Difference between revisions of "Game Script"

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[[Category:Scripting]]
'''Extends:''' None
[[Category:Papyrus]]
[[Category:Script Objects]]


Collection of game-specific global functions
Collection of game-specific global functions


== Definition ==
== Definition ==
<source lang="papyrus">
<source lang="papyrus">
ScriptName Game
ScriptName Game Hidden
</source>
</source>


== Properties ==
None


== Global Functions ==
== Global Functions ==
*Function [[AddAchievement - Game|AddAchievement]](int aiAchievementID)
**Adds the specified achievement/trophy to the player's gamer profile.
*Function [[AdvanceSkill - Game|AdvanceSkill]](string asSkillName, float afMagnitude)
**Advance the given skill on the player by the provided amount of skill usage
*bool Function [[AddHavokBallAndSocketConstraint - Game|AddHavokBallAndSocketConstraint]](ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ)
**Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
*int Function [[CalculateFavorCost - Game|CalculateFavorCost]](int aiFavorPrice)
**Calculates how many points the player would have to pay for a favor of the specified price.
*Function [[ClearPrison - Game|ClearPrison]]()
**Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
*Function [[ClearTempEffects - Game|ClearTempEffects]]()
**Clears all temp effects (such as terrain effects) in the game.
*Function [[DisablePlayerControls - Game|DisablePlayerControls]](bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)
**Disables the specified player controls.
*Function [[EnableFastTravel - Game|EnableFastTravel]](bool abEnable)
**Enables or disables the player's ability to fast travel.
*Function [[EnablePlayerControls - Game|EnablePlayerControls]](bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)
**Enables the specified player controls.
*Function [[FadeOutGame - Game|FadeOutGame]](bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration)
**Fades the game in and out with the specified parameters.
*Function [[FastTravel - Game|FastTravel]](ObjectReference akDestination)
**Fast-travels the player to the specified object's location.
*Actor Function [[FindClosestActor - Game|FindClosestActor]](float afX, float afY, float afZ, float afRadius)
**Finds the closest actor within a given radius of a location
*Actor Function [[FindClosestActorFromRef - Game|FindClosestActorFromRef]](ObjectReference arCenter, float afRadius)
**Finds the closest actor within a given radius of a reference
*ObjectReference Function [[FindClosestReferenceOfAnyTypeInList - Game|FindClosestReferenceOfAnyTypeInList]](FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
**Finds the closest reference of any of the base objects in the list within a given radius of a location
*ObjectReference Function [[FindClosestReferenceOfAnyTypeInListFromRef - Game|FindClosestReferenceOfAnyTypeInListFromRef]](FormList arBaseObjects, ObjectReference arCenter, float afRadius)
**Finds the closest reference of any of the base objects in the list within a given radius of a reference
*ObjectReference Function [[FindClosestReferenceOfType - Game|FindClosestReferenceOfType]](Form arBaseObject, float afX, float afY, float afZ, float afRadius)
**Finds the closest reference of a given base object within a given radius of a location
*ObjectReference Function [[FindClosestReferenceOfTypeFromRef - Game|FindClosestReferenceOfTypeFromRef]](Form arBaseObject, ObjectReference arCenter, float afRadius)
**Finds the closest reference of a given base object within a given radius of a reference
*Actor Function [[FindRandomActor - Game|FindRandomActor]](float afX, float afY, float afZ, float afRadius)
**Finds a random actor within a given radius of a location
*Actor Function [[FindRandomActorFromRef - Game|FindRandomActorFromRef]](ObjectReference arCenter, float afRadius)
**Finds a random actor within a given radius of a reference
*ObjectReference Function [[FindRandomReferenceOfAnyTypeInList - Game|FindRandomReferenceOfAnyTypeInList]](FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
**Finds a random reference of any of the base objects in the list within a given radius of a location
*ObjectReference Function [[FindRandomReferenceOfAnyTypeInListFromRef - Game|FindRandomReferenceOfAnyTypeInListFromRef]](FormList arBaseObjects, ObjectReference arCenter, float afRadius)
**Finds a random reference of any of the base objects in the list within a given radius of a reference
*ObjectReference Function [[FindRandomReferenceOfType - Game|FindRandomReferenceOfType]](Form arBaseObject, float afX, float afY, float afZ, float afRadius)
**Finds a random reference of a given base object within a given radius of a location
*ObjectReference Function [[FindRandomReferenceOfTypeFromRef - Game|FindRandomReferenceOfTypeFromRef]](Form arBaseObject, ObjectReference arCenter, float afRadius)
**Finds a random reference of a given base object within a given radius of a reference
*Function [[ForceFirstPerson - Game|ForceFirstPerson]]()
**Forces the player camera into 1st-person.
*Function [[ForceThirdPerson - Game|ForceThirdPerson]]()
**Forces the player camera into 3rd-person.
*Form Function [[GetForm - Game|GetForm]](int aiFormID)
**Obtains a [[Form Script|Form]] from the game by its form ID number.
*float Function [[GetGameSettingFloat - Game|GetGameSettingFloat]](string asGameSetting)
**Obtains the value of a float game setting.
*float Function [[GetGameSettingInt - Game|GetGameSettingInt]](string asGameSetting)
**Obtains the value of an int game setting.
*float Function [[GetGameSettingString - Game|GetGameSettingString]](string asGameSetting)
**Obtains the value of a string game setting.
*Actor Function [[GetPlayer - Game|GetPlayer]]()
**Obtains the [[Actor Script|Actor]] that represents the player.
*ObjectReference Function [[GetPlayerGrabbedRef - Game|GetPlayerGrabbedRef]]()
**Obtains the [[ObjectReference Script|ObjectReference]] the player is currently grabbing.
*Actor Function [[GetPlayersLastRiddenHorse - Game|GetPlayersLastRiddenHorse]]()
**Gets this actors last ridden horse if it is the player. Returns None if player has not ridden a horse is not the player.
*float Function [[GetRealHoursPassed - Game|GetRealHoursPassed]]()
**Returns the number of real-life hours that have passed playing the game.
*Function [[HideTitleSequenceMenu - Game|HideTitleSequenceMenu]]()
**Hides the title sequence menu.
*Function [[IncrementSkill - Game|IncrementSkill]](string asSkillName)
**Advances the provided Skill by the one point (for the player only).
*Function [[IncrementSkillBy - Game|IncrementSkillBy]](string asSkillName, int aiCount)
**Advances the provided Skill by the given number of points (for the player only).
*Function [[IncrementStat - Game|IncrementStat]](string asStatName, int aiModAmount) native global
**Modifies the specified MiscStat by the given amount
*bool Function [[IsActivateControlsEnabled - Game|IsActivateControlsEnabled]]()
**Are the activation controls enabled?
*bool Function [[IsCamSwitchControlsEnabled - Game|IsCamSwitchControlsEnabled]]()
**Are the camera switch controls enabled?
*bool Function [[IsFastTravelEnabled - Game|IsFastTravelEnabled]]()
**Is fast travel enabled?
*bool Function [[IsFightingControlsEnabled - Game|IsFightingControlsEnabled]]()
**Are the fighting controls enabled?
*bool Function [[IsJournalControlsEnabled - Game|IsJournalControlsEnabled]]()
**Are the journal menu controls enabled?
*bool Function [[IsLookingControlsEnabled - Game|IsLookingControlsEnabled]]()
**Are the looking controls enabled?
*bool Function [[IsMenuControlsEnabled - Game|IsMenuControlsEnabled]]()
**Are the menu controls enabled?
*bool Function [[IsMovementControlsEnabled - Game|IsMovementControlsEnabled]]()
**Are the movement controls enabled?
*bool Function [[IsSneakingControlsEnabled - Game|IsSneakingControlsEnabled]]()
**Are the sneaking controls enabled?
*bool Function [[IsWordUnlocked - Game|IsWordUnlocked]](WordOfPower akWord)
**Is the word of power unlocked on the player?
*Function [[PlayBink - Game|PlayBink]](string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox)
**Plays a bink video
*Function [[PrecacheCharGen - Game|PrecacheCharGen]]()
**Precaches all the data used by character gen to avoid hitches with file I/O.
*Function [[PrecacheCharGenClear - Game|PrecacheCharGenClear]]()
**Clears all the previously cached data used by character gen.
*int Function [[QueryStat - Game|QueryStat]](string asStat)
**Queries the given stat and returns its value.
*Function [[QuitToMainMenu - Game|QuitToMainMenu]]()
**Forces the game back to the main menu.
*bool Function [[RemoveHavokConstraints - Game|RemoveHavokConstraints]](ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName)
**Removes any constraint between two rigid bodies
*Function [[RequestAutoSave - Game|RequestAutoSave]]()
**Requests for an auto-save to be made.
*Function [[RequestModel - Game|RequestModel]](string asModelName)
**Requests the specified model.
*Function [[RequestSave - Game|RequestSave]]()
**Requests for a normal save to be made.
*Function [[SendWereWolfTransformation - Game|SendWereWolfTransformation]]()
**Finds an actor in high who can detect the player to call werewolf crime on the player
*Function [[ServeTime - Game|ServeTime]]()
**Has the player serve their jail time.
*Function [[SetBeastForm - Game|SetBeastForm]](bool abEntering)
**Flags the player as being in/out of "beast form".
*Function [[SetCameraTarget - Game|SetCameraTarget]](Actor arTarget)
**Sets the camera target actor
*Function [[SetHudCartMode - Game|SetHudCartMode]](bool abSetCartMode)
**Flags the HUD as being in "cart mode" or not.
*Function [[SetInChargen - Game|SetInChargen]](bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage)
**Enable/disable various functionality which we want in chargen.
*Function [[SetPlayerAIDriven - Game|SetPlayerAIDriven]](bool abAIDriven)
**Enables or disables the AI driven flag on the player.
*Function [[SetPlayerReportCrime - Game|SetPlayerReportCrime]](bool abReportCrime)
**Set the state of the player as an actor who commits crimes
*Function [[SetSittingRotation - Game|SetSittingRotation]](float afValue)
**Set the player's sitting camera offset rotation.
*Function [[ShakeCamera - Game|ShakeCamera]](ObjectReference akSource, float afStrength)
**Shakes the camera from the specified location with the specified strength.
*Function [[ShakeController - Game|ShakeController]](float afLeftStrength, float afRightStrength, float afDuration)
**Shakes the controller for the specified amount of time.
*Function [[ShowFirstPersonGeometry - Game|ShowFirstPersonGeometry]](bool abShow)
**Shows or hides the first-person geometry
*Function [[ShowRaceMenu - Game|ShowRaceMenu]]()
**Shows the race/sex change menu.
*Function [[ShowTitleSequenceMenu - Game|ShowTitleSequenceMenu]]()
**Shows the title sequence menu.
*Function [[ShowTrainingMenu - Game|ShowTrainingMenu]](Actor aActor)
**Shows the training menu provided by actor parameter.
*Function [[StartTitleSequence - Game|StartTitleSequence]](string asSequenceName)
**Plays the specified sequence in the title menu.
*Function [[TeachWord - Game|TeachWord]](WordOfPower akWord)
**Teaches the specified [[WordOfPower Script|WordOfPower]] to the player
*Function [[TriggerScreenBlood - Game|TriggerScreenBlood]](int aiValue)
**Trigger on-screen blood splatter.
*Function [[UnlockWord - Game|UnlockWord]](WordOfPower akWord)
**Unlocks the specified [[WordOfPower Script|WordOfPower]] so the player can use it
*bool Function [[UsingGamepad - Game|UsingGamepad]]()
**Returns whether the player is using a gamepad or not.


