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Psychotic
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quote:
Originally posted by Siesta Guru
I can't ill need hardcoding for that Mad

Never mind then, it doesn't make much of a difference.
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The Old Ye Bard
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In the dream quest it makes it so you can't use magic, maybe you could look at how they did it. Also the reason why they can't use inventory, magic and rings is that is how werewolfs in TES have worked in previous games.
30.10.2006 05:44 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
In the dream quest it makes it so you can't use magic, maybe you could look at how they did it.

I'm not sure that goes for scrolls too.
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Well I think the dream quest creates a copy of the player, this copy starts with nothing on him, the copy can use spells but since he has no way of obtaining them while in the dream (ill test if player can cast things when adding spells via
console) However when running through cyrodill as a werewolve you can obtain spells (unless you disable any way of gaining spells while being werewolve, which is way too complicated)

I think the best bet is draining magicka, ill try finding another way but I'm sure you can't completely disable the inventory/spells.

Hmm maybe theres a way to force a player into selecting a spell which has no effect.. dunno

Edit: Yes this might work! Theres a selectplayerspell command, calling it every frame means the player will never be able to cast his spell :D

Edit2: Woot it works! no more magic for werewolves Rocking Banana (no spells at all, no scrolls, no greaterpowers)

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This post has been edited 3 time(s), it was last edited by Siesta Guru: 30.10.2006 16:13.

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Woohoo, nice one SiestGuru, that will stop those mage wolves in their tracks!
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quote:
Originally posted by Siesta Guru
Well I think the dream quest creates a copy of the player, this copy starts with nothing on him, the copy can use spells but since he has no way of obtaining them while in the dream (ill test if player can cast things when adding spells via
console) However when running through cyrodill as a werewolve you can obtain spells (unless you disable any way of gaining spells while being werewolve, which is way too complicated)

I think the best bet is draining magicka, ill try finding another way but I'm sure you can't completely disable the inventory/spells.

Hmm maybe theres a way to force a player into selecting a spell which has no effect.. dunno

Edit: Yes this might work! Theres a selectplayerspell command, calling it every frame means the player will never be able to cast his spell :D

Edit2: Woot it works! no more magic for werewolves Rocking Banana (no spells at all, no scrolls, no greaterpowers)


That greats Good job!

So what do we need to do now? I'm guessing that you need to work in the Vamp stuff (not being able to contract the Vamp disease when werewolf, and other way around so you will have to give the Vamp 100% immunity to the werewolf disease). Also you need to script the Werewolf diesease into the game, everynight playing a video (it will force sleep onto the player) and the last night is the first tranformation, where it goes into the Farm fight thing, found in Liquid Cheeses thread.
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Well currently I'm trying to get a bug fixed, I'm using a werewolve model now and it doesnt always appear =/ soemtimes ill be a floating wolve head instead of a wolve :lmao:

Next up is making sure that whenever I transform the guards and npcs wont just stop chasing me :)

As soon as I implement a way of obtaining the disease (and doing somehting smilar as the vampire disease does) ill make sure you cant have the two diseases at the same time.

Edit: ow btw how is the player supposed to get werewolvism? Is it a scripted event or do you get it by getting bitten by a werewolve?

Edit 2: I'm getting a very strange bug where the bodysuit (helms fine) doesnt get equipped the second time it should. The player becomes invisible though =/

Edit3 (why cant I post more then once Tongue ): Bug is fixed and found a way to not let the player gain werewolveism when a vampire (or having the vampire disease) Working on other way around now
Why am I giving so much updates? Its not like you care Wink

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This post has been edited 3 time(s), it was last edited by Siesta Guru: 30.10.2006 20:32.

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Psychotic
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quote:
Originally posted by Siesta Guru
Edit: ow btw how is the player supposed to get werewolvism? Is it a scripted event or do you get it by getting bitten by a werewolve?

The official name of the werewolf disease will be "Lycanthropy". :) You can get infected in the same way you can contract vampirism, by having a chance (a chance of around 50%) of getting infected every time a werewolf hits you.
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quote:
Originally posted by Psychotic
quote:
Originally posted by Siesta Guru
Edit: ow btw how is the player supposed to get werewolvism? Is it a scripted event or do you get it by getting bitten by a werewolve?

The official name of the werewolf disease will be "Lycanthropy". :) You can get infected in the same way you can contract vampirism, by having a chance (a chance of around 50%) of getting infected every time a werewolf hits you.


The official name of the Diesease is Sanies Lupinus, which is the name from Lore, found in Daggerfall and BM.

Vampirism works differntly (the scripts,etc) as there is specail commands specific for it, making our scripts for Werewolfs and Beths Scripts for Vamps quite differnt.
31.10.2006 03:41 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
The official name of the Diesease is Sanies Lupinus, which is the name from Lore, found in Daggerfall and BM.

