is good reason to be superstitious =
around=20
      morrowind scripting *cough*Random, 256*cough* <BR><BR>-Neko=20
      <BR><BR><B>DinkumThinkum posted:</B> <BR><BR>Neko, =
<BR><BR>Excellent=20
      suggestions! I particularly like your idea about a message, so the =
player=20
      has a chance to go back on their own first. <BR><BR>As I've said =
before,=20
      I'm not one of the scripting gurus here: sometimes I get a bright =
idea,=20
      but I don't do much in the way of actual scripting. <BR><BR>The =
scripts=20
      I'm posting here are just meant as quick and dirty <I>proof of =
concept</I>=20
      demo scripts: they'd need more work before being used in an actual =
mod. <!--IBF.ATTACHMENT_3849--></DIV><!-- THE POST --></SPAN></TD></TR>
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3850-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
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      <DIV style=3D"FLOAT: left; PADDING-BOTTOM: 4px; PADDING-TOP: 4px"=20
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      border=3D0> Nov 6 2004, 01:17 AM</SPAN> </DIV><!-- REPORT / DELETE =
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    <TD class=3Dpost2 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost2 vAlign=3Dtop width=3D"100%"><!-- THE POST 3850 -->
      <DIV class=3Dpostcolor><B>Limorkil posted:</B> <BR><BR>Just =
extending this=20
      idea a little .... <BR><BR>I am working on a script that detects =
whether=20
      the player is 'as good as dead' and teleports him/her to the =
nearest safe=20
      location. (I actually wanted to detect when the player dies, but =
this does=20
      not work.) <BR><BR>Seems to me that the weakness of your teleport =
trap=20
      idea, if any, is that you always come back to the same location. =
That is=20
      not a problem if the trap area is small, but it could be an issue =
if the=20
      area is large, like a huge dungeon. One way around this could be =
to use=20
      the same method that I am employing in my death teleport mod:=20
      <BR><BR>Create a global variable, e.g. SafeLoc <BR>Attach scripts =
to=20
      objects (e.g. light fixtures) in various locations. Each script =
checks for=20
      the player being nearby. When the player is in range the global =
gets set=20
      to a unique number for that area. <BR>When the player teleports =
out, the=20
      script that teleports him back checks the value of the global in =
order to=20
      teleport the player back to an area near where he/she was last.=20
      <BR><BR>This way you have more than one location that the player =
can be=20
      sent back to. <!--IBF.ATTACHMENT_3850--></DIV><!-- THE POST =
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
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    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
      <DIV style=3D"FLOAT: left; PADDING-BOTTOM: 4px; PADDING-TOP: 4px"=20
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    <TD class=3Dpost1 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost1 vAlign=3Dtop width=3D"100%"><!-- THE POST 3851 -->
      <DIV class=3Dpostcolor><B>Curmudgeon posted:</B> <BR><BR>Have been =
doing=20
      some experimenting with Dinkum Thinkum's "Disabling teleport =
amulets in=20
      specific areas" script idea for a mod I'm making and have some =
information=20
      that might be useful. If nothing at all is of use, please forgive =
this=20
      neophyte scripter. This is just one example of a script which has =
a lot of=20
      potential. THANK YOU, Dinkum Thinkum, who also helped me in a =
couple of=20
      detailed PMs. <BR><BR>1. The cells created for the mod should have =
a=20
      "parent cell", like DinkumThinkum's Balmora example. The other =
cells in=20
      the mod need only have that cell's name followed by a comma and =
the rest=20
      of the name. Without this "parent" cell (which doesn't even need =
anything=20
      in it) you have to string the cell names together in an if ... =
elseif ...=20
