Background for Starfield

Utility


Inheritance Tree

No indexed scripts extend this script.

Structs
Properties
Events
Functions
varfunctionCallGlobalFunction(stringasScriptName, stringasFuncName, var[]aParams)NativeGlobal

Calls a global function synchronously and returns whatever that function does.

voidfunctionCallGlobalFunctionNoWait(stringasScriptName, stringasFuncName, var[]aParams)NativeGlobal

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

stringfunctionGameTimeToString(floatafGameTime)NativeGlobal

Converts the passed-in game time (in game days passed) to a string detailing the date and time it represents. The resulting format is: "MM/DD/YYYY HH:MM" and uses a 24-hour clock.

floatfunctionGetCurrentGameTime()NativeGlobal

Obtains the current game time in terms of game days passed (same as the global variable)

floatfunctionGetCurrentRealTime()NativeGlobal

Gets the number of real-world seconds that have elapsed since the game has launched. This time does not count time the game has been alt-tabbed, or other cases where the game has been frozen (i.e. during a save or load, time in a menu is counted). This function is most useful for timing a long operation.

intfunctionGetCurrentStackID()NativeGlobalDebugOnly

Obtains the stack ID of the currently running stack where this function is called.

stringfunctionIntToHex(intIntID)NativeGlobal

Int to Hex converter. General use, but mainly for converting GetFormID which returns an Int to get the Hex ID

boolfunctionIsGameMenuPaused()NativeGlobal

Returns whether the game is currently in menu-paused or not

floatfunctionRandomFloat(floatafMin=0.0, floatafMax=1.0)NativeGlobal

Generates a random floating point number between the minimum and maximum values (inclusive).

float[]functionRandomFloatsFromSeed(intaiSeed, intaiCount, floatafMin=0.0, floatafMax=1.0)NativeGlobal

Generates an array of pseudorandom floating point numbers from a specific seed between afMin and afMax (inclusive)

intfunctionRandomInt(intaiMin=0, intaiMax=100)NativeGlobal

Generates a random integer between the minimum and maximum values (inclusive).

int[]functionRandomIntsFromSeed(intaiSeed, intaiCount, intaiMin=0, intaiMax=100)NativeGlobal

Generates an array of pseudorandom integer numbers from a specific seed between aiMin and aiMax (inclusive)

voidfunctionSetINIFloat(stringini, floatvalue)NativeGlobalDebugOnly

Sets a float value in the Fallout 4 Initialization Files (.ini).

voidfunctionSetINIInt(stringini, intvalue)NativeGlobalDebugOnly

Sets an integer value in the Fallout 4 Initialization Files (.ini).

voidfunctionSetINIBool(stringini, boolvalue)NativeGlobalDebugOnly

Sets a boolean value in the Fallout 4 Initialization Files (.ini).

voidfunctionSetINIString(stringini, stringvalue)NativeGlobalDebugOnly

Sets a string value in the Fallout 4 Initialization Files (.ini).

int[]functionSplitStringChars(stringaString)NativeGlobal

String parsing functions

voidfunctionWait(floatafSeconds)NativeGlobal

Pauses the script for at least the specified amount of time. This function is latent. Time will not be counted while the player is in a menu.

voidfunctionWaitGameTime(floatafHours)NativeGlobal

Pauses the script for at least the specified amount of game time. This function is latent.

voidfunctionWaitMenuPause(floatafSeconds)NativeGlobal

Waits for the specified amount of time (latent) - Timer WILL run during menu mode

stringfunctionCaptureFrameRate(intnumFrames)NativeGlobalDebugOnly

Gets you a string describing the frame rate for a certain number of frames
(String will be no longer than 1K characters long, separated by commas)

voidfunctionEnterTestData(stringastestType, stringastestMatter, stringastestDetails, stringastestResultContext, stringastestResult)NativeGlobalDebugOnly

Sends the passed in test data to the tests website.

voidfunctionPostStartUpTimes()NativeGlobalDebugOnly

Sends the start up times to the tests website.

voidfunctionStartFrameRateCapture()NativeGlobalDebugOnly

Starts or ends a frame rate capture -- then you can get the min or max since
frame capture started at any time

voidfunctionEndFrameRateCapture()NativeGlobalDebugOnly
floatfunctionGetAverageFrameRate()NativeGlobalDebugOnly
floatfunctionGetMinFrameRate()NativeGlobalDebugOnly
floatfunctionGetMaxFrameRate()NativeGlobalDebugOnly
stringfunctionGetCurrentMemory()NativeGlobalDebugOnly

Memory tracking functions - only available if memory tracking is turned on

intfunctionGetBudgetCount()NativeGlobalDebugOnly
stringfunctionGetCurrentBudget(intaiBudgetNumber)NativeGlobalDebugOnly
stringfunctionGetBudgetLimit(intaiBudgetNumber)NativeGlobalDebugOnly
boolfunctionOverBudget(intaiBudgetNumber)NativeGlobalDebugOnly
stringfunctionGetBudgetName(intaiBudgetNumber)NativeGlobalDebugOnly
floatfunctionExpiryDay(floatDaysFromNow, PlanetLocalPlanet=NONE, floatMaxUniversalDays=-1, floatFutureStartDay=-1)Global

[DEV SERVER] Loading description...

boolfunctionHasExpiryDayPassed(floatafExpiryDay)Global

checks to see if the passed in value is less than the current day

floatfunctionGetHoursUntilLocalHour(floatafTargetHourLocal)Global

returns hours until specified LOCAL target hour (local equivalent of 24-hour time, 0.0-24.0)

ObjectReferencefunctionGetFirstPlayer(ObjectReferencerefToCheck01, ObjectReferencerefToCheck02, ObjectReferencerefToCheck03=NONE, ObjectReferencerefTocheck04=NONE)Global

returns first player in list of refs passed in (mainly for use in distance check events)

ObjectReferencefunctionGetFirstNonPlayer(ObjectReferencerefToCheck01, ObjectReferencerefToCheck02, ObjectReferencerefToCheck03=NONE, ObjectReferencerefTocheck04=NONE)Global

returns first non-player in list of refs passed in (mainly for use in distance check events)

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