Notepad++ Setup Compiling Papyrus Scripts

Setting up Notepad++ for Compiling Papyrus Scripts.

  • Browse to your “..\Skyrim\Papyrus Compiler\” folder.
  • Right click “ScriptCompile.bat” and select “Edit with Notepad++”.
  • Delete all content it currently has.
  • Then copy paste the text below.
    (Check the file paths if they match your skyrim folder location)
"C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Scripts\Source" -o="C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\Scripts"

pause

Save and close the file.
Now make a backup copy of that file. Because when you do a “Verify Integrity of Game Cache” it will replace it with the original default file as provided by Bethesda.

While still in notepad++ press ‘F5’
It’ll popup a dialogue.
Paste the line below in to it.
(Check the file path if it match your skyrim folder location)

"C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)"

Click save and name it “Papyrus Compile” and set your favorite short cut key combo for the function.
Mine is ‘Shift’ ‘F7’
Although I usually click it from menu -> Run -> Papyrus Compile.


Next we’ll setup fancy syntax high lighting for papyrus script.

Download this papyrus style file and unzip the papyrus-style.xml to your “..\skyrim\Papyrus Compiler\” folder.

In notepad select from menu -> Language -> Define Your Language
From the Dialogue Click “Import” and browse to your “..\Skyrim\Papyrus Compiler\” folder and select the “papyrus-style.xml”
It should popup a message “Import successful”.

Set .psc file association with notepad++
Close Notepad++
Right click a .psc file and select “Open with” -> “Choose Default Program” -> Select Notepad++.
If the notepad++ does not show in the initial dialogue then click browse and browse to “C:\Program Files (x86)\Notepad++” folder and select notepad++.exe

Done 🙂

Anna NPC’s Outfit Management

How to Use the Outfit Management system.

If you are using SKSE and SkyUI then you are in luck !
Anna NPC’s now has a Outfit management system that can be enabled through the SkyUI Mod Configuration Menu.

Once the Outfit Management is enabled for a specific follower the options become available in the dialogue tree.

First!!  it is important to know not to use the outfit inventories as storage.
Only put items in there you want them to wear.
If you want the follower to carry loot and items for you then use the Carry Bag option. “Would you carry this in your bag?


 

The Outfit Management options are available under the topic:
Let’s talk about your clothes.

Available options are:
About your weapons and armor.” (All)
About your casual clothes.” (All)
About your fancy clothes.” (All)
About your sleep wear.” (All)
About your underwear.” (All)

About your mage clothes.” (Anduniel, Valyen)
About your thieves armor.” (Anduniel, Darion, Mareen)
About your imperial armor.” (Elyndra)
About your companions armor.” (Nadina)
About your daedric armor.” (Teryn)
About your Dibella robes.” (Zorya)


 

Now what do these inventories do?
Well there are a few options.
If you keep the default option (recommended) “You can wear what you like.” they will then automatically change outfits depending on where they are and if they are in combat or not. Below is a list what they will wear and where.


 

OptionYou can wear what you like.
Casual clothes will be equipped in following locations:
♦ Inns.
♦ Player Home.
♦ Walled Cities. (Markarth, Riften, Solitude, Whiterun, Windhelm)
♦ Most interiors in walled cities.

Fancy clothes will be equipped in:
♦ Jarls castles/homes.
♦ Custom locations with keyword LocTypeCastle.

Sleep wear will be equipped when:
♦ Sleeping.

Underwear will be equipped when:
♦ Swimming.

Mage Clothes will be equipped in:
♦ College of Winterhold.

Thieves outfit will be equipped in:
♦ Ragged Flagon.
♦ Thieves guild head quarters. (Cistern)

Imperial Armor will be equipped in:
♦ Castle Dour. (Solitude)

Companions armor will be equipped in:
♦ Jorvaskr.

Daedric armor will be equipped in:
♦ Jorvaskr.

Dibella Robe will be equipped in:
♦ Markarth.
♦ Most Markarth Interiors.

If they are in one of the above locations and combat starts they will change to their armor.

If they are not in one of the above locations they will wear their armor.


 

OptionWear your xxxxx outfit/armor please
♦ They will then equip that outfit and only change to their armor when combat is beginning and change back when combat has ended.
♦ Except for the Imperial, Thieves, Companions and Deadric options. (Because those are armor)
♦ They will not automatically change to casual, fancy, sleep or swim outfits.


 

Installing AnnaNPC’s 2.0 on a SaveGame

Cleaning up your save game before Installing AnnaNPC’s 2.0

This is not needed when you start a new game !

This Article will explain in detail step by step how to install Anna NPC’s on an existing save game and remove the older versions of Anna_NPC’s and / or Anduniel mods from the save game.

Before installing new AnnaNPC’s 2.0 mod you’ll have to do a few things.

1.) Retrieve all items you do not want to lose from the followers !!!

2.) Goto a ‘save’ location.
(I suggest go inside Dragonsreach.)