      elseif construction, though that works, too. I used "Mephala's =
Web" for=20
      this and have another five cells or so with the same prefix. Works =
just=20
      fine. <BR><BR>2. If you want to grab players and send them =
somewhere if=20
      they try to escape using Almsivi Intervention or Divine =
Intervention, the=20
      new cells in your mod have to be connected to the original MW =
world by=20
      doors, rather than activators with scripts teleporting the player =
into=20
      them. And for some inscrutable reason these doors must be =
functioning ones=20
      that you actually use to travel in the mod -- doors placed in the =
void=20
      invisible to the player don't seem to do the trick, even if you =
assign a=20
      teleport location to them. If this door condition is not met, the =
two=20
      Interventions just fizzle out where the player is standing and no=20
      teleporting takes place -- the NoEscape script doesn't kick in =
either. If=20
      this condition is met, no problem -- you have the player right =
where you=20
      want him. <BR><BR>3. This script prevents mod-made teleporting =
items from=20
      allowing players to escape the restricted area. I did a lot of=20
      experimenting with this and the script was always successful in =
grabbing=20
      the player by the collar and putting him back where he belonged. =
Here=20
      Neko's suggestion is a sound one as you are in MenuMode when you =
equip=20
      such an item. Once a player leaves MenuMode, your MessageBox pops =
up and=20
      he is sent back to the place that the NoEscape script specifies.=20
      <BR><BR>4. Tested Mark and Recall. As Dinkum Thinkum observes =
these can be=20
      used effectively within the restricted area, but if an escape =
attempt is=20
      made, the player is teleported right back where you want him. =
<BR><BR>5. I=20
      have the NoEscape script starting when the player passes through =
the first=20
      door into the new cells created for my quest mod and stopping when =
he=20
      passes through the last door and back into the original MW world. =
Works=20
      just fine in repeated in-game testing and didn't muck up anything, =
though=20
      I wasn't playing with any other mods activated. You would probably =
have to=20
      be very careful using this script on cells in the original MW =
world.=20
      <BR><BR>6. Haven't tested this at all with companions. =
<BR><BR>Hope this=20
      proved to be useful. Here's the code. Not much to it, but it =
really does=20
      the job. <BR><BR><!--c1--></SPAN>
      <TABLE cellSpacing=3D1 cellPadding=3D3 width=3D"95%" =
align=3Dcenter border=3D0>
        <TBODY>
        <TR>
          <TD><B>CODE</B> </TD></TR>
        <TR>
          <TD id=3DCODE><!--ec1--><BR><BR>Begin=20
            WMephalaNoEscape<BR><BR><BR><BR>if ( MenuMode =3D=3D 1 =
)<BR><BR>&nbsp;=20
            &nbsp;return<BR><BR>endif<BR><BR><BR><BR>if ( GetPCCell, =
"Mephala's=20
            Web" =3D=3D 1 )<BR><BR>return<BR><BR>else<BR><BR>MessageBox, =
"Fool! ...=20
            (a nasty message from Mephala)", "OK"<BR><BR>player -&gt; =
(Some=20
            really awful stuff that results in the player's death and =
which=20
            works just fine.)<BR><BR>player -&gt; PositionCell, -64, =
-64, -128,=20
            45 "Mephala's Web, =
Decay"<BR><BR>endif<BR><BR><BR><BR>End<BR><BR><!--c2--></TD></TR></TBODY>=
</TABLE><SPAN=20
      class=3Dpostcolor><!--ec2--><!--IBF.ATTACHMENT_3851--></DIV><!-- =
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3852-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
name=3Dentry3852></A><SPAN=20
      class=3Dnormalname><A=20
      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
      <DIV style=3D"FLOAT: left; PADDING-BOTTOM: 4px; PADDING-TOP: 4px"=20
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      border=3D0> Nov 6 2004, 02:05 AM</SPAN> </DIV><!-- REPORT / DELETE =
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      </SPAN></DIV></TD></TR>
  <TR>
