Background for Starfield

The Actor Script

    The Actor script is a part of Starfield’s Papyrus scripting ecosystem. It is included with the base game.

    For this script, the Papyrus index knows about:

    • 70 events
    • 212 functions
    • 12 properties


    Inheritance Tree

    No indexed scripts extend this script.

    Structs

    The Papyrus Index is still under construction. Structs have not been implemented yet.

      Properties

      • vanilla

        • intpathingresult_success=0
        • intpathingresult_failure=1
        • intpathingresult_stopped=2
        • intpathingresult_cleared=3
        • intpathingresult_timeout=4
        • intcritstage_none=0
        • intcritstage_goostart=1
        • intcritstage_gooend=2
        • intcritstage_disintegratestart=3
        • intcritstage_disintegrateend=4
        • intcritstage_freezestart=5
        • intcritstage_freezeend=6

        Events

        Functions

        • voidfunctionModFavorPoints(intiFavorPoints=1)

          DEPRECATED - use MakePlayerFriend() instead
          replacement for ModFavorPoints
          if iFavorPoints > 0, will setRelationshipRank to 1 if 0
          otherwise, won't do anything

        • voidfunctionModFavorPointsWithGlobal(GlobalVariableFavorPointsGlobal)

          also DEPRECATED

        • voidfunctionMakePlayerFriend()

          Convenience function that makes the actor a friend of the player, if allowed.

        • voidfunctionAddBountyCrime(FormakBountyCrime)Native

          Adds a bounty crime to the actor

        • voidfunctionAddPassiveAffinity(floatafAmountToAdd)Native

          Adds Affinity to the actor

        • voidfunctionAddPerk(PerkakPerk, boolabNotify=false)Native

          Adds the specified Perk to this actor. This function now works on both the player and NPCs.

        • voidfunctionAllowBleedoutDialogue(boolabCanTalk)Native

          Allows this essential actor to speak with the player during bleedout (normally they can't).

        • voidfunctionAllowPCDialogue(boolabTalk)Native

          Flags this actor as being able to talk to the player or not (overrides the race flag).

        • voidfunctionAttachAshPile(FormakAshPileBase=NONE)Native

          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.

        • intfunctionAttackOutpostObjects(ObjectReferenceakOutpostBeacon)Native

          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

        • voidfunctionAttemptAnimationSetSwitch()Native

          Loads new animation graphs for both MT (non-combat) and Weapon subgraphs, if new ones are found.

        • boolfunctionCanFlyHere()Native

          Can this actor fly here?

        • boolfunctionChangeAnimArchetype(KeywordapKeyword=NONE)Native

          Adds the specified AnimArchetype keyword to this actor.

        • boolfunctionChangeAnimFlavor(KeywordapKeyword=NONE)Native

          Adds the specified AnimFlavor keyword to this actor.

        • voidfunctionChangeHeadPart(HeadPartapHeadPart, boolabRemovePart=false, boolabRemoveExtraParts=false)Native

          Change or add this HeadPart to the actor.

        • voidfunctionClearArrested()Native

          Clears this actor's arrested state.

        • voidfunctionClearExpressionOverride()Native

          Clears any expression override on this actor, letting the dialogue, AI, and other systems manage this actor's expression again.

        • voidfunctionClearExtraArrows()Native

          Clear any extra arrow 3D from an actor that occurred from being shot with arrows.

        • 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.

        • voidfunctionClearLookAt()Native

          Clears this actor's script-forced look-at target.

        • boolfunctionDismount()Native

          Forces the actor to dismount.

        • voidfunctionDispelAllSpells()Native

          Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or constant effect enchantments, or addictions.

        • voidfunctionDoCombatSpellApply(SpellakSpell, ObjectReferenceakTarget)Native

          Adds the specified Spell to the target actor from this one as the caster. Use this instead of AddSpell to apply a spell in combat so that die rolls and other appropriate events can occur (such as applying a disease through a spell).

        • voidfunctionEnableAI(boolabEnable=true, boolabPauseVoice=false)Native

          Enables or disables this actor's AI.

        • voidfunctionEndDeferredKill()Native

          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().

        • voidfunctionEquipItem(FormakItem, boolabPreventRemoval=false, boolabSilent=false)Native

          Forces this actor to equip the specified item, preventing removal if requested.

        • voidfunctionEquipSpell(SpellakSpell, intaiSource)Native

          Forces the actor to equip the specified spell in the specified source.