3.) Save the Game.
(We’ll use this save as a starting point for the save game cleaning operation.)

4.) Exit the game.

5a.) Download this this save game cleaner program from nexus website: SaveTool

5b.) Open the zip file and extract the SaveTool.exe to a convenient location.
(ie: Desktop.)

6.) Start the SaveTool program.
(by double clicking it on desktop.)

7.) Open the save game you created in step 3.
(see images below.)
Click Open
Click Select1

8.) Cleaning out Anna_NPC’s and/or Anduniel Mod Forms from your save game.
Select FOL_Anduniel.esp in the Plugins section as shown below.
And click “Delete mod forms” button.
Do the same for ANNA_NPCS.esp
Click Select2

9.) Save the changes.
(You can choose to over write or give new name and make back up or not.)

10.) Uncheck Anna_NPC’s.esp and FOL_Anduniel.esp in your mod manager.
(if you only have 1 of the 2 mods then just uncheck that one.)

11.) Start the game and load the save game created in step 9.
(Wait till it is fully loaded plus 10 seconds.)

12.) Save the game.
(either new save or overwrite.)

13.) Exit the game.

14.) Start the SaveTool program again.

15.) Select the save game you made in step 12.
(see step 9 for images.)

16.) Cleaning out Anduniel Mod Scripts from your save game.
(If you don’t have Anduniel installed goto step 17.)

16a.) In the Scripts section Click “Fix all #->” and “FixScriptInstances
(see image below.)
Click Fix

16b.) In the Scripts section type in the box “FOL_” and delete all the scripts that start with “FOL_“.
You’ll have to select and click “delete” for each script.
(be careful not to delete any other scripts)
Click Delete

16c.) Save the changes.
(you can choose to over write or give new name and make back up or not.)

17.) Cleaning out Anna_NPC’s Mod Scripts from your save game.

(You can skip step 17a if you already did that in step 16a.)
17a.) In the Scripts section Click “Fix all #->” and “FixScriptInstances” buttons.
(see in images below.)
Click Fix

17b.) In the Scripts section type in the box “AN_” and delete all the scripts that start with “AN_“.
You’ll have to select and click “delete” for each script.
(be careful not to delete any other scripts.)
Click Delete

17c.) In the Scripts section type in the box “DAR_” and delete all the scripts that start with “DAR_“.
You’ll have to select and click “delete” for each script.
(be careful not to delete any other scripts.)
Click Delete

17d.) In the Scripts section type in the box “ELY_” and delete all the scripts that start with “ELY_“.

17e.) In the Scripts section type in the box “MAR_” and delete all the scripts that start with “MAR_“.

17f.) In the Scripts section type in the box “NAD_” and delete all the scripts that start with “NAD_“.

17g.) In the Scripts section type in the box “TER_” and delete all the scripts that start with “TER_“.

17h.) In the Scripts section type in the box “VAL_” and delete all the scripts that start with “VAL_“.

17i.) In the Scripts section type in the box “ZOR_” and delete all the scripts that start with “ZOR_“.

17j.) Save the changes.
(you can choose to over write or give new name and make back up or not.)

18.) Start game and load the save created in step 17j.
(Wait till it is fully loaded plus 10 seconds.)

19.) Save the game and exit game.

20.) Start the game again and load the save created in step 19.

21.) Save the game and exit game.

Step 20 and 21 may seem to look redundant but they are not!!
(After step 19 the game is still searching and trying to load missing scripts and mod forms!!  By loading the saving it again all missing forms and scripts are no longer looked for by the game.)

22.) If you want you can check and verify if everything went okay.
Start the SaveTool and open the save created in step 21.

Clicking “Fix all #->” button should result in:
“0 scripts and 0 instances removed.”

Clicking “FixScriptInstances” button should result in:
“Removing orphan script instances..”
“0 script instances removed.”

Typing “FOL_” , “AN_” , “DAR_” , etc. etc. in the script section box.
Should not bring up any scripts beginning with that.

24.) ALL CLEAN !
(Whoohoo 🙂 )

25.) Install the NEW Anna NPC’s version 2.0 !

Anduniels Main Script

Scriptname FOL_MonitorPlayerScript extends Quest Conditional

GlobalVariable Property FOL_ForceRideHorse Auto
GlobalVariable Property FOL_AndunielFollowState Auto
GlobalVariable Property FOL_AllowChat Auto
GlobalVariable Property FOL_ChatterPace Auto
ObjectReference Property FOL_AndunielHomeMarker Auto
Actor Property PlayerRef Auto
Actor Property GloryRef Auto  
Actor Property AndunielRef Auto
WorldSpace Property Tamriel Auto
WorldSpace Property WhiterunDragonsreachWorld Auto
Location Property KilkreathRuinsLocation Auto
float Property UpdateInterval auto
float Property SettleRadius auto
int Property IsOnHorse Auto Conditional
Bool Property IsSitting Auto Conditional
Bool Property IsUsingSpecial Auto Conditional
KeyWord Property LocTypePlayerHouse Auto
KeyWord Property LocTypeInn Auto
KeyWord Property LocTypeStore Auto
KeyWord Property LocTypeHouse Auto
KeyWord Property LocTypeCastle Auto
KeyWord Property LocTypeTemple Auto
KeyWord Property LocTypeCity Auto
KeyWord Property LocTypeTown Auto
KeyWord Property LocTypeSettlement Auto
Quest Property FOL_InnkeepScenes Auto
Quest Property FOL_BoyScenes Auto
Quest Property FOL_GirlScenes Auto
Location TmpLoc
Int DoSandbox

