Background for Starfield

The SpaceshipReference Script

    The SpaceshipReference 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:

    • 25 events
    • 96 functions


    Inheritance Tree

    No indexed scripts extend this script.

    Structs

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

      Properties

      No properties found.

        Events

        Functions

        • voidfunctionAddPerk(PerkakPerk, boolabNotify=false)Native

          Adds the specified perk to this actor

        • voidfunctionAddToFaction(FactionakFaction)

          Adds this spaceship to a faction at rank 0 if they aren't already in it

        • boolfunctionCanLandAtMarker(ObjectReferenceakLandingMarker)Native

          Tests if the spaceship is allowed to land at the given marker based on the maximum allowed ship size.

        • intfunctionCheckContrabandStatus(boolabCheckWholeShip=true)Native

          Retrieves the ships contraband status. (Only checks ships cargo if abCheckWholeShip is false)
          -1 - Below shielded inventory limit
          0 - At shielded inventory limit
          1 - Above shielded inventory limit

        • voidfunctionDisableWithGravJump()Native

          disable this spaceship with grav jump FX

        • voidfunctionDisableWithGravJumpNoWait()Native

          disable this spaceship with grav jump FX. Does NOT wait for the FX to finish

        • voidfunctionDisableWithTakeOffOrLanding()Native

          disable this spaceship after playing a takeoff or landing animation (whichever is appropriate)

        • disable this spaceship after playing a takeoff or landing animation (whichever is appropriate). Does NOT wait for the animation to complete

        • voidfunctionEnablePartRepair(ActorValueaSystemHealth, boolabEnable=true)Native

          Enable/disable repairing the spaceship part associated with the given System Health actor value
          If no part is specified, all the parts will be affected
          pass true to enable repairing the part(s), false to disable it

        • voidfunctionEvaluatePackage(boolabResetAI=false)Native

          evaluate this spaceships packages.

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

          enable or disable the AI for this ship

        • boolfunctionEnableWithGravJump()Native

          enable this spaceship with grav jump FX

        • boolfunctionEnableWithGravJumpNoWait()Native

          enable this spaceship with grav jump FX - does not wait for 3d to load

        • boolfunctionEnableWithLanding()Native

          enable this spaceship and land it at its currently linked landing marker

        • boolfunctionEnableWithLandingNoWait()Native

          enable this spaceship and land it at its currently linked landing marker. Does not wait for the animation to complete or the 3d to load

        • gets all the combat targets for this spaceship

        • gets the current combat target

        • floatfunctionGetContrabandWeight(boolabCheckWholeShip=true)Native

          Retrieves the ships contraband weight. (Only checks ships cargo if abCheckWholeShip is false)

        • FactionfunctionGetCrimeFaction()Native

          Get the faction this ship reports crimes to

        • PackagefunctionGetCurrentPackage()Native

          Gets this spaceships's current AI package

        • Gets all exterior references for this spaceship which are load doors

        • ObjectReference[]functionGetExteriorRefs(KeywordapKeyword)Native

          Gets this spaceship's exterior references filtered by the given keyword

        • intfunctionGetFactionRank(FactionakFaction)Native

          Obtains this spaceship's rank with the specified faction - returns -1 if the spaceship is not a member

        • intfunctionGetActorFactionReaction(ActorakOtherActor)Native

          returns the faction reation to the other actor
          0 - Neutral
          1 - Enemy
          2 - Ally
          3 - Friend

        • Retrieve all the spaceships currently docked with this spaceship

        • intfunctionGetFactionReaction(SpaceshipReferenceakOther)Native

          returns the faction reation to the other spaceship
          0 - Neutral
          1 - Enemy
          2 - Ally
          3 - Friend

        • Retrieve the first spaceship docked with this spaceship, if any

        • ObjectReferencefunctionGetKiller()Native

          get this ship's killer

        • Gets all exterior references for this spaceship which are ramps

        • intfunctionGetLevel()Native

          get the level of this spaceship

        • get the base object of this spaceship, either the created one for a leveled ship or the editor saved one for a non leveled ship.

