The ReferenceAlias script is a part of Skyrim SE’s Papyrus scripting ecosystem. It is included with the base game.
For this script, the Papyrus index knows about:
- 53 events
- 22 functions
Inheritance Tree
| Script | Extended By |
|---|---|
| — | |
| — |
Properties
No properties found.
Events
- Found in:
- Vanilla
eventOnActivate(ObjectReferenceakActionRef)Event received when this reference is activated
- Found in:
- Vanilla
eventOnAttachedToCell()Event received when this object has moved to an attached cell from a detached one
- Found in:
- Vanilla
eventOnCellAttach()Event received when this object's parent cell is attached
- Found in:
- Vanilla
eventOnCellDetach()Event received when this object's parent cell is detached
- Found in:
- Vanilla
eventOnCellLoad()Event received when every object in this object's parent cell is loaded (TODO: Find restrictions)
- Found in:
- Vanilla
eventOnClose(ObjectReferenceakActionRef)Event received when this object is closed
- Found in:
- Vanilla
eventOnContainerChanged(ObjectReferenceakNewContainer, ObjectReferenceakOldContainer)Event received when this object enters, exits, or changes containers
- Found in:
- Vanilla
eventOnDestructionStageChanged(intaiOldStage, intaiCurrentStage)Event received when this reference's destruction stage has changed
- Found in:
- Vanilla
eventOnDetachedFromCell()Event recieved when this object moves to a detached cell from an attached one
- Found in:
- Vanilla
eventOnEquipped(ActorakActor)Event received when this object is equipped by an actor
- Found in:
- Vanilla
eventOnHit(ObjectReferenceakAggressor, FormakSource, ProjectileakProjectile, boolabPowerAttack, boolabSneakAttack, boolabBashAttack, boolabHitBlocked)Event received when this object is hit by a source (weapon, spell, explosion) or projectile attack
- Found in:
- Vanilla
eventOnItemAdded(FormakBaseItem, intaiItemCount, ObjectReferenceakItemReference, ObjectReferenceakSourceContainer)Event received when an item is added to this object's inventory. If the item is a persistant reference, akItemReference will
point at it - otherwise the parameter will be None- Found in:
- Vanilla
eventOnItemRemoved(FormakBaseItem, intaiItemCount, ObjectReferenceakItemReference, ObjectReferenceakDestContainer)Event received when an item is removed from this object's inventory. If the item is a persistant reference, akItemReference
will point at it - otherwise the parameter will be None- Found in:
- Vanilla
eventOnLockStateChanged()Event received when the lock on this object changes
- Found in:
- Vanilla
eventOnMagicEffectApply(ObjectReferenceakCaster, MagicEffectakEffect)Event received when a magic affect is being applied to this object
- Found in:
- Vanilla
eventOnOpen(ObjectReferenceakActionRef)Event received when this object is opened
- Found in:
- Vanilla
eventOnSpellCast(FormakSpell)Event received when a spell is cast by this object
- Found in:
- Vanilla
eventOnTranslationComplete()Event received when translation is complete (from a call to TranslateTo)
- Found in:
- Vanilla
eventOnTranslationFailed()Event received when translation is aborted (from a call to StopTranslateTo)
- Found in:
- Vanilla
eventOnTrapHit(ObjectReferenceakTarget, floatafXVel, floatafYVel, floatafZVel, floatafXPos, floatafYPos, floatafZPos, intaeMaterial, boolabInitialHit, intaeMotionType)Event recieved when this reference hits a target
- Found in:
- Vanilla
eventOnTrapHitStart(ObjectReferenceakTarget, floatafXVel, floatafYVel, floatafZVel, floatafXPos, floatafYPos, floatafZPos, intaeMaterial, boolabInitialHit, intaeMotionType)Event recieved when this starts hitting a target
- Found in:
- Vanilla
eventOnTrapHitStop(ObjectReferenceakTarget)Event recieved when this stops hitting a target
- Found in:
- Vanilla
eventOnTrigger(ObjectReferenceakActionRef)Event received when a this trigger is tripped
- Found in:
- Vanilla
eventOnTriggerEnter(ObjectReferenceakActionRef)Event received when this trigger volume is entered
- Found in:
- Vanilla
eventOnTriggerLeave(ObjectReferenceakActionRef)Event received when this trigger volume is left
- Found in:
- Vanilla
eventOnUnequipped(ActorakActor)Event received when this object is unequipped by an actor
- Found in:
- Vanilla
eventOnCombatStateChanged(ActorakTarget, intaeCombatState)Event that is triggered when this actor's combat state against the target changes
State is as follows:
0 - not in combat
1 - in combat
2 - searching- Found in:
- Vanilla
eventOnSit(ObjectReferenceakFurniture)Event that is triggered when this actor sits in the furniture
- Found in:
- Vanilla
eventOnGetUp(ObjectReferenceakFurniture)Event that is triggered when this actor leaves the furniture
- Found in:
- Vanilla
eventOnEnterBleedout()Event received when an actor enters bleedout. (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnLocationChange(LocationakOldLoc, LocationakNewLoc)Event that is triggered when this actor changes from one location to another (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnLycanthropyStateChanged(boolabIsWerewolf)Received when the lycanthropy state of this actor changes (when SendLycanthropyStateChanged is called)
- Found in:
- Vanilla