Actor theHorse
Bool DoSetup = TRUE
Bool SummonHorse
Bool SummonHorseInProgress
Bool SummonHorseReady
Bool WantsToRideHorse
Int AndunielFollowState
Bool PlayerSettled
int cTimer
float pDistance
int pdCount
int psCount
float pPosX
float pPosY
float pPosZ
float pAngleZ
Bool iSeeYou
Bool Property LocChanged Auto Hidden Conditional 

int __historySize = 8 ; remember to update the declarations if necessary
float[] __playerPosX
float[] __playerPosY
float[] __playerPosZ

Function OnInit()
	WantsToRideHorse = FALSE
	SummonHorse = FALSE
	SummonHorseReady = FALSE
	SummonHorseInProgress = FALSE
	PlayerSettled = FALSE
	cTimer = 0
	pdCount = 0
	psCount = 0
	DoSetup = TRUE
	DoSandbox = 0
	LocChanged = FALSE
	RegisterForLOS(PlayerRef, AndunielRef)
	;Debug.Trace("INIT monitorplayer")
endFunction

Function Setup()
	; float[x] size has to the same as __historySize = x
	__playerPosX = new float[8]
	__playerPosY = new float[8]
	__playerPosZ = new float[8]

	int count = 0
	while (count < __historySize)
		__playerPosX[count] = PlayerRef.X + 1000
		__playerPosY[count] = PlayerRef.Y + 1000
		__playerPosZ[count] = PlayerRef.Z + 1000
		count += 1
	endwhile
	DoSetup = FALSE
EndFunction

Function SetToNotMoving()
	int count = 0
	while (count < __historySize)
		__playerPosX[count] = PlayerRef.X
		__playerPosY[count] = PlayerRef.Y
		__playerPosZ[count] = PlayerRef.Z
		count += 1
	endwhile
EndFunction

Event OnGainLOS(Actor akViewer, ObjectReference akTarget)
	iSeeYou = TRUE
EndEvent

Event OnLostLOS(Actor akViewer, ObjectReference akTarget)
	iSeeYou = FALSE
EndEvent

;Event OnLocationChange(Location akOldLoc, Location akNewLoc)
;	LocChanged = TRUE
;	Debug.Trace("===: Location Change - function")
;	Debug.Notification("===: Location Change - function")
;endEvent

Event OnUpdate()
	;Debug.Notification("Updating MonitorPlayerScript ")
	;Debug.Trace("Updating MonitorPlayerScript ")
	;==================================
	;=== Reset the AllowChat global	===
	;==================================	
	if (FOL_AllowChat.GetValueInt() == 1)
		cTimer += 1
		if (cTimer >= FOL_ChatterPace.GetValueInt()) 
			FOL_AllowChat.SetValueInt(0)
			;Debug.Notification("Allowed to chatter again.. ")
			cTimer = 0
		endif
	endif

	AndunielFollowState = FOL_AndunielFollowState.GetValueInt()
	if ((AndunielFollowState >= 1) && (AndunielRef.GetAV("WaitingForPlayer") == 0))
		;Debug.Trace("===: Updating MonitorPlayerScript ")
		if (DoSetup)
			Setup()
		endif
		
		if (LocChanged)
			LocChanged = FALSE
			FOL_AndunielFollowState.SetValueInt(1)
			AndunielRef.EvaluatePackage()
			psCount = 0
			PlayerSettled = FALSE
			TmpLoc = PlayerRef.GetCurrentLocation()

