Difference between revisions of "Default Scripts List"
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'''defaultEnableEncLinkedRef''' | '''defaultEnableEncLinkedRef''' | ||
This script enables its [[LinkedRef]] based on the player's level compared to a global. ''The global used is usually prefixed with LevelGate. For example, LevelGateHagraven.'' | |||
'''defaultEnableLinkedRefOnActivate''' | '''defaultEnableLinkedRefOnActivate''' | ||
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'''defaultEnableLinkedRefOnDeath''' | '''defaultEnableLinkedRefOnDeath''' | ||
Enable or disable [[LinkedRef]] on death. | |||
'''defaultEnableLinkedRefOnLostLOS''' | '''defaultEnableLinkedRefOnLostLOS''' |
Revision as of 17:37, 11 April 2015
What are Default Scripts?
This is a full list of all default scripts included in vanilla Skyrim.
Defaults scripts are pre-created and compiled scripts written by the Bethesda developers, made with the intention of saving the time of a modder spent writing scripts to perform common tasks. They can be added to any record by going to Scripts>Add, filtering by "default" and choosing one of the scripts to add. Often, they contain properties that should be filled in order for the script to function properly.
See the Glossary for more information on specific terms.
List of Default Scripts
If a script is not specified as for triggerboxes, reference aliases, etc. it will NOT work for them. Examples are provided when possible.
default2StateActivator
This script will cause the activator it's placed on to open or close depending on its current state. It will only work properly on activators that can open and close. I.e. having the script on a custom portcullis.
defaultActivateActivateLinkedRefOnce
This script will cause the activator to activate its linked reference when activated, and then go to an empty state where the script will do nothing upon activation. I.e. an activator triggering a one-time trap.
defaultActivateDelayedToggleLinkedRef
This script will cause the activator to change the enable state of the linked reference when activated after a variable amount of time has passed since activation. You can set the DelayTime to 0 for no delay. I.e. a manual light switch script.
defaultActivateDeleteLinkedRef
This script will delete the linked reference of the activator upon activation. Be sure to read Delete_-_ObjectReference, particularly Notes and the initial section. I.e. when a chain is pulled, removing a wall.
defaultActivateLinkDoOnceSCRIPT
This script will cause the trigger to activate its linked reference when it is entered. This only works for trigger boxes! I.e. triggering a trap when the player walks past it.
defaultActivateLinkedRefOnAttacked
This script will activate the linked reference of the actor once the actor has been hit the specified number of times. I.e. activating a trap to drop you onto spikes once you've hit an NPC enough.
defaultActivateLinkedRefOnceOnDeath
This script will activate the linked reference of the actor when they die, then go to an empty state wherein nothing will happen upon death. I.e. turning off swinging axes a door when a boss dies.
defaultActivateOnLoad
This script will activate the linked reference of the reference when their 3D is loaded. Read the OnLoad - ObjectReference page for more info. This script is not recommended for use, as OnLoad is somewhat unreliable.
defaultActivateOpenLinkedRef
This script will open its linked reference when activated, and then go to an empty state wherein activation will do nothing. Only works when the linked reference is openable. I.e. releasing many animals from cages after pressing a button.
defaultActivateSelf
This script will activate itself when entered, with many optional parameters for what can enter and what to do after. Only works on triggerboxes. I.e. activating self when trigger is entered, thus causing OnActivate to spawn a hostile NPC at the triggerer's location.
defaultActivateToggleLinkedRef
This script will toggle the enable state of its linked reference. I.e. enabling a fire when you activate a shrine, then disabling it if the fire is enabled.
defaultActivateToggleLinkedRefOnce
This script will toggle the enable state of its linked reference, and then go to a state wherein activation does nothing (unless the variable reset is true, in which case it can be reset). I.e. activating a somewhat broken light switch.
defaultActorEnableDisableLinkedRef
This script will enable or disable, variably, the linked reference the first time it is entered by a specified actor. This script only works on triggerboxes. I.e. enabling invisible walls when the player enters the trigger.
defaultActSelfOnEnterOnLeave
This script will activate itself when entered and left. This script only works on triggerboxes.