Ok, Sanies Lupinus it is.

quote:
Originally posted by The Old Ye Bard
Vampirism works differntly (the scripts,etc) as there is specail commands specific for it, making our scripts for Werewolfs and Beths Scripts for Vamps quite differnt.

My point remains the same, you should have a chance of ##% to get infected every time a werewolf hits you.
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Hmm I use lycanthropy for when you are a werewolve and sanies lupinus for when you still got the disease, getting the disease will happen jus tlike every other disease, you add it to a creature and theres a random chance the plar will get it.


Player becomming werewolve after 3? days of having the disease
Adding texts just like the vampire texts (dreams) cant do this myself
People behaving correctly when your a werewolve (any dialogue/ai experts?)
Balancing (needs playtesting)

There might be more things buti cant thinlk of any.. hmm lets take a look at ur list:

Negate infection of Vampirism - done Check
Starts the Werewolf questline - extremely easy, ill just need the quest
Change at set times - Done Check
Must kill prey during time when a werewolf, otherwise when the PC wakes up he finds that his health has been damaged (Not meaning his health has gone down, but the maxium mount he has got goes down) - I got some system done, its no exactly like what you said though Check

It must fource equip the body suit when in werewolf form - Done Check

It must disable the inventory when in werewolf form - Cant be done, I'm sorry

It must disable magic when in werewolf form - Done Check

It must disable being able to pick things up - CAnt be done

It must change the values of certain atribute - Done Check

It must force PC into third person - Cant be done

If the PC turns into a werewolf or back into his normal form while a person is watching the PC must be treated as a werewolf when in public (sort of the same as when vamp). - Working on it (people will try to kill the foul beast)

The PC cannot be infected with Lycanothry when a Vamp - Done Check

When in Werewolf mode people should instantly try and kill you - Done Check

I think I might of missed a few more things, so anyway scripters feel free to try and get all of these effects working. Use the daedric armour as a stand-in for the werewolf body suit. Also I forgot to mention that we will need some new hand-to-hand animation while in werewolf mode as punching your enemy doesn't seem to smart Wink - I use a wolfbodysuit (no permission asked yet), Ill need a new animation indeed but for a weapon not handtohand (rage system cant detect killing without a weapon, of course you could make some spell that would allow the werewolve to feast on a dead corpse)

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 31.10.2006 17:04.

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Psychotic
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I love the smell of progress in the morning... well it the evening here actually. :D

So is there no way to calculate when a full moon appears? The times when you are forced to become a werewolf will mostly depend on this. If there is no way we will just have to compromise and make forced transformations happen once every week.
3 days after the infection for the first forced transformation was the way it was done in BM I think, so that's ok.

The dreams will be video sequences or cut scenes if there is a way to script that.

I think some people (commoners for example) should simply flee in terror if they see you in werewolf form. I think I've seen this done in the "Ghostly Visage" spell form "PJ's Spell Compendium" mod.

A spell for feasting on corpses sounds fine, though we need a way to include new hand-to-hand animations and make the player unable to wield a weapon at the same time.

This post has been edited 1 time(s), it was last edited by Psychotic: 31.10.2006 19:00.

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The Old Ye Bard
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For the new animations I think that it might be best to create a new race and change the hand-to-hand animations to the new one so we don't get problems, also change all of the sounds of this race to new werewolf sounds, like growling and howling, etc. At the moment I believe you have just copied the player, but because you don't see his face it doesn't really matter. Use the Imperial or something as the race to modify (meaning making a copy then changing the stuff) also by doing this you can change the atributes of the Race so it would be possible to Make NPC werewolfs. For the "Running" animation of the Werewolfs it would be best to force the PC into sneak and then put the speed up higher then like say 100, probably 120 or something. Even though it may not look the best it is better then making the PC run normally because of the stance and the way the arms and legs move. Also it seems logical that while in Werewolf mode the PC would be more sneaky anyway and it gives the PC a bonus at the same time.
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Actually I'm just scripting something while I have no clue when these transistions are supposed to happen :) Currently I force transitions every night between 0 am and 6 am and have no way to use a spell fortransformation yet. Not that hard to script one.. takes around 5 minutes

I think you gotta see the running werewolve before you say anythign about it its not that bad actually =)

Npc werewolves aint that hard actually... just make a duplicate race change the sounds and let that guy wear the bodysuit aswell

Fleeing in terror.. done already Check (currently there confidence goes down to 25 but I change it to 0 of thats betetr)

Why not use a invisible weapon as I do now? Because of wrong experience?

