Background for Skyrim SE

Game


Inheritance Tree

No indexed scripts extend this script.

Properties
Events
Functions
voidfunctionAddAchievement(intaiAchievementID)NativeGlobal

Adds the specified achievement/trophy to the player's gamer profile.

voidfunctionAddPerkPoints(intaiPerkPoints)NativeGlobal

Adds the specified number of perk points to the player. The result is clamped at 255. This will enable the player to choose additional perks.

voidfunctionAdvanceSkill(stringasSkillName, floatafMagnitude)NativeGlobal

Advances the progress of the provided Skill by the given amount (for the player only).

boolfunctionAddHavokBallAndSocketConstraint(ObjectReferencearRefA, stringarRefANode, ObjectReferencearRefB, stringarRefBNode, floatafRefALocalOffsetX=0.0, floatafRefALocalOffsetY=0.0, floatafRefALocalOffsetZ=0.0, floatafRefBLocalOffsetX=0.0, floatafRefBLocalOffsetY=0.0, floatafRefBLocalOffsetZ=0.0)NativeGlobal

Adds a constraint between two rigid bodies of two references

boolfunctionRemoveHavokConstraints(ObjectReferencearFirstRef, stringarFirstRefNodeName, ObjectReferencearSecondRef, stringarSecondRefNodeName)NativeGlobal

Removes a constraint between two rigid bodies of two references

intfunctionCalculateFavorCost(intaiFavorPrice)NativeGlobal

Calculates how many favor points the player would have to spend to pay for a favor with the specified price.

voidfunctionClearPrison()NativeGlobal

Clears all prison variables on the player character so the game will know he is out of prison.

voidfunctionClearTempEffects()NativeGlobal

Clears all temp effects (such as terrain effects) in the game.

voidfunctionDisablePlayerControls(boolabMovement=true, boolabFighting=true, boolabCamSwitch=false, boolabLooking=false, boolabSneaking=false, boolabMenu=true, boolabActivate=true, boolabJournalTabs=false, intaiDisablePOVType=0)NativeGlobal

Selectively disables the player's controls.

voidfunctionEnablePlayerControls(boolabMovement=true, boolabFighting=true, boolabCamSwitch=true, boolabLooking=true, boolabSneaking=true, boolabMenu=true, boolabActivate=true, boolabJournalTabs=true, intaiDisablePOVType=0)NativeGlobal

Selectively enables the player's controls.

voidfunctionEnableFastTravel(boolabEnable=true)NativeGlobal

Enables or disables the player's ability to fast travel.

voidfunctionFadeOutGame(boolabFadingOut, boolabBlackFade, floatafSecsBeforeFade, floatafFadeDuration)NativeGlobal

FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.

voidfunctionFastTravel(ObjectReferenceakDestination)NativeGlobal

Fast-travels the player to the specified ObjectReference's location.

ObjectReferencefunctionFindClosestReferenceOfType(FormarBaseObject, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest ObjectReference of the given type from the given location and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfType(FormarBaseObject, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random ObjectReference of the given type from the given location and within the given radius.

ObjectReferencefunctionFindClosestReferenceOfAnyTypeInList(FormListarBaseObjects, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest ObjectReference of any of the types in the list from the given location and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfAnyTypeInList(FormListarBaseObjects, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random ObjectReference of any of the types in the list from the given location and within the given radius.

ObjectReferencefunctionFindClosestReferenceOfTypeFromRef(FormarBaseObject, ObjectReferencearCenter, floatafRadius)Global

Finds the closest ObjectReference of the given type from the location of the target ObjectReference and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfTypeFromRef(FormarBaseObject, ObjectReferencearCenter, floatafRadius)Global

Finds a random ObjectReference of the given type from the center of the target ObjectReference and within the given radius.

