Difference between revisions of "ObjectReference Script"

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imported>SteveL
(→‎Member Functions: adding missing param)
(→‎SKSE Member Functions: added note that actor's inventories ARE containers)
 
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[[Category:Scripting]]
[[Category:Papyrus]]
[[Category:Script Objects]]
'''Extends:''' [[Form Script]]
'''Extends:''' [[Form Script]]


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*float Y [read-only]: The current Y position of the reference.
*float Y [read-only]: The current Y position of the reference.
*float Z [read-only]: The current Z position of the reference.
*float Z [read-only]: The current Z position of the reference.
These properties are meant to be used when calling [[SetMotionType - ObjectReference|SetMotionType]]:
*int Motion_Dynamic [read-only]: 1
*int Motion_SphereInertia [read-only]: 2
*int Motion_BoxInertia [read-only]: 3
*int Motion_Keyframed [read-only]: 4
*int Motion_Fixed [read-only]: 5
*int Motion_ThinBoxInertia [read-only]: 6
*int Motion_Character [read-only]: 7


== Global Functions ==
== Global Functions ==
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== Member Functions ==
== Member Functions ==
*Function [[Activate - ObjectReference|Activate]](ObjectReference akActivator)
 
**Have the passed in reference activate this object.
:'''[[Activate - ObjectReference|Activate]](ObjectReference ''akActivator'')'''
*Function [[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]](Form akFilter)
:*Have the passed in reference activate this object.
**Adds an inventory event filter to this reference.
 
*Function [[AddItem - ObjectReference|AddItem]](Form akItemToAdd, int aiCount, bool abSilent)
:'''[[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]](Form ''akFilter'')'''
**Adds the passed in item to this object's inventory.
:*Adds an inventory event filter to this reference.
*Function [[AddKeyIfNeeded - ObjectReference|AddKeyIfNeeded]](ObjectReference ObjectWithNeededKey)
 
**Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.
:'''[[AddItem - ObjectReference|AddItem]](Form ''akItemToAdd'', Int ''aiCount'', Bool ''abSilent'')'''
*Function [[AddToMap - ObjectReference|AddToMap]](bool abAllowFastTravel)
:*Adds the passed in item to this object's inventory.
**Adds this map marker to the map, optionally making it available for fast travel.
 
*Function [[ApplyHavokImpulse - ObjectReference|ApplyHavokImpulse]](float afX, float afY, float afZ, float afMagnitude)
:'''[[AddKeyIfNeeded - ObjectReference|AddKeyIfNeeded]](ObjectReference ''ObjectWithNeededKey'')'''
**Apply a Havok impulse force to this object.
:*Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.
*Function [[BlockActivation - ObjectReference|BlockActivation]](bool abBlocked)
 
**Blocks (or unblocks) normal activation processing for this reference.
:'''[[AddToMap - ObjectReference|AddToMap]](Bool ''abAllowFastTravel'')'''
*int Function [[CalculateEncounterLevel - ObjectReference|CalculateEncounterLevel]](int aiDifficulty)
:*Adds this map marker to the map, optionally making it available for fast travel.
**Calculate this object's encounter level, using the specified difficulty.
 
*bool Function [[CanFastTravelToMarker - ObjectReference|CanFastTravelToMarker]]()
:'''[[ApplyHavokImpulse - ObjectReference|ApplyHavokImpulse]](Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afMagnitude'')'''
**Can the player fast travel to this map marker?
:*Apply a Havok impulse force to this object.
*Function [[ClearDestruction - ObjectReference|ClearDestruction]]()
 
**Clears all effects of destruction from this object.
:'''[[BlockActivation - ObjectReference|BlockActivation]](Bool ''abBlocked'')'''
*int Function [[CountLinkedRefChain - ObjectReference|CountLinkedRefChain]](keyword apKeyword, int maxExpectedLinkedRefs)
:*Blocks normal activation processing for this reference.
**Counts the number of linked refs that are in a linked Ref chain
 
*Function [[CreateDetectionEvent - ObjectReference|CreateDetectionEvent]](Actor akOwner, int aiSoundLevel)
:'''Int [[CalculateEncounterLevel - ObjectReference|CalculateEncounterLevel]](Int ''aiDifficulty'')'''
**Create a detection event at this reference, with the specified owner.
:*Calculate this object's encounter level, using the specified difficulty.
*Function [[DamageObject - ObjectReference|DamageObject]](float afDamage)
 
**Damages this object and advances the destruction stage.
:'''Bool [[CanFastTravelToMarker - ObjectReference|CanFastTravelToMarker]]()'''
*Function [[Delete - ObjectReference|Delete]]()
:*Can the player fast travel to this map marker?
**Deletes this object.
 
*Function [[DeleteWhenAble - ObjectReference|DeleteWhenAble]]()
:'''[[ClearDestruction - ObjectReference|ClearDestruction]]()'''
**Waits until this reference is out of the loaded area and then deletes it
:*Clears all effects of destruction from this object.
*Function [[Disable - ObjectReference|Disable]](bool abFadeOut)
 
**Disables this object.
:'''Int [[CountLinkedRefChain - ObjectReference|CountLinkedRefChain]](Keyword ''apKeyword'', Int ''maxExpectedLinkedRefs'')'''
*Function [[DisableLinkChain - ObjectReference|DisableLinkChain]](Keyword apKeyword, bool abFadeOut)
:*Counts the number of linked refs that are in a linked Ref chain
**Disables all of the references that are linked, in a chain, to this one.
 
*Function [[DisableNoWait - ObjectReference|DisableNoWait]](bool abFadeOut)
:'''[[CreateDetectionEvent - ObjectReference|CreateDetectionEvent]](Actor ''akOwner'', Int ''aiSoundLevel'')'''
**Disables this object and does not wait for the object to be disable or faded out.
:*Create a detection event at this reference, with the specified owner.
*Function [[DropObject - ObjectReference|DropObject]](Form akObject, int aiCount)
 
**Drops the specified object from this object's inventory.
:'''[[DamageObject - ObjectReference|DamageObject]](Float ''afDamage'')'''
*Function [[Enable - ObjectReference|Enable]](bool abFadeIn)
:*Damages this object and advances the destruction stage.
**Enables this object.
 
*Function [[EnableFastTravel - ObjectReference|EnableFastTravel]](bool abEnable) native
:'''[[Delete - ObjectReference|Delete]]()'''
**Enables or disables fast travel to this map marker.
:*Deletes this object.
*Function [[EnableLinkChain - ObjectReference|EnableLinkChain]](Keyword apKeyword)
 
**Enables all of the references that are linked, in a chain, to this one.
:'''[[DeleteWhenAble - ObjectReference|DeleteWhenAble]]()'''
*Function [[EnableNoWait - ObjectReference|EnableNoWait]](bool abFadeIn)
:*Waits until this reference is out of the loaded area and then deletes it
**Enables this object and does not wait for the object to be enabled or faded in.
 
*Function [[ForceAddRagdollToWorld - ObjectReference|ForceAddRagdollToWorld]]() native
:'''[[Disable - ObjectReference|Disable]](Bool ''abFadeOut'')'''
**Forcibly adds the ragdoll of a reference to the world
:*Disables this object.
*Function [[ForceRemoveRagdollFromWorld - ObjectReference|ForceRemoveRagdollFromWorld]]() native
 
**Forcibly removes the ragdoll of a reference from the world
:'''[[DisableLinkChain - ObjectReference|DisableLinkChain]](Keyword ''apKeyword'', Bool ''abFadeOut'')'''
*ActorBase Function [[GetActorOwner - ObjectReference|GetActorOwner]]()
:*Disables all of the references that are linked, in a chain, to this one.
**Obtains the actor base that owns this object.
 
*float Function [[GetAngleX - ObjectReference|GetAngleX]]()
:'''[[DisableNoWait - ObjectReference|DisableNoWait]](Bool ''abFadeOut'')'''
**Obtains this object's rotation around the x axis.
:*Disables this object and does not wait for the object to be disable or faded out.
*float Function [[GetAngleY - ObjectReference|GetAngleY]]()
 
**Obtains this object's rotation around the y axis.
:'''[[DropObject - ObjectReference|DropObject]](Form ''akObject'', Int ''aiCount'')'''
*float Function [[GetAngleZ - ObjectReference|GetAngleZ]]()
:*Drops the specified object from this object's inventory.
**Obtains this object's rotation around the z axis.
 
*bool Function [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]](string asVariableName)
:'''[[Enable - ObjectReference|Enable]](Bool ''abFadeIn'')'''
**Fetches the value of a variable on the reference's animation graph (bool version).
:*Enables this object.
*float Function [[GetAnimationVariableFloat - ObjectReference|GetAnimationVariableFloat]](string asVariableName)
 
**Fetches the value of a variable on the reference's animation graph (float version).
:'''[[EnableFastTravel - ObjectReference|EnableFastTravel]](Bool ''abEnable'')'''
*int Function [[GetAnimationVariableInt - ObjectReference|GetAnimationVariableInt]](string asVariableName)
:*Enables or disables fast travel to this map marker.
**Fetches the value of a variable on the reference's animation graph (int version).
 
*Form Function [[GetBaseObject - ObjectReference|GetBaseObject]]()
:'''[[EnableLinkChain - ObjectReference|EnableLinkChain]](Keyword ''apKeyword'')'''
**Obtains this reference's base object.
:*Enables all of the references that are linked, in a chain, to this one.
*int Function [[GetCurrentDestructionStage - ObjectReference|GetCurrentDestructionStage]]()
 
**Gets the object's current stage of destruction.
:'''[[EnableNoWait - ObjectReference|EnableNoWait]](Bool ''abFadeIn'')'''
*Location Function [[GetCurrentLocation - ObjectReference|GetCurrentLocation]]()
:*Enables this object and does not wait for the object to be enabled or faded in.
**Obtains this reference's current location.
 