== Member Functions ==
:'''[[AddAchievement - Game|AddAchievement]](Int ''aiAchievementID'')'''
None
:*Adds the specified achievement/trophy to the player's gamer profile.
 
:'''[[AddPerkPoints - Game|AddPerkPoints]](Int ''aiPerkPoints'')'''
:*Adds the given number of perk points to the player. Clamped at 255.
 
:'''[[AdvanceSkill - Game|AdvanceSkill]](String ''asSkillName'', Float ''afMagnitude'')'''
:*Advance the given skill on the player by the provided amount of skill usage
 
:'''Bool [[AddHavokBallAndSocketConstraint - Game|AddHavokBallAndSocketConstraint]](ObjectReference ''arRefA'', String ''arRefANode'', ObjectReference ''arRefB'', String ''arRefBNode'', Float ''afRefALocalOffsetX'', Float ''afRefALocalOffsetY'', Float ''afRefALocalOffsetZ'', Float ''afRefBLocalOffsetX'', Float ''afRefBLocalOffsetY'', Float ''afRefBLocalOffsetZ'')'''
:*Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
 
:'''Int [[CalculateFavorCost - Game|CalculateFavorCost]](Int ''aiFavorPrice'')'''
:*Calculates how many points the player would have to pay for a favor of the specified price.
 