			Bool StopInnQuest = FALSE
			Bool StopKidsQuest = FALSE
			if (FOL_InnkeepScenes.IsRunning())
				FOL_InnkeepScenes.Stop()
				StopInnQuest = TRUE
			endif					
            if (FOL_BoyScenes.IsRunning())
				FOL_BoyScenes.Stop()
				StopKidsQuest = TRUE
			endif					
			if (FOL_GirlScenes.IsRunning())
				FOL_GirlScenes.Stop()
				StopKidsQuest = TRUE
			endif
			if (TmpLoc != None)
				if (StopInnQuest == FALSE)
					if (TmpLoc.HasKeyWord(LocTypeInn))
						FOL_InnkeepScenes.Start()
					endif
				endif
				if (StopKidsQuest == FALSE)
					if  ((TmpLoc.HasKeyWord(LocTypeTown)) || (TmpLoc.HasKeyWord(LocTypeCity)) || (TmpLoc.HasKeyWord(LocTypeSettlement)))
						FOL_BoyScenes.Start()
						FOL_Girlscenes.Start()
					endif
				endif
			endif
			RegisterForSingleUpdate(1)
			Return
		endif
		;==============================================================
		;=== Setup Conditionals == No actual actions yet 			===
		;=== ONLY do this when she's in STANDARD follow mode "1"	===
		;=== even though she might be in follow sandbox mode,		===
		;=== she has to come out of that first by her self			===
		;==============================================================
		theHorse = Game.GetPlayersLastRiddenHorse()	
		if (theHorse && theHorse.GetPlayerControls())
			;=== Player IS on horse so anduniel wants to ride	===
			WantsToRideHorse = TRUE
		else
			;=== Player is NOT horse ===
			if (FOL_ForceRideHorse.GetValueInt() > 0)
				if (PlayerRef.IsInInterior())
					FOL_ForceRideHorse.SetValueInt(0)
					WantsToRideHorse = FALSE
					;Uh oH Player went indoors while she was on horse back the game does not move her to the interior
					;we have to do it manualy
					AndunielRef.MoveTo(PlayerRef)
				elseif (PlayerRef.GetWorldSpace() != Tamriel)
					;Debug.Notification("Not in tamriel")
					FOL_ForceRideHorse.SetValueInt(0)
					WantsToRideHorse = FALSE
					;Uh oH Player went out of tamriel while she was on horse back
				elseif (PlayerRef.IsInCombat())
					;Player is not on horse but is in combat
					WantsToRideHorse = FALSE
				else
					;Player is not on horse and not in combat but she was asked to ride so anduniel wants to ride
					WantsToRideHorse = TRUE
				endif
			else
				;player is not on horse and she was not asked to ride so anduniel does not want to ride
				WantsToRideHorse = FALSE
			endif
		endif
		;=== End Setup conditional

		if (WantsToRideHorse)
			if (GloryRef.IsBeingRidden())
				;... unreliable after fast travel ??
				;Debug.Notification("Glory is being ridden.")
				if (IsOnHorse == 0)
					;Debug.Notification("Glory is being ridden.")
					IsOnHorse = 1
					; switch to FOL_AndunielRideCombat AI package  
					AndunielRef.EvaluatePackage()
				endif
			else
				;Debug.Notification("Glory is NOT being ridden need mount")
				if (SummonHorseInProgress == FALSE)
					;Debug.Notification("NOT Summon Horse in progress")
					if (GloryRef.IsInInterior())
						;Horse is in dummy cell. ;need to summon horse.
						SummonHorse = TRUE
					elseif (AndunielRef.GetDistance(GloryRef) > 300)
						;horse is to far away. need a summon
						SummonHorse = TRUE
					endif
				else
					;Debug.Notification("Summon Horse in progress")
					if (GloryRef.Is3DLoaded())
						;Debug.Notification("Horse Model is loaded")
						; Wait for actual model to be loaded into game
						SummonHorseReady = TRUE
						SummonHorseInProgress = FALSE
					endif
				endif

				if (SummonHorse)
					;Debug.Notification("Andie Summon Horse")
					;Move the horse to anduniel
					GloryRef.MoveTo(AndunielRef, 32, 0, 0)
					SummonHorse = FALSE
					SummonHorseReady = FALSE
					SummonHorseInProgress = TRUE
				endif

				if (SummonHorseReady)
					;Debug.Notification("Andie mounting horse")
					; Horse is loaded and ready, Start mounting. (aka activate)
					GloryRef.Activate(AndunielRef, TRUE)
				endif
			endif
		else
			if (GloryRef.IsBeingRidden())
				;Debug.Notification("Glory is being ridden need DISmount")
				if (IsOnHorse == 1)
				;Debug.Notification("Andie Dismounting horse")
				;Dismount when on horse (aka activate again)
				GloryRef.Activate(AndunielRef, TRUE)
				endif
			else
				if (IsOnHorse == 1)
					SummonHorse = FALSE
					SummonHorseReady = FALSE
					SummonHorseInProgress = FALSE
					IsOnHorse = 0
					;switch to FOL_PlayerFollowerPackage AI package
					AndunielRef.EvaluatePackage()
				endif
			endif
		endif