        • voidfunctionEvaluatePackage(boolabResetAI=false)Native

          Forces this actor's AI to re-evaluate its package stack.

        • intfunctionGetBribeAmount()Native

          Returns the amount of gold required to bribe this actor.

        • Actor[]functionGetAllCombatTargets()Native

          Obtains all actors this actor considers combat targets.

        • Get all combat actors that have me listed as a combat target.

        • Get actors crew assignment.

        • FactionfunctionGetCrimeFaction()Native

          Obtains the Faction this actor reports it's crimes to.

        • intfunctionGetCombatState()Native

          Gets the actor's current combat state.

        • ActorfunctionGetCombatTarget()Native

          Obtains the actor this actor is currently in combat with.

        • PackagefunctionGetCurrentPackage()Native

          Gets the Package this actor is currently running.

        • ActorfunctionGetDialogueTarget()Native

          Obtains the actor this actor is currently in dialogue with.

        • intfunctionGetEquippedItemType(intaiEquipIndex)Native

          Gets the type of item the actor currently has equipped in the specified hand.

        • WeaponfunctionGetEquippedWeapon(intaiEquipIndex=0)Native

          Gets the actor's currently equipped weapon.

        • ArmorfunctionGetEquippedShield()Native

          Gets the actor's currently equipped shield.

        • SpellfunctionGetEquippedSpell(intaiSource)Native

          Gets the spell the actor currently has equipped in the specified source.

        • intfunctionGetFactionRank(FactionakFaction)Native

          Gets this actor's rank in the specified faction.

        • intfunctionGetFactionReaction(ActorakOther)Native

          Get the faction-based reaction between this actor and another.

        • intfunctionGetFlyingState()Native

          Gets the current flying state of this actor, or, if they are riding a flying mount, the fly state of the mount.

        • Get the ref this actor is currently interacting with

        • Returns the ref at which this actor is obliged to land, if one was set by Actor.SetForcedLandingMarker(...) (or none, if none was set).

        • intfunctionGetGoldAmount()Native

          Obtains the amount of gold on this actor's person.

        • FactionfunctionGetGroupFaction()Native

          Get the group faction for this actor if he has one for group behavior

        • intfunctionGetHighestRelationshipRank()Native

          Gets the highest relationship rank this actor has.

        • ActorfunctionGetKiller()Native

          Obtains the actor that killed this one. If this actor isn't dead, returns None.

        • intfunctionGetLevel()Native

          Gets the actor's current level.

        • floatfunctionGetLightLevel()Native

          Get the light level of the actor

        • intfunctionGetLowestRelationshipRank()Native

          Gets the lowest relationship rank this actor has.

        • Gets the temporary ActorBase of a leveled Actor - the one generated by the game from the leveled list. If the actor is not leveled, it will simply return the base object shown in the editor.

        • Gets the ActorBase from the actor's biome data list, if the actor is of a creature type placed by the biome

        • boolfunctionGetNoBleedoutRecovery()Native

          Gets this whether this actor is allowed to recover from bleedout. (If not, they will stay in bleed out when knocked there)

        • boolfunctionGetPlayerControls()Native

          Gets this whether this actor is being directly controlled by the player (as opposed to AI)

        • RacefunctionGetRace()Native

          Obtains this actor's Race.

        • intfunctionGetRelationshipRank(ActorakOther)Native

          Gets the relationship rank between this actor and another.

        • intfunctionGetSitState()Native

          Gets this actor's sit state.

        • intfunctionGetSleepState()Native

          Gets this actor's sleep state.

          NOTE: This does not work for the player.

        • Obtains the spaceship this actor is piloting, if any

        • boolfunctionHasAssociation(AssociationTypeakAssociation, ActorakOther=NONE)Native

          Does this actor have the specified association with the specified actor? Or with anyone if no actor is passed.

        • boolfunctionHasFamilyRelationship(ActorakOther=NONE)Native

          Does this actor have a family relationship with the specified actor? Or with anyone if no actor is passed.

        • boolfunctionHasDetectionLOS(ObjectReferenceakOther)Native

          Checks to see if this actor as line-of-sight to the target object. Note that only the player can get line-of-sight to a non-actor.

          If called on the player, HasDetectionLOS clips the line-of-sight check to the camera, so HasDetectionLOS will return false if the camera cannot see the object (even if there is a clear line-of-sight outside the camera's view). Also, three picks will be made at top, middle, and bottom. If any of the picks are unobstructed then HasDetectionLOS will return true.

