Background for Starfield

The ObjectReference Script

    The ObjectReference 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:

    • 55 events
    • 323 functions
    • 55 properties


    Inheritance Tree

    ScriptExtended By

    Structs

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

      Properties

      • vanilla

        • floatx=NONE
        • floaty=NONE
        • floatz=NONE
        • intconst_nearposition_min=0
        • intconst_nearposition_max=6
        • intconst_nearposition_random=-2
        • intconst_nearposition_deadahead=-1
        • intconst_nearposition_forwardtight=0
        • intconst_nearposition_forwardwide=1
        • intconst_nearposition_behind=2
        • intconst_nearposition_above=3
        • intconst_nearposition_below=4
        • intconst_nearposition_left=5
        • intconst_nearposition_right=6
        • floatconst_nearposition_tightarc=0.1
        • floatconst_nearposition_widearc=0.2
        • intconst_neardistance_min=0
        • intconst_neardistance_max=4
        • intconst_neardistance_randomfar=-3
        • intconst_neardistance_random=-2
        • intconst_neardistance_veryclose=-1
        • intconst_neardistance_close=0
        • intconst_neardistance_short=1
        • intconst_neardistance_moderate=2
        • intconst_neardistance_long=3
        • intconst_neardistance_verylong=4
        • intconst_neardistance_close_min=200
        • intconst_neardistance_close_max=400
        • intconst_neardistance_short_min=600
        • intconst_neardistance_short_max=1000
        • intconst_neardistance_moderate_min=1200
        • intconst_neardistance_moderate_max=2000
        • intconst_neardistance_long_min=2500
        • intconst_neardistance_long_max=5000
        • intconst_neardistance_verylong_min=6000
        • intconst_neardistance_verylong_max=10000
        • intconst_nearfacing_min=0
        • intconst_nearfacing_max=7
        • intconst_nearfacing_totallyrandom=-3
        • intconst_nearfacing_random=-2
        • intconst_nearfacing_direct=-1
        • intconst_nearfacing_towardsmall=0
        • intconst_nearfacing_towardlarge=1
        • intconst_nearfacing_awaysmall=2
        • intconst_nearfacing_awaylarge=3
        • intconst_nearfacing_leftsideon=4
        • intconst_nearfacing_rightsideon=5
        • intconst_nearfacing_bottomsideon=6
        • intconst_nearfacing_topsideon=7
        • floatconst_nearfacing_headingcorrectiontodirectfacing=90.0
        • floatconst_nearfacing_tightangle=15.0
        • floatconst_nearfacing_wideangle=30.0
        • intmotion_fixed=0
        • intmotion_dynamic=1
        • intmotion_keyframed=2

        Events

        Functions

        • Function to get the ObjectReference for the ship I am in

        • voidfunctionUnlock(boolabAsOwner=false)

          Unlocks this object.

        • boolfunctionrampRumble(floatpower=0.5, floatduration=0.25, floatfalloff=1600.0)

          Intended as a quick way to cause some controller and camera rumble. Automatically tapers intensity of the effect based on players distance from the point of origin/calling reference.

        • boolfunctionIsNearPlayer()

          A function that checks to see if this reference can be safely enabled/disabled/moved with confidence that the player won't see us messing around with the world.

        • boolfunctionIsInInterior()

          Checks to see if this object is in an interior cell.

        • boolfunctionMoveToIfUnloaded(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0)

          Moves this reference to the location of the target reference, with the specified offset, if this reference is currently unloaded (has no 3D). If it is loaded, it does nothing.

        • boolfunctionHasRefType(LocationRefTypeakRefType)

          Returns if this reference has the specified LocationRefType.

        • voidfunctionMoveToWhenUnloaded(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0)

          DEPRECATED: DO NOT USE. Calls MoveTo if both the calling ObjectReference and the akTarget ObjectReference have current locations that are not loaded.

        • boolfunctionActivate(ObjectReferenceakActivator, boolabDefaultProcessingOnly=false)Native

          Activates this item with the specified reference as the activator.

        • Sets up a dependent animated object
          This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
          for the dependent object if used improperly.

        • voidfunctionAddDynamicTerminalMenuItem(TerminalMenuakTemplateSource, intaiTemplateIndex, intaiItemID, Form[]akTagReplacementForms)Native

          Adds a dynamically created terminal menu item to a terminal ref.

        • voidfunctionAddAliasedItem(FormakItemToAdd, AliasakAlias, intaiCount=1, boolabSilent=true)

          Creates an item, fills an alias with that item, then adds it to this container.
          aiCount can be greater than 1 if we are adding to a RefCollection.

        • ObjectReferencefunctionAddAliasedItemSingle(FormakItemToAdd, AliasakAlias, boolabSilent=true)
        • voidfunctionAddAliasedItemWithKeywords(FormakItemToAdd, AliasakAlias, intaiCount=1, boolabSilent=true, Keyword[]keywords=NONE)
        • ObjectReferencefunctionAddAliasedItemWithKeywordsSingle(FormakItemToAdd, AliasakAlias, boolabSilent=true, Keyword[]keywords=NONE)
        • voidfunctionAddItem(FormakItemToAdd, intaiCount=1, boolabSilent=false)Native

          Adds X of the specified item to this reference's inventory, possibly silently.

        • voidfunctionAddKeyword(KeywordapKeyword)Native

          Adds specified keyword to reference's list of keywords.

        • voidfunctionAddKeyIfNeeded(ObjectReferenceaLockedRef)Native

          Checks this object's inventory for a key used by the parameter ObjectWithNeededKey. If this object does not have the key, it creates it and adds it to its inventory.

        • boolfunctionAddSpell(SpellakSpell, boolabVerbose=true)Native

          Adds the specified spell to this reference - returns true on success

        • voidfunctionAddTextReplacementData(stringasTokenLabel, FormakForm)Native

          Adds an association between the given string and the given form for text replacement usage.

        • voidfunctionAddTextReplacementValue(stringasTokenLabel, floataValue)Native

          Adds the given text replacement value to this ref

        • voidfunctionAddToMap(boolabAllowFastTravel=false)Native

          Adds this Reference (which must be a map marker) to the Players map, optionally making it available for fast-travel.

        • voidfunctionAddToMapScanned(boolabAllowFastTravel=false)

          KMK - replacement function to also scan the map marker so it shows clearly on the compass

        • boolfunctionAddTransferLink(ObjectReferenceakTarget)Native

          Add a transfer link from this reference to another.

        • voidfunctionAssignCrew(ActoraCrewMember)Native

          Assigns the specified actor as a member of the references crew

        • voidfunctionApplyConveyorBelt(stringaTarget, floataLinVelX, floataLinVelY, floataLinVelZ, boolabOn=true, boolabReverse=false)Native

          Applies a conveyor belt to the reference.

        • voidfunctionApplyHavokImpulse(floatafX, floatafY, floatafZ, floatafMagnitude)Native

          Applies a Havok impulse force to this object of the specified direction and magnitude.

        • voidfunctionApplyFanMotor(stringaTarget, floataAxisX, floataAxisY, floataAxisZ, floataForce, boolabOn=true)Native

          Applies a fan motor to the reference.

