Background for Skyrim SE

DbSkseFunctions


Inheritance Tree

No indexed scripts extend this script.

Properties
Events
Functions
floatfunctionGetVersion()NativeGlobal
boolfunctionLoadMostRecentSaveGame()NativeGlobal
stringfunctionGetClipBoardText()NativeGlobal

get and set text from system clipboard, for copy / paste functionality

boolfunctionSetClipBoardText(strings)NativeGlobal
boolfunctionIsWhiteSpace(stringc)NativeGlobal

is the string c char whitespace? Uses c++ isspace function

intfunctionCountWhiteSpaces(strings)NativeGlobal
boolfunctionModHasFormType(stringmodName, intformType)NativeGlobal

does the mod have at least 1 form of formType?

Form[]functionSortFormArray(Form[]akForms, intsortOption=1)NativeGlobal

returns new form array that contains the forms of the passed in akForms array, but sorted.
Sort options are as follows. Note, to sort by editor Id reliably, po3 tweaks must be installed.
1 = by form name ascending,
2 = by form name descending,
3 = by form editor Id name ascending,
4 = by form editor Id name descending,
5 = by form Id ascending,
6 = by form Id descending

Form[]functionFormListToArray(FormListakList, intsortOption=0)NativeGlobal

returns new form array that contains the forms in akList
Sort options are as follows. Note, to sort by editor Id reliably, po3 tweaks must be installed.
1 = by form name ascending,
2 = by form name descending,
3 = by form editor Id name ascending,
4 = by form editor Id name descending,
5 = by form Id ascending,
6 = by form Id descending

voidfunctionRemoveFormListAddedForm(FormListakList, FormakForm)NativeGlobal
voidfunctionAddFormsToList(Form[]akForms, FormListakList)NativeGlobal

Add forms in akForms array to akList

stringfunctionGetFormDescription(FormakForm, intmaxCharacters=0, stringoverMaxCharacterSuffix="..", stringnewLineReplacer="", intnoneStringType=0, stringnullFormString="ull")NativeGlobal

[DEV SERVER] Loading description...

string[]functionGetFormDescriptions(Form[]akForms, intsortOption=0, intmaxCharacters=0, stringoverMaxCharacterSuffix="..", stringnewLineReplacer="", intnoneStringType=0, stringnullFormString="ull")NativeGlobal

[DEV SERVER] Loading description...

string[]functionGetFormDescriptionsFromList(FormListakFormList, intsortOption=0, intmaxCharacters=0, stringoverMaxCharacterSuffix="..", stringnewLineReplacer="", intnoneStringType=0, stringnullFormString="ull")NativeGlobal

[DEV SERVER] Loading description...

string[]functionGetFormNames(Form[]akForms, intsortOption=0, intnoneStringType=0, stringnullFormString="ull")NativeGlobal

get form names for akForms
if noneStringType is 1 and a name is empty, "", gets editorID instead of name
if noneStringType is 2 and a name is empty, "", gets form ID instead of name
if a form is none, sets nullFormString for that form
Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.

string[]functionGetFormNamesFromList(FormListakFormList, intsortOption=0, intnoneStringType=0, stringnullFormString="ull")NativeGlobal

get form names for forms in akFormList
if noneStringType is 1 and a name is empty, "", gets editorID instead of name
if noneStringType is 2 and a name is empty, "", gets form ID instead of name
if a form is none, sets nullFormString for that form
Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.

stringfunctionGetFormEditorId(FormakForm, stringnullFormString="ull")NativeGlobal

Get form editor Id name.
If akForm is none, returns nullFormString

string[]functionGetFormEditorIds(Form[]akForms, intsortOption=0, stringnullFormString="ull")NativeGlobal

get form editor id names for akForms
if a form is none, sets nullFormString for that form
Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.
Note, to get editor Ids reliably, po3 tweaks must be installed.

string[]functionGetFormEditorIdsFromList(FormListakFormList, intsortOption=0, stringnullFormString="ull")NativeGlobal

get form editor id names for forms in akFormList
if a form is none, sets nullFormString for that form
Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.
Note, to get editor Ids reliably, po3 tweaks must be installed.

string[]functionGetLoadedModNames(intsortOption=0)NativeGlobal

Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.

string[]functionGetLoadedLightModNames(intsortOption=0)NativeGlobal

Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.

string[]functionGetAllLoadedModNames(intsortOption=0)NativeGlobal

Get all loaded mod names, (regular mods and light mods)
Sort options are as follows. 0 = not sorted, 1 = sorted by name ascending, 2 = sorted by name descending.

