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Properties
Events
Functions
Returns the value of this form in gold. If called on a form that doesn't have a value (like a quest), it will return -1.
Checks to see if the specified keyword is attached to this form.
Is the "Known" flag set for this form? This is used for MagicEffect, WordOfPower, and Enchantment.
Registers this active magic effect/alias/form for the specified animation event on the specified reference. The event will only go to the specific effect, alias, or form that registered and will not be relayed to attached aliases or effects.
Registers this active magic effect/alias/form to receive LOS (line-of-sight) events between the viewer and the target. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Registers this active magic effect/alias/form to receive a single gain LOS event. If the viewer is currently looking at the target, the event will be sent immediately. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Registers this active magic effect/alias/form to receive a single lost LOS event. If the viewer is not currently looking at the target, the event will be sent immediately. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Registers this form/alias/magic effect for a single update event. Which also means you don't need to call Form.UnregisterForUpdate() unless you want to cancel the update early. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Registers this active magic effect/alias/form to receive events when the player goes to sleep and when he wakes up. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Registers this active magic effect/alias/form to receive events when tracked stats are updated. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
[DEV SERVER] Loading description...
Registers this active magic effect/alias/form for periodic update events in game time. Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Registers this active magic effect/alias/form for a single update game time event. Of course, this means you don't need to call Form.UnregisterForUpdateGameTime(). Only the specific form, alias, or magic effect that registered will get the event - it will not be relayed to attached aliases or magic effects.
Starts profiling all scripts attached to this object until stopped. The profile files are stored in "<documents>/My Games/Skyrim/Logs/Script/Profiling". This will also cycle the older profiling logs (so log 0 becomes 1, 1 becomes 2, etc). If the object is already profiled nothing will change. Profiling requests are not saved and will be reset if you load a save game.
Stops profiling all scripts attached to this object until stopped. The profile files are stored in "<documents>/My Games/Skyrim/Logs/Script/Profiling". This will also cycle the older profiling logs (so log 0 becomes 1, 1 becomes 2, etc). If the object is not already profiled nothing will change.
Unregisters this active magic effect/alias/form from the specified animation event on the specified reference.
Unregisters this active magic effect/alias/form to stop receiving LOS events from between the viewer and the target.
Unregisters this active magic effect/alias/form from receiving sleep-related events.
Unregisters this active magic effect/alias/form from receiving tracked stats events.
Unregisters this active magic effect/alias/form so it no longer receives update events triggered by a call to Form.RegisterForUpdate(...) or Form.RegisterForSingleUpdate(...).
Unregisters this active magic effect/alias/form so it no longer receives periodic game time update events.
- Found in:
- SKSE
Sets the value of this form in gold. (This function requires SKSE)
- Found in:
- SKSE
Returns the number of keywords assigned to this form. (This function requires SKSE)
- Found in:
- SKSE
Returns the Nth keyword assigned to this form. (This function requires SKSE)
- Found in:
- SKSE
returns all keywords of the form
- Found in:
- SKSE
Checks to see if the specified keyword is attached to this form. (This function requires SKSE)
- Found in:
- SKSE
Sets whether the player knows this form
Should only be used for Magic Effects,
Words of Power, and Enchantments
- Found in:
- SKSE
- Found in:
- SKSE
Registers the given Control for OnControlDown and OnControlUp events.
- Found in:
- SKSE
Unregisters the given control for OnControlDown and OnControlUp events after prior registration via Form.RegisterForControl(...).
- Found in:
- SKSE
Unregisters all controls for OnControlDown and OnControlUp events after prior registration via Form.RegisterForControl(...).
- Found in:
- SKSE
Registers the calling form to listen for the UI via OnMenuOpen and OnMenuClose. (This function requires SKSE)
- Found in:
- SKSE
Unregisters the UI, previously registered with Form.RegisterForMenu(...). (This function requires SKSE)
- Found in:
- SKSE
Unregisters all UI previously registered with Form.RegisterForMenu(...). (This function requires SKSE)
- Found in:
- SKSE
Registers a custom event callback for given event name. Registrations have to be refreshed after each game load.
- Found in:
- SKSE
- Found in:
- SKSE
- Found in:
- SKSE
Sends custom event with given generic parameters.
- Found in:
- SKSE
Registers the calling form to listen for Camera state changes via OnPlayerCameraState.
- Found in:
- SKSE
Unregisters the calling form for Camera state changes via OnPlayerCameraState.
- Found in:
- SKSE
Registers the calling form to listen for target changes via OnCrosshairRefChange.
- Found in:
- SKSE
Unregisters the calling form from listening to target changes via OnCrosshairRefChange.
- Found in:
- SKSE
Registers the calling form to listen for the specified actor action via OnActorAction.
- Found in:
- SKSE
Unregisters the calling form from listening for the specified actor action via OnActorAction.
- Found in:
- SKSE
Registers for the NiNodeUpdate event.
- Found in:
- SKSE
Unregisters for the NiNodeUpdate event.
- Found in:
- SKSE
Returns whether this Form has a World Model (fast)
- Found in:
- SKSE
Returns the world model path of this Form, if it has a world model
- Found in:
- SKSE
Sets the world model of the form. (This function requires SKSE)
- Found in:
- SKSE
Returns the number of texture sets the world model has, if its textures can be swapped
- Found in:
- SKSE
Returns the Nth texture set of the world model, if the textures can be swapped
- Found in:
- SKSE
Sets the world models Nth texture set, if the textures can be set
- Found in:
- SKSE
Returns whether this Form is playable, only applied to Forms with the playable flag