        • boolfunctionAreAllInTrigger(ObjectReference[]refsToCheck)Native

          Are all refs in refsToCheck in this trigger?

        • boolfunctionAreAnyInTrigger(ObjectReference[]refsToCheck)Native

          Are any refs in refsToCheck in this trigger?

        • voidfunctionFanMotorOn(boolabOn=true)Native

          Sets a fan motor on/off state.

        • boolfunctionIsFanMotorOn()Native

          Get fan motor on/off state.

        • boolfunctionAttachMod(ObjectModakMod, intaiAttachIndex=0)Native

          Attaches a mod to this object.

        • boolfunctionAttachModToInventoryItem(FormakItem, ObjectModakMod)Native

          Attach a mod to an item in this object's inventory.

        • voidfunctionAttachTo(ObjectReferenceakParent)Native

          Attaches this ref to the specified parent ref, which means it will follow the parent's attach ref node.

        • voidfunctionBlockActivation(boolabBlocked=true, boolabHideActivateText=false)Native

          Blocks, or unblocks, normal activation processing for this reference. References with blocked activation will still send ObjectReference.OnActivate(...) events to scripts attached to them.

        • intfunctionCalculateEncounterLevel(intaiDifficulty=4)Native

          Calculates the reference's encounter level, based on the player's level, the area's level, and the passed-in difficulty.

        • boolfunctionCanFastTravelToMarker()Native

          Checks if the player can fast travel to this map marker.

        • boolfunctionCanProduceForWorkshop()Native

          Indicates whether or not the reference can currently produce resources for its Workshop.

        • voidfunctionClearDestruction()Native

          Clears all effects of destruction from the object. Will NOT fire off ObjectReference.OnDestructionStageChanged(...).

        • voidfunctionClearDynamicTerminalMenuItems()Native

          Clears dynamically created terminal menu items from a terminal ref.

        • voidfunctionClearFromOldLocations()Native

          Clears this object from data on all invalid locations

        • voidfunctionConveyorBeltOn(boolabOn=true)Native

          Sets a conveyor belt on/off state.

        • intfunctionCountActorsLinkedToMe(KeywordapLinkKeyword=NONE, KeywordapExcludeKeyword=NONE)Native

          Returns the number of instantiated Actors (across all process levels) who have a LinkedRef (with a specified keyword) to this reference. Does not count dead, disabled, or deleted actors. Can optionally specify an "exclude" keyword; actors with a linkedref using that keyword will not be counted.

        • intfunctionCountLinkedRefChain(KeywordapKeyword=NONE, intmaxExpectedLinkedRefs=100)Native

          This function counts the number of linked refs that are in a linked Ref chain (example: A is linked to B is linked to C - this function will return 3)

        • intfunctionCountRefsLinkedToMe(KeywordapLinkKeyword=NONE, KeywordapExcludeKeyword=NONE)Native

          Returns the number of instantiated ObjectReferences who have a LinkedRef (with a specified keyword) to this reference. Can optionally specify an "exclude" keyword; refs with a linkedref using that keyword will not be counted.

        • voidfunctionCreateDetectionEvent(ActorakOwner, intaiSoundLevel=0)Native

          Creates a detection event at this object's location.

        • voidfunctionDamageObject(floatafDamage)Native

          Damages this object, which may fire off ObjectReference.OnDestructionStageChanged(...) events.

        • voidfunctionDamageValue(ActorValueakAV, floatafDamage)Native

          Applies damage to the specified Actor Value on this Object Reference.

        • voidfunctionDelete()Native

          Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:

          • It is no longer in a script property
          • It is no longer registered for updates
          • It is no longer being watched for Anim Events
          • It is no longer held in a quest Alias

          Only references created in game can actually be deleted.

        • voidfunctionDisable(boolabFadeOut=false)Native

          Disables this reference, fading it out of necessary. This function is latent and will wait for the fade out and/or disable to happen.

        • voidfunctionDisableLinkChain(KeywordapKeyword=NONE, boolabFadeOut=false)Native

          This function disables all the linked refs, linked in a chain, from this reference (but not this reference). It does not wait for all of them to fade or disable before returning.

        • voidfunctionDisableNoWait(boolabFadeOut=false)Native

          Disables this reference, fading it out if necessary. This function will not wait for the fade or the disable to happen before returning.

        • boolfunctionDispelSpell(SpellakSpell)Native

          Dispel a spell from this reference

        • voidfunctionDrop(boolabSilent=false)Native

          Drops this object from the container that it is in.

        • ObjectReferencefunctionDropFirstObject(boolabInitiallyDisabled=false)Native

          Drops the specified object from this object's inventory.

        • ObjectReferencefunctionDropObject(FormakObject, intaiCount=1)Native

          Drops the specified base object from this object's inventory.

        • boolfunctionEnable(boolabFadeIn=false)Native

          Enables this reference, popping it into existance. This function is latent and will wait for the enable to happen and 3d to load (if the 3d is going to load - objects outside the loaded area will not be waited on).

        • voidfunctionEnableFastTravel(boolabEnable=true)Native

          Enables or disables fast travel to this reference (which must be a map marker).

        • voidfunctionEnableLinkChain(KeywordapKeyword=NONE, boolabFadeIn=false)Native

          This function enables all the linked refs, linked in a chain, from this reference (but not this reference). Does not wait for all the references to fade in or enable before returning.

        • boolfunctionEnableNoWait(boolabFadeIn=false)Native

          Enables this reference, popping it into existence. This function will return immediately and not wait for the object to be enabled or faded in.

        • ObjectReference[]functionFindAllReferencesOfType(FormakObjectOrList, floatafRadius)Native

          Finds all ObjectReference of any of the objects in the list in the loaded area within the given radius of the calling ref.

        • ObjectReference[]functionFindAllReferencesWithKeyword(FormakKeywordOrList, floatafRadius)Native

          Finds all ObjectReference with any required keywords in the loaded area within the given radius of the calling ref.

        • voidfunctionForceAddRagdollToWorld()Native

          Forcibly adds the reference's ragdoll to the world

        • voidfunctionForceRemoveRagdollFromWorld()Native

          Forcibly removes the reference's ragdoll from the world

        • Gets the ActorBase that matches the supplied ActorValue at the ObjectReference's owning Workshop or None if not found.

        • ActorBasefunctionGetActorOwner()Native

          Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.

          Caution! If the owner of this object is a specific Actor (a reference rather than an ActorBase), this function will still return the ActorBase for that Actor. To determine whether this object is owned by a specific actor or an ActorBase, check ObjectReference.GetActorRefOwner() first. If that returns None, only then should you check this function.

        • ActorfunctionGetActorRefOwner()Native

          Gets the Actor reference that owns this object. Will return None if the object isn't owned by a specific actor reference, OR if the owning actor is not currently loaded/persisting.

