Inheritance Tree
| Script | Extended By |
|---|---|
| — |
Structs
Properties
f4sevanilla
Events
Functions
Intended as a quick way to cause some controller and camera rumble. Automatically tapers intensity of the effect based on players distance from the point of origin/calling reference.
A function that checks to see if this reference can be safely enabled/disabled/moved with confidence that the player won't see us messing around with the world.
Checks to see if this object is in an interior cell.
Moves this reference to the location of the target reference, with the specified offset, if this reference is currently unloaded (has no 3D). If it is loaded, it does nothing.
Returns if this reference has the specified LocationRefType.
jburgess
DEPRECATED: DO NOT USE. Calls MoveTo if both the calling ObjectReference and the akTarget ObjectReference have current locations that are not loaded.
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it.
IMPORTANT NOTE: This function waits until the reference is ready to be deleted, and won't return until it does, so DO NOT use this for quest stages or they'll get hung up until the parent cell detaches.
Checks this object's inventory for a key used by the parameter ObjectWithNeededKey. If this object does not have the key, it creates it and adds it to its inventory.
Activates this item with the specified reference as the activator.
Sets up a dependent animated object
This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
for the dependent object if used improperly.
Adds specified keyword to reference's list of keywords.
Adds an association between the given string and the given form for text replacement usage.
Applies a conveyor belt to the reference.
Applies a Havok impulse force to this object of the specified direction and magnitude.
Applies a fan motor to the reference.
Sets a fan motor on/off state.
Get fan motor on/off state.
Attach a mod to an item in this object's inventory.
Attaches this ref to the specified parent ref, which means it will follow the parent's attach ref node.
Blocks, or unblocks, normal activation processing for this reference. References with blocked activation will still send OnActivate events to scripts attached to them.
Calculates the reference's encounter level, based on the player's level, the area's level, and the passed-in difficulty.
Checks if the player can fast travel to this map marker.
Indicates whether or not the reference can currently produce resources for its Workshop.
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events.
Clears this object from data on all invalid locations
Sets a conveyor belt on/off state.
Returns the number of instantiated Actors (across all process levels) who have a LinkedRef (with a specified keyword) to this reference. Does not count dead, disabled, or deleted actors. Can optionally specify an "exclude" keyword; actors with a linkedref using that keyword will not be counted.
This function counts the number of linked refs that are in a linked Ref chain (example: A is linked to B is linked to C - this function will return 3)
Returns the number of instantiated ObjectReferences who have a LinkedRef (with a specified keyword) to this reference. Can optionally specify an "exclude" keyword; refs with a linkedref using that keyword will not be counted.
Creates a detection event at this object's location.
Damages this object, which may fire off OnDestructionStageChanged events.
Applies damage to the specified Actor Value on this Object Reference.
Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:
- It is no longer in a script property
- It is no longer registered for updates
- It is no longer being watched for Anim Events
- It is no longer held in a quest Alias
Only references created in game can actually be deleted.
This function disables all the linked refs, linked in a chain, from this reference (but not this reference). It does not wait for all of them to fade or disable before returning.
Disables this reference, fading it out if necessary. This function will not wait for the fade or the disable to happen before returning.
Drops the specified object from this object's inventory.
Drops the specified base object from this object's inventory.
Enables or disables fast travel to this reference (which must be a map marker).
This function enables all the linked refs, linked in a chain, from this reference (but not this reference). Does not wait for all the references to fade in or enable before returning.
Enables this reference, popping it into existence. This function will return immediately and not wait for the object to be enabled or faded in.
Finds all ObjectReference of any of the objects in the list in the loaded area within the given radius of the calling ref.
Finds all ObjectReference with any required keywords in the loaded area within the given radius of the calling ref.
Forcibly adds the reference's ragdoll to the world
Forcibly removes the reference's ragdoll from the world
Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.
Caution! If the owner of this object is a specific Actor (a reference rather than an ActorBase), this function will still return the ActorBase for that Actor. To determine whether this object is owned by a specific actor or an ActorBase, check ObjectReference.GetActorRefOwner() first. If that returns None, only then should you check this function.
Gets the Actor reference that owns this object. Will return None if the object isn't owned by a specific actor reference, OR if the owning actor is not currently loaded/persisting.
Gets an array of instantiated Actors (across all process levels) who are linked to this reference, using a LinkedRef with the specified keyword. Skips over dead, disabled, or deleted actors. Can optionally specify a keyword for which they must NOT have a LinkedRef .