:'''[[ClearPrison - Game|ClearPrison]]()'''
:*Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
 
:'''[[ClearTempEffects - Game|ClearTempEffects]]()'''
:*Clears all temp effects (such as terrain effects) in the game.
 
:'''[[DisablePlayerControls - Game|DisablePlayerControls]](Bool ''abMovement'', Bool ''abFighting'', Bool ''abCamSwitch'', Bool ''abLooking'', Bool ''abSneaking'', Bool ''abMenu'', Bool ''abActivate'', Bool ''abJournalTabs'', Int ''aiDisablePOVType'')'''
:*Disables the specified player controls.
 
:'''[[EnableFastTravel - Game|EnableFastTravel]](Bool ''abEnable'')'''
:*Enables or disables the player's ability to fast travel.
 
:'''[[EnablePlayerControls - Game|EnablePlayerControls]](Bool ''abMovement'', Bool ''abFighting'', Bool ''abCamSwitch'', Bool ''abLooking'', Bool ''abSneaking'', Bool ''abMenu'', Bool ''abActivate'', Bool ''abJournalTabs'', Int ''aiDisablePOVType'')'''
:*Enables the specified player controls.
 
:'''[[FadeOutGame - Game|FadeOutGame]](Bool ''abFadingOut'', Bool ''abBlackFade'', Float ''afSecsBeforeFade'', Float ''afFadeDuration'')'''
:*Fades the game in and out with the specified parameters.
 
:'''[[FastTravel - Game|FastTravel]](ObjectReference ''akDestination'')'''
:*Fast-travels the player to the specified object's location.
 
:'''Actor [[FindClosestActor - Game|FindClosestActor]](Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afRadius'')'''
:*Finds the closest actor within a given radius of a location
 
:'''Actor [[FindClosestActorFromRef - Game|FindClosestActorFromRef]](ObjectReference ''arCenter'', Float ''afRadius'')'''
:*Finds the closest actor within a given radius of a reference
 
:'''ObjectReference [[FindClosestReferenceOfAnyTypeInList - Game|FindClosestReferenceOfAnyTypeInList]](FormList ''arBaseObjects'', Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afRadius'')'''
:*Finds the closest reference of any of the base objects in the list within a given radius of a location
 
:'''ObjectReference [[FindClosestReferenceOfAnyTypeInListFromRef - Game|FindClosestReferenceOfAnyTypeInListFromRef]](FormList ''arBaseObjects'', ObjectReference ''arCenter'', Float ''afRadius'')'''
:*Finds the closest reference of any of the base objects in the list within a given radius of a reference
 
:'''ObjectReference [[FindClosestReferenceOfType - Game|FindClosestReferenceOfType]](Form ''arBaseObject'', Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afRadius'')'''
:*Finds the closest reference of a given base object within a given radius of a location
 
:'''ObjectReference [[FindClosestReferenceOfTypeFromRef - Game|FindClosestReferenceOfTypeFromRef]](Form ''arBaseObject'', ObjectReference ''arCenter'', Float ''afRadius'')'''
:*Finds the closest reference of a given base object within a given radius of a reference
 
:'''Actor [[FindRandomActor - Game|FindRandomActor]](Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afRadius'')'''
:*Finds a random actor within a given radius of a location
 
:'''Actor [[FindRandomActorFromRef - Game|FindRandomActorFromRef]](ObjectReference ''arCenter'', Float ''afRadius'')'''
:*Finds a random actor within a given radius of a reference
 
:'''ObjectReference [[FindRandomReferenceOfAnyTypeInList - Game|FindRandomReferenceOfAnyTypeInList]](FormList ''arBaseObjects'', Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afRadius'')'''
:*Finds a random reference of any of the base objects in the list within a given radius of a location
 
:'''ObjectReference [[FindRandomReferenceOfAnyTypeInListFromRef - Game|FindRandomReferenceOfAnyTypeInListFromRef]](FormList ''arBaseObjects'', ObjectReference ''arCenter'', Float ''afRadius'')'''
:*Finds a random reference of any of the base objects in the list within a given radius of a reference
 
:'''ObjectReference [[FindRandomReferenceOfType - Game|FindRandomReferenceOfType]](Form ''arBaseObject'', Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afRadius'')'''
:*Finds a random reference of a given base object within a given radius of a location
 
:'''ObjectReference [[FindRandomReferenceOfTypeFromRef - Game|FindRandomReferenceOfTypeFromRef]](Form ''arBaseObject'', ObjectReference ''arCenter'', Float ''afRadius'')'''
:*Finds a random reference of a given base object within a given radius of a reference
 
:'''[[ForceFirstPerson - Game|ForceFirstPerson]]()'''
:*Forces the player camera into 1st-person.
 
:'''[[ForceThirdPerson - Game|ForceThirdPerson]]()'''
:*Forces the player camera into 3rd-person.
 
:'''Form [[GetForm - Game|GetForm]](Int ''aiFormID'')'''
:*Obtains a [[Form Script|Form]] from the game by its form ID number.
 
:'''Form [[GetFormFromFile - Game|GetFormFromFile]](Int ''aiFormID'', String ''asFilename'')'''
:*Obtains the form specified by its form ID number which originated in the specified file.
 
:'''Float [[GetGameSettingFloat - Game|GetGameSettingFloat]](String ''asGameSetting'')'''
:*Obtains the value of a float game setting.
 
:'''Float [[GetGameSettingInt - Game|GetGameSettingInt]](String ''asGameSetting'')'''
:*Obtains the value of an int game setting.
 
:'''Float [[GetGameSettingString - Game|GetGameSettingString]](String ''asGameSetting'')'''
:*Obtains the value of a string game setting.
 
:'''Actor [[GetPlayer - Game|GetPlayer]]()'''
:*Obtains the [[Actor Script|Actor]] that represents the player.
 
:'''ObjectReference [[GetPlayerGrabbedRef - Game|GetPlayerGrabbedRef]]()'''
:*Obtains the [[ObjectReference Script|ObjectReference]] the player is currently grabbing.
 
:'''Actor [[GetPlayersLastRiddenHorse - Game|GetPlayersLastRiddenHorse]]()'''
:*Gets this actors last ridden horse if it is the player. Returns None if player has not ridden a horse is not the player.
 