        • Actor[]functionGetActorsLinkedToMe(KeywordapLinkKeyword=NONE, KeywordapExcludeKeyword=NONE)Native

          Gets an array of instantiated Actors (across all process levels) who are linked to this reference, using a LinkedRef with the specified keyword. Skips over dead, disabled, or deleted actors. Can optionally specify a keyword for which they must NOT have a LinkedRef .

        • Actor[]functionGetAllCrewMembers()Native

          gets all the crew members for this reference

        • Get an array of all references currently in the trigger

        • floatfunctionGetAngleX()Native

          Gets this object's rotation around the x axis.

        • floatfunctionGetAngleY()Native

          Gets this object's rotation around the y axis.

        • floatfunctionGetAngleZ()Native

          Gets this object's rotation around the z axis.

        • boolfunctionGetAnimationVariableBool(stringarVariableName)Native

          Gets the value of a variable on the reference's animation graph - Bool version.

        • intfunctionGetAnimationVariableInt(stringarVariableName)Native

          Gets the value of a variable on the reference's animation graph - Int version.

        • floatfunctionGetAnimationVariableFloat(stringarVariableName)Native

          Gets the value of a variable on the reference's animation graph - Float version.

        • FormfunctionGetBaseObject()Native

          Obtains the base object for this reference.

        • floatfunctionGetBaseValue(ActorValueakAV)Native

          Gets the base value of the specified Actor Value from the Object Reference.

        • ActorBase[]functionGetBiomeActors(floatafMaxPercentageKnown=1.0)Native

          Gets the array of actor bases placed by the biome with a scan percentage less than or equal to specified, between 0.0 and 1.0

        • Flora[]functionGetBiomeFlora(floatafMaxPercentageKnown=1.0)Native

          Gets the array of flora placed by the biome with a scan percentage less than or equal to specified

        • intfunctionGetCurrentDestructionStage()Native

          Obtains the current destruction stage of the object.

        • Obtains this reference's current Location.

        • PlanetfunctionGetCurrentPlanet()Native

          Returns this reference's current planet if any

        • ScenefunctionGetCurrentScene()Native

          Obtains the Scene this reference is currently in, if any. If the reference isn't participating in a scene, it will return None.

        • floatfunctionGetDayLength()

          KMK convenience function

        • int[]functionGetDebugTextColor()NativeDebugOnly

          Get the color of the debug text

        • intfunctionGetDebugTextSize()NativeDebugOnly

          Get the font size of the debug text

        • stringfunctionGetDebugTextString()NativeDebugOnly

          Get the text string of the debug text

        • Get the list of destructible objects for an Outpost Beacon reference.

        • floatfunctionGetDistance(ObjectReferenceakOther)Native

          Calculates the distance between this object and the passed in one.

        • Obtains this reference's editor Location.

        • FactionfunctionGetFactionOwner()Native

          Gets the Faction that owns this object. Will return None if the object isn't owned by a faction.

        • Gets the Flora that produces the supplied ActorValue at the ObjectReference's owning Workshop or None if not found.

        • floatfunctionGetGravityScale()Native

          Get the current gravity for this object

        • floatfunctionGetHeadingAngle(ObjectReferenceakOther)Native

          Gets the angle between this object's heading, and the direction the other object is in, in degrees. If you were to add this angle to this object's rotation around the z axis, and then set the rotation of this object to that - it would be facing the other object.

        • floatfunctionGetHeight()Native

          Calculates and returns the height of this reference (distance between the bounding box min and max z values).

        • intfunctionGetHighestItemCountKeywords(FormListakKeywords, boolabMustMatchAll)Native

          Returns the count of the single most prevalant item in this object reference's inventory that has one or all given keywords on them.

        • intfunctionGetInventoryValue()Native

          Returns the value of this reference's inventory.

        • intfunctionGetItemCount(FormakItem=NONE)Native

          Returns how many of the specified item is in this reference's inventory.

        • intfunctionGetItemCountKeywords(FormListakKeywords, boolabMustMatchAll)Native

          Returns how many items have one or more given keywords on them, in this object reference's inventory.

        • intfunctionGetComponentCount(FormakItem=NONE)Native

          Returns how many of the specified components are in this reference's inventory.

        • Returns the container this reference is in, if any. (Returns None if not in a container)

        • floatfunctionGetItemHealthPercent()Native

          Returns the item health percent of this object. Items begin at 100% (1.0) and can be increased via crafting.

        • KeyfunctionGetKey()Native

          Obtains the Key that unlocks this object (or None if the object does not have a key, or is not lockable).

        • floatfunctionGetLength()Native

          Calculates and returns the length of this reference (distance between the bounding box min and max y values).

        • CellfunctionGetLinkedCell(KeywordakKeyword)Native

          Obtain the cell linked to us with the specified keyword (if any)

        • ObjectReferencefunctionGetLinkedRef(KeywordapKeyword=NONE)Native

          Gets the reference linked to this one. If there is no linked reference, it returns None.

        • ObjectReference[]functionGetLinkedRefChain(KeywordapKeyword=NONE, intiMaxExpectedLinkedRefs=100)Native

          This function returns an array of objectreferences representing the "linked ref chain" hanging of the reference it is called on. For example. If myObject has linkedref to ObjectA which has a linkedref to ObjectB which has a linkedref to ObjectC, and you call myObject.GetLinkedRefChain() it will return an array holding ObjectA, ObjectB, and ObjectC.

        • intfunctionGetLockLevel()Native

          Returns the level of the lock attached to this object. If there is no lock, it will return 0 - very easy.

        • Returns array of the LocationRefTypes for this object.

        • ObjectReferencefunctionGetNthLinkedRef(intaiLinkedRef, KeywordapKeyword=NONE)Native

          Gets the Nth linked ref from this object.

        • floatfunctionGetMass()Native

          Returns the mass of this object in Havok.

        • intfunctionGetOpenState()Native

          Obtains this object's current "open state".

        • CellfunctionGetParentCell()Native

          Obtains the Cell this object is currently in.

        • floatfunctionGetPercentageKnown()Native

          Gets the scan percentage of the ref between 0.0 and 1.0

        • floatfunctionGetPositionX()Native

          Returns the current X position of the reference.

        • floatfunctionGetPositionY()Native

          Returns the current Y position of the reference.

        • floatfunctionGetPositionZ()Native

          Returns the current Z position of the reference.

        • float[]functionGetSpacePosition()Native

          Get the Cell Space position of the object
          Values are returned in the array in the order:
          position.x, position.y, position.z

        • float[]functionGetSpaceTransform()Native

          Get the Cell Space transform of the object
          Values are returned in the array in the order:
          position.x, position.y, position.z,
          xAxis.x, xAxis.y, xAxis.z,
          yAxis.x, yAxis.y, yAxis.z,
          zAxis.x, zAxis.y, zAxis.z

        • floatfunctionGetRadioFrequency()Native

          Returns the frequency of this radio receiver.

        • floatfunctionGetRadioVolume()Native

          Returns the volume of this radio receiver.

        • floatfunctionGetResourceDamage(ActorValueakValue=NONE)Native

          Returns the total amount of damage on either the given resource actor value, or all resource actor values on this object.