    <TD class=3Dpost2 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost2 vAlign=3Dtop width=3D"100%"><!-- THE POST 3852 -->
      <DIV class=3Dpostcolor><B>DinkumThinkum posted:</B> =
<BR><BR>Curmudgeon,=20
      <BR><BR>Thanks for the detailed report on this! It should be =
helpful for=20
      anybody else tackling a project that involves trapping the player=20
      character in specific area. <BR><BR>When I came up with the idea, =
I did=20
      some testing (in Balmora) to see if it worked, but never went any =
further=20
      with it. I've thought of one or two mod ideas that I could use it =
for, but=20
      I haven't had time to do anything. <BR><BR><BR>One thing in your =
script:=20
      <BR>... <BR>player -&gt; (Some really awful stuff that results in =
the=20
      player's death and which works just fine.) <BR>player -&gt; =
PositionCell,=20
      -64, -64, -128, 45 "Mephala's Web, Decay" <BR>... <BR><BR>If the =
first=20
      line above really does kill off the player, the second line won't =
do=20
      anything because the player is now dead. <BR><BR>The second line =
is useful=20
      if you want to keep the player alive but trapped. If you just want =
to kill=20
      them horribly if they try to leave the dungeon without permission, =
you=20
      don't need the PositionCell line. <BR><BR><BR>Thanks again for the =

      feedback. I'm glad somebody's found a use for the script and that =
it's=20
      working OK for you. <BR><BR><B>Curmudgeon posted:</B> =
<BR><BR>Thanks, as=20
      always. DinkumThinkum. <BR><BR>I need the PositionCell line in the =
script=20
      because that's where the player actually dies, eaten by piranha. =
The line=20
      above just weakens him a whole lot. <BR><BR><B>DinkumThinkum =
posted:</B>=20
      <BR><BR>Ok; that makes sense now. <BR><BR>Boy, you are one mean, =
nasty=20
      modder! <BR><BR><B>Curmudgeon posted:</B> <BR><BR>Thanks. =
<BR><BR>I'm=20
      posting because the information I provided in Condition #2 above =
needs to=20
      be corrected. The group of new cells in a mod which uses this =
script must=20
      each contain a doormarker from another cell and a functioning door =
which=20
      connects it to another cell. The door may be in the void which the =
player=20
      can not see, but it must have its teleport set to another cell. =
The parent=20
      cell, however, doesn't need this unless the player will actually =
go to it.=20
      If you satisfy this condition the two Interventions will be dealt =
with by=20
      the script. If not they will just fizzle out. Put another way, =
depending=20
      on teleporting through the use of activators rather than doors =
will=20
      disable the Interventions whether you use this script or not.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR><B>Something I didn't post in the original thread:</B>=20
      <BR><BR>Adding to Curmudgeon's last comments: <BR><BR>The two =
Intervention=20
      spells both transport a character to the <I>nearest</I> temple or =
cult=20
      altar. In an exterior cell, that's just a matter of calculating =
distance=20
      based on the character's current position on the exterior map. =
<BR><BR>But=20
      interior cells are <B>not</B> on the exterior map: each interior =
cell is=20
      in its own private universe. So, to come up with a current =
location on the=20
      exterior map, the game needs to be able to follow a chain of =
teleport=20
      (travel, door, etc.) markers from the current interior cell until =
it finds=20
      a marker on the exterior map. <BR><BR>I haven't used it, but, =
according to=20
      the Help file, one of the 'World Testing' options in the =
Construction Set=20
      checks for interior cells that aren't linked to the rest of the =
game world=20
      by teleport markers. <BR><BR>(I have no idea how the game chooses =
an=20
      Intervention destination when an interior cell has travel markers =
leading=20
      to more than one part of the extior map, but I would guess that it =
just=20
      uses whichever one it finds first.) =
