Inheritance Tree
| Script | Extended By |
|---|---|
| — |
Properties
sksevanilla
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.
Can this actor fly here?
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 any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)
Clears this actor's script-forced look-at target.
Applies damage to the specified actor value on this actor.
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.
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).
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 this actor to equip the specified shout.
Forces the actor to equip the specified spell in the specified source.
Forces this actor's AI to re-evaluate its package stack.
Forces the specified actor value to the passed-in value.
Gets the ActorBase of the actor.
Gets the specified actor value from the actor.
Obtains the actor value's current maximum (taking into account buffs and debuffs).
Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).
Alias for GetActorValuePercentage - gets the actor value as a percent of max
Gets the base value of the specified actor value from the actor.
Returns the amount of gold required to bribe this actor.
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.
Obtain the armor currently equipped in the specified slot.
Gets the type of item the actor currently has equipped in the specified hand.
Gets the actor's currently equipped shout.
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.
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 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.
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).
Gets this actor's sit state.
Gets this actor's sleep state.
Gets this actor's voice recovery time.
Obtains the actor's current "warmth rating" (taking into account what they have equipped)
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.
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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?
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?
Is this actor currently bleeding out?
Is this actor commanded by another?
Is this actor currently detected by the other one?
Is this actor flagged as doing a favor for the player?
Does the actor have the specified item equipped?
Is this actor currently essential?
Is this actor hostile to another actor?
Is this actor currently in combat?
Returns whether this actor is a member of the specified faction or not.
Is this actor currently in a kill move?
Used to determine if this actor has been intimidated by the player
Returns if the actor is currently over-encumbered.
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
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?
Forces the specified actor into a state where it will attempt to keep a given offset from another actor
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.
Modifies the specified actor value on the actor.
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.
Opens this actor's inventory. 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.
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.
Send an event to the subgraphs of an actor.
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.
Removes the specified shout from this actor.
Removes the specified spell from this actor.
Resets this actor's health and restores all his limbs.
Restores (or "heals") damage done to the specified actor value on this actor.
Have this actor behave as if he was assaulted by the player.
Tells anyone who cares that the lycanthropy state of this actor has changed.
Have this actor pretend he caught the specified criminal trespassing.
Tells anyone who cares that the vampirism state of this actor has changed.
Sets the base value specified actor value on the actor to the passed-in value. Any modifiers are left intact.
Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
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(...).
Flags this actor to be attacked by all actors when detected
Sets the base value specified actor value on the actor to the passed-in value. Any modifiers are left intact.
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.
Flags this actor as "don't move" or not.
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.
Forces a new eye texture on the actor. This will only last until the actor reloads their 3D.
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.
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
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.
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Sets the relationship rank between this actor and another.
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.
Set a variable on all of an actor's sub graphs.
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.
Attaches the actor to a horse, cart, or other vehicle -- or detaches it from its current vehicle.
Sets this actor's voice recovery time.
Shows the barter menu for this actor.
Shows the gift 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. 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.
Has the actor vampire feed on a sleeping actor
Removes this actor from combat.
Stop all combat and alarms against this actor.
Forces this actor to unequip all currently equipped items.
Forces this actor to unequip the specified item, preventing equipping if requested. Updated to remove the item from the left hand weapon slot too.
Forces this actor to unequip all armor on the given slot.
Forces this actor to unequip the specified shout.
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.
Forces this actor to start sneaking.
Forces this actor to draw his weapon.
**** 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
- Found in:
- SKSE
Returns the form of the item worn with the specified slotMask. (This function requires SKSE)
- Found in:
- SKSE
returns the itemId for the item worn at the specified slotMask
- Found in:
- SKSE
Returns the object currently equipped in the specified location.
- Found in:
- SKSE
This function appears to be broken, always returning zero.
- Found in:
- SKSE
Returns the number of added spells for the actor. (This function requires SKSE)
- Found in:
- SKSE
Returns the specified added spell for the actor. (This function requires SKSE)
- Found in:
- SKSE
Updates modifications such as HeadParts or ArmorAddons changes for the actor. (This function requires SKSE)
- Found in:
- SKSE
Updates an Actor's head mesh.
- Found in:
- SKSE
Forces this actor to equip the first item in the specified form's extralist to the specified slot.
- Found in:
- SKSE
Forces this actor to equip the specified item to the specified slot.
- Found in:
- SKSE
Forces this actor to equip the specified item at the specified slot.
- Found in:
- SKSE
Adds a headpart, if the type exists it will replace, must not be misc type
- Found in:
- SKSE
Replaces a headpart on the loaded mesh does not affect ActorBase
Both old and new must exist, and be of the same type
- Found in:
- SKSE
Visually updates the actors weight.
- Found in:
- SKSE
Checks whether the actors AI is enabled.
- Found in:
- SKSE
Checks to see if this actor is currently swimming.
- Found in:
- SKSE
Forces this actor to sheathe his weapon.
- Found in:
- SKSE
Returns the reference of the furniture the actor is currently using
- Found in:
- SKSE
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"
- Found in:
- SKSE
[DEV SERVER] Loading description...
- Found in:
- SKSE
Resets all expression, phoneme, and modifiers
- Found in:
- SKSE
Returns an array of Factions the Actor is a member of filtered by the Actors rank. (Maximum Range of -128 to 127)