        • float[]functionGetSafePosition(floataSearchRadius=-1, floataSafeRadius=-1)Native

          Get the nearest navmesh 'safe' position of radius aSafeRadius within aSearchRadius.

        • floatfunctionGetWeight()Native

          Get this object's weight

        • floatfunctionGetWeightInContainer()Native

          Get the weight of all the objects in this container

        • ObjectReference[]functionGetRefsLinkedToMe(KeywordapLinkKeyword=NONE, KeywordapExcludeKeyword=NONE)Native

          Gets an array of all instantiated ObjectReferences that are linked to this reference, using a LinkedRef with the specified keyword. Can optionally specify a keyword for which they must NOT have a LinkedRef.

        • Finds all ObjectReference linked to the Workshop reference that are owned by the given Actor.

        • floatfunctionGetWorkshopResourceDamage(ActorValueakValue)Native

          Returns the total amount of damage on either the given resource actor value across all items in the Workshop.

        • ObjectReference[]functionGetWorkshopResourceObjects(ActorValueakAV=NONE, intaiOption=0)Native

          Finds all ObjectReference that are linked to the given Workshop reference that produce resources. Optionally, you can get a list of references that produce only a given resource. You can also optionally specify finding either objects with damaged resources, or objects with undamaged resources.

        • floatfunctionGetScale()Native

          Returns the current scale of this reference.

        • Get the autopilot ai actor for this reference if it has one

        • CellfunctionGetTeleportCell()Native

          Gets the target cell for this teleport ref.

        • CellfunctionGetTransitionCell()Native

          Gets the transition cell for this teleport ref.

        • floatfunctionGetTransmitterDistance()Native

          Returns the distance between this radio transmitter and the player (Pipboy radio).

        • intfunctionGetTriggerObjectCount()Native

          Obtains the number of objects inside this trigger volume. (Obviously only works if this is actually a trigger and will error otherwise)

        • floatfunctionGetValue(ActorValueakAV)Native

          Gets the specified Actor Value from the Object Reference.

        • intfunctionGetValueInt(ActorValueakAV)

          jduvall - convenience function
          returns GetValue() cast as an int

        • floatfunctionGetValuePercentage(ActorValueakAV)Native

          Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).

        • Resource[]functionGetValueResources()Native

          Returns all resources that are linked to this object via actor values

        • jduvall
          Returns a GlobalVariable with a matching value to the specified actorvalue (if there is more than one match it will return the first)
          akAV: the ActorValue for which you want to return a matching GlobalVariable
          EnumGlobals: an array of possibly matching GlobalVariables to return

        • VoiceTypefunctionGetVoiceType()Native

          Obtains the VoiceType for this actor or talking activator.

        • floatfunctionGetWidth()Native

          Calculates and returns the width of this reference (distance between the bounding box min and max x values).

        • Get the Workshop this reference belongs to, if any.

        • WorldSpacefunctionGetWorldSpace()Native

          Obtains the WorldSpace the object reference is in.

        • Returns self cast as an actor

        • jduvall - returns a reference array with just this reference in it

        • boolfunctionHasActorRefOwner()Native

          Returns true if an Actor reference has been set to own this object -- even if that Actor is not currently loaded/persisting.

        • boolfunctionHasCrew()Native

          Checks to see if this reference has any crew members

        • boolfunctionHasDirectLOS(ObjectReferenceakTarget, stringasSourceNode="", stringasTargetNode="")Native

          Checks to see if this reference has line-of-sight to the target object.

        • boolfunctionHasEffectKeyword(KeywordakKeyword)Native

          Checks to see if the specified keyword is attached to a magic effect that belongs to an active effect currently on this reference.

        • boolfunctionHasKeyword(KeywordapKeyword)Native

          Queries if a reference has a keyword in its list of keywords. This basically operates the same way as Form.HasKeyword(...), but can be run on inventory objects.

        • boolfunctionHasKeywordInFormList(FormListakKeywordList)Native

          Checks to see if any of the keywords in the form list is attached to this reference. If the form list contains no keywords, returns false. This basically operates the same way as Form.HasKeywordInFormList(...), but can be run on inventory objects.

        • boolfunctionHasLocRefType(LocationRefTypeakRefType)Native

          Returns if this reference has the specified LocationRefType.

        • boolfunctionHasMagicEffect(MagicEffectakMagicEffect)Native

          check if this refr is affected by the given effect.

        • boolfunctionHasNode(stringasNodeName)Native

          Checks to see if the reference has the specified named node in its 3D.

        • boolfunctionHasOwner()

          Checks to see if this reference is owned in any way (by actor base, actor ref, or faction).

        • boolfunctionHasSharedPowerGrid(ObjectReferenceakCompare)Native

          Returns true if this reference is on the same power grid as the compared reference.

        • voidfunctionIgnoreFriendlyHits(boolabIgnore=true)Native

          Flags this reference as ignoring (or not ignoring) friendly hits. In other words, it won't turn hostile after several hits from a friendly opponent.

        • voidfunctionInterruptCast()Native

          Interrupts and stops any spell-casting this object might be doing.

        • boolfunctionIsActivationBlocked()Native

          Checks to see if this object currently has its normal activation processing blocked. (Won't be picked up, opened, etc, but will still send ObjectReference.OnActivate(...) events)

        • boolfunctionIs3DLoaded()Native

          Checks to see if this object has its 3D currently loaded.

        • boolfunctionIsConveyorBeltOn()Native

          Get conveyor belt on/off state.

        • boolfunctionIsCreated()Native

          Checks to see if this object was created in-game.

        • boolfunctionIsCrew(ActorakActor)

          kmk - returns true if specified actor is crew of this ship

        • boolfunctionIsDebugTextBillboard()NativeDebugOnly

          Get the billboard flag of the debug text

        • boolfunctionIsDeleted()Native

          Checks to see if this object is currently flagged for delete.

        • boolfunctionIsDestroyed()Native

          Checks to see if this object is currently destroyed.

        • boolfunctionIsDisabled()Native

          Checks to see if this object is currently disabled.

        • boolfunctionIsDoorInaccessible()Native

          Is this object an inaccessible door

        • boolfunctionIsEnabled()

          Checks to see if this object is currently enabled. (The opposite of ObjectReference.IsDisabled())

        • boolfunctionIsFurnitureInUse(boolabIgnoreReserved=false)Native

          Checks to see if any furniture marker on this object is in use, optionally ignoring markers that are reserved, but not currently used.

        • boolfunctionIsFurnitureMarkerInUse(intaiMarker, boolabIgnoreReserved=false)Native

          Checks to see if the specified furniture marker on this object is in use, optionally ignoring reservations.

        • boolfunctionIsIgnoringFriendlyHits()Native

          Returns whether this reference is ignoring friendly hits or not.

        • boolfunctionIsInDialogueWithPlayer()Native

          Is this actor or talking activator currently talking to the player?

        • boolfunctionIsInTrigger(ObjectReferencerefToCheck)Native

          Is refToCheck in this trigger?

        • boolfunctionIsInSpace()Native

          Is this reference in space?

