Background for Skyrim SE

Actor


Inheritance Tree
ScriptExtended By
Properties

sksevanilla

intcritstage_none=0
intcritstage_goostart=1
intcritstage_gooend=2
intcritstage_disintegratestart=3
intcritstage_disintegrateend=4
intequipslot_default=0
intequipslot_righthand=1
intequipslot_lefthand=2
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)Native

Adds the specified Perk to this actor.

boolfunctionAddShout(ShoutakShout)Native

Adds the specified Shout to this actor. Does not teach or unlock any of the words in the shout. This function is also silent -- there are no Story Manager or statistics tracking events fired.

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.

boolfunctionCanFlyHere()Native

Can this actor fly here?

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.

voidfunctionClearKeepOffsetFromActor()Native

Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)

voidfunctionClearLookAt()Native

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

voidfunctionDamageActorValue(stringasValueName, floatafDamage)Native

Applies damage to the specified actor value on this actor.

voidfunctionDamageAV(stringasValueName, floatafDamage)

Alias for DamageActorValue - damages the specified actor value

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).

If you want an actor to hit another actor with a spell (regardless of where they are on the battlefield), use this in combination with a Target Actor spell (range doesn't matter).

voidfunctionEnableAI(boolabEnable=true)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.

voidfunctionEquipShout(ShoutakShout)Native

Forces this actor to equip the specified shout.

voidfunctionEquipSpell(SpellakSpell, intaiSource)Native

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

voidfunctionEvaluatePackage()Native

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

voidfunctionForceActorValue(stringasValueName, floatafNewValue)Native

Forces the specified actor value to the passed-in value.

voidfunctionForceAV(stringasValueName, floatafNewValue)

Alias for ForceActorValue - force the specified actor value to a specified value

Gets the ActorBase of the actor.

floatfunctionGetActorValue(stringasValueName)Native

Gets the specified actor value from the actor.

floatfunctionGetActorValueMax(stringasValueName)Native

Obtains the actor value's current maximum (taking into account buffs and debuffs).

floatfunctionGetActorValuePercentage(stringasValueName)Native

Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).

floatfunctionGetAV(stringasValueName)

Gets the specified actor value from the actor.

floatfunctionGetAVMax(stringasValueName)

Alias of GetActorValueMax - retrives actor value's max, taking into account buffs/debuffs

floatfunctionGetAVPercentage(stringasValueName)

Alias for GetActorValuePercentage - gets the actor value as a percent of max

floatfunctionGetBaseActorValue(stringasValueName)Native

Gets the base value of the specified actor value from the actor.

floatfunctionGetBaseAV(stringasValueName)

Alias for GetBaseActorValue - retrieves the specified actor value's base value

intfunctionGetBribeAmount()Native

Returns the amount of gold required to bribe this actor.

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.

ArmorfunctionGetEquippedArmorInSlot(intaiSlot)Native

Obtain the armor currently equipped in the specified slot.

intfunctionGetEquippedItemType(intaiHand)Native

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

ShoutfunctionGetEquippedShout()Native

Gets the actor's currently equipped shout.

WeaponfunctionGetEquippedWeapon(boolabLeftHand=false)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.

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 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.

NOTE: Relationship data is NOT stored for Templated Actors, and any scripts that would set relationship data on a Templated actor will get wiped once your game session is over (which obviously has bad implications for Save/Load).

intfunctionGetSitState()Native

Gets this actor's sit state.

intfunctionGetSleepState()Native

Gets this actor's sleep state.

floatfunctionGetVoiceRecoveryTime()Native

Gets this actor's voice recovery time.

floatfunctionGetWarmthRating()Native

Obtains the actor's current "warmth rating" (taking into account what they have equipped)

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.

boolfunctionHasLOS(ObjectReferenceakOther)Native

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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.

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?

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?

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

Is this actor 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.

boolfunctionIsInKillMove()Native

Is this actor currently in a kill move?

boolfunctionIsIntimidated()Native

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

boolfunctionIsOnMount()Native

Is the actor on a mount?

boolfunctionIsOverEncumbered()Native

Returns if the actor is currently over-encumbered.