ObjectReferencefunctionFindClosestReferenceOfAnyTypeInListFromRef(FormListarBaseObjects, ObjectReferencearCenter, floatafRadius)Global

Finds the closest ObjectReference of any of the types in the list around the target ObjectReference and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfAnyTypeInListFromRef(FormListarBaseObjects, ObjectReferencearCenter, floatafRadius)Global

Finds a random ObjectReference of any of the types in the list from the given ObjectReference location and within the given radius.

ActorfunctionFindClosestActor(floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest Actor within a given radius of a location.

ActorfunctionFindRandomActor(floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random Actor within a given radius of a location.

ActorfunctionFindClosestActorFromRef(ObjectReferencearCenter, floatafRadius)Global

Finds the closest Actor within a given radius of a ObjectReference.

ActorfunctionFindRandomActorFromRef(ObjectReferencearCenter, floatafRadius)Global

Finds a random Actor within a given radius of a ObjectReference.

voidfunctionForceThirdPerson()NativeGlobal

Force the player to go in to 3rd person camera mode.

voidfunctionForceFirstPerson()NativeGlobal

Force the player to go in to 1st person camera mode.

voidfunctionShowFirstPersonGeometry(boolabShow=true)NativeGlobal

Show/Hide the players first person geometry.

FormfunctionGetForm(intaiFormID)NativeGlobal

Obtains the form specified by its form ID number.

FormfunctionGetFormFromFile(intaiFormID, stringasFilename)NativeGlobal

Obtains the form specified by its form ID number which originated in the specified file. The ID for a form changes based on the load order of the file it loaded from. So a form which shows up as 0101ABCD in the editor may show up as 0401ABCD in game depending on how many other files load before it. This function lets you blindly grab a form based on the lower bytes of its ID and the expected file which created the form.

floatfunctionGetGameSettingFloat(stringasGameSetting)NativeGlobal

Obtains the value of the specified float game setting

intfunctionGetGameSettingInt(stringasGameSetting)NativeGlobal

Obtains the value of the specified int game setting

stringfunctionGetGameSettingString(stringasGameSetting)NativeGlobal

Obtains the value of the specified string game setting

ActorfunctionGetPlayer()NativeGlobal

Obtains the actor representing the player.

Obtains the reference the player is currently grabbing.

ActorfunctionGetPlayersLastRiddenHorse()NativeGlobal

Obtains the horse last ridden by the player.

floatfunctionGetSunPositionX()NativeGlobal

Gets the X position of the sun.

floatfunctionGetSunPositionY()NativeGlobal

Gets the Y position of the sun.

floatfunctionGetSunPositionZ()NativeGlobal

Gets the Z position of the sun.

floatfunctionGetRealHoursPassed()NativeGlobal

Returns the number of real-life hours the player has been playing.

voidfunctionIncrementSkill(stringasSkillName)NativeGlobal

Advances the provided Skill by the one point (for the player only).

voidfunctionIncrementSkillBy(stringasSkillName, intaiCount)NativeGlobal

Advances the provided Skill by the given number of points (for the player only).

voidfunctionIncrementStat(stringasStatName, intaiModAmount=1)NativeGlobal

Modifies the specified misc stat by the given amount.

boolfunctionIsActivateControlsEnabled()NativeGlobal

Checks to see if activation controls are currently enabled or not.

boolfunctionIsCamSwitchControlsEnabled()NativeGlobal

Checks to see if camera switch controls are currently enabled or not.

boolfunctionIsFastTravelControlsEnabled()NativeGlobal

Checks to see whether or not fast travel is allowed by script.

boolfunctionIsFastTravelEnabled()NativeGlobal

Checks to see if fast travel is currently enabled or not.

boolfunctionIsFightingControlsEnabled()NativeGlobal

Checks to see if fighting controls are currently enabled or not.

boolfunctionIsJournalControlsEnabled()NativeGlobal

Checks to see if journal menu controls are currently enabled or not.

boolfunctionIsLookingControlsEnabled()NativeGlobal

Checks to see if looking controls are currently enabled or not.