		;==========================================
		;=== Setting up sand box conditional
		;===
		;==========================================
		TmpLoc = PlayerRef.GetCurrentLocation()
		if (TmpLoc != None)
			if (TmpLoc.HasKeyWord(LocTypePlayerHouse) || TmpLoc.HasKeyWord(LocTypeInn) || \
				TmpLoc.HasKeyWord(LocTypeStore) || (FOL_AndunielHomeMarker.GetParentCell() == PlayerRef.GetParentCell()))
				; Do SandBox even when player is moving or sneaking
				DoSandbox = 2
			elseif (TmpLoc.HasKeyWord(LocTypeHouse) || TmpLoc.HasKeyWord(LocTypeCastle) || TmpLoc.HasKeyWord(LocTypeTemple) || \
					TmpLoc.HasKeyWord(LocTypeCity) || TmpLoc.HasKeyWord(LocTypeTown) || TmpLoc.HasKeyWord(LocTypeSettlement))
				; Allow sandbox when idle.
				DoSandbox = 1
			else
				; Do not sandbox at all.
				DoSandbox = 0
			endif
		else
			;=== No location found ???
			; Do not sandbox at all.
			DoSandbox = 0
		endif
		
		
		if (PlayerRef.IsInCombat() == FALSE)
			bool switchedPackageConditions = FALSE
			if ((DoSandbox == 2) && (AndunielRef.GetParentCell() == PlayerRef.GetParentCell()))
				if (PlayerSettled == FALSE)
					switchedPackageConditions = TRUE
					FOL_AndunielFollowState.SetValueInt(3)
					psCount = 0
					;Debug.Trace("===: DoSandbox = 2 -> PlayerSettled - Sandbox")
				endif
				PlayerSettled = TRUE
			elseif (DoSandbox == 1)
				;==========================================
				;=== Trace players movement	for idle	===
				;=== Sandbox when player does not move	===
				;==========================================
				; cycle all positions down one notch in the history arrays
				int historyIndex = 0
				while (historyIndex < __historySize - 1)
					__playerPosX[historyIndex] = __playerPosX[historyIndex + 1]
					__playerPosY[historyIndex] = __playerPosY[historyIndex + 1]
					__playerPosZ[historyIndex] = __playerPosZ[historyIndex + 1]
					historyIndex += 1
				endwhile
				; set the most recent history as the current player position
				;Actor _player = Game.GetPlayer()
				pPosX = PlayerRef.X
				pPosY = PlayerRef.Y
				pPosZ = PlayerRef.Z
				__playerPosX[__historySize - 1] = pPosX
				__playerPosY[__historySize - 1] = pPosY
				__playerPosZ[__historySize - 1] = pPosZ
				
				; check current position against oldest history point if we're in follow mode
				; calculate distance between history start and present
				;    sqrt((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)
				float xFactor = (__playerPosX[0] - pPosX)
				float yFactor = (__playerPosY[0] - pPosY)
				float zFactor = (__playerPosZ[0] - pPosZ)
				;float distance = Math.sqrt(xFactor + yFactor + zFactor)
				float distance = yFactor * yFactor
				distance += xFactor * xFactor
				distance += zFactor * zFactor
				; if the player has moved less than the defined settle radius,
				;   set the flag that the sandbox package is looking for.
				if (distance > SettleRadius)
					;Debug.Trace("===: PlayerMoving")
					if (PlayerSettled)
						IsUsingSpecial = FALSE
						switchedPackageConditions = TRUE
						FOL_AndunielFollowState.SetValueInt(1)
						psCount = 0
						;Debug.Trace("===: MPS-> PlayerMoving - Stop Sandbox")
					endif
					PlayerSettled = FALSE
				else
					;Debug.Trace("===: PlayerSettled")
					if (WantsToRideHorse || (IsSitting && IsUSingSpecial == FALSE) || (PlayerRef.IsSneaking()))
						if (PlayerSettled)
							;======================================================
							;=== Player is settled BUT, she wants to ride horse	===
							;=== or player is sitting. takes precedence			===
							;=== force back to follow state "1"					===
							;======================================================
							switchedPackageConditions = TRUE
							FOL_AndunielFollowState.SetValueInt(1)
							;Debug.Trace("===: MPS-> PlayerSettled when sitting")
						endif
						PlayerSettled = FALSE
					elseif ((PlayerRef.GetDistance(AndunielRef) < = 1024) && (PlayerRef.IsSneaking() == FALSE))
						;==============================================================
						;=== Sandbox when player doesn't move for a while			===
						;=== Only when NOT wants to ride horse, player NOT sitting	===
						;==============================================================
						if (PlayerSettled == FALSE)
							switchedPackageConditions = TRUE
							FOL_AndunielFollowState.SetValueInt(3)
							psCount = 0
							;Debug.Trace("===: MPS-> PlayerSettled - Sandbox")
						endif
						PlayerSettled = TRUE
					endif
				endif
			else
				if (PlayerSettled)
					IsUsingSpecial = FALSE
					switchedPackageConditions = TRUE
					FOL_AndunielFollowState.SetValueInt(1)
					psCount = 0
					;Debug.Trace("===: DoSandbox = 0 - Stop Sandbox")
				endif
				PlayerSettled = FALSE
			endif
	
			; only do the EVP if we've actually changed the value
			if (switchedPackageConditions)
				AndunielRef.EvaluatePackage()
			endif
		
