Background for Skyrim SE

PO3_SKSEFunctions


Inheritance Tree

No indexed scripts extend this script.

Properties
Events
Functions
string[]functionGetScriptsAttachedToActiveEffect(ActiveMagicEffectakActiveEffect)NativeGlobal
  • Returns all scripts attached to this active effect.
boolfunctionIsScriptAttachedToActiveEffect(ActiveMagicEffectakActiveEffect, stringasScriptName)NativeGlobal
  • Returns whether the activeEffect has script attached. If scriptName is empty, it will return if the activeEffect has any non-base scripts attached
FormfunctionGetActiveEffectSpell(ActiveMagicEffectakActiveEffect)NativeGlobal
  • Returns the spell or form responsible for this active effect
MagicEffect[]functionGetActiveEffects(ActorakActor, boolabShowInactive=false)NativeGlobal
  • Gets all magiceffects currently on the actor. Filters out inactive and hideinui spells.
floatfunctionGetActorAlpha(ActorakActor)NativeGlobal
intfunctionGetActorKnockState(ActorakActor)NativeGlobal
TypeValue
Normal0
Explode1
ExplodeLeadIn2
Out3
OutLeadIn4
Queued5
GetUp6
Down7
  • Gets actor knock down state
floatfunctionGetActorRefraction(ActorakActor)NativeGlobal
intfunctionGetActorState(ActorakActor)NativeGlobal

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intfunctionGetActorSoulSize(ActorakActor)NativeGlobal
  • Gets actor soul size
floatfunctionGetActorValueModifier(ActorakActor, intaiModifier, stringasActorValue)NativeGlobal
TypeValue
Permanent0
Temporary1
Damage2
Spell[]functionGetAllActorPlayableSpells(ActorakActor)NativeGlobal
  • Get all spells (not abilities) on the actor
intfunctionGetCriticalStage(ActorakActor)NativeGlobal
Actor[]functionGetCombatAllies(ActorakActor)NativeGlobal
Actor[]functionGetCombatTargets(ActorakActor)NativeGlobal
Actor[]functionGetCommandedActors(ActorakActor)NativeGlobal
  • Gets all summons commanded by this actor
ActorfunctionGetCommandingActor(ActorakActor)NativeGlobal
  • Gets the owner of summoned actor
AmmofunctionGetEquippedAmmo(ActorakActor)NativeGlobal
EnchantmentfunctionGetEquippedAmmoEnchantment(ActorakActor)NativeGlobal
boolfunctionGetEquippedWeaponIsPoisoned(ActorakActor, boolabLeftHand)NativeGlobal
  • Checks if the equipped weapon is poisoned
PotionfunctionGetEquippedWeaponPoison(ActorakActor, boolabLeftHand)NativeGlobal
intfunctionGetEquippedWeaponPoisonCount(ActorakActor, boolabLeftHand)NativeGlobal
  • Gets poison dose on equipped weapon
floatfunctionGetEquippedWeight(ActorakActor)NativeGlobal
  • Gets weight of all equipped items.
ColorFormfunctionGetHairColor(ActorakActor)NativeGlobal
  • Gets current hair color on actor.
  • Fails if hair headpart doesn't exist
int[]functionGetHairRGB(ActorakActor)NativeGlobal
TextureSetfunctionGetHeadPartTextureSet(ActorakActor, intaiType)NativeGlobal
floatfunctionGetLocalGravityActor(ActorakActor)NativeGlobal
  • Gets the actor's current gravity.
ActorfunctionGetMount(ActorakActor)NativeGlobal
  • Get the mount that the actor is riding
ObjectReferencefunctionGetObjectUnderFeet(ActorakActor)NativeGlobal
  • Gets object under actor's feet (eg. table).
  • Does not work if the player is standing on the ground.
boolfunctionGetOffersServices(ActorakActor)NativeGlobal
  • Returns true if the actor is offering services (ie. barter)
ActorfunctionGetRider(ActorakActor)NativeGlobal
  • Get the current rider of the mount
PackagefunctionGetRunningPackage(ActorakActor)NativeGlobal
  • Gets actual current package on actor, including internal packages used by the game (see Package)
ColorFormfunctionGetSkinColor(ActorakActor)NativeGlobal

DEPRECATED

int[]functionGetSkinRGB(ActorakActor)NativeGlobal
floatfunctionGetTimeDead(ActorakActor)NativeGlobal
  • How long the actor has been dead for
  • Returns 0.0 if actor is alive
floatfunctionGetTimeOfDeath(ActorakActor)NativeGlobal
  • Returns time of death in game days passed
FactionfunctionGetVendorFaction(ActorakActor)NativeGlobal
  • Get vendor faction of actor
boolfunctionHasActiveMagicEffect(ActorakActor, MagicEffectakEffect)NativeGlobal
  • HasMagicEffect but checks if the mgef is present on the actor (i.e active and not dispelled)
boolfunctionHasActiveSpell(ActorakActor, SpellakSpell)NativeGlobal
  • HasSpell but checks if the spell is present on the actor (i.e active and not dispelled)
boolfunctionHasDeferredKill(ActorakActor)NativeGlobal
  • Returns whether the actor is in deferred kill mode
boolfunctionHasMagicEffectWithArchetype(ActorakActor, stringasArchetype)NativeGlobal
  • Checks if activemagiceffect with given archetype is present on actor. See Magic Effect
boolfunctionHasSkin(ActorakActor, ArmorakArmorToCheck)NativeGlobal
  • Returns if the actor is naked or has armor showing skin
boolfunctionIsActorInWater(ActorakActor)NativeGlobal
  • Returns whether the actor is in cell water or lava
boolfunctionIsActorUnderwater(ActorakActor)NativeGlobal
boolfunctionIsLimbGone(ActorakActor, intaiLimb)NativeGlobal
LimbValue
None-1
Torso0
Head1
  • Returns whether limb is gone (i.e, the head)
boolfunctionIsPowerAttacking(ActorakActor)NativeGlobal
  • Is actor power attacking?
boolfunctionIsQuadruped(ActorakActor)NativeGlobal
  • Is actor a quadruped?
boolfunctionIsSoulTrapped(ActorakActor)NativeGlobal
  • Returns whether target is soul trapped / capable of being soul trapped successfully (if using mods that bypass vanilla soul trap system).
boolfunctionApplyPoisonToEquippedWeapon(ActorakActor, PotionakPoison, intaiCount, boolabLeftHand)NativeGlobal
  • Applies poison with specified dose to the equipped weapon. Weapon must not have poison applied (to modify existing poisons, see SetEquippedWeaponPoison)
Form[]functionAddAllEquippedItemsToArray(ActorakActor)NativeGlobal
Form[]functionAddAllEquippedItemsBySlotToArray(ActorakActor, int[]aiSlots)NativeGlobal
boolfunctionAddBasePerk(ActorakActor, PerkakPerk)NativeGlobal
  • Adds perks to the actorbase, works on leveled actors/unique NPCs.
  • Function serializes data to skse cosave, so perks are applied correctly on loading/reloading saves.
boolfunctionAddBaseSpell(ActorakActor, SpellakSpell)NativeGlobal
  • Adds spells to actorbase
  • Function serializes data to skse cosave.
voidfunctionBlendColorWithSkinTone(ActorakActor, ColorFormakColor, intaiBlendMode, boolabAutoLuminance, floatafOpacity)NativeGlobal