defaultAddBookScript
This script will add the certain amount of books required to itself OnLoad - ObjectReference. This script can only add one type of thing.
defaultAddEffectShaderScript
This script will play an effect shader on itself OnLoad - ObjectReference, until it is unloaded. I.e. having a glowing statue.
defaultAddItemAliasScript
This script will set a stage in a quest when this ReferenceAlias is added to the inventory of someone/thing. This script will only work when placed on a ReferenceAlias. I.e. completing a stage when you pick up an heirloom.
defaultAddItemArmorScript
This script will add the piece of armor to the reference the script is placed on in a reset-safe way. I.e. adding armor to a mannequin.
defaultAddItemKeyScript
This script will add the key to the reference the script is placed on in a reset-safe way. I.e. adding a key to an NPC.
defaultAddItemNoteToLinkOnLoad
This script will add the reference the script is on to its linked reference. I.e. placing a note at an items linked reference.
defaultAddItemPotionScript
This script will add the potion to the reference the script is placed on in a reset-safe way.
defaultAddItemScript
This script is the framework for all other defaultAddItem scripts. It's not directly useable on its own.
defaultAddItemWeaponScript
This script will add the weapon to the reference the script is placed on in a reset-safe way. I.e. equipping a gladiator with a sword.
defaultAddMapMarkerOnCloseBookNotAlias
This script will add the map marker(s) specified to the map once the book the script is on has been closed, optionally with fast travel enabled. This will only work on books, and NOT aliases. I.e. discovering a location via book.
defaultAddMiscItemSCRIPT
This script will add the misc object to the reference the script is placed on in a reset-safe way.
defaultAddMusicOnActivate
This script will play the specified music when the player activates the reference, and then go to a state wherein activation does nothing. I.e. playing music when you activate a pedestal.
defaultAddMusicSCRIPT
This script will play the specified music when the player enters the triggerbox, and then go to a state wherein activation does nothing. Works on triggerboxes only. I.e. playing music when you enter a battle scene through gate.
defaultAddSpell
Does not appear to be functional. Script contains nothing.
defaultAddToFactionOnLoad
This script will add the actor to the specified faction OnLoad - ObjectReference. I.e. adding an actor to the Stormcloaks.
defaultAddToLinkonLoadSCRIPT
This script will add the reference to the linked reference OnLoad - ObjectReference.
defaultAliasChangeOutfit
This script will change the alias' outfit when they enter or leave the specified location. This only works on Reference Aliases. I.e. changing an alias' outfit after they leave a dressing room.
defaultAliasModAggression
This script allows you to modify and reset the alias' aggression to the specified aggression. This only works on Reference Aliases. This script does nothing on its own - you must call the functions within it externally. I.e. making a boss aggressive after speaking to him.
defaultAliasOnDeathScript
This script will set the specified stage on the parent (owning) quest of the alias when they die. This only works on Reference Aliases. You cannot specify quests other than the owning quest. I.e. completing the quest when an NPC dies.
defaultAliasOnUnload
This script will set the specified stage on the parent (owning) quest of the alias OnUnload - ObjectReference. This only works on Reference Aliases. Note the possible unreliability of UnLoad on its page. I.e. setting a stage when you leave an NPCs home.
defaultAliasRespawnScript
This script will attempt to respawn the alias the script is on OnDeath - Actor, with an optional property to turn off auto-spawning (which you can [externally]). This only works on Reference Aliases. You MUST attach defaultQuestRespawnScript to the alias' quest in order for this to work. I.e. a boss that constantly respawns until you activate a switch.
defaultAllowPCDialogueScript
This script will allow the actor to talk to the player OnLoad - ObjectReference.
defaultAOEpushOnActivateDoOnce
This script will cause an explosion to be placed at the reference when activated. If the reference is openable, it will also open before exploding. Then, it will go to a state wherein activation does nothing. I.e. a trapped door that explodes and then opens.
defaultAutosaveScript
This script will autosave when the trigger is entered. The trigger will be auto-saveable again OnReset - ObjectReference. This only works on triggerboxes. I.e. autosaving before entering a big boss fight.
