Background for Skyrim SE

ObjectReference


Inheritance Tree
ScriptExtended By
ScriptExtended By
Properties

sksevanilla

floatx=NONE
floaty=NONE
floatz=NONE
intmotion_dynamic=1
intmotion_sphereintertia=2
intmotion_boxintertia=3
intmotion_keyframed=4
intmotion_fixed=5
intmotion_thinboxintertia=6
intmotion_character=7
Events
Functions
boolfunctionrampRumble(floatpower=0.5, floatduration=0.25, floatfalloff=1600.0)

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.

boolfunctionIsNearPlayer()

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.

boolfunctionIsInInterior()

Checks to see if this object is in an interior cell.

boolfunctionMoveToIfUnloaded(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0)

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.

voidfunctionMoveToWhenUnloaded(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0)

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.

voidfunctionDeleteWhenAble()

Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it.

voidfunctionAddKeyIfNeeded(ObjectReferenceObjectWithNeededKey)

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.

boolfunctionActivate(ObjectReferenceakActivator, boolabDefaultProcessingOnly=false)Native

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.

voidfunctionAddInventoryEventFilter(FormakFilter)Native

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.

voidfunctionAddItem(FormakItemToAdd, intaiCount=1, boolabSilent=false)Native

Adds X of the specified item to this reference's inventory, possibly silently.

voidfunctionAddToMap(boolabAllowFastTravel=false)Native

Adds this reference (which must be a map marker) to the player's map, optionally making it available for fast-travel.

voidfunctionApplyHavokImpulse(floatafX, floatafY, floatafZ, floatafMagnitude)Native

Applies a Havok impulse force to this object of the specified direction and magnitude.

voidfunctionBlockActivation(boolabBlocked=true)Native

Blocks, or unblocks, normal activation processing for this reference. References with blocked activation will still send OnActivate events to scripts attached to them.

intfunctionCalculateEncounterLevel(intaiDifficulty=4)Native

Calculates the reference's encounter level, based on the player's level, the area's level, and the passed-in difficulty.

boolfunctionCanFastTravelToMarker()Native

Checks if the player can fast travel to this map marker.

voidfunctionClearDestruction()Native

Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events.

voidfunctionCreateDetectionEvent(ActorakOwner, intaiSoundLevel=0)Native

Creates a detection event at this object's location.

voidfunctionDamageObject(floatafDamage)Native

Damages this object, which may fire off OnDestructionStageChanged events.

voidfunctionDelete()Native

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.

voidfunctionDisable(boolabFadeOut=false)Native

Disables this reference, fading it out if necessary. This function is latent and will wait for the fade out and/or disable to happen.

voidfunctionDisableNoWait(boolabFadeOut=false)Native

Disables this reference, fading it out of necessary. This function will not wait for the fade or the disable to happen before returning.

ObjectReferencefunctionDropObject(FormakObject, intaiCount=1)Native

Drops the specified object from this object's inventory.

voidfunctionEnable(boolabFadeIn=false)Native

Enables this reference, popping it into existance. This function is latent and will wait for the enable to happen.

voidfunctionEnableFastTravel(boolabEnable=true)Native

Enables or disables fast travel to this reference (which must be a map marker).

voidfunctionEnableNoWait(boolabFadeIn=false)Native

Enables this reference, popping it into existence. This function will return immediately and not wait for the object to be enabled or faded in.

voidfunctionForceAddRagdollToWorld()Native

Forcibly adds the reference's ragdoll to the world

voidfunctionForceRemoveRagdollFromWorld()Native

Forcibly removes the reference's ragdoll from the world — that is, it forces an actor to stop ragdolling.