*Scene Function [[GetCurrentScene - ObjectReference|GetCurrentScene]]()
:'''[[ForceAddRagdollToWorld - ObjectReference|ForceAddRagdollToWorld]]()'''
**Obtains the scene that this reference is currently participating in, if any.
:*Forcibly adds the ragdoll of a reference to the world
*float Function [[GetDistance - ObjectReference|GetDistance]](ObjectReference akOther)
 
**Calculates the distance between this object and the passed in one.
:'''[[ForceRemoveRagdollFromWorld - ObjectReference|ForceRemoveRagdollFromWorld]]()'''
*Location Function [[GetEditorLocation - ObjectReference|GetEditorLocation]]()
:*Forcibly removes the ragdoll of a reference from the world
**Obtains this reference's editor location.
 
*Faction Function [[GetFactionOwner - ObjectReference|GetFactionOwner]]()
:'''ActorBase [[GetActorOwner - ObjectReference|GetActorOwner]]()'''
**Gets the faction that owns this reference.
:*Obtains the actor base that owns this object.
*float Function [[GetHeadingAngle - ObjectReference|GetHeadingAngle]](ObjectReference akOther)
 
**Gets the angle between this object's heading, and the direction the other object is in.
:'''Float [[GetAngleX - ObjectReference|GetAngleX]]()'''
*float Function [[GetHeight - ObjectReference|GetHeight]]()
:*Obtains this object's rotation around the x axis.
**Gets the height of this object
 
*int Function [[GetItemCount - ObjectReference|GetItemCount]](Form akItem)
:'''Float [[GetAngleY - ObjectReference|GetAngleY]]()'''
**Returns how many of the specified item is in this object's inventory.
:*Obtains this object's rotation around the y axis.
*float Function [[GetItemHealthPercent - ObjectReference|GetItemHealthPercent]]()
 
**Returns the item health percent of this object (1.0 == 100%).
:'''Float [[GetAngleZ - ObjectReference|GetAngleZ]]()'''
*Key Function [[GetKey - ObjectReference|GetKey]]()
:*Obtains this object's rotation around the z axis.
**Obtains the key that unlocks this object (if any).
 
*float Function [[GetLength - ObjectReference|GetLength]]()
:'''Bool [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]](String ''asVariableName'')'''
**Obtains the length of this object.
:*Fetches the value of a variable on the reference's animation graph (bool version).
*ObjectReference Function [[GetLinkedRef - ObjectReference|GetLinkedRef]](Keyword apKeyword)
 
**Returns our linked reference for the given Keyword, if any.
:'''Float [[GetAnimationVariableFloat - ObjectReference|GetAnimationVariableFloat]](String ''asVariableName'')'''
*int Function [[GetLockLevel - ObjectReference|GetLockLevel]]()
:*Fetches the value of a variable on the reference's animation graph (float version).
**Obtains the level of the lock on this object.
 
*float Function [[GetMass - ObjectReference|GetMass]]()
:'''Int [[GetAnimationVariableInt - ObjectReference|GetAnimationVariableInt]](String ''asVariableName'')'''
**Obtains this object's mass in Havok.
:*Fetches the value of a variable on the reference's animation graph (int version).
*ObjectReference Function [[GetNthLinkedRef - ObjectReference|GetNthLinkedRef]](int aiLinkedRef)
 
**Obtains the nth linked ref from this object.
:'''Form [[GetBaseObject - ObjectReference|GetBaseObject]]()'''
*int Function [[GetOpenState - ObjectReference|GetOpenState]]()
:*Obtains this reference's base object.
**Obtains this object's current "open state".
 
*Cell Function [[GetParentCell - ObjectReference|GetParentCell]]()
:'''Int [[GetCurrentDestructionStage - ObjectReference|GetCurrentDestructionStage]]()'''
**Obtains the cell this object is currently in.
:*Gets the object's current stage of destruction.
*float Function [[GetPositionX - ObjectReference|GetPositionX]]()
 
**Returns this object's current X position.
:'''Location [[GetCurrentLocation - ObjectReference|GetCurrentLocation]]()'''
*float Function [[GetPositionY - ObjectReference|GetPositionY]]()
:*Obtains this reference's current location.
**Returns this object's current Y position.
 
*float Function [[GetPositionZ - ObjectReference|GetPositionZ]]()
:'''Scene [[GetCurrentScene - ObjectReference|GetCurrentScene]]()'''
**Returns this object's current Z position.
:*Obtains the scene that this reference is currently participating in, if any.
*float Function [[GetScale - ObjectReference|GetScale]]()
 
**Get this object's current scale.
:'''Float [[GetDistance - ObjectReference|GetDistance]](ObjectReference ''akOther'')'''
*int Function [[GetTriggerObjectCount - ObjectReference|GetTriggerObjectCount]]()
:*Calculates the distance between this object and the passed in one.
**Returns the number of objects inside this trigger volume.
 
*VoiceType function [[GetVoiceType - ObjectReference|GetVoiceType]]()
:'''Location [[GetEditorLocation - ObjectReference|GetEditorLocation]]()'''
**Obtains the [[VoiceType Script|VoiceType]] for this actor or talking activator.
:*Obtains this reference's editor location.
*float Function [[GetWidth - ObjectReference|GetWidth]]()
 
**Get the current width of the object.
:'''Faction [[GetFactionOwner - ObjectReference|GetFactionOwner]]()'''
*Worldspace Function [[GetWorldSpace - ObjectReference|GetWorldSpace]]()
:*Gets the faction that owns this reference.
**Returns the worldspace this reference is in.
 
*bool Function [[HasEffectKeyword - ObjectReference|HasEffectKeyword]](Keyword akKeyword)
:'''Float [[GetHeadingAngle - ObjectReference|GetHeadingAngle]](ObjectReference ''akOther'')'''
**Returns if this reference has an active effect coming from a magic effect with the specified keyword attached
:*Gets the angle between this object's heading, and the direction the other object is in.
*bool Function [[HasNode - ObjectReference|HasNode]](string asNodeName)
 
**Returns if this reference has the specified name node in its 3D.
:'''Float [[GetHeight - ObjectReference|GetHeight]]()'''
*bool Function [[HasRefType - ObjectReference|HasRefType]](LocationRefType akRefType)
:*Gets the height of this object
**Returns if this reference has the specified [[LocationRefType Script|LocationRefType]] attached.
 
*Function [[IgnoreFriendlyHits - ObjectReference|IgnoreFriendlyHits]](bool abIgnore)
:'''Int [[GetItemCount - ObjectReference|GetItemCount]](Form ''akItem'')'''
**Flags this reference as ignoring (or not ignoring) friendly hits
:*Returns how many of the specified item is in this object's inventory.
*Function [[InterruptCast - ObjectReference|InterruptCast]]()
 
**Interrupts any spellcasting this object may be doing.
:'''Float [[GetItemHealthPercent - ObjectReference|GetItemHealthPercent]]()'''
*bool Function [[IsActivateChild - ObjectReference|IsActivateChild]](ObjectReference akChild)
:*Returns the item health percent of this object (1.0 == 100%).
**Returns whether the passed in reference is an activate child of this reference.
 
*bool Function [[IsActivationBlocked - ObjectReference|IsActivationBlocked]]()
:'''Key [[GetKey - ObjectReference|GetKey]]()'''
**Returns whether normal activation processing is currently blocked on this reference or not.
:*Obtains the key that unlocks this object (if any).
*bool Function [[Is3DLoaded - ObjectReference|Is3DLoaded]]()
 
**Checks to see if this reference's 3D data is currently loaded or not.
:'''Float [[GetLength - ObjectReference|GetLength]]()'''
*bool Function [[IsDisabled - ObjectReference|IsDisabled]]()
:*Obtains the length of this object.
**Is this object currently disabled?
 
*bool Function [[IsEnabled - ObjectReference|IsEnabled]]()
:'''ObjectReference [[GetLinkedRef - ObjectReference|GetLinkedRef]](Keyword ''apKeyword'')'''
**Is this object currently enabled?
:*Returns our linked reference for the given Keyword, if any.
*bool Function [[IsFurnitureInUse - ObjectReference|IsFurnitureInUse]](bool abIgnoreReserved)
 
**Is any furniture marker on this object in use?
:'''Int [[GetLockLevel - ObjectReference|GetLockLevel]]()'''
*bool Function [[IsFurnitureMarkerInUse - ObjectReference|IsFurnitureMarkerInUse]](int aiMarker, bool abIgnoreReserved)
:*Obtains the level of the lock on this object.
**Is the specified furniture marker on this object in use?
 
*bool Function [[IsIgnoringFriendlyHits - ObjectReference|IsIgnoringFriendlyHits]]()
:'''Float [[GetMass - ObjectReference|GetMass]]()'''
**Is this object ignoring friendly hits?
:*Obtains this object's mass in Havok.
*bool Function [[IsInDialogueWithPlayer - ObjectReference|IsInDialogueWithPlayer]]()
 
**Is this actor or talking activator currently talking to the player?
:'''ObjectReference [[GetNthLinkedRef - ObjectReference|GetNthLinkedRef]](Int ''aiLinkedRef'')'''
*bool Function [[IsInInterior - ObjectReference|IsInInterior ]] ()
:*Obtains the nth linked ref from this object.
**Returns true if the object is in an interior cell.
 
