Background for Fallout 4

Actor


Inheritance Tree

No indexed scripts extend this script.

Structs
Properties

f4sevanilla

intcritstage_none=0
intcritstage_goostart=1
intcritstage_gooend=2
intcritstage_disintegratestart=3
intcritstage_disintegrateend=4
intcritstage_freezestart=5
intcritstage_freezeend=6
Events
Functions
voidfunctionModFavorPoints(intiFavorPoints=1)

DEPRECATED - use MakePlayerFriend() instead
replacement for ModFavorPoints
if iFavorPoints > 0, will setRelationshipRank to 1 if 0
otherwise, won't do anything

voidfunctionModFavorPointsWithGlobal(GlobalVariableFavorPointsGlobal)

also DEPRECATED

voidfunctionMakePlayerFriend()

Convenience function that makes the actor a friend of the player, if allowed.

voidfunctionAddPerk(PerkakPerk, boolabNotify=false)Native

Adds the specified Perk to this actor. This function now works on both the player and NPCs.

boolfunctionAddSpell(SpellakSpell, boolabVerbose=true)Native

Adds the specified Spell to this actor.

voidfunctionAllowBleedoutDialogue(boolabCanTalk)Native

Allows this essential actor to speak with the player during bleedout (normally they can't).

voidfunctionAllowPCDialogue(boolabTalk)Native

Flags this actor as being able to talk to the player or not (overrides the race flag).

voidfunctionAttachAshPile(FormakAshPileBase=NONE)Native

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.

voidfunctionAttemptAnimationSetSwitch()Native

Loads new animation graphs for both MT (non-combat) and Weapon subgraphs, if new ones are found.

boolfunctionCanFlyHere()Native

Can this actor fly here?

boolfunctionChangeAnimArchetype(KeywordapKeyword=NONE)Native

Adds the specified AnimArchetype keyword to this actor.

boolfunctionChangeAnimFlavor(KeywordapKeyword=NONE)Native

Adds the specified AnimFlavor keyword to this actor.

voidfunctionChangeHeadPart(HeadPartapHeadPart, boolabRemovePart=false, boolabRemoveExtraParts=false)Native

Change or add this HeadPart to the actor.

voidfunctionClearArrested()Native

Clears this actor's arrested state.

voidfunctionClearExpressionOverride()Native

Clears any expression override on this actor, letting the dialogue, AI, and other systems manage this actor's expression again.

voidfunctionClearExtraArrows()Native

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.

voidfunctionClearLookAt()Native

Clears this actor's script-forced look-at target.

boolfunctionDismount()Native

Forces the actor to dismount.

voidfunctionDispelAllSpells()Native

Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or constant effect enchantments, or addictions.

boolfunctionDispelSpell(SpellakSpell)Native

Will dispel all magic effects from this actor that came from the given spell.

voidfunctionDoCombatSpellApply(SpellakSpell, ObjectReferenceakTarget)Native

Adds the specified Spell to the target actor from this one as the caster. Use this instead of Actor.AddSpell(...) to apply a spell in combat so that die rolls and other appropriate events can occur (such as applying a disease through a spell).

voidfunctionEnableAI(boolabEnable=true, boolabPauseVoice=false)Native

Enables or disables this actor's AI.

voidfunctionEndDeferredKill()Native

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().

voidfunctionEquipItem(FormakItem, boolabPreventRemoval=false, boolabSilent=false)Native

Forces this actor to equip the specified item, preventing removal if requested.

voidfunctionEquipSpell(SpellakSpell, intaiSource)Native

Forces the actor to equip the specified spell in the specified source.

voidfunctionEvaluatePackage(boolabResetAI=false)Native

Forces this actor's AI to re-evaluate its package stack.

voidfunctionFollowerWait()

If this actor is running a package based on FollowPlayer template, it will cause him to wait at his current position.

voidfunctionFollowerFollow()

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.

intfunctionGetBribeAmount()Native

Returns the amount of gold required to bribe this actor.