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). Does not work if the actor is running backward.

boolfunctionIsSneaking()Native

Checks to see if this actor is currently sneaking.

boolfunctionIsSprinting()Native

Checks to see if this actor is currently sprinting.

boolfunctionIsTrespassing()Native

Is this actor trespassing?

boolfunctionIsUnconscious()Native

Is this actor currently unconscious?

boolfunctionIsWeaponDrawn()Native

Has this actor drawn his weapon and/or spell?

voidfunctionKeepOffsetFromActor(ActorarTarget, floatafOffsetX, floatafOffsetY, floatafOffsetZ, floatafOffsetAngleX=0.0, floatafOffsetAngleY=0.0, floatafOffsetAngleZ=0.0, floatafCatchUpRadius=20.0, floatafFollowRadius=5.0)Native

Forces the specified actor into a state where it will attempt to keep a given offset from another actor

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.

voidfunctionModActorValue(stringasValueName, floatafAmount)Native

Modifies the specified actor value on the actor.

voidfunctionModAV(stringasValueName, floatafAmount)

Alias for ModActorValue - modifies the specified actor value

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.

voidfunctionOpenInventory(boolabForceOpen=false)Native

Opens this actor's inventory. 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.

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

Send an event to the subgraphs of an actor.

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.

boolfunctionRemoveShout(ShoutakShout)Native

Removes the specified shout from this actor.

boolfunctionRemoveSpell(SpellakSpell)Native

Removes the specified spell from this actor.

voidfunctionResetHealthAndLimbs()Native

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

voidfunctionRestoreActorValue(stringasValueName, floatafAmount)Native

Restores (or "heals") damage done to the specified actor value on this actor.

voidfunctionResurrect()Native

Resurrects this actor.

voidfunctionRestoreAV(stringasValueName, floatafAmount)

Alias for RestoreActorValue - restores damage done to the actor value

voidfunctionSendAssaultAlarm()Native

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

voidfunctionSendLycanthropyStateChanged(boolabIsWerewolf)Native

Tells anyone who cares that the lycanthropy state of this actor has changed.

voidfunctionSendTrespassAlarm(ActorakCriminal)Native

Have this actor pretend he caught the specified criminal trespassing.

voidfunctionSendVampirismStateChanged(boolabIsVampire)Native

Tells anyone who cares that the vampirism state of this actor has changed.

voidfunctionSetActorValue(stringasValueName, floatafValue)Native

Sets the base value specified actor value on the actor to the passed-in value. Any modifiers are left intact.

voidfunctionSetAlert(boolabAlerted=true)Native

Set or clear this actor's alerted state.

voidfunctionSetAllowFlying(boolabAllowed=true)Native

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

voidfunctionSetAllowFlyingEx(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. This is an extended version of Actor.SetAllowFlying(...).

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

voidfunctionSetAV(stringasValueName, floatafValue)

Sets the base value specified actor value on the actor to the passed-in value. Any modifiers are left intact.

voidfunctionSetBribed(boolabBribe=true)Native

Flags this actor as bribe by the player

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)Native

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

voidfunctionSetDontMove(boolabDontMove=true)Native

Flags this actor as "don't move" or not.

voidfunctionSetExpressionOverride(intaiMood, intaiStrength=100)Native

Sets an expression override on this actor. This prevents any other system (like AI or dialogue) from changing the expression until the override is cleared.

voidfunctionSetEyeTexture(TextureSetakNewTexture)Native

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

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.

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.

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)Native

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voidfunctionSetRace(RaceakRace=NONE)Native

Change actors Race and reload his art.

voidfunctionSetRelationshipRank(ActorakOther, intaiRank)Native

Sets the relationship rank between this actor and another.

voidfunctionSetRestrained(boolabRestrained=true)Native

Flags this actor as restrained or not. Restrained actors will not move from their current position, but will continue to "think" (pick packages, run detection so they could yell alarms) and go into dialogue.

voidfunctionSetSubGraphFloatVariable(stringasVariableName, floatafValue)Native

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

voidfunctionSetUnconscious(boolabUnconscious=true)Native

Set or clear this actor's unconscious status. Unconscious actors cannot move or "think" - pick packages, yell alarms etc.; actors also cannot be talked to or pickpocketed in this state.

voidfunctionSetVehicle(ObjectReferenceakVehicle)Native

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

voidfunctionSetVoiceRecoveryTime(floatafTime)Native

Sets this actor's voice recovery time.

voidfunctionShowBarterMenu()Native

Shows the barter menu for this actor.

intfunctionShowGiftMenu(boolabGivingGift, FormListapFilterList=NONE, boolabShowStolenItems=false, boolabUseFavorPoints=true)Native