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boolfunctionDamageActorHealth(ActorakActor, floatafHealthDamage, ActorakSource)NativeGlobal
  • Damage actor health, passing an optional actor to blame.
  • Returns if the actor was damaged successfully.
voidfunctionDecapitateActor(ActorakActor)NativeGlobal
  • Decapitates living and dead actors. Living actors will not die when this is called!
voidfunctionFreezeActor(ActorakActor, inttype, boolabFreeze)NativeGlobal
TypeDescription
0Disables AI (freeze in place)
1Paralyze (Paralyze with stiff ragdoll)
voidfunctionKillNoWait(ActorakActor)NativeGlobal
  • Quick and dirty hack to instantly kill the actor and set as dead.
voidfunctionLaunchArrow(ActorakActor, AmmoakAmmo, WeaponakWeapon, stringasNodeName="", intaiSource=-1, ObjectReferenceakTarget=NONE, PotionakPoison=NONE)NativeGlobal
TypeDescription
-1Uses node name or default weapon node if empty
0Left hand node
1Right hand node
2Head node
  • Launch arrow from given node (with optional target and poison applied)
voidfunctionLaunchSpell(ActorakActor, SpellakSpell, intaiSource)NativeGlobal
TypeDescription
0Left hand
1Right hand
2Voice
3Instant
  • Launch spell projectile from casting source
voidfunctionMixColorWithSkinTone(ActorakActor, ColorFormakColor, boolabManualMode, floatafPercentage)NativeGlobal
  • Blends existing skin color with specified color.
  • True - intensity is manually calculated using percentage 0-1.0, False - automatically calculated using skin tone luminance
voidfunctionRemoveAddedSpells(ActorakActor, stringmodName, Keyword[]keywords, boolabMatchAll)NativeGlobal
voidfunctionRemoveArmorOfType(ActorakActor, intafArmorType, int[]aiSlotsToSkip, boolabEquippedOnly)NativeGlobal
boolfunctionRemoveBasePerk(ActorakActor, PerkakPerk)NativeGlobal
  • Perk effects may not be removed from unique actors, more testing required.
  • Function serializes data to skse cosave
boolfunctionRemoveBaseSpell(ActorakActor, SpellakSpell)NativeGlobal
  • Function serializes data to skse cosave
voidfunctionReplaceArmorTextureSet(ActorakActor, ArmorakArmor, TextureSetakSourceTXST, TextureSetakTargetTXST, intaiTextureType=-1)NativeGlobal
  • Replaces specified source textureset on worn armor with target textureset.
  • If texture type is -1, the entire textureset is replaced.
  • Otherwise the texture map specified at [textureType] index is replaced (diffuse is 0, normal is 1...)
voidfunctionReplaceFaceTextureSet(ActorakActor, TextureSetakMaleTXST, TextureSetakFemaleTXST, intaiTextureType=-1)NativeGlobal
  • Replaces face textureset. Can be applied to non-unique actors.
  • If texture type is -1, the entire textureset is replaced
  • Otherwise the texture map specified at [textureType] index is replaced.
  • Replacing the entire textureset may cause a visible neckseam.
voidfunctionReplaceSkinTextureSet(ActorakActor, TextureSetakMaleTXST, TextureSetakFemaleTXST, intaiSlotMask, intaiTextureType=-1)NativeGlobal
  • Replaces skin textureset for given slotmask (ie. body/hand).
  • Has to be reapplied when re-equipping armor.
  • If texture type is -1, the entire textureset is replaced, otherwise the texture map specified at [textureType] index is replaced.
boolfunctionResetActor3D(ActorakActor, stringasFolderName)NativeGlobal
voidfunctionSetActorRefraction(ActorakActor, floatafRefraction)NativeGlobal
  • Ranges from 0.0 - 1.0
boolfunctionSetEquippedWeaponPoison(ActorakActor, PotionakPoison, boolabLeftHand)NativeGlobal
  • Set poison on equipped weapon (weapon must have poison already applied)
boolfunctionSetEquippedWeaponPoisonCount(ActorakActor, intaiCount, boolabLeftHand)NativeGlobal
  • Set poison dose on equipped weapon (weapon must have poison already applied)
voidfunctionSetHairColor(ActorakActor, ColorFormakColor)NativeGlobal

*Changes may persist throughout gaming session, even when reloading previous saves.