string[]functionGetLoadedModDescriptions(intsortOption=0, intmaxCharacters=0, stringoverMaxCharacterSuffix="..", stringnewLineReplacer="")NativeGlobal

get loaded mod descriptions.
if maxCharacters is greater than 0, limits the number of characters for descriptions.
If a description exceeds maxCharacters, adds the overMaxCharacterSuffix to the end of the description.
Sort options are as follows. 0 = not sorted, 1 = sorted by Description ascending, 2 = sorted by Description descending, 3 sorted by mod name ascending, 4 = sorted by mod name descending.

string[]functionGetLoadedLightModDescriptions(intsortOption=0, intmaxCharacters=0, stringoverMaxCharacterSuffix="..", stringnewLineReplacer="")NativeGlobal

get loaded light mod descriptions.
if maxCharacters is greater than 0, limits the number of characters for descriptions.
If a description exceeds maxCharacters, adds the overMaxCharacterSuffix to the end of the description.
Sort options are as follows. 0 = not sorted, 1 = sorted by Description ascending, 2 = sorted by Description descending, 3 sorted by mod name ascending, 4 = sorted by mod name descending.

string[]functionGetAllLoadedModDescriptions(intsortOption=0, intmaxCharacters=0, stringoverMaxCharacterSuffix="..", stringnewLineReplacer="")NativeGlobal

get all loaded mod descriptions, (regular mods and light mods)
if maxCharacters is greater than 0, limits the number of characters for descriptions.
If a description exceeds maxCharacters, adds the overMaxCharacterSuffix to the end of the description.
Sort options are as follows. 0 = not sorted, 1 = sorted by Description ascending, 2 = sorted by Description descending, 3 sorted by mod name ascending, 4 = sorted by mod name descending.

ConstructibleObject[]functionGetAllConstructibleObjects(FormcreatedObject)NativeGlobal

get all constructible objects that create the createdObject.
if none is passed in, get's all constructible objects in game.

Armor[]functionGetAllArmorsForSlotMask(intslotMask)NativeGlobal

Get all armors in game that use the slotMask

WorldSpacefunctionGetCellWorldSpace(CellakCell)NativeGlobal
LocationfunctionGetCellLocation(CellakCell)NativeGlobal
boolfunctionIsCellPublic(CellakCell)NativeGlobal
voidfunctionSetCellPublic(CellakCell, boolbPublic)NativeGlobal
boolfunctionIsCellOffLimits(CellakCell)NativeGlobal
voidfunctionSetCellOffLimits(CellakCell, boolbOffLimits)NativeGlobal
Cell[]functionGetAllInteriorCells(LocationakLocation, ActorBaseakOwner, intmatchMode=0)NativeGlobal

Get all interior cells in game that match the akLocation and or akOwner
if matchMode == 0, get all cells in game where either the passed in akLocation or akOwner match.
if matchMode == 1, get all cells in game where both the passed in akLocation and akOwner match.
if matchMode == anything else, get all interior cells in game

Cell[]functionGetAllExteriorCells(LocationakLocation, WorldSpaceakWorldSpace, intmatchMode=0)NativeGlobal

Get all exterior cells in game that match the akLocation and or akWorldSpace
if matchMode == 0, get all cells in game where either the passed in akLocation or akWorldSpace match.
if matchMode == 1, get all cells in game where both the passed in akLocation and akWorldSpace match.
if matchMode == anything else, get all interior cells in game

Cell[]functionGetAttachedCells()NativeGlobal

Get all cells currently attached

Form[]functionGetFavorites(int[]formTypes=NONE, intformTypeMatchMode=1)NativeGlobal

Get forms currently favorited by the player
formTypeMatchMode 1 = forms who match a type in formTypes.
formTypeMatchMode 0 = forms that match none of the types in formTypes.
formTypeMatchMode -1 (or if formTypes == none) = formType filter is ignored completely, get all favorited forms regardless of type.

Form[]functionGetAllFormsWithName(stringsFormName, intnameMatchMode=0, int[]formTypes=NONE, intformTypeMatchMode=1)NativeGlobal

Get all forms who's name (with GetName()) match the sFormName.
nameMatchMode 0 = exact match, 1 = name contains sFormName.
formTypeMatchMode 1 = forms who match a type in formTypes.
formTypeMatchMode 0 = forms that match none of the types in formTypes.
formTypeMatchMode -1 (or if formTypes == none) = formType filter is ignored completely, get all forms regardless of type that match (or contain) sFormName.