:'''Float [[GetRealHoursPassed - Game|GetRealHoursPassed]]()'''
:*Returns the number of real-life hours that have passed playing the game.
 
:'''Float [[GetSunPositionX - Game|GetSunPositionX]]()'''
:*Gets the X position of the sun.
 
:'''Float [[GetSunPositionY - Game|GetSunPositionY]]()'''
:*Gets the Y position of the sun.
 
:'''Float [[GetSunPositionZ - Game|GetSunPositionZ]]()'''
:*Gets the Z position of the sun.
 
:'''[[HideTitleSequenceMenu - Game|HideTitleSequenceMenu]]()'''
:*Hides the title sequence menu.
 
:'''[[IncrementSkill - Game|IncrementSkill]](String ''asSkillName'')'''
:*Advances the provided Skill by the one point (for the player only).


== Events ==
:'''[[IncrementSkillBy - Game|IncrementSkillBy]](String ''asSkillName'', Int ''aiCount'')'''
None
:*Advances the provided Skill by the given number of points (for the player only).
 
:'''[[IncrementStat - Game|IncrementStat]](String ''asStatName'', Int ''aiModAmount'')'''
:*Modifies the specified MiscStat by the given amount
 
:'''Bool [[IsActivateControlsEnabled - Game|IsActivateControlsEnabled]]()'''
:*Are the activation controls enabled?
 
:'''Bool [[IsCamSwitchControlsEnabled - Game|IsCamSwitchControlsEnabled]]()'''
:*Are the camera switch controls enabled?
 
:'''Bool [[IsFastTravelEnabled - Game|IsFastTravelEnabled]]()'''
:*Is fast travel enabled?
 
:'''Bool [[IsFastTravelControlsEnabled - Game|IsFastTravelControlsEnabled]]()'''
:*Are fast travel controls enabled?
 
:'''Bool [[IsFightingControlsEnabled - Game|IsFightingControlsEnabled]]()'''
:*Are the fighting controls enabled?
 
:'''Bool [[IsJournalControlsEnabled - Game|IsJournalControlsEnabled]]()'''
:*Are the journal menu controls enabled?
 
:'''Bool [[IsLookingControlsEnabled - Game|IsLookingControlsEnabled]]()'''
:*Are the looking controls enabled?
 
:'''Bool [[IsMenuControlsEnabled - Game|IsMenuControlsEnabled]]()'''
:*Are the menu controls enabled?
 
:'''Bool [[IsMovementControlsEnabled - Game|IsMovementControlsEnabled]]()'''
:*Are the movement controls enabled?
 
:'''Bool [[IsPlayerSungazing - Game|IsPlayerSungazing]]()'''
:*Checks to the see if the player is looking directly at the sun.
 
:'''Bool [[IsSneakingControlsEnabled - Game|IsSneakingControlsEnabled]]()'''
:*Are the sneaking controls enabled?
 
:'''Bool [[IsWordUnlocked - Game|IsWordUnlocked]](WordOfPower ''akWord'')'''
:*Is the word of power unlocked on the player?
 
:'''[[PlayBink - Game|PlayBink]](String ''asFileName'', Bool ''abInterruptible'', Bool ''abMuteAudio'', Bool ''abMuteMusic'', Bool ''abLetterbox'')'''
:*Plays a bink video
 
:'''[[PrecacheCharGen - Game|PrecacheCharGen]]()'''
:*Precaches all the data used by character gen to avoid hitches with file I/O.
 
:'''[[PrecacheCharGenClear - Game|PrecacheCharGenClear]]()'''
:*Clears all the previously cached data used by character gen.
 
:'''Int [[QueryStat - Game|QueryStat]](String ''asStat'')'''
:*Queries the given stat and returns its value.
 
:'''[[QuitToMainMenu - Game|QuitToMainMenu]]()'''
:*Forces the game back to the main menu.
 
:'''Bool [[RemoveHavokConstraints - Game|RemoveHavokConstraints]](ObjectReference ''arFirstRef'', String ''arFirstRefNodeName'', ObjectReference ''arSecondRef'', String ''arSecondRefNodeName'')'''
:*Removes any constraint between two rigid bodies
 
:'''[[RequestAutoSave - Game|RequestAutoSave]]()'''
:*Requests for an auto-save to be made.
 
:'''[[RequestModel - Game|RequestModel]](String ''asModelName'')'''
:*Requests the specified model.
 
:'''[[RequestSave - Game|RequestSave]]()'''
:*Requests for a normal save to be made.
 
:'''[[SendWereWolfTransformation - Game|SendWereWolfTransformation]]()'''
:*Finds an actor in high who can detect the player to call werewolf crime on the player
 
:'''[[ServeTime - Game|ServeTime]]()'''
:*Has the player serve their jail time.
 
:'''[[SetAllowFlyingMountLandingRequests - Game|SetAllowFlyingMountLandingRequests]](Bool ''abAllow'')'''
:*Allow or disallow the player requests to have a flying mount land.
 
:'''[[SetBeastForm - Game|SetBeastForm]](Bool ''abEntering'')'''
:*Flags the player as being in/out of "beast form".
 
:'''[[SetCameraTarget - Game|SetCameraTarget]](Actor ''arTarget'')'''
:*Sets the camera target actor
 
:'''[[SetHudCartMode - Game|SetHudCartMode]](Bool ''abSetCartMode'')'''
:*Flags the HUD as being in "cart mode" or not.
 
:'''[[SetInChargen - Game|SetInChargen]](Bool ''abDisableSaving'', Bool ''abDisableWaiting'', Bool ''abShowControlsDisabledMessage'')'''
:*Enable/disable various functionality which we want in chargen.
 
:'''[[SetPlayerAIDriven - Game|SetPlayerAIDriven]](Bool ''abAIDriven'')'''
:*Enables or disables the AI driven flag on the player.
 
:'''[[SetPlayerReportCrime - Game|SetPlayerReportCrime]](Bool ''abReportCrime'')'''
:*Set the state of the player as an actor who commits crimes
 
:'''[[SetSittingRotation - Game|SetSittingRotation]](Float ''afValue'')'''
:*Set the player's sitting camera offset rotation.
 