boolfunctionIsMenuControlsEnabled()NativeGlobal

Checks to see if menu controls are currently enabled or not.

boolfunctionIsMovementControlsEnabled()NativeGlobal

Checks to see if movement controls are currently enabled or not.

boolfunctionIsPlayerSungazing()NativeGlobal

Checks to the see if the player is looking directly at the sun.

boolfunctionIsSneakingControlsEnabled()NativeGlobal

Checks to see if sneaking controls are currently enabled or not.

boolfunctionIsWordUnlocked(WordOfPowerakWord)NativeGlobal

Is the specified WordOfPower unlocked?

voidfunctionPlayBink(stringasFileName, boolabInterruptible=false, boolabMuteAudio=true, boolabMuteMusic=true, boolabLetterbox=true)NativeGlobal

Plays the specified bink file.

voidfunctionPrecacheCharGen()NativeGlobal

Precaches all the data used by character gen to avoid hitches with file i/o.

voidfunctionPrecacheCharGenClear()NativeGlobal

Clears all the previously cached data used by character gen.

intfunctionQueryStat(stringasStat)NativeGlobal

Queries the value of the specified misc stat.

voidfunctionQuitToMainMenu()NativeGlobal

Force the game back to the main menu.

voidfunctionRequestAutoSave()NativeGlobal

Requests an auto-save to be made. Note that the save may take a moment or so to happen, and will not work while in a game menu such as the inventory screen. If you need to trigger it from within a menu, add Utility.Wait(0.1) to pause your script until the player closes all menus (since Utility.Wait() does not count menu time).

voidfunctionRequestModel(stringasModelName)NativeGlobal

Requests the specified model (usually because we're going to need it soon).

voidfunctionRequestSave()NativeGlobal

Requests a normal save to be made. Note that the save may take a moment or so to happen, and will not work while in a game menu such as the inventory screen. If you need to trigger it from within a menu, add Utility.Wait(0.1) to pause your script until the player closes all menus (since Utility.Wait() does not count menu time).

voidfunctionServeTime()NativeGlobal

Has the player serve their jail time.

voidfunctionSendWereWolfTransformation()NativeGlobal

Has an actor in high who can detect the player call a werewolf crime against the player

voidfunctionSetBeastForm(boolabEntering)NativeGlobal

Informs the code that the player has entered or exited beast form. Disables / enables beast form controls and functionality.

voidfunctionSetCameraTarget(ActorarTarget)NativeGlobal

Sets the current target for the player's camera.

voidfunctionSetHudCartMode(boolabSetCartMode=true)NativeGlobal

Sets or clears "cart mode" for the HUD.

voidfunctionSetInChargen(boolabDisableSaving, boolabDisableWaiting, boolabShowControlsDisabledMessage)NativeGlobal

Tells the game that we're in the initial "character generation" quest. Used to enable / disable certain functionality, e.g. enable tutorials, disable saving, etc.

voidfunctionSetPlayerAIDriven(boolabAIDriven=true)NativeGlobal

Set the state of the player as AI driven to allow for the player run packages

voidfunctionSetPlayerReportCrime(boolabReportCrime=true)NativeGlobal

Set the state of the player as an actor who commits crimes

voidfunctionSetSittingRotation(floatafValue)NativeGlobal

Set the sitting offset for the players camera.

voidfunctionShakeCamera(ObjectReferenceakSource=NONE, floatafStrength=0.5, floatafDuration=0.0)NativeGlobal

Shakes the camera from the specified object's location, with the specified strength. The optional duration can be used to define how long to shake the camera. If no duration is provided then the fCameraShakeTime game setting will be used for duration.

voidfunctionShakeController(floatafSmallMotorStrength, floatafBigMotorStreangth, floatafDuration)NativeGlobal

Shakes the controller with the specified strength, for the specified length of time.

voidfunctionShowRaceMenu()NativeGlobal

Shows the race/sex change menu.

