Inheritance Tree
No indexed scripts extend this script.
Structs
Properties
f4sevanilla
Events
Functions
DEPRECATED - use MakePlayerFriend() instead
replacement for ModFavorPoints
if iFavorPoints > 0, will setRelationshipRank to 1 if 0
otherwise, won't do anything
also DEPRECATED
Convenience function that makes the actor a friend of the player, if allowed.
Allows this essential actor to speak with the player during bleedout (normally they can't).
Flags this actor as being able to talk to the player or not (overrides the race flag).
Attaches an "ash pile" to the actor using the specified base object. Basically it's an object dropped at the actor's feet which cannot be picked up or moved by the player and, when activated, passes the activation onto the actor.
If this is called on an Essential actor, the function will log an error. Best practice is to check that the actor is not essential prior to calling this function.
Loads new animation graphs for both MT (non-combat) and Weapon subgraphs, if new ones are found.
Can this actor fly here?
Adds the specified AnimArchetype keyword to this actor.
Adds the specified AnimFlavor keyword to this actor.
Change or add this HeadPart to the actor.
Clears this actor's arrested state.
Clears any expression override on this actor, letting the dialogue, AI, and other systems manage this actor's expression again.
Clear any extra arrow 3D from an actor that occurred from being shot with arrows.
Clears an actor's obligation (set by Actor.SetForcedLandingMarker(...)) to use a particular marker when this actor has to land. Just an alternate way of setting the forced landing marker to None.
Clears this actor's script-forced look-at target.
Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or constant effect enchantments, or addictions.
Will dispel all magic effects from this actor that came from the given spell.
Removes the actor from a Deferred Kill state. If the actor's health went below zero or the actor was killed for any other reason while in the Deferred Kill state, the actor will die when this is called. Call this after first calling Actor.StartDeferredKill().
Forces the actor to equip the specified spell in the specified source.
Forces this actor's AI to re-evaluate its package stack.
If this actor is running a package based on FollowPlayer template, it will cause him to wait at his current position.
If this actor is running a package based on FollowPlayer template, it will cause him to follow the player.
If this actor is running a package based on FollowPlayer template, it will set the distance at which to follow the player to near.
If this actor is running a package based on FollowPlayer template, it will set the distance at which to follow the player to medium.
If this actor is running a package based on FollowPlayer template, it will set the distance at which to follow the player to far.
Gets the ActorBase of the actor.
Returns the amount of gold required to bribe this actor.
Obtains all actors this actor considers combat targets.
Obtains the Faction this actor reports it's crimes to.
Gets the actor's current combat state.
Obtains the actor this actor is currently in combat with.
Gets the Package this actor is currently running.
Obtains the actor this actor is currently in dialogue with.
Gets the type of item the actor currently has equipped in the specified hand.
Gets the actor's currently equipped weapon.
Gets the actor's currently equipped shield.
Gets the spell the actor currently has equipped in the specified source.
Gets this actor's rank in the specified faction.
Get the faction-based reaction between this actor and another.
Gets the current flying state of this actor, or, if they are riding a flying mount, the fly state of the mount.
Returns the ref at which this actor is obliged to land, if one was set by Actor.SetForcedLandingMarker(...) (or none, if none was set).
Obtains the amount of gold on this actor's person.
Gets the highest relationship rank this actor has.
Get the light level of the actor
Gets the lowest relationship rank this actor has.
Gets this whether this actor is allowed to recover from bleedout. (If not, they will stay in bleed out when knocked there)
Gets this whether this actor is being directly controlled by the player (as opposed to AI)
Gets the relationship rank between this actor and another.
Gets this actor's sit state.
Gets this actor's sleep state.
NOTE: This does not work for the player.
Does this actor have the specified association with the specified actor? Or with anyone if no actor is passed.
Does this actor have a family relationship with the specified actor? Or with anyone if no actor is passed.
[DEV SERVER] Loading description...
Checks to see if this actor is currently being affected by the given Magic Effect.
Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.
Does this actor have a parent relationship with the specified actor?
Returns whether this actor's AI is currently enabled.
Is this actor currently allowed to fly?
Returns whether this actor is currently arrested or not.
Returns whether this actor is currently arresting his target. Will always return false if called on a non-guard, or called on a non-alerted guard.
Is this actor being ridden?
Check if this actor is being ridden by another actor.
Is this actor currently bleeding out?
Is this actor commanded by another?
Is this actor currently detected by the other one?
