Inheritance Tree
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Properties
sksevanilla
Events
Functions
Intended as a quick way to cause some controller and camera rumble. Automatically tapers intensity of the effect based on players distance from the point of origin/calling reference.
A function that checks to see if this reference is either in the same cell or within 3000 units of the player. Commonly used in situations where the developer wants to be confident that an object can be enabled/disabled/moved/etc without the player being able to witness the action happening.
Checks to see if this object is in an interior cell.
Moves this reference to the location of the target reference, with the specified offset, if this reference is currently unloaded (has no 3D). If it is loaded, it does nothing.
DEPRECATED ----- DO NOT USE
Member of: ObjectReference
Moves this reference to the location of the target reference, with the specified offset, if both this reference and the target reference are in current locations which are not currently loaded.
Caution: this will pause the calling script until the actor is unloaded and moved.
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it.
Checks this object's inventory for a key used by the parameter ObjectWithNeededKey. If this object does not have the key, it creates it and adds it to its inventory.
Activates this item with the specified reference as the activator.
Sets up a dependent animated object
This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
for the dependent object if used improperly.
Adds a form as a "filter" for OnItemAdded and OnItemRemoved events sent to this object. The filter will be applied only to the specific Reference, Alias, or Active Magic Effect it is added to, so each will need to have filters applied to them independently.
Applies a Havok impulse force to this object of the specified direction and magnitude.
Blocks, or unblocks, normal activation processing for this reference. References with blocked activation will still send OnActivate events to scripts attached to them.
Calculates the reference's encounter level, based on the player's level, the area's level, and the passed-in difficulty.
Checks if the player can fast travel to this map marker.
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events.
Creates a detection event at this object's location.
Damages this object, which may fire off OnDestructionStageChanged events.
Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:
- It is no longer in a script property
- It is no longer registered for updates
- It is no longer being watched for Anim Events
- It is no longer held in a quest Alias
Only references created in game can actually be deleted.
Disables this reference, fading it out of necessary. This function will not wait for the fade or the disable to happen before returning.
Drops the specified object from this object's inventory.
Enables or disables fast travel to this reference (which must be a map marker).
Enables this reference, popping it into existence. This function will return immediately and not wait for the object to be enabled or faded in.
Forcibly adds the reference's ragdoll to the world
Forcibly removes the reference's ragdoll from the world — that is, it forces an actor to stop ragdolling.
Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.
Gets the value of a variable on the reference's animation graph - Bool version.
Gets the value of a variable on the reference's animation graph - Int version.
Gets the value of a variable on the reference's animation graph - Float version.
Obtains the base object for this reference.
Obtains the current destruction stage of the object.
Obtains this reference's current Location.
Obtains the Scene this reference is currently in, if any. If the reference isn't participating in a scene, it will return None.
Calculates the distance in units between this object and the passed in one.
Obtains this reference's editor Location.
Gets the Faction that owns this object. Will return None if the object isn't owned by a faction.
Returns the angle between this object's current heading, and the direction from this object toward a target object, in degrees. If you were to add the returned angle to this object's current rotation around the z axis, it would then be facing the target object.
Returns how many of the specified item is in this reference's inventory.
Returns the item health percent of this object. Items begin at 100% (1.0) and can be increased via crafting.
Gets the reference linked to this one. If there is no linked reference, it returns None.
Returns the level of the lock attached to this object. This number can be anything from 0-255, with different values representing lock difficulties (Novice–Expert). If there is no lock, it will return 0 - very easy.
This function counts the number of linked refs that are in a linked Ref chain (example: A is linked to B is linked to C - this function will return 3)
Gets the Nth linked ref from this object.
This function enables all the linked refs, linked in a chain, from this reference.
This function disables all the linked refs, linked in a chain, from this reference.
Obtains this object's current "open state".
Obtains the Cell this object is currently in.
Returns the current X position of the reference.
Returns the current Y position of the reference.
Returns the current Z position of the reference.
Obtains the number of objects inside this trigger volume. (Obviously only works if this is actually a trigger and will error otherwise)
Obtains the VoiceType for this actor or talking activator.
Obtains the WorldSpace the object reference is in.
Returns self cast as an actor
Checks to see if the specified keyword is attached to a magic effect that belongs to an active effect currently on this reference.
Returns if this reference has the specified LocationRefType.
Flags this reference as ignoring (or not ignoring) friendly hits. In other words, it won't turn hostile after several hits from a friendly opponent.
Interrupts and stops any spell-casting this object might be doing.
Returns whether the passed in reference is an activate child of this reference.
Checks to see if this object currently has its normal activation processing blocked. (Won't be picked up, openend, etc, but will still send OnActivate events)
Checks to see if this object has its 3D currently loaded.
Checks to see if this object is currently disabled.
Checks to see if this object is currently enabled. (The opposite of ObjectReference.IsDisabled())
Checks to see if any furniture marker on this object is in use, optionally ignoring markers that are reserved, but not currently used.
Checks to see if the specified furniture marker on this object is in use, optionally ignoring reservations.
Returns whether this reference is ignoring friendly hits or not.
Is this actor or talking activator currently talking to the player?
Is the lock on this object broken?
Checks if this map marker is visible to the player.
Executes a knock effect on actors in an area.
Moves this reference to the location of the target reference, with the specified offset.
Moves this reference to the location of the target reference's interaction location, also matching its rotation.
Moves this reference to its original editor location and orientation.