        • boolfunctionHasMagicEffect(MagicEffectakEffect)Native

          Checks to see if this actor is currently being affected by the given Magic Effect.

        • boolfunctionHasMagicEffectWithKeyword(KeywordakKeyword)Native

          Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.

        • boolfunctionHasParentRelationship(ActorakOther)Native

          Does this actor have a parent relationship with the specified actor?

        • boolfunctionHasPerk(PerkakPerk)Native

          Checks to see if this actor has the given Perk.

        • boolfunctionHasSpell(FormakForm)Native

          Checks to see if this actor has the given Spell or Shout.

        • boolfunctionIsAIEnabled()Native

          Returns whether this actor's AI is currently enabled.

        • boolfunctionIsAlarmed()Native

          Is this actor currently alarmed?

        • boolfunctionIsAlerted()Native

          Is this actor currently alerted?

        • boolfunctionIsAllowedToFly()Native

          Is this actor currently allowed to fly?

        • boolfunctionIsArrested()Native

          Returns whether this actor is currently arrested or not.

        • boolfunctionIsArrestingTarget()Native

          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.

        • boolfunctionIsBeingRidden()Native

          Is this actor being ridden?

        • boolfunctionIsBeingRiddenBy(ActorakActor)Native

          Check if this actor is being ridden by another actor.

        • intfunctionIsBleedingOut()Native

          Is this actor currently bleeding out?

        • boolfunctionIsBribed()Native

          Used to determine if this actor has been bribed by the player

        • boolfunctionIsChild()Native

          Is this actor a child actor?

        • boolfunctionIsCommandedActor()Native

          Is this actor commanded by another?

        • boolfunctionIsDead()Native

          Is this actor currently dead?

        • boolfunctionIsDetectedBy(ActorakOther)Native

          Is this actor currently detected by the other one?

        • boolfunctionIsDoingFavor()Native

          Is this actor flagged as doing a favor for the player?

        • boolfunctionIsEquipped(FormakItem)Native

          Does the actor have the specified item equipped?

        • boolfunctionIsEssential()Native

          Is this actor currently essential?

        • boolfunctionIsFlying()Native

          Returns if this actor is currently flying or not.

        • boolfunctionIsGuard()Native

          Is this actor a guard?

        • boolfunctionIsGhost()Native

          Is this actor currently flagged as a ghost?

        • boolfunctionIsHostileToActor(ActorakActor)Native

          Check if this actor is hostile to another actor

        • boolfunctionIsInCombat()Native

          Is this actor currently in combat?

        • boolfunctionIsInFaction(FactionakFaction)Native

          Returns whether this actor is a member of the specified faction or not.

        • boolfunctionIsInIronSights()Native

          Returns whether this actor is currently in iron sights.

        • boolfunctionIsInKillMove()Native

          Is this actor currently in a kill move?

        • boolfunctionIsInScene()Native

          Is this actor currently in a scene?

        • boolfunctionIsIntimidated()Native

          Used to determine if this actor has been intimidated by the player

        • boolfunctionIsOnMount()Native

          Is the actor on a mount?

        • boolfunctionIsOverEncumbered()Native

          Is this actor over-encumbered? An actor is considered over-encumbered if their total inventory weight exceeds their maximum carry weight.

        • boolfunctionIsOwner(ObjectReferenceakObject)

          Checks to see if the actor is the owner of the specified reference.

        • boolfunctionIsPlayersLastRiddenHorse()Native

          Checks to see if this actor is the horse the player last rode.

        • boolfunctionIsPlayerTeammate()Native

          Checks to see if this actor is currently a teammate of the player

        • boolfunctionIsRunning()Native

          Checks to see if this actor is currently running (as opposed to, say, walking or sprinting).

        • boolfunctionIsSeatOccupied(KeywordapKeyword)Native

          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.

        • boolfunctionIsSneaking()Native

          Checks to see if this actor is currently sneaking.

        • boolfunctionIsSprinting()Native

          Checks to see if this actor is currently sprinting.

        • boolfunctionIsTalking()Native

          Checks to see if this actor is currently talking.

        • boolfunctionIsTrespassing()Native

          Is this actor trespassing?

        • boolfunctionIsUnconscious()Native

          Is this actor currently unconscious?

        • boolfunctionIsWeaponDrawn()Native

          Has this actor drawn his weapon and/or spell?

        • voidfunctionKill(ActorakKiller=NONE)Native

          Kills this actor with the passed-in actor being the culprit.

        • voidfunctionKillEssential(ActorakKiller=NONE)

          Kills this actor with the passed-in actor being the culprit, even if he is essential.