defaultBiPressurePlate
This script governs all actions of a pressure plate - the animations, states, etc. It will activate itself when the pressure plate goes down. This only works on triggerboxes (placed over a pressure plate static/piece). You will have to pair this with another script to do something when activated. I.e. causing a pressure plate to work.
defaultBlockActivation
This script blocks activation of the reference OnLoad - ObjectReference.
defaultBlockFollowerActivation
This script prevents the reference from being activated (via favor) by followers OnLoad - ObjectReference. I.e. a trap only meant for the player.
defaultBloodPoolScript
This script fills the reference with blood when activated or optionally OnLoad - ObjectReference. Should only work on references with the animation defined. See Talk for PlayAnimation. I.e. filling a pool with blood.
defaultButtonSCRIPT
This script manages the animations of the button, and then activates itself (the button). In order to actually do something, you'll need a separate script with an OnActivate event to receive that activation. I.e. a button.
defaultCastAtLinkOnTriggerSCRIPT
This script will cast the specified spell from the trigger's linked ref at the triggering actor. This only works for triggerboxes! I.e. a trap that casts spells at you from a stone when you enter the area.
defaultCastFromLinkOnActivateSCRIPT
This script will cast the specified spell from the reference's linked ref at the triggering actor. I.e. when a chest is opened firing a spell at you.
defaultCastFromLinkOnTriggerSCRIPT
Same as defaultCastAtLinkOnTriggerSCRIPT but with commented out debug.traces. Only works on triggerboxes.
defaultCastOnTriggerSCRIPT
Same as defaultCastAtLinkOnTriggerScript. Only works on triggerboxes.
defaultCityEndGateSceneScript
This script will set the specified stage on the specified quest if the previously specified stage has NOT been completed when the reference's cell is loaded. I.e. setting the end stage when the player enters the reference's cell, the city.
defaultClearLocationOnActivate
This script will clear the current location of the reference when activated.
defaultClearLocationOnDeath
This script will clear the current location of the reference when the reference dies. I.e. clearing a location when the boss dies.
defaultClearLocationOnDeathRefAlias
This script will clear the current location of the alias when the alias dies. Only works on Reference Aliases. I.e. clearing a location when an NPC dies.
defaultCounter
This script is a simple counter, to be placed on a reference. Then increment with another script (such as defaultCounterIncrementOnDeath). When the target value is reached (or, optionally, exceeded), the counter activates itself and can optionally set a quest stage and/or perform a specified action (activate, toggle enable state, enable, or disable) on a specified linked reference. I.e. activating a pull chain to open a door after you've pressed all the buttons in a puzzle (each with the defaultCounterIncrementOnActivate script).
defaultCounterIncrementOnActivate
This script will increment the script on the reference's linked reference when activated. Optionally, you can make the script increment when activated then decrement the next time. There is no option to decrement every time activated. I.e. incremented the count with buttons.
defaultCounterIncrementOnDeath
This script will increment the script on the actor's linked reference when the actor dies. There is no option to decrement. I.e. incrementing the count on an object when you kill each actor, then setting the stage when enough have been killed.
defaultDeleteSelfOnReset
This script will disable and then delete the reference when the reference's cell is attached. Note from the script comments: DOESN'T DO WHAT IT'S NAME IMPLIES. IT'S HAD CHANGES MADE TO IT SPECIFICALLY FOR FIXING A NIRNROOT GLOW ISSUE.
defaultDisableExitEnableEnter
This script will disable the triggerbox's linked references when the player exits the triggerbox, then enables them when the player enters the triggerbox. This script will only work on triggerboxes. Only 5 linked references can be recognized. I.e. enabling a path forward when the player gets close enough.
defaultDisableHavokOnLoad
This script will disable the havok of the item OnLoad - ObjectReference, so it can't be knocked over or moved (like a static). If you don't want an object to move, you should add this script AND disable havok on the item directly. Doing just the latter doesn't always work properly. I.e. making an object like a static.