*bool Function [[IsInLocation - ObjectReference|IsInLocation]] (Location akLocation)
:'''Int [[GetOpenState - ObjectReference|GetOpenState]]()'''
**Returns true if the object is currently in that location or a child of that location.
:*Obtains this object's current "open state".
*bool Function [[IsLocked - ObjectReference|IsLocked]]()
 
**Is the lock on this object locked?
:'''Cell [[GetParentCell - ObjectReference|GetParentCell]]()'''
*bool Function [[IsMapMarkerVisible - ObjectReference|IsMapMarkerVisible]]()
:*Obtains the cell this object is currently in.
**Is this map marker visible to the player?
 
*bool Function [[IsNearPlayer - ObjectReference|IsNearPlayer]]()
:'''Float [[GetPositionX - ObjectReference|GetPositionX]]()'''
**A quick-and-dirty function to tell if this object is safe to enable or disable
:*Returns this object's current X position.
*Function [[KnockAreaEffect - ObjectReference|KnockAreaEffect]](float afMagnitude, float afRadius)
 
**Executes a knock effect to an area
:'''Float [[GetPositionY - ObjectReference|GetPositionY]]()'''
*Function [[Lock - ObjectReference|Lock]](bool abLock, bool abAsOwner)
:*Returns this object's current Y position.
**Locks or unlocks this object.
 
*Function [[MoveTo - ObjectReference|MoveTo]](ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation)
:'''Float [[GetPositionZ - ObjectReference|GetPositionZ]]()'''
**Moves this object to the same location as the passed-in reference, offset by the specified amount.
:*Returns this object's current Z position.
*bool Function [[MoveToIfUnloaded - ObjectReference|MoveToIfUnloaded]](ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset)
 
**Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.
:'''Float [[GetScale - ObjectReference|GetScale]]()'''
*Function [[MoveToInteractionLocation - ObjectReference|MoveToInteractionLocation]](ObjectReference akTarget)
:*Get this object's current scale.
**Moves this object to the specified object's interaction location.
 
*Function [[MoveToMyEditorLocation - ObjectReference|MoveToMyEditorLocation]]()
:'''Int [[GetTriggerObjectCount - ObjectReference|GetTriggerObjectCount]]()'''
**Moves this object to its own editor location.
:*Returns the number of objects inside this trigger volume.
*Function [[MoveToNode - ObjectReference|MoveToNode]](ObjectReference akTarget, string asNodeName)
 
**Moves this object to the position (and rotation) of the specified node on the specified object's 3D
:'''VoiceType [[GetVoiceType - ObjectReference|GetVoiceType]]()'''
*Actor Function [[PlaceActorAtMe - ObjectReference|PlaceActorAtMe]](ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone)
:*Obtains the [[VoiceType Script|VoiceType]] for this actor or talking activator.
**Create an actor at this object's location.
 
*ObjectReference Function [[PlaceAtMe - ObjectReference|PlaceAtMe]](Form akFormToPlace, int aiCount)
:'''Float [[GetWidth - ObjectReference|GetWidth]]()'''
**Places x copies of the passed in form at this object's current position, returning the last one created.
:*Get the current width of the object.
*bool Function [[PlayAnimation - ObjectReference|PlayAnimation]](string asAnimation)
 
**Plays the specified animation on this object, returning immediately.
:'''Worldspace [[GetWorldSpace - ObjectReference|GetWorldSpace]]()'''
*bool Function [[PlayAnimationAndWait - ObjectReference|PlayAnimationAndWait]](string asAnimation, string asEventName)
:*Returns the worldspace this reference is in.
**Plays the specified animation on this object and waits for the specified event before returning. (latent)
 
*bool Function [[PlayGamebryoAnimation - ObjectReference|PlayGamebryoAnimation]](string asAnimation, bool abStartOver, float afEaseInTime)
:'''Bool [[HasEffectKeyword - ObjectReference|HasEffectKeyword]](Keyword ''akKeyword'')'''
**Plays a legacy nif file based animation
:*Returns if this reference has an active effect coming from a magic effect with the specified keyword attached
*bool Function [[PlayImpactEffect - ObjectReference|PlayImpactEffect]] (ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation)
 
**Plays an impact effect.
:'''Bool [[HasNode - ObjectReference|HasNode]](String ''asNodeName'')'''
*bool Function [[PlaySyncedAnimationAndWaitSS - ObjectReference|PlaySyncedAnimationAndWaitSS]](string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2)
:*Returns if this reference has the specified name node in its 3D.
**Plays two animations simultaneously, waiting for events from both.
 
*bool Function [[PlaySyncedAnimationSS - ObjectReference|PlaySyncedAnimationSS]](string asAnimation1, ObjectReference akObj2, string asAnimation2)
:'''Bool [[HasRefType - ObjectReference|HasRefType]](LocationRefType ''akRefType'')'''
**Plays two animations simultaneously.
:*Returns if this reference has the specified [[LocationRefType Script|LocationRefType]] attached.
*Function [[PlayTerrainEffect - ObjectReference | PlayTerrainEffect]] (string asEffectModelName, string asAttachBoneName)
 
**Plays a terrain effect.
:'''[[IgnoreFriendlyHits - ObjectReference|IgnoreFriendlyHits]](Bool ''abIgnore'')'''
*Function [[ProcessTrapHit - ObjectReference|ProcessTrapHit]](ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger)
:*Flags this reference as ignoring (or not ignoring) friendly hits
**Tells this object to handle the specified trap object hitting it.
 
*Function [[PushActorAway - ObjectReference|PushActorAway]](Actor akActorToPush, int aiKnockbackDamage)
:'''[[InterruptCast - ObjectReference|InterruptCast]]()'''
**Pushes the other actor away from this object as if hit by the specified amount of knockback damage.
:*Interrupts any spellcasting this object may be doing.
*bool Function [[RampRumble - ObjectReference|RampRumble]](float power, float duration, float falloff)
 
**Shakes cam/controller based on distance from player
:'''Bool [[IsActivateChild - ObjectReference|IsActivateChild]](ObjectReference ''akChild'')'''
*Function [[RemoveAllInventoryEventFilters - ObjectReference|RemoveAllInventoryEventFilters]]()
:*Returns whether the passed in reference is an activate child of this reference.
**Remove all inventory event filters on this reference.
 
*Function [[RemoveAllItems - ObjectReference|RemoveAllItems]](ObjectReference akTransferTo, bool abKeepOwnership, bool abSilent)
:'''Bool [[IsActivationBlocked - ObjectReference|IsActivationBlocked]]()'''
**Removes all items from this container, optionall transferring them to another one.
:*Returns whether normal activation processing is currently blocked on this reference or not.
*Function [[RemoveInventoryEventFilter - ObjectReference|RemoveInventoryEventFilter]](Form akFilter)
 
**Remove a specific inventory event filter.
:'''Bool [[Is3DLoaded - ObjectReference|Is3DLoaded]]()'''
*Function [[RemoveItem - ObjectReference|RemoveItem]](Form akItemToRemove, int aiCount, bool abSilent)
:*Checks to see if this reference's 3D data is currently loaded or not.
**Removes the passed in item from this object's inventory.
 
*Function [[Reset - ObjectReference|Reset]](ObjectReference akTarget)
:'''Bool [[IsDeleted - ObjectReference|IsDeleted]]()'''
**Resets this object reference, optionally placing the object at the new target.
:*Checks to see if this object is currently flagged for delete.
*Function [[Say - ObjectReference|Say]](Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead)
 
**Causes this reference to speak a topic as if it were the specified actor.
:'''Bool [[IsDisabled - ObjectReference|IsDisabled]]()'''
*Function [[SendStealAlarm - ObjectReference|SendStealAlarm]](Actor akThief)
:*Is this object currently disabled?
**Sends a steal alarm as if this reference had just been stolen by the actor.
 
*Function [[SetActorCause - ObjectReference|SetActorCause]](Actor akActor)
:'''Bool [[IsEnabled - ObjectReference|IsEnabled]]()'''
**Sets this actor as this object's actor cause.
:*Is this object currently enabled?
*Function [[SetActorOwner - ObjectReference|SetActorOwner]](ActorBase akActorBase)
 
**Sets this actor base as this object's owner.
:'''Bool [[IsFurnitureInUse - ObjectReference|IsFurnitureInUse]](Bool ''abIgnoreReserved'')'''
*Function [[SetAngle - ObjectReference|SetAngle]](float afXAngle, float afYAngle, float afZAngle)
:*Is any furniture marker on this object in use?
**Sets this object's rotation. Angles are in degrees.
 
*Function [[SetAnimationVariableBool - ObjectReference|SetAnimationVariableBool]](string asVariableName, bool abNewValue)
:'''Bool [[IsFurnitureMarkerInUse - ObjectReference|IsFurnitureMarkerInUse]](Int ''aiMarker'', Bool ''abIgnoreReserved'')'''
**Sets the value of a variable on the reference's animation graph (bool version).
:*Is the specified furniture marker on this object in use?
*Function [[SetAnimationVariableFloat - ObjectReference|SetAnimationVariableFloat]](string asVariableName, float afNewValue)
 
**Sets the value of a variable on the reference's animation graph (float version).
:'''Bool [[IsIgnoringFriendlyHits - ObjectReference|IsIgnoringFriendlyHits]]()'''
*Function [[SetAnimationVariableInt - ObjectReference|SetAnimationVariableInt]](string asVariableName, int aiNewValue)
:*Is this object ignoring friendly hits?
**Sets the value of a variable on the reference's animation graph (int version).
 