Edit: You know ill jsut give you a v 1.0 version soon, so you can jsut playtest it and give comments based on whats there not what you think there is :D

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This post has been edited 2 time(s), it was last edited by Siesta Guru: 31.10.2006 19:27.

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Weapon animation will look 2X as bad, Irecon if we could un-animate the fingers of the body sit it would make the hand-to-hand animations look better as it would seem that the Werewolf is "clawing" thier enemy. However the fingers would not move which is a shame.
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Ah well I'm not an animator, maybe your right Yes As for now il lstick with a weapon since that seems to be the most reasonable way of tracking kills (remember not being able to cast spells, well thatll count for feedingbody spells as well, there can be only one spell thats used and I think we should use a transform to human spell there.)

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Hmm while trying to remove some message spam I've bumped into a straaange nug =/ pieces of armour that are still equipped but dont take slots anymore (or atleast it looks like that) I wonder if its usefull

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Like an "armor token?"

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If we use a new race because of the animations and sounds then better just use a creature as I suggested previously, that will probably fix the inventory problem as well.
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quote:
Originally posted by Psychotic
If we use a new race because of the animations and sounds then better just use a creature as I suggested previously, that will probably fix the inventory problem as well.


A new creature would either mean not being able to use attacks, or having to use OBSE, which I won't stand for, and even then it still doesn't solve the inventory function.

The new race option is still a lot better.
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I think he means a creature for the npcwerewolves instead of a race, the player will just stay the player

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quote:
Originally posted by Siesta Guru
I think he means a creature for the npcwerewolves instead of a race, the player will just stay the player


no he doesn't as he mention the Inventory and only the PC has an inventory Wink (in the sense of the problem)
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I've got the basic system to work :D (not every item on the list since they are or undoable or need obse)

Its hard to list everything thats implemented at the moment since its a lot of thingys, within 2 or 3 days ill release a v 1.0 of this addition so you can tweak the balancing of it (it sucks atm), and ofcourse report any bugs found and other things you dont like Yes

The current version has 582 script lines and as far as I know no bugs in it Dancing Banana

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quote:
Originally posted by Siesta GuruThe current version has 582 script lines and as far as I know no bugs in it Dancing Banana

Smells like a Fishy Stick to me... :D

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Siesta Guru...


:D

quote:
Originally posted by The Old Ye Bard
The new race option is still a lot better.

So what you're saying is that the player will be "transformed" into this new race (by the script) when the body suit is forced on him?

This post has been edited 1 time(s), it was last edited by Psychotic: 02.11.2006 02:26.

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Ha! I knew it! Gratz SG! Good job!

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quote:
Originally posted by Psychotic
Siesta Guru...


:D

quote:
Originally posted by The Old Ye Bard
The new race option is still a lot better.

So what you're saying is that the player will be "transformed" into this new race (by the script) when the body suit is forced on him?


We are already changing the PC into a differnt NPC(though it looks exactly like him), changing him into a new race means we can put new sounds onto him, but the body suit will still go over him so really it could use the Imperial model. This really is a quick and easy fix for the sounds and atributes etc, also it means when we are making other werewolves they can use this race (the body suit will still need to be equiped manually).
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Waht you mean with we are changing the player? Currently its just theplayer tat wears the bodysuit, not a npc =/

Edit: Bodysuits dont have to be quipped manually =/

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 02.11.2006 09:27.

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Hello I have a question, I cant seem to figure why the following script aint working Confused Its supposed to show a animation of the player transforming into a werewolve by fading the player out and a werewolve model in at the same moment ( a npc with wolvesuit) Heres the script:

;--------------------------------------------------
scn 1SKxxGUxTransformAnimationHW

Float Timer
Float fQuestDelayTime
ref Copy
short stage


begin gamemode

if stage == 0
set fQuestDelayTime to 0.001
set stage to -1
animationwerewolve.moveto player


endif

if Timer < 4
set Timer to Timer + GetsecondsPassed
endif

if Timer <= 0.5 && stage == -1
DisablePlayerControls
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 1
elseif Timer <= 1 && stage == 1
player.removespell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.disable
set stage to 2
elseif Timer <= 1.5 && stage == 2
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 3
elseif Timer <= 2 && stage == 3
animationwerewolve.disable
player.removespell 1SkxxGUxTempInvisibilityAnim
set stage to 4
elseif Timer <= 2.5 && stage == 4
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 5
elseif Timer <= 3 && stage == 5
animationwerewolve.disable
player.removespell 1SkxxGUxTempInvisibilityAnim
set stage to 6
elseif Timer <= 3.5 && stage == 6
player.addspell 1SkxxGUxTempInvisibilityAnim
animationwerewolve.enable
set stage to 7
elseif Timer <= 4 && stage == 7
animationwerewolve.disable
player.removespell 1SkxxGUxTempInvisibilityAnim
Player.PlaceAtMe SKxxGUxWolveClaws
Player.PlaceAtMe SkxxGUxWolveHead
Player.PlaceAtMe SkxxGUxWolveShield
Player.PlaceAtMe SkxxGUxWolveSkin
EnablePlayerControls
StopQuest SKxxGUxTransformToHumanAnimation
endif

end
;------------------------------


Sometimes I can see the head of the model sticking through the floor but its supposed to stand at the spot where the player is also standing =/ Does anyone know how I can get the npc to go to the players spot (setpos didn't work either)

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02.11.2006 22:07 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
Qxzyz
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What happened with Get/SetPos? I mean, was it off a little bit or did it just not work at all?