        • boolfunctionIsLockBroken()Native

          Returns whether the lock on this object was broken (or false if there is no lock).

        • boolfunctionIsLocked()Native

          Checks to see if this object is currently locked. If no lock is attached, returns false.

        • boolfunctionIsMapMarkerVisible()Native

          Checks if this map marker is visible to the player.

        • boolfunctionIsOwnedBy(ActorakOwner)Native

          Is this ref owned by the given actor?

        • boolfunctionIsPowered()Native

          Checks if this object is considered powered.

        • boolfunctionIsQuestItem()Native

          Checks if this object is considered a quest item.

        • boolfunctionIsRadioOn()Native

          Returns whether this radio receiver is on or not.

        • boolfunctionIsScanned()Native

          Returns if this object has been scanned

        • boolfunctionIsRefInTransitionCell(ObjectReferenceakRef)Native

          Is the given ref in the transformed bounds of this teleport ref's transition cell?

        • boolfunctionIsTeleportAreaLoaded()Native

          Is the teleport area of the given ref fully loaded?

        • boolfunctionIsSpellTarget(FormakMagicItemForm)Native

          Returns if this ref is a spell target of the given magic item form.

        • boolfunctionIsWithinBuildableArea(ObjectReferenceakRef)Native

          Is this reference within the buildable area of the given Workshop Activator?

        • voidfunctionKnockAreaEffect(floatafMagnitude, floatafRadius)Native

          Executes a knock effect on actors in an area.

        • voidfunctionLock(boolabLock=true, boolabAsOwner=false, boolabTraverseLinkedLockables=true)Native

          Locks or unlocks this object. If told to lock it, and no lock is attached, a very easy lock will be attached. If the object is open, and it is told to lock it, the object will be snapped closed.

        • Take an object in this ref's inventory, make a ref to it, force it into an alias, then re-add it to inventory

        • voidfunctionMakeTransmitterRepeater(ObjectReferenceakTransmitterToRepeat, floatafInnerRadius, floatafOuterRadius, boolabUnlimitedRange=false)Native

          Make this object into a radio transmitter-repeater. Repeaters can extend the range of an existing, limited-range radio transmitter. All radio scene actions sent to the source transmitter are detectable by radio receivers that are within range of any of the source's repeaters.

        • voidfunctionMatchOutpostName(ObjectReferenceakNewNameObject)Native

          Match this object's outpost name (must be an outpost beacon) to the full display name of the passed in reference

        • voidfunctionModValue(ActorValueakAV, floatafAmount)Native

          Modifies the specified Actor Value on the Object Reference.

        • voidfunctionModValueTo(ActorValueakAV, floatafValue)

          KMK: convenience function to mod an actor value to a specified final value

        • Moves containers content down the line to unfilled containers

        • voidfunctionMoveTo(ObjectReferenceakTarget, floatafXOffset=0.0, floatafYOffset=0.0, floatafZOffset=0.0, boolabMatchRotation=true, boolabRotateOffset=false)Native

          Moves this reference to the location of the target reference, with the specified offset.

        • voidfunctionMoveToMyEditorLocation()Native

          Moves this reference to its original editor location and orientation.

        • voidfunctionMoveToNearestNavmeshLocation()Native

          Moves this reference to the nearest location that's on a Navmesh that an actor could reach by walking.

        • voidfunctionMoveToNode(ObjectReferenceakTarget, stringasNodeName, stringasMatchNodeName="")Native

          Moves this object to the position (and rotation) of the specified node on the specified object's 3D

        • voidfunctionOpenOneWayTransferMenu(boolaIsGiveOnly, FormListaFilterList=NONE)Native

          Opens this ref's inventory using a one-way transfer menu with optional filter list

        • ObjectReferencefunctionPlaceAtMe(FormakFormToPlace, intaiCount=1, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, float[]akOffsetValues=NONE, AliasakAliasToFill=NONE, boolabSnapOffsetToNavmesh=true)Native

          Makes X new references of the passed in form, optionally forcing them to persist, and places them at our reference's location, returning the last one it created.

        • SpaceshipReferencefunctionPlaceShipAtMe(FormakFormToPlace, intaiLevelMod=4, boolabPlayFx=true, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, float[]akOffsetValues=NONE, AliasakAliasToFill=NONE, LocationakEncLoc=NONE, boolabSnapOffsetToNavmesh=true)Native

          Create a copy of the passed in form and place it at our location, returning the ship created
          this must be a ship landing marker for ground placement

        • SpaceshipReferencefunctionPlaceShipAtMeOffset(FormakFormToPlace, floatxOffset=0.0, floatyOffset=0.0, floatzOffset=0.0, intaiLevelMod=4, boolabPlayFx=true, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, AliasakAliasToFill=NONE, LocationakEncLoc=NONE, boolabSnapOffsetToNavmesh=true)

          FBaudoin
          This is a version of PlaceShipAtMe that accepts offset for where the ship is placed instead of an array

        • ActorfunctionPlaceActorAtMe(ActorBaseakActorToPlace, intaiLevelMod=4, LocationakEncLoc=NONE, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, float[]akOffsetValues=NONE, boolabSnapOffsetToNavmesh=true)Native

          Places a new Actor at this object's location.

        • ActorfunctionPlaceDuplicateActorAtMe(ActorakActorToDuplicate, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, float[]akOffsetValues=NONE, AliasakAliasToFill=NONE, boolabSnapOffsetToNavmesh=true)Native

          Creates a duplicate of the specified actor at this reference's location, returning the created actor

        • ObjectReferencefunctionPlaceAtNode(stringasNodeName, FormakFormToPlace, intaiCount=1, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, boolabAttach=false)Native

          Makes X new references of the passed in form, optionally forcing them to persist, and places them at the position of the given node in our object's 3D, returning the last one it created. If abAttach is true, the newly created ref is also attached to the calling one.

        • CellfunctionPlaceCellAtMe(CellakCellToCopy, RefCollectionAliasakRefCollection=NONE, boolabForcePersist=false, boolabDeleteWhenAble=true, boolabInitiallyDisabled=false, float[]akOffsetValues=NONE)Native

          Create a copy of the cell and place it at this reference's location - only works with refs in space exterior cells
          DPierce: This function will place cells at incorrect locations. See: GEN-388123

        • ObjectReferencefunctionPlaceLockedRefKeyAtMe(ObjectReferenceaLockedRef, intaiCount=1, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true)Native

          Get the key for the given locked ref and place one of them at this reference

        • boolfunctionPlayAnimation(stringasAnimation)Native

          Starts playing the specified animation on the object and returns immediately. (Internally, it sends the named event to the object's animation graph) If it succeeds, it returns true.

        • boolfunctionPlayAnimationAndWait(stringasAnimation, stringasEventName)Native

          Plays the specified animation on the object and returns when the specified event is hit. (Internally, it sends the named event to the object's animation graph and waits for the named event to be fired) If it succeeds, it returns true. This function is latent.

        • boolfunctionPlayGamebryoAnimation(stringasAnimation, boolabStartOver=false, floatafEaseInTime=0.0)Native

          Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.