*Function [[SetDestroyed - ObjectReference|SetDestroyed]](bool abDestroyed)
:'''Bool [[IsInDialogueWithPlayer - ObjectReference|IsInDialogueWithPlayer]]()'''
**Sets or clears this object's destroyed flag.
:*Is this actor or talking activator currently talking to the player?
*Function [[SetFactionOwner - ObjectReference|SetFactionOwner]](Faction akFaction)
 
**Sets this faction as this object's owner.
:'''Bool [[IsInInterior - ObjectReference|IsInInterior]]()'''
*Function [[SetLockLevel - ObjectReference|SetLockLevel]](int aiLockLevel)
:*Returns true if the object is in an interior cell.
**Sets the lock level on this object.
 
*Function [[SetMotionType - ObjectReference|SetMotionType]](int aiMotionType, bool abAllowActivate)
:'''Bool [[IsInLocation - ObjectReference|IsInLocation]](Location ''akLocation'')'''
**Sets the havok motion type on this object.
:*Returns true if the object is currently in that location or a child of that location.
*Function [[SetNoFavorAllowed - ObjectReference|SetNoFavorAllowed]](bool abNoFavor)
 
**Sets or clears this object's ability to be not used by a teammate for a favor  
:'''Bool [[IsLocked - ObjectReference|IsLocked]]()'''
*Function [[SetOpen - ObjectReference|SetOpen]](bool abOpen)
:*Is the lock on this object locked?
**Opens or closes this object.
 
*Function [[SetPosition - ObjectReference|SetPosition]](float afX, float afY, float afZ)
:'''Bool [[IsMapMarkerVisible - ObjectReference|IsMapMarkerVisible]]()'''
**Sets this object's position.
:*Is this map marker visible to the player?
*Function [[SetScale - ObjectReference|SetScale]](float afScale)
 
**Set the current scale of the object
:'''Bool [[IsNearPlayer - ObjectReference|IsNearPlayer]]()'''
*Function [[SplineTranslateTo - ObjectReference|SplineTranslateTo]](float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSplineCurve, float afSpeed)
:*A quick-and-dirty function to tell if this object is safe to enable or disable
**Makes the object translate to the given pos/orient on a spline.
 
*Function [[SplineTranslateToRef - ObjectReference|SplineTranslateToRef]](ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)
:'''[[KnockAreaEffect - ObjectReference|KnockAreaEffect]](Float ''afMagnitude'', Float ''afRadius'')'''
**Makes the reference translate to the target ref position/orient on a spline at the given speed
:*Executes a knock effect to an area
*Function [[SplineTranslateToRefNode - ObjectReference|SplineTranslateToRefNode]](ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)
 
**Makes the reference translate to the target node's position/orient on a spline at the given speed
:'''[[Lock - ObjectReference|Lock]](Bool ''abLock'', Bool ''abAsOwner'')'''
*Function [[StopTranslation - ObjectReference|StopTranslation]]()
:*Locks or unlocks this object.
**Stops any translation on the object.
 
*Function [[TetherToHorse - ObjectReference|TetherToHorse]](ObjectReference akHorse)
:'''[[MoveTo - ObjectReference|MoveTo]](ObjectReference ''akTarget'', Float ''afXOffset'', Float ''afYOffset'', Float ''afZOffset'', Bool ''abMatchRotation'')'''
**Tether a prisoner cart to the given horse.
:*Moves this object to the same location as the passed-in reference, offset by the specified amount.
*Function [[TranslateTo - ObjectReference|TranslateTo]](float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSpeed, float afMaxRotationSpeed)
 
**Makes the object translate to the given pos/orient.
:'''Bool [[MoveToIfUnloaded - ObjectReference|MoveToIfUnloaded]](ObjectReference ''akTarget'', Float ''afXOffset'', Float ''afYOffset'', Float ''afZOffset'')'''
*Function [[TranslateToRef - ObjectReference|TranslateToRef]](ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed)
:*Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.
**Makes the reference translate to the target ref position/orient at the given speed
 
*bool Function [[WaitForAnimationEvent - ObjectReference|WaitForAnimationEvent]](string asEventName)
:'''[[MoveToInteractionLocation - ObjectReference|MoveToInteractionLocation]](ObjectReference ''akTarget'')'''
**Waits for the animation graph to send the specified event.
:*Moves this object to the specified object's interaction location.
 
:'''[[MoveToMyEditorLocation - ObjectReference|MoveToMyEditorLocation]]()'''
:*Moves this object to its own editor location.
 
:'''[[MoveToNode - ObjectReference|MoveToNode]](ObjectReference ''akTarget'', String ''asNodeName'')'''
:*Moves this object to the position (and rotation) of the specified node on the specified object's 3D
 
:'''Actor [[PlaceActorAtMe - ObjectReference|PlaceActorAtMe]](ActorBase ''akActorToPlace'', Int ''aiLevelMod'', EncounterZone ''akZone'')'''
:*Create an actor at this object's location.
 
:'''ObjectReference [[PlaceAtMe - ObjectReference|PlaceAtMe]](Form ''akFormToPlace'', Int ''aiCount'')'''
:*Places x copies of the passed in form at this object's current position, returning the last one created.
 
:'''Bool [[PlayAnimation - ObjectReference|PlayAnimation]](String ''asAnimation'')'''
:*Plays the specified animation on this object, returning immediately.
 
:'''Bool [[PlayAnimationAndWait - ObjectReference|PlayAnimationAndWait]](String ''asAnimation'', String ''asEventName'')'''
:*Plays the specified animation on this object and waits for the specified event before returning. (latent)
 
:'''Bool [[PlayGamebryoAnimation - ObjectReference|PlayGamebryoAnimation]](String ''asAnimation'', Bool ''abStartOver'', Float ''afEaseInTime'')'''
:*Plays a legacy nif file based animation
 
:'''Bool [[PlayImpactEffect - ObjectReference|PlayImpactEffect]](ImpactDataSet ''akImpactEffect'', String ''asNodeName'', Float ''afPickDirX'', Float ''afPickDirY'', Float ''afPickDirZ'', Float ''afPickLength'', Bool ''abApplyNodeRotation'', Bool ''abUseNodeLocalRotation'')'''
:*Plays an impact effect.
 
:'''Bool [[PlaySyncedAnimationAndWaitSS - ObjectReference|PlaySyncedAnimationAndWaitSS]](String ''asAnimation1'', String ''asEvent1'', ObjectReference ''akObj2'', String ''asAnimation2'', String ''asEvent2'')'''
:*Plays two animations simultaneously, waiting for events from both.
 
:'''Bool [[PlaySyncedAnimationSS - ObjectReference|PlaySyncedAnimationSS]](String ''asAnimation1'', ObjectReference ''akObj2'', String ''asAnimation2'')'''
:*Plays two animations simultaneously.
 
:'''[[PlayTerrainEffect - ObjectReference |PlayTerrainEffect]](String ''asEffectModelName'', String ''asAttachBoneName'')'''
:*Plays a terrain effect.
 
:'''[[ProcessTrapHit - ObjectReference|ProcessTrapHit]](ObjectReference ''akTrap'', Float ''afDamage'', Float ''afPushback'', Float ''afXVel'', Float ''afYVel'', Float ''afZVel'', Float ''afXPos'', Float ''afYPos'', Float ''afZPos'', Int ''aeMaterial'', Float ''afStagger'')'''
:*Tells this object to handle the specified trap object hitting it.
 
:'''[[PushActorAway - ObjectReference|PushActorAway]](Actor ''akActorToPush'', Int ''aiKnockbackDamage'')'''
:*Pushes the other actor away from this object as if hit by the specified amount of knockback damage.
 
:'''Bool [[RampRumble - ObjectReference|RampRumble]](Float ''power'', Float ''duration'', Float ''falloff'')'''
:*Shakes cam/controller based on distance from player
 
:'''[[RemoveAllInventoryEventFilters - ObjectReference|RemoveAllInventoryEventFilters]]()'''
:*Remove all inventory event filters on this reference.
 
:'''[[RemoveAllItems - ObjectReference|RemoveAllItems]](ObjectReference ''akTransferTo'', Bool ''abKeepOwnership'', Bool ''abSilent'')'''
:*Removes all items from this container, optionall transferring them to another one.
 
:'''[[RemoveInventoryEventFilter - ObjectReference|RemoveInventoryEventFilter]](Form ''akFilter'')'''
:*Remove a specific inventory event filter.
 
:'''[[RemoveItem - ObjectReference|RemoveItem]](Form ''akItemToRemove'', Int ''aiCount'', Bool ''abSilent'', ObjectReference ''akOtherContainer'')'''
:*Removes the passed in item from this object's inventory.
 
:'''[[Reset - ObjectReference|Reset]](ObjectReference ''akTarget'')'''
:*Resets this object reference, optionally placing the object at the new target.
 
:'''[[Say - ObjectReference|Say]](Topic ''akTopicToSay'', Actor ''akActorToSpeakAs'', Bool ''abSpeakInPlayersHead'')'''
:*Causes this reference to speak a topic as if it were the specified actor.
 
:'''[[SendStealAlarm - ObjectReference|SendStealAlarm]](Actor ''akThief'')'''
:*Sends a steal alarm as if this reference had just been stolen by the actor.
 
:'''[[SetActorCause - ObjectReference|SetActorCause]](Actor ''akActor'')'''
:*Sets this actor as this object's actor cause.
 
:'''[[SetActorOwner - ObjectReference|SetActorOwner]](ActorBase ''akActorBase'')'''
:*Sets this actor base as this object's owner.
 