voidfunctionShowLimitedRaceMenu()NativeGlobal

Shows the race/sex change menu, but without the ability to change name or sex.

voidfunctionShowTitleSequenceMenu()NativeGlobal

Start the title sequence menu

voidfunctionHideTitleSequenceMenu()NativeGlobal

Kill the Title Sequence Menu

voidfunctionStartTitleSequence(stringasSequenceName)NativeGlobal

Run a given animation in the title menu.

voidfunctionSetAllowFlyingMountLandingRequests(boolabAllow)NativeGlobal

Enables/disables player requests to have a flying mount land.

voidfunctionSetSunGazeImageSpaceModifier(ImageSpaceModifierapImod=NONE)NativeGlobal

Will cause the specified ImageSpace Modifier to be triggered when the player begins looking at the sun.

voidfunctionShowTrainingMenu(ActoraTrainer)NativeGlobal

Shows the training menu.

voidfunctionTeachWord(WordOfPowerakWord)NativeGlobal

Teaches the specified WordOfPower to the player.

voidfunctionTriggerScreenBlood(intaiValue)NativeGlobal

Trigger on-screen blood splatter.

voidfunctionUnlockWord(WordOfPowerakWord)NativeGlobal

Unlocks the specified WordOfPower so the player can use it in shouts. No message is shown on the screen. Also marks the word as known (ie. you do not need to spend a dragon soul to activate it), but unlike Game.TeachWord(...) does not add the corresponding shout to the player's inventory.

boolfunctionUsingGamepad()NativeGlobal

Returns true if we're using a gamepad.

intfunctionGetPerkPoints()NativeGlobal

Returns the number of perk points available to the player. (This function requires SKSE)

voidfunctionSetPerkPoints(intperkPoints)NativeGlobal

Sets the number of perk points available to the player. (This function requires SKSE)

voidfunctionModPerkPoints(intperkPoints)NativeGlobal

Modifies the number of perk points available to the player by the specified amount. (This function requires SKSE)

intfunctionGetModCount()NativeGlobal

Returns the number of mods currently active. (This function requires SKSE)

intfunctionGetModByName(stringname)NativeGlobal

Returns the load order index of the target plugin. (This function requires SKSE)

stringfunctionGetModName(intmodIndex)NativeGlobal

Returns the name of the mod at the specified Index. (This function requires SKSE)

stringfunctionGetModAuthor(intmodIndex)NativeGlobal

Returns the Mod Author of the specified mod Index. (This function requires SKSE)

stringfunctionGetModDescription(intmodIndex)NativeGlobal

Returns the specified mod indexes description. (This function requires SKSE)

intfunctionGetModDependencyCount(intmodIndex)NativeGlobal

Returns the count of mods that the specified mod depends upon. (This function requires SKSE)

boolfunctionIsPluginInstalled(stringname)NativeGlobal
intfunctionGetLightModCount()NativeGlobal

Returns the number of light mods currently active. (This function requires SKSE)

intfunctionGetLightModByName(stringname)NativeGlobal
stringfunctionGetLightModName(intidx)NativeGlobal
stringfunctionGetLightModAuthor(intidx)NativeGlobal
stringfunctionGetLightModDescription(intidx)NativeGlobal
intfunctionGetLightModDependencyCount(intidx)NativeGlobal
intfunctionGetNthLightModDependency(intmodIdx, intidx)NativeGlobal
voidfunctionSetGameSettingFloat(stringsetting, floatvalue)NativeGlobal

Modifies the value of float Game Settings. (This function requires SKSE)

voidfunctionSetGameSettingInt(stringsetting, intvalue)NativeGlobal

Modifies the value of integer Game Settings. (This function requires SKSE)

voidfunctionSetGameSettingBool(stringsetting, boolvalue)NativeGlobal

Modifies the value of boolean Game Settings. (This function requires SKSE)

voidfunctionSetGameSettingString(stringsetting, stringvalue)NativeGlobal

Modifies the value of string Game Settings. (This function requires SKSE)

voidfunctionSaveGame(stringname)NativeGlobal

Saves the game as the specified name.