defaultDisableLinkedRefOnLoad
This script will disable the reference's linked reference OnLoad - ObjectReference. The reference must be activated first, however, to allow for the disabling. I.e. useful for enable-state swapping on cell loads.
defaultDisableLinkRefOnDestruction
This script will disable the reference's linked reference when the reference reaches the specified destruction stage. The reference must be a destructible object to work properly. I.e. disabling part of a wall when you break another part.
defaultDisableOnCellAttachOtherCond
This script disables its object OnReset - ObjectReference if the location has been cleared once. Note that this script requires a LinkedReference to an XMarker in the same cell to track this state. Bethesda provides more information on XMarkers in its dungeon tutorial).
defaultDisableOnLoadAfterTrig
This script will disable the triggerbox its on OnLoad - ObjectReference after the player has walked through it once. This script only works on triggerboxes. I.e. a one-time use triggerbox.
defaultDisableOnloadAfterWait
This script disables its object a set time after OnLoad - ObjectReference. I.e. showing something to the player for a little before removal.
defaultDisableOnReset
This script will cause the reference to be disabled once its cell resets.
defaultDisableOnResetIfLocWasCleared
This script is identical to defaultDisableOnCellAttachOtherCond.
defaultDisableOnResetOtherCondition
This script disables its reference OnReset - ObjectReference if the location has been cleared once. Optionally, you can enable/disable up to 5 other objects. The reference must have an XMarker linked reference in the cell. I.e. disabling the boss' object.
defaultDisableOtherObjectOnActivate
This script disables another object, as set in the property, when this object is activated. This is meant for use with cell reset enabling/disabling.
defaultDisableOtherObjectWhenTaken
This script will disable the specified object when the reference the script is on is taken by the player, and then go to a state wherein being taken again does nothing. I.e. disabling a pressure plate's triggerbox when you've taken the item resting on it.
defaultDisableSelfOnActivate
This script is used to disable its object upon activating.
defaultDisableSelfOnLoad
This script will disable its reference when its cell is loaded. Optionally, it will only disable itself if the specified stage of a quest is completed. I.e. disabling a quest-specific object once you've passed a certain part in the quest.
defaultDragonSetLandingMarker
Sets landing marker OnLoad to LinkedRef.
defaultDweButtonScript
This script governs the animations and sounds of a Dwemer button when pressed. I.e. for use on a Dwemer button.
defaultDweGearScript
The script governs the animation of a Dwemer gear OnLoad and OnActivate. I.e. for use on a Dwemer gear.
defaultEnableDisableLinkedRef
This script will, variably, enable or disable the reference's linked reference when activated or entered. This can work for triggerboxes OR activators. I.e. enabling an entrance-blocking pile of rocks after explosion.
defaultEnableDisableLinkOnOpenClose
This script will enable the reference's linked reference when the player enters it, provided the players level is bigger than or equal to a global variable. Then, it will go to a state wherein triggering will do nothing. I.e. a random encounter with a hagraven in the wild.
defaultEnableEncLinkedRef
This script enables its LinkedRef based on the player's level compared to a global. The global used is usually prefixed with LevelGate. For example, LevelGateHagraven.
defaultEnableLinkedRefOnActivate
This script will, variably, disable or enable the reference's linked reference when activated, and then go to a state wherein activation does nothing. I.e. disabling a door when a button is pressed.
defaultEnableLinkedRefOnDeath
Enable or disable LinkedRef on death.
defaultEnableLinkedRefOnLostLOS
This script will, variably, disable or enable the reference's linked reference when the player loses line of sight of the reference the script is on. I.e enabling and disabling a ghost as you lose sight of your follower.
defaultEnableOnReset
defaultEnableTrigScript
This script will disable the triggerbox it is on when entered. Note from script: Trigger Box script used to enable/disable objects linked to this.
defaultEquipItemOnLoad
defaultFakeHarvestableScript
This script is added on an activator to fake an object being harvestable. It mimics the normal harvest behavior and allows you to specify an ingredient to pick, potion to add, sound, days before it is restored, message, and if it deletes itself when harvested. I.e. a fake harvestable cup dispensing potions.