:'''[[SetAngle - ObjectReference|SetAngle]](Float ''afXAngle'', Float ''afYAngle'', Float ''afZAngle'')'''
:*Sets this object's rotation. Angles are in degrees.
 
:'''[[SetAnimationVariableBool - ObjectReference|SetAnimationVariableBool]](String ''asVariableName'', Bool ''abNewValue'')'''
:*Sets the value of a variable on the reference's animation graph (bool version).
 
:'''[[SetAnimationVariableFloat - ObjectReference|SetAnimationVariableFloat]](String ''asVariableName'', Float ''afNewValue'')'''
:*Sets the value of a variable on the reference's animation graph (float version).
 
:'''[[SetAnimationVariableInt - ObjectReference|SetAnimationVariableInt]](String ''asVariableName'', Int ''aiNewValue'')'''
:*Sets the value of a variable on the reference's animation graph (int version).
 
:'''[[SetDestroyed - ObjectReference|SetDestroyed]](Bool ''abDestroyed'')'''
:*Sets or clears this object's destroyed flag.
 
:'''[[SetFactionOwner - ObjectReference|SetFactionOwner]](Faction ''akFaction'')'''
:*Sets this faction as this object's owner.
 
:'''[[SetLockLevel - ObjectReference|SetLockLevel]](Int ''aiLockLevel'')'''
:*Sets the lock level on this object.
 
:'''[[SetMotionType - ObjectReference|SetMotionType]](Int ''aiMotionType'', Bool ''abAllowActivate'')'''
:*Sets the havok motion type on this object.
 
:'''[[SetNoFavorAllowed - ObjectReference|SetNoFavorAllowed]](Bool ''abNoFavor'')'''
:*Sets or clears this object's ability to be not used by a teammate for a favor  
 
:'''[[SetOpen - ObjectReference|SetOpen]](Bool ''abOpen'')'''
:*Opens or closes this object.
 
:'''[[SetPosition - ObjectReference|SetPosition]](Float ''afX'', Float ''afY'', Float ''afZ'')'''
:*Sets this object's position.
 
:'''[[SetScale - ObjectReference|SetScale]](Float ''afScale'')'''
:*Set the current scale of the object
 
:'''[[SplineTranslateTo - ObjectReference|SplineTranslateTo]](Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afAngleX'', Float ''afAngleY'', Float ''afAngleZ'', Float ''afSplineCurve'', Float ''afSpeed'')'''
:*Makes the object translate to the given pos/orient on a spline.
 
:'''[[SplineTranslateToRef - ObjectReference|SplineTranslateToRef]](ObjectReference ''arTarget'', Float ''afTangentMagnitude'', Float ''afSpeed'', Float ''afMaxRotationSpeed'')'''
:*Makes the reference translate to the target ref position/orient on a spline at the given speed
 
:'''[[SplineTranslateToRefNode - ObjectReference|SplineTranslateToRefNode]](ObjectReference ''arTarget'', String ''arNodeName'', Float ''afTangentMagnitude'', Float ''afSpeed'', Float ''afMaxRotationSpeed'')'''
:*Makes the reference translate to the target node's position/orient on a spline at the given speed
 
:'''[[StopTranslation - ObjectReference|StopTranslation]]()'''
:*Stops any translation on the object.
 
:'''[[TetherToHorse - ObjectReference|TetherToHorse]](ObjectReference ''akHorse'')'''
:*Tether a prisoner cart to the given horse.
 
:'''[[TranslateTo - ObjectReference|TranslateTo]](Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afAngleX'', Float ''afAngleY'', Float ''afAngleZ'', Float ''afSpeed'', Float ''afMaxRotationSpeed'')'''
:*Makes the object translate to the given pos/orient.
 
:'''[[TranslateToRef - ObjectReference|TranslateToRef]](ObjectReference ''arTarget'', Float ''afSpeed'', Float ''afMaxRotationSpeed'')'''
:*Makes the reference translate to the target ref position/orient at the given speed
 
:'''Bool [[WaitForAnimationEvent - ObjectReference|WaitForAnimationEvent]](String ''asEventName'')'''
:*Waits for the animation graph to send the specified event.
 
 
== SKSE Member Functions ==
 
:'''Form[] [[GetContainerForms - ObjectReference|GetContainerForms]]()'''
:* (Container only) Returns an array of the forms in a container. (Actor ObjectReferences are containers)
 
:'''Int [[GetNumItems - ObjectReference|GetNumItems]]()'''
:* (Container only) Returns the number of forms in the container. (Actor ObjectReferences are containers)
 
:'''Form [[GetNthForm - ObjectReference|GetNthForm]](Int ''index'')'''
:* (Container only) Returns the specified form from the container. (Actor ObjectReferences are containers)
 
:'''Float [[GetTotalItemWeight - ObjectReference|GetTotalItemWeight]]()'''
:* (Container only - perhaps Player only) Returns the total weight of all items held in the container.
 
:'''Float [[GetTotalArmorWeight - ObjectReference|GetTotalArmorWeight]]()'''
:* (Container only - perhaps Player only) Returns the total weight of the armor in the container.
 
:'''Bool [[IsHarvested - ObjectReference|IsHarvested]]()'''
:* (Flora and Tree only) Returns whether the flora has been harvested or not.
 
:'''[[SetHarvested - ObjectReference|SetHarvested]](Bool ''harvested'')'''
:*Sets whether the Reference has been harvested.
 
:'''[[SetItemHealthPercent - ObjectReference|SetItemHealthPercent]](Float ''health'')'''
:* Set the item's tempering. 1.0 is no tempering, 1.6 appears to be legendary. Values below 1.0 do nothing.
 
:''' [[SetItemMaxCharge - ObjectReference|SetItemMaxCharge]](Float ''maxCharge'')'''
:*Sets the maximum charge of the item.(Only works on player enchants)
 
:'''Float [[GetItemMaxCharge - ObjectReference|GetItemMaxCharge]]()'''
:* Gets the maximum charge of the item.
 
:'''Float [[GetItemCharge - ObjectReference|GetItemCharge]]()'''
:* Gets the current charge of the item.
 
:'''[[SetItemCharge - ObjectReference|SetItemCharge]](Float ''charge'')'''
:*Sets the item's charge to the specified amount.
 
:'''[[ResetInventory - ObjectReference|ResetInventory]]()'''
:*Resets the References inventory.
 
:'''Bool [[IsOffLimits - ObjectReference|IsOffLimits]]()'''
:*
 
:'''String [[GetDisplayName - ObjectReference|GetDisplayName]]()'''
:*Returns the name of the reference (This is the name that is displayed)
 
:'''Bool [[SetDisplayName - ObjectReference|SetDisplayName]](String ''name'', Bool ''force'')'''
:*Sets the reference's display name.
 
:'''ObjectReference [[GetEnableParent - ObjectReference|GetEnableParent]]()'''
:*Returns the enable parent of the object.
 
:'''Enchantment [[GetEnchantment- ObjectReference|GetEnchantment]]()'''
:*Returns the player-made enchantment of the object (if there is one)
 
:'''[[SetEnchantment - ObjectReference|SetEnchantment]](Enchantment ''source'', Float ''maxCharge'')'''
:*Changes an item's player-made enchantment to another.
 
:'''[[CreateEnchantment - ObjectReference|CreateEnchantment]](Float ''maxCharge'', MagicEffect[] ''effects'', Float[] ''magnitudes'', Int[] ''areas'', Int[] ''durations'')'''
:*Creates a new Enchantment on the item with the specified parameters.
 
:'''Int [[GetNumReferenceAliases - ObjectReference|GetNumReferenceAliases]]()'''
:*Returns the number of reference aliases holding this reference.
 
:'''ReferenceAlias [[GetNthReferenceAlias - ObjectReference|GetNthReferenceAlias]](Int ''n'')'''
:*Returns the nth Reference alias holding this reference.


== Events ==
== Events ==
*Event [[OnActivate - ObjectReference|OnActivate]](ObjectReference akActionRef)
 
**Event received when this object is activated.
:'''[[OnActivate - ObjectReference|OnActivate]](ObjectReference ''akActionRef'')'''
*Event [[OnAttachedToCell - ObjectReference|OnAttachedToCell]]()
:*Event received when this object is activated.
**Event received when this reference moves from a detached cell to an attached one.
 
*Event [[OnCellAttach - ObjectReference|OnCellAttach]]()
:'''[[OnAttachedToCell - ObjectReference|OnAttachedToCell]]()'''
**Event received when this reference's parent cell attaches.
:*Event received when this reference moves from a detached cell to an attached one.
*Event [[OnCellDetach - ObjectReference|OnCellDetach]]()
 
**Event received when this reference's parent cell detaches.
:'''[[OnCellAttach - ObjectReference|OnCellAttach]]()'''
*Event [[OnCellLoad - ObjectReference|OnCellLoad]]()
:*Event received when this reference's parent cell attaches.
**Event received when everything in the cell that holds this reference has loaded.
 
*Event [[OnClose - ObjectReference|OnClose]](ObjectReference akActionRef)
:'''[[OnCellDetach - ObjectReference|OnCellDetach]]()'''
**Event received when this object is finished closing.
:*Event received when this reference's parent cell detaches.
*Event [[OnContainerChanged - ObjectReference|OnContainerChanged]](ObjectReference akNewContainer, ObjectReference akOldContainer)
 
**Event received when an object moves into/out of/between containers.
:'''[[OnCellLoad - ObjectReference|OnCellLoad]]()'''
*Event [[OnDestructionStageChanged - ObjectReference|OnDestructionStageChanged]](int aiOldStage, int aiCurrentStage)
:*Event received when everything in the cell that holds this reference has loaded.
**Event received when this object's destruction stage has worsened.
 