        • boolfunctionPlayImpactEffect(ImpactDataSetakImpactEffect, stringasNodeName="", floatafPickDirX=0.0, floatafPickDirY=0.0, floatafPickDirZ=-1, floatafPickLength=512.0, boolabApplyNodeRotation=false, boolabUseNodeLocalRotation=false)Native

          Plays an impact effect on the reference.

        • boolfunctionPlaySyncedAnimationSS(stringasAnimation1, ObjectReferenceakObj2, stringasAnimation2)Native

          Plays two animations at once. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success.

        • boolfunctionPlaySyncedAnimationAndWaitSS(stringasAnimation1, stringasEvent1, ObjectReferenceakObj2, stringasAnimation2, stringasEvent2)Native

          Plays two animations at once and waits for behavior graph events from each. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success. Also, if the first animation fails to play, it won't listen for the event from the first animation.

        • voidfunctionPlayTerrainEffect(stringasEffectModelName, stringasAttachBoneName)Native

          Plays a terrain effect that is attached to the specified bone of this object.

        • voidfunctionPauseAudio()Native

          Pauses the audio file for the Reference

        • voidfunctionPreloadExteriorCell()Native

          Warning: Do not use this function, as it may break questing, items, and other things in the area that rely on loading notifications to know when the player is "nearby". Also, because the cell stays loaded, you are putting undue strain on the user's computer to keep areas loaded that the player may never visit.

          Preloads the single exterior cell containing the calling ref. The function will fail for a ref in an interior, but because it works on a single cell can be used to preload a cell outside the loaded area in a worldspace or an exterior cell in a different worldspace. Once the cell has been moved into the normal cell buffer, it is free to be unloaded. Nothing is done to preserve the preloaded state of a cell across save/load. It is the responsibility of the caller to make sure they preload the cell at an appropriate time.

        • voidfunctionPreloadTargetArea()Native

          Preloads the target area for the calling ref. If the ref is a teleport door linked to an interior or exterior, the teleport location is the preloaded area. If a non-teleport ref is in an exterior, its location is used. The function will fail for other refs and if called to preload an exterior while the player is in an exterior.

        • voidfunctionProcessTrapHit(ObjectReferenceakTrap, floatafDamage, floatafPushback, floatafXVel, floatafYVel, floatafZVel, floatafXPos, floatafYPos, floatafZPos, intaeMaterial, floatafStagger)Native

          Tells this reference to handle getting hit by a trap, dealing the specified amount of damage and possibly applying a pushback force.

        • voidfunctionPromoteToLegendary(intaiRank=0, LegendaryItemakItemDefinition=NONE)Native

          Turns this object into a legendary item

        • voidfunctionPushActorAway(ActorakActorToPush, floataiKnockbackForce)Native

          Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.

        • voidfunctionRemoveAllItems(ObjectReferenceakTransferTo=NONE, boolabKeepOwnership=false, boolabRespectTargetCapacity=false)Native

          Removes all items from this object's inventory, optionally transferring them to another object.

        • voidfunctionRemoveAllItemsEx(ObjectReferenceakTransferTo=NONE, boolabKeepOwnership=false, boolabRespectTargetCapacity=false, boolabSilent=false)Native

          Removes all items from this container, transferring it to the other object if passed, silent param to supress warnings

        • intfunctionRemoveResources(ResourceakResource, intaiCount, boolabSilent=false)Native

          Removes the specified count of resource from the container, scrapping items, and returning the remainder to said container.
          The function returns the number of resource actually removed from the container

        • intfunctionRemoveItem(FormakItemToRemove, intaiCount=1, boolabSilent=false, ObjectReferenceakOtherContainer=NONE)Native

          Removes X of the specified item from this reference's inventory, possibly silently.

        • intfunctionRemoveItemByComponent(FormakComponentToRemove, intaiCount=1, boolabSilent=false, ObjectReferenceakOtherContainer=NONE)Native

          Removes an arbitrary number of arbitrary items such that at least the specified number of the specified component is removed from this reference's inventory, possibly silently.

        • voidfunctionRemoveKeyword(KeywordapKeyword)Native

          Removes a keyword from a reference's list of keywords.

        • voidfunctionRemoveAllMods()Native

          Remove all mods from this object. Note that some actors / items, such as robots and handmade guns, may not have any geometry left if you call this on them, but will still be in the world. Which might be awkward.

        • voidfunctionRemoveAllModsFromInventoryItem(FormakItem)Native

          Remove all mods from an item in this object's inventory. Note that some items, such as hand-made guns, won't have any geometry left if you call this on them, even though they will remain in the object's inventory, which might be weird.

        • voidfunctionRemoveMod(ObjectModakMod)Native

          Removes a mod from this object. Specifically, looks for a mod on this object of type akMod and if it finds one, removes it.

        • voidfunctionRemoveModFromInventoryItem(FormakItem, ObjectModakMod)Native

          Remove a mod from an inventory item in this object's inventory.

        • Removes a previously added dependent object
          This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
          for the dependent object if used improperly.

        • voidfunctionRemoveTransferLink(ObjectReferenceakTarget)Native

          Removes the transfer link from this reference and another, if any.

        • voidfunctionRepair()Native

          Repair damage on this reference. This is designed for Workshop items. If the reference is destructible, it will clear the destruction state. If the reference is a turret, it will heal the damage and revert it to a proper functional state.

        • voidfunctionReset(ObjectReferenceakTarget=NONE)Native

          Resets this object reference to its original location, resets its inventory, resurrects it if it's an actor, and in general tries to get it back to its original state. May optionally move it to the location of the specified reference instead.

        • voidfunctionSetRequiresScanning(boolabRequiresScanning=true)Native

          Sets the visibility of this reference (which is a map marker) on the star map

        • voidfunctionResetKeyword(KeywordapKeyword)Native

          Resets any addition or removal of the specified keyword, reverting the state of the keyword to being controlled by the base object and any attached aliases.

        • voidfunctionRestoreValue(ActorValueakAV, floatafAmount)Native

          Restores (or "heals") damage done to the specified Actor Value on this Object Reference.

        • voidfunctionResumeAudio()Native

          Resume the audio file for the Reference

        • voidfunctionReverseConveyorBelt(boolabReverse=true)Native

          Sets a conveyor belt reverse state.

        • voidfunctionSay(TopicakTopicToSay, ActorakActorToSpeakAs=NONE, boolabSpeakInPlayersHead=false, ObjectReferenceakTarget=NONE)Native

          Causes this reference to speak a topic as if it were the specified actor.

        • voidfunctionSayCustom(KeywordakKeywordToSay, ActorakActorToSpeakAs=NONE, boolabSpeakInPlayersHead=false, ObjectReferenceakTarget=NONE)Native

          Causes this reference to speak a topic as if it were the specified actor.

        • voidfunctionSendStealAlarm(ActorakThief)Native

          Has this object behave as if the actor had just tried to steal it.

        • voidfunctionSetActivateTextOverride(MessageakText)Native

          Sets the full name of the given message to be this ref's activate text.

        • voidfunctionSetActorCause(ActorakActor)Native

          Sets the actor as the actor cause of this object.

