Background for Starfield

The ScriptObject Script

    The ScriptObject 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:

    • 31 events
    • 81 functions


    Inheritance Tree

    Structs

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

      Properties

      No properties found.

        Events

        • Event called when an actor value changed for a specified actor and actor value - must register for this event.

        • Event called when an actor value changed for a specified actor and actor value to a value greater than the registration compare value
          Must register for this event. Must also re-register everytime it is called.

        • Event called when an actor value changed for a specified actor and actor value to a value less than the registration compare value
          Must register for this event. Must also re-register everytime it is called.

        • eventOnAffinityEventSent(AffinityEventakAffinityEvent, ObjectReferenceakTarget)

          Received when an affinity event is run (after registering)

        • eventOnAnimationEvent(ObjectReferenceakSource, stringasEventName)

          Event called when the active magic effect/alias/form receives one of the animation events it was listening for.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnAnimationEventUnregistered(ObjectReferenceakSource, stringasEventName)

          Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading. This event is not received when you manually unregister for the event.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnBeginState(stringasOldState)

          Event called when the state the event is in has just been switched to. Note that this block will NOT be called for an auto state when the object is initialized.

        • Event called when a challenge is completed

        • eventOnDistanceLessThan(ObjectReferenceakObj1, ObjectReferenceakObj2, floatafDistance, intaiEventID)

          Event called when two objects are less then the registered distance apart - if this script is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnDistanceGreaterThan(ObjectReferenceakObj1, ObjectReferenceakObj2, floatafDistance, intaiEventID)

          Event called when two objects are farther then the registered distance apart - if this script is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnEndState(stringasNewState)

          Event called when the state the event is in about to be switched away from.

        • Event called when a viewer goes from not seeing the target, to seeing the target - if this script is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnHit(ObjectReferenceakTarget, ObjectReferenceakAggressor, FormakSource, ProjectileakProjectile, boolabPowerAttack, boolabSneakAttack, boolabBashAttack, boolabHitBlocked, stringasMaterialName)

          Event called when a target is hit by a weapon or projectile.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnInit()

          Event called when the script has been created and all its properties have been initialized.

        • Event called when a viewer goes from seeing the target, to not seeing the target - if this script is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • Event called when a magic effect is about to be applied to the target.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnMenuOpenCloseEvent(stringasMenuName, boolabOpening)

          Event called when menus are opened or closed - if this active magic effect/alias/form is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • Received when the player fast travels(after registering)

        • eventOnPlayerSleepStart(floatafSleepStartTime, floatafDesiredSleepEndTime, ObjectReferenceakBed)

          Event called when the player goes to sleep - if this active magic effect/alias/form is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnPlayerSleepStop(boolabInterrupted, ObjectReferenceakBed)

          Event called when the player wakes up - if this active magic effect/alias/form is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • Event called when the player teleports via load doors, fast travel, MoveTo and the like - if this active magic effect/alias/form is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnPlayerWaitStart(floatafWaitStartTime, floatafDesiredWaitEndTime)

          Event called when the player starts waiting - if this active magic effect/alias/form is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnPlayerWaitStop(boolabInterrupted)

          Event called when the player stops waiting - if this active magic effect/alias/form is registered for it.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnRadiationDamage(ObjectReferenceakTarget, boolabIngested)

          Event called when target takes radiation damage.

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • eventOnTimer(intaiTimerID)

          Event called once a real-time timer started on a script expires. This event will not be sent if the game is in menu mode.

        • eventOnTimerGameTime(intaiTimerID)

          Event called once a game-time timer started on a script expires. This event will not be sent if the game is in menu mode.

        • eventOnTrackedStatsEvent(stringarStatName, intaiStatValue)

          Event called when a registered tracked stat equals or surpasses a threshold - if this active magic effect/alias/form is registered for it. Once you receive the event you will be unregistered. (It is a one-shot event)

          This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

        • Event sent from the Starmap to cue dialogue

        • Event sent from the PlanetLandignSiteSelectMenu to cue dialogue

        • eventOnTutorialEvent(stringasEventName, MessageaMessage)

          Event called whenever a tutorial-related event occurs. This event will only be sent to the specific script that registered for it. Other scripts will not receive the event unless they also register. Once you receive an event you will be automatically unregistered.

        • Occurence of a GameplayOptionChanged event from the settings menu

        Functions

        • voidfunctionAddInventoryEventFilter(FormakFilter)Native

          Adds a form as a "filter" for ObjectReference.OnItemAdded(...) and ObjectReference.OnItemRemoved(...) events sent to this object. The filter is applied separately to each script on an object, so each script on an object needs to separately manage its own filters and will not interfere with any filters on any other scripts attached to the same object.

        • varfunctionCallFunction(stringasFuncName, var[]aParams)Native

          Calls a function on this script synchronously and returns whatever that function does.

