Background for Starfield

Game


Inheritance Tree

No indexed scripts extend this script.

Structs
Properties
Events
Functions
voidfunctionAddAchievement(intaiAchievementID)NativeGlobal

Adds the specified achievement/trophy to the player's gamer profile.

boolfunctionAddToAvailableCrew(ActorakActor)NativeGlobal

Adds the specified actor to the player's unassigned crew list

voidfunctionAddPerkPoints(intaiPerkPoints)NativeGlobal

Adds the specified number of perk points to the player. The result is clamped at 255. This will enable the player to choose additional perks.

voidfunctionAddPlayerOwnedShip(SpaceshipReferencearRef)NativeGlobal

Add the specified spaceship to the player's owned ships

voidfunctionAdvanceSkill(stringasSkillName, floatafMagnitude)NativeGlobal

Advances the progress of the provided Skill by the given amount (for the player only).

boolfunctionAreHostileActorsNear()NativeGlobal

Check if hostile actors are near

voidfunctionClearPrison()NativeGlobal

Clears all prison variables on the player character so the game will know he is out of prison.

voidfunctionClearTempEffects()NativeGlobal

Clears all temp effects (such as terrain effects) in the game.

voidfunctionError(stringasMessage)NativeGlobalBetaOnly

Sends an error and stack trace to the Papyrus script log and the game's warning system.

voidfunctionFadeOutGame(boolabFadingOut, boolabBlackFade, floatafSecsBeforeFade, floatafFadeDuration, boolabStayFaded=false)NativeGlobal

FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.

voidfunctionFastTravel(ObjectReferenceakDestination)NativeGlobal

Fast-travels the player to the specified ObjectReference's location.

ObjectReferencefunctionFindClosestReferenceOfType(FormarBaseObject, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest ObjectReference of the given type from the given location and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfType(FormarBaseObject, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random ObjectReference of the given type from the given location and within the given radius.

ObjectReferencefunctionFindClosestReferenceOfAnyTypeInList(FormListarBaseObjects, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest ObjectReference of any of the types in the list from the given location and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfAnyTypeInList(FormListarBaseObjects, floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random ObjectReference of any of the types in the list from the given location and within the given radius.

ObjectReferencefunctionFindClosestReferenceOfTypeFromRef(FormarBaseObject, ObjectReferencearCenter, floatafRadius)Global

Finds the closest ObjectReference of the given type from the location of the target ObjectReference and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfTypeFromRef(FormarBaseObject, ObjectReferencearCenter, floatafRadius)Global

Finds a random ObjectReference of the given type from the center of the target ObjectReference and within the given radius.

ObjectReferencefunctionFindClosestReferenceOfAnyTypeInListFromRef(FormListarBaseObjects, ObjectReferencearCenter, floatafRadius)Global

Finds the closest ObjectReference of any of the types in the list around the target ObjectReference and within the given radius.

ObjectReferencefunctionFindRandomReferenceOfAnyTypeInListFromRef(FormListarBaseObjects, ObjectReferencearCenter, floatafRadius)Global

Finds a random ObjectReference of any of the types in the list from the given ObjectReference location and within the given radius.

ActorfunctionFindClosestActor(floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest Actor within a given radius of a location.

ActorfunctionFindClosestLivingActor(floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds the closest living actor within a given radius of a location

ActorfunctionFindRandomActor(floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random Actor within a given radius of a location.

ActorfunctionFindRandomLivingActor(floatafX, floatafY, floatafZ, floatafRadius)NativeGlobal

Finds a random living actor within a given radius of a location

ActorfunctionFindClosestActorFromRef(ObjectReferencearCenter, floatafRadius)Global

Finds the closest Actor within a given radius of a ObjectReference.

ActorfunctionFindClosestLivingActorFromRef(ObjectReferencearCenter, floatafRadius)Global

Finds the closest living actor within a given radius of a reference

ActorfunctionFindRandomActorFromRef(ObjectReferencearCenter, floatafRadius)Global

Finds a random Actor within a given radius of a ObjectReference.