        • boolfunctionGetNoBleedoutRecovery()Native

          get the no bleedout recovery status for this ship

        • intfunctionGetPartCount(intaiShipPartID)Native

          Gets the number of parts of a specific type
          valid aiShipPartIDs 0 - Weapons, 1 - Engine, 2 - Shields, 3 - Gravdrive, 4 - Generator

        • intfunctionGetPartPower(intaiShipPartID, intaiShipPartIndex)Native

          Gets the amount of power allocated to a given part
          valid aiShipPartIDs 0 - Weapons, 1 - Engine, 2 - Shields, 3 - Gravdrive, 4 - Generator

        • floatfunctionGetShipMaxCargoWeight()Native

          Gets the spaceships maximum weight capacity by summing normal and shielded cargo capacity.

        • WeaponfunctionGetWeaponGroupBaseObject(ActorValueaWeaponGroupSystemHealth)Native

          Returns the weapon associated with a weapon group part

        • boolfunctionHasPerk(PerkakPerk)Native

          Checks to see if this speaceship has the given Perk

        • boolfunctionInstantDock(ObjectReferenceakTarget)Native

          Instantly docks the spaceship with a target which can be another ship or a docking port

        • voidfunctionInstantUndock()Native

          Instantly undocks a spaceship

        • boolfunctionIsAIEnabled()Native

          Returns whether this spaceship's AI is enabled.

        • boolfunctionIsAlarmed()Native

          Returns if this spaceship is alarmed or not

        • boolfunctionIsAlerted()Native

          Returns if this spaceship is alerted or not

        • boolfunctionIsDead()Native

          check if this spaceship is dead

        • boolfunctionIsDetectedBy(SpaceshipReferenceakOther)Native

          Returns if this spaceship is detected by the other one

        • boolfunctionIsDocked()Native

          Get whether this spaceship is currently docked

        • boolfunctionIsDockedWith(SpaceshipReferenceakTarget)Native

          Get whether this spaceship is currently docked with a given target

        • boolfunctionIsDockedAsChild()Native

          Get whether this spaceship is docked as a child

        • boolfunctionIsEssential(boolabIncludeActors=true)Native

          get if this spaceship is considered essential
          Included actors are anyone in the ship's interior or exterior

        • boolfunctionIsGhost()Native

          check if the ship is set to be a ghost

        • boolfunctionIsHostileToSpaceship(SpaceshipReferenceakSpaceship)Native

          Is this spaceship hostile to another spaceship?

        • boolfunctionIsInCombat()Native

          check if the ship is in combat.

        • boolfunctionIsInFaction(FactionakFaction)Native

          Checks to see if this spaceship is a member of the specified faction

        • boolfunctionIsInScene()Native

          check if this spaceship is in a scene

        • boolfunctionIsLanded()Native

          check if this spaceship is landed

        • boolfunctionIsProtected(boolabIncludeActors=true)Native

          get if this spaceship is considered protected
          Included actors are anyone in the ship's interior or exterior

        • boolfunctionIsRampDown()Native

          check if this spaceship's ramp is connected to the surrounding navmesh yet

        • voidfunctionKill(SpaceshipReferenceakKiller=NONE)Native

          kill this ship with akKiller as the source of the kill

        • voidfunctionKillEssential(SpaceshipReferenceakKiller=NONE)Native

          kill this ship with akKiller as the source of the kill even if the ship or any on board actors are essential.

        • voidfunctionKillSilent(SpaceshipReferenceakKiller=NONE)Native

          kill this ship with akKiller as the source of the kill but do not generate story events

        • voidfunctionModFactionRank(FactionakFaction, intaiAmount)Native

          modifies the faction rank by the given amount

        • voidfunctionMoveToPackageLocation()Native

          Pop this spaceship to the initial location for a package.

        • voidfunctionOpenInventory()Native

          Opens this ship's inventory.

        • voidfunctionLockPowerAllocation(intaiShipPartID, intaiShipPartIndex, boolabLock=true)Native

          Lock the power allocation of a specific part to keep the AI from modifying it
          valid aiShipPartIDs 0 - Weapons, 1 - Engine, 2 - Shields, 3 - Gravdrive, 4 - Generator
          pass -1 to aiShipPartIndex to lock/unlock the power of all the parts of the specified type
          This will also keep the AI from repairing a damaged part

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

          Make the spaceship attempt to path to a reference, latent version
          Note: this method doesn't return until the goal is reached or pathing
          failed or was interrupted (by another request for instance)
          Return values (see Actor for PathingResult properties):
          0 - Success
          1 - Failure
          2 - Stopped
          3 - Cleared
          4 - Timeout

