Background for Skyrim SE

Form


Inheritance Tree
ScriptExtended By
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Properties
Events
Functions
intfunctionGetFormID()Native

Returns this form's form ID.

intfunctionGetGoldValue()Native

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.

boolfunctionHasKeyword(KeywordakKeyword)Native

Checks to see if the specified keyword is attached to this form.

boolfunctionPlayerKnows()Native

Is the "Known" flag set for this form? This is used for MagicEffect, WordOfPower, and Enchantment.

boolfunctionRegisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

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.

voidfunctionRegisterForLOS(ActorakViewer, ObjectReferenceakTarget)Native

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.

voidfunctionRegisterForSingleLOSGain(ActorakViewer, ObjectReferenceakTarget)Native

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.

voidfunctionRegisterForSingleLOSLost(ActorakViewer, ObjectReferenceakTarget)Native

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.

voidfunctionRegisterForSingleUpdate(floatafInterval)Native

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.

voidfunctionRegisterForSleep()Native

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.

voidfunctionRegisterForTrackedStatsEvent()Native

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.

voidfunctionRegisterForUpdate(floatafInterval)Native

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voidfunctionRegisterForUpdateGameTime(floatafInterval)Native

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.

voidfunctionRegisterForSingleUpdateGameTime(floatafInterval)Native

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.

voidfunctionStartObjectProfiling()Native

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.

voidfunctionStopObjectProfiling()Native

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.

voidfunctionUnregisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

Unregisters this active magic effect/alias/form from the specified animation event on the specified reference.

voidfunctionUnregisterForLOS(ActorakViewer, ObjectReferenceakTarget)Native

Unregisters this active magic effect/alias/form to stop receiving LOS events from between the viewer and the target.

voidfunctionUnregisterForSleep()Native

Unregisters this active magic effect/alias/form from receiving sleep-related events.

voidfunctionUnregisterForTrackedStatsEvent()Native

Unregisters this active magic effect/alias/form from receiving tracked stats events.

voidfunctionUnregisterForUpdate()Native

Unregisters this active magic effect/alias/form so it no longer receives update events triggered by a call to Form.RegisterForUpdate(...) or Form.RegisterForSingleUpdate(...).

voidfunctionUnregisterForUpdateGameTime()Native

Unregisters this active magic effect/alias/form so it no longer receives periodic game time update events.

intfunctionGetType()Native

Returns this form's form type. (This function requires SKSE)

stringfunctionGetName()Native

Returns the name of the passed form. (This function requires SKSE)

voidfunctionSetName(stringname)Native

Sets the name of the form. (This function requires SKSE)

floatfunctionGetWeight()Native

Returns the weight of this form. (This function requires SKSE)

voidfunctionSetWeight(floatweight)Native

Sets the weight of this form. (This function requires SKSE)

voidfunctionSetGoldValue(intvalue)Native

Sets the value of this form in gold. (This function requires SKSE)

intfunctionGetNumKeywords()Native

Returns the number of keywords assigned to this form. (This function requires SKSE)

KeywordfunctionGetNthKeyword(intindex)Native

Returns the Nth keyword assigned to this form. (This function requires SKSE)

Keyword[]functionGetKeywords()Native

returns all keywords of the form

boolfunctionHasKeywordString(strings)

Checks to see if the specified keyword is attached to this form. (This function requires SKSE)

voidfunctionSetPlayerKnows(boolknows)Native

Sets whether the player knows this form
Should only be used for Magic Effects,
Words of Power, and Enchantments

voidfunctionRegisterForKey(intkeyCode)Native

Registers the given Input for OnKeyDown and OnKeyUp events. (This function requires SKSE)

voidfunctionUnregisterForKey(intkeyCode)Native

Unregisters the given Input for OnKeyDown and OnKeyUp events after prior registration via Form.RegisterForKey(...). (This function requires SKSE)

voidfunctionUnregisterForAllKeys()Native

Unregisters all Input for OnKeyDown and OnKeyUp events after prior registration via Form.RegisterForKey(...). (This function requires SKSE)

voidfunctionRegisterForControl(stringcontrol)Native

Registers the given Control for OnControlDown and OnControlUp events.

voidfunctionUnregisterForControl(stringcontrol)Native

Unregisters the given control for OnControlDown and OnControlUp events after prior registration via Form.RegisterForControl(...).

voidfunctionUnregisterForAllControls()Native

Unregisters all controls for OnControlDown and OnControlUp events after prior registration via Form.RegisterForControl(...).

voidfunctionRegisterForMenu(stringmenuName)Native

Registers the calling form to listen for the UI via OnMenuOpen and OnMenuClose. (This function requires SKSE)

voidfunctionUnregisterForMenu(stringmenuName)Native

Unregisters the UI, previously registered with Form.RegisterForMenu(...). (This function requires SKSE)

voidfunctionUnregisterForAllMenus()Native

Unregisters all UI previously registered with Form.RegisterForMenu(...). (This function requires SKSE)

voidfunctionRegisterForModEvent(stringeventName, stringcallbackName)Native

Registers a custom event callback for given event name. Registrations have to be refreshed after each game load.

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

Sends custom event with given generic parameters.

voidfunctionRegisterForCameraState()Native

Registers the calling form to listen for Camera state changes via OnPlayerCameraState.

voidfunctionUnregisterForCameraState()Native

Unregisters the calling form for Camera state changes via OnPlayerCameraState.

voidfunctionRegisterForCrosshairRef()Native

Registers the calling form to listen for target changes via OnCrosshairRefChange.

voidfunctionUnregisterForCrosshairRef()Native

Unregisters the calling form from listening to target changes via OnCrosshairRefChange.

voidfunctionRegisterForActorAction(intactionType)Native

Registers the calling form to listen for the specified actor action via OnActorAction.

voidfunctionUnregisterForActorAction(intactionType)Native

Unregisters the calling form from listening for the specified actor action via OnActorAction.

voidfunctionRegisterForNiNodeUpdate()Native

Registers for the NiNodeUpdate event.

voidfunctionUnregisterForNiNodeUpdate()Native

Unregisters for the NiNodeUpdate event.

FormfunctionTempClone()Native

Creates a temporary clone of this form. (This function requires SKSE)

boolfunctionHasWorldModel()Native

Returns whether this Form has a World Model (fast)

stringfunctionGetWorldModelPath()Native

Returns the world model path of this Form, if it has a world model

voidfunctionSetWorldModelPath(stringpath)Native

Sets the world model of the form. (This function requires SKSE)

intfunctionGetWorldModelNumTextureSets()Native

Returns the number of texture sets the world model has, if its textures can be swapped

Returns the Nth texture set of the world model, if the textures can be swapped

voidfunctionSetWorldModelNthTextureSet(TextureSetnSet, intn)Native

Sets the world models Nth texture set, if the textures can be set

boolfunctionIsPlayable()Native

Returns whether this Form is playable, only applied to Forms with the playable flag

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