			;==========================================
			;=== Keep track of distance to player	===
			;=== And teleport when to far away		===
			;==========================================
			if ((PlayerRef.GetCurrentScene() == None) && (IsOnHorse == FALSE) && (AndunielFollowState == 1))
				pDistance = PlayerRef.GetDistance(AndunielRef)
				if (PlayerRef.IsInInterior())
					if (pDistance > 1024)
						pdCount += 1
					else
						pdCount = 0
					endif
				else
					if (PlayerRef.GetAnimationVariableBool("bIsRiding") && (WantsToRideHorse == FALSE))
						;debug.notification("IS RIDING A DRAGON")
						pdCount = 0
					elseif (PlayerRef.GetWorldSpace() == WhiterunDragonsreachWorld )
						pdCount = 0
					elseif (PlayerRef.GetCurrentLocation() == KilkreathRuinsLocation)
						pdCount = 0					
					else
						if (pDistance > 1200)
							pdCount += 1
						else
							pdCount = 0
						endif
					endif
				endif
			endif
			if (pdCount > 3)
				if (iSeeYou == FALSE)
					pAngleZ = PlayerRef.GetAngleZ()
					pPosX = -256 * math.sin(pAngleZ)
					pPosY = -256 * math.cos(pAngleZ)
					AndunielRef.MoveTo(PlayerRef, pPosX, pPosY)
					;debug.notification("teleport")
					pdCount = 0
				endif
			endif

			;======================================================================
			;=== Sit when player sits after 2 iterations ... ignoring crafting	===
			;======================================================================
			if (IsUsingSpecial == FALSE)
				if (PlayerRef.GetSitState() > 0)
					if (psCount >= 2)
						if (IsSitting == FALSE)
							IsSitting = TRUE
							AndunielRef.EvaluatePackage()
							;Debug.Trace("===: MPS -> eval package go sit")
						endif
					endif
					psCount += 1
				else
					if (IsSitting)
						IsSitting = FALSE
						AndunielRef.EvaluatePackage()
						;Debug.Trace("===: MPS-> eval package do not sit")
						psCount = 0
					endif
				endif
			endif
		endif
	endif
	RegisterForSingleUpdate(UpdateInterval)
EndEvent

Borderlands 2 SHIFT Codes

SHIFT Codes for Borderlands 2

Here’s a list of shift codes I found all over the net.
PC Codes only !! (NO xbox or ps3)

Golden Keys
_________________________________________________________________________
30-10-2013

5BCJJ-5SHZ6-SXCK3-3TJ3J-BX39H <- 5 Golden Keys

27-10-2013

CJKB3-HSK6R-WJHJ3-3TTTJ-SHZSZ <- 3 Golden Keys
CBW3T-TTXRR-CTZJB-33TB3-Z39ZS <- 3 Golden Keys

13-10-2013

5TC3J-3Z9HX-SXKCJ-BT3TT-B9WZZ <- 5 Golden Keys

10-10-2013

KT5BJ-THKRF-W3SBT-3TBBJ-HZWFH <- 3 Golden Keys
W353J-WC6ZR-9XK5J-3BTJT-CXF5J <- 3 Golden Keys

25-9-2013

5353T-SRH9F-96W53-3TBTB-FXHF9 <- 5 Golden Keys

18-9-2013

KTC3J-XBZK6-C3HT3-BBTB3-J9KXK <- 3 Golden Keys
CBCB3-FX9H5-KTZJT-B3JJ3-6F335 <- 5 Golden Keys
CTKJB-CBHC6-5JZBT-J3J33-9Z9JH <- 3 Golden Keys
W3KJ3-ZXSH5-53ZJB-TJB3T-CK559 <- 5 Golden Keys

14-9-2013

5TKJJ-5THRC-XZZ3-J33J33-TSZSC <- 5 Golden Keys
WJCBB-SSFFC-XH93J-BJTBT-Z66ZW <- 5 Golden Keys

5-9-2013

KJWB3-6RXRC-CKR5B-H3WB3-WZRF5 <- 5 Golden Keys
CJCJ3-B6XXC-CK6WT-HTWTB-5SSW5 <- 5 Golden Keys
WB53J-KRRXW-5KXCB-STKTT-XC5BR <- 5 Golden Keys
CTC3J-KR9H5-WTZ3T-TJ3TB-6SRRJ <- 5 Golden Keys