Form[]functionGetAllFormsWithScriptAttached(stringsScriptName, int[]formTypes=NONE, intformTypeMatchMode=0)NativeGlobal

formTypeMatchMode 1 = forms that have a type in formTypes.
formTypeMatchMode 0 = forms that do not have a type in formTypes.
formTypeMatchMode -1 (or if formTypes == none) = formType filter is ignored completely, get all forms regardless of type that have the script with sScriptName attached

Alias[]functionGetAllAliasesWithScriptAttached(stringsScriptName)NativeGlobal
ReferenceAlias[]functionGetAllRefAliasesWithScriptAttached(stringsScriptName, boolonlyQuestObjects=false, boolonlyFilled=false)NativeGlobal
Quest[]functionGetAllActiveQuests()NativeGlobal

Get all quests in game currently being tracked by the player.

ReferenceAlias[]functionGetAllRefaliases(boolonlyQuestObjects=false, boolonlyFilled=false)NativeGlobal

Get all ReferenceAlias's in game.
if onlyQuestObjects is true, only gets ref alias's that have the Quest Object box checked
if onlyFilled is true, only gets ref alias's that are filled with a valid object reference.

Get all references aliases that are currently filled with the ref.

ObjectReference[]functionGetAllQuestObjectRefs()NativeGlobal

Get all quest object references in game

Get all quest object references in the containerRef

Get all persistent object references in the containerRef, regardless if they're quest objects or not.
Object refs must be persistent to be in a container.

boolfunctionSetAliasQuestObjectFlag(AliasakAlias, boolset)NativeGlobal

Sets or clears the Quest Object flag for the akAlias. Returns true if successful

boolfunctionIsAliasQuestObjectFlagSet(AliasakAlias)NativeGlobal

Does the akAlias have the quest obect flag checked?

TextureSetfunctionGetProjectileBaseDecal(ProjectileakProjectile)NativeGlobal
boolfunctionSetProjectileBaseDecal(ProjectileakProjectile, TextureSetdecalTextureSet)NativeGlobal
ExplosionfunctionGetProjectileBaseExplosion(ProjectileakProjectile)NativeGlobal
boolfunctionSetProjectileBaseExplosion(ProjectileakProjectile, ExplosionakExplosion)NativeGlobal
floatfunctionGetProjectileBaseCollisionRadius(ProjectileakProjectile)NativeGlobal
boolfunctionSetProjectileBaseCollisionRadius(ProjectileakProjectile, floatradius)NativeGlobal
floatfunctionGetProjectileBaseCollisionConeSpread(ProjectileakProjectile)NativeGlobal
boolfunctionSetProjectileBaseCollisionConeSpread(ProjectileakProjectile, floatconeSpread)NativeGlobal
intfunctionGetProjectileRefType(ObjectReferenceprojectileRef)NativeGlobal

get the type of the projectileRef
projectile types are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow, 0 = unrecognized.

get projectiles currently attached to the ref
only works if the ref is an actor

get projectile object references attached to the ref
only works if the ref is not an actor

ObjectReference[]functionGetAllHitProjectileRefsOfType(ObjectReferenceref, boolonly3dLoaded=true, boolonlyEnabled=true, intprojectileType=7)NativeGlobal

get all projectile object references that hit the ref that match the conditions.
projectileTypes are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow.
if the projectileType param is none of those types, returns all projectiles that have hit the ref regardless of type.

ObjectReference[]functionGetAllShotProjectileRefsOfType(ObjectReferenceref, boolonly3dLoaded=true, boolonlyEnabled=true, intprojectileType=7)NativeGlobal

get all projectile object references that were shot by the ref that match the conditions.
projectileTypes are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow.
if the projectileType param is none of those types, returns all projectiles that the ref has shot regardless of type.

ObjectReference[]functionGetRecentProjectileHitRefs(ObjectReferenceref, boolonly3dLoaded=true, boolonlyEnabled=true, intprojectileType=7)NativeGlobal

get recent projectile object references that hit the ref that match the conditions.
projectileTypes are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow.
if the projectileType param is none of those types, returns all recent projectiles that have hit the ref regardless of type.
requires iMaxArrowsSavedPerReference to be set to greater than 0 in DbSkseFunctions.ini

ObjectReferencefunctionGetLastProjectileHitRef(ObjectReferenceref, boolonly3dLoaded=true, boolonlyEnabled=true, intprojectileType=7)NativeGlobal

get the last projectile object reference that hit the ref that match the conditions.
projectileTypes are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow.
if the projectileType param is none of those types, returns the last projectile that hit the ref regardless of type
requires iMaxArrowsSavedPerReference to be set to greater than 0 in DbSkseFunctions.ini

ObjectReference[]functionGetRecentProjectileShotRefs(ObjectReferenceref, boolonly3dLoaded=true, boolonlyEnabled=true, intprojectileType=7)NativeGlobal

get recent projectile object references that were shot by the ref that match the conditions.
projectileTypes are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow.
if the projectileType param is none of those types, returns all recent projectiles that the ref has shot regardless of type.
requires iMaxArrowsSavedPerReference to be set to greater than 0 in DbSkseFunctions.ini

