Actor
- Found in:
- Vanilla
Inheritance Tree
No indexed scripts extend this script.
Structs
Properties
vanilla
Events
Functions
- Found in:
- Vanilla
DEPRECATED - use MakePlayerFriend() instead
replacement for ModFavorPoints
if iFavorPoints > 0, will setRelationshipRank to 1 if 0
otherwise, won't do anything
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also DEPRECATED
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Convenience function that makes the actor a friend of the player, if allowed.
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Adds a bounty crime to the actor
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Adds Affinity to the actor
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Allows this essential actor to speak with the player during bleedout (normally they can't).
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Flags this actor as being able to talk to the player or not (overrides the race flag).
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- Vanilla
Attaches an "ash pile" to the actor using the specified base object. Basically it's an object dropped at the actor's feet which cannot be picked up or moved by the player and, when activated, passes the activation onto the actor.
If this is called on an Essential actor, the function will log an error. Best practice is to check that the actor is not essential prior to calling this function.
- Found in:
- Vanilla
Have the actor start combat with any destructible object associated with the specified
outpost beacon. Returns the number of objects that the actor entered combat with
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Loads new animation graphs for both MT (non-combat) and Weapon subgraphs, if new ones are found.
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Can this actor fly here?
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Adds the specified AnimArchetype keyword to this actor.
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Adds the specified AnimFlavor keyword to this actor.
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Change or add this HeadPart to the actor.
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Clears this actor's arrested state.
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Clears any expression override on this actor, letting the dialogue, AI, and other systems manage this actor's expression again.
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Clear any extra arrow 3D from an actor that occurred from being shot with arrows.
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Clears an actor's obligation (set by Actor.SetForcedLandingMarker(...)) to use a particular marker when this actor has to land. Just an alternate way of setting the forced landing marker to None.
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Clears this actor's script-forced look-at target.
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Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or constant effect enchantments, or addictions.
- Found in:
- Vanilla
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Removes the actor from a Deferred Kill state. If the actor's health went below zero or the actor was killed for any other reason while in the Deferred Kill state, the actor will die when this is called. Call this after first calling Actor.StartDeferredKill().
- Found in:
- Vanilla
Forces the actor to equip the specified spell in the specified source.
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- Vanilla
Forces this actor's AI to re-evaluate its package stack.
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- Vanilla
Returns the amount of gold required to bribe this actor.
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- Vanilla
Obtains all actors this actor considers combat targets.
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- Vanilla
Get all combat actors that have me listed as a combat target.
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Get actors crew assignment.
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- Vanilla
Gets the actor's current combat state.
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Obtains the actor this actor is currently in combat with.
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Obtains the actor this actor is currently in dialogue with.
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Gets the type of item the actor currently has equipped in the specified hand.
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Gets the actor's currently equipped weapon.
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Gets the actor's currently equipped shield.
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Gets the spell the actor currently has equipped in the specified source.
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Gets this actor's rank in the specified faction.
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Get the faction-based reaction between this actor and another.
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Gets the current flying state of this actor, or, if they are riding a flying mount, the fly state of the mount.
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- Vanilla
Get the ref this actor is currently interacting with
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- Vanilla
Returns the ref at which this actor is obliged to land, if one was set by Actor.SetForcedLandingMarker(...) (or none, if none was set).
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Obtains the amount of gold on this actor's person.
- Found in:
- Vanilla
Get the group faction for this actor if he has one for group behavior
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- Vanilla
Gets the highest relationship rank this actor has.
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- Vanilla
Get the light level of the actor
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Gets the lowest relationship rank this actor has.
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- Vanilla
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Gets the ActorBase from the actor's biome data list, if the actor is of a creature type placed by the biome
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Gets this whether this actor is allowed to recover from bleedout. (If not, they will stay in bleed out when knocked there)
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- Vanilla
Gets this whether this actor is being directly controlled by the player (as opposed to AI)
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Gets the relationship rank between this actor and another.
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Gets this actor's sit state.
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Gets this actor's sleep state.
NOTE: This does not work for the player.
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Obtains the spaceship this actor is piloting, if any
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Does this actor have the specified association with the specified actor? Or with anyone if no actor is passed.
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Does this actor have a family relationship with the specified actor? Or with anyone if no actor is passed.
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- Vanilla
[DEV SERVER] Loading description...
- Found in:
- Vanilla
Checks to see if this actor is currently being affected by the given Magic Effect.
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Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.
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Does this actor have a parent relationship with the specified actor?