ActorBasefunctionGetActorOwner()Native

Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.

floatfunctionGetAngleX()Native

Gets this object's rotation around the x axis.

floatfunctionGetAngleY()Native

Gets this object's rotation around the y axis.

floatfunctionGetAngleZ()Native

Gets this object's rotation around the z axis.

boolfunctionGetAnimationVariableBool(stringarVariableName)Native

Gets the value of a variable on the reference's animation graph - Bool version.

intfunctionGetAnimationVariableInt(stringarVariableName)Native

Gets the value of a variable on the reference's animation graph - Int version.

floatfunctionGetAnimationVariableFloat(stringarVariableName)Native

Gets the value of a variable on the reference's animation graph - Float version.

FormfunctionGetBaseObject()Native

Obtains the base object for this reference.

intfunctionGetCurrentDestructionStage()Native

Obtains the current destruction stage of the object.

Obtains this reference's current Location.

ScenefunctionGetCurrentScene()Native

Obtains the Scene this reference is currently in, if any. If the reference isn't participating in a scene, it will return None.

floatfunctionGetDistance(ObjectReferenceakOther)Native

Calculates the distance in units between this object and the passed in one.

Obtains this reference's editor Location.

FactionfunctionGetFactionOwner()Native

Gets the Faction that owns this object. Will return None if the object isn't owned by a faction.

floatfunctionGetHeadingAngle(ObjectReferenceakOther)Native

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.

floatfunctionGetHeight()Native

Calculates and returns the height of this reference (distance between the bounding box min and max z values).

intfunctionGetItemCount(FormakItem)Native

Returns how many of the specified item is in this reference's inventory.

floatfunctionGetItemHealthPercent()Native

Returns the item health percent of this object. Items begin at 100% (1.0) and can be increased via crafting.

KeyfunctionGetKey()Native

Obtains the Key that unlocks this object (or None if the object does not have a key, or is not lockable).

floatfunctionGetLength()Native

Calculates and returns the length of this reference (distance between the bounding box min and max y values).

ObjectReferencefunctionGetLinkedRef(KeywordapKeyword=NONE)Native

Gets the reference linked to this one. If there is no linked reference, it returns None.

intfunctionGetLockLevel()Native

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.

intfunctioncountLinkedRefChain(KeywordapKeyword=NONE, intmaxExpectedLinkedRefs=100)

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)

ObjectReferencefunctionGetNthLinkedRef(intaiLinkedRef)Native

Gets the Nth linked ref from this object.

voidfunctionEnableLinkChain(KeywordapKeyword=NONE)

This function enables all the linked refs, linked in a chain, from this reference.

voidfunctionDisableLinkChain(KeywordapKeyword=NONE, boolabFadeOut=false)

This function disables all the linked refs, linked in a chain, from this reference.

floatfunctionGetMass()Native

Returns the mass of this object in Havok.

intfunctionGetOpenState()Native

Obtains this object's current "open state".

CellfunctionGetParentCell()Native

Obtains the Cell this object is currently in.

floatfunctionGetPositionX()Native

Returns the current X position of the reference.

floatfunctionGetPositionY()Native

Returns the current Y position of the reference.

floatfunctionGetPositionZ()Native

Returns the current Z position of the reference.

floatfunctionGetScale()Native

Returns the current scale of this reference.

intfunctionGetTriggerObjectCount()Native

Obtains the number of objects inside this trigger volume. (Obviously only works if this is actually a trigger and will error otherwise)

VoiceTypefunctionGetVoiceType()Native

Obtains the VoiceType for this actor or talking activator.

floatfunctionGetWidth()Native

Calculates and returns the width of this reference (distance between the bounding box min and max x values).

WorldSpacefunctionGetWorldSpace()Native

Obtains the WorldSpace the object reference is in.