ObjectReferencefunctionGetLastProjectileShotRef(ObjectReferenceref, boolonly3dLoaded=true, boolonlyEnabled=true, intprojectileType=7)NativeGlobal

get the last projectile object reference that was shot by the ref that match the conditions.
projectileTypes are: 1 = Missile, 2 = Grenade, 3 = Beam, 4 = Flamethrower, 5 = Cone, 6 = Barrier, 7 = Arrow.
if the projectileType param is none of those types, returns the last projectile was shot by the ref regardless of type
requires iMaxArrowsSavedPerReference to be set to greater than 0 in DbSkseFunctions.ini

ObjectReference[]functionGetProjectileHitRefs(ObjectReferenceprojectileRef)NativeGlobal

get the object reference(s) that the projectileRef hit (collided with). Most of the time this is 1 object, sometimes it's more.

ObjectReferencefunctionGetProjectileShooter(ObjectReferenceprojectileRef)NativeGlobal

get the object reference that shot the projectileRef

AmmofunctionGetProjectileAmmoSource(ObjectReferenceprojectileRef)NativeGlobal

Get the ammo that the projectileRef was shot with if any

PotionfunctionGetProjectilePoison(ObjectReferenceprojectileRef)NativeGlobal

Get the poison the projectileRef was shot with if any

EnchantmentfunctionGetProjectileEnchantment(ObjectReferenceprojectileRef)NativeGlobal

Get the enchantment the projectileRef was shot with if any

FormfunctionGetProjectileMagicSource(ObjectReferenceprojectileRef)NativeGlobal

Get the magic item that shot the projectileRef if any
Most likely a spell or shout

WeaponfunctionGetProjectileWeaponSource(ObjectReferenceprojectileRef)NativeGlobal

Get the weapon that the projectileRef was shot from if any
Most likely a bow or crossbow.

floatfunctionGetProjectileWeaponDamage(ObjectReferenceprojectileRef)NativeGlobal

Get the damage of the weapon that shot the projectileRef if any

ExplosionfunctionGetProjectileExplosion(ObjectReferenceprojectileRef)NativeGlobal

get the explosion for the projectileRef, if any.

floatfunctionGetProjectilePower(ObjectReferenceprojectileRef)NativeGlobal
floatfunctionGetProjectileDistanceTraveled(ObjectReferenceprojectileRef)NativeGlobal
intfunctionGetProjectileImpactResult(ObjectReferenceprojectileRef)NativeGlobal

impactResults are: 0 = none, 1 = destroy, 2 = bounce, 3 = impale, 4 = stick

string[]functionGetProjectileNodeHitNames(ObjectReferenceprojectileRef)NativeGlobal

get the node names that the projectileRef has hit.
these only seem to be valid if the projectileRef hit an actor.
i.e "NPC Head [Head]", "NPC Spine1 [Spn1]" ect.

int[]functionGetProjectileCollidedLayers(ObjectReferenceprojectileRef)NativeGlobal

get the collision layers the projectileRef has collided with

string[]functionGetProjectileCollidedLayerNames(ObjectReferenceprojectileRef)NativeGlobal

get names of the collision layers the projectileRef has collided with

stringfunctionGetCollisionLayerName(intlayer)NativeGlobal

[DEV SERVER] Loading description...

Get the last object reference that the player activated
Requires the bActivateEventSinkEnabledByDefault setting in the DbSkseFunctions.ini file to be enabled.

Get the last object reference that the player activated after a menu was opened
Requires the bMenuOpenCloseEventSinkEnabled and bActivateEventSinkEnabledByDefault settings in the DbSkseFunctions.ini file to be enabled.

If the ref is an ashpile, gets the actor linked to it, if any. If the ref is an actor, gets the ashpile linked to it, if any.

Get the enable parent of the ref, if there is one.

Get the closest object reference in the refs array to the ref

Get the index of the closest object reference in the refs array to the ref

floatfunctionGetGameHoursPassed()NativeGlobal
floatfunctionGameHoursToRealTimeSeconds(floatgameHours)NativeGlobal

Calculate how many real time seconds it will take for gameHours to pass based on current time scale.
Example - with default time scale (20), GameHoursToRealTimeSeconds(1) returns 180.0

boolfunctionIsGamePaused()NativeGlobal
boolfunctionIsInMenu()NativeGlobal

returns true if a menu is open, (other than the hud menu which is always open), regardless if the game is paused or not.

stringfunctionGetLastMenuOpened()NativeGlobal
voidfunctionRefreshItemMenu()NativeGlobal

forces item menus to update if they are open (inventory, container, barter ect...)
To display any changes made to items while an item menu is open, such as changing an item's name.