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Returns whether this actor's AI is currently enabled.
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Is this actor currently allowed to fly?
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Returns whether this actor is currently arrested or not.
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Returns whether this actor is currently arresting his target. Will always return false if called on a non-guard, or called on a non-alerted guard.
- Found in:
- Vanilla
Is this actor being ridden?
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- Vanilla
Check if this actor is being ridden by another actor.
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- Vanilla
Is this actor currently bleeding out?
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- Vanilla
Is this actor commanded by another?
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- Vanilla
Is this actor currently detected by the other one?
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Is this actor flagged as doing a favor for the player?
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Does the actor have the specified item equipped?
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Is this actor currently essential?
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Check if this actor is hostile to another actor
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Is this actor currently in combat?
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Returns whether this actor is a member of the specified faction or not.
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Returns whether this actor is currently in iron sights.
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Is this actor currently in a kill move?
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Used to determine if this actor has been intimidated by the player
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Is this actor over-encumbered? An actor is considered over-encumbered if their total inventory weight exceeds their maximum carry weight.
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Checks to see if the actor is the owner of the specified reference.
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Checks to see if this actor is the horse the player last rode.
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Checks to see if this actor is currently a teammate of the player
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- Vanilla
Check if this actor (which should be a mount with multiple "seats") has any actor sitting in a particular seat or not. Note that this will not work for "vehicle drivers", like actors riding horses.
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- Vanilla
Checks to see if this actor is currently sneaking.
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- Vanilla
Checks to see if this actor is currently sprinting.
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Is this actor trespassing?
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Is this actor currently unconscious?
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Has this actor drawn his weapon and/or spell?
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Kills this actor with the passed-in actor being the culprit, even if he is essential.
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Kills this actor with the passed-in actor being the culprit, but without a kill event.
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Apply Unity Character Data to Actor
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- Vanilla
Copy character customization appearance data from a given actor
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Mark the given item as a favorite.
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- Vanilla
Modifies this actor's rank in the specified faction. Will not remove an actor from a faction.
- Found in:
- Vanilla
moves this actor to the furniture and snaps them into it
returns the value of SnapIntoInteraction()
Note: might not work in unloaded area
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- Vanilla
Determines where an actor should be placed, based on the running procedure(s) of the actor's current package, and places them there.
Also initializes the actor's behavior graph based on their current package, so they will be posed correctly (in furniture, etc.). (If a pose init is already queued, e.g. for an actor whose 3D was just loaded, we allow the queued one to occur.)
- Found in:
- Vanilla
Opens this actor's inventory as if the player were pick-pocketing them. Will only open inventory on player's teammates unless told to force it open.
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Makes the actor path to the target reference at a given speed.
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Attempts to play an idle from the action root passed.
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Sends the event passed to the actor's sub graphs.
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Removes this actor from the specified faction. If the faction was the actor's crime faction, the actor's crime faction will be cleared.
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Remove this actor from all factions they are a member of.
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Removes the specified spell from this actor.
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Resets this actor's health and restores all his limbs.
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Have this actor behave as if he was assaulted by the player.
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Has this actor behave as if they caught another actor smuggling
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Have this actor pretend he caught the specified criminal trespassing.
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Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
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Flags this actor to be attacked by all actors when detected
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Tells actors whether they need to avoid the player when pathing. (By default, they do, so this does nothing relevant unless the abAvoid parameter is false.)
Created to support scenes where the player is meant to be an incorporeal observer, such as the "memory den" scenes in Fallout 4.
- Found in:
- Vanilla
Sets/Unsets the actor in command mode so that we can order them around. SetCanDoCommand() needs to have already been called on the actor, or they already need to be 'commandable', e.g. teammates.
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Flags this actor as bribe by the player
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Sets the CombatStyle on this actor. Passing None will clear the actor's combatstyle back to their default
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Sets this actor's current critical stage, along with applying any related effects.
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Set or clear this actor's "doing favor" status.
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Adds the specified AnimFaceArchetype keyword to this actor.
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Sets or clears this actor's essential flag. If the actor is protected and you set the essential flag, the protected flag will be removed. This works on an individual actor, not the Actor Base.
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- Vanilla
Sets this actor's rank in the specified faction. Adds the actor to the faction if necessary.
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- Vanilla
Sets a specific ObjectReference (preferably a landing marker) as the place at which this actor must land from flight.
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Sets the faction that this actor will use for group behavior
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Flags this actor as having a fully char gen editable skeleton or not.
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Turns on and off this actor's head tracking.