Gets the value of a variable on the reference's animation graph - Bool version.
Gets the value of a variable on the reference's animation graph - Int version.
Gets the value of a variable on the reference's animation graph - Float version.
Obtains the base object for this reference.
Gets the base value of the specified Actor Value from the Object Reference.
Obtains the current destruction stage of the object.
Obtains this reference's current Location.
Obtains the Scene this reference is currently in, if any. If the reference isn't participating in a scene, it will return None.
Calculates the distance between this object and the passed in one.
Obtains this reference's editor Location.
Gets the EncounterZone to which this object belongs (or None if none).
Gets the Faction that owns this object. Will return None if the object isn't owned by a faction.
Gets the angle between this object's heading, and the direction the other object is in, in degrees. If you were to add this angle to this object's rotation around the z axis, and then set the rotation of this object to that - it would be facing the other object.
Returns the value of this reference's inventory.
Returns how many of the specified item is in this reference's inventory.
Returns how many of the specified components are in this reference's inventory.
Returns the container this reference is in, if any. (Returns None if not in a container)
Returns the item health percent of this object. Items begin at 100% (1.0) and can be increased via crafting.
Gets the reference linked to this one. If there is no linked reference, it returns None.
This function returns an array of objectreferences representing the "linked ref chain" hanging of the reference it is called on. For example. If myObject has linkedref to ObjectA which has a linkedref to ObjectB which has a linkedref to ObjectC, and you call myObject.GetLinkedRefChain() it will return an array holding ObjectA, ObjectB, and ObjectC.
This function returns an array of objectreferences representing the "linked ref children" of the reference it is called on, using only those linked with the specified keyword.
Returns the level of the lock attached to this object. If there is no lock, it will return 0 - very easy.
Returns array of the LocationRefTypes for this object.
Gets the Nth linked ref from this object.
Obtains this object's current "open state".
Obtains the Cell this object is currently in.
Returns the current X position of the reference.
Returns the current Y position of the reference.
Returns the current Z position of the reference.
Returns the frequency of this radio receiver.
Returns the volume of this radio receiver.
Returns the total amount of damage on either the given resource actor value, or all resource actor values on this object.
Get the nearest navmesh 'safe' position of radius aSafeRadius within aSearchRadius.
Gets an array of all instantiated ObjectReferences that are linked to this reference, using a LinkedRef with the specified keyword. Can optionally specify a keyword for which they must NOT have a LinkedRef.
Finds all ObjectReference linked to the Workshop reference that are owned by the given Actor.
Returns the total amount of damage on either the given resource actor value across all items in the Workshop.
Finds all ObjectReference that are linked to the given Workshop reference that produce resources. Optionally, you can get a list of references that produce only a given resource. You can also optionally specify finding either objects with damaged resources, or objects with undamaged resources.
Gets the target cell for this teleport ref.
Gets the transition cell for this teleport ref.
Returns the distance between this radio transmitter and the player (Pipboy radio).
Obtains the number of objects inside this trigger volume. (Obviously only works if this is actually a trigger and will error otherwise)
Gets the specified Actor Value from the Object Reference.
Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).
Obtains the VoiceType for this actor or talking activator.
Obtains the WorldSpace the object reference is in.
Returns self cast as an actor
Returns true if an Actor reference has been set to own this object -- even if that Actor is not currently loaded/persisting.
Checks to see if this reference has line-of-sight to the target object.
Checks to see if the specified keyword is attached to a magic effect that belongs to an active effect currently on this reference.
Queries if a reference has a keyword in its list of keywords. This basically operates the same way as Form.HasKeyword(...), but can be run on inventory objects.
Checks to see if any of the keywords in the form list is attached to this reference. If the form list contains no keywords, returns false. This basically operates the same way as Form.HasKeywordInFormList(...), but can be run on inventory objects.
Returns if this reference has the specified LocationRefType.
Returns true if this reference is on the same power grid as the compared reference.
Flags this reference as ignoring (or not ignoring) friendly hits. In other words, it won't turn hostile after several hits from a friendly opponent.
Interrupts and stops any spell-casting this object might be doing.
Returns whether the passed in reference is an activate child of this reference.
Checks to see if this object currently has its normal activation processing blocked. (Won't be picked up, opened, etc, but will still send OnActivate events)
Checks to see if this object has its 3D currently loaded.