boolfunctionIsItemMenuOpen()NativeGlobal
voidfunctionExecuteConsoleCommand(stringcommand, ObjectReferenceref=NONE)NativeGlobal

differs from consoleUtil.ExecuteCommand in that you can execute a targeted command on a passed in ref.
if ref == none and command is targeted command, runs command on console selected ref like normal.
If no console selected ref, or is not a targeted command, executes command like normal.

boolfunctionHasCollision(ObjectReferenceref)NativeGlobal

does the ref have collision?

voidfunctionToggleCollision(ObjectReferenceref)Global

toggle collision on ref using tcl console command
requires powerofthree's Tweaks to work.
https://www.nexusmods.com/skyrimspecialedition/mods/51073?tab=description

voidfunctionSetCollision(ObjectReferenceref, boolenabled)Global

enable or disable collision on ref using tcl console command
requires powerofthree's Tweaks to work.

voidfunctionSetSoulGemSize(SoulGemakSoulGem, intlevel)NativeGlobal

set the max Soul size the soulGem (base form) can hold. 0 = no soul up to 5 = grand.

boolfunctionCanSoulGemHoldNPCSoul(SoulGemakSoulGem)NativeGlobal

can the soulGem hold an NPC soul? I.E is it a black soul gem?

voidfunctionSetSoulGemCanHoldNPCSoul(SoulGemakSoulGem, boolcanHold)NativeGlobal

set soul gem can hold npc soul, I.E make it a black soul gem or not.

Enchantment[]functionGetKnownEnchantments()NativeGlobal
voidfunctionAddKnownEnchantmentsToFormList(FormListakList)NativeGlobal
stringfunctionGetWordOfPowerTranslation(WordOfPowerakWord)NativeGlobal
voidfunctionUnlockShout(ShoutakShout)NativeGlobal

add shout to player if necessary and unlock all of its Words

voidfunctionAddAndUnlockAllShouts(intminNumberOfWordsWithTranslations=0, boolonlyShoutsWithNames=false, boolonlyShoutsWithDescriptions=false)NativeGlobal

add and unlock all shouts to the player that match the param filters.
default is adding and unlocking ALL shouts found in game to player

intfunctionGetFurnitureWorkbenchType(FurnitureakFurniture)NativeGlobal

furniture workbench types are:
None = 0,
CreateObject = 1,
SmithingWeapon = 2,
Enchanting = 3,
EnchantingExperiment = 4,
Alchemy = 5,
AlchemyExperiment = 6,
SmithingArmor = 7

stringfunctionGetFurnitureWorkbenchSkillString(FurnitureakFurniture)NativeGlobal

return string will be an actor value skill such as "smithing", "enchanting" ect.

stringfunctionGetBookSkill(BookakBook)NativeGlobal
voidfunctionSetBookSkill(BookakBook, stringskill)NativeGlobal

sets the skill book teaches. If skill is "", removes TeachesSkill flag from book. (Book will no longer teach a skill.)
not save persistent, use a load game event for maintenance

Book[]functionGetSkillBooksForSkill(stringskill)NativeGlobal

get all books that teach the skill

voidfunctionAddSkillBookForSkillToList(stringskill, FormListakList)NativeGlobal

add all books that teach skill to akList

voidfunctionSetBookSpell(BookakBook, SpellakSpell)NativeGlobal

Sets spell book tome teaches. If akSpell is none, removes TeachesSpell flag from book. (Book will no longer teach a spell.)
not save persistent, use a load game event for maintenance

BookfunctionGetSpellTomeForSpell(SpellakSpell)NativeGlobal

get the first spell tome found that teaches akSpell, or none if not found.

Book[]functionGetSpellTomesForSpell(SpellakSpell)NativeGlobal

get all spell tomes that teach akSpell, or empty array if none found.

voidfunctionAddSpellTomesForSpellToList(SpellakSpell, FormListakList)NativeGlobal

add all spell tomes that teach akSpell to akList

voidfunctionSetBookRead(BookakBook, boolread)NativeGlobal

if read is true, set akBook as 'read', otherwise set akBook as 'unread'
if read is false and akBook is a skill book, the skill from the book can be increased again when reading.

voidfunctionSetAllBooksRead(boolread)NativeGlobal

if read is true, set all books in game as 'read', otherwise set all books in game as 'unread'

FormfunctionGetActiveEffectSource(ActiveMagicEffectakEffect)NativeGlobal

get source that the ActiveMagicEffect came from
Could be a spell, enchantment, potion, or ingredient. Use GetType() to find out which.