Moves this object to the position (and rotation) of the specified node on the specified object's 3D
Makes X new references of the passed in form, optionally forcing them to persist, and places them at our reference's location, returning the last one it created.
Places a new Actor at this object's location.
Starts playing the specified animation on the object and returns immediately. (Internally, it sends the named event to the object's animation graph) If it succeeds, it returns true.
Plays the specified animation on the object and returns when the specified event is hit. (Internally, it sends the named event to the object's animation graph and waits for the named event to be fired) If it succeeds, it returns true. This function is latent.
Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.
Plays an impact effect on the reference.
Plays two animations at once. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success.
Plays two animations at once and waits for behavior graph events from each. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success. Also, if the first animation fails to play, it won't listen for the event from the first animation.
Plays a terrain effect that is attached to the specified bone of this object.
Tells this reference to handle getting hit by a trap, dealing the specified amount of damage and possibly applying a pushback force.
Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.
Removes all "filters" applied to inventory events on this object. Every item added or removed from this object's inventory will now send events. The filters are removed separately from the reference, any aliases, and any magic effects on the reference, so each will need to remove filters from themselves independently.
Removes all items from this object's inventory, optionally transferring them to another object.
[DEV SERVER] Loading description...
Removes X of the specified item from this reference's inventory, possibly silently.
Removes a previously added dependent object
This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
for the dependent object if used improperly.
Resets this object reference to its original location, resets its inventory, resurrects it if it's an actor, and in general tries to get it back to its original state. May optionally move it to the location of the specified reference instead.
Has this object behave as if the actor had just tried to steal it.
Sets the actor as the actor cause of this object.
Sets the actor base as the owner of this object.
Sets the value of a variable on the reference's animation graph - Bool version.
Sets the value of a variable on the reference's animation graph - Int version.
Sets the value of a variable on the reference's animation graph - Float version.
Sets or clears this object's destroyed flag.
Sets the faction as the owner of this object.
Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.
Sets the object's havok motion type. This function is widely used as part of the included defaultDisableHavokOnLoad script, which is intended to make physics-enabled objects behave as if they were static.
Controls whether the player can ask a follower to operate this object. This function can be used to prevent a follower from activating an activator, looting a container, or picking the lock on a door.
Sets the object's current position in the world.
Makes the object translate to the passed in position and orientation at the given speed.
Makes the object translate to the passed in position and orientation at the given speed using a spline.
Makes the object translate to a node on the passed reference's 3D (matching position and rotation) at the given speed using a spline.
Forcibly stops the object from translating (cancels a previous translation request).
Makes the object translate to the passed reference (matching position and rotation) at the given speed.
Makes the object translate to the passed reference (matching position and rotation) at the given speed using a spline.
Function to tether the prisoner cart to a horse.
Waits for the specified animation event from this object to happen before returning.
Checks to see if this object is in the specified location, or in a child of the specified location.
Returns if the container/inventory is empty
Removes all stolen items, transfering it to the other object if passed.
For Containers only. Sets whether or not to allow stolen items to appear in the menu.
Gets the number of items in a container/invetory
- Found in:
- SKSE
Returns the number of items in a container. (This function requires SKSE)
- Found in:
- SKSE
Returns the Nth form within a container relative to the total number acquired with ObjectReference.GetNumItems(). (This function requires SKSE)
- Found in:
- SKSE
This Function will return the total item weight of a ObjectReference.
- Found in:
- SKSE
This Function will return the total armor weight of an ObjectReference.
- Found in:
- SKSE
Returns whether the flora has been harvested or not. (This function requires SKSE)
- Found in:
- SKSE
- Found in:
- SKSE
This Function will set a ObjectReference's health (tempering state) to the specified amount. Works on weapons and armours, including clothes and rings.
- Found in:
- SKSE
Only works on ObjectReferences that have user-enchants
- Found in:
- SKSE
This Function will Return the maximum charge of an ObjectReference.
- Found in:
- SKSE
This Function will Return the Charge of an ObjectReference.
- Found in:
- SKSE
This Function will set a ObjectReference's charge to the specified amount.
- Found in:
- SKSE
- Found in:
- SKSE
This Papyrus function provides access to one of the internal game engine functions that Skyrim's UI uses to determine whether interacting with some object may be a crime. It's one of the functions that the game engine calls when it wants to know whether to override an object's activation prompt with "Steal" or "Steal from," for example.
- Found in:
- SKSE
Returns the name of this reference
this is the name that is displayed
- Found in:
- SKSE
Changes a reference's display name. This is the name seen when aiming at the reference in the game world, and when the reference is placed into an inventory. The change is persistent with save games.
- Found in:
- SKSE
Returns the enable parent object
- Found in:
- SKSE
Returns the player-made enchantment if there is one
- Found in:
- SKSE
Changes an item's player-made enchantment to something else
None enchantment will remove the existing enchantment
does not delete the custom enchantment, only removes it
- Found in:
- SKSE
Creates a new enchantment on the item given the specified parameters
all arrays must be the same size
created enchantments are not purged from the save when removed or overwritten
exact same enchantments are re-used by the game
- Found in:
- SKSE
Returns the number of ref aliases holding this reference
- Found in:
- SKSE
Returns the nth ReferenceAlias holding this reference
- Found in:
- SKSE
Returns all base forms in the inventory/container into the specified FormList
- Found in:
- SKSE
Returns an array containing all base forms in a specified container.
- Found in:
- SKSE
Returns all of the aliases holding this reference