voidfunctionSetHeadPartAlpha(ActorakActor, intaiPartType, floatafAlpha)NativeGlobal
  • See HeadPart.GetType()
  • Doesn't work for some hair types and heterochromic eyes
voidfunctionSetHeadPartTextureSet(ActorakActor, TextureSetheadpartTXST, intaiType)NativeGlobal
voidfunctionSetLinearVelocity(ActorakActor, floatafX, floatafY, floatafZ)NativeGlobal
  • Sets actor velocity.
voidfunctionSetLocalGravityActor(ActorakActor, floatafValue, boolabDisableGravityOnGround)NativeGlobal
  • Sets actor gravity.
  • Negative values will cause them to fly.
voidfunctionSetSkinAlpha(ActorakActor, floatafAlpha)NativeGlobal
  • Sets alpha on face, base skin form and armor meshes with visible skin.
  • Has to be re-applied when armor is un/re-equipped.
voidfunctionSetSkinColor(ActorakActor, ColorFormakColor)NativeGlobal
  • Sets skin color (face and body).
  • Face shader is switched to FaceGenRGBTint to allow tint changes. Tintmasks will no longer work.
  • Has to be re-applied when armor is un/re-equipped.
voidfunctionSetSoulTrapped(ActorakActor, boolabTrapped)NativeGlobal
  • Sets the flag used by the game to determine soul trapped NPCs
voidfunctionToggleHairWigs(ActorakActor, boolabDisable)NativeGlobal
  • Toggles any hair wigs (geometry with hair shader) found on slots Hair/LongHair
voidfunctionUnequipAllOfType(ActorakActor, intafArmorType, int[]aiSlotsToSkip)NativeGlobal
TypesValue
Light0
Heavy1
Clothing2
  • Unequips all armor of type, optionally skipping biped slots.
AssociationTypefunctionGetAssociationType(ActorBaseakBase1, ActorBaseakBase2)NativeGlobal
  • Get association type between 2 NPCs, if any
LeveledItemfunctionGetDeathItem(ActorBaseakBase)NativeGlobal
  • Gets NPC death item
PerkfunctionGetNthPerk(ActorBaseakBase, intaiIndex)NativeGlobal
  • Get actorbase perk at nth index
intfunctionGetPerkCount(ActorBaseakBase)NativeGlobal
  • Get total actorbase perk count
ActorBase[]functionGetRelationships(ActorBaseakBase, AssociationTypeakAssocType)NativeGlobal
  • Gets list of actorbases by association type, OR all actors with relationships if association type is None
voidfunctionSetDeathItem(ActorBaseakBase, LeveledItemakLeveledItem)NativeGlobal
  • Sets NPC death item.
  • Can be None.
EnchantmentfunctionGetBaseAmmoEnchantment(AmmoakAmmo)NativeGlobal
string[]functionGetScriptsAttachedToAlias(AliasakAlias)NativeGlobal
boolfunctionIsScriptAttachedToAlias(AliasakAlias, stringasScriptName)NativeGlobal
  • Returns whether the form has script attached. If scriptName is empty, it will return if the alias has any non-base scripts attached
FootstepSetfunctionGetFootstepSet(ArmorAddonakArma)NativeGlobal
  • Gets armor addon's footstep set
voidfunctionSetFootstepSet(ArmorAddonakArma, FootstepSetakFootstepSet)NativeGlobal
  • Sets armor addon's footstep set
string[]functionGetSortedActorNames(KeywordakKeyword, stringasPlural="s)", boolabInvertKeyword)NativeGlobal
  • Gets name array of all the actors in the area, sorted alphabetically.
  • Generic actors are merged (ie. 3 Whiterun Guard(s)).
  • Filter keyword optional
string[]functionGetSortedNPCNames(ActorBase[]aiActorBases, stringasPlural="s)")NativeGlobal
  • Gets name array of NPCs, sorted alphabetically.
  • Generic actors are merged (ie. 3 Whiterun Guard(s)).
boolfunctionAddActorToArray(ActorakActor, Actor[]actorArray)NativeGlobal
  • Adds actor to array. Modifies array directly, it must be initialized!
boolfunctionAddStringToArray(stringasString, string[]asStrings)NativeGlobal
  • Adds string to array. Modifies array directly, it must be initialized!
intfunctionArrayStringCount(stringasString, string[]asStrings)NativeGlobal
  • Counts how many instances of a string are in an array.
string[]functionSortArrayString(string[]asStrings)NativeGlobal
  • Alphabetically sorts and returns truncated string array.
voidfunctionClearBookCantBeTakenFlag(BookakBook)NativeGlobal
  • Clears can't be taken flag
voidfunctionClearReadFlag(BookakBook)NativeGlobal
  • Clears read flag (and writes it to the save).
voidfunctionSetBookCantBeTakenFlag(BookakBook)NativeGlobal
  • Sets can't be taken flag.
voidfunctionSetReadFlag(BookakBook)NativeGlobal
  • Sets read flag (and writes it to the save).
floatfunctionGetCellNorthRotation(CellakCell)NativeGlobal
  • Gets cell north rotation/worldspace north rotation for exterior cells. Rotation is in degrees.
LightingTemplatefunctionGetLightingTemplate(CellakCell)NativeGlobal
voidfunctionSetLightingTemplate(CellakCell, LightingTemplateakLightingTemplate)NativeGlobal
voidfunctionSetCellNorthRotation(CellakCell, floatafAngle)NativeGlobal
voidfunctionGivePlayerSpellBook()NativeGlobal
  • Adds all usable spells to the player, and adds mod prefix to each spell name.
voidfunctionDumpAnimationVariables(ActorakActor, stringasAnimationVarPrefix)NativeGlobal
  • Dumps current actor animation variables to po3_papyrusextender64.log
intfunctionCanActorBeDetected(ActorakActor)NativeGlobal
StateDescription
0Can't be detected
1Normal
2Will always be detected
  • Returns whether other NPCs can detect this actor.
intfunctionCanActorDetect(ActorakActor)NativeGlobal
StateDescription
0Can never detect others
1Normal
2Will always detect others
  • Returns whether this actor can detect other NPCs.
boolfunctionIsDetectedByAnyone(ActorakActor)NativeGlobal
  • Returns whether this actor is currently detected by other NPCs
  • Ignores NPCs with DoNotShowOnStealthMeter flag
voidfunctionForceActorDetection(ActorakActor)NativeGlobal
  • Force this actor to be always detected by other NPCs
voidfunctionForceActorDetecting(ActorakActor)NativeGlobal
  • Force this actor to always detect their targets
voidfunctionPreventActorDetection(ActorakActor)NativeGlobal
  • Prevent this actor from being detected by other NPCs (actor is hidden).
voidfunctionPreventActorDetecting(ActorakActor)NativeGlobal
  • Prevent this actor from detecting other NPCs (actor is blind)
voidfunctionResetActorDetection(ActorakActor)NativeGlobal
  • Resets detection state
voidfunctionResetActorDetecting(ActorakActor)NativeGlobal
  • Resets detecting state
DebrisfunctionGetAddonModels(EffectShaderakEffectShader)NativeGlobal
intfunctionGetEffectShaderTotalCount(EffectShaderakEffectShader, boolabActive)NativeGlobal
  • Returns the total number of effect shaders present/present and active (on objects) within the loaded area.
boolfunctionIsEffectShaderFlagSet(EffectShaderakEffectShader, intaiFlag)NativeGlobal