18-8-2013

KBC3J-95WXF-WBSBT-TTJJB-KTC6K <- 3 Golden Keys
K3WJT-BFBRW-S5RTT-TBBB3-9XWZ5 <- 5 Golden Keys
KBWJJ-WTXB9-C59J6-WFBTJ-TK6BJ <- 1 Golden Key
W3WJ3-3JXTT-6RW5T-SB53B-XJBX9 <- 3 Golden Keys
WTC3B-Z5ZWC-HW6JT-JJJBJ-9FWXR <- 1 Golden Key
K3K33-3W9JT-6XJJT-TB3JB-HWZZF <- 5 Golden Keys
5BKBB-TXWS5-WX3BB-TBT33-3SHSB <- 1 Golden Key
WTCBB-H5WHC-5F3T3-TBT3T-HR6TJ <- 1 Golden Key
WT5TB-XC5ZC-CX3T3-BBT3B-B35WB <- 5 Golden Keys
KJ5BT-FBKSK-KXJ3T-3BTJT-FJX5C <- 1 Golden Key
5T5B3-CWJSK-KRTJT-TTJJT-9HW63 <- 1 Golden Key
CTWTB-JTBW5-KFTTT-JTB33-JTBWB <- 1 Golden Key
WTCJ3-SHH3K-KFJT3-JBJ3J-H5965 <- 1 Golden Key
KTCJJ-FHZJW-W6JJB-TTBTJ-R9WWJ <- 1 Golden Key
KB53J-RW5XX-539BT-BJT3J-CC55T <- 3 Golden Keys
5TWJ3-KS6CR-C3Z3B-BJBBB-653JZ <- 3 Golden Keys

__________________________________________________________________________

Legendary Items Best to redeem at levels above 50. Will expire September.

5TCJT-FW6XX-W3SJJ-333JT-SKWT9 <- legendary items and shot gun

__________________________________________________________________________

B&B Class mods (will be leveled to the first character you load)
Redeem all and trade with others. Or sell them off.

WJWJ3-FXC33-KT3CR-KR33J-J9B35 <- for Maya (Siren)
5JKBJ-K9WHW-WBZTJ-T3TTB-TW9HR <- for Axton (Commando)
WJKBB-KXC3J-5BBCR-5X33J-XZ6RZ <- for Salvador (Gunzerker)
CBWJ3-S5CJ3-WTTCF-WX333-9STBF <- for Zer0 (Assasin)
WTCJT-J653B-C3TKF-5X333-F6JRH <- for Krieg (Psycho)
W3C3B-5JRZC-WJH33-JBJJB-9S6CJ <- for Gaige (Mechromancer)

__________________________________________________________________________

Only useful for “Tiny Tina’s Assault on Dragon Keep” DLC
However you can just redeem them and sell them off for 600 some credits each.

CBKBB-ZHJC6-SWHJT-JJ3BB-3CXHS <- Head skin for Psycho
KJKJT-WHBKX-HC9BT-TJBJ3-XJFSJ <- Head skin for Commando
CBKBJ-6ZJW6-HKH3T-B3T33-F5ZRS <- Head skin for Mechromancer
CT5BB-XTW5X-9CSBT-3BTTJ-FT5X5 <- Head skin for Assassin
KTC3T-WTW5F-ZCHB3-BT3B3-XJ9WR <- Head skin for Siren