*Event [[OnDetachedFromCell - ObjectReference|OnDetachedFromCell]]()
:'''[[OnClose - ObjectReference|OnClose]](ObjectReference ''akActionRef'')'''
**Event received when this object moves from an attached cell to a detached cell.
:*Event received when this object is finished closing.
*Event [[OnEquipped - ObjectReference|OnEquipped]](Actor akActor)
 
**Event received when this object is equipped by an actor.
:'''[[OnContainerChanged - ObjectReference|OnContainerChanged]](ObjectReference ''akNewContainer'', ObjectReference ''akOldContainer'')'''
*Event [[OnGrab - ObjectReference|OnGrab]]()
:*Event received when an object moves into/out of/between containers.
**Event received when this object is grabbed (z-keyed) by the player.
 
*Event [[OnHit - ObjectReference|OnHit]](ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
:'''[[OnDestructionStageChanged - ObjectReference|OnDestructionStageChanged]](Int ''aiOldStage'', Int ''aiCurrentStage'')'''
**Event received when this object is hit with a weapon or projectile.
:*Event received when this object's destruction stage has worsened.
*Event [[OnItemAdded - ObjectReference|OnItemAdded]](Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
 
**Event received when an item is inserted into this object's container.
:'''[[OnDetachedFromCell - ObjectReference|OnDetachedFromCell]]()'''
*Event [[OnItemRemoved - ObjectReference|OnItemRemoved]](Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
:*Event received when this object moves from an attached cell to a detached cell.
**Event received when an item is removed from this object's container.
 
*Event [[OnLoad - ObjectReference|OnLoad]]()
:'''[[OnEquipped - ObjectReference|OnEquipped]](Actor ''akActor'')'''
**Event received when this object's 3d is loaded and ready.
:*Event received when this object is equipped by an actor.
*Event [[OnLockStateChanged - ObjectReference|OnLockStateChanged]]()
 
**Event received when the lock on this object changes its state.
:'''[[OnGrab - ObjectReference|OnGrab]]()'''
*Event [[OnMagicEffectApply - ObjectReference|OnMagicEffectApply]](ObjectReference akCaster, MagicEffect akEffect)
:*Event received when this object is grabbed (z-keyed) by the player.
**Event received when a magic effect is attempting to be applied to this reference.
 
*Event [[OnOpen - ObjectReference|OnOpen]](ObjectReference akActionRef)
:'''[[OnHit - ObjectReference|OnHit]](ObjectReference ''akAggressor'', Form ''akSource'', Projectile ''akProjectile'', Bool ''abPowerAttack'', Bool ''abSneakAttack'', Bool ''abBashAttack'', Bool ''abHitBlocked'')'''
**Event received when this object is fully opened.
:*Event received when this object is hit with a weapon or projectile.
*Event [[OnRead - ObjectReference|OnRead]]()
 
**Event received when this object is read. (Only applies to books)
:'''[[OnItemAdded - ObjectReference|OnItemAdded]](Form ''akBaseItem'', Int ''aiItemCount'', ObjectReference ''akItemReference'', ObjectReference ''akSourceContainer'')'''
*Event [[OnRelease - ObjectReference|OnRelease]]()
:*Event received when an item is inserted into this object's container.
**Event received when this object is released by the player (stopped z-keying).
 
*Event [[OnReset - ObjectReference|OnReset]]()
:'''[[OnItemRemoved - ObjectReference|OnItemRemoved]](Form ''akBaseItem'', Int ''aiItemCount'', ObjectReference ''akItemReference'', ObjectReference ''akDestContainer'')'''
**Event received when this object is reset.
:*Event received when an item is removed from this object's container.
*Event [[OnSell - ObjectReference|OnSell]](Actor akSeller)
 
**Event received when this object is sold by someone.
:'''[[OnLoad - ObjectReference|OnLoad]]()'''
*Event [[OnSpellCast - ObjectReference|OnSpellCast]](Form akSpell)
:*Event received when this object's 3d is loaded and ready.
**Event received when this object casts a spell.
 
*Event [[OnTrapHit - ObjectReference|OnTrapHit]](ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
:'''[[OnLockStateChanged - ObjectReference|OnLockStateChanged]]()'''
**Event received when this trap object hits a target.
:*Event received when the lock on this object changes its state.
*Event [[OnTrapHitStart - ObjectReference|OnTrapHitStart]](ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
 
**Event received when this trap object starts colliding with a target.
:'''[[OnMagicEffectApply - ObjectReference|OnMagicEffectApply]](ObjectReference ''akCaster'', MagicEffect ''akEffect'')'''
*Event [[OnTrapHitStop - ObjectReference|OnTrapHitStop]](ObjectReference akTarget)
:*Event received when a magic effect is attempting to be applied to this reference.
**Event received when this trap object stops colliding with a target.
 
*Event [[OnTranslationAlmostComplete - ObjectReference|OnTranslationAlmostComplete]]()
:'''[[OnOpen - ObjectReference|OnOpen]](ObjectReference ''akActionRef'')'''
**Event received when a translation request is almost complete.
:*Event received when this object is fully opened.
*Event [[OnTranslationComplete - ObjectReference|OnTranslationComplete]]()
 
**Event received when a translation request is complete.
:'''[[OnRead - ObjectReference|OnRead]]()'''
*Event [[OnTranslationFailed - ObjectReference|OnTranslationFailed]]()
:*Event received when this object is read. (Only applies to books)
**Event received when a translation request has failed.
 
*Event [[OnTrigger - ObjectReference|OnTrigger]](ObjectReference akActionRef)
:'''[[OnRelease - ObjectReference|OnRelease]]()'''
**Event received when this object is triggered.
:*Event received when this object is released by the player (stopped z-keying).
*Event [[OnTriggerEnter - ObjectReference|OnTriggerEnter]](ObjectReference akActionRef)
 
**Event received when this object's volume is entered.
:'''[[OnReset - ObjectReference|OnReset]]()'''
*Event [[OnTriggerLeave - ObjectReference|OnTriggerLeave]](ObjectReference akActionRef)
:*Event received when this object is reset.
**Event received when this object's volume is left.
 
*Event [[OnUnequipped - ObjectReference|OnUnequipped]](Actor akActor)
:'''[[OnSell - ObjectReference|OnSell]](Actor ''akSeller'')'''
**Event received when this object is unequipped by an actor.
:*Event received when this object is sold by someone.
*Event [[OnUnload - ObjectReference|OnUnload]]()
 
**Event received when this object's 3d has been unloaded.
:'''[[OnSpellCast - ObjectReference|OnSpellCast]](Form ''akSpell'')'''
*Event [[OnWardHit - ObjectReference|OnWardHit]](ObjectReference akCaster, Spell akSpell, int aiStatus)
:*Event received when this object casts a spell.
**Event called when the object reference is using a ward that is hit by a spell.
 
:'''[[OnTrapHit - ObjectReference|OnTrapHit]](ObjectReference ''akTarget'', Float ''afXVel'', Float ''afYVel'', Float ''afZVel'', Float ''afXPos'', Float ''afYPos'', Float ''afZPos'', Int ''aeMaterial'', Bool ''abInitialHit'', Int ''aeMotionType'')'''
:*Event received when this trap object hits a target.
 
:'''[[OnTrapHitStart - ObjectReference|OnTrapHitStart]](ObjectReference ''akTarget'', Float ''afXVel'', Float ''afYVel'', Float ''afZVel'', Float ''afXPos'', Float ''afYPos'', Float ''afZPos'', Int ''aeMaterial'', Bool ''abInitialHit'', Int ''aeMotionType'')'''
:*Event received when this trap object starts colliding with a target.
 
:'''[[OnTrapHitStop - ObjectReference|OnTrapHitStop]](ObjectReference ''akTarget'')'''
:*Event received when this trap object stops colliding with a target.
 
:'''[[OnTranslationAlmostComplete - ObjectReference|OnTranslationAlmostComplete]]()'''
:*Event received when a translation request is almost complete.
 
:'''[[OnTranslationComplete - ObjectReference|OnTranslationComplete]]()'''
:*Event received when a translation request is complete.
 
:'''[[OnTranslationFailed - ObjectReference|OnTranslationFailed]]()'''
:*Event received when a translation request has failed.
 
:'''[[OnTrigger - ObjectReference|OnTrigger]](ObjectReference ''akActionRef'')'''
:*Event received when this object is triggered.
 
:'''[[OnTriggerEnter - ObjectReference|OnTriggerEnter]](ObjectReference ''akActionRef'')'''
:*Event received when this object's volume is entered.
 
:'''[[OnTriggerLeave - ObjectReference|OnTriggerLeave]](ObjectReference ''akActionRef'')'''
:*Event received when this object's volume is left.
 
:'''[[OnUnequipped - ObjectReference|OnUnequipped]](Actor ''akActor'')'''
:*Event received when this object is unequipped by an actor.
 
:'''[[OnUnload - ObjectReference|OnUnload]]()'''
:*Event received when this object's 3d has been unloaded.
 
:'''[[OnWardHit - ObjectReference|OnWardHit]](ObjectReference ''akCaster'', Spell ''akSpell'', Int ''aiStatus'')'''
:*Event called when the object reference is using a ward that is hit by a spell.
 
 
[[Category:Scripting]]
[[Category:Papyrus]]
[[Category:Script Objects]]
[[Category:SKSE]]

Latest revision as of 07:48, 21 March 2022

Extends: Form Script

Script for the manipulation of object instances.
If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.