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stringfunctionGetMembraneFillTexture(EffectShaderakEffectShader)NativeGlobal
stringfunctionGetMembraneHolesTexture(EffectShaderakEffectShader)NativeGlobal
stringfunctionGetMembranePaletteTexture(EffectShaderakEffectShader)NativeGlobal
floatfunctionGetParticleFullCount(EffectShaderakEffectShader)NativeGlobal
stringfunctionGetParticlePaletteTexture(EffectShaderakEffectShader)NativeGlobal
stringfunctionGetParticleShaderTexture(EffectShaderakEffectShader)NativeGlobal
floatfunctionGetParticlePersistentCount(EffectShaderakEffectShader)NativeGlobal
voidfunctionClearEffectShaderFlag(EffectShaderakEffectShader, intaiFlag)NativeGlobal
voidfunctionSetAddonModels(EffectShaderakEffectShader, DebrisakDebris)NativeGlobal
voidfunctionSetEffectShaderFlag(EffectShaderakEffectShader, intaiFlag)NativeGlobal
voidfunctionSetMembraneColorKeyData(EffectShaderakEffectShader, intaiColorKey, int[]aiRGB, floatafAlpha, floatafTime)NativeGlobal
voidfunctionSetMembraneFillTexture(EffectShaderakEffectShader, stringasTextureName)NativeGlobal
voidfunctionSetMembraneHolesTexture(EffectShaderakEffectShader, stringasTextureName)NativeGlobal
voidfunctionSetMembranePaletteTexture(EffectShaderakEffectShader, stringasTextureName)NativeGlobal
voidfunctionSetParticleColorKeyData(EffectShaderakEffectShader, intaiColorKey, int[]aiRGB, floatafAlpha, floatafTime)NativeGlobal
voidfunctionSetParticleFullCount(EffectShaderakEffectShader, floatafParticleCount)NativeGlobal
voidfunctionSetParticlePaletteTexture(EffectShaderakEffectShader, stringasTextureName)NativeGlobal
voidfunctionSetParticlePersistentCount(EffectShaderakEffectShader, floatafParticleCount)NativeGlobal
voidfunctionSetParticleShaderTexture(EffectShaderakEffectShader, stringasTextureName)NativeGlobal
intfunctionGetEnchantmentType(EnchantmentakEnchantment)NativeGlobal
TypeValue
None-1
Enchantment6
StaffEnchantment12
  • Returns enchantment type. -1 if is None
voidfunctionAddMagicEffectToEnchantment(EnchantmentakEnchantment, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0, string[]asConditionList)NativeGlobal
voidfunctionAddEffectItemToEnchantment(EnchantmentakEnchantment, EnchantmentakEnchantmentToCopyFrom, intaiIndex, floatafCost=-1)NativeGlobal
voidfunctionRemoveMagicEffectFromEnchantment(EnchantmentakEnchantment, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0)NativeGlobal
voidfunctionRemoveEffectItemFromEnchantment(EnchantmentakEnchantment, EnchantmentakEnchantmentToMatchFrom, intaiIndex)NativeGlobal
voidfunctionSetEnchantmentMagicEffect(EnchantmentakEnchantment, MagicEffectakMagicEffect, intaiIndex)NativeGlobal
ObjectReferencefunctionGetVendorFactionContainer(FactionakVendorFaction)NativeGlobal
  • Gets vendor chest reference, if it exists
Actor[]functionGetAllActorsInFaction(FactionakFaction)NativeGlobal
  • Get all actors belonging to this faction
boolfunctionSetFastTravelDisabled(boolabDisable)NativeGlobal
boolfunctionSetFastTravelTargetFormID(intaiDestinationFormID)NativeGlobal
boolfunctionSetFastTravelTargetRef(ObjectReferenceakDestination)NativeGlobal
boolfunctionSetFastTravelTargetString(stringasDestination)NativeGlobal
floatfunctionSetFastTravelWaitTimeout(floatafTimeout)NativeGlobal
boolfunctionEvaluateConditionList(FormakForm, ObjectReferenceakActionRef, ObjectReferenceakTargetRef)NativeGlobal
  • Evaluates condition lists for spells/potions/enchantments/mgefs and returns if they can be fullfilled
voidfunctionClearRecordFlag(FormakForm, intaiFlag)NativeGlobal
string[]functionGetConditionList(FormakForm, intaiIndex=0)NativeGlobal
  • Builds a list of conditions present on the form. Index is for spells/other forms that have lists with conditions
  • Some conditions may be skipped (conditions that require non player references, overly complex conditions involving packages/aliases)
stringfunctionGetDescription(FormakForm)NativeGlobal
  • Gets form description text, if any
stringfunctionGetFormEditorID(FormakForm)NativeGlobal
stringfunctionGetFormModName(FormakForm, boolabLastModified)NativeGlobal
  • Get name of the mod the form originates from (or was last modified by)
string[]functionGetScriptsAttachedToForm(FormakForm)NativeGlobal
  • Get all non-base scripts attached to this form
boolfunctionIsFormInMod(FormakForm, stringasModName)NativeGlobal
  • Returns whether the form is part of mod
boolfunctionIsGeneratedForm(FormakForm)NativeGlobal
  • Returns whether the form is temporary (ie. has a formID beginning with FF)
boolfunctionIsRecordFlagSet(FormakForm, intaiFlag)NativeGlobal
boolfunctionIsScriptAttachedToForm(FormakForm, stringasScriptName)NativeGlobal
  • returns whether the form has script attached. If scriptName is empty, it will return if the form has any non-base scripts attached
voidfunctionSetRecordFlag(FormakForm, intaiFlag)NativeGlobal
  • Set record flag
voidfunctionAddKeywordToForm(FormakForm, KeywordakKeyword)NativeGlobal
  • Adds keyword to form. Fails if the form doesn't accept keywords.
voidfunctionMarkItemAsFavorite(FormakForm)NativeGlobal
  • Favorites item (must be in inventory) or spell/shout
voidfunctionRemoveConditionList(FormakForm, intaiIndex, string[]asConditionList)NativeGlobal
  • Removes conditions on the form that were found in the condition list . This is not serialized.
  • Index is for spell/magic item effects
voidfunctionReplaceKeywordOnForm(FormakForm, KeywordakKeywordAdd, KeywordakKeywordRemove)NativeGlobal
  • Replaces given keyword with new one on form. Only lasts for a single gaming session. [ported from DienesTools].
boolfunctionRemoveKeywordOnForm(FormakForm, KeywordakKeyword)NativeGlobal
  • Removes keyword from form.
voidfunctionSetConditionList(FormakForm, intaiIndex, string[]asConditionList)NativeGlobal
  • Append the condition list to this form. This is not serialized.
  • Index is for spell/magic item effects
voidfunctionUnmarkItemAsFavorite(FormakForm)NativeGlobal
  • Unfavorites item (must be in inventory) or spell/shout
intfunctionGetFurnitureType(FurnitureakFurniture)NativeGlobal
TypeValue
None-1
Perch0
Lean1
Sit2
Sleep3
Enchantment[]functionGetAllEnchantments(Keyword[]akKeywords=NONE)NativeGlobal
  • Gets all enchantments from base game + mods, filtered using optional keyword array
Form[]functionGetAllForms(intaiFormType, Keyword[]akKeywords=NONE)NativeGlobal
  • Gets all forms from base game + mods, filtered using formtype and optional keyword array
Race[]functionGetAllRaces(Keyword[]akKeywords=NONE)NativeGlobal
  • Gets all races from base game + mods, filtered using optional keyword array
Spell[]functionGetAllSpells(Keyword[]akKeywords=NONE, boolabIsPlayable=false)NativeGlobal
  • Gets all spells from base game + mods, filtered using optional keyword array. IsPlayable filters out spells that are not found in spellbooks.
Actor[]functionGetActorsByProcessingLevel(intaiLevel)NativeGlobal