Actor[]functionGetAllCombatTargets()Native

Obtains all actors this actor considers combat targets.

FactionfunctionGetCrimeFaction()Native

Obtains the Faction this actor reports it's crimes to.

intfunctionGetCombatState()Native

Gets the actor's current combat state.

ActorfunctionGetCombatTarget()Native

Obtains the actor this actor is currently in combat with.

PackagefunctionGetCurrentPackage()Native

Gets the Package this actor is currently running.

ActorfunctionGetDialogueTarget()Native

Obtains the actor this actor is currently in dialogue with.

intfunctionGetEquippedItemType(intaiEquipIndex)Native

Gets the type of item the actor currently has equipped in the specified hand.

WeaponfunctionGetEquippedWeapon(intaiEquipIndex=0)Native

Gets the actor's currently equipped weapon.

ArmorfunctionGetEquippedShield()Native

Gets the actor's currently equipped shield.

SpellfunctionGetEquippedSpell(intaiSource)Native

Gets the spell the actor currently has equipped in the specified source.

intfunctionGetFactionRank(FactionakFaction)Native

Gets this actor's rank in the specified faction.

intfunctionGetFactionReaction(ActorakOther)Native

Get the faction-based reaction between this actor and another.

intfunctionGetFlyingState()Native

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).

intfunctionGetGoldAmount()Native

Obtains the amount of gold on this actor's person.

intfunctionGetHighestRelationshipRank()Native

Gets the highest relationship rank this actor has.

ActorfunctionGetKiller()Native

Obtains the actor that killed this one. If this actor isn't dead, returns None.

intfunctionGetLevel()Native

Gets the actor's current level.

floatfunctionGetLightLevel()Native

Get the light level of the actor

intfunctionGetLowestRelationshipRank()Native

Gets the lowest relationship rank this actor has.

Gets the temporary ActorBase of a leveled Actor - the one generated by the game from the leveled list. If the actor is not leveled, it will simply return the base object shown in the editor.

boolfunctionGetNoBleedoutRecovery()Native

Gets this whether this actor is allowed to recover from bleedout. (If not, they will stay in bleed out when knocked there)

boolfunctionGetPlayerControls()Native

Gets this whether this actor is being directly controlled by the player (as opposed to AI)

RacefunctionGetRace()Native

Obtains this actor's Race.

intfunctionGetRelationshipRank(ActorakOther)Native

Gets the relationship rank between this actor and another.

intfunctionGetSitState()Native

Gets this actor's sit state.

intfunctionGetSleepState()Native

Gets this actor's sleep state.

NOTE: This does not work for the player.

boolfunctionHasAssociation(AssociationTypeakAssociation, ActorakOther=NONE)Native

Does this actor have the specified association with the specified actor? Or with anyone if no actor is passed.

boolfunctionHasFamilyRelationship(ActorakOther=NONE)Native

Does this actor have a family relationship with the specified actor? Or with anyone if no actor is passed.

boolfunctionHasDetectionLOS(ObjectReferenceakOther)Native

[DEV SERVER] Loading description...

boolfunctionHasMagicEffect(MagicEffectakEffect)Native

Checks to see if this actor is currently being affected by the given Magic Effect.

boolfunctionHasMagicEffectWithKeyword(KeywordakKeyword)Native

Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.

boolfunctionHasParentRelationship(ActorakOther)Native

Does this actor have a parent relationship with the specified actor?

boolfunctionHasPerk(PerkakPerk)Native

Checks to see if this actor has the given Perk.

boolfunctionHasSpell(FormakForm)Native

Checks to see if this actor has the given Spell or Shout.

boolfunctionIsAIEnabled()Native

Returns whether this actor's AI is currently enabled.

boolfunctionIsAlarmed()Native

Is this actor currently alarmed?

boolfunctionIsAlerted()Native

Is this actor currently alerted?

boolfunctionIsAllowedToFly()Native

Is this actor currently allowed to fly?