        • voidfunctionCallFunctionNoWait(stringasFuncName, var[]aParams)Native

          Calls a function on this script asynchronously. Script execution continues immediately without waiting for the function you called to finish (or even start).

        • voidfunctionCancelTimer(intaiTimerID=0)Native

          Cancels the specified real-time timer on this script. Does nothing if that timer has already expired or doesn't exist.

        • voidfunctionCancelTimerGameTime(intaiTimerID=0)Native

          Cancels the specified game-time timer on this script. Does nothing if that timer has already expired or doesn't exist.

        • varfunctionGetPropertyValue(stringasPropertyName)Native

          Gets the current value of a property on this script by name.

        • stringfunctionGetState()

          Obtains the current state of the script, as a string.

        • voidfunctionGotoState(stringasNewState)

          Sets this object's current state, issuing OnBeginState - ScriptObject and OnEndState - ScriptObject events as necessary.

        • ScriptObjectfunctionCastAs(stringasScriptName)Native

          Attempts to cast this script as a different script, but without adding a dependency on the calling script.

        • voidfunctionPauseTimer(intaiTimerID, boolabPause=true)Native

          Pause or resume the given timer with aiTimerID
          it will attempt to pause if abPause is true or resume if false
          If the timer is already in the requested state nothing happens.

        • voidfunctionPauseTimerGameTime(intaiTimerID, boolabPause=true)Native

          Pause or resume the given game-time timer with aiTimerID
          It will attempt to pause if abPause is true or resume if false
          If the timer is already in the requested state nothing happens.

        • boolfunctionIsBoundGameObjectAvailable()Native

          Returns whether this script is attached to a valid and available in-game object. If it returns false, then calling native functions from one of the ScriptObject-extended scripts (like Form, or Alias, or ActiveMagicEffect) will immediately fail because it has no in-game object to operate on. The most common cases of this happening would be a magic effect that has expired, or a reference that is stored in a container.

        • voidfunctionRegisterForActorValueChangedEvent(ObjectReferenceakObjRef, ActorValueakActorValue)Native

          Registers to receive an event when an actor value changed for a specified actor and actor value

        • voidfunctionRegisterForActorValueGreaterThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

          Registers to receive an event when an actor value is changed for a specified actor and actor value to a value that is greater than the given value
          This must be re-registered for everytime it is received if the script wants to keep receiving the event

        • voidfunctionRegisterForActorValueLessThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

          Registers to receive an event when an actor value is changed for a specified actor and actor value to a value that is less than the given value
          This must be re-registered for everytime it is received if the script wants to keep receiving the event

        • voidfunctionRegisterForAffinityEvent(AffinityEventakAffinityEvent)Native

          Register for the specified affinity event is fired

        • boolfunctionRegisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

          Registers this active magic effect/alias/form for the specified animation event on the specified reference.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForChallengeEvents()Native

          Register for challenge events

        • voidfunctionRegisterForCustomEvent(ScriptObjectakSender, stringasEventName)Native

          Registers this script to receive the specified custom event from the source object whenever that source object sends the event. The event will be relayed only to this script and will not be sent to other scripts attached to the same object, or to any aliases or magic effects attached to the object.

        • voidfunctionRegisterForDetectionLOSGain(ActorakViewer, ObjectReferenceakTarget)Native

          Registers this script to receive a single OnGainLOS based on actor detection or current player camera view. If the viewer is currently looking at the target, the event will be sent immediately.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForDetectionLOSLost(ActorakViewer, ObjectReferenceakTarget)Native

          Registers this script to receive a single OnLostLOS based on actor detection or current player camera view. If the viewer is not currently looking at the target, the event will be sent immediately.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForDirectLOSGain(ObjectReferenceakViewer, ObjectReferenceakTarget, stringasViewerNode="", stringasTargetNode="")Native

          Registers this script to receive a single OnGainLOS based on a direct LOS pick. If the viewer can currently see the target, the event will be sent immediately.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForDirectLOSLost(ObjectReferenceakViewer, ObjectReferenceakTarget, stringasViewerNode="", stringasTargetNode="")Native

          Registers this script to receive a single OnLostLOS based on a direct LOS pick. If the viewer can not currently see the target, the event will be sent immediately.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForDistanceLessThanEvent(ScriptObjectakObj1, ScriptObjectakObj2, floatafDistance, intaiEventID=0)Native

          Registers this script to receive a single OnDistanceLessThan event when two objects are closer than the specified distance apart. If the objects are already that close, the event will be sent immediately.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForDistanceGreaterThanEvent(ScriptObjectakObj1, ScriptObjectakObj2, floatafDistance, intaiEventID=0)Native