Check to see if a specific limb has been dismembered. If no body part is passed it this function will check to see if any limb has been dismembered.
Is this actor flagged as doing a favor for the player?
Does the actor have the specified item equipped?
Is this actor currently essential?
Check if this actor is hostile to another actor
Is this actor currently in combat?
Returns whether this actor is a member of the specified faction or not.
Returns whether this actor is currently in iron sights.
Is this actor currently in a kill move?
Returns true if the actor is in Power Armor.
Used to determine if this actor has been intimidated by the player
Is this actor over-encumbered? An actor is considered over-encumbered if their total inventory weight exceeds their maximum carry weight.
Checks to see if the actor is the owner of the specified reference.
Checks to see if this actor is the horse the player last rode.
Checks to see if this actor is currently a teammate of the player
Check if this actor (which should be a mount with multiple "seats") has any actor sitting in a particular seat or not. Note that this will not work for "vehicle drivers", like actors riding horses.
Checks to see if this actor is currently sneaking.
Checks to see if this actor is currently sprinting.
Is this actor trespassing?
Is this actor currently unconscious?
Has this actor drawn his weapon and/or spell?
Kills this actor with the passed-in actor being the culprit, even if he is essential.
Kills this actor with the passed-in actor being the culprit, but without a kill event.
Dismember a limb from this actor. The body part string should be the same string as listed in the editor for body part - part type. The force bools should only be used if you want to ignore the random odds set up in the body part data in the editor.
Mark the given item as a favorite.
Modifies this actor's rank in the specified faction. Will not remove an actor from a faction.
Determines where an actor should be placed, based on the running procedure(s) of the actor's current package, and places them there.
Also initializes the actor's behavior graph based on their current package, so they will be posed correctly (in furniture, etc.). (If a pose init is already queued, e.g. for an actor whose 3D was just loaded, we allow the queued one to occur.)
Opens this actor's inventory as if the player were pick-pocketing them. Will only open inventory on player's teammates unless told to force it open.
Makes the actor path to the target reference at a given speed.
Attempts to play an idle from the action root passed.
Plays the Idle passed and overrides the actor's target with the given target. If no target is passed, then the idle will use the actor's current target instead.
Sends the event passed to the actor's sub graphs.
Removes this actor from the specified faction. If the faction was the actor's crime faction, the actor's crime faction will be cleared.
Remove this actor from all factions they are a member of.
Removes the specified Perk from this actor. This function now works on both the player and NPCs.
Removes the specified spell from this actor.
Resets this actor's health and restores all his limbs.
Have this actor behave as if he was assaulted by the player.
Have this actor pretend he caught the specified criminal trespassing.
Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
Flags this actor to be attacked by all actors when detected
Sets the actor's anim archetype.
Sets the actor's anim archetype.
Sets the actor's anim archetype.
Sets the actor's anim archetype.
Sets the actor's anim archetype.
Sets the actor's anim archetype.
Sets the actor's anim archetype.
Sets the actor's anim archetype. Should only be called on Dogs.
Sets the actor's anim archetype. Should only be called on Dogs.
Sets the actor's anim archetype. Should only be called on Dogs.
Sets the actor's anim archetype. Should only be called on Dogs.
Tells actors whether they need to avoid the player when pathing. (By default, they do, so this does nothing relevant unless the abAvoid parameter is false.)
Created to support scenes where the player is meant to be an incorporeal observer, such as the "memory den" scenes in Fallout 4.
Sets/Unsets the actor in command mode so that we can order them around. SetCanDoCommand() needs to have already been called on the actor, or they already need to be 'commandable', e.g. teammates.
Flags this actor as bribe by the player
Sets the CombatStyle on this actor. Passing None will clear the actor's combatstyle back to their default
Sets/clears this actor as the current companion.
Tells this actor it can now be a companion.
Tells this actor it is no longer allowed to be a companion (dismissing if they are a companion).
Tells this actor it is now allowed to be a companion.
Sets the Faction this actor reports crimes to. You may pass None to clear out the crime faction on the actor. If the actor does not currently belong to the crime faction, it will be added to that faction.
Sets this actor's current critical stage, along with applying any related effects.
Set or clear this actor's "doing favor" status.
Adds the specified AnimFaceArchetype keyword to this actor.
Forces a new eye texture on the actor. This will only last until the actor reloads their 3D.
Sets or clears this actor's essential flag. If the actor is protected and you set the essential flag, the protected flag will be removed. This works on an individual actor, not the Actor Base.
