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
- Found in:
- Vanilla
eventOnActorActivatedRef(ObjectReferenceakActivatedRef)Event received when this actor activates a ref
- Found in:
- Vanilla
eventOnAffinityEvent(AffinityEventakAffinityEvent, ActorValueakActorValue, GlobalVariableakReactionValue, ObjectReferenceakTarget)Event received when affinity event is run
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- Vanilla
eventOnCombatStateChanged(ObjectReferenceakTarget, intaeCombatState)Event called when this actor's combat state changes.
- Found in:
- Vanilla
eventOnCombatListAdded(ActorakTarget)Event that is triggered when this actor adds another actor to its combat list.
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- Vanilla
eventOnCombatListRemoved(ActorakTarget)Event that is triggered when this actor removes another actor from its combat list.
- Found in:
- Vanilla
eventOnCommandModeCompleteCommand(intaeCommandType, ObjectReferenceakTarget)Event called when the actor in command mode with player finishes his current command
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- Vanilla
eventOnCommandModeEnter()Event called when the player enters command mode with this actor as the commanded actor.
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- Vanilla
eventOnCommandModeExit()Event called when the player exits command mode with this actor as the commanded actor.
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- Vanilla
eventOnCommandModeGiveCommand(intaeCommandType, ObjectReferenceakTarget)Event called when the actor in command mode with player is given a command
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- Vanilla
eventOnCompanionDismiss()Event sent to a companion when they are dismissed.
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- Vanilla
eventOnConsciousnessStateChanged(boolabUnconscious)Event called when this actor changes consciousness state.
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- Vanilla
eventOnCripple(ActorValueakActorValue, boolabCrippled)Event called when this actor has a limb that goes from healthy to crippled or crippled to healthy.
- Found in:
- Vanilla
eventOnDeferredKill(ActorakKiller)Event called when an actor set to do deferred kill mode gets killed (once). May be called more than once on a single actor before they die. Most useful on flying actors (Vertibirds) which usually enter a "crash mode" when killed in the air but don't actually die until they hit the ground.
- Found in:
- Vanilla
eventOnDeath(ObjectReferenceakKiller)Event called when the actor finishes dying.
- Found in:
- Vanilla
eventOnDifficultyChanged(intaOldDifficulty, intaNewDifficulty)Event sent to the player when the game's difficulty is changed.
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- Vanilla
eventOnDying(ObjectReferenceakKiller)Event called when the actor begins dying.
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- Vanilla
eventOnUnconscious(ObjectReferenceakAttacker)Event that is triggered when an actor has been "killed" with EM weapons (the actor is still alive)
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- Vanilla
eventOnEnterBleedout()Event called when the actor has entered bleedout.
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- Vanilla
eventOnEnterOutpostBeaconMode()Event received when the player enters Outpost Beacon placeement mode.
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- Vanilla
eventOnEnterShipInterior(ObjectReferenceakShip)Event received when an actor enters a ship interior cell
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- Vanilla
eventOnEnterSneaking()Event called when the actor has entered sneaking.
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- Vanilla
eventOnEscortWaitStart()Event called when this actor is running an Escort procedure, and starts waiting for the escorted actor to catch up.
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- Vanilla
eventOnEscortWaitStop()Event called when this actor is running an Escort procedure, and stops waiting for the escorted actor because the escorted actor is now sufficiently close that the escorter can resume travel to the destination.
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- Vanilla
eventOnExitShipInterior(ObjectReferenceakShip)Event received when an actor exits a ship interior cell
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- Vanilla
eventOnPlayerFollowerWarp(ObjectReferenceakFollower)Event received when a player follower is warped
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- Vanilla
eventOnGetUp(ObjectReferenceakFurniture)Event called when this actor gets up from a piece of furniture.
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- Vanilla
eventOnHomeShipSet(SpaceshipReferenceakShip, SpaceshipReferenceakPrevious)Event that is triggered when the actors home ship is set.
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- Vanilla
eventOnPlayerFailedPlotRoute(intaeFailedPlotReason)Event received when the player plots a failed starmap route
Type is as follows:
0 - Success
1 - Insufficient Fuel
2 - Out of Range
3 - Unexplored System- Found in:
- Vanilla
eventOnPlayerModifiedShip(SpaceshipReferenceakShip)Event that is triggered when an actor modifies a ship
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- Vanilla
eventOnItemEquipped(FormakBaseObject, ObjectReferenceakReference)Event called when the actor equips an object.