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Form[]functionGetAllFormsInMod(stringasModName, intaiFormType, Keyword[]akKeywords=NONE)NativeGlobal
  • Gets all forms added by a specified mod/game esm, filtered using formtype and optional keyword array.
Enchantment[]functionGetAllEnchantmentsInMod(stringasModName, Keyword[]akKeywords=NONE)NativeGlobal
  • Gets all enchantments added by a specified mod/game esm, filtered using optional keyword array.
Race[]functionGetAllRacesInMod(stringasModName, Keyword[]akKeywords=NONE)NativeGlobal
  • Gets all races added by a specified mod/game esm, filtered using optional keyword array.
Spell[]functionGetAllSpellsInMod(stringasModName, Keyword[]akKeywords=NONE, boolabIsPlayable=false)NativeGlobal
  • Gets all spells added by a specified mod/game esm, filtered using optional keyword array.
Cell[]functionGetAttachedCells()NativeGlobal
  • Gets current cell if in interior/attached cells in exterior/sky cell if in worldspace with no attached cells??
FormfunctionGetFormFromEditorID(stringasEditorID)NativeGlobal
  • Gets form using its editorID
intfunctionGetGameSettingBool(stringasGameSetting)NativeGlobal
  • Gets the value of the boolean gamesetting. Returns -1 if gmst is None or not a bool.
boolfunctionGetGodMode()NativeGlobal
  • Returns whether God Mode is enabled
floatfunctionGetLandHeight(floatafPosX, floatafPosY, floatafPosZ)NativeGlobal
  • Gets land height at the specified coordinates.
stringfunctionGetLandMaterialType(floatafPosX, floatafPosY, floatafPosZ)NativeGlobal
  • Gets land material type at the specified coordinates.
float[]functionGetLocalGravity()NativeGlobal
  • Gets exterior worldspace/interior cell gravity.
  • Default gravity is [0.0, 0.0, -9.81]
intfunctionGetNumActorsInHigh()NativeGlobal
  • Gets how many actors are in high process
Actor[]functionGetPlayerFollowers()NativeGlobal
  • Returns all actors that are currently following the player
stringfunctionGetSurfaceMaterialType(floatafX, floatafY, floatafZ)NativeGlobal
  • Gets the material name of the current surface (land texture) at point
  • See Object Reference for material type list
boolfunctionIsPluginFound(stringakName)NativeGlobal
boolfunctionIsSurvivalModeActive()NativeGlobal
  • Returns whether CC Survival Mode is enabled
  • False in VR
voidfunctionClearCachedFactionFightReactions()NativeGlobal
  • Clears all faction combat reactions
voidfunctionSetLocalGravity(floatafXAxis, floatafYAxis, floatafZAxis)NativeGlobal
  • Sets exterior worldspace/interior cell gravity (ms-2).
voidfunctionUpdateCrosshairs()NativeGlobal
  • Refreshes crosshair text and other elements
stringfunctionGetHazardArt(HazardakHazard)NativeGlobal
  • Gets hazard art path, eg. "Effects/MyHazardArt.nif"
ImageSpaceModifierfunctionGetHazardIMOD(HazardakHazard)NativeGlobal
  • Get Hazard imagespace modifier
floatfunctionGetHazardIMODRadius(HazardakHazard)NativeGlobal
ImpactDataSetfunctionGetHazardIPDS(HazardakHazard)NativeGlobal
  • Get hazard impact data set
floatfunctionGetHazardLifetime(HazardakHazard)NativeGlobal
LightfunctionGetHazardLight(HazardakHazard)NativeGlobal
intfunctionGetHazardLimit(HazardakHazard)NativeGlobal
floatfunctionGetHazardRadius(HazardakHazard)NativeGlobal
SoundDescriptorfunctionGetHazardSound(HazardakHazard)NativeGlobal
SpellfunctionGetHazardSpell(HazardakHazard)NativeGlobal
floatfunctionGetHazardTargetInterval(HazardakHazard)NativeGlobal
  • Gets target interval (duration between casts)
boolfunctionIsHazardFlagSet(HazardakHazard, intaiFlag)NativeGlobal
FlagValue
None0
PCOnly0x00000001
InheritDuration0x00000002
AlignToNormal0x00000004
InheritRadius0x00000008
DropToGround0x00000010
voidfunctionClearHazardFlag(HazardakHazard, intaiFlag)NativeGlobal
voidfunctionSetHazardArt(HazardakHazard, stringasPath)NativeGlobal
  • Sets hazard art path. Does not work on active hazards
voidfunctionSetHazardFlag(HazardakHazard, intaiFlag)NativeGlobal
voidfunctionSetHazardIMOD(HazardakHazard, ImageSpaceModifierakIMOD)NativeGlobal
voidfunctionSetHazardIMODRadius(HazardakHazard, floatafRadius)NativeGlobal
voidfunctionSetHazardIPDS(HazardakHazard, ImpactDataSetakIPDS)NativeGlobal
voidfunctionSetHazardLifetime(HazardakHazard, floatafLifetime)NativeGlobal
voidfunctionSetHazardLight(HazardakHazard, LightakLight)NativeGlobal
voidfunctionSetHazardLimit(HazardakHazard, intaiLimit)NativeGlobal
voidfunctionSetHazardRadius(HazardakHazard, floatafRadius)NativeGlobal
voidfunctionSetHazardSound(HazardakHazard, SoundDescriptorakSound)NativeGlobal
voidfunctionSetHazardSpell(HazardakHazard, Spellakspell)NativeGlobal
voidfunctionSetHazardTargetInterval(HazardakHazard, floatafInterval)NativeGlobal
stringfunctionGetAnimationEventName(IdleakIdle)NativeGlobal
  • Get idle animation event name (eg. attackStart)
stringfunctionGetAnimationFileName(IdleakIdle)NativeGlobal
  • Get idle animation file name (eg. Actors\Character\Behaviors\0_Master.hkx)
ColorFormfunctionGetLightColor(LightakLight)NativeGlobal
floatfunctionGetLightFade(LightakLight)NativeGlobal
  • Gets light fade (brightness).
floatfunctionGetLightFOV(LightakLight)NativeGlobal
  • Gets base light FOV.
floatfunctionGetLightRadius(LightakLight)NativeGlobal
  • Gets light radius as float
int[]functionGetLightRGB(LightakLight)NativeGlobal
  • Gets light color as RGB array [0-255].
floatfunctionGetLightShadowDepthBias(ObjectReferenceakLightObject)NativeGlobal
  • Gets depth bias
  • Returns 1 if not set.
intfunctionGetLightType(LightakLight)NativeGlobal
TypeValue
HemiShadow1
Omni2
OmniShadow3
Spot4
SpotShadow5
voidfunctionSetLightColor(LightakLight, ColorFormakColorform)NativeGlobal
voidfunctionSetLightFade(LightakLight, floatafRange)NativeGlobal
voidfunctionSetLightFOV(LightakLight, floatafFOV)NativeGlobal
voidfunctionSetLightRadius(LightakLight, floatafRadius)NativeGlobal
voidfunctionSetLightRGB(LightakLight, int[]aiRGB)NativeGlobal
  • Sets light color using RGB array [0-255].
  • Array must contain 3 elements (r,g,b).
voidfunctionSetLightShadowDepthBias(ObjectReferenceakLightObject, floatafDepthBias)NativeGlobal
  • sets depth bias on light reference. Creates new depth bias extradata on lights that don't have it set.
voidfunctionSetLightType(LightakLight, intaiLightType)NativeGlobal
  • Sets light type.
  • Does not persist between game sessions.
Form[]functionGetContentFromLeveledItem(LeveledItemakLeveledItem, ObjectReferenceakRef)NativeGlobal
  • Same as above but for leveled items
Form[]functionGetContentFromLeveledActor(LeveledActorakLeveledActor, ObjectReferenceakRef)NativeGlobal
  • Resolves leveled list based on reference's level and returns an array of forms
Form[]functionGetContentFromLeveledSpell(LeveledSpellakLeveledSpell, ObjectReferenceakRef)NativeGlobal
  • Same as above but for leveled spells
LocationfunctionGetParentLocation(LocationakLoc)NativeGlobal
voidfunctionSetParentLocation(LocationakLoc, LocationakNewLoc)NativeGlobal
FormfunctionGetAssociatedForm(MagicEffectakMagicEffect)NativeGlobal
  • Gets associated form (Light for Light spells, Actor for Summon Creature...), if any
intfunctionGetEffectArchetypeAsInt(MagicEffectakMagicEffect)NativeGlobal