<!--IBF.ATTACHMENT_3852--></DIV><!-- THE POST --></TD></TR>
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<DIV class=3Dcatend><!-- --></DIV><!--Begin Msg Number 3853-->
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    <TD class=3Drow4 vAlign=3Dcenter width=3D"1%"><A =
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
20f81d86dd&amp;showuser=3D692">DinkumThinkum</A></SPAN></TD>
    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
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      border=3D0> Nov 6 2004, 02:22 AM</SPAN> </DIV><!-- REPORT / DELETE =
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      </SPAN></DIV></TD></TR>
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    <TD class=3Dpost1 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost1 vAlign=3Dtop width=3D"100%"><!-- THE POST 3853 -->
      <DIV class=3Dpostcolor><B>DinkumThinkum posted:</B><BR><BR>Just =
had another=20
      brainstorm, triggered by something I saw in another thread. =
<BR><BR>Not=20
      only do we sometimes get requests from people who want to disable=20
      teleports so they can trap the player character in an area, but we =
also=20
      get occasional requests from people who want to keep the player =
character=20
      out of a certain area until they meet some condition.<BR><BR>I =
just=20
      realized that my 'Teleport Trap' script can do this too. All it =
takes is a=20
      minor modification to the original script, and we now have a =
'Banishment'=20
      demo script:<BR><BR><!--c1-->
      <DIV class=3Dcodetop>CODE</DIV>
      <DIV class=3Dcodemain><!--ec1--><BR><BR>Begin=20
      DT_BanishedFromVivec<BR><BR><BR>;start this script from the =
console to=20
      keep player character out of Vivec.<BR><BR><BR><BR>If ( GetPCCell, =
"Vivec"=20
      =3D=3D 1 )<BR><BR>&nbsp; &nbsp;MessageBox "You have been banished! =

      &nbsp;Begone, foul one!"<BR><BR>&nbsp; &nbsp;Player -&gt; =
PositionCell,=20
      -21278, -17613, 534, 0, "Balmora (-3,=20
      -3)"<BR><BR><BR><BR>EndIf<BR><BR><BR><BR>End =
DT_BanishedFromVivec<BR><BR><!--c2--></DIV><!--ec2--><BR><BR>Just tested =

      this in the game, and it worked fine: tried entering Vivec by Silt =

      Strider, Gondola, Teleport, and flying in on my own. I was =
immediately=20
      banished to Balmora as soon as a Vivec cell loaded.<BR><BR>If this =
script=20
      is used to banish a player from an area added by the mod it's used =
in,=20
      there should be very little chance of conflicts with any other =
mods using=20
      the same type of banishment script.<BR><BR>I would not recommend =
using=20
      this to banish the player character from any areas already in the =
game:=20
      too many chances of breaking something in the game, interfering =
with other=20
      mods, etc. (I used Vivec for my demo because it was convenient, =
but I=20
      wouldn't banish the player from Vivec in a real mod.)<BR><BR>But =
if you=20
      just want to keep the player from landing on your 'Secret Island' =
or from=20
      entering your 'Dungeon of Hideous Monstrosities' until he's met =
your=20
      conditions, this technique shouldn't interfere with anything else =
in the=20
      game. Start the script to keep the PC out of the area, and stop it =
(from=20
      dialogue, for example) when you're ready to let him =
in.<BR><BR><B>Added=20
      today:</B><BR><BR>The 'Banishment' script is also just a <I>proof =
of=20
      concept</I> demo script. The comments in previous posts about menu =
mode=20
      checks, companion issues, etc. also apply to this script. =
<!--IBF.ATTACHMENT_3853--></DIV><BR><BR>--------------------<BR>
      <DIV class=3Dsignature><SPAN=20
      style=3D"FONT-SIZE: 10pt; LINE-HEIGHT: 100%">Modder =
resources:<BR><BR><A=20
      href=3D"http://www.thelys.org/forums/index.php?showtopic=3D1026"=20
      target=3D_blank>PotionSaver script for Companions and other=20
      NPCs</A><BR><BR><A=20
      href=3D"http://www.thelys.org/forums/index.php?showtopic=3D796"=20
      target=3D_blank>Teleport disable/trap and banishment=20