ActorfunctionFindRandomLivingActorFromRef(ObjectReferencearCenter, floatafRadius)Global

Finds a random living actor within a given radius of a reference

voidfunctionForceDisableSSRDirLight(boolabDisableSSR, boolabDisableDirLight)NativeGlobal

Disable SSR, and/or directional lighting. Note: disable state reset after 240 frames if this function is not continually called.

voidfunctionForceThirdPerson()NativeGlobal

Force the player to go in to 3rd person camera mode.

voidfunctionForceFirstPerson()NativeGlobal

Force the player to go in to 1st person camera mode.

intfunctionGetXPForLevel(intauiLevel)NativeGlobal

Returns the total amount of XP required to obtain the specified level. This is not the amount of xp between two levels.

voidfunctionShowFirstPersonGeometry(boolabShow=true)NativeGlobal

Show/Hide the players first person geometry.

voidfunctionShowAllMapMarkers()NativeGlobal

Show all the map markers on the world map.

voidfunctionGameplayAutomatedTestComplete(boolabSuccessful)NativeGlobalDebugOnly

Tell the code that the gameplay automated test has been completed.

ActorValuefunctionGetAggressionAV()NativeGlobal

Obtains the Aggression Actor Value.

ActorValuefunctionGetAgilityAV()NativeGlobal

Obtains the Agility Actor Value.

Location[]functionGetAllLocations()NativeGlobal

Returns a list of all Locations

Location[]functionGetMatchingLocations(LocationParentLocation=NONE, Keyword[]WantedKeywords=NONE, Keyword[]UnwantedKeywords=NONE, LocationRefType[]WantedRefTypes=NONE, LocationRefType[]UnwantedRefTypes=NONE, boolMustFindAllWantedKeywords=true, boolMustNotFindAnyUnwantedKeywords=true, boolMustFindAllWantedRefTypes=true, boolMustNotFindAnyUnwantedRefTypes=true, intLimitOfLocationsToReturn=0)NativeGlobal

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LocationfunctionGetMatchingLocation(LocationParentLocation=NONE, Keyword[]WantedKeywords=NONE, Keyword[]UnwantedKeywords=NONE, LocationRefType[]WantedRefTypes=NONE, LocationRefType[]UnwantedRefTypes=NONE, boolMustFindAllWantedKeywords=true, boolMustNotFindAnyUnwantedKeywords=true, boolMustFindAllWantedRefTypes=true, boolMustNotFindAnyUnwantedRefTypes=true)Global
floatfunctionGetCameraHeadingAngle(ObjectReferenceakTarget)NativeGlobal

Gets the angle between the camera's heading and the target object in degrees - in the range from -180 to 180

MiscObjectfunctionGetCaps()Global

Obtains the MiscObject representing caps, the basic unit of money in the game.

MiscObjectfunctionGetCredits()Global
ActorValuefunctionGetCharismaAV()NativeGlobal

Obtains the Charisma Actor Value.

ActorValuefunctionGetConfidenceAV()NativeGlobal

Obtains the Confidence Actor Value.

intfunctionGetDieRoll(intMinResult=1, intNumberOfSides=100, intDebugDieRoll=-1)Global

Get a die roll result

boolfunctionGetDieRollSuccess(intChance, intMinResult=1, intNumberOfSides=100, intDebugDieRoll=-1, intForcedDieRoll=-1)Global

Get if a die roll result was a success

intfunctionGetDifficulty()NativeGlobal

Returns the game's current difficulty.

ActorValuefunctionGetEnduranceAV()NativeGlobal

Obtains the Endurance Actor Actor Value.

FormfunctionGetForm(intaiFormID)NativeGlobal

Obtains the form specified by its form ID number.

FormfunctionGetFormFromFile(intaiFormID, stringasFilename)NativeGlobal

Obtains the form specified by its form ID number which originated in the specified file. The ID for a form changes based on the load order of the file it loaded from. So a form which shows up as 0101ABCD in the editor may show up as 0401ABCD in game depending on how many other files load before it. This function lets you blindly grab a form based on the lower bytes of its ID and the expected file which created the form.

floatfunctionGetGameSettingFloat(stringasGameSetting)NativeGlobal

Obtains the value of the specified float game setting

intfunctionGetGameSettingInt(stringasGameSetting)NativeGlobal

Obtains the value of the specified int game setting

stringfunctionGetGameSettingString(stringasGameSetting)NativeGlobal

Obtains the value of the specified string game setting

intfunctionGetGameSettingUInt(stringasGameSetting)NativeGlobal
boolfunctionGetGameSettingBool(stringasGameSetting)NativeGlobal
ActorValuefunctionGetHealthAV()NativeGlobal

Obtains the Health Actor Value.

ActorValuefunctionGetIntelligenceAV()NativeGlobal

Obtains the Intelligence Actor Value.

ActorValuefunctionGetLuckAV()NativeGlobal

Obtains the Luck Actor Value.

ActorValuefunctionGetInvulnerableAV()NativeGlobal

Get the Invulnerable Actor Value

ActorValuefunctionGetPerceptionAV()NativeGlobal

Obtains the Perception Actor Value.