:'''[[SetSunGazeImageSpaceModifier - Game|SetSunGazeImageSpaceModifier]](ImageSpaceModifier ''apImod'')'''
:*Will cause the specified ImageSpace Modifier to be triggered when the player begins looking at the sun
 
:'''[[ShakeCamera - Game|ShakeCamera]](ObjectReference ''akSource'', Float ''afStrength'')'''
:*Shakes the camera from the specified location with the specified strength.
 
:'''[[ShakeController - Game|ShakeController]](Float ''afLeftStrength'', Float ''afRightStrength'', Float ''afDuration'')'''
:*Shakes the controller for the specified amount of time.
 
:'''[[ShowFirstPersonGeometry - Game|ShowFirstPersonGeometry]](Bool ''abShow'')'''
:*Shows or hides the first-person geometry
 
:'''[[ShowLimitedRaceMenu - Game|ShowLimitedRaceMenu]]()'''
:*Shows the race/sex change menu, but without the ability to change race or sex.
 
:'''[[ShowRaceMenu - Game|ShowRaceMenu]]()'''
:*Shows the race/sex change menu.
 
:'''[[ShowTitleSequenceMenu - Game|ShowTitleSequenceMenu]]()'''
:*Shows the title sequence menu.
 
:'''[[ShowTrainingMenu - Game|ShowTrainingMenu]](Actor ''aActor'')'''
:*Shows the training menu provided by actor parameter.
 
:'''[[StartTitleSequence - Game|StartTitleSequence]](String ''asSequenceName'')'''
:*Plays the specified sequence in the title menu.
 
:'''[[TeachWord - Game|TeachWord]](WordOfPower ''akWord'')'''
:*Teaches the specified [[WordOfPower Script|WordOfPower]] to the player
 
:'''[[TriggerScreenBlood - Game|TriggerScreenBlood]](Int ''aiValue'')'''
:*Trigger on-screen blood splatter.
 
:'''[[UnlockWord - Game|UnlockWord]](WordOfPower ''akWord'')'''
:*Unlocks the specified [[WordOfPower Script|WordOfPower]] so the player can use it
 
:'''Bool [[UsingGamepad - Game|UsingGamepad]]()'''
:*Returns whether the player is using a gamepad or not.
 
 
== SKSE Global Functions ==
 
:'''Int [[GetPerkPoints - Game|GetPerkPoints]]()'''
:*Returns the number of perk points available to the player.
 
:'''[[SetPerkPoints - Game|SetPerkPoints]](Int ''perkPoints'')'''
:*Sets the number of perk points available to the player.
 
:'''[[ModPerkPoints - Game|ModPerkPoints]](Int ''perkPoints'')'''
:*Changes the number of perk points available to the player by the specified amount.
 
:'''Int [[GetModCount - Game|GetModCount]]()'''
:*Returns the number of mods currently active.
 
:'''Int [[GetModByName - Game|GetModByName]](String ''name'')'''
:*Returns the index of the specified mod.
 
:'''String [[GetModName - Game|GetModName]](Int ''modIndex'')'''
:*Returns the mods name at the specified index.
 
:'''String [[GetModAuthor - Game|GetModAuthor]](Int ''modIndex'')'''
:*Returns the specified mod's author.
 
:'''String [[GetModDescription - Game|GetModDescription]](Int ''modIndex'')'''
:*Returns the specified mod's description.
 
:'''Int [[GetModDependencyCount - Game|GetModDependencyCount]](Int ''modIndex'')'''
:*Returns the dependency count of the specified mod.
 
:'''Int [[GetNthModDependency - Game|GetNthModDependency]](Int ''modIndex'', Int ''n'')'''
:*Returns the mod index of the specified Dependency.
 
:'''Bool [[IsPluginInstalled - Game|IsPluginInstalled]](String ''name'')'''
:*Returns if the named mod is found in the load order.
 
:'''Int [[GetLightModCount - Game|GetLightModCount]]()'''
:*Returns the number of light mods currently active.
 
:'''Int [[GetLightModByName - Game|GetLightModByName]](String ''name'')'''
:*Returns the index of the specified light mod.
 
:'''String [[GetLightModName - Game|GetLightModName]](Int ''modIndex'')'''
:*Returns the light mod's name at the specified index.
 
:'''String [[GetLightModAuthor - Game|GetLightModAuthor]](Int ''modIndex'')'''
:*Returns the specified light mod's author.
 
:'''String [[GetLightModDescription - Game|GetLightModDescription]](Int ''modIndex'')'''
:*Returns the specified light mod's description.
 
:'''Int [[GetLightModDependencyCount - Game|GetLightModDependencyCount]](Int ''modIndex'')'''
:*Returns the dependency count of the specified light mod.
 
:'''Int [[GetNthLightModDependency - Game|GetNthLightModDependency]](Int ''modIndex'', Int ''n'')'''
:*Returns the mod index of the specified Dependency.
 
:'''[[SetGameSettingFloat - Game|SetGameSettingFloat]](String ''setting'', Float ''value'')'''
:*Changes the value of float Game Settings.
 
:'''[[SetGameSettingInt - Game|SetGameSettingInt]](String ''setting'', Int ''value'')'''
:*Changes the value of integer Game Settings.
 
:'''[[SetGameSettingBool - Game|SetGameSettingBool]](String ''setting'', Bool ''value'')'''
:*Changes the value of boolean Game Settings.
 
:'''[[SetGameSettingString - Game|SetGameSettingString]](String ''setting'', String ''value'')'''
:*Changes the value of string Game Settings.
 
:'''[[SaveGame - Game|SaveGame]](String ''name'')'''
:*Saves the game with the specified name.
 
:'''[[LoadGame - Game|LoadGame]](String ''name'')'''
:*Loads the save with the specified name.
 
:'''Int [[GetNumTintMasks - Game|GetNumTintMasks]]()'''
:*Returns the total number of tints for the player.
 
:'''Int [[GetNthTintMaskColor - Game|GetNthTintMaskColor]](Int ''n'')'''
:*Returns the color of the Nth tint mask.
 
:'''Int [[GetNthTintMaskType - Game|GetNthTintMaskType]](Int ''n'')'''
:*Returns the type of the Nth tint mask.
 
:'''Int [[SetNthTintMaskColor - Game|SetNthTintMaskColor]](Int ''n'', Int ''color'')'''
:*Sets the color of the Nth tint mask.
 
:'''String [[GetNthTintMaskTexturePath - Game|GetNthTintMaskTexturePath]](Int ''n'')'''
:*Returns the texture path of the Nth tint mask.
 