Returns self cast as an actor

boolfunctionHasEffectKeyword(KeywordakKeyword)Native

Checks to see if the specified keyword is attached to a magic effect that belongs to an active effect currently on this reference.

boolfunctionHasNode(stringasNodeName)Native

Checks to see if the reference has the specified named node in its 3D.

boolfunctionHasRefType(LocationRefTypeakRefType)Native

Returns if this reference has the specified LocationRefType.

voidfunctionIgnoreFriendlyHits(boolabIgnore=true)Native

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.

voidfunctionInterruptCast()Native

Interrupts and stops any spell-casting this object might be doing.

boolfunctionIsActivateChild(ObjectReferenceakChild)Native

Returns whether the passed in reference is an activate child of this reference.

boolfunctionIsActivationBlocked()Native

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)

boolfunctionIs3DLoaded()Native

Checks to see if this object has its 3D currently loaded.

boolfunctionIsDeleted()Native

Checks to see if this object is currently flagged for delete.

boolfunctionIsDisabled()Native

Checks to see if this object is currently disabled.

boolfunctionIsEnabled()

Checks to see if this object is currently enabled. (The opposite of ObjectReference.IsDisabled())

boolfunctionIsFurnitureInUse(boolabIgnoreReserved=false)Native

Checks to see if any furniture marker on this object is in use, optionally ignoring markers that are reserved, but not currently used.

boolfunctionIsFurnitureMarkerInUse(intaiMarker, boolabIgnoreReserved=false)Native

Checks to see if the specified furniture marker on this object is in use, optionally ignoring reservations.

boolfunctionIsIgnoringFriendlyHits()Native

Returns whether this reference is ignoring friendly hits or not.

boolfunctionIsInDialogueWithPlayer()Native

Is this actor or talking activator currently talking to the player?

boolfunctionIsLockBroken()Native

Is the lock on this object broken?

boolfunctionIsLocked()Native

Checks to see if this object is currently locked. If no lock is attached, returns false.

boolfunctionIsMapMarkerVisible()Native

Checks if this map marker is visible to the player.

voidfunctionKnockAreaEffect(floatafMagnitude, floatafRadius)Native

Executes a knock effect on actors in an area.

voidfunctionLock(boolabLock=true, boolabAsOwner=false)Native

Locks or unlocks this object. If told to lock it, and no lock is attached, a very easy lock will be attached. If the object is open, and it is told to lock it, the object will be snapped closed.

voidfunctionMoveTo(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0, boolabMatchRotation=true)Native

Moves this reference to the location of the target reference, with the specified offset.

voidfunctionMoveToInteractionLocation(ObjectReferenceakTarget)Native

Moves this reference to the location of the target reference's interaction location, also matching its rotation.

voidfunctionMoveToMyEditorLocation()Native

Moves this reference to its original editor location and orientation.

voidfunctionMoveToNode(ObjectReferenceakTarget, stringasNodeName)Native

Moves this object to the position (and rotation) of the specified node on the specified object's 3D

ObjectReferencefunctionPlaceAtMe(FormakFormToPlace, intaiCount=1, boolabForcePersist=false, boolabInitiallyDisabled=false)Native

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.

ActorfunctionPlaceActorAtMe(ActorBaseakActorToPlace, intaiLevelMod=4, EncounterZoneakZone=NONE)Native

Places a new Actor at this object's location.

boolfunctionPlayAnimation(stringasAnimation)Native

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.

boolfunctionPlayAnimationAndWait(stringasAnimation, stringasEventName)Native

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.

boolfunctionPlayGamebryoAnimation(stringasAnimation, boolabStartOver=false, floatafEaseInTime=0.0)Native

Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.

boolfunctionPlayImpactEffect(ImpactDataSetakImpactEffect, stringasNodeName="", floatafPickDirX=0.0, floatafPickDirY=0.0, floatafPickDirZ=-1, floatafPickLength=512.0, boolabApplyNodeRotation=false, boolabUseNodeLocalRotation=false)Native

Plays an impact effect on the reference.

boolfunctionPlaySyncedAnimationSS(stringasAnimation1, ObjectReferenceakObj2, stringasAnimation2)Native

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.

boolfunctionPlaySyncedAnimationAndWaitSS(stringasAnimation1, stringasEvent1, ObjectReferenceakObj2, stringasAnimation2, stringasEvent2)Native

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.