          Registers this script to receive a single OnDistanceGreaterThan event when two objects are farther then the specified distance apart. If the objects are already that far apart, the event will be sent immediately.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForHitEvent(ScriptObjectakTarget, ScriptObjectakAggressorFilter=NONE, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)Native

          Registers this script to receive a single OnHit event matching the filters given to this function.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForHitEventAggressorRefArray(ScriptObjectakTarget, ObjectReference[]akAggressorFilterRefArray, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)

          takes an array for aggressors and calls RegisterForHitEvent for each one as akAgressorFilter

        • voidfunctionRegisterForHitEventAggressorRefAliasArray(ScriptObjectakTarget, ReferenceAlias[]akAggressorFilterRefAliasArray, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)

          takes an array for aggressors and calls RegisterForHitEvent for each one as akAgressorFilter

        • voidfunctionRegisterForHitEventAggressorFactionArray(ScriptObjectakTarget, Faction[]akAggressorFilterFactionArray, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)

          takes an array for aggressors and calls RegisterForHitEvent for each one as akAgressorFilter

        • voidfunctionRegisterForMagicEffectApplyEvent(ScriptObjectakTarget, ScriptObjectakCasterFilter=NONE, FormakEffectFilter=NONE, boolabMatch=true)Native

          Registers this script to receive a single OnMagicEffectApply event matching the filters given to this function.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForMenuOpenCloseEvent(stringasMenuName)Native

          Registers this active magic effect/alias/form to receive menu open/close events.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForPlayerSleep()Native

          Registers this active magic effect/alias/form to receive events when the player goes to sleep and when he wakes up.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForPlayerTeleport()Native

          Registers this active magic effect/alias/form to receive events when the player goes teleports via fast travel, load doors, or MoveTo.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionRegisterForPlayerWait()Native

          Registers this active magic effect/alias/form to receive events when the player starts and stops waiting.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • Registers this script to receive a single OnRadiationDamage event from the target.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • boolfunctionRegisterForRemoteEvent(ScriptObjectakEventSource, stringasEventName)Native

          Registers this script to receive the specified event from the source object whenever that source object receives the event. Calling the event directly on the source object will not relay the event to this script. The event will be relayed only to this script and will not be sent to other scripts attached to the same object, or to any aliases or magic effects attached to the object.

        • voidfunctionRegisterForTrackedStatsEvent(stringasStat, intaiThreshold)Native

          Registers this active magic effect/alias/form to receive events when a specific tracked stat equals or surpasses a threshold. Once you receive the event, you will be unregistered (it's a one-shot event).

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • Registers to receive events from Starmap menu

        • Registers to receive events from PlanetLandingSiteSelectMenu

        • voidfunctionRegisterForTutorialEvent(stringasEventName)Native

          Registers this script to receive OnTutorialEvent.

          Only the script that registers for an event will receive it. Other scripts will not receive the event unless they also register for it. Once the event is received, you will be unregistered automatically.

        • Registers to receive GameplayOptionChanged events from the settings menu

        • voidfunctionRemoveAllInventoryEventFilters()Native

          Removes all "filters" applied to inventory events on this object. The object will no longer receive any inventory events. The filters are removed separately from each script on an object, so each script on an object needs to separately manage its own filters and will not interfere with any filters on any other scripts attached to the same object.

        • voidfunctionRemoveInventoryEventFilter(FormakFilter)Native

          Removes a form as a "filter" for ObjectReference.OnItemAdded(...) and ObjectReference.OnItemRemoved(...) events sent to this object. The filters are removed separately from each script attached to an object, so each script on an object needs to separately manage its own filters and will not interfere with any filters on any other scripts attached to the same object. If all filters are removed, the object will no longer receive inventory events.

        • voidfunctionSendCustomEvent(stringasEvent, var[]akArgs=NONE)Native

          Sends the specified custom event to any scripts that have registered for it. The event must be defined in our script or in one of our parent scripts. This function returns immediately, not waiting for any of the receivers.

        • voidfunctionSetPropertyValue(stringasPropertyName, varaValue)Native

          Sets the value of a property on this script by name, synchronously.

        • voidfunctionSetPropertyValueNoWait(stringasPropertyName, varaValue)Native

          Sets a the value of a property on this script by name, asynchronously.

        • voidfunctionStartTimer(floatafInterval, intaiTimerID=0)Native

          Starts a real-time timer on this script with the specified ID. Will cause an OnTimer event to occur once the timer expires that will not repeat. Time will only count when not in menu-mode.

        • voidfunctionStartTimerGameTime(floatafInterval, intaiTimerID=0)Native

          Starts a game-time timer on this script with the specified ID. Will cause an OnTimerGameTime event to occur once the timer expires that will not repeat. Time will only count when not in menu-mode.