Also, MoveTo wasn't useful?



Pardon my n00bage: why PlaceAtMe instead of Player.AddItem? The player will wear the items, right?

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Umm the placeatme is kindda complicated it involves a way of getting the items without message spam, there are easier ways but this is the most realiable (theres a second script to place em in the inventory and equip)

Getpos set pos gave exactly the same resuslts as moveto, the npc was close to the player (below, and behind the player) but not at the exact spot.

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quote:
Originally posted by Siesta Guru
Umm the placeatme is kindda complicated it involves a way of getting the items without message spam, there are easier ways but this is the most realiable (theres a second script to place em in the inventory and equip)

Ah. Explained

quote:
Originally posted by Siesta Guru
Getpos set pos gave exactly the same resuslts as moveto, the npc was close to the player (below, and behind the player) but not at the exact spot.

This might be due to the collision on the PC still being active...hmmm...I'll look into that, but (more importantly) I'll see what I can find out about MoveTo PC position in general...





Edit: This might be helpful...calling MoveTo then SetPos for the same thing in the same script block seems to allow people to have items float in the air, so we should be able to modify this for our purposes (meaning we'll need float xpos, float ypos, float zpos, & float zrot)...

code:
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short relocate
float pos

begin gameMode

    if ( condition )
        actorREF.moveTo player
        set relocate to 1
    endif

    if ( relocate == 1 )
        set pos to actorREF.getPos z
        actorREF.setPos z pos
        set relocate to 2
    endif

end


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This post has been edited 3 time(s), it was last edited by Qxzyz: 03.11.2006 00:06.

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Hmm it looks exactly the same as something I tried before, but ill try this aswell

Edt: ried it and different variation on it, it just didn't work Mad hmm no animation then

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 03.11.2006 10:03.

03.11.2006 09:20 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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Balls. I'll keep digging...

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Well no animations were the player swaps places with a werewolve npc that is.. I'm currently shooting a damage fatigue spell at the player, it looks better then nothing.

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Check this out

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Thats pretty intresting, but doesnt polymorph make use of obse?

Or do you mean something else, if you do please tell me what since large scripts I havent written confuse me Eek 1

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Sorry -- just wanted to point out the discussion of the Wabbajack script...I should have been more clear. :D Perhaps that script is useful?

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Well I was as far as the wabbajack script Yes but thx anyways, the problem isn't placing the wolve the problem is that it gets placed somewhere else Eek 1
(maybe somehow related to your door problem)

Moveto and placeatme should jsut place it at the spot you want but somehow they dont with this wolve Confused

Btw the thread with the large confusing scripts gave me some ideas though :D so thx for that ,didnt know about setactoralpha, works betetr then chameleonspell idea, setting your own actorvaue lower and the wolves higher will cause a nice looking transformation :D too bad the wolve is somewhere else so it doesnt matter Frown

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 03.11.2006 18:00.

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Alpha version is ready, it doesnt contain everything I still have on my list to add but its a start. But before I upload it I'm going to ask the creator of the bodysuit I use in this version if its ok to use it, I don't think he would like it that I put this alpha on the web before I ask him.

I'm not sure if the alpha is bugfree btw, thats why I want to upload it soon so you can playtest :D (if ya have some spare time ofcourse), gamebalancing is also still way off Yes


More negative notes about contents:

- Animations and sounds are bad, especially drawing weapon animation and sounds :lmao: ill try to change the script so I can track kills with handtohand

- couldn't get moveto to work so theres a primitive tranformation included

- Have no clue how to disable inventory

- Guards ask if yo want to go to jail or want to resist, kinnda ruins immersion (will be fixed later on)

- To show the current rage level and add some better looking symbols for spells/symbols I modified DO NOT USE -Darkness, might give some compatablity issues.

Some positive aswell:

- No Vampire Wolves

- No spells while wolve

- Npcs (non guards) running away in terror as they see you

- a lot of stat modifications while werewolve or human (human only when your rage is building)

- Wolve walking around doesnt even look that bad with this bodysuit

- a lot more things I cant think of

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