        • voidfunctionKillSilent(ActorakKiller=NONE)Native

          Kills this actor with the passed-in actor being the culprit, but without a kill event.

        • voidfunctionApplyUnityCharacterData()Native

          Apply Unity Character Data to Actor

        • voidfunctionCopyAppearance(ActorakSourceToCopyFrom)Native

          Copy character customization appearance data from a given actor

        • voidfunctionMarkItemAsFavorite(FormakItem, intaiSlot=-1)Native

          Mark the given item as a favorite.

        • voidfunctionModFactionRank(FactionakFaction, intaiMod)Native

          Modifies this actor's rank in the specified faction. Will not remove an actor from a faction.

        • boolfunctionMoveToFurniture(ObjectReferenceakTargetFurniture)

          moves this actor to the furniture and snaps them into it
          returns the value of SnapIntoInteraction()
          Note: might not work in unloaded area

        • voidfunctionMoveToPackageLocation()Native

          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.)

        • voidfunctionOpenInventory(boolabForceOpen=false, FormakFilter=NONE, boolabIncludeOnlyFromFilter=true)Native

          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.

        • intfunctionPathToReference(ObjectReferenceaTarget, floatafNormalizedSpeed, floatafNormalizedRotationSpeed, floatafTargetRadius=-1, boolabHardRadius=false)Native

          Makes the actor path to the target reference at a given speed.

        • boolfunctionPlayIdle(IdleakIdle)Native

          Plays the idle passed.

        • boolfunctionPlayIdleAction(ActionaAction, ObjectReferenceaTarget=NONE)Native

          Attempts to play an idle from the action root passed.

        • boolfunctionPlayIdleWithTarget(IdleakIdle, ObjectReferenceakTarget)Native

          Plays the Idle passed and overrides the actor's target with the given target. If no target is passed, then the idle will use the actor's current target instead.

        • voidfunctionPlaySubGraphAnimation(stringasEventName)Native

          Sends the event passed to the actor's sub graphs.

        • voidfunctionRemoveFromFaction(FactionakFaction)Native

          Removes this actor from the specified faction. If the faction was the actor's crime faction, the actor's crime faction will be cleared.

        • voidfunctionRemoveFromAllFactions()Native

          Remove this actor from all factions they are a member of.

        • voidfunctionRemovePerk(PerkakPerk)Native

          Removes the specified Perk from this actor. This function now works on both the player and NPCs.

        • boolfunctionRemoveSpell(SpellakSpell)Native

          Removes the specified spell from this actor.

        • voidfunctionResetHealthAndLimbs()Native

          Resets this actor's health and restores all his limbs.

        • voidfunctionResurrect()Native

          Resurrects this actor.

        • voidfunctionSendAssaultAlarm()Native

          Have this actor behave as if he was assaulted by the player.

        • voidfunctionSendSmugglingAlarm(ActorakCriminal)Native

          Has this actor behave as if they caught another actor smuggling

        • voidfunctionSendTrespassAlarm(ActorakCriminal)Native

          Have this actor pretend he caught the specified criminal trespassing.

        • voidfunctionSetAlert(boolabAlerted=true)Native

          Set or clear this actor's alerted state.

        • voidfunctionSetAllowFlying(boolabAllowed=true, boolabAllowCrash=true, boolabAllowSearch=false)Native

          Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.

        • voidfunctionSetAlpha(floatafTargetAlpha, boolabFade=false)Native

          Sets this actor's alpha value, optionally fading them to that value rather then popping.

        • voidfunctionSetAttackActorOnSight(boolabAttackOnSight=true)Native

          Flags this actor to be attacked by all actors when detected

        • voidfunctionSetAvoidPlayer(boolabAvoid=true)Native

          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.

        • voidfunctionSetCommandState(boolabStartCommandMode)Native

          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.

        • voidfunctionSetBribed(boolabBribe=true)Native

          Flags this actor as bribe by the player

        • voidfunctionSetCanDoCommand(boolabCanCommand=true)Native

          Flags this actor as bribe by the player

        • voidfunctionSetCombatStyle(CombatStyleakCombatStyle)Native

          Sets the CombatStyle on this actor. Passing None will clear the actor's combatstyle back to their default

        • voidfunctionSetCrimeFaction(FactionakFaction)Native

          Sets the Faction this actor reports crimes to. You may pass None to clear out the crime faction on the actor. If the actor does not currently belong to the crime faction, it will be added to that faction.