voidfunctionPlayTerrainEffect(stringasEffectModelName, stringasAttachBoneName)Native

Plays a terrain effect that is attached to the specified bone of this object.

voidfunctionProcessTrapHit(ObjectReferenceakTrap, floatafDamage, floatafPushback, floatafXVel, floatafYVel, floatafZVel, floatafXPos, floatafYPos, floatafZPos, intaeMaterial, floatafStagger)Native

Tells this reference to handle getting hit by a trap, dealing the specified amount of damage and possibly applying a pushback force.

voidfunctionPushActorAway(ActorakActorToPush, floataiKnockbackForce)Native

Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.

voidfunctionRemoveAllInventoryEventFilters()Native

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.

voidfunctionRemoveAllItems(ObjectReferenceakTransferTo=NONE, boolabKeepOwnership=false, boolabRemoveQuestItems=false)Native

Removes all items from this object's inventory, optionally transferring them to another object.

voidfunctionRemoveInventoryEventFilter(FormakFilter)Native

[DEV SERVER] Loading description...

voidfunctionRemoveItem(FormakItemToRemove, intaiCount=1, boolabSilent=false, ObjectReferenceakOtherContainer=NONE)Native

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.

voidfunctionReset(ObjectReferenceakTarget=NONE)Native

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.

voidfunctionSay(TopicakTopicToSay, ActorakActorToSpeakAs=NONE, boolabSpeakInPlayersHead=false)Native

Causes this reference to speak a topic as if it were the specified actor.

Don‘t put important statements in Topic Info fragment scripts of a say topic - they are often not processed correctly.

voidfunctionSendStealAlarm(ActorakThief)Native

Has this object behave as if the actor had just tried to steal it.

voidfunctionSetActorCause(ActorakActor)Native

Sets the actor as the actor cause of this object.

voidfunctionSetActorOwner(ActorBaseakActorBase)Native

Sets the actor base as the owner of this object.

voidfunctionSetAngle(floatafXAngle, floatafYAngle, floatafZAngle)Native

Sets the object's current rotation in the world.

voidfunctionSetAnimationVariableBool(stringarVariableName, boolabNewValue)Native

Sets the value of a variable on the reference's animation graph - Bool version.

voidfunctionSetAnimationVariableInt(stringarVariableName, intaiNewValue)Native

Sets the value of a variable on the reference's animation graph - Int version.

voidfunctionSetAnimationVariableFloat(stringarVariableName, floatafNewValue)Native

Sets the value of a variable on the reference's animation graph - Float version.

voidfunctionSetDestroyed(boolabDestroyed=true)Native

Sets or clears this object's destroyed flag.

voidfunctionSetFactionOwner(FactionakFaction)Native

Sets the faction as the owner of this object.

voidfunctionSetLockLevel(intaiLockLevel)Native

Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.

voidfunctionSetMotionType(intaeMotionType, boolabAllowActivate=true)Native

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.

voidfunctionSetNoFavorAllowed(boolabNoFavor=true)Native

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.

voidfunctionSetOpen(boolabOpen=true)Native

Opens or closes this object.

voidfunctionSetPosition(floatafX, floatafY, floatafZ)Native

Sets the object's current position in the world.

voidfunctionSetScale(floatafScale)Native

Sets the object's current scale.

voidfunctionTranslateTo(floatafX, floatafY, floatafZ, floatafXAngle, floatafYAngle, floatafZAngle, floatafSpeed, floatafMaxRotationSpeed=0.0)Native

Makes the object translate to the passed in position and orientation at the given speed.

voidfunctionSplineTranslateTo(floatafX, floatafY, floatafZ, floatafXAngle, floatafYAngle, floatafZAngle, floatafTangentMagnitude, floatafSpeed, floatafMaxRotationSpeed=0.0)Native

Makes the object translate to the passed in position and orientation at the given speed using a spline.