Get conveyor belt on/off state.
Checks to see if this object is currently destroyed.
Checks to see if this object is currently disabled.
Checks to see if this object is currently enabled. (The opposite of ObjectReference.IsDisabled())
Checks to see if any furniture marker on this object is in use, optionally ignoring markers that are reserved, but not currently used.
Checks to see if the specified furniture marker on this object is in use, optionally ignoring reservations.
Returns whether this reference is ignoring friendly hits or not.
Is this actor or talking activator currently talking to the player?
Returns whether the lock on this object was broken (or false if there is no lock).
Checks if this map marker is visible to the player.
Checks if this object is considered a quest item.
Is the given ref in the transformed bounds of this teleport ref's transition cell?
Is the teleport area of the given ref fully loaded?
Is this reference within the buildable area of the given Workshop Activator?
Executes a knock effect on actors in an area.
Make this object a radio receiver. Override the current state if the object is already a receiver. If the object is a reference to an Activator, the radio on/off state will toggle when activated. Once the object is a receiver, the other radio receiver functions may be applied to it.
Make this object into a radio transmitter-repeater. Repeaters can extend the range of an existing, limited-range radio transmitter. All radio scene actions sent to the source transmitter are detectable by radio receivers that are within range of any of the source's repeaters.
Modifies the specified Actor Value on the Object Reference.
Moves this reference to the location of the target reference, with the specified offset.
Moves this reference to its original editor location and orientation.
Moves this reference to the nearest location that's on a Navmesh that an actor could reach by walking.
Moves this object to the position (and rotation) of the specified node on the specified object's 3D
If this is a workshop NPC, opens up the Workshop Caravan submenu, which allows you to send this NPC to another workshop settlement.
If this is a workshop NPC, checks to see if the OpenWorkshopSettlementsMenuEx will find any valid workshops.
Makes X new references of the passed in form, optionally forcing them to persist, and places them at our reference's location, returning the last one it created.
Places a new Actor at this object's location.
Makes X new references of the passed in form, optionally forcing them to persist, and places them at the position of the given node in our object's 3D, returning the last one it created. If abAttach is true, the newly created ref is also attached to the calling one.
Starts playing the specified animation on the object and returns immediately. (Internally, it sends the named event to the object's animation graph) If it succeeds, it returns true.
Plays the specified animation on the object and returns when the specified event is hit. (Internally, it sends the named event to the object's animation graph and waits for the named event to be fired) If it succeeds, it returns true. This function is latent.
Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.
Plays an impact effect on the reference.
Plays two animations at once. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success.
Plays two animations at once and waits for behavior graph events from each. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success. Also, if the first animation fails to play, it won't listen for the event from the first animation.
Plays a terrain effect that is attached to the specified bone of this object.
Pauses the audio file for the Reference
[DEV SERVER] Loading description...
Preloads the target area for the calling ref. If the ref is a teleport door linked to an interior or exterior, the teleport location is the preloaded area. If a non-teleport ref is in an exterior, its location is used. The function will fail for other refs and if called to preload an exterior while the player is in an exterior.
Tells this reference to handle getting hit by a trap, dealing the specified amount of damage and possibly applying a pushback force.
Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.
If used on a Workshop activator (i.e. a workbench), forces the Workbench to re-calculate all resource actor values for all producers in the workshop.
Removes all items from this object's inventory, optionally transferring them to another object.
Removes the a certain count of a specified component from the container's inventory, scrapping objects as necessary, and returning the change to the container.
Removes X of the specified item from this reference's inventory, possibly silently.
Removes an arbitrary number of arbitrary items such that at least the specified number of the specified component is removed from this reference's inventory, possibly silently.
Removes a keyword from a reference's list of keywords.
Remove all mods from this object. Note that some actors / items, such as robots and handmade guns, may not have any geometry left if you call this on them, but will still be in the world. Which might be awkward.
Remove all mods from an item in this object's inventory. Note that some items, such as hand-made guns, won't have any geometry left if you call this on them, even though they will remain in the object's inventory, which might be weird.
Remove a mod from an inventory item in this object's inventory.
Removes a previously added dependent object
This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
for the dependent object if used improperly.
Resets this object reference to its original location, resets its inventory, resurrects it if it's an actor, and in general tries to get it back to its original state. May optionally move it to the location of the specified reference instead.