ActorfunctionGetPlayer()NativeGlobal

Obtains the actor representing the player.

Quest[]functionGetPlayerActiveQuests()NativeGlobal

Returns a list of quests that are active on the player

int[]functionGetPlayerActiveDialogueUnsaidInfo()NativeGlobal

Returns an array of how many unsaid topics are tied to each dialogue option in the active conversation

Actor[]functionGetPlayerFollowers()NativeGlobal

Returns an array of the player's followers.

intfunctionGetPlayerLevel()Global

Obtains the player's current level.

Obtains the reference the player is currently grabbing.

floatfunctionGetPlayerRadioFrequency()NativeGlobal

Returns the current frequency of the player's radio, which may or may not be turned to any particular station.

ActorfunctionGetPlayersLastRiddenHorse()NativeGlobal

Obtains the horse last ridden by the player.

floatfunctionGetRealHoursPassed()NativeGlobal

Returns the number of real-life hours the player has been playing.

ActorValuefunctionGetSuspiciousAV()NativeGlobal

Obtains the Suspicious Actor Value.

ActorValuefunctionGetStrengthAV()NativeGlobal

Obtains the Strength Actor Value.

voidfunctionGivePlayerCaps(intnCaps)Global

Gives the player the specified number of caps.

voidfunctionHideContrabandScanWarning(boolabSkipCompletionAnim=false, boolabWasDetectionEvaded=false)NativeGlobal

Hides the Contraband Scan Warning, skipping or completing the scan as a success or failure.
If abSkipCompletionAnim is true, abWasDetectionEvaded will be ignored.

voidfunctionHideHudMenus()NativeGlobal

Hides the hud and spaceship hud menus.

voidfunctionRemovePlayerCaps(intnCaps)Global

Removes the specified number of caps from the player (destroyed, not moved to a container)

voidfunctionIncrementSkill(ActorValueakActorValue, intaiCount=1)NativeGlobal

Advances the provided Skill by the one point (for the player only).

voidfunctionIncrementStat(stringasStatName, intaiModAmount=1)NativeGlobal

Modifies the specified misc stat by the given amount.

boolfunctionIsActivateControlsEnabled()NativeGlobal

Checks to see if activation controls are currently enabled or not.

boolfunctionIsAutomatedTestControllingPlayerInProgress()NativeGlobalDebugOnly

Is there an automated test controlling the player (bot) running currently?

boolfunctionIsVATSControlsEnabled()NativeGlobal

Checks to see if VATS is currently enabled or not.

boolfunctionIsVATSPlaybackActive()NativeGlobal

Checks to see if VATS playback is active or not.

boolfunctionIsCamSwitchControlsEnabled()NativeGlobal

Checks to see if camera switch controls are currently enabled or not.

boolfunctionIsFarTravelControlsEnabled()NativeGlobal

Is ship far travel enabled?

boolfunctionIsFastTravelControlsEnabled()NativeGlobal

Checks to see whether or not fast travel is allowed by script.

boolfunctionIsFastTravelEnabled()NativeGlobal

Checks to see if fast travel is currently allowed or not.

boolfunctionIsFavoritesControlsEnabled()NativeGlobal

Checks to see if favorites controls are currently enabled or not.

boolfunctionIsGravJumpControlsEnabled()NativeGlobal

Is ship grav jump enabled?

boolfunctionIsGuardPursuingPlayer()NativeGlobal

are any guards pursuing the player for crime?

boolfunctionIsTakeoffControlsEnabled()NativeGlobal

Is ship takeoff enabled?

boolfunctionIsFightingControlsEnabled()NativeGlobal

Checks to see if fighting controls are currently enabled or not.

boolfunctionIsJournalControlsEnabled()NativeGlobal

Checks to see if journal menu controls are currently enabled or not.

boolfunctionIsJumpingControlsEnabled()NativeGlobal

Checks to see if jumping controls are currently enabled or not.

boolfunctionIsLookingControlsEnabled()NativeGlobal

Checks to see if looking controls are currently enabled or not.

boolfunctionIsMenuControlsEnabled()NativeGlobal

Checks to see if menu controls are currently enabled or not.

boolfunctionIsMovementControlsEnabled()NativeGlobal

Checks to see if movement controls are currently enabled or not.

boolfunctionIsPluginInstalled(stringasName)NativeGlobal

Returns whether the specified plugin is installed and activated or not. Note that it needs the extension as well (esp or esm).

boolfunctionIsPlayerInDialogue()NativeGlobal

Is the player currently considered in dialogue?

