Background for Skyrim SE

The Alias Script

    The Alias script is a part of Skyrim SE’s Papyrus scripting ecosystem. It is included with the base game, and is extended/modified by modded sources such as Skyrim Script Extender x64 (SKSE).

    For this script, the Papyrus index knows about:

    • 19 events
    • 42 functions


    Inheritance Tree

    ScriptExtended By
    ScriptExtended By

    Properties

    No properties found.

      Events

      Functions

      • QuestfunctionGetOwningQuest()Native

        Gets the quest that owns this alias.

      • boolfunctionRegisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

        Register for the specified animation event from the specified object - returns true if it successfully registered

      • voidfunctionRegisterForLOS(ActorakViewer, ObjectReferenceakTarget)Native

        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

      • voidfunctionRegisterForSingleLOSGain(ActorakViewer, ObjectReferenceakTarget)Native

        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

      • voidfunctionRegisterForSingleLOSLost(ActorakViewer, ObjectReferenceakTarget)Native

        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

      • voidfunctionRegisterForSingleUpdate(floatafInterval)Native

        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

      • voidfunctionRegisterForUpdate(floatafInterval)Native

        Register for OnUpdate events, every X seconds, where X is the interval. All scripts attached to this alias will get the update events

      • voidfunctionRegisterForUpdateGameTime(floatafInterval)Native

        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

      • voidfunctionRegisterForSingleUpdateGameTime(floatafInterval)Native

        Register for a single OnUpdateGameTime event, in afInterval hours of game time. All scripts attached to this alias will get the update events

      • voidfunctionRegisterForSleep()Native

        Registers this alias to receive events when the player sleeps and wakes up

      • voidfunctionRegisterForTrackedStatsEvent()Native

        Registers this alias to receive events when tracked stats are updated

      • voidfunctionStartObjectProfiling()Native

        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

      • voidfunctionStopObjectProfiling()Native

        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

      • voidfunctionUnregisterForLOS(ActorakViewer, ObjectReferenceakTarget)Native

        Unregister for any LOS events between the viewer and target

      • voidfunctionUnregisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

        Unregister for the specified animation event from the specified object

      • voidfunctionUnregisterForSleep()Native

        Unregisters this alias to receive events when the player sleeps and wakes up

      • voidfunctionUnregisterForTrackedStatsEvent()Native

        Unregisters this alias from receiving events when tracked stats are updated

      • voidfunctionUnregisterForUpdate()Native

        Unregister for OnUpdate events, all attached scripts will stop getting update events

      • voidfunctionUnregisterForUpdateGameTime()Native

        Unregister for OnUpdateGameTime events, all attached scripts will stop getting update game time events

      • stringfunctionGetName()Native

        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.

      • intfunctionGetID()Native

        Returns the Alias ID of the alias.

      • voidfunctionRegisterForKey(intkeyCode)Native

        Registers for OnKeyDown and OnKeyUp events for the given keycode.

      • voidfunctionUnregisterForKey(intkeyCode)Native
      • voidfunctionUnregisterForAllKeys()Native
      • voidfunctionRegisterForControl(stringcontrol)Native

        Registers for OnControlDown and OnControlUp events for the given control.
        For a list of valid controls, see Input.psc.

      • voidfunctionUnregisterForControl(stringcontrol)Native
      • voidfunctionUnregisterForAllControls()Native
      • voidfunctionRegisterForMenu(stringmenuName)Native

        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.

      • voidfunctionUnregisterForMenu(stringmenuName)Native
      • voidfunctionUnregisterForAllMenus()Native
      • voidfunctionRegisterForModEvent(stringeventName, stringcallbackName)Native

        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

      • voidfunctionUnregisterForModEvent(stringeventName)Native
      • voidfunctionUnregisterForAllModEvents()Native
      • voidfunctionSendModEvent(stringeventName, stringstrArg="", floatnumArg=0.0)Native

        Sends custom event with given generic parameters.

      • voidfunctionRegisterForCameraState()Native

        See Form.psc

      • voidfunctionUnregisterForCameraState()Native
      • voidfunctionRegisterForCrosshairRef()Native

        See Form.psc

      • voidfunctionUnregisterForCrosshairRef()Native
      • voidfunctionRegisterForActorAction(intactionType)Native

        See Form.psc

      • voidfunctionUnregisterForActorAction(intactionType)Native
      • voidfunctionRegisterForNiNodeUpdate()Native

        Registers the script for when a QueueNiNodeUpdate is called

      • voidfunctionUnregisterForNiNodeUpdate()Native
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