Definition[edit | edit source]

ScriptName ObjectReference extends Form

Properties[edit | edit source]

  • float X [read-only]: The current X position of the reference.
  • float Y [read-only]: The current Y position of the reference.
  • float Z [read-only]: The current Z position of the reference.

These properties are meant to be used when calling SetMotionType:

  • int Motion_Dynamic [read-only]: 1
  • int Motion_SphereInertia [read-only]: 2
  • int Motion_BoxInertia [read-only]: 3
  • int Motion_Keyframed [read-only]: 4
  • int Motion_Fixed [read-only]: 5
  • int Motion_ThinBoxInertia [read-only]: 6
  • int Motion_Character [read-only]: 7

Global Functions[edit | edit source]

None

Member Functions[edit | edit source]

Activate(ObjectReference akActivator)
  • Have the passed in reference activate this object.
AddInventoryEventFilter(Form akFilter)
  • Adds an inventory event filter to this reference.
AddItem(Form akItemToAdd, Int aiCount, Bool abSilent)
  • Adds the passed in item to this object's inventory.
AddKeyIfNeeded(ObjectReference ObjectWithNeededKey)
  • Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.
AddToMap(Bool abAllowFastTravel)
  • Adds this map marker to the map, optionally making it available for fast travel.
ApplyHavokImpulse(Float afX, Float afY, Float afZ, Float afMagnitude)
  • Apply a Havok impulse force to this object.
BlockActivation(Bool abBlocked)
  • Blocks normal activation processing for this reference.
Int CalculateEncounterLevel(Int aiDifficulty)
  • Calculate this object's encounter level, using the specified difficulty.
Bool CanFastTravelToMarker()
  • Can the player fast travel to this map marker?
ClearDestruction()
  • Clears all effects of destruction from this object.
Int CountLinkedRefChain(Keyword apKeyword, Int maxExpectedLinkedRefs)
  • Counts the number of linked refs that are in a linked Ref chain
CreateDetectionEvent(Actor akOwner, Int aiSoundLevel)
  • Create a detection event at this reference, with the specified owner.
DamageObject(Float afDamage)
  • Damages this object and advances the destruction stage.
Delete()
  • Deletes this object.
DeleteWhenAble()
  • Waits until this reference is out of the loaded area and then deletes it
Disable(Bool abFadeOut)
  • Disables this object.
DisableLinkChain(Keyword apKeyword, Bool abFadeOut)
  • Disables all of the references that are linked, in a chain, to this one.
DisableNoWait(Bool abFadeOut)
  • Disables this object and does not wait for the object to be disable or faded out.
DropObject(Form akObject, Int aiCount)
  • Drops the specified object from this object's inventory.
Enable(Bool abFadeIn)
  • Enables this object.
EnableFastTravel(Bool abEnable)
  • Enables or disables fast travel to this map marker.
EnableLinkChain(Keyword apKeyword)
  • Enables all of the references that are linked, in a chain, to this one.
EnableNoWait(Bool abFadeIn)
  • Enables this object and does not wait for the object to be enabled or faded in.
ForceAddRagdollToWorld()
  • Forcibly adds the ragdoll of a reference to the world
ForceRemoveRagdollFromWorld()
  • Forcibly removes the ragdoll of a reference from the world
ActorBase GetActorOwner()
  • Obtains the actor base that owns this object.
Float GetAngleX()
  • Obtains this object's rotation around the x axis.
Float GetAngleY()
  • Obtains this object's rotation around the y axis.
Float GetAngleZ()
  • Obtains this object's rotation around the z axis.
Bool GetAnimationVariableBool(String asVariableName)
  • Fetches the value of a variable on the reference's animation graph (bool version).
Float GetAnimationVariableFloat(String asVariableName)
  • Fetches the value of a variable on the reference's animation graph (float version).
Int GetAnimationVariableInt(String asVariableName)
  • Fetches the value of a variable on the reference's animation graph (int version).
Form GetBaseObject()
  • Obtains this reference's base object.
Int GetCurrentDestructionStage()
  • Gets the object's current stage of destruction.
Location GetCurrentLocation()
  • Obtains this reference's current location.
Scene GetCurrentScene()
  • Obtains the scene that this reference is currently participating in, if any.
Float GetDistance(ObjectReference akOther)
  • Calculates the distance between this object and the passed in one.
Location GetEditorLocation()
  • Obtains this reference's editor location.
Faction GetFactionOwner()
  • Gets the faction that owns this reference.
Float GetHeadingAngle(ObjectReference akOther)
  • Gets the angle between this object's heading, and the direction the other object is in.
Float GetHeight()
  • Gets the height of this object
Int GetItemCount(Form akItem)
  • Returns how many of the specified item is in this object's inventory.
Float GetItemHealthPercent()
  • Returns the item health percent of this object (1.0 == 100%).
Key GetKey()
  • Obtains the key that unlocks this object (if any).
Float GetLength()
  • Obtains the length of this object.
ObjectReference GetLinkedRef(Keyword apKeyword)
  • Returns our linked reference for the given Keyword, if any.
Int GetLockLevel()
  • Obtains the level of the lock on this object.
Float GetMass()
  • Obtains this object's mass in Havok.
ObjectReference GetNthLinkedRef(Int aiLinkedRef)
  • Obtains the nth linked ref from this object.
Int GetOpenState()
  • Obtains this object's current "open state".
Cell GetParentCell()
  • Obtains the cell this object is currently in.
Float GetPositionX()
  • Returns this object's current X position.
Float GetPositionY()
  • Returns this object's current Y position.
Float GetPositionZ()
  • Returns this object's current Z position.
Float GetScale()
  • Get this object's current scale.
Int GetTriggerObjectCount()
  • Returns the number of objects inside this trigger volume.
VoiceType GetVoiceType()
  • Obtains the VoiceType for this actor or talking activator.
Float GetWidth()
  • Get the current width of the object.
Worldspace GetWorldSpace()
  • Returns the worldspace this reference is in.
Bool HasEffectKeyword(Keyword akKeyword)
  • Returns if this reference has an active effect coming from a magic effect with the specified keyword attached
Bool HasNode(String asNodeName)
  • Returns if this reference has the specified name node in its 3D.
Bool HasRefType(LocationRefType akRefType)
IgnoreFriendlyHits(Bool abIgnore)
  • Flags this reference as ignoring (or not ignoring) friendly hits
InterruptCast()
  • Interrupts any spellcasting this object may be doing.
Bool IsActivateChild(ObjectReference akChild)
  • Returns whether the passed in reference is an activate child of this reference.
Bool IsActivationBlocked()
  • Returns whether normal activation processing is currently blocked on this reference or not.
Bool Is3DLoaded()
  • Checks to see if this reference's 3D data is currently loaded or not.
Bool IsDeleted()
  • Checks to see if this object is currently flagged for delete.
Bool IsDisabled()
  • Is this object currently disabled?
Bool IsEnabled()
  • Is this object currently enabled?
Bool IsFurnitureInUse(Bool abIgnoreReserved)
  • Is any furniture marker on this object in use?
Bool IsFurnitureMarkerInUse(Int aiMarker, Bool abIgnoreReserved)
  • Is the specified furniture marker on this object in use?
Bool IsIgnoringFriendlyHits()
  • Is this object ignoring friendly hits?
Bool IsInDialogueWithPlayer()
  • Is this actor or talking activator currently talking to the player?
Bool IsInInterior()
  • Returns true if the object is in an interior cell.
Bool IsInLocation(Location akLocation)
  • Returns true if the object is currently in that location or a child of that location.
Bool IsLocked()
  • Is the lock on this object locked?
Bool IsMapMarkerVisible()
  • Is this map marker visible to the player?
Bool IsNearPlayer()
  • A quick-and-dirty function to tell if this object is safe to enable or disable
KnockAreaEffect(Float afMagnitude, Float afRadius)
  • Executes a knock effect to an area
Lock(Bool abLock, Bool abAsOwner)
  • Locks or unlocks this object.
MoveTo(ObjectReference akTarget, Float afXOffset, Float afYOffset, Float afZOffset, Bool abMatchRotation)
  • Moves this object to the same location as the passed-in reference, offset by the specified amount.
Bool MoveToIfUnloaded(ObjectReference akTarget, Float afXOffset, Float afYOffset, Float afZOffset)
  • Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.
MoveToInteractionLocation(ObjectReference akTarget)
  • Moves this object to the specified object's interaction location.
MoveToMyEditorLocation()
  • Moves this object to its own editor location.
MoveToNode(ObjectReference akTarget, String asNodeName)
  • Moves this object to the position (and rotation) of the specified node on the specified object's 3D
Actor PlaceActorAtMe(ActorBase akActorToPlace, Int aiLevelMod, EncounterZone akZone)
  • Create an actor at this object's location.
ObjectReference PlaceAtMe(Form akFormToPlace, Int aiCount)
  • Places x copies of the passed in form at this object's current position, returning the last one created.
Bool PlayAnimation(String asAnimation)
  • Plays the specified animation on this object, returning immediately.
Bool PlayAnimationAndWait(String asAnimation, String asEventName)
  • Plays the specified animation on this object and waits for the specified event before returning. (latent)
Bool PlayGamebryoAnimation(String asAnimation, Bool abStartOver, Float afEaseInTime)
  • Plays a legacy nif file based animation
Bool PlayImpactEffect(ImpactDataSet akImpactEffect, String asNodeName, Float afPickDirX, Float afPickDirY, Float afPickDirZ, Float afPickLength, Bool abApplyNodeRotation, Bool abUseNodeLocalRotation)
  • Plays an impact effect.
Bool PlaySyncedAnimationAndWaitSS(String asAnimation1, String asEvent1, ObjectReference akObj2, String asAnimation2, String asEvent2)
  • Plays two animations simultaneously, waiting for events from both.
Bool PlaySyncedAnimationSS(String asAnimation1, ObjectReference akObj2, String asAnimation2)
  • Plays two animations simultaneously.
PlayTerrainEffect(String asEffectModelName, String asAttachBoneName)
  • Plays a terrain effect.
ProcessTrapHit(ObjectReference akTrap, Float afDamage, Float afPushback, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Float afStagger)
  • Tells this object to handle the specified trap object hitting it.
PushActorAway(Actor akActorToPush, Int aiKnockbackDamage)
  • Pushes the other actor away from this object as if hit by the specified amount of knockback damage.
Bool RampRumble(Float power, Float duration, Float falloff)
  • Shakes cam/controller based on distance from player
RemoveAllInventoryEventFilters()
  • Remove all inventory event filters on this reference.
RemoveAllItems(ObjectReference akTransferTo, Bool abKeepOwnership, Bool abSilent)
  • Removes all items from this container, optionall transferring them to another one.
RemoveInventoryEventFilter(Form akFilter)
  • Remove a specific inventory event filter.
RemoveItem(Form akItemToRemove, Int aiCount, Bool abSilent, ObjectReference akOtherContainer)
  • Removes the passed in item from this object's inventory.
Reset(ObjectReference akTarget)
  • Resets this object reference, optionally placing the object at the new target.
Say(Topic akTopicToSay, Actor akActorToSpeakAs, Bool abSpeakInPlayersHead)
  • Causes this reference to speak a topic as if it were the specified actor.
SendStealAlarm(Actor akThief)
  • Sends a steal alarm as if this reference had just been stolen by the actor.
SetActorCause(Actor akActor)
  • Sets this actor as this object's actor cause.
SetActorOwner(ActorBase akActorBase)
  • Sets this actor base as this object's owner.
SetAngle(Float afXAngle, Float afYAngle, Float afZAngle)
  • Sets this object's rotation. Angles are in degrees.
SetAnimationVariableBool(String asVariableName, Bool abNewValue)
  • Sets the value of a variable on the reference's animation graph (bool version).
SetAnimationVariableFloat(String asVariableName, Float afNewValue)
  • Sets the value of a variable on the reference's animation graph (float version).
SetAnimationVariableInt(String asVariableName, Int aiNewValue)
  • Sets the value of a variable on the reference's animation graph (int version).
SetDestroyed(Bool abDestroyed)
  • Sets or clears this object's destroyed flag.
SetFactionOwner(Faction akFaction)
  • Sets this faction as this object's owner.
SetLockLevel(Int aiLockLevel)
  • Sets the lock level on this object.
SetMotionType(Int aiMotionType, Bool abAllowActivate)
  • Sets the havok motion type on this object.
SetNoFavorAllowed(Bool abNoFavor)
  • Sets or clears this object's ability to be not used by a teammate for a favor
SetOpen(Bool abOpen)
  • Opens or closes this object.
SetPosition(Float afX, Float afY, Float afZ)
  • Sets this object's position.
SetScale(Float afScale)
  • Set the current scale of the object
SplineTranslateTo(Float afX, Float afY, Float afZ, Float afAngleX, Float afAngleY, Float afAngleZ, Float afSplineCurve, Float afSpeed)
  • Makes the object translate to the given pos/orient on a spline.
SplineTranslateToRef(ObjectReference arTarget, Float afTangentMagnitude, Float afSpeed, Float afMaxRotationSpeed)
  • Makes the reference translate to the target ref position/orient on a spline at the given speed
SplineTranslateToRefNode(ObjectReference arTarget, String arNodeName, Float afTangentMagnitude, Float afSpeed, Float afMaxRotationSpeed)
  • Makes the reference translate to the target node's position/orient on a spline at the given speed
StopTranslation()
  • Stops any translation on the object.
TetherToHorse(ObjectReference akHorse)
  • Tether a prisoner cart to the given horse.
TranslateTo(Float afX, Float afY, Float afZ, Float afAngleX, Float afAngleY, Float afAngleZ, Float afSpeed, Float afMaxRotationSpeed)
  • Makes the object translate to the given pos/orient.
TranslateToRef(ObjectReference arTarget, Float afSpeed, Float afMaxRotationSpeed)
  • Makes the reference translate to the target ref position/orient at the given speed
Bool WaitForAnimationEvent(String asEventName)
  • Waits for the animation graph to send the specified event.