defaultFakeNPCLoadTRIG
defaultfakerezspell
This script "fakes" resurrecting and re-killing actors. It will resurrect/summon the NPC when the actor is activated. Banishing must be called externally from other scripts by calling Banish() on the script to kill the actor. I.e. for use with undead.
defaultFakeSummonSpell
defaultFireWeaponScript
defaultForceEvaluatePackageTrigger
defaultGhostScript
defaultGhostScriptRefAlias
defaultIfAlivePlaySoundScript
defaultIgnoreFriendlyHits
defaultImodAreaTrig
defaultInteriorDoorShutScript
defaultLearnWordonAct
defaultLinkRefStartCombatPlayer
defaultMasterPackageWeaponDrawnScript
defaultMoveActorTriggerScript
defaultNoEnemiesFollowDoorScript
defaultNoFastTravelTriggerScript
defaultNoFavorOnLoad
defaultNoFollowDoorScript
defaultNPCrunToTRIG
defaultObjectManager
defaultOnActivateBlockActivation
defaultOnActivateBlockPlayerActivate
defaultOnActivateDisableLinkedRef
defaultOnActivateEnableScript
defaultOnActivateEvaluatePackage
defaultOnActivateNonPlayerEnableScript
defaultOnCellAttachEnable
defaultOnDeathUnequipAll
defaultOnEnter
defaultOnHitActivateLinkedRef
defaultOnHitChangeAggression
defaultOnHitSetAV
defaultOnHitSetAVRefAlias
defaultOnLoadRemoveWeapons
defaultOnReadSetQuestStage
defaultOnReadSetQuestStageNotAlias
defaultOnResetTestAndDisable
defaultOpenLinkedRefTrigger
defaultOwnZombie
defaultPillarPuzzleLever
defaultPillarPuzzleLeverNoFurn
defaultPillarPuzzlePullBarNoFurn
defaultPlaceAtMeOnActivate
defaultPlayEffectOnActivate
defaultPlayerEnableDisableLinkedRef
defaultPlaySoundAtLinkSCRIPT
defaultPrisonerDoorSCRIPT
defaultPuzzlePillarNoFurn
defaultPuzzlePillarPullBarNoFurn
defaultPuzzlePillarScript
defaultQuestRespawnScript
defaultRagdollAttachPointSCRIPT
defaultResetReferenceOnUnload
defaultRumbleOnActivate
defaultSealedDoor
defaultSetAVonActivate
defaultSetAVOnLoad
defaultSetEnableStateOnReset
defaultSetEnableStateOnResetLinkedRef
defaultSetLinkAVVar
defaultSetMultiAVTriggerScript
defaultsetMultiStageAliasScript
defaultSetStageActorRefScript
defaultsetStageActRefAliasScript
defaultsetStageActSCRIPT
defaultsetStageAliasScript
defaultSetStageOnAttacked
defaultSetStageOnAttackedRefAlias
defaultSetStageOnCloseBook
defaultSetStageOnCloseBookNotAlias
defaultSetStageOnDeath
defaultSetStageOnDeathRefAlias
defaultSetStageOnEnter
defaultsetStageOnHitAliasScript
defaultSetStageOnLoad
defaultsetStageOnOpenSCRIPT
defaultSetStageOnPlayerAcquire
defaultSetStageOnPlayerAcquireItem
defaultSetStageOnReset
defaultSetStageOnUnload
defaultsetStageRefScript
defaultSetStageTrigOnLeaveSCRIPT
defaultsetStageTrigSCRIPT
defaultSetStageTRIGSpecificActor
defaultSetStageTRIGSpecificFaction
defaultSoundControlScript
defaultStartSceneAterDelayTrigScript
defaultStartSceneIfNoCombatTrigScript
defaultStartSceneOnAliasDeath
defaultStartSceneScript
defaultStartSceneTrigAliasScript
defaultStartSceneTrigScript
defaultStopSceneOnHit
defaultTeleportAbility
defaultToggleSelfOnActivate
defaultUnlockOnLoad
defaultWerewolfAttachPointSCRIPT