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- Vanilla
eventOnItemUnequipped(FormakBaseObject, ObjectReferenceakReference)Event called when the actor unequips an object.
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- Vanilla
eventOnKill(ObjectReferenceakVictim)Event called when the actor kills another.
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- Vanilla
eventOnLocationChange(LocationakOldLoc, LocationakNewLoc)Event called when this actor moves from one location to another.
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- Vanilla
eventOnRecoverFromBleedout()Event received when an actor exits bleedout.
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- Vanilla
eventOnPackageChange(PackageakOldPackage)Event called when the actor changes away from a package.
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- Vanilla
eventOnPackageEnd(PackageakOldPackage)Event called when the actor finishes a package.
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- Vanilla
eventOnPackageStart(PackageakNewPackage)Event called when the actor starts running a new package.
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- Vanilla
eventOnPartialCripple(ActorValueakActorValue, boolabCrippled)Event called when this actor has a limb that goes from healthy to "partially crippled" or "partially crippled" to healthy.
The concept of partial crippling was created for robots, to provide an intermediate limb damage state, so that we can for instance play different hit effects.
This concept currently applies only to actors whose race has the "Use Subsegment Damage" flag set.
- Found in:
- Vanilla
eventOnPickLock(ObjectReferenceakLockedRef, boolabCrime, boolabSucceeded, TerminalMenuakLockedTerminalMenu, intaiTerminalMenuItem)Event received when an actor picks a lock
- Found in:
- Vanilla
eventOnPickpocketFailed()Event sent when the player fails to pickpocket this actor.
- Found in:
- Vanilla
eventOnPlayerItemAdded(FormakBaseObject, ObjectReferenceakOwner, ObjectReferenceakSourceContainer, intaeAcquireType)Received when the player gains an item in their inventory
aeAcquireType is one of the following:
0: None
1: Steal
2: Buy
3: Pickpocket
4: Pickup
5: Container
6: Dead body- Found in:
- Vanilla
eventOnPlayerCompleteResearch(ObjectReferenceakBench, LocationakLocation, ResearchProjectakProject)Received when player completes research
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- Vanilla
eventOnPlayerCraftItem(ObjectReferenceakBench, LocationakLocation, FormakCreatedItem)Received when player crafts an item
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- Vanilla
eventOnPlayerCreateRobot(ActorakNewRobot)Event send to the player when he creates a robot
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- Vanilla
eventOnPlayerEnterVertibird(ObjectReferenceakVertibird)Event sent to the player when he enters a vertibird
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- Vanilla
eventOnPlayerFallLongDistance(floatafDamage)Event send to the player he falls long distance and takes damage.
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- Vanilla
eventOnPlayerFireWeapon(FormakBaseObject)Event sent to the player when he fires weapon out of combat. Only sent based on a timer since the last time it was sent
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- Vanilla
eventOnPlayerHealTeammate(ActorakTeammate)Event called when the player heals a teammate. This event is only sent to the player actor.
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- Vanilla
eventOnPlayerLoadGame()Event called when the player loads a save game. This event is only sent to the player actor.
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- Vanilla
eventOnPlayerLoiteringBegin()Received when player starts loitering
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- Vanilla
eventOnPlayerLoiteringEnd()Received when player stops loitering
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- Vanilla
eventOnPlayerModArmorWeapon(FormakBaseObject, ObjectModakModBaseObject)Event sent to the player when they modify armor or weapons.
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- Vanilla
eventOnPlayerModRobot(ActorakRobot, ObjectModakModBaseObject)Event send to the player when he modifies a robot
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- Vanilla
eventOnPlayerSwimming()Event sent to the player when he starts swimming
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- Vanilla
eventOnPlayerUseWorkBench(ObjectReferenceakWorkBench)Event sent to the player when he uses a workbench
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- Vanilla
eventOnRaceSwitchComplete()Event called when the actor has finished switching races.
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- Vanilla
eventOnSit(ObjectReferenceakFurniture)Event called when this actor sits on a piece of furniture.
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- Vanilla
eventOnSpeechChallengeAvailable(ObjectReferenceakSpeaker)Event sent to player that a speech challenge is available
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- Vanilla
eventOnPlayerPlanetSurveyComplete(PlanetakPlanet)Received when player completely surveyed a planet
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- Vanilla
eventOnPlayerScannedObject(ObjectReferenceakScannedRef)Received by the player when they scan an object
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- Vanilla
eventOnOutpostPlaced(ObjectReferenceakOutpostBeacon)Received when player placed an outpost beacon
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- Vanilla
eventOnPlayerArrested(ObjectReferenceakGuard, LocationakLocation, intaeCrimeType)Event that is triggered when the player is arrested.