        • voidfunctionSetCriticalStage(intaiStage)Native

          Sets this actor's current critical stage, along with applying any related effects.

        • voidfunctionSetDoingFavor(boolabDoingFavor=true, boolabWorkShopMode=false)Native

          Set or clear this actor's "doing favor" status.

        • voidfunctionChangeAnimFaceArchetype(KeywordapKeyword=NONE)Native

          Adds the specified AnimFaceArchetype keyword to this actor.

        • voidfunctionSetEssential(boolabEssential)Native

          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.

        • voidfunctionSetFactionRank(FactionakFaction, intaiRank)Native

          Sets this actor's rank in the specified faction. Adds the actor to the faction if necessary.

        • voidfunctionSetForcedLandingMarker(ObjectReferenceaMarker)Native

          Sets a specific ObjectReference (preferably a landing marker) as the place at which this actor must land from flight.

        • voidfunctionSetGhost(boolabIsGhost=true)Native

          Flags this actor as a ghost or not.

        • voidfunctionSetGroupFaction(FactionakFaction)Native

          Sets the faction that this actor will use for group behavior

        • voidfunctionSetHasCharGenSkeleton(boolabCharGen=true)Native

          Flags this actor as having a fully char gen editable skeleton or not.

        • voidfunctionAddToFaction(FactionakFaction)

          Adds the Actor to a specified Faction at rank 0. If the Actor is already in the faction, this function does nothing.

        • voidfunctionSetHeadTracking(boolabEnable=true)Native

          Turns on and off this actor's head tracking.

        • voidfunctionSetIntimidated(boolabIntimidate=true)Native

          Flags this actor as intimidated by the player

        • voidfunctionSetLookAt(ObjectReferenceakTarget, boolabPathingLookAt=false)Native

          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).

        • voidfunctionSetNoBleedoutRecovery(boolabAllowed)Native

          Sets whether this actor can recover from bleedout or not.

        • voidfunctionSetNotShowOnStealthMeter(boolabNotShow)Native

          Sets this actor to not affect the detection level on the stealth meter if he is not hostile to the player

        • voidfunctionSetOutfit(OutfitakOutfit, boolabSleepOutfit=false)Native

          Change the default or sleep Outfit for this actor.

        • voidfunctionSetOverrideVoiceType(VoiceTypeakVoiceType)Native

          Overrides the voice type for this actor - set to None to clear.

        • calls SetOverrideVoiceType with a randomly choice from a formlist of voicetypes and returns the chosen voicetype

        • voidfunctionSetPlayerControls(boolabControls)Native

          Set the actor as being controlled (or not controlled) by the player's controls.

        • voidfunctionSetPlayerResistingArrest()Native

          Flags the player as resisting arrest from this actor's faction.

        • voidfunctionSetPlayerTeammate(boolabTeammate=true, boolabCanDoFavor=true, boolabGivePlayerXP=false)Native

          Flags this actor as a teammate of the player or not.

        • voidfunctionSetProtected(boolabProtected)Native

          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.

        • voidfunctionSetRace(RaceakRace=NONE)Native

          Change actors Race and reload his art.

        • voidfunctionSetRelationshipRank(ActorakOther, intaiRank)Native

          Sets the relationship rank between this actor and another.

        • boolfunctionSetRestrained(boolabRestrained=true)Native

          Flags this actor as restrained or not.

        • voidfunctionSetSubGraphFloatVariable(stringasVariableName, floatafValue)Native

          Set a variable on all of an actor's sub graphs.

        • boolfunctionSetUnconscious(boolabUnconscious=true)Native

          Set or clear this actor's unconscious status.

        • voidfunctionSetVehicle(ActorakVehicle)Native

          Attaches the actor to a horse, cart, or other vehicle -- or detaches it from its current vehicle.

        • voidfunctionSetWantSprinting(boolabWantSprint)Native

          Set that the actor would like to sprint when possible (or turn that off).
          abWantSprint is if we want to sprint currently, false otherwise

        • voidfunctionSheatheWeapon()Native

          Makes this actor sheathe his weapon

        • voidfunctionShowBarterMenu()Native

          Shows the barter menu for this actor.

        • voidfunctionShowCrewAssign(boolabAssign=true)Native

          Opens the crew assignment menu

        • boolfunctionStartCombat(ObjectReferenceakTarget, boolabPreferredTarget=false)Native

          Attempts to get this actor to initiate combat with the target.

