Inheritance Tree
| Script | Extended By | ||||||
|---|---|---|---|---|---|---|---|
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Properties
Events
Functions
Gets the quest that owns this alias.
Register for the specified animation event from the specified object - returns true if it successfully registered
Register for LOS gain and lost events between the viewer and the target
A loss or gain event will be sent immediately, depending on whether or not the viewer is already looking at the target or not
If the viewer is not the player, the target must be another actor
Register for only the first LOS gain event between the viewer and the target
If the viewer is already looking at the target, an event will be received almost immediately
If the viewer is not the player, the target must be another actor
Register for only the first LOS lost event between the viewer and the target
If the viewer is already not looking at the target, an event will be received almost immediately
If the viewer is not the player, the target must be another actor
Register for a single OnUpdate event, in afInterval seconds. All scripts attached to this alias will get the update events
Of course, this means you don't need to call UnregisterForUpdate()
If you find yourself doing this:
Event OnUpdate()
UnregisterForUpdate()
{Do some stuff}
endEvent
Then you should use RegisterForSingleUpdate instead
Register for OnUpdate events, every X seconds, where X is the interval. All scripts attached to this alias will get the update events
Register for OnUpdateGameTime events, every X hours of game time, where X is the interval. All scripts attached to this alias will get the update events
Register for a single OnUpdateGameTime event, in afInterval hours of game time. All scripts attached to this alias will get the update events
Registers this alias to receive events when the player sleeps and wakes up
Registers this alias to receive events when tracked stats are updated
Turns on profiling for this specific object and all scripts attached to it - setting doesn't persist across saves
Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off
Turns off profiling for this specific object and all scripts attached to it - setting doesn't persist across saves
Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off
Unregister for any LOS events between the viewer and target
Unregister for the specified animation event from the specified object
Unregisters this alias to receive events when the player sleeps and wakes up
Unregisters this alias from receiving events when tracked stats are updated
Unregister for OnUpdate events, all attached scripts will stop getting update events
Unregister for OnUpdateGameTime events, all attached scripts will stop getting update game time events
- Found in:
- SKSE
Returns the unique name of the alias (not its display name). This is the name appearing in the Alias Name field of the Reference Alias form.
- Found in:
- SKSE
Registers for OnKeyDown and OnKeyUp events for the given keycode.
- Found in:
- SKSE
- Found in:
- SKSE
- Found in:
- SKSE
Registers for OnControlDown and OnControlUp events for the given control.
For a list of valid controls, see Input.psc.
- Found in:
- SKSE
- Found in:
- SKSE
- Found in:
- SKSE
Registers for OnMenuOpen and OnMenuClose events for the given menu.
Registrations have to be refreshed after each game load.
For a list of valid menu names, see UI.psc.
- Found in:
- SKSE
- Found in:
- SKSE
- Found in:
- SKSE
Registers a custom event callback for given event name.
Registrations have to be refreshed after each game load.
Examples:
RegisterForModEvent("myCustomEvent", "MyModEventCallback")
Event signature of custom event callbacks:
Event MyModEventCallback(string eventName, string strArg, float numArg, Form sender)
endEvent
- Found in:
- SKSE
- Found in:
- SKSE
- Found in:
- SKSE
Sends custom event with given generic parameters.
- Found in:
- SKSE
See Form.psc
- Found in:
- SKSE
- Found in:
- SKSE
See Form.psc
- Found in:
- SKSE
- Found in:
- SKSE
See Form.psc
- Found in:
- SKSE
- Found in:
- SKSE
Registers the script for when a QueueNiNodeUpdate is called
- Found in:
- SKSE