        • voidfunctionSetActorOwner(ActorBaseakActorBase, boolabNoCrime=false)Native

          Sets the actor base as the owner of this object.

        • voidfunctionSetActorRefOwner(ActorakActor, boolabNoCrime=false)Native

          Sets a specific Actor (that is to say, an Actor reference, not an ActorBase) as the owner of this object.

        • voidfunctionSetAngle(floatafXAngle, floatafYAngle, floatafZAngle)Native

          Sets the object's current rotation in the world.

        • voidfunctionSetAnimationVariableBool(stringarVariableName, boolabNewValue)Native

          Sets the value of a variable on the reference's animation graph - Bool version.

        • voidfunctionSetAnimationVariableInt(stringarVariableName, intaiNewValue)Native

          Sets the value of a variable on the reference's animation graph - Int version.

        • voidfunctionSetAnimationVariableFloat(stringarVariableName, floatafNewValue)Native

          Sets the value of a variable on the reference's animation graph - Float version.

        • voidfunctionSetAttractionActive(KeywordapKeyword, boolabActive=true)Native

          This function sets whether this ObjectReference should send attraction-object story manager events to actors with the specified attraction keyword.

        • voidfunctionSetConveyorBeltVelocity(floatafLinVelX, floatafLinVelY, floatafLinVelZ)Native

          Sets a conveyor belt velocity in local-space.

        • voidfunctionRotateCarouselDisplayCase(intaiDirection)Native

          Rotate carousel display case.

        • voidfunctionSetDebugTextBillboard(boolabBillboard=true)NativeDebugOnly

          Set the billboard flag of the debug text

        • voidfunctionSetDebugTextColor(intaiRed, intaiGreen, intaiBlue, intaiAlpha=255)NativeDebugOnly

          Set the color of the debug text (each int is clamped between 0 and 255)

        • voidfunctionSetDebugTextSize(intaiFontSize)NativeDebugOnly

          Set the font size of the debug text

        • voidfunctionSetDebugTextString(stringasText)NativeDebugOnly

          Set the text string of the debug text

        • voidfunctionSetDestroyed(boolabDestroyed=true)Native

          Sets or clears this object's destroyed flag.

        • voidfunctionSetDirectAtTarget(ObjectReferenceakTarget)Native

          Sets or clears the target of the direct-at behavior modifier. This reference must have a behavior animation on it with a direct-at modifier to do anything.

        • voidfunctionSetMarkerDiscovered()Native

          Sets a map marker as discovered

        • voidfunctionSetDoorInaccessible(boolabInaccessible)Native

          Sets this door as inaccessible

        • voidfunctionSetFactionOwner(FactionakFaction, boolabNoCrime=false)Native

          Sets the faction as the owner of this object.

        • voidfunctionSetHarvested(boolabHarvested)Native

          Allows script to set whether or not a given Flora ObjectReference has been harvested.

        • voidfunctionSetLinkedRef(ObjectReferenceakLinkedRef, KeywordapKeyword=NONE, boolabPromoteParentRefr=true)Native

          Sets the reference linked to this one under the specified keyword.

        • voidfunctionSetLockLevel(intaiLockLevel)Native

          Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.

        • voidfunctionSetLocRefType(LocationakLoc, LocationRefTypeakRefType)Native

          Sets an in-game created object to be the given loc ref type for the given location.

        • voidfunctionSetMapMarkerCategory(intiCategory=0)Native

          Sets the category of the map marker on the star map.

        • voidfunctionSetMapMarkerType(intiType=0)Native

          Sets the type of the map marker on the star map

        • voidfunctionSetMapMarkerUnexploredName(MessageaName)Native

          Sets the unexplored name of the map marker on the star map.

        • voidfunctionSetMarkerAllowGravJump(boolaAllowGravJump=true)Native

          Sets the map marker on the star map to allow grav jumping, defaults to true.

        • voidfunctionSetMarkerUndiscoveredVisibility(intiVisibilityEnum=0)Native

          Sets the undiscovered visibilty on the star map

        • voidfunctionSetMarkerVisibleOnStarMap(boolaVisible=true)Native

          Sets the visibility of this reference (which is a map marker) on the star map

        • voidfunctionSetMotionType(intaeMotionType, boolabImmediatelySimulate=true)Native

          Sets the object's havok motion type. This function is widely used as part of the included defaultDisableHavokOnLoad script, which is intended to make physics-enabled objects behave as if they were static.

        • voidfunctionSetNoFavorAllowed(boolabNoFavor=true)Native

          Sets or clears this object's ability to be not used by a teammate for a favor

        • voidfunctionSetOpen(boolabOpen=true)Native

          Opens or closes this object.

        • voidfunctionSetOverrideName(MessageakText)Native

          Sets this object's name to the given message

        • voidfunctionSetPersistLoc(LocationakLoc)Native

          Sets the persist location on an in-game created object.

        • voidfunctionSetPlayerHasTaken(boolabTaken=true)Native

          Sets/clears the "player has taken" flag on this reference.

        • voidfunctionSetPosition(floatafX, floatafY, floatafZ)Native

          Sets the object's current position in the world.

        • voidfunctionSetRadioOn(boolabOn=true)Native

          Turns on or off this radio receiver.

        • voidfunctionSetRadioFrequency(floatafFrequency)Native

          Sets the frequency this radio receiver is tuned to.

        • voidfunctionSetRadioVolume(floatafVolume)Native

          Sets the volume of this radio receiver.

        • boolfunctionSetWorkshopState(intaState)Native

          Attempts to set the state of the given Workshop

        • voidfunctionSetScale(floatafScale)Native

          Sets the object's current scale.

        • voidfunctionSetScanned(boolabValue=true)Native

          Sets the objects scanned status if it is scannable

        • voidfunctionSetValue(ActorValueakAV, floatafValue)Native

          Sets the base value specified Actor Value on the Object Reference to the passed-in value. Any modifiers are left intact.

        • intfunctionIncrementLoopingValue(ActorValueakAV, intaiMaxValue, intaiIncrementAmount=1)

          jduvall - convenience function
          Increments an actorvalue, and rolls it over to 0 if incremented value would exceed aiMaxValue
          sets and returns (GetValueInt(akAV) + aiIncrementAmount) % (aiMaxValue + 1)

        • voidfunctionShowHangarMenu(intaiMode=0, ActorakVendor=NONE, SpaceshipReferenceakMenuTarget=NONE, boolabOpenToAvailableTab=false)Native

          Opens the Hangar Menu for the current reference. Mode 0 = credits (vending), Mode 1 = resources (crafting)

        • voidfunctionShowWorkshopBuilderMenu()Native

          Opens the Workshop Builder Menu for the current reference

        • voidfunctionShowWorkshopTargetMenu(boolabIncludeSameSystem=true, KeywordakSameSystemRequiredKeyword=NONE, boolabIncludeIntersystem=true, KeywordakIntersystemRequiredKeyword=NONE)Native

          Opens the Workshop Target Menu for the current reference

        • voidfunctionSplineTranslateTo(floatafX, floatafY, floatafZ, floatafXAngle, floatafYAngle, floatafZAngle, floatafTangentMagnitude, floatafSpeed, floatafMaxRotationSpeed=0.0)Native

          Makes the object translate to the passed in position and orientation at the given speed using a spline.