scripts</A></SPAN></DIV><!-- THE POST --></TD></TR>
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      =
href=3D"http://www.thelys.org/forums/index.php?s=3D83f159ad8152290f55d4af=
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    <TD class=3Drow4 vAlign=3Dtop width=3D"99%"><!-- POSTED DATE DIV -->
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    <TD class=3Dpost2 vAlign=3Dtop><SPAN=20
      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
Members<BR>Posts:=20
      17<BR>Joined: 5-November 04<BR>From: Luna Penal Colony<BR>Member =
No.: 692=20
      <BR><BR></SPAN><BR><IMG height=3D1 alt=3D""=20
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    <TD class=3Dpost2 vAlign=3Dtop width=3D"100%"><!-- THE POST 3854 -->
      <DIV class=3Dpostcolor>A couple of recent thoughts on these =
scripts and=20
      their possibilities: <BR><BR>The 'teleport disable/trap' script =
almost has=20
      to be a global script, since the script needs to be able to grab =
the=20
      player and drag them back no matter where they go on the map. You =
probably=20
      could also attach the script to a <I>cursed</I> item that the =
player can't=20
      get rid of until they fulfill some condition. <BR><BR>However, the =

      banishment script does <I>not</I> need to be a global script: it =
could be=20
      attached to an activator in the off-limits area, and it would only =
run=20
      when the activator's cell was loaded. <BR><BR>Keep in mind that =
the local=20
      script will stop running as soon as the character is teleported =
away from=20
      the cell with the activator. <BR><BR>For example: <BR><BR>To =
prevent the=20
      player from reaching your 'Secret Island' until they completed a =
quest,=20
      you could just put an activator with a banishment script on the =
island. As=20
      long as the player hadn't finished the quest, the script would =
teleport=20
      the player away anytime they tried to enter the island's cell or =
one of=20
      the adjacent cells (nine cells total). <BR><BR>You could just dump =
the=20
      player into the ocean near the island, and have a message box pop =
up with=20
      "Strong winds drive you from the island and hurl you into the =
sea!".=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>You could use the two scripts in conjuction with one =
another:=20
      <BR><BR>First, a banishment script keeps you out of the 'Awful =
Dungeon of=20
      Horrible Torment" until you complete one quest. <BR><BR>Once you =
complete=20
      the quest and reach the 'Awful Dungeon...', a trap script keeps =
you there=20
      until you complete a second quest.=20
      =
<BR><BR>-----------------------------------------------------------------=
-----------=20
      <BR><BR>And that's all I have to say on the subject for the =
moment! :!: <!--IBF.ATTACHMENT_3854--></DIV><!-- THE POST --></TD></TR>
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      class=3Dpostdetails><BR><BR>Hireling<BR><BR><BR>Group: =
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      1<BR>Joined: 5-December 04<BR>From: France<BR>Member No.: 721=20
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      <DIV class=3Dpostcolor>Can anybody help? <BR><BR>I'm trying to =
remove all=20
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<BR>How=20
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<BR><BR>Any=20
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value=3D7>&nbsp;&nbsp;|----=20
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    value=3D65>&nbsp;&nbsp;|---- Cortex</OPTION> <OPTION=20
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<OPTION=20
    value=3D61>&nbsp;&nbsp;|---- FlyTSI</OPTION> <OPTION=20
    value=3D47>&nbsp;&nbsp;|---- Freelancer</OPTION> <OPTION=20
    value=3D13>&nbsp;&nbsp;|---- GhanBuriGhan</OPTION> <OPTION=20
    value=3D98>&nbsp;&nbsp;|---- Gorg</OPTION> <OPTION =
value=3D14>&nbsp;&nbsp;|----=20
    Grumpy</OPTION> <OPTION value=3D15>&nbsp;&nbsp;|---- =
Hoghead</OPTION> <OPTION=20