Resets any addition or removal of the specified keyword, reverting the state of the keyword to being controlled by the base object and any attached aliases.
Restores (or "heals") damage done to the specified Actor Value on this Object Reference.
Resume the audio file for the Reference
Sets a conveyor belt reverse state.
Has this object behave as if the actor had just tried to steal it.
Sets the full name of the given message to be this ref's activate text.
Sets the actor as the actor cause of this object.
Sets the actor base as the owner of this object.
Sets a specific Actor (that is to say, an Actor reference, not an ActorBase) as the owner of this object.
Sets the value of a variable on the reference's animation graph - Bool version.
Sets the value of a variable on the reference's animation graph - Int version.
Sets the value of a variable on the reference's animation graph - Float version.
This function sets whether this ObjectReference should send attraction-object story manager events to actors with the specified attraction keyword.
Sets a conveyor belt velocity in local-space.
Sets or clears this object's destroyed flag.
Sets or clears the target of the direct-at behavior modifier. This reference must have a behavior animation on it with a direct-at modifier to do anything.
Sets the faction as the owner of this object.
Allows script to set whether or not a given Flora ObjectReference has been harvested.
Sets the reference linked to this one under the specified keyword.
Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.
Sets an in-game created object to be the given loc ref type for the given location.
Sets the object's havok motion type. This function is widely used as part of the included defaultDisableHavokOnLoad script, which is intended to make physics-enabled objects behave as if they were static.
Sets or clears this object's ability to be not used by a teammate for a favor
Sets the persist location on an in-game created object.
Sets/clears the "player has taken" flag on this reference.
Sets the object's current position in the world.
Turns on or off this radio receiver.
Sets the frequency this radio receiver is tuned to.
Sets the volume of this radio receiver.
Sets the base value specified Actor Value on the Object Reference to the passed-in value. Any modifiers are left intact.
Makes the object translate to the passed in position and orientation at the given speed.
Makes the object translate to the passed in position and orientation at the given speed using a spline.
Makes the object translate to a node on the passed reference's 3D (matching position and rotation) at the given speed using a spline.
Starts or stops workshop mode for this workshop object.
Forcibly stops the object from translating (cancels a previous translation request).
If the reference is a Workshop Container, stores the given object with an optional count.
Makes the object translate to the passed reference (matching position and rotation) at the given speed.
Makes the object translate to the passed reference (matching position and rotation) at the given speed using a spline.
Function to tether the prisoner cart to a horse.
Waits for the specified animation event from this object to happen before returning.
Waits for this object's 3d to load, or until it knows the 3d won't load (object is disabled, cell unloads, etc).
Waits for any resource recalculation on this workshop to finish. If no recalculation is in progress (or this reference isn't a workshop) it will return immediately.
Checks to see if this object is in the specified location, or a child of the specified location.
- Found in:
- F4SE
Returns all the Object Mods for this reference.
- Found in:
- F4SE
If this object is a BendableSpline it will link to the two ObjectReferences it is connect to, otherwise it will link to other BendableSplines
- Found in:
- F4SE
Attaches a BendableSpline base object between to other references.
- Found in:
- F4SE
Convenience function to AttachWire to both create the wire and enable it
- Found in:
- F4SE
Scraps this object reference and disconnects any wires if necessary
This function is debug only as it is not ready for release, it scraps
but it has problems unpowering connected objects, also doesn't give
the materials back yet
- Found in:
- F4SE
Returns the current name of this ObjectReference.
- Found in:
- F4SE
Returns an array of all items held by this container
- Found in:
- F4SE
Returns the total weight of this objects inventory
- Found in:
- F4SE
Returns connect points to an object, if used on wired objects you may only
get one wire ref unless the object has multiple attach points
'object' is not None when there is another object directly connected
to the attach point that also has a workshop connect point
Object 3d must be loaded for this function to work at all
- Found in:
- F4SE
Links power to any objects connected by attach point (The two attach points are touching)
e.g. progammatically placed conduits
Should be called on each programmatically placed conduit/junction/radiatior
- Found in:
- F4SE
Applies a Material Swap to this reference, optionally renaming the material.
- Found in:
- F4SE
[DEV SERVER] Loading description...
- Found in:
- F4SE
Gets the internal persistent Material Swap for this reference. Some ObjectReference placed in the world through the Editor may have this already filled.