boolfunctionIsArrested()Native

Returns whether this actor is currently arrested or not.

boolfunctionIsArrestingTarget()Native

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.

boolfunctionIsBeingRidden()Native

Is this actor being ridden?

boolfunctionIsBeingRiddenBy(ActorakActor)Native

Check if this actor is being ridden by another actor.

boolfunctionIsBleedingOut()Native

Is this actor currently bleeding out?

boolfunctionIsBribed()Native

Used to determine if this actor has been bribed by the player

boolfunctionIsChild()Native

Is this actor a child actor?

boolfunctionIsCommandedActor()Native

Is this actor commanded by another?

boolfunctionIsDead()Native

Is this actor currently dead?

boolfunctionIsDetectedBy(ActorakOther)Native

Is this actor currently detected by the other one?

boolfunctionIsDismembered(stringasBodyPart="")Native

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.

boolfunctionIsDoingFavor()Native

Is this actor flagged as doing a favor for the player?

boolfunctionIsEquipped(FormakItem)Native

Does the actor have the specified item equipped?

boolfunctionIsEssential()Native

Is this actor currently essential?

boolfunctionIsFlying()Native

Returns if this actor is currently flying or not.

boolfunctionIsGuard()Native

Is this actor a guard?

boolfunctionIsGhost()Native

Is this actor currently flagged as a ghost?

boolfunctionIsHostileToActor(ActorakActor)Native

Check if this actor is hostile to another actor

boolfunctionIsInCombat()Native

Is this actor currently in combat?

boolfunctionIsInFaction(FactionakFaction)Native

Returns whether this actor is a member of the specified faction or not.

boolfunctionIsInIronSights()Native

Returns whether this actor is currently in iron sights.

boolfunctionIsInKillMove()Native

Is this actor currently in a kill move?

boolfunctionIsInPowerArmor()

Returns true if the actor is in Power Armor.

boolfunctionIsInScene()Native

Is this actor currently in a scene?

boolfunctionIsIntimidated()Native

Used to determine if this actor has been intimidated by the player

boolfunctionIsOnMount()Native

Is the actor on a mount?

boolfunctionIsOverEncumbered()Native

Is this actor over-encumbered? An actor is considered over-encumbered if their total inventory weight exceeds their maximum carry weight.

boolfunctionIsOwner(ObjectReferenceakObject)

Checks to see if the actor is the owner of the specified reference.

boolfunctionIsPlayersLastRiddenHorse()Native

Checks to see if this actor is the horse the player last rode.

boolfunctionIsPlayerTeammate()Native

Checks to see if this actor is currently a teammate of the player

boolfunctionIsRunning()Native

Checks to see if this actor is currently running (as opposed to, say, walking or sprinting).

boolfunctionIsSeatOccupied(KeywordapKeyword)Native

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.

boolfunctionIsSneaking()Native

Checks to see if this actor is currently sneaking.

boolfunctionIsSprinting()Native

Checks to see if this actor is currently sprinting.

boolfunctionIsTalking()Native

Checks to see if this actor is currently talking.

boolfunctionIsTrespassing()Native

Is this actor trespassing?

boolfunctionIsUnconscious()Native

Is this actor currently unconscious?

boolfunctionIsWeaponDrawn()Native

Has this actor drawn his weapon and/or spell?

voidfunctionKill(ActorakKiller=NONE)Native

Kills this actor with the passed-in actor being the culprit.

voidfunctionKillEssential(ActorakKiller=NONE)

Kills this actor with the passed-in actor being the culprit, even if he is essential.

voidfunctionKillSilent(ActorakKiller=NONE)Native

Kills this actor with the passed-in actor being the culprit, but without a kill event.

voidfunctionDismember(stringasBodyPart, boolabForceExplode=false, boolabForceDismember=false, boolabForceBloodyMess=false)Native

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.

voidfunctionMarkItemAsFavorite(FormakItem, intaiSlot=-1)Native

Mark the given item as a favorite.