voidfunctionLoadGame(stringname)NativeGlobal

Loads the save with the specified name.

intfunctionGetNumTintMasks()NativeGlobal

Returns the total number of tints masks for the player.

intfunctionGetNthTintMaskColor(intn)NativeGlobal

Returns the color of the nth tint mask.

intfunctionGetNthTintMaskType(intn)NativeGlobal

Return the type of the nth tint mask.

voidfunctionSetNthTintMaskColor(intn, intcolor)NativeGlobal

Sets the color of the nth tint mask.

stringfunctionGetNthTintMaskTexturePath(intn)NativeGlobal

Returns the texture path of the Nth tint mask

voidfunctionSetNthTintMaskTexturePath(stringpath, intn)NativeGlobal

Sets the texturepath of the Nth tint mask

intfunctionGetNumTintsByType(inttype)NativeGlobal

Returns how many indexes there are for this type

intfunctionGetTintMaskColor(inttype, intindex)NativeGlobal

Returns the color for the particular tintMask type and index

voidfunctionSetTintMaskColor(intcolor, inttype, intindex)NativeGlobal

Sets the tintMask color for the particular type and index

stringfunctionGetTintMaskTexturePath(inttype, intindex)NativeGlobal

Returns the texture path for the particular tintMask type and index

voidfunctionSetTintMaskTexturePath(stringpath, inttype, intindex)NativeGlobal

Sets the tintMask texture for the particular type and index

voidfunctionUpdateTintMaskColors()NativeGlobal

Updates tintMask colors without updating the entire model

voidfunctionUpdateHairColor()NativeGlobal

Instantly updates the player's hair color.

intfunctionGetCameraState()Global

Returns the character's current camera state. (This function requires SKSE)

voidfunctionSetMiscStat(stringname, intvalue)NativeGlobal

set a misc stat value
use QueryStat to read the value

voidfunctionSetPlayersLastRiddenHorse(Actorhorse)NativeGlobal

Sets the players last ridden horse, None will clear the lastRiddenHorse

intfunctionGetSkillLegendaryLevel(stringactorValue)Global

Gets the legendary level of the specified actor value.

voidfunctionSetSkillLegendaryLevel(stringactorValue, intlevel)Global

Sets the legendary level of the specified actor value to the specified value.

floatfunctionGetPlayerExperience()NativeGlobal

Returns the current amount of experience for the current level. (This function requires SKSE.)

voidfunctionSetPlayerExperience(floatexp)NativeGlobal

Sets the amount of experience for the current level. (This function requires SKSE.)

floatfunctionGetExperienceForLevel(intcurrentLevel)NativeGlobal

Returns the required amount of experience for the next level up. (This function requires SKSE.)

boolfunctionGetPlayerMovementMode()NativeGlobal

Returns true if in run mode, false if in walk mode
Does not reflect actual movement state, only the control mode

voidfunctionUpdateThirdPerson()Global

Updates the camera when changing Shoulder positions

voidfunctionUnbindObjectHotkey(inthotkey)NativeGlobal

Hotkeys 0-7 reflect keys 1-8
Unbinds a favorited item bound to the specified hotkey

FormfunctionGetHotkeyBoundObject(inthotkey)NativeGlobal

Returns the base form object that is bound to the specified hotkey

boolfunctionIsObjectFavorited(Formform)NativeGlobal

Returns whether the form is favorited by the player or not.

FormfunctionGetFormEx(intformId)NativeGlobal

Same as GetForm, but also works for formIds >= 0x80000000

ObjectReferencefunctionGetDialogueTarget()NativeGlobal

Returns the object reference the player is in dialogue with

Returns the current crosshair ref

Returns the currently selected ref in the console

voidfunctionSetPlayerLevel(intlevel)NativeGlobal

Sets the player level

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