:'''[[SetNthTintMaskTexturePath - Game|SetNthTintMaskTexturePath]](String ''path'', Int ''n'')'''
:*Sets the texturepath of the Nth tint mask.
 
:'''Int [[GetNumTintsByType - Game|GetNumTintsByType]](Int ''type'')'''
:*Returns how many indexes there are for this type.
 
:'''Int [[GetTintMaskColor - Game|GetTintMaskColor]](Int ''type'', Int ''index'')'''
:*Returns the color for the particular tintMask type and index.
 
:'''[[SetTintMaskColor - Game|SetTintMaskColor]](Int ''color'', Int ''type'', Int ''index'')'''
:*Sets the tintMask color for the particular type and index.
 
:'''String [[GetTintMaskTexturePath - Game|GetTintMaskTexturePath]](Int ''type'', Int ''index'')'''
:*Returns the tintMask texture for the particular type and index.
 
:'''[[SetTintMaskTexturePath - Game|SetTintMaskTexturePath]](String ''path'', Int ''type'', Int ''index'')'''
:*Sets the tintMask texture for the particular type and index.
 
:'''[[UpdateTintMaskColors - Game|UpdateTintMaskColors]]()'''
:*Updates Tint Mask colors without updating the entire model.
 
:'''[[UpdateHairColor - Game|UpdateHairColor]]()'''
:*Instantly updates the player's hair color.
 
:'''Int [[GetCameraState - Game|GetCameraState]]()'''
:*Returns the character's current camera state.
 
:'''[[SetMiscStat - Game|SetMiscStat]](String ''name'', Int ''value'')'''
:*Sets the Misc Stat to the specified value.
 
:'''[[SetPlayersLastRiddenHorse - Game|SetPlayersLastRiddenHorse]](Actor ''horse'')'''
:*Sets the players last ridden horse, None will clear the last ridden horse.
 
:'''Int [[GetSkillLegendaryLevel - Game|GetSkillLegendaryLevel]](String ''actorValue'')'''
:*Returns the legendary level for the skill. -1 indicates that the skill cannot have a legendary level. ''This is marked as deprecated in SKSE's Game.psc.''
 
:'''[[SetSkillLegendaryLevel - Game|SetSkillLegendaryLevel]](String ''actorValue'', Int ''level'')'''
:*Sets the legendary level for the skill. ''This is marked as deprecated in SKSE's Game.psc.''
 
:'''Float [[GetPlayerExperience - Game|GetPlayerExperience]]()'''
:*Returns the players experience for this level (not total experience).
 
:'''[[SetPlayerExperience - Game|SetPlayerExperience]](Float ''exp'')'''
:*Sets the player's experience to the specified amount (This will not trigger a level up notification)
 
:'''Float [[GetExperienceForLevel - Game|GetExperienceForLevel]](Int ''currentLevel'')'''
:*Calculates the experience required for the player to level-up at the specified level
 
:'''Bool [[GetPlayerMovementMode - Game|GetPlayerMovementMode]]()'''
:*Returns true if in run mode, false if in walk mode. (This is only an indication of the control mode not if the player is actually running or walking.)
 
:'''[[UpdateThirdPerson - Game|UpdateThirdPerson]]()'''
:*Updates the camera when changing shoulder positions.
 
:'''[[UnbindObjectHotkey - Game|UnbindObjectHotkey]](Int ''hotkey'')'''
:*Unbinds a favorited item bound to the specified hotkey. (0-7 reflects keys 1-8)
 
:'''Form [[GetHotkeyBoundObject - Game|GetHotkeyBoundObject]](Int ''hotkey'')'''
:*Returns the base form object that is bound to the specified hotkey.
 
:'''Bool [[IsObjectFavorited - Game|IsObjectFavorited]](Form ''form'')'''
:*Returns whether the specified base form is favorited by the player.
 
:'''Form [[GetFormEx - Game|GetFormEx]](Int ''formId'')'''
:*Performs the same function as [[GetForm - Game|GetForm]] but also works for form IDs greater than 0x80000000.
 
:'''[[SetPlayerLevel]](Int ''Level'')'''
:*Sets the player's level.
 
:'''ObjectReference [[GetCurrentCrosshairRef]]()'''
:*Returns the current crosshair ref.
 
:'''ObjectReference [[GetCurrentConsoleRef]]()'''
:*Returns the currently selected ref in the console.
[[Category:Scripting]]
[[Category:Papyrus]]
[[Category:Script Objects]]
[[Category:SKSE]]
[[Category:SKSE Script Objects]]

Latest revision as of 06:36, 7 June 2020

Extends: None

Collection of game-specific global functions


Definition[edit | edit source]

ScriptName Game Hidden


Global Functions[edit | edit source]