    value=3D16>&nbsp;&nbsp;|---- Horatio</OPTION> <OPTION=20
    value=3D17>&nbsp;&nbsp;|---- Indestructible</OPTION> <OPTION=20
    value=3D38>&nbsp;&nbsp;|---- Intelligentsia</OPTION> <OPTION=20
    value=3D68>&nbsp;&nbsp;|---- Jaxalot</OPTION> <OPTION=20
    value=3D18>&nbsp;&nbsp;|---- Jdooby</OPTION> <OPTION=20
    value=3D19>&nbsp;&nbsp;|---- John Barbosa</OPTION> <OPTION=20
    value=3D99>&nbsp;&nbsp;|---- Kagrenac</OPTION> <OPTION=20
    value=3D100>&nbsp;&nbsp;|---- Kayleena</OPTION> <OPTION=20
    value=3D101>&nbsp;&nbsp;|---- Kellick Stormcrow</OPTION> <OPTION=20
    value=3D102>&nbsp;&nbsp;|---- Korana</OPTION> <OPTION=20
    value=3D103>&nbsp;&nbsp;|---- KWShipman</OPTION> <OPTION=20
    value=3D21>&nbsp;&nbsp;|---- Lingarn</OPTION> <OPTION=20
    value=3D104>&nbsp;&nbsp;|---- Lochnarus</OPTION> <OPTION=20
    value=3D22>&nbsp;&nbsp;|---- Lord Drake</OPTION> <OPTION=20
    value=3D23>&nbsp;&nbsp;|---- M6n6M6 Mods</OPTION> <OPTION=20
    value=3D105>&nbsp;&nbsp;|---- MaGISTraTe</OPTION> <OPTION=20
    value=3D54>&nbsp;&nbsp;|---- Matthew</OPTION> <OPTION=20
    value=3D24>&nbsp;&nbsp;|---- McAsmod</OPTION> <OPTION=20
    value=3D106>&nbsp;&nbsp;|---- MentalElf</OPTION> <OPTION=20
    value=3D45>&nbsp;&nbsp;|---- Mephisto</OPTION> <OPTION=20
    value=3D48>&nbsp;&nbsp;|---- Mort</OPTION> <OPTION =
value=3D25>&nbsp;&nbsp;|----=20
    Motoki</OPTION> <OPTION value=3D26>&nbsp;&nbsp;|---- Mykul</OPTION> =
<OPTION=20
    value=3D52>&nbsp;&nbsp;|---- Oldie</OPTION> <OPTION =
value=3D60>&nbsp;&nbsp;|----=20
    Opeth Girlie</OPTION> <OPTION value=3D63>&nbsp;&nbsp;|---- =
Patrograd</OPTION>=20
    <OPTION value=3D41>&nbsp;&nbsp;|---- Phillip Vaira</OPTION> <OPTION=20
    value=3D107>&nbsp;&nbsp;|---- Phoebe</OPTION> <OPTION=20
    value=3D67>&nbsp;&nbsp;|---- Poodemon</OPTION> <OPTION=20
    value=3D108>&nbsp;&nbsp;|---- Qarl</OPTION> <OPTION =
value=3D27>&nbsp;&nbsp;|----=20
    Qwert</OPTION> <OPTION value=3D73>&nbsp;&nbsp;|---- Rahuu</OPTION> =
<OPTION=20
    value=3D109>&nbsp;&nbsp;|---- RavynAngel</OPTION> <OPTION=20
    value=3D110>&nbsp;&nbsp;|---- RX31</OPTION> <OPTION =
value=3D28>&nbsp;&nbsp;|----=20
    Sauron</OPTION> <OPTION value=3D66>&nbsp;&nbsp;|---- =
Shannon</OPTION> <OPTION=20
    value=3D30>&nbsp;&nbsp;|---- SidewinderX</OPTION> <OPTION=20
    value=3D70>&nbsp;&nbsp;|---- Sirius Snape</OPTION> <OPTION=20
    value=3D44>&nbsp;&nbsp;|---- SirLuthor</OPTION> <OPTION=20
    value=3D31>&nbsp;&nbsp;|---- Skali</OPTION> <OPTION=20
    value=3D111>&nbsp;&nbsp;|---- Skullhunter</OPTION> <OPTION=20
    value=3D112>&nbsp;&nbsp;|---- Skydye</OPTION> <OPTION=20
    value=3D72>&nbsp;&nbsp;|---- Skyfire76</OPTION> <OPTION=20
    value=3D32>&nbsp;&nbsp;|---- Snapcast</OPTION> <OPTION=20
    value=3D33>&nbsp;&nbsp;|---- Stormwyynd</OPTION> <OPTION=20
    value=3D71>&nbsp;&nbsp;|---- Stromgarde</OPTION> <OPTION=20
    value=3D113>&nbsp;&nbsp;|---- Taddeus and Nymeria</OPTION> <OPTION=20
    value=3D34>&nbsp;&nbsp;|---- TheLys</OPTION> <OPTION=20
    value=3D114>&nbsp;&nbsp;|---- The V8 Man</OPTION> <OPTION=20
    value=3D115>&nbsp;&nbsp;|---- Tommy Khajiit</OPTION> <OPTION=20
    value=3D58>&nbsp;&nbsp;|---- Tundro Walker</OPTION> <OPTION=20
    value=3D35>&nbsp;&nbsp;|---- UlfGeir</OPTION> <OPTION=20
    value=3D69>&nbsp;&nbsp;|---- Vagabond Angel</OPTION> <OPTION=20
    value=3D36>&nbsp;&nbsp;|---- Vanhike</OPTION> <OPTION=20
    value=3D49>&nbsp;&nbsp;|---- Windir</OPTION> <OPTION=20
    value=3D62>&nbsp;&nbsp;|---- Woodman</OPTION> <OPTION=20
    value=3D59>&nbsp;&nbsp;|---- Yaticn</OPTION> <OPTION=20
    value=3D91>Oblivion</OPTION> <OPTION value=3D92>&nbsp;&nbsp;|-- =
General=20
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    value=3D90>&nbsp;&nbsp;|-- General The Sims 2</OPTION> <OPTION=20
    value=3D94>&nbsp;&nbsp;|-- Mod Ideas</OPTION> <OPTION=20
    value=3D116>&nbsp;&nbsp;|-- TheLys Hosted Mods</OPTION> <OPTION=20
    value=3D117>&nbsp;&nbsp;|---- Motoki</OPTION> <OPTION=20
    value=3D118>&nbsp;&nbsp;|---- Shannon</OPTION> =
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