eventOnObjectEquipped(FormakBaseObject, ObjectReferenceakReference)Event received when this actor equips something - akReference may be None if object is not persistent (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnObjectUnequipped(FormakBaseObject, ObjectReferenceakReference)Event received when this actor unequips something - akReference may be None if object is not persistent (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnPackageStart(PackageakNewPackage)Event received when this actor starts a new package (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnPackageChange(PackageakOldPackage)Event received when this actor's package changes (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnPackageEnd(PackageakOldPackage)Event received when this actor's package ends (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnRaceSwitchComplete()Event received when this actor finishes changing its race
- Found in:
- Vanilla
eventOnWardHit(ObjectReferenceakCaster, SpellakSpell, intaiStatus)Event received when this object's Ward is hit by a spell
- Found in:
- Vanilla
eventOnPlayerBowShot(WeaponakWeapon, AmmoakAmmo, floatafPower, boolabSunGazing)Received when the player fires a bow. akWeapon will be a bow, akAmmo is the ammo or None,
afPower will be 1.0 for a full-power shot, less for a dud, and abSunGazing will be true if the player is looking at the sun.- Found in:
- Vanilla
eventOnPlayerFastTravelEnd(floatafTravelGameTimeHours)Received when the player finishes fast travel, gives the duration of game time the travel took
- Found in:
- Vanilla
eventOnPlayerLoadGame()Received immediately after the player has loaded a save game. A good time to check for additional content.
- Found in:
- Vanilla
eventOnVampireFeed(ActorakTarget)Received when StartVampireFeed is called on an actor
- Found in:
- Vanilla
eventOnVampirismStateChanged(boolabIsVampire)Received when the vampirism state of this actor changes (when SendVampirismStateChanged is called)
Functions
- Found in:
- Vanilla
Add an inventory event filter to this alias. Item added/removed events matching the
specified form (or in the specified form list) will now be let through.- Found in:
- Vanilla
Attempts to retrive the object reference this alias is pointing at. If it has not been resolved to a reference, it will return None.
- Found in:
- Vanilla
Forces this alias to use the specified reference.
- Found in:
- Vanilla
Remove all inventory event filters from this alias - all item added/removed events will now be received
- Found in:
- Vanilla
Remove an inventory event filter from this alias. Item added/removed events matching the
specified form (or in the specified form list) will no longer be let through.- Found in:
- Vanilla
Forces this alias to use the specified reference, but only if the alias is currently empty
- Found in:
- Vanilla
Attempts to retrieve the actor this alias is pointing at. If it has not been resolved to a reference, or the reference is not an Actor, it will return None.
- Found in:
- Vanilla
Attempts to retrive the object reference this alias is pointing at. If it has not been resolved to a reference, it will return None.
- Found in:
- Vanilla
Attempts to retrieve the actor this alias is pointing at. If it has not been resolved to a reference, or the reference is not an Actor, it will return None.
- Found in:
- Vanilla
This is a convenient way to add an actor in an alias to a faction without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.AddToFaction(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to remove an actor in an alias from a faction without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.RemoveFromFaction(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to have an actor in an alias stop combat without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.StopCombat() on them without having to test for an actor being present first.
- Found in:
- Vanilla
This is a convenient way to disable a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.Disable(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to disable a reference (without waiting for it to diable) in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.DisableNoWait(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to enable a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.Enable(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to enable a reference (without waiting on it to finish enabling) in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.EnableNoWait(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to tell an actor in an alias to reevaluate his package stack without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.EvaluatePackage() on them without having to test for an actor being present first.
- Found in:
- Vanilla
This is a convenient way to kill an actor in an alias without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.Kill(...) on them without having to test for an actor being present first.
- Found in:
- Vanilla
This is a convenient way to move a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.MoveTo(...) on them without having to test for a object reference being present first.
- Found in:
- Vanilla
This is a convenient way to reset a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.Reset(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
Clears this alias and returns whether anything was in it to begin with.