voidfunctionSplineTranslateToRefNode(ObjectReferencearTarget, stringarNodeName, floatafTangentMagnitude, floatafSpeed, floatafMaxRotationSpeed=0.0)Native

Makes the object translate to a node on the passed reference's 3D (matching position and rotation) at the given speed using a spline.

voidfunctionStopTranslation()Native

Forcibly stops the object from translating (cancels a previous translation request).

voidfunctionTranslateToRef(ObjectReferencearTarget, floatafSpeed, floatafMaxRotationSpeed=0.0)

Makes the object translate to the passed reference (matching position and rotation) at the given speed.

voidfunctionSplineTranslateToRef(ObjectReferencearTarget, floatafTangentMagnitude, floatafSpeed, floatafMaxRotationSpeed=0.0)

Makes the object translate to the passed reference (matching position and rotation) at the given speed using a spline.

voidfunctionTetherToHorse(ObjectReferenceakHorse)Native

Function to tether the prisoner cart to a horse.

boolfunctionWaitForAnimationEvent(stringasEventName)Native

Waits for the specified animation event from this object to happen before returning.

boolfunctionIsInLocation(LocationakLocation)

Checks to see if this object is in the specified location, or in a child of the specified location.

boolfunctionIsContainerEmpty()Native

Returns if the container/inventory is empty

voidfunctionRemoveAllStolenItems(ObjectReferenceakTransferTo=NONE)Native

Removes all stolen items, transfering it to the other object if passed.

voidfunctionSetContainerAllowStolenItems(boolsetAllowStolenItems)Native

For Containers only. Sets whether or not to allow stolen items to appear in the menu.

intfunctionGetAllItemsCount()Native

Gets the number of items in a container/invetory

intfunctionGetNumItems()Native

Returns the number of items in a container. (This function requires SKSE)

FormfunctionGetNthForm(intindex)Native

Returns the Nth form within a container relative to the total number acquired with ObjectReference.GetNumItems(). (This function requires SKSE)

floatfunctionGetTotalItemWeight()Native

This Function will return the total item weight of a ObjectReference.

floatfunctionGetTotalArmorWeight()Native

This Function will return the total armor weight of an ObjectReference.

boolfunctionIsHarvested()Native

Returns whether the flora has been harvested or not. (This function requires SKSE)

voidfunctionSetHarvested(boolharvested)Native
voidfunctionSetItemHealthPercent(floathealth)Native

This Function will set a ObjectReference's health (tempering state) to the specified amount. Works on weapons and armours, including clothes and rings.

voidfunctionSetItemMaxCharge(floatmaxCharge)Native

Only works on ObjectReferences that have user-enchants

floatfunctionGetItemMaxCharge()Native

This Function will Return the maximum charge of an ObjectReference.

floatfunctionGetItemCharge()Native

This Function will Return the Charge of an ObjectReference.

voidfunctionSetItemCharge(floatcharge)Native

This Function will set a ObjectReference's charge to the specified amount.

voidfunctionResetInventory()Native
boolfunctionIsOffLimits()Native

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.

stringfunctionGetDisplayName()Native

Returns the name of this reference
this is the name that is displayed

boolfunctionSetDisplayName(stringname, boolforce=false)Native

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.

Returns the enable parent object

Returns the player-made enchantment if there is one

voidfunctionSetEnchantment(Enchantmentsource, floatmaxCharge)Native

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

voidfunctionCreateEnchantment(floatmaxCharge, MagicEffect[]effects, float[]magnitudes, int[]areas, int[]durations)Native

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

intfunctionGetNumReferenceAliases()Native

Returns the number of ref aliases holding this reference

Returns the nth ReferenceAlias holding this reference

PotionfunctionGetPoison()Native

Returns the poison applied to the weapon

voidfunctionGetAllForms(FormListtoFill)Native

Returns all base forms in the inventory/container into the specified FormList

Form[]functionGetContainerForms()Native

Returns an array containing all base forms in a specified container.

Returns all of the aliases holding this reference

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