AddAchievement(Int aiAchievementID)
  • Adds the specified achievement/trophy to the player's gamer profile.
AddPerkPoints(Int aiPerkPoints)
  • Adds the given number of perk points to the player. Clamped at 255.
AdvanceSkill(String asSkillName, Float afMagnitude)
  • Advance the given skill on the player by the provided amount of skill usage
Bool AddHavokBallAndSocketConstraint(ObjectReference arRefA, String arRefANode, ObjectReference arRefB, String arRefBNode, Float afRefALocalOffsetX, Float afRefALocalOffsetY, Float afRefALocalOffsetZ, Float afRefBLocalOffsetX, Float afRefBLocalOffsetY, Float afRefBLocalOffsetZ)
  • Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
Int CalculateFavorCost(Int aiFavorPrice)
  • Calculates how many points the player would have to pay for a favor of the specified price.
ClearPrison()
  • Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
ClearTempEffects()
  • Clears all temp effects (such as terrain effects) in the game.
DisablePlayerControls(Bool abMovement, Bool abFighting, Bool abCamSwitch, Bool abLooking, Bool abSneaking, Bool abMenu, Bool abActivate, Bool abJournalTabs, Int aiDisablePOVType)
  • Disables the specified player controls.
EnableFastTravel(Bool abEnable)
  • Enables or disables the player's ability to fast travel.
EnablePlayerControls(Bool abMovement, Bool abFighting, Bool abCamSwitch, Bool abLooking, Bool abSneaking, Bool abMenu, Bool abActivate, Bool abJournalTabs, Int aiDisablePOVType)
  • Enables the specified player controls.
FadeOutGame(Bool abFadingOut, Bool abBlackFade, Float afSecsBeforeFade, Float afFadeDuration)
  • Fades the game in and out with the specified parameters.
FastTravel(ObjectReference akDestination)
  • Fast-travels the player to the specified object's location.
Actor FindClosestActor(Float afX, Float afY, Float afZ, Float afRadius)
  • Finds the closest actor within a given radius of a location
Actor FindClosestActorFromRef(ObjectReference arCenter, Float afRadius)
  • Finds the closest actor within a given radius of a reference
ObjectReference FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, Float afX, Float afY, Float afZ, Float afRadius)
  • Finds the closest reference of any of the base objects in the list within a given radius of a location
ObjectReference FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, Float afRadius)
  • Finds the closest reference of any of the base objects in the list within a given radius of a reference
ObjectReference FindClosestReferenceOfType(Form arBaseObject, Float afX, Float afY, Float afZ, Float afRadius)
  • Finds the closest reference of a given base object within a given radius of a location
ObjectReference FindClosestReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, Float afRadius)
  • Finds the closest reference of a given base object within a given radius of a reference
Actor FindRandomActor(Float afX, Float afY, Float afZ, Float afRadius)
  • Finds a random actor within a given radius of a location
Actor FindRandomActorFromRef(ObjectReference arCenter, Float afRadius)
  • Finds a random actor within a given radius of a reference
ObjectReference FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, Float afX, Float afY, Float afZ, Float afRadius)
  • Finds a random reference of any of the base objects in the list within a given radius of a location
ObjectReference FindRandomReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, Float afRadius)
  • Finds a random reference of any of the base objects in the list within a given radius of a reference
ObjectReference FindRandomReferenceOfType(Form arBaseObject, Float afX, Float afY, Float afZ, Float afRadius)
  • Finds a random reference of a given base object within a given radius of a location
ObjectReference FindRandomReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, Float afRadius)
  • Finds a random reference of a given base object within a given radius of a reference
ForceFirstPerson()
  • Forces the player camera into 1st-person.
ForceThirdPerson()
  • Forces the player camera into 3rd-person.
Form GetForm(Int aiFormID)
  • Obtains a Form from the game by its form ID number.
Form GetFormFromFile(Int aiFormID, String asFilename)
  • Obtains the form specified by its form ID number which originated in the specified file.
Float GetGameSettingFloat(String asGameSetting)
  • Obtains the value of a float game setting.
Float GetGameSettingInt(String asGameSetting)
  • Obtains the value of an int game setting.
Float GetGameSettingString(String asGameSetting)
  • Obtains the value of a string game setting.
Actor GetPlayer()
  • Obtains the Actor that represents the player.
ObjectReference GetPlayerGrabbedRef()
Actor GetPlayersLastRiddenHorse()
  • Gets this actors last ridden horse if it is the player. Returns None if player has not ridden a horse is not the player.
Float GetRealHoursPassed()
  • Returns the number of real-life hours that have passed playing the game.
Float GetSunPositionX()
  • Gets the X position of the sun.
Float GetSunPositionY()
  • Gets the Y position of the sun.
Float GetSunPositionZ()
  • Gets the Z position of the sun.
HideTitleSequenceMenu()
  • Hides the title sequence menu.
IncrementSkill(String asSkillName)
  • Advances the provided Skill by the one point (for the player only).
IncrementSkillBy(String asSkillName, Int aiCount)
  • Advances the provided Skill by the given number of points (for the player only).
IncrementStat(String asStatName, Int aiModAmount)
  • Modifies the specified MiscStat by the given amount
Bool IsActivateControlsEnabled()
  • Are the activation controls enabled?
Bool IsCamSwitchControlsEnabled()
  • Are the camera switch controls enabled?
Bool IsFastTravelEnabled()
  • Is fast travel enabled?
Bool IsFastTravelControlsEnabled()
  • Are fast travel controls enabled?
Bool IsFightingControlsEnabled()
  • Are the fighting controls enabled?
Bool IsJournalControlsEnabled()
  • Are the journal menu controls enabled?
Bool IsLookingControlsEnabled()
  • Are the looking controls enabled?
Bool IsMenuControlsEnabled()
  • Are the menu controls enabled?
Bool IsMovementControlsEnabled()
  • Are the movement controls enabled?
Bool IsPlayerSungazing()
  • Checks to the see if the player is looking directly at the sun.
Bool IsSneakingControlsEnabled()
  • Are the sneaking controls enabled?
Bool IsWordUnlocked(WordOfPower akWord)
  • Is the word of power unlocked on the player?
PlayBink(String asFileName, Bool abInterruptible, Bool abMuteAudio, Bool abMuteMusic, Bool abLetterbox)
  • Plays a bink video
PrecacheCharGen()
  • Precaches all the data used by character gen to avoid hitches with file I/O.
PrecacheCharGenClear()
  • Clears all the previously cached data used by character gen.
Int QueryStat(String asStat)
  • Queries the given stat and returns its value.
QuitToMainMenu()
  • Forces the game back to the main menu.
Bool RemoveHavokConstraints(ObjectReference arFirstRef, String arFirstRefNodeName, ObjectReference arSecondRef, String arSecondRefNodeName)
  • Removes any constraint between two rigid bodies
RequestAutoSave()
  • Requests for an auto-save to be made.
RequestModel(String asModelName)
  • Requests the specified model.
RequestSave()
  • Requests for a normal save to be made.
SendWereWolfTransformation()
  • Finds an actor in high who can detect the player to call werewolf crime on the player
ServeTime()
  • Has the player serve their jail time.
SetAllowFlyingMountLandingRequests(Bool abAllow)
  • Allow or disallow the player requests to have a flying mount land.
SetBeastForm(Bool abEntering)
  • Flags the player as being in/out of "beast form".
SetCameraTarget(Actor arTarget)
  • Sets the camera target actor
SetHudCartMode(Bool abSetCartMode)
  • Flags the HUD as being in "cart mode" or not.
SetInChargen(Bool abDisableSaving, Bool abDisableWaiting, Bool abShowControlsDisabledMessage)
  • Enable/disable various functionality which we want in chargen.
SetPlayerAIDriven(Bool abAIDriven)
  • Enables or disables the AI driven flag on the player.
SetPlayerReportCrime(Bool abReportCrime)
  • Set the state of the player as an actor who commits crimes
SetSittingRotation(Float afValue)
  • Set the player's sitting camera offset rotation.
SetSunGazeImageSpaceModifier(ImageSpaceModifier apImod)
  • Will cause the specified ImageSpace Modifier to be triggered when the player begins looking at the sun
ShakeCamera(ObjectReference akSource, Float afStrength)
  • Shakes the camera from the specified location with the specified strength.
ShakeController(Float afLeftStrength, Float afRightStrength, Float afDuration)
  • Shakes the controller for the specified amount of time.
ShowFirstPersonGeometry(Bool abShow)
  • Shows or hides the first-person geometry
ShowLimitedRaceMenu()
  • Shows the race/sex change menu, but without the ability to change race or sex.
ShowRaceMenu()
  • Shows the race/sex change menu.
ShowTitleSequenceMenu()
  • Shows the title sequence menu.
ShowTrainingMenu(Actor aActor)
  • Shows the training menu provided by actor parameter.
StartTitleSequence(String asSequenceName)
  • Plays the specified sequence in the title menu.
TeachWord(WordOfPower akWord)
TriggerScreenBlood(Int aiValue)
  • Trigger on-screen blood splatter.
UnlockWord(WordOfPower akWord)
  • Unlocks the specified WordOfPower so the player can use it
Bool UsingGamepad()
  • Returns whether the player is using a gamepad or not.