        • voidfunctionRemoveFromAllFactions()Native

          remove the ship from the all factions

        • voidfunctionRemoveFromFaction(FactionakFaction)Native

          remove the ship from the given faction

        • voidfunctionRemovePerk(PerkakPerk)Native

          Removes the specified perk from this spaceship

        • voidfunctionSendAssaultAlarm()Native

          Has this spaceship behave as if assaulted

        • voidfunctionSendPiracyAlarm()Native

          Have the ship behave as if pirated

        • voidfunctionSendSmugglingAlarm(boolabCheckWholeShip=true)Native

          Have this spaceship behave as if they detected the player smuggling

        • voidfunctionSetAlert(boolabAlerted=true)Native

          Sets the spaceship in an alerted state

        • voidfunctionSetAttackShipOnSight(boolabAttackOnSight=true)Native

          Sets this ship to be attacked by all other ships on sight

        • voidfunctionSetAvoidPlayer(boolabAvoid=true)Native

          Tells pathing to avoid the player (which it already does by default) or not (for use in scenes where the player is meant to be an incorporeal observer).

        • voidfunctionSetCombatStyle(CombatStyleakCombatStyle)Native

          Sets the combatstyle for this spaceship

        • voidfunctionSetCrimeFaction(FactionakFaction)Native

          Sets the faction this spaceship reports crimes to

        • voidfunctionSetEssential(boolabEssential)Native

          set if this spaceship is considered essential

        • voidfunctionSetFactionRank(FactionakFaction, intaiRank)Native

          Sets this spaceship's rank with the specified faction

        • voidfunctionSetGhost(boolabIsGhost=true)Native

          sets if this spaceship is a ghost

        • voidfunctionSetNoBleedoutRecovery(boolabBleedoutRecoveryNotAllowed=true)Native

          set the no bleedout recovery status for this ship; pass true to prevent recovery

        • voidfunctionSetNotShowOnStealthMeter(boolabNotShow=true)Native

          Sets this spaceship to not effect the detection level on the stealth meter if they are not hostile to the player

        • voidfunctionSetPartPower(intaiShipPartID, intaiShipPartIndex, intaiPower)Native

          Sets the amount of power allocated to a given part
          valid aiShipPartIDs 0 - Weapons, 1 - Engine, 2 - Shields, 3 - Gravdrive, 4 - Generator
          specify -1 for the aiShipPartIndex to set the power of all the parts of the specified type (such as weapons)

        • voidfunctionSetPlayerResistingArrest()Native

          Sets the player as resisting arrest from this spaceships's faction

        • voidfunctionSetProtected(boolabProtected)Native

          set if this spaceship is considered protected

        • voidfunctionShowBarterMenu()Native

          Opens the Barter menu

        • voidfunctionStartCombat(SpaceshipReferenceakTarget, boolabPreferTarget=false)Native

          start combat with the given target

        • voidfunctionStopCombat()Native

          stops combat for this spaceship

        • voidfunctionStopCombatAlarm()Native

          Stops all combat and alarms against this spaceship

        • voidfunctionTakeOff()Native

          Force this spaceship to takeoff immediately (if it isn't in space)

        • voidfunctionSetForwardVelocity(floataVelocity)Native

          Set the forward velocity of the ship as a percentage of max speed(0-1)

        • voidfunctionSetUnconscious(boolaUnconscious)Native

          Set the autopilot of the ship unonscious or conscious

        • voidfunctionSetIgnoreFriendlyHits(boolaIgnoreFriendlyHits)Native

          Set the ship to ignore friendly hits

        • floatfunctionGetGravJumpRange()Native

          Gets the spaceships current max grav jump range in light years

        • Get this ship's reactor class keyword

        • scornett
          Is the ship's exterior load door inaccessible? (Checks the state of the first door found, if there are multiple.)

        • voidfunctionSetExteriorLoadDoorInaccessible(boolabInaccessible=true)

          scornett
          Sets the ship's exterior load door(s) inaccessible.

        • boolfunctionIsLandingDeckClear()

          scornett
          Are there any actors on the ship's exterior landing deck? (That is, any actors in the trigger encompassing the landing deck and ramp?) (Checks the state of the first deck found, if there are multiple.)

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