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stringfunctionGetEffectArchetypeAsString(MagicEffectakMagicEffect)NativeGlobal

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stringfunctionGetPrimaryActorValue(MagicEffectakMagicEffect)NativeGlobal
  • Gets primary actor value as string, if any (FrostResist, SpeedMult).
stringfunctionGetSecondaryActorValue(MagicEffectakMagicEffect)NativeGlobal
  • Gets secondary actor value as string, if any.
SoundDescriptorfunctionGetMagicEffectSound(MagicEffectakMagicEffect, intaiType)NativeGlobal
TypeIndex
Draw/Sheathe0
Charge1
Ready2
Release3
Concentration Cast Loop4
On Hit5
  • Gets Sound attached to index of Sound type specified in magic effect.
voidfunctionSetAssociatedForm(MagicEffectakMagicEffect, FormakForm)NativeGlobal
  • Sets associated form (Light for Light spells, Actor for Summon Creature...).
  • Can be None
voidfunctionSetMagicEffectSound(MagicEffectakMagicEffect, SoundDescriptorakSoundDescriptor, intaiType)NativeGlobal
  • Sets sound descriptor attached to index of Sound type specified in magic effect.
boolfunctionActorInRangeHasEffect(ObjectReferenceakRef, floatafRadius, MagicEffectakEffect, boolabIgnorePlayer)NativeGlobal
  • Returns true if an actor within range of the reference has the specified magic effect.
Form[]functionAddAllItemsToArray(ObjectReferenceakRef, boolabNoEquipped=true, boolabNoFavorited=false, boolabNoQuestItem=false)NativeGlobal
  • Adds all inventory items to array, filtering out equipped, favourited and quest items.
voidfunctionAddAllItemsToList(ObjectReferenceakRef, FormListakList, boolabNoEquipped=true, boolabNoFavorited=false, boolabNoQuestItem=false)NativeGlobal
Form[]functionAddItemsOfTypeToArray(ObjectReferenceakRef, intaiFormType, boolabNoEquipped=true, boolabNoFavorited=false, boolabNoQuestItem=false)NativeGlobal
  • Adds inventory items matching formtype to array, filtering out equipped, favourited and quest items.
voidfunctionAddItemsOfTypeToList(ObjectReferenceakRef, FormListakList, intaiFormType, boolabNoEquipped=true, boolabNoFavorited=false, boolabNoQuestItem=false)NativeGlobal
ObjectReference[]functionFindAllReferencesOfFormType(ObjectReferenceakRef, intformType, floatafRadius)NativeGlobal
  • Finds all references of form type in loaded cells, within radius from ref.
  • If afRadius is 0, it will get all references from all attached cells
ObjectReference[]functionFindAllReferencesWithKeyword(ObjectReferenceakRef, FormkeywordOrList, floatafRadius, boolabMatchAll)NativeGlobal
  • Find all references with keyword in loaded cells, within radius from ref.
  • If afRadius is 0, it will get all references from all attached cells
ObjectReference[]functionFindAllReferencesOfType(ObjectReferenceakRef, FormakFormOrList, floatafRadius)NativeGlobal
  • Find all references matching base form/in formlist, within radius from ref.
  • If afRadius is 0, it will get all references from all attached cells
FormfunctionFindFirstItemInList(ObjectReferenceakRef, FormListakList)NativeGlobal
  • Gets the first item in inventory that exists in formlist.
Quest[]functionGetActiveAssociatedQuests(ObjectReferenceakRef, boolabAllowEmptyStages=true)NativeGlobal
  • Gets all active quests associated with this reference
stringfunctionGetActiveGamebryoAnimation(ObjectReferenceakRef)NativeGlobal
  • Gets currently playing animation sequence
ActiveMagicEffect[]functionGetActiveMagicEffects(ObjectReferenceakRef, MagicEffectakMagicEffect)NativeGlobal
  • Gets all active effects on the reference matching the magic effect.
Quest[]functionGetAllAssociatedQuests(ObjectReferenceakRef, boolabAllowEmptyStages=true)NativeGlobal
  • Gets all quests associated with this reference
ActorfunctionGetActorCause(ObjectReferenceakRef)NativeGlobal
  • Gets actor responsible for object.
Art[]functionGetAllArtObjects(ObjectReferenceakRef)NativeGlobal
  • Get all art objects attached to this object.
  • Get all effect shaders attached to this object.
ActorfunctionGetClosestActorFromRef(ObjectReferenceakRef, boolabIgnorePlayer)NativeGlobal
  • Gets closest actor to ref (without returning the reference itself).
floatfunctionGetEffectShaderDuration(ObjectReferenceakRef, EffectShaderakShader)NativeGlobal
  • Gets the door which is linked to this load door ref.
ObjectReference[]functionGetLinkedChildren(ObjectReferenceakRef, KeywordakKeyword)NativeGlobal
  • Gets all refs linked to akRef. Keyword optional.
Form[]functionGetMagicEffectSource(ObjectReferenceakRef, MagicEffectakEffect)NativeGlobal
  • Gets the source of the magic effect (spell/enchantment/scroll etc) and the caster.
  • Magic effect must be present on the reference.
string[]functionGetMaterialType(ObjectReferenceakRef, stringasNodeName="")NativeGlobal