Shows the gift menu for this actor.

voidfunctionStartCannibal(ActorakTarget)Native

Has the actor feed on a dead actor

voidfunctionStartCombat(ActorakTarget)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. You can check the actor's Health, if it's <= 0 then you know the actor is dead. Bring the actor out of the deferred kill state by calling Actor.EndDeferredKill(). Until you do this, the actor will not be able do die.

voidfunctionStartVampireFeed(ActorakTarget)Native

Has the actor vampire feed on a sleeping actor

voidfunctionStopCombat()Native

Removes this actor from combat.

voidfunctionStopCombatAlarm()Native

Stop all combat and alarms against this actor.

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. Updated to remove the item from the left hand weapon slot too.

voidfunctionUnequipItemSlot(intaiSlot)Native

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

voidfunctionUnequipShout(ShoutakShout)Native

Forces this actor to unequip the specified shout.

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.

voidfunctionStartSneaking()Native

Forces this actor to start sneaking.

voidfunctionDrawWeapon()Native

Forces this actor to draw his weapon.

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

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

voidfunctionForceMovementSpeed(floatafSpeedMult)Native

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)Native

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)Native

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)Native

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)Native

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)Native

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

voidfunctionForceTargetSpeed(floatafSpeed)Native

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)Native

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

voidfunctionClearForcedMovement()Native

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

FormfunctionGetWornForm(intslotMask)Native

Returns the form of the item worn with the specified slotMask. (This function requires SKSE)

intfunctionGetWornItemId(intslotMask)Native

returns the itemId for the item worn at the specified slotMask

FormfunctionGetEquippedObject(intlocation)Native

Returns the object currently equipped in the specified location.

intfunctionGetEquippedItemId(intlocation)Native

This function appears to be broken, always returning zero.

intfunctionGetSpellCount()Native

Returns the number of added spells for the actor. (This function requires SKSE)

SpellfunctionGetNthSpell(intn)Native

Returns the specified added spell for the actor. (This function requires SKSE)

voidfunctionQueueNiNodeUpdate()Native

Updates modifications such as HeadParts or ArmorAddons changes for the actor. (This function requires SKSE)

voidfunctionRegenerateHead()Native

Updates an Actor's head mesh.

voidfunctionEquipItemEx(Formitem, intequipSlot=0, boolpreventUnequip=false, boolequipSound=true)Native

Forces this actor to equip the first item in the specified form's extralist to the specified slot.

voidfunctionEquipItemById(Formitem, intitemId, intequipSlot=0, boolpreventUnequip=false, boolequipSound=true)Native

Forces this actor to equip the specified item to the specified slot.

voidfunctionUnequipItemEx(Formitem, intequipSlot=0, boolpreventEquip=false)Native

Forces this actor to equip the specified item at the specified slot.

voidfunctionChangeHeadPart(HeadParthPart)Native

Adds a headpart, if the type exists it will replace, must not be misc type

voidfunctionReplaceHeadPart(HeadPartoPart, HeadPartnewPart)Native

Replaces a headpart on the loaded mesh does not affect ActorBase
Both old and new must exist, and be of the same type

voidfunctionUpdateWeight(floatneckDelta)Native

Visually updates the actors weight.

boolfunctionIsAIEnabled()Native

Checks whether the actors AI is enabled.

voidfunctionResetAI()Native

Resets Actor AI

boolfunctionIsSwimming()Native

Checks to see if this actor is currently swimming.

voidfunctionSheatheWeapon()Native

Forces this actor to sheathe his weapon.

Returns the reference of the furniture the actor is currently using

voidfunctionSetExpressionPhoneme(intindex, floatvalue)Native

0 - "Aah"
1 - "BigAah"
2 - "BMP"
3 - "ChJSh"
4 - "DST"
5 - "Eee"
6 - "Eh"
7 - "FV"
8 - "I"
9 - "K"
10 - "N"
11 - "Oh"
12 - "OohQ"
13 - "R"
14 - "Th"
15 - "W"

voidfunctionSetExpressionModifier(intindex, floatvalue)Native

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voidfunctionResetExpressionOverrides()Native

Resets all expression, phoneme, and modifiers

Faction[]functionGetFactions(intminRank, intmaxRank)Native

Returns an array of Factions the Actor is a member of filtered by the Actors rank. (Maximum Range of -128 to 127)

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