        • voidfunctionUnregisterForActorValueChangedEvent(ObjectReferenceakObjRef, ActorValueakActorValue)Native

          Unregister for the actor value changed event for the specified actor and actor value.

        • voidfunctionUnregisterForActorValueGreaterThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

          Unregister for the actor value greater than event for the specified actor, actor value and comparison value.

        • voidfunctionUnregisterForActorValueLessThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

          Unregister for the actor value greater than event for the specified actor, actor value and comparison value.

        • voidfunctionUnregisterForAffinityEvent(AffinityEventakAffinityEvent)Native

          Unregister for an affinity event

        • Unregister for all actor value events

        • voidfunctionUnregisterForAllAffinityEvents()Native

          Unregister for all affinity events

        • voidfunctionUnregisterForAllEvents()Native

          Unregisters this script from all events that it has registered for.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive their events.

        • voidfunctionUnregisterForAllCustomEvents()Native

          Unregisters this script from all custom events that it has registered for.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive their events.

        • voidfunctionUnregisterForAllHitEvents(ScriptObjectakTarget=NONE)Native

          Unregisters this script from all OnHit events from the specified target - or from all targets if given a None target.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • Unregisters this script from all OnMagicEffectApply events from the specified target - or from all targets if given a None target.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • Unregisters this script from all OnMenuOpenCloseEvent events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • Unregisters this script from all OnRadiationDamage events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • voidfunctionUnregisterForAllRemoteEvents()Native

          Unregisters this script from all remote events that it has registered for.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive their events.

        • Unregisters this active magic effect/alias/form from receiving any tracked stats events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • voidfunctionUnregisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

          Unregisters this active magic effect/alias/form from the specified animation event on the specified reference.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • voidfunctionUnregisterForChallengeEvents()Native

          Unregisters this form to receive events when challenges are completed

        • voidfunctionUnregisterForCustomEvent(ScriptObjectakSender, stringasEventName)Native

          Unregisters this script from receive the specified custom event from the source object whenever that source object sends the event. This will only unregister this script and not any other script attached to the same form, or alias or magic effect.

        • voidfunctionUnregisterForDistanceEvents(ScriptObjectakObj1, ScriptObjectakObj2, intaiEventID=-1)Native

          Unregisters this script from receiving OnDistanceLessThan or OnDistanceGreaterThan events for the two objects.

          Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

        • voidfunctionUnregisterForHitEvent(ScriptObjectakTarget, ScriptObjectakAggressorFilter=NONE, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)Native

          Unregisters this script from a OnHit event matching the filters given to this function. The filters must match the filters given to the RegisterForHitEvent function.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • voidfunctionUnregisterForLOS(ObjectReferenceakViewer, ObjectReferenceakTarget)Native

          Unregisters this script to stop receiving LOS events from between the viewer and the target.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • voidfunctionUnregisterForMagicEffectApplyEvent(ScriptObjectakTarget, ScriptObjectakCasterFilter=NONE, FormakEffectFilter=NONE, boolabMatch=true)Native

          Unregisters this script from a OnMagicEffectApply event matching the filters given to this function. The filters must match the filters given to the RegisterForMagicEffectApplyEvent function.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • voidfunctionUnregisterForMenuOpenCloseEvent(stringasMenuName)Native

          Unregisters this active magic effect/alias/form from receiving menu open/close events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • voidfunctionUnregisterForPlayerSleep()Native

          Unregisters this active magic effect/alias/form from receiving sleep-related events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • voidfunctionUnregisterForPlayerTeleport()Native

          Unregisters this active magic effect/alias/form from receiving teleport events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • voidfunctionUnregisterForPlayerWait()Native

          Unregisters this active magic effect/alias/form from receiving wait-related events.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • Unregisters this script from a OnRadiationDamage event from the target.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

        • voidfunctionUnregisterForRemoteEvent(ScriptObjectakEventSource, stringasEventName)Native

          Unregisters this script from receive the specified event from the source object whenever that source object receives the event. This will only unregister this script and not any other script attached to the same form, or alias or magic effect.

        • voidfunctionUnregisterForTrackedStatsEvent(stringasStat)Native

          Unregisters this active magic effect/alias/form from receiving a tracked stats event for the specified stat.

          Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

        • voidfunctionUnregisterForTrackedStatsEventThreshold(stringasStat, intaiThreshold)Native

          Unregisters this script from receiving an event for the specified stat at the specified threshold

        • Unregisters from receiving events from Starmap menu

        • Unregisters from receiving events from PlanetLandingSiteSelectMenu

        • voidfunctionUnregisterForTutorialEvent(stringasEventName)Native

          Unregisters this script from receiving OnTutorialEvent.

          Only the script that unregisters for an event will stop receiving it. Other scripts will still receive the event if they registered for it separately.

        • Unregisters from receiving GameplayOptionChanged events from the settings menu

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