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intfunctionGetMotionType(ObjectReferenceakRef)NativeGlobal
intfunctionGetNumActorsWithEffectInRange(ObjectReferenceakRef, floatafRadius, MagicEffectakEffect, boolabignorePlayer)NativeGlobal
ActorfunctionGetRandomActorFromRef(ObjectReferenceakRef, floatafRadius, boolabIgnorePlayer)NativeGlobal
  • Gets random actor near ref (without returning the reference itself).
Form[]functionGetQuestItems(ObjectReferenceakRef, boolabNoEquipped=false, boolabNoFavorited=false)NativeGlobal
Alias[]functionGetRefAliases(ObjectReferenceakRef)NativeGlobal
  • Get all aliases holding this ref
intfunctionGetRefCount(ObjectReferenceakRef)NativeGlobal
  • Get object reference count (eg. number of stacked items when dropped from inventory)
intfunctionGetStoredSoulSize(ObjectReferenceakRef)NativeGlobal
  • Returns the size of the stored soul in a soulgem objectreference
intfunctionHasArtObject(ObjectReferenceakRef, ArtakArtObject, boolabActive=false)NativeGlobal
  • Returns the number of instances of the specified art object (attached using visual effects) on the reference.
intfunctionHasEffectShader(ObjectReferenceakRef, EffectShaderakShader, boolabActive=false)NativeGlobal
  • Returns the number of instances of the specified effect shader on the reference.
boolfunctionHasNiExtraData(ObjectReferenceakRef, stringasName)NativeGlobal
  • Returns whether the reference has NiExtraData (attached to root 3D node). Partial name matches accepted.
boolfunctionIsCasting(ObjectReferenceakRef, FormakMagicItem)NativeGlobal
  • Returns whether the reference is currently casting magic
boolfunctionIsLoadDoor(ObjectReferenceakRef)NativeGlobal
boolfunctionIsQuestItem(ObjectReferenceakRef)NativeGlobal
boolfunctionIsRefInWater(ObjectReferenceakRef)NativeGlobal
  • Returns whether the object reference (or actor) is in water. Function may be unreliable if object bounds are incorrect
boolfunctionIsRefNodeInWater(ObjectReferenceakRef, stringasNodeName)NativeGlobal
  • Returns whether the object reference's node is in water.
boolfunctionIsRefUnderwater(ObjectReferenceakRef)NativeGlobal
  • Returns whether the object reference (or actor) is under water. Function may be unreliable if object bounds are incorrect
boolfunctionIsVIP(ObjectReferenceakRef)NativeGlobal
  • Is a VIP (actor that is needed by quest)?
voidfunctionApplyMaterialShader(ObjectReferenceakRef, MaterialObjectakMatObject, floatdirectionalThresholdAngle)NativeGlobal
  • Applies material shader to reference (doesn't have to be static)
voidfunctionAddKeywordToRef(ObjectReferenceakRef, KeywordakKeyword)NativeGlobal
voidfunctionCastEx(ObjectReferenceakRef, FormakSpell, ObjectReferenceakTarget, ActorakBlameActor, intaiSource)NativeGlobal
voidfunctionMoveToNearestNavmeshLocation(ObjectReferenceakRef)NativeGlobal
  • Snaps the object to the nearest navmesh point closest to its current position in the cell.
voidfunctionRemoveAllModItems(ObjectReferenceakRef, stringasModName, boolabOnlyUnequip=false)NativeGlobal
  • Remove all mod added items from this reference, optionally only unequipping them
voidfunctionRemoveListFromContainer(ObjectReferenceakRef, FormListakList, boolabNoEquipped=false, boolabNoFavorited=false, boolabNoQuestItem=false, ObjectReferenceakDestination=NONE)NativeGlobal
  • Removes all items found in the formlist from the container, transferring them to an optional container
boolfunctionRemoveKeywordFromRef(ObjectReferenceakRef, KeywordakKeyword)NativeGlobal
voidfunctionReplaceKeywordOnRef(ObjectReferenceakRef, KeywordakKeywordAdd, KeywordakKeywordRemove)NativeGlobal
voidfunctionPlayDebugShader(ObjectReferenceakRef, float[]afRGBA)NativeGlobal
  • Plays debug shader on the reference, with normalised RGBA color (or white if empty)
voidfunctionScaleObject3D(ObjectReferenceakRef, stringasNodeName, floatafScale)NativeGlobal
  • Scales node & collision (bhkBoxShape, bhkSphereShape).
  • Entire nif will be scaled if string is empty. Collision has to be directly attached to named nodes.
  • Adds "PO3_SCALE" NiExtraData to root node.
voidfunctionSetBaseObject(ObjectReferenceakRef, FormakBaseObject)NativeGlobal
  • Sets the base object of this reference. Does not reload the object reference.
voidfunctionSetCollisionLayer(ObjectReferenceakRef, stringasNodeName, intaiCollisionLayer)NativeGlobal

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boolfunctionSetDoorDestination(ObjectReferenceakRef, ObjectReferenceakDoor)NativeGlobal
  • Sets the door as the new linked door
voidfunctionSetEffectShaderDuration(ObjectReferenceakRef, EffectShaderakShader, floatafTime, boolabAbsolute)NativeGlobal
  • Sets effectshader duration. Internal duration is set when the effectshader begins and does not change with time.
voidfunctionSetKey(ObjectReferenceakRef, KeyakKey)NativeGlobal
voidfunctionSetLinkedRef(ObjectReferenceakRef, ObjectReferenceakTargetRef, KeywordakKeyword=NONE)NativeGlobal
  • Sets linked ref. Pass None into akTargetRef to unset the linked ref.
voidfunctionSetMaterialType(ObjectReferenceakRef, stringasNewMaterial, stringasOldMaterial="", stringasNodeName="")NativeGlobal
  • Sets havok material type. Use oldMaterial string to select what material you want to change from to (eg. from stone to wood), and nodeName to apply it to the specific node.
  • If both are empty, every collision material will be set.
voidfunctionSetupBodyPartGeometry(ObjectReferenceakRef, ActorakActor)NativeGlobal
  • Copies skin tint color from actorbase to bodypart nif
  • Bodyparts nif must have skin shaders
voidfunctionSetShaderType(ObjectReferenceakRef, ObjectReferenceakTemplate, stringasDiffusePath, intaiShaderType, intaiTextureType, boolabNoWeapons, boolabNoAlphaProperty)NativeGlobal

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voidfunctionStopAllShaders(ObjectReferenceakRef)NativeGlobal
  • Stops ALL effect shaders and art objects (visual effects) currently on this actor
voidfunctionStopArtObject(ObjectReferenceakRef, ArtakArt)NativeGlobal
  • Removes all instances of the art object (hit magic effect/visual effect) attached to the reference.
voidfunctionToggleChildNode(ObjectReferenceakRef, stringasNodeName, boolabDisable)NativeGlobal
  • Toggles node attached to root 3D.
voidfunctionUpdateHitEffectArtNode(ObjectReferenceakRef, ArtakArt, stringasNewNode, float[]afTranslate, float[]afRotate, floatafRelativeScale=1.0)NativeGlobal

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intfunctionGetPackageType(PackageakPackage)NativeGlobal

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Idle[]functionGetPackageIdles(PackageakPackage)NativeGlobal
  • Gets all idles on this package
voidfunctionAddPackageIdle(PackageakPackage, IdleakIdle)NativeGlobal
  • Adds idle to the end of the package idle stack, creating it if needed.
voidfunctionRemovePackageIdle(PackageakPackage, IdleakIdle)NativeGlobal
  • Removes idle from package
int[]functionGetPapyrusExtenderVersion()NativeGlobal