boolfunctionIsPlayerInMessageBox()NativeGlobal

Is the player currently being displayed a message box?

boolfunctionIsPlayerInRadioRange(floatafFrequency)NativeGlobal

Returns whether the player is within the outer radius of a transmitter using the given frequency.

boolfunctionIsPlayerListening(floatafFrequency)NativeGlobal

Returns whether the player actively listening to a transmitter that uses the given frequency.

boolfunctionIsPlayerLoitering()NativeGlobal

Is the player loitering

boolfunctionIsPlayerSpaceshipOwner(SpaceshipReferencearRef)NativeGlobal

Is the player an owner of this spaceship reference

boolfunctionIsPlayerRadioOn()NativeGlobal

Returns whether the player's radio is currently on or not.

boolfunctionIsResearchComplete(ResearchProjectakResearchProject)NativeGlobal

has the player completed this research project

boolfunctionIsSneakingControlsEnabled()NativeGlobal

Checks to see if sneaking controls are currently enabled or not.

voidfunctionPassTime(intaiHours)NativeGlobal

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voidfunctionPlayBink(stringasFileName, boolabInterruptible=false, boolabMuteAudio=true, boolabMuteMusic=true, boolabLetterbox=true, boolabIsNewGameBink=false)NativeGlobal

Plays the specified bink file.

voidfunctionPlayBinkNoWait(stringasFileName, boolabInterruptible=false, boolabMuteAudio=true, boolabMuteMusic=true, boolabLetterbox=true, boolabIsNewGameBink=false, boolaPlayDuringLoadingScreen=false)NativeGlobal

Plays a bink video, use with care!

voidfunctionPrecacheCharGen()NativeGlobal

Precaches all the data used by character gen to avoid hitches with file i/o.

voidfunctionPrecacheCharGenClear()NativeGlobal

Clears all the previously cached data used by character gen.

boolfunctionPopPlayerTo(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0, boolabMatchRotation=true, boolabCheckForCollision=false)NativeGlobal

Pops the player to the location of the target without any load or screen fade. Note that the target reference must be in the same cell as the player.
If you have to move the player to a reference in another cell, use MoveTo instead.

intfunctionQueryStat(stringasStat)NativeGlobal

Queries the value of the specified misc stat.

voidfunctionQuitToMainMenu()NativeGlobal

Force the game back to the main menu.

voidfunctionRemoveFromAvailableCrew(ActorakActor)NativeGlobal

Removes the specified actor from the player's list of available crew members.

boolfunctionRemovePlayerOwnedShip(SpaceshipReferencearRef)NativeGlobal

Remove the specified spaceship from the player's owned ships

voidfunctionRequestAutoSave()NativeGlobal

Requests an auto-save to be made. Note that the save may take a moment or so to happen.

voidfunctionRequestDialogueSkip()NativeGlobal

Request that the dialogue menu skips the current line of dialogue

voidfunctionRequestDialogueExit()NativeGlobal

Request that the dialogue menu exits if possible

voidfunctionRequestDialogueSelect(intaiIndex)NativeGlobal

Request to select a dialogue option

voidfunctionRequestGameplayBotState(ObjectReferencearRef, intaiState)NativeGlobal

Request to start a state with the target refernece

voidfunctionRequestMessageBoxSelect(intaiIndex)NativeGlobal

Request to select a messagebox option

voidfunctionRequestHUDRolloverRefresh()NativeGlobal

Request that the HUD's rollover refresh itself

voidfunctionRequestModel(stringasModelName)NativeGlobal

Requests the specified model (usually because we're going to need it soon).

voidfunctionRequestSave()NativeGlobal

Requests a normal save to be made. Note that the save may take a moment or so to happen.

voidfunctionRequestSaveByName(stringasSaveName)NativeGlobalDebugOnly

Request that a save with a specific name be made

voidfunctionCreateStarbornGame()NativeGlobal

Request that the game resets into NG+ with the current player character

voidfunctionRewardPlayerXP(intauiXPAmount, boolabDirect=false)NativeGlobal

Rewards the player with a certain amount of XP, optionally bypassing any XP modifiers.

voidfunctionServeTime()NativeGlobal

Has the player serve their jail time.

voidfunctionSetCameraTarget(ActorarTarget)NativeGlobal

Sets the current target for the player's camera.

voidfunctionSetCharGenHUDMode(intaiCGHUDMode)NativeGlobal

Sets or clears CharGen-specific HUD modes.

voidfunctionSetHandscannerDistortionLevel(intaLevel)NativeGlobal

Sets the distortion level on the handscanner (0-3)

voidfunctionSetInChargen(boolabDisableSaving, boolabDisableWaiting, boolabShowControlsDisabledMessage)NativeGlobal