SKSE Global Functions[edit | edit source]

Int GetPerkPoints()
  • Returns the number of perk points available to the player.
SetPerkPoints(Int perkPoints)
  • Sets the number of perk points available to the player.
ModPerkPoints(Int perkPoints)
  • Changes the number of perk points available to the player by the specified amount.
Int GetModCount()
  • Returns the number of mods currently active.
Int GetModByName(String name)
  • Returns the index of the specified mod.
String GetModName(Int modIndex)
  • Returns the mods name at the specified index.
String GetModAuthor(Int modIndex)
  • Returns the specified mod's author.
String GetModDescription(Int modIndex)
  • Returns the specified mod's description.
Int GetModDependencyCount(Int modIndex)
  • Returns the dependency count of the specified mod.
Int GetNthModDependency(Int modIndex, Int n)
  • Returns the mod index of the specified Dependency.
Bool IsPluginInstalled(String name)
  • Returns if the named mod is found in the load order.
Int GetLightModCount()
  • Returns the number of light mods currently active.
Int GetLightModByName(String name)
  • Returns the index of the specified light mod.
String GetLightModName(Int modIndex)
  • Returns the light mod's name at the specified index.
String GetLightModAuthor(Int modIndex)
  • Returns the specified light mod's author.
String GetLightModDescription(Int modIndex)
  • Returns the specified light mod's description.
Int GetLightModDependencyCount(Int modIndex)
  • Returns the dependency count of the specified light mod.
Int GetNthLightModDependency(Int modIndex, Int n)
  • Returns the mod index of the specified Dependency.
SetGameSettingFloat(String setting, Float value)
  • Changes the value of float Game Settings.
SetGameSettingInt(String setting, Int value)
  • Changes the value of integer Game Settings.
SetGameSettingBool(String setting, Bool value)
  • Changes the value of boolean Game Settings.
SetGameSettingString(String setting, String value)
  • Changes the value of string Game Settings.
SaveGame(String name)
  • Saves the game with the specified name.
LoadGame(String name)
  • Loads the save with the specified name.
Int GetNumTintMasks()
  • Returns the total number of tints for the player.
Int GetNthTintMaskColor(Int n)
  • Returns the color of the Nth tint mask.
Int GetNthTintMaskType(Int n)
  • Returns the type of the Nth tint mask.
Int SetNthTintMaskColor(Int n, Int color)
  • Sets the color of the Nth tint mask.
String GetNthTintMaskTexturePath(Int n)
  • Returns the texture path of the Nth tint mask.
SetNthTintMaskTexturePath(String path, Int n)
  • Sets the texturepath of the Nth tint mask.
Int GetNumTintsByType(Int type)
  • Returns how many indexes there are for this type.
Int GetTintMaskColor(Int type, Int index)
  • Returns the color for the particular tintMask type and index.
SetTintMaskColor(Int color, Int type, Int index)
  • Sets the tintMask color for the particular type and index.
String GetTintMaskTexturePath(Int type, Int index)
  • Returns the tintMask texture for the particular type and index.
SetTintMaskTexturePath(String path, Int type, Int index)
  • Sets the tintMask texture for the particular type and index.
UpdateTintMaskColors()
  • Updates Tint Mask colors without updating the entire model.
UpdateHairColor()
  • Instantly updates the player's hair color.
Int GetCameraState()
  • Returns the character's current camera state.
SetMiscStat(String name, Int value)
  • Sets the Misc Stat to the specified value.
SetPlayersLastRiddenHorse(Actor horse)
  • Sets the players last ridden horse, None will clear the last ridden horse.
Int GetSkillLegendaryLevel(String actorValue)
  • Returns the legendary level for the skill. -1 indicates that the skill cannot have a legendary level. This is marked as deprecated in SKSE's Game.psc.
SetSkillLegendaryLevel(String actorValue, Int level)
  • Sets the legendary level for the skill. This is marked as deprecated in SKSE's Game.psc.
Float GetPlayerExperience()
  • Returns the players experience for this level (not total experience).
SetPlayerExperience(Float exp)
  • Sets the player's experience to the specified amount (This will not trigger a level up notification)
Float GetExperienceForLevel(Int currentLevel)
  • Calculates the experience required for the player to level-up at the specified level
Bool GetPlayerMovementMode()
  • Returns true if in run mode, false if in walk mode. (This is only an indication of the control mode not if the player is actually running or walking.)
UpdateThirdPerson()
  • Updates the camera when changing shoulder positions.
UnbindObjectHotkey(Int hotkey)
  • Unbinds a favorited item bound to the specified hotkey. (0-7 reflects keys 1-8)
Form GetHotkeyBoundObject(Int hotkey)
  • Returns the base form object that is bound to the specified hotkey.
Bool IsObjectFavorited(Form form)
  • Returns whether the specified base form is favorited by the player.
Form GetFormEx(Int formId)
  • Performs the same function as GetForm but also works for form IDs greater than 0x80000000.
SetPlayerLevel(Int Level)
  • Sets the player's level.
ObjectReference GetCurrentCrosshairRef()
  • Returns the current crosshair ref.
ObjectReference GetCurrentConsoleRef()
  • Returns the currently selected ref in the console.