        • voidfunctionSplineTranslateToRef(ObjectReferencearTarget, floatafTangentMagnitude, floatafSpeed, floatafMaxRotationSpeed=0.0)

          Makes the object translate to the passed reference (matching position and rotation) at the given speed using a spline.

        • voidfunctionSplineTranslateToRefNode(ObjectReferencearTarget, stringarNodeName, floatafTangentMagnitude, floatafSpeed, floatafMaxRotationSpeed=0.0)Native

          Makes the object translate to a node on the passed reference's 3D (matching position and rotation) at the given speed using a spline.

        • voidfunctionStartSequenceOnReferences(stringaSequenceName, ObjectReference[]aRefs, boolaAttach)NativeGlobal

          Starts a named effect sequence on the passed in references.
          Allows you to define if you should attach the effect sequence to the reference

        • voidfunctionStartSequence(stringaSequenceName, boolaAttach, floatafWeight=1.0)Native

          Starts a named effect sequence on the reference
          Allows you to define if you should attach the effect sequence to the reference
          Allows providing an optional weight to the sequence

        • voidfunctionStartWorkshop(boolabStart=true)Native

          Starts or stops workshop mode for this workshop object.

        • voidfunctionStopAllSequencesOnReferences(ObjectReference[]aRefs)NativeGlobal

          Stops all sequences on the passed in references.

        • voidfunctionStopAllSequences()Native

          Stops all sequences on the self reference.

        • voidfunctionStopSequence(stringaSequenceName)Native

          Stops the named sequence on the self reference.

        • voidfunctionStopTranslation()Native

          Forcibly stops the object from translating (cancels a previous translation request).

        • voidfunctionTranslateTo(floatafX, floatafY, floatafZ, floatafXAngle, floatafYAngle, floatafZAngle, floatafSpeed, floatafMaxRotationSpeed=0.0)Native

          Makes the object translate to the passed in position and orientation at the given speed.

        • voidfunctionTranslateToRef(ObjectReferencearTarget, floatafSpeed, floatafMaxRotationSpeed=0.0)

          Makes the object translate to the passed reference (matching position and rotation) at the given speed.

        • voidfunctionUnassignCrew(ActoraCrewMember)Native

          Unassigns the specified actor as a member of the references crew

        • boolfunctionWaitForAnimationEvent(stringasEventName)Native

          Waits for the specified animation event from this object to happen before returning.

        • boolfunctionWaitFor3DLoad()Native

          Waits for this object's 3d to load, or until it knows the 3d won't load (object is disabled, cell unloads, etc).

        • boolfunctionIsInLocation(LocationakLocation)

          Checks to see if this object is in the specified location, or a child of the specified location.

        • boolfunctionTryToStartCombat(ObjectReferenceakTarget, boolabPreferredTarget=false)

          Starts combat with the target if called on a spaceship or an actor AND akTarget matches what you called it on
          returns FALSE if called on something else
          abPreferredTarget - OPTIONAL (Def=false) True to set the target as the actor's preferred target

        • boolfunctionTryToStopCombat()

          Stops combat if called on a spaceship or an actor;
          returns FALSE if called on something else

        • boolfunctionTryToStopCombatAlarm()

          Stops combat and alarms if called on a spaceship or an actor;
          returns FALSE if called on something else

        • boolfunctionTryToAddToFaction(FactionakFaction)

          Adds this actor or spaceship to a faction at rank 0 if they aren't already in it
          returns FALSE if called on something else

        • boolfunctionTryToRemoveFromFaction(FactionakFaction)

          Removes this actor or spaceship from the specified faction
          returns FALSE if called on something else

        • Removes this actor or spaceship from all factions
          returns FALSE if called on something else

        • boolfunctionTryToEvaluatePackage()

          Evaluates this actor or spaceship's package
          returns FALSE if called on something else

        • boolfunctionTryToKill(ObjectReferenceakKiller)

          Evaulate if you're able to kill the akKiller
          akKiller: The Actor or SpaceshipReference who is the guilty party in killing this one. If the type doesn't match, then the killer will be None.
          (I.e. if this is called on an actor, the killer must also be an actor)
          Returns true if this was called on an actor or spaceship and was killed.

        • boolfunctionTryToSetGhost(boolbSetGhost=true)

          Sets ghost flag on actor or spaceship
          returns FALSE if called on something else

        • boolfunctionTryToSetProtected(boolbSetProtected=true)

          Sets protected flag on actor or spaceship
          returns FALSE if called on something else

        • boolfunctionTryToSetEssential(boolbSetEssential=true)

          Sets essential flag on actor or spaceship
          returns FALSE if called on something else

        • SpaceshipReferencefunctionPlaceShipNearMe(FormakFormToPlace, intpositionVal=0, intdistanceVal=0, intfacingVal=0, intaiLevelMod=4, boolabPlayFx=true, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, AliasakAliasToFill=NONE)

          scornett
          Convenience function that places a ship near a ref, calculating an offset position based on MoveNear's positionVal, distanceVal, and facingVal values.

        • voidfunctionMoveNear(ObjectReferenceakTarget, intpositionVal=0, intdistanceVal=0, intfacingVal=0)

          scornett
          Convenience function that moves this ref near another ref, calculating an offset position for it based on the following enums:

          positionVal, default=0

          • -2 = Random (0-6)
          • -1 = Dead ahead.
          • 0 = Tight forward arc. ("Half the distance to the outer targeting ring or less.")
          • 1 = Wide forward arc. ("Within the outer targeting ring.")
          • 2 = Behind you.
          • 3 = Above you.
          • 4 = Below you.
          • 5 = On your left/port.
          • 6 = On your right/starboard.

          distanceVal, default=0

          • -3 = Random (2-4)
          • -2 = Random (0-4)
          • -1 = Very close. ("As close as possible without colliding.")
          • 0 = Close. ("Nearby, easily visible, at a good hailing distance.")
          • 1 = Short Range. ("Nearby, hailing looks reasonable, a good range for an ambush.")
          • 2 = Moderate Range. ("A good range for standard combat.")
          • 3 = Long Range. ("A smudge in the distance.")
          • 4 = Very Long Range. ("It's out there somewhere.")

          facingVal, default=0

          • -3 = Totally at random.
          • -2 = Random (0-7)
          • -1 = Directly at you.
          • 0 = Towards you, small offset. ("Looking at you.")
          • 1 = Towards you, large offset. ("Looking in your general direction.")
          • 2 = Away from you, small offset.
          • 3 = Away from you, large offset.
          • 4 = Left/port side facing you.
          • 5 = Right/starboard side facing you.
          • 6 = Bottom facing you.
          • 7 = Top facing you.
        Some data provided by the Fallout 4 Creation Kit Wiki. Licensed under the Creative Commons Attribution-Share Alike 4.0 license.