-1 = not applicable or not found
0 = conditions not met, the active effect is not affecting the reference it's on.
1 = conditions met, the active effect is affecting the reference it's on

intfunctionGetActiveEffectCastingSource(ActiveMagicEffectakEffect)NativeGlobal

Get casting source that the ActiveMagicEffect came from
LeftHand = 0,
RightHand = 1,
Other = 2, (most likely shout)
Instant = 3

MagicEffect[]functionGetMagicEffectsForForm(FormakForm)NativeGlobal

get magic effects for akForm, assuming akForm is a magic item such as a spell, potion, shout, enchantment, scroll ect...

boolfunctionIsFormMagicItem(FormakForm)NativeGlobal

is the form a magic item such as spell, potion, shout, enchantment, scroll ect...?

boolfunctionIsMagicEffectActiveOnRef(ObjectReferenceref, MagicEffectakMagicEffect, FormmagicSource=NONE)NativeGlobal

is the akMagicEffect currently affecting the ref?
if magicSource is not none, only returns true if the activeMagicEffect matches the akMagicEffect and it's condition status is true and comes from the magicSource (spell, shout, potion ect)
Otherwise, returns true if activeMagicEffect matches the akMagicEffect and it's condition status is true regardless of source.

voidfunctionDispelMagicEffectOnRef(ObjectReferenceref, MagicEffectakMagicEffect, FormmagicSource=NONE)NativeGlobal

if magicSource is not none, only dispels effects that come from the magicSource (spell, shout, potion ect)
Otherwise, dispels all activeMagicEffects that match the akMagicEffect

boolfunctionWouldActorBeStealing(ActorakActor, ObjectReferenceakTarget)NativeGlobal

would the akActor be stealing the akTarget if they took it?

boolfunctionIsActorAttacking(ActorakActor)NativeGlobal
boolfunctionIsActorPowerAttacking(ActorakActor)NativeGlobal
boolfunctionIsActorSpeaking(ActorakActor)NativeGlobal
boolfunctionIsActorBlocking(ActorakActor)NativeGlobal
boolfunctionIsActorCasting(ActorakActor)NativeGlobal
boolfunctionIsActorDualCasting(ActorakActor)NativeGlobal
boolfunctionIsActorStaggered(ActorakActor)NativeGlobal
boolfunctionIsActorRecoiling(ActorakActor)NativeGlobal
boolfunctionIsActorIgnoringCombat(ActorakActor)NativeGlobal
boolfunctionIsActorUndead(ActorakActor)NativeGlobal
boolfunctionIsActorOnFlyingMount(ActorakActor)NativeGlobal
boolfunctionIsActorAMount(ActorakActor)NativeGlobal
boolfunctionIsActorInMidAir(ActorakActor)NativeGlobal
boolfunctionIsActorInRagdollState(ActorakActor)NativeGlobal
boolfunctionIsActorFleeing(ActorakActor)NativeGlobal
intfunctionGetDetectionLevel(ActorakActor, ActorakTarget)NativeGlobal
intfunctionGetActorWardState(ActorakActor)NativeGlobal

ward states are 0 = none, 1 = absorbing, 2 = break

boolfunctionIsPCSleeping()NativeGlobal

Same as the IsPCSleeping condition. Returns true if the player is sleeping

voidfunctionUpdateActor3DModel(ActorakActor)NativeGlobal
voidfunctionUpdateActor3DPosition(ActorakActor, boolwarp=false)NativeGlobal
voidfunctionUpdateRefLight(ObjectReferenceref)NativeGlobal
float[]functionGetRefLinearVelocity(ObjectReferenceref)NativeGlobal

[0] = x, [1] = y, [2] = z

stringfunctionGetKeywordString(KeywordakKeyword)NativeGlobal
voidfunctionSetKeywordString(KeywordakKeyword, stringkeywordString)NativeGlobal

doesn't carry over between saves. Use load game event for maintenace

FormListfunctionCreateFormList(FormListfillerList=NONE)NativeGlobal

create new forms of these types at runtime.
carefull with these. Using these functions are like using PlaceAtMe to create permanent references.
Making too many of these may cause save game bloat, so use sparingly.