voidfunctionModFactionRank(FactionakFaction, intaiMod)Native

Modifies this actor's rank in the specified faction. Will not remove an actor from a faction.

voidfunctionMoveToPackageLocation()Native

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.)

voidfunctionOpenInventory(boolabForceOpen=false)Native

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.

boolfunctionPathToReference(ObjectReferenceaTarget, floatafWalkRunPercent)Native

Makes the actor path to the target reference at a given speed.

boolfunctionPlayIdle(IdleakIdle)Native

Plays the idle passed.

boolfunctionPlayIdleAction(ActionaAction, ObjectReferenceaTarget=NONE)Native

Attempts to play an idle from the action root passed.

boolfunctionPlayIdleWithTarget(IdleakIdle, ObjectReferenceakTarget)Native

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.

voidfunctionPlaySubGraphAnimation(stringasEventName)Native

Sends the event passed to the actor's sub graphs.

voidfunctionRemoveFromFaction(FactionakFaction)Native

Removes this actor from the specified faction. If the faction was the actor's crime faction, the actor's crime faction will be cleared.

voidfunctionRemoveFromAllFactions()Native

Remove this actor from all factions they are a member of.

voidfunctionRemovePerk(PerkakPerk)Native

Removes the specified Perk from this actor. This function now works on both the player and NPCs.

boolfunctionRemoveSpell(SpellakSpell)Native

Removes the specified spell from this actor.

voidfunctionResetHealthAndLimbs()Native

Resets this actor's health and restores all his limbs.

voidfunctionResurrect()Native

Resurrects this actor.

voidfunctionSendAssaultAlarm()Native

Have this actor behave as if he was assaulted by the player.

voidfunctionSendTrespassAlarm(ActorakCriminal)Native

Have this actor pretend he caught the specified criminal trespassing.

voidfunctionSetAlert(boolabAlerted=true)Native

Set or clear this actor's alerted state.

voidfunctionSetAllowFlying(boolabAllowed=true, boolabAllowCrash=true, boolabAllowSearch=false)Native

Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.

voidfunctionSetAlpha(floatafTargetAlpha, boolabFade=false)Native

Sets this actor's alpha value, optionally fading them to that value rather then popping.

voidfunctionSetAttackActorOnSight(boolabAttackOnSight=true)Native

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.

voidfunctionSetAvoidPlayer(boolabAvoid=true)Native

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.

voidfunctionSetCommandState(boolabStartCommandMode)Native

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.

voidfunctionSetBribed(boolabBribe=true)Native

Flags this actor as bribe by the player

voidfunctionSetCanDoCommand(boolabCanCommand=true)Native

Flags this actor as bribe by the player

voidfunctionSetCombatStyle(CombatStyleakCombatStyle)Native

Sets the CombatStyle on this actor. Passing None will clear the actor's combatstyle back to their default

voidfunctionSetCompanion(boolSetCompanion=true, boolFillCompanionAlias=true)

Sets/clears this actor as the current companion.

Tells this actor it can now be a companion.

voidfunctionDisallowCompanion(boolSuppressDismissMessage=false)

Tells this actor it is no longer allowed to be a companion (dismissing if they are a companion).

voidfunctionAllowCompanion(boolMakeCompanionIfNoneCurrently=true, boolForceCompanion=false)

Tells this actor it is now allowed to be a companion.

voidfunctionSetCrimeFaction(FactionakFaction)Native

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.

voidfunctionSetCriticalStage(intaiStage)Native

Sets this actor's current critical stage, along with applying any related effects.

voidfunctionSetDoingFavor(boolabDoingFavor=true, boolabWorkShopMode=false)Native

Set or clear this actor's "doing favor" status.

voidfunctionChangeAnimFaceArchetype(KeywordapKeyword=NONE)Native

Adds the specified AnimFaceArchetype keyword to this actor.

voidfunctionSetEyeTexture(TextureSetakNewTexture)Native

Forces a new eye texture on the actor. This will only last until the actor reloads their 3D.