Tells the game that we're in the initial "character generation" quest. Used to enable / disable certain functionality, e.g. enable tutorials, disable saving, etc.

voidfunctionSetPlayerAIDriven(boolabAIDriven=true)NativeGlobal

Set the state of the player as AI driven to allow for the player run packages

voidfunctionSetPlayerOnElevator(boolabOnElevator=true)NativeGlobal

Set the state of the player on an Elevator to allow for npc's to pick up player on elevator packages or other behaviors

boolfunctionTrySetPlayerHomeSpaceShip(ObjectReferenceakHomeShip)NativeGlobal

Attempts to set the player's home ship

Gets the home ship of the player

Gets spaceships the player owns

voidfunctionSetPlayerRadioFrequency(floatafFrequency)NativeGlobal

Sets the player's radio's current frequency. It is not recommended that you do this while the player is messing with the pipboy.

voidfunctionSetPlayerReportCrime(boolabReportCrime=true)NativeGlobal

Set the state of the player as an actor who commits crimes

voidfunctionSetSittingRotation(floatafValue)NativeGlobal

Set the sitting offset for the players camera.

voidfunctionShakeCamera(ObjectReferenceakSource=NONE, floatafStrength=0.5, floatafDuration=0.0)NativeGlobal

Shakes the camera from the specified object's location, with the specified strength. The optional duration can be used to define how long to shake the camera. If no duration is provided then the fCameraShakeTime game setting will be used for duration.

voidfunctionShakeController(floatafSmallMotorStrength, floatafBigMotorStreangth, floatafDuration)NativeGlobal

Shakes the controller with the specified strength, for the specified length of time.

voidfunctionSetLocalTime(floatafLocalTime)NativeGlobal

Rotates the current planet such that the local time will match the specified time

floatfunctionGetLocalTime()NativeGlobal

Get the local time in normalized 24-hour day scale for this planet

voidfunctionShowContrabandScanWarning(intaiChanceToEvadeDetection, boolabScanInProgress=false)NativeGlobal

Shows the Contraband Scan Warning.
aiChanceToEvadeDetection: an integer representing the percent to evade detection.
abScanInProgress: a boolean that specifies whether a security scan is in progress.

voidfunctionShowCustomWatchAlert(stringaAnimName)NativeGlobal

Shows a custom watch animation on the HUD watch

voidfunctionShowFatigueWarningOnHUD()NativeGlobal

Causes the fatigue warning to show on the HUD menu.

voidfunctionShowMissionBoardMenu(KeywordakFilterByKeyword=NONE, intiFaction=-1)NativeGlobal

Opens the mission board menu with an optional keyword parameter to filter the list

voidfunctionShowRaceMenu(ObjectReferenceakMenuTarget=NONE, intuiMode=0, ObjectReferenceakMenuSpouseFemale=NONE, ObjectReferenceakMenuSpouseMale=NONE, ObjectReferenceakVendor=NONE)NativeGlobal

Shows the race/sex change menu.

voidfunctionShowGalaxyStarMapMenu()NativeGlobal

Shows the Galaxy Star Map menu.

voidfunctionShowTitleSequenceMenu()NativeGlobal

Start the title sequence menu.

voidfunctionHideTitleSequenceMenu()NativeGlobal

Kill the title sequence menu.

voidfunctionStartTitleSequence(stringasSequenceName)NativeGlobal

Run a given animation in the title menu.

voidfunctionTriggerScreenBlood(intaiValue)NativeGlobal

Trigger on-screen blood splatter.

voidfunctionPlayEventCamera(CameraShotakCamera, ObjectReferenceakRef)NativeGlobal

Plays an event camera attached to the given reference.

voidfunctionStartDialogueCameraOrCenterOnTarget(ObjectReferenceakCameraTarget=NONE)NativeGlobal

Start dialogue cameras or swing first person camera to the target - or current dialogue target if no target is passed.

voidfunctionStopDialogueCamera(boolabConsiderResume=false, boolabSwitchingTo1stP=false)NativeGlobal

Stops all dialogue cameras.

voidfunctionTurnPlayerRadioOn(boolabRadioOn=true)NativeGlobal

Turns the player's radio on and off. It is not recommended that you do this while the player is messing with the pipboy.

boolfunctionUsingGamepad()NativeGlobal

Returns true if we're using a gamepad.

voidfunctionWarning(stringasMessage)NativeGlobalBetaOnly

Sends a warning to the Papyrus script log and the game's warning system.

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