ColorFormfunctionCreateColorForm(intcolor=0xf)NativeGlobal
KeywordfunctionCreateKeyword()NativeGlobal
TextureSetfunctionCreateTextureSet()NativeGlobal
SoundfunctionCreateSoundMarker()NativeGlobal

Create new sound. to set the sound, use Papyrus Extender, 'Po3_SkseFunctions.SetSoundDescriptor(newSoundMarker, akSoundDescriptor)'

intfunctionPlaySound(SoundakSound, ObjectReferenceakSource, floatvolume=1.0, FormeventReceiverForm=NONE, AliaseventReceiverAlias=NONE, ActiveMagicEffecteventReceiverActiveEffect=NONE)NativeGlobal

PlaySound / PlaySoundDescriptor returns instanceID like Sound.play(), but you can pass in a form, alias or activeMagicEffect to receive the OnSoundFinish Event.
Example, if your script extends form:
DbSkseFunctions.PlaySound(akSound, Game.GetPlayer(), 1.0, self) ;play sound and receive the OnSoundFinish event when sound finishes playing.
You can also set a start volume.

intfunctionPlaySoundDescriptor(SoundDescriptorakSoundDescriptor, ObjectReferenceakSource, floatvolume=1.0, FormeventReceiverForm=NONE, AliaseventReceiverAlias=NONE, ActiveMagicEffecteventReceiverActiveEffect=NONE)NativeGlobal
boolfunctionSetSoundInstanceSource(intinstanceID, ObjectReferenceref)NativeGlobal

[DEV SERVER] Loading description...

SoundCategoryfunctionGetParentSoundCategory(SoundCategoryakSoundCategory)NativeGlobal
voidfunctionSetSoundCategoryForSoundDescriptor(SoundDescriptorakSoundDescriptor, SoundCategoryakSoundCategory)NativeGlobal
floatfunctionGetSoundCategoryVolume(SoundCategoryakSoundCategory)NativeGlobal
floatfunctionGetSoundCategoryFrequency(SoundCategoryakSoundCategory)NativeGlobal
MusicTypefunctionGetCurrentMusicType()NativeGlobal

get MusicType that's currently playing

intfunctionGetNumberOfTracksInMusicType(MusicTypeakMusicType)NativeGlobal
intfunctionGetMusicTypeTrackIndex(MusicTypeakMusicType)NativeGlobal

get the current track index queued in akMusicType

voidfunctionSetMusicTypeTrackIndex(MusicTypeakMusicType, intindex)NativeGlobal

if the akMusicType is currently playing, it will jump to the track index passed in.

intfunctionGetMusicTypePriority(MusicTypeakMusicType)NativeGlobal
voidfunctionSetMusicTypePriority(MusicTypeakMusicType, intpriority)NativeGlobal
intfunctionGetMusicTypeStatus(MusicTypeakMusicType)NativeGlobal

MusicTypeStatus is as follows
kInactive = 0
kPlaying = 1
kPaused = 2
kFinishing = 3
kFinished = 4

boolfunctionIsMapMarker(ObjectReferenceRef)NativeGlobal

returns true if Ref has map data.

intfunctionGetMapMarkerIconType(ObjectReferenceMapMarker)NativeGlobal

For these functions the MapMarker ObjectReference must be a map marker with map marker data.
In other words, IsMapMarker must return true;

boolfunctionSetMapMarkerIconType(ObjectReferenceMapMarker, inticonType)NativeGlobal
stringfunctionGetMapMarkerName(ObjectReferenceMapMarker)NativeGlobal
boolfunctionSetMapMarkerName(ObjectReferenceMapMarker, stringName)NativeGlobal
boolfunctionSetMapMarkerVisible(ObjectReferenceMapMarker, boolvisible)NativeGlobal

Get is the vanilla ObjectReference function mapMarker.IsMapMarkerVisible()

boolfunctionSetCanFastTravelToMarker(ObjectReferenceMapMarker, boolcanTravelTo)NativeGlobal

Get is the vanilla ObjectReference function mapMarker.CanFastTravelToMarker()

boolfunctionSetCellOrWorldSpaceOriginForRef(ObjectReferenceref, FormcellOrWorldSpace)NativeGlobal

This function is usefull if you have to move a map marker from one worldspace to another using MoveTo and have it display on the world map.
This function will only be successfull if the passed in ref has been moved from its original worldspace or interior cell so...
use moveto on the ref first before this function is used.

ObjectReference[]functionGetCurrentMapMarkerRefs(intvisibleFilter=-1, intcanTravelToFilter=-1)NativeGlobal

get all map marker refs valid for the current world space or interior cell grid, (can potentially be viewed on the current map)
for the filter params:
-1 = filter is ignored
0 = (false) only get markers that are not visible or can't be fast traveled to
1 = (true) only get markers that are visible or that can be fast traveled to

ObjectReference[]functionGetAllMapMarkerRefs(intvisibleFilter=-1, intcanTravelToFilter=-1)NativeGlobal

get all map marker refs in game
for the filter params:
-1 = filter is ignored
0 = (false) only get markers that are not visible or can't be fast traveled to
1 = (true) only get markers that are visible or that can be fast traveled to

voidfunctionSetArtObjectNthTextureSet(ArtartObject, TextureSettextureSet, intn)NativeGlobal

This function isn't working yet. Technically it's being set successfully internally but can't get it to display in game.
At least with VisualEffect.play(). I'm working on a fix for this.