voidfunctionSetEssential(boolabEssential)Native

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.

voidfunctionSetFactionRank(FactionakFaction, intaiRank)Native

Sets this actor's rank in the specified faction. Adds the actor to the faction if necessary.

voidfunctionSetForcedLandingMarker(ObjectReferenceaMarker)Native

Sets a specific ObjectReference (preferably a landing marker) as the place at which this actor must land from flight.

voidfunctionSetGhost(boolabIsGhost=true)Native

Flags this actor as a ghost or not.

voidfunctionSetHasCharGenSkeleton(boolabCharGen=true)Native

Flags this actor as having a fully char gen editable skeleton or not.

voidfunctionAddToFaction(FactionakFaction)

Adds the Actor to a specified Faction at rank 0. If the Actor is already in the faction, this function does nothing.

voidfunctionSetHeadTracking(boolabEnable=true)Native

Turns on and off this actor's head tracking.

voidfunctionSetIntimidated(boolabIntimidate=true)Native

Flags this actor as intimidated by the player

voidfunctionSetLookAt(ObjectReferenceakTarget, boolabPathingLookAt=false)Native

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).

voidfunctionSetNoBleedoutRecovery(boolabAllowed)Native

Sets whether this actor can recover from bleedout or not.

voidfunctionSetNotShowOnStealthMeter(boolabNotShow)Native

Sets this actor to not affect the detection level on the stealth meter if he is not hostile to the player

voidfunctionSetOutfit(OutfitakOutfit, boolabSleepOutfit=false)Native

Change the default or sleep Outfit for this actor.

voidfunctionSetOverrideVoiceType(VoiceTypeakVoiceType)Native

Overrides the voice type for this actor - set to None to clear.

voidfunctionSetPlayerControls(boolabControls)Native

Set the actor as being controlled (or not controlled) by the player's controls.

voidfunctionSetPlayerResistingArrest()Native

Flags the player as resisting arrest from this actor's faction.

voidfunctionSetPlayerTeammate(boolabTeammate=true, boolabCanDoFavor=true, boolabGivePlayerXP=false)Native

Flags this actor as a teammate of the player or not.

voidfunctionSetProtected(boolabProtected)Native

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.

voidfunctionSetRace(RaceakRace=NONE)Native

Change actors Race and reload his art.

voidfunctionSetRelationshipRank(ActorakOther, intaiRank)Native

Sets the relationship rank between this actor and another.

boolfunctionSetRestrained(boolabRestrained=true)Native

Flags this actor as restrained or not.

voidfunctionSetSubGraphFloatVariable(stringasVariableName, floatafValue)Native

Set a variable on all of an actor's sub graphs.

boolfunctionSetUnconscious(boolabUnconscious=true)Native

Set or clear this actor's unconscious status.

voidfunctionSetVehicle(ActorakVehicle)Native

Attaches the actor to a horse, cart, or other vehicle -- or detaches it from its current vehicle.

voidfunctionShowBarterMenu()Native

Shows the barter menu for this actor.

voidfunctionStartCannibal(ActorakTarget)Native

Has the actor feed on a dead actor

voidfunctionStartCombat(ActorakTarget, boolabPreferredTarget=false)Native

Attempts to get this actor to initiate combat with the target.

voidfunctionStartDeferredKill()Native

Puts the actor into a Deferred Kill state. In this state, the actor can take damage but will not die.

voidfunctionStartVampireFeed(ActorakTarget)Native

Has the actor vampire feed on a sleeping actor

voidfunctionStartFrenzyAttack(floataChance=0.1, floataInterval=0.5)Native

Puts the actor into Frenzy attack mode using a random target selector.

voidfunctionStopCombat()Native

Removes this actor from combat.

voidfunctionStopCombatAlarm()Native

Stop all combat and alarms against this actor.

voidfunctionSwitchToPowerArmor(ObjectReferenceaArmorFurniture)Native

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.