Sets this actor's rank in the specified faction. Adds the actor to the faction if necessary.
Sets a specific ObjectReference (preferably a landing marker) as the place at which this actor must land from flight.
Flags this actor as having a fully char gen editable skeleton or not.
Adds the Actor to a specified Faction at rank 0. If the Actor is already in the faction, this function does nothing.
Turns on and off this actor's head tracking.
Flags this actor as intimidated by the player
Forces this actor to look at the target. Optionally, will also cause them to set it as their pathing target as well, which means they will walk relative to it (backwards and facing it when walking away, for example).
Sets whether this actor can recover from bleedout or not.
Sets this actor to not affect the detection level on the stealth meter if he is not hostile to the player
Overrides the voice type for this actor - set to None to clear.
Set the actor as being controlled (or not controlled) by the player's controls.
Flags the player as resisting arrest from this actor's faction.
Flags this actor as a teammate of the player or not.
Sets or clears this actor's protected flag. If you set the flag, and the actor is essential, the essential flag will be cleared. This works on an individual actor, not the actor base.
Sets the relationship rank between this actor and another.
Flags this actor as restrained or not.
Set a variable on all of an actor's sub graphs.
Set or clear this actor's unconscious status.
Attaches the actor to a horse, cart, or other vehicle -- or detaches it from its current vehicle.
Shows the barter menu for this actor.
Has the actor feed on a dead actor
Attempts to get this actor to initiate combat with the target.
Puts the actor into a Deferred Kill state. In this state, the actor can take damage but will not die.
Has the actor vampire feed on a sleeping actor
Puts the actor into Frenzy attack mode using a random target selector.
Removes this actor from combat.
Stop all combat and alarms against this actor.
Near-instantly snap this actor into the inactive suit of power armor aArmorFurniture. If passed "None" while an actor is in power armor, they will get out on the spot; or take a few steps in a random direction before getting out if their back is currently to a wall or other object.
Near-instantly snap this actor into/onto a furniture/mount.
Forces this actor to unequip all currently equipped items.
Forces this actor to unequip the specified item, preventing equipping if requested.
Forces this actor to unequip all armor on the given slot.
Forces the actor to equip the specified spell in the specified source.
This actor will unlock all the doors that he qualifies for ownership in his current parentcell
Returns whether or not an intimidation attempt by the player on this actor will succeed or not.
Checks to see if anything worn by this actor has the specified keyword attached.
Checks if the taking of a ref would be stealing for this actor
Checks if the actor would refuse a command on the ref for the player (and why)
Forces this actor to start sneaking.
Forces this actor to draw his weapon.
Place an item in dogmeat's mouth.
Drop all of the dog's items on the ground.
**** For Debugging Movement Animations (not in release builds) ****
Forces the movement direction on the actor
afXAngle, afYAngle and afZAngle are in degrees
Forces the movement speed on the actor
afSpeedMult is a speed multiplier based on the current max speeds
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
Forces the movement rotation speed on the actor
Each component of the rotation speed is a multiplier following these rules:
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
Ramps the movement direction on the actor to the passed in value over the passed in time
afXAngle, afYAngle and afZAngle are in degrees
afRampTime is in seconds
Ramps the movement speed on the actor to the passed in value over the passed in time
afSpeedMult is a speed multiplier based on the current max speeds
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
afRampTime is in seconds
Ramps the movement rotation speed on the actor to the passed in value over the passed in time
Each component of the rotation speed is a multiplier following these rules:
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
afRampTime is in seconds
Sets the target movement direction on the actor
afXAngle, afYAngle and afZAngle are in degrees
Sets the target movement speed on the actor
afSpeedMult is a speed multiplier based on the current max speeds
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
Sets the target facing angle on the actor
afXAngle, afYAngle and afZAngle are in degrees
Clears any forced movement on the actor and return it to its standard state
Check to see if the actor can move vertically.
- Found in:
- F4SE
Obtains WornItem information about an actors Biped Slot.
- Found in:
- F4SE
Obtains all the Object Mods for an item at a particular Biped Slot.
- Found in:
- F4SE
- Found in:
- F4SE
Updates the entire actor from the ground-up.
INACCURACY NOTE: The parameter bFacegen does not exist in F4SE 0.7.2. The parameter name in Papyrus is bDoEquipment—which does not seem to match the description given.
- Found in:
- F4SE
Returns the current furniture reference for this actor.
- Found in:
- F4SE
Obtains whether this actor is flagged as protected or not