TextureSetfunctionGetArtObjectNthTextureSet(ArtakArtObject, intn)NativeGlobal
stringfunctionGetArtObjectModelNth3dName(ArtakArtObject, intn)NativeGlobal
intfunctionGetArtObjectNumOfTextureSets(ArtakArtObject)NativeGlobal
stringfunctionGetFormWorldModelNth3dName(FormakForm, intn)NativeGlobal

this only works on models that have a new texture sets applied to them. The int n is the index of the model with the override texture set.

Form[]functionGetAllFormsThatUseTextureSet(TextureSetakTextureSet, stringmodName="")NativeGlobal

get all forms that use the akTextureSet.
If modName != "", only gets forms from that mod, otherwise gets all forms in game that use the textureset

get all enable children for the ref. See also objectReference.GetEnableParentRef()

get all container refs, including actors, that have at least 1 of the akForm in their inventory.

string[]functionGetUiTargetMembers(stringmenuName, stringtarget)NativeGlobal

[DEV SERVER] Loading description...

string[]functionGetUiTargetMembersData(stringmenuName, stringtarget)NativeGlobal

This is the same as GetUiTargetMembers except it gets the type, current value and full target path of members.
Example, start with "UI.GetUiTargetMembers("InventoryMenu", "_root.Menu_mc)"
One string in the array will be "type[bool] value[true] member[_root.Menu_mc._visible]"

intfunctionGetUITargetType(stringmenuName, stringtarget)NativeGlobal

types are:
Undefined = 0
Null = 1
Boolean = 2
Number = 3
String = 4
StringW = 5
Object = 6
Array = 7
DisplayObject = 8

stringfunctionGetUITargetTypeAsString(stringmenuName, stringtarget)NativeGlobal
stringfunctionGetUITargetValueAsString(stringmenuName, stringtarget)NativeGlobal

Instead of UI.GetBool, UI.GetString ect, gets the current value of the target as string. Bools will be "true" or "false".

voidfunctionTraceUiMenuTargetMembersData(stringmenu, stringtarget, stringasUserLog="")Global
voidfunctionLogAnimationVariables(ObjectReferenceref, string[]variables=NONE, inttype=3)NativeGlobal

[DEV SERVER] Loading description...

voidfunctionLogAllAnimationVariables(ObjectReferenceref)NativeGlobal

Log all animation variables and their values for the ref

voidfunctionLogAllAnimations(ObjectReferenceref)NativeGlobal

Log all animations for the ref, to use with:
objectReference.PlayAnimation, objectReference.playAnimationAndWait, RegisterForAnimationEvent, OnAnimationEvent ect.

voidfunctionLogAllAnimationsAttributes(ObjectReferenceref)NativeGlobal

Log all animation attributes for the ref, to use with:

Log all animation character properties for the ref, to use with:

stringfunctionGetBase3DNodeNameForRef(ObjectReferenceref, boolfirstPerson=false)NativeGlobal

get the top level base 3d node name for ref

string[]functionGetAll3DNodeNamesForRef(ObjectReferenceref, boolfirstPerson=false)NativeGlobal

This will also log the names to C:/Users/YourUserName/Documents/My Games/Skyrim Special Edition/SKSE/DbSkseFunctions.log

intfunctionGetRaceSlotMask(RaceakRace)NativeGlobal
voidfunctionSetRaceSlotMask(RaceakRace, intslotMask)NativeGlobal
voidfunctionAddRaceSlotToMask(RaceakRace, intslotMask)NativeGlobal
voidfunctionRemoveRaceSlotFromMask(RaceakRace, intslotMask)NativeGlobal
boolfunctionRaceSlotMaskHasPartOf(RaceakRace, intslotMask)NativeGlobal
boolfunctionArmorSlotMaskHasPartOf(ArmorakArmor, intslotMask)NativeGlobal
boolfunctionArmorAddonSlotMaskHasPartOf(ArmorakArmorAddon, intslotMask)NativeGlobal
Race[]functionGetArmorAddonRaces(ArmorAddonakArmorAddon)NativeGlobal
boolfunctionArmorAddonHasRace(ArmorAddonakArmorAddon, RaceakRace)NativeGlobal
voidfunctionAddAdditionalRaceToArmorAddon(ArmorAddonakArmorAddon, RaceakRace)NativeGlobal
voidfunctionRemoveAdditionalRaceFromArmorAddon(ArmorAddonakArmorAddon, RaceakRace)NativeGlobal
intfunctionTestCv()NativeGlobal
Some data provided by the Skyrim Creation Kit Wiki. Licensed under the Creative Commons Attribution-ShareAlike license.