SKSE Member Functions[edit | edit source]

Form[] GetContainerForms()
  • (Container only) Returns an array of the forms in a container. (Actor ObjectReferences are containers)
Int GetNumItems()
  • (Container only) Returns the number of forms in the container. (Actor ObjectReferences are containers)
Form GetNthForm(Int index)
  • (Container only) Returns the specified form from the container. (Actor ObjectReferences are containers)
Float GetTotalItemWeight()
  • (Container only - perhaps Player only) Returns the total weight of all items held in the container.
Float GetTotalArmorWeight()
  • (Container only - perhaps Player only) Returns the total weight of the armor in the container.
Bool IsHarvested()
  • (Flora and Tree only) Returns whether the flora has been harvested or not.
SetHarvested(Bool harvested)
  • Sets whether the Reference has been harvested.
SetItemHealthPercent(Float health)
  • Set the item's tempering. 1.0 is no tempering, 1.6 appears to be legendary. Values below 1.0 do nothing.
SetItemMaxCharge(Float maxCharge)
  • Sets the maximum charge of the item.(Only works on player enchants)
Float GetItemMaxCharge()
  • Gets the maximum charge of the item.
Float GetItemCharge()
  • Gets the current charge of the item.
SetItemCharge(Float charge)
  • Sets the item's charge to the specified amount.
ResetInventory()
  • Resets the References inventory.
Bool IsOffLimits()
String GetDisplayName()
  • Returns the name of the reference (This is the name that is displayed)
Bool SetDisplayName(String name, Bool force)
  • Sets the reference's display name.
ObjectReference GetEnableParent()
  • Returns the enable parent of the object.
Enchantment GetEnchantment()
  • Returns the player-made enchantment of the object (if there is one)
SetEnchantment(Enchantment source, Float maxCharge)
  • Changes an item's player-made enchantment to another.
CreateEnchantment(Float maxCharge, MagicEffect[] effects, Float[] magnitudes, Int[] areas, Int[] durations)
  • Creates a new Enchantment on the item with the specified parameters.
Int GetNumReferenceAliases()
  • Returns the number of reference aliases holding this reference.
ReferenceAlias GetNthReferenceAlias(Int n)
  • Returns the nth Reference alias holding this reference.

Events[edit | edit source]

OnActivate(ObjectReference akActionRef)
  • Event received when this object is activated.
OnAttachedToCell()
  • Event received when this reference moves from a detached cell to an attached one.
OnCellAttach()
  • Event received when this reference's parent cell attaches.
OnCellDetach()
  • Event received when this reference's parent cell detaches.
OnCellLoad()
  • Event received when everything in the cell that holds this reference has loaded.
OnClose(ObjectReference akActionRef)
  • Event received when this object is finished closing.
OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
  • Event received when an object moves into/out of/between containers.
OnDestructionStageChanged(Int aiOldStage, Int aiCurrentStage)
  • Event received when this object's destruction stage has worsened.
OnDetachedFromCell()
  • Event received when this object moves from an attached cell to a detached cell.
OnEquipped(Actor akActor)
  • Event received when this object is equipped by an actor.
OnGrab()
  • Event received when this object is grabbed (z-keyed) by the player.
OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked)
  • Event received when this object is hit with a weapon or projectile.
OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
  • Event received when an item is inserted into this object's container.
OnItemRemoved(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
  • Event received when an item is removed from this object's container.
OnLoad()
  • Event received when this object's 3d is loaded and ready.
OnLockStateChanged()
  • Event received when the lock on this object changes its state.
OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
  • Event received when a magic effect is attempting to be applied to this reference.
OnOpen(ObjectReference akActionRef)
  • Event received when this object is fully opened.
OnRead()
  • Event received when this object is read. (Only applies to books)
OnRelease()
  • Event received when this object is released by the player (stopped z-keying).
OnReset()
  • Event received when this object is reset.
OnSell(Actor akSeller)
  • Event received when this object is sold by someone.
OnSpellCast(Form akSpell)
  • Event received when this object casts a spell.
OnTrapHit(ObjectReference akTarget, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Bool abInitialHit, Int aeMotionType)
  • Event received when this trap object hits a target.
OnTrapHitStart(ObjectReference akTarget, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Bool abInitialHit, Int aeMotionType)
  • Event received when this trap object starts colliding with a target.
OnTrapHitStop(ObjectReference akTarget)
  • Event received when this trap object stops colliding with a target.
OnTranslationAlmostComplete()
  • Event received when a translation request is almost complete.
OnTranslationComplete()
  • Event received when a translation request is complete.
OnTranslationFailed()
  • Event received when a translation request has failed.
OnTrigger(ObjectReference akActionRef)
  • Event received when this object is triggered.
OnTriggerEnter(ObjectReference akActionRef)
  • Event received when this object's volume is entered.
OnTriggerLeave(ObjectReference akActionRef)
  • Event received when this object's volume is left.
OnUnequipped(Actor akActor)
  • Event received when this object is unequipped by an actor.
OnUnload()
  • Event received when this object's 3d has been unloaded.
OnWardHit(ObjectReference akCaster, Spell akSpell, Int aiStatus)
  • Event called when the object reference is using a ward that is hit by a spell.