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- Vanilla
eventOnPlayerAssaultActor(ObjectReferenceakVictim, LocationakLocation, boolaeCrime)Event that is triggered when the player assaults someone.
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- Vanilla
eventOnPlayerCrimeGold(ObjectReferenceakVictim, FormakFaction, intaeCrimeGold, intaeCrimeType)Event that is triggered when the player gets crimegold .
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- Vanilla
eventOnPlayerJail(ObjectReferenceakGuard, FormakFaction, LocationakLocation, intaeCrimeGold)Event that is triggered when the player goes to jail.
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- Vanilla
eventOnPlayerPayFine(ObjectReferenceakGuard, FormakFaction, intaeCrimeGold)Event that is triggered when the player pays fine.
- Found in:
- Vanilla
eventOnPlayerMurderActor(ObjectReferenceakVictim, LocationakLocation, boolaeCrime)Event that is triggered when the player murders someone.
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- Vanilla
eventOnPlayerTrespass(ObjectReferenceakVictim, LocationakLocation, boolaeCrime)Event that is triggered when the player trespassing.
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- Vanilla
eventOnPlayerBuyShip(SpaceshipReferenceakShip)Event that is triggered when the player buys a ship
- Found in:
- Vanilla
eventOnPlayerSellShip(SpaceshipReferenceakShip)Event that is triggered when the player sells a ship
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- Found in:
- Vanilla
also DEPRECATED
- Found in:
- Vanilla
Convenience function that makes the actor a friend of the player, if allowed.
- Found in:
- Vanilla
Adds a bounty crime to the actor
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- Vanilla
Adds Affinity to the actor
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- Vanilla
Allows this essential actor to speak with the player during bleedout (normally they can't).
- Found in:
- Vanilla
Flags this actor as being able to talk to the player or not (overrides the race flag).
- Found in:
- 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- Found in:
- Vanilla
Loads new animation graphs for both MT (non-combat) and Weapon subgraphs, if new ones are found.
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- Vanilla
Can this actor fly here?
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- Vanilla
Adds the specified AnimArchetype keyword to this actor.
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- Vanilla
Adds the specified AnimFlavor keyword to this actor.
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- Vanilla
voidfunctionChangeHeadPart(HeadPartapHeadPart, boolabRemovePart=false, boolabRemoveExtraParts=false)NativeChange or add this HeadPart to the actor.
- Found in:
- Vanilla
Clears this actor's arrested state.
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- Vanilla
Clears any expression override on this actor, letting the dialogue, AI, and other systems manage this actor's expression again.
- Found in:
- Vanilla
Clear any extra arrow 3D from an actor that occurred from being shot with arrows.
- Found in:
- Vanilla
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.
- Found in:
- Vanilla
Clears this actor's script-forced look-at target.
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- Vanilla
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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- Vanilla
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.
- Found in:
- Vanilla
Forces this actor's AI to re-evaluate its package stack.
- Found in:
- 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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- Vanilla
Get actors crew assignment.
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- Vanilla
Gets the actor's current combat state.
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- Vanilla
Obtains the actor this actor is currently in combat with.
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- Vanilla
Obtains the actor this actor is currently in dialogue with.
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- Vanilla
Gets the type of item the actor currently has equipped in the specified hand.
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- Vanilla
Gets the actor's currently equipped weapon.
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- Vanilla
Gets the actor's currently equipped shield.
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- Vanilla
Gets the spell the actor currently has equipped in the specified source.
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- Vanilla
Gets this actor's rank in the specified faction.
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- Vanilla
Get the faction-based reaction between this actor and another.
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- Vanilla
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).
- Found in:
- Vanilla
Obtains the amount of gold on this actor's person.
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- 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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- Vanilla
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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- Vanilla
Gets this whether this actor is allowed to recover from bleedout. (If not, they will stay in bleed out when knocked there)
- Found in:
- 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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- Vanilla
Gets this actor's sleep state.
NOTE: This does not work for the player.
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- Vanilla
Obtains the spaceship this actor is piloting, if any
- Found in:
- Vanilla
Does this actor have the specified association with the specified actor? Or with anyone if no actor is passed.
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- Vanilla
Does this actor have a family relationship with the specified actor? Or with anyone if no actor is passed.
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- Vanilla
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.
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- Vanilla
Checks to see if this actor is currently being affected by the given Magic Effect.