__________________________________________________________________________

Expired as of 17-8-2013

5T5JT-CZZW6-5BHTJ-BJJ33-TZS6S
CJ5BT-KJ3ZW-HHKCT-ZBW3J-3F3ZK
CBCTT-BZF5R-KT93B-3TBJ3-H96HJ
53C33-9R6CX-5B933-BT33T-9X5WH
5T533-9R95X-C39T3-3T3JB-SZZ96
W3WBB-JS9W6-W3HTT-JT33J-5BFXB
WJKJB-C6ZCF-CTZTJ-BBT3J-T9RF6
CJWTB-FF9KX-K3H33-TJJ33-JJHTH
5BCBJ-BRH56-WT9BJ-BJTTB-CSW9B
CT53T-RCSWX-CJHTB-B33B3-K63KC
WT53B-ZCZKR-KJSBT-3TTJJ-JB9CJ
CJWTJ-RFXWF-53ZJT-BTT3J-RSW3W
5JW3B-WX6W6-CT9TB-B3TBT-J9J6C
WTW3J-39F95-ZZKKJ-9TKT3-Z3HBT
5BKJ3-BFXCF-C3SJ3-J3BBB-JCF5B
KTWJJ-XWTW5-BSFTB-BJT3T-SHF5F
K3WTT-WCCFF-C3HTJ-T3JBJ-RR6X3
WJ5B3-JW56X-5393T-JTTJJ-T5Z6T
WJ5J3-3KFWX-WTH33-BJJT3-3FK96
53WBT-ZJ6CR-WJHT3-J3JJB-BX9FZ
W3C33-JBXC6-WBZJJ-333JT-XHSHX
CTWBJ-BXHSC-WBHJB-B3BBT-JJ5R9
5T5T3-9BW6R-WJHBJ-TJJJT-WFXRR
W3WBJ-SC9HC-C3Z3J-3B3TJ-RS3HJ
KJ533-5FCFC-HKR33-JBTJT-SS3FB
KT5JJ-9JBKC-TS63T-J3J3J-96WBW
KJWTJ-WWBR5-9KR3T-3B33J-53WFS
CB5JJ-X3JC5-TSXTT-J33BJ-SRK59
WBKTB-K3J5W-3ZXJ3-3JTTT-B6XTT
WJW3B-W5BK5-JHFBT-T3J33-JK3TT
WBWJT-STBXC-9K6T3-3BJJJ-CHW5W
W35JT-TBT55-JSRJB-JTBJ3-33ZKX
53WTT-99HJW-J9FJ3-3JTJT-XTHZR
K3C3T-XHSTK-3ZXJB-TTJJ3-ZH3XJ
K3WB3-ZRZ3C-TSRTJ-TTB3T-SS36K
WJ5BB-JRZT5-3SFBT-T33JT-R9KTH
5JKJJ-XCZJW-BS6JT-JTB3B-ZSW56
WB5TJ-J5BCC-BHXJB-J3BTJ-RRFHK
5J5BJ-WF9JK-JS6J3-JBJTT-CF3B3
KBCJ3-F6ZBK-B96T3-JBJT3-TCX9T
C3WJ3-6B3FC-Z5XT3-B3J3B-KH669
CB5JJ-CCH35-JSFJB-T33BT-RKCRW
53K33-3W9JC-3ZFJT-J33TJ-BWBBW
KBCJT-JJJ6W-9WXJB-BTBTJ-XJWTF
CT53B-K3BX5-H5FTB-BTT3J-J995C
KBCTT-5JSTW-3SXJ3-BBTT3-RTTK6
5TK3B-Z9SWC-SWRT3-TJ33T-HZW3B
CJC33-F9Z5C-ZCRJJ-JB3TT-J5HSR
W35JB-XT66C-ZWFBT-3TTT3-H9F6F
WT533-J99WW-ZC6JJ-TBJT3-SWKTB
CTKTJ-WHSKC-Z56BJ-BTB3B-9C6FT
WJ5JT-9KK6K-SCRB3-TBT3B-J5R96
53K3B-WK56C-SWF33-BJ3J3-WCBHC
5JC3B-HRS5W-HC6B3-J3TJJ-ZRCKB
KJ5BT-FX9CW-H5XJ3-TTJBB-WH559
WTCBJ-TWCRW-S56T3-TJTBJ-BTT3R
K3CBT-CT56C-ZC6TT-3BTTT-WJTRS
CBWTT-JT5R5-95R33-T3BBJ-HHZ65
K3KJT-6HRT5-BHRTT-3BBTJ-RBWJ9
KBWTT-SZJF5-SCF3J-BBJJ3-HTCHZ
WTWT3-CXSKC-9KFT3-TBBJT-ZX5FF
CBC3B-5ZTF5-9WR3J-TTJJT-3K5K5
53WJJ-THTXW-HWRTJ-3TJBT-53R6S
KTCBJ-C9RTC-BSFTJ-33TT3-FBWHF
KB53J-ZFBR5-HWRTB-T3TTB-RFJFR
K35JT-B3FXC-ZCFJB-BTTBB-CFHRT
KJWJ3-SCBFK-S5F3J-JBBB3-BHCJ3
K3WTJ-TXZWW-SCRJJ-33BTJ-933ZS
WTWT3-596CW-ZKF33-TJ333-9JSRZ
W3CJJ-BZR5C-ZK6T3-TT3TT-JS6T3
W3CTB-HXR5W-S56B3-TTB33-SXTXF
C3CBT-RC3XW-9WF33-BTJ3T-SB99J
CB5BB-XF65C-ZKXTT-TBBBT-TRKJZ
53WTB-S9XKW-SWFT3-TJBJB-FWWZW
C3WBT-C6F5C-HCRTJ-3J3BT-C96ZW
CTWBT-X5ZWC-9WRB3-BJ3B3-RWF96
KBCBB-BFFWC-HKXBT-3TBTJ-9XZ3C
C35TB-ZWFCW-HCF3T-TTBTJ-RHWT6
53KJ3-CK9W5-Z5XB3-T3BJT-969KW
KTKB3-TCZC5-9W6JT-BJBTB-6ZHTS
5B533-HJZKC-SKX3J-BBTBB-HBCBK
C3W3B-6B95C-SWFJJ-B3BJJ-5C6XJ
CTCBJ-CK6KW-SCF33-TJJJT-WB3CB
5TCTJ-XC3S5-C6JJT-3JTTT-HFBW9
W3KTT-ZW39K-56TJ3-J333T-X9FKH
K3KJ3-3RT95-KXB3B-BBTBT-CB6KH
C3C3J-KFTHW-WX3JJ-3BTJ3-ZR6B9
WTKT3-BSJSK-5XBTT-B333T-963SF
WTKB3-Z5RCF-C3ST3-JB33J-9JST9
CB5JB-WBHK9-5CHT6-KXB3B-TBJSX
CBKB3-3BKH9-XB3J3-BJB3B-H53CK
CBK3B-5JCH9-RB3BJ-BBTBB-T6FCR
WTKJJ-566JC-WXJT3-BTJT3-6BTBH

Happy gaming 🙂