(major,minor,patch / 5,10,0)

voidfunctionAddMagicEffectToPotion(PotionakPotion, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0, string[]asConditionList)NativeGlobal
voidfunctionAddEffectItemToPotion(PotionakPotion, PotionakPotionToCopyFrom, intaiIndex, floatafCost=-1)NativeGlobal
voidfunctionRemoveMagicEffectFromPotion(PotionakPotion, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0)NativeGlobal
voidfunctionRemoveEffectItemFromPotion(PotionakPotion, PotionakPotionToMatchFrom, intaiIndex)NativeGlobal
voidfunctionSetPotionMagicEffect(PotionakPotion, MagicEffectakMagicEffect, intaiIndex)NativeGlobal
floatfunctionGetProjectileGravity(ProjectileakProjectile)NativeGlobal
  • Usually 0.0 for non arrow projectiles.
floatfunctionGetProjectileImpactForce(ProjectileakProjectile)NativeGlobal
floatfunctionGetProjectileRange(ProjectileakProjectile)NativeGlobal
floatfunctionGetProjectileSpeed(ProjectileakProjectile)NativeGlobal
intfunctionGetProjectileType(ProjectileakProjectile)NativeGlobal
ProjectileType
None0
Missile1
Lobber2
Beam3
Flame4
Cone5
Barrier6
Arrow7
voidfunctionSetProjectileGravity(ProjectileakProjectile, floatafGravity)NativeGlobal
voidfunctionSetProjectileImpactForce(ProjectileakProjectile, floatafImpactForce)NativeGlobal
voidfunctionSetProjectileRange(ProjectileakProjectile, floatafRange)NativeGlobal
voidfunctionSetProjectileSpeed(ProjectileakProjectile, floatafSpeed)NativeGlobal

Sets the speed of the projectile set in the first parameter. (This function requires PowerOfThree's Papyrus Extender)

int[]functionGetAllQuestObjectives(QuestakQuest)NativeGlobal
  • Get all quest objective indices
int[]functionGetAllQuestStages(QuestakQuest)NativeGlobal
  • Get all quest stages
voidfunctionSetObjectiveText(QuestakQuest, stringasText, intaiIndex)NativeGlobal
  • Set quest objective text
Actor[]functionGetActorsInScene(SceneakScene)NativeGlobal
  • Get all actors in scene. Quest aliases must be filled.
boolfunctionIsActorInScene(SceneakScene, ActorakActor)NativeGlobal
voidfunctionAddMagicEffectToScroll(ScrollakScroll, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0, string[]asConditionList)NativeGlobal
voidfunctionAddEffectItemToScroll(ScrollakScroll, ScrollakScrollToCopyFrom, intaiIndex, floatafCost=-1)NativeGlobal
voidfunctionRemoveMagicEffectFromScroll(ScrollakScroll, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0)NativeGlobal
voidfunctionRemoveEffectItemFromScroll(ScrollakScroll, ScrollakScrollToMatchFrom, intaiIndex)NativeGlobal
voidfunctionSetScrollMagicEffect(ScrollakScroll, MagicEffectakMagicEffect, intaiIndex)NativeGlobal
voidfunctionSetSoundDescriptor(SoundakSound, SoundDescriptorakSoundDescriptor)NativeGlobal
  • Sets sound descriptor associated with the sound.
intfunctionGetSpellType(SpellakSpell)NativeGlobal

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voidfunctionAddMagicEffectToSpell(SpellakSpell, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0, string[]asConditionList)NativeGlobal
  • Condition format : ConditionItemObject | Function ID | parameter 1 | parameter 2 | OPCode | float | ANDOR
  • eg. "Subject | HasMagicEffectKeyword | 0001EA6F ~ Skyrim.esm | NONE | == | 0.0 | AND"
  • Conditions which have no parameters (eg. IsSneaking) / take in forms (GetIsRace) work
  • Conditions which accept int/float/strings are skipped
voidfunctionAddEffectItemToSpell(SpellakSpell, SpellakSpellToCopyFrom, intaiIndex, floatafCost=-1)NativeGlobal
  • Adds effectitem from spell to target spell, at given index. Same as above function, but less verbose, and preserves all conditions.
voidfunctionRemoveMagicEffectFromSpell(SpellakSpell, MagicEffectakMagicEffect, floatafMagnitude, intaiArea, intaiDuration, floatafCost=0.0)NativeGlobal
  • Removes magic effect from spell that matches magnitude/area/duration/cost.
voidfunctionRemoveEffectItemFromSpell(SpellakSpell, SpellakSpellToMatchFrom, intaiIndex)NativeGlobal
  • Removes effectitem from spell that matches spell at index.
voidfunctionSetSpellCastingType(SpellakSpell, intaiType)NativeGlobal
  • Sets casting type of spell (and all attached magic effects)
  • See Casting Type for list of casting types
voidfunctionSetSpellDeliveryType(SpellakSpell, intaiType)NativeGlobal
  • Sets delivery type of spell (and all attached magic effects)
  • See Delivery Type for list of delivery types
voidfunctionSetSpellType(SpellakSpell, intaiType)NativeGlobal
voidfunctionSetSpellMagicEffect(SpellakSpell, MagicEffectakMagicEffect, intaiIndex)NativeGlobal
stringfunctionIntToString(intaiValue, boolabHex)NativeGlobal
  • Converts int to string. Integers exceeding 2147483647 cannot be handled properly using Papyrus.
  • abHex adds 0x to the beginning of the string
intfunctionStringToInt(stringasString)NativeGlobal
  • Converts string to int. Returns -1 for out of bound values.
ObjectReferencefunctionGetMenuContainer()NativeGlobal
  • Gets the objectreference of the currently opened container in container menu
voidfunctionHideMenu(stringasMenuName)NativeGlobal
boolfunctionIsShowingMenus()NativeGlobal
  • Returns whether menus are visible (eg. check if menus are hidden using tm console command)
voidfunctionShowBookMenu(BookakBook)NativeGlobal
voidfunctionShowMenu(stringasMenuName)NativeGlobal
voidfunctionToggleOpenSleepWaitMenu(boolabOpenSleepMenu)NativeGlobal
  • Display or hide Sleep/Wait menu
floatfunctionGenerateRandomFloat(floatafMin, floatafMax)NativeGlobal
  • Calculates a random float between afMin and afMax, based on Mersenne Twister
intfunctionGenerateRandomInt(intafMin, intafMax)NativeGlobal
  • Calculates a random integer between afMin and afMax, based on Mersenne Twister
int[]functionGetSystemTime()NativeGlobal

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ArtfunctionGetArtObject(VisualEffectakEffect)NativeGlobal
  • Gets the art object associated with the visual effect.
intfunctionGetArtObjectTotalCount(VisualEffectakEffect, boolabActive)NativeGlobal
  • Returns the total number of art objects present/active (on objects) within the loaded area.
voidfunctionSetArtObject(VisualEffectakEffect, ArtakArt)NativeGlobal
  • Sets the art object associated with the visual effect.
floatfunctionGetWindSpeedAsFloat(WeatherakWeather)NativeGlobal
  • Gets wind speed as shown as in CK conditions (0.0-1.0).
intfunctionGetWindSpeedAsInt(WeatherakWeather)NativeGlobal
  • Gets wind speed as shown in the weather form (0-255).
intfunctionGetWeatherType(WeatherakWeather=NONE)NativeGlobal
TypeValue
Pleasant0
Cloudy1
Rainy2
Snow3
  • Gets weather/current weather type if akWeather is None
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