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- Vanilla
Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword.
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- Vanilla
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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- Vanilla
Is this actor currently allowed to fly?
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- Vanilla
Returns whether this actor is currently arrested or not.
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- Vanilla
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.
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Is this actor being ridden?
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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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- Vanilla
Is this actor flagged as doing a favor for the player?
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- Vanilla
Does the actor have the specified item equipped?
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- Vanilla
Is this actor currently essential?
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- Vanilla
Check if this actor is hostile to another actor
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- Vanilla
Is this actor currently in combat?
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- Vanilla
Returns whether this actor is a member of the specified faction or not.
- Found in:
- Vanilla
Returns whether this actor is currently in iron sights.
- Found in:
- Vanilla
Is this actor currently in a kill move?
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- Vanilla
Used to determine if this actor has been intimidated by the player
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- Vanilla
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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- Vanilla
Checks to see if the actor is the owner of the specified reference.
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- Vanilla
Checks to see if this actor is the horse the player last rode.
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- Vanilla
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.
- Found in:
- Vanilla
Checks to see if this actor is currently sneaking.
- Found in:
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Checks to see if this actor is currently sprinting.
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- Vanilla
Is this actor trespassing?
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- Vanilla
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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- Vanilla
Apply Unity Character Data to Actor
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- Vanilla
Copy character customization appearance data from a given actor
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- Vanilla
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- Found in:
- 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
voidfunctionOpenInventory(boolabForceOpen=false, FormakFilter=NONE, boolabIncludeOnlyFromFilter=true)NativeOpens 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.
- Found in:
- Vanilla
intfunctionPathToReference(ObjectReferenceaTarget, floatafNormalizedSpeed, floatafNormalizedRotationSpeed, floatafTargetRadius=-1, boolabHardRadius=false)NativeMakes the actor path to the target reference at a given speed.
- Found in:
- Vanilla
Attempts to play an idle from the action root passed.
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- Vanilla
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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- Vanilla
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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voidfunctionSetAllowFlying(boolabAllowed=true, boolabAllowCrash=true, boolabAllowSearch=false)NativeSets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
- Found in:
- Vanilla
Flags this actor to be attacked by all actors when detected
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- Vanilla
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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- Vanilla
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.
- Found in:
- 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).
- Found in:
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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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- Vanilla
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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voidfunctionSetPlayerTeammate(boolabTeammate=true, boolabCanDoFavor=true, boolabGivePlayerXP=false)NativeFlags this actor as a teammate of the player or not.
- Found in:
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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.
- Found in:
- Vanilla
Sets the relationship rank between this actor and another.
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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- Found in:
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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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Puts the actor into a Deferred Kill state. In this state, the actor can take damage but will not die.
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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
- Found in:
- Vanilla
Returns whether or not an intimidation attempt by the player on this actor will succeed or not.
- Found in:
- Vanilla
Returns whether anything the actor is wearing covers this biped slot
- Found in:
- Vanilla
Checks to see if anything worn by this actor has the specified keyword attached.
- Found in:
- Vanilla
Checks if the taking of a ref would be stealing for this actor
- Found in:
- Vanilla
Checks if the actor would refuse a command on the ref for the player (and why)
- Found in:
- Vanilla
Forces this actor to start sneaking.
- Found in:
- Vanilla
Forces this actor to draw his weapon.
- Found in:
- Vanilla
Place an item in dogmeat's mouth.
- Found in:
- Vanilla
Drop all of the dog's items on the ground.
- Found in:
- Vanilla
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- Found in:
- 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
voidfunctionForceMovementRotationSpeed(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0)NativeDebugOnlyForces 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
voidfunctionForceMovementDirectionRamp(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0, floatafRampTime=0.1)NativeDebugOnlyRamps 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
voidfunctionForceMovementRotationSpeedRamp(floatafXMult=0.0, floatafYMult=0.0, floatafZMult=0.0, floatafRampTime=0.1)NativeDebugOnlyRamps 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
- Found in:
- Vanilla
voidfunctionForceTargetDirection(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnlySets 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)
- Found in:
- Vanilla
voidfunctionForceTargetAngle(floatafXAngle=0.0, floatafYAngle=0.0, floatafZAngle=0.0)NativeDebugOnlySets the target facing angle on the actor
afXAngle, afYAngle and afZAngle are in degrees- Found in:
- Vanilla
Clears any forced movement on the actor and return it to its standard state
- Found in:
- Vanilla
Check to see if the actor can move vertically.
- Found in:
- Vanilla
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.