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Flags this actor as intimidated by the player
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Forces this actor to look at the target. Optionally, will also cause them to set it as their pathing target as well, which means they will walk relative to it (backwards and facing it when walking away, for example).
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Sets whether this actor can recover from bleedout or not.
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Sets this actor to not affect the detection level on the stealth meter if he is not hostile to the player
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Overrides the voice type for this actor - set to None to clear.
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calls SetOverrideVoiceType with a randomly choice from a formlist of voicetypes and returns the chosen voicetype
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Set the actor as being controlled (or not controlled) by the player's controls.
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Flags the player as resisting arrest from this actor's faction.
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Flags this actor as a teammate of the player or not.
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Sets or clears this actor's protected flag. If you set the flag, and the actor is essential, the essential flag will be cleared. This works on an individual actor, not the actor base.
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- Vanilla
Sets the relationship rank between this actor and another.
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- Vanilla
Flags this actor as restrained or not.
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Set a variable on all of an actor's sub graphs.
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Set or clear this actor's unconscious status.
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Attaches the actor to a horse, cart, or other vehicle -- or detaches it from its current vehicle.
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Set that the actor would like to sprint when possible (or turn that off).
abWantSprint is if we want to sprint currently, false otherwise
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Makes this actor sheathe his weapon
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Shows the barter menu for this actor.
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Opens the crew assignment menu
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Attempts to get this actor to initiate combat with the target.
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- Vanilla
Puts the actor into a Deferred Kill state. In this state, the actor can take damage but will not die.
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- Vanilla
Has the actor vampire feed on a sleeping actor
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Puts the actor into Frenzy attack mode using a random target selector.
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Removes this actor from combat.
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Stop all combat and alarms against this actor.
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Near-instantly snap this actor into the inactive suit of power armor aArmorFurniture. If passed "None" while an actor is in power armor, they will get out on the spot; or take a few steps in a random direction before getting out if their back is currently to a wall or other object.
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- Vanilla
Near-instantly snap this actor into/onto a furniture/mount.
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Forces this actor to unequip all currently equipped items.
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Forces this actor to unequip the specified item, preventing equipping if requested.
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Forces this actor to unequip all armor on the given slot.
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Forces the actor to equip the specified spell in the specified source.
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This actor will unlock all the doors that he qualifies for ownership in his current parentcell
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Returns whether or not an intimidation attempt by the player on this actor will succeed or not.
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Returns whether anything the actor is wearing covers this biped slot
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Checks to see if anything worn by this actor has the specified keyword attached.
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Checks if the taking of a ref would be stealing for this actor
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Checks if the actor would refuse a command on the ref for the player (and why)
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Forces this actor to start sneaking.
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Forces this actor to draw his weapon.
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Place an item in dogmeat's mouth.
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Drop all of the dog's items on the ground.
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**** For Debugging Movement Animations (not in release builds) ****
Forces the movement direction on the actor
afXAngle, afYAngle and afZAngle are in degrees
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- Vanilla
Forces the movement speed on the actor
afSpeedMult is a speed multiplier based on the current max speeds
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
- Found in:
- Vanilla
Forces the movement rotation speed on the actor
Each component of the rotation speed is a multiplier following these rules:
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
- Found in:
- Vanilla
Ramps the movement direction on the actor to the passed in value over the passed in time
afXAngle, afYAngle and afZAngle are in degrees
afRampTime is in seconds
- Found in:
- Vanilla
Ramps the movement speed on the actor to the passed in value over the passed in time
afSpeedMult is a speed multiplier based on the current max speeds
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
afRampTime is in seconds
- Found in:
- Vanilla
Ramps the movement rotation speed on the actor to the passed in value over the passed in time
Each component of the rotation speed is a multiplier following these rules:
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
afRampTime is in seconds
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- Vanilla
Sets the target movement direction on the actor
afXAngle, afYAngle and afZAngle are in degrees
- Found in:
- Vanilla
Sets the target movement speed on the actor
afSpeedMult is a speed multiplier based on the current max speeds
- 0 -> 1 Scales between 0 and the Walk speed
- 1 -> 2 Scales between Walk speed and Run Speed
- 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
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- Vanilla
Sets the target facing angle on the actor
afXAngle, afYAngle and afZAngle are in degrees
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Clears any forced movement on the actor and return it to its standard state
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Check to see if the actor can move vertically.
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Check all possible dialogue targets for the actor the robot is speaking with, including the current scene's last target/speaker. Used by RobotQuestRunner for debugging purposes.