        • voidfunctionStartDeferredKill()Native

          Puts the actor into a Deferred Kill state. In this state, the actor can take damage but will not die.

        • voidfunctionStartVampireFeed(ActorakTarget)Native

          Has the actor vampire feed on a sleeping actor

        • voidfunctionStartFrenzyAttack(floataChance=0.1, floataInterval=0.5)Native

          Puts the actor into Frenzy attack mode using a random target selector.

        • voidfunctionStopCombat()Native

          Removes this actor from combat.

        • voidfunctionStopCombatAlarm()Native

          Stop all combat and alarms against this actor.

        • voidfunctionSwitchToPowerArmor(ObjectReferenceaArmorFurniture)Native

          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.

        • boolfunctionSnapIntoInteraction(ObjectReferenceakTarget)Native

          Near-instantly snap this actor into/onto a furniture/mount.

        • boolfunctionTrapSoul(ActorakTarget)Native

          Attempts to trap the soul of the target actor in a soul gem in the inventory of the calling actor. Returns success/failure.

        • voidfunctionUnequipAll()Native

          Forces this actor to unequip all currently equipped items.

        • voidfunctionUnequipItem(FormakItem, boolabPreventEquip=false, boolabSilent=false)Native

          Forces this actor to unequip the specified item, preventing equipping if requested.

        • voidfunctionUnequipItemSlot(intaiSlot)Native

          Forces this actor to unequip all armor on the given slot.

        • voidfunctionUnequipSpell(SpellakSpell, intaiSource)Native

          Forces the actor to equip the specified spell in the specified source.

        • voidfunctionUnLockOwnedDoorsInCell()Native

          This actor will unlock all the doors that he qualifies for ownership in his current parentcell

        • boolfunctionWillIntimidateSucceed()Native

          Returns whether or not an intimidation attempt by the player on this actor will succeed or not.

        • boolfunctionWornCoversBipedSlot(intaiSlot)Native

          Returns whether anything the actor is wearing covers this biped slot

        • boolfunctionWornHasKeyword(KeywordakKeyword)Native

          Checks to see if anything worn by this actor has the specified keyword attached.

        • boolfunctionWouldBeStealing(ObjectReferenceakObject)Native

          Checks if the taking of a ref would be stealing for this actor

        • intfunctionWouldRefuseCommand(ObjectReferenceakObject)Native

          Checks if the actor would refuse a command on the ref for the player (and why)

        • voidfunctionStartSneaking()Native

          Forces this actor to start sneaking.

        • voidfunctionDrawWeapon()Native

          Forces this actor to draw his weapon.

        • voidfunctionDogPlaceInMouth(FormakItem)Native

          Place an item in dogmeat's mouth.

        • voidfunctionDogDropItems()Native

          Drop all of the dog's items on the ground.

        • voidfunctionForceMovementDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnly

          **** For Debugging Movement Animations (not in release builds) ****
          Forces the movement direction on the actor
          afXAngle, afYAngle and afZAngle are in degrees

        • voidfunctionForceMovementSpeed(floatafSpeedMult)NativeDebugOnly

          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)
        • voidfunctionForceMovementRotationSpeed(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0)NativeDebugOnly

          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)
        • voidfunctionForceMovementDirectionRamp(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0, floatafRampTime=0.1)NativeDebugOnly

          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

        • voidfunctionForceMovementSpeedRamp(floatafSpeedMult, floatafRampTime=0.1)NativeDebugOnly

          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
        • voidfunctionForceMovementRotationSpeedRamp(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0, floatafRampTime=0.1)NativeDebugOnly

          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
        • voidfunctionForceTargetDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnly

          Sets the target movement direction on the actor
          afXAngle, afYAngle and afZAngle are in degrees

        • voidfunctionForceTargetSpeed(floatafSpeed)NativeDebugOnly

          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)
        • voidfunctionForceTargetAngle(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnly

          Sets the target facing angle on the actor
          afXAngle, afYAngle and afZAngle are in degrees

        • voidfunctionClearForcedMovement()NativeDebugOnly

          Clears any forced movement on the actor and return it to its standard state

        • boolfunctionCanMoveVertical()NativeDebugOnly

          Check to see if the actor can move vertically.

        • boolfunctionCanStrafe()NativeDebugOnly

          Check to see if the actor can strafe side to side.

        • ActorfunctionGetActorInDialogueWithRobot()NativeDebugOnly

          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.

        Some data provided by the Fallout 4 Creation Kit Wiki. Licensed under the Creative Commons Attribution-Share Alike 4.0 license.