boolfunctionSnapIntoInteraction(ObjectReferenceakTarget)Native

Near-instantly snap this actor into/onto a furniture/mount.

boolfunctionTrapSoul(ActorakTarget)Native

Attempts to trap the soul of the target actor in a soul gem in the inventory of the calling actor. Returns success/failure.

voidfunctionUnequipAll()Native

Forces this actor to unequip all currently equipped items.

voidfunctionUnequipItem(FormakItem, boolabPreventEquip=false, boolabSilent=false)Native

Forces this actor to unequip the specified item, preventing equipping if requested.

voidfunctionUnequipItemSlot(intaiSlot)Native

Forces this actor to unequip all armor on the given slot.

voidfunctionUnequipSpell(SpellakSpell, intaiSource)Native

Forces the actor to equip the specified spell in the specified source.

voidfunctionUnLockOwnedDoorsInCell()Native

This actor will unlock all the doors that he qualifies for ownership in his current parentcell

boolfunctionWillIntimidateSucceed()Native

Returns whether or not an intimidation attempt by the player on this actor will succeed or not.

boolfunctionWornHasKeyword(KeywordakKeyword)Native

Checks to see if anything worn by this actor has the specified keyword attached.

boolfunctionWouldBeStealing(ObjectReferenceakObject)Native

Checks if the taking of a ref would be stealing for this actor

intfunctionWouldRefuseCommand(ObjectReferenceakObject)Native

Checks if the actor would refuse a command on the ref for the player (and why)

voidfunctionStartSneaking()Native

Forces this actor to start sneaking.

voidfunctionDrawWeapon()Native

Forces this actor to draw his weapon.

voidfunctionDogPlaceInMouth(FormakItem)Native

Place an item in dogmeat's mouth.

voidfunctionDogDropItems()Native

Drop all of the dog's items on the ground.

voidfunctionForceMovementDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnly

**** For Debugging Movement Animations (not in release builds) ****
Forces the movement direction on the actor
afXAngle, afYAngle and afZAngle are in degrees

voidfunctionForceMovementSpeed(floatafSpeedMult)NativeDebugOnly

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)
voidfunctionForceMovementRotationSpeed(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0)NativeDebugOnly

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)
voidfunctionForceMovementDirectionRamp(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0, floatafRampTime=0.1)NativeDebugOnly

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

voidfunctionForceMovementSpeedRamp(floatafSpeedMult, floatafRampTime=0.1)NativeDebugOnly

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
voidfunctionForceMovementRotationSpeedRamp(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0, floatafRampTime=0.1)NativeDebugOnly

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
voidfunctionForceTargetDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnly

Sets the target movement direction on the actor
afXAngle, afYAngle and afZAngle are in degrees

voidfunctionForceTargetSpeed(floatafSpeed)NativeDebugOnly

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)
voidfunctionForceTargetAngle(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnly

Sets the target facing angle on the actor
afXAngle, afYAngle and afZAngle are in degrees

voidfunctionClearForcedMovement()NativeDebugOnly

Clears any forced movement on the actor and return it to its standard state

boolfunctionCanMoveVertical()NativeDebugOnly

Check to see if the actor can move vertically.

boolfunctionCanStrafe()NativeDebugOnly

Check to see if the actor can strafe side to side.

Actor:WornItemfunctionGetWornItem(intslotIndex, boolfirstPerson=false)Native

Obtains WornItem information about an actors Biped Slot.

ObjectMod[]functionGetWornItemMods(intslotIndex)Native

Obtains all the Object Mods for an item at a particular Biped Slot.

<UNKNOWN_SCRIPT: InstanceData:Owner>functionGetInstanceOwner(intslotIndex)
voidfunctionQueueUpdate(boolbDoEquipment=false, intflags=0)Native

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.

Returns the current furniture reference for this actor.

boolfunctionIsProtected()Native

Obtains whether this actor is flagged as protected or not

Some data provided by the Fallout 4 Creation Kit Wiki. Licensed under the Creative Commons Attribution-Share Alike 4.0 license.