Difference between revisions of "ObjectReference Script"

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(→‎SKSE Member Functions: added note that actor's inventories ARE containers)
 
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OPPOSITE BLOCK.
'''Extends:''' [[Form Script]]


UNBLOCK.
Script for the manipulation of object instances.
<br/>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.


UNBLOCK IS OPPOSITE BLOCK.
== Definition ==
<source lang="papyrus">
ScriptName ObjectReference extends Form
</source>


UNBLOCK IS UNBLOCK.
== Properties ==
*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 - 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


PRIVATE BLOCK.
== Global Functions ==
None


SECRET BLOCK.
== Member Functions ==


HIDE BLOCK.
:'''[[Activate - ObjectReference|Activate]](ObjectReference ''akActivator'')'''
:*Have the passed in reference activate this object.


SURPRISE BLOCK.
:'''[[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]](Form ''akFilter'')'''
:*Adds an inventory event filter to this reference.


DREAM BLOCK.
:'''[[AddItem - ObjectReference|AddItem]](Form ''akItemToAdd'', Int ''aiCount'', Bool ''abSilent'')'''
:*Adds the passed in item to this object's inventory.


SLEEP BLOCK.
:'''[[AddKeyIfNeeded - ObjectReference|AddKeyIfNeeded]](ObjectReference ''ObjectWithNeededKey'')'''
:*Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.


THINK BLOCK.
:'''[[AddToMap - ObjectReference|AddToMap]](Bool ''abAllowFastTravel'')'''
:*Adds this map marker to the map, optionally making it available for fast travel.


EMOTION BLOCK.
:'''[[ApplyHavokImpulse - ObjectReference|ApplyHavokImpulse]](Float ''afX'', Float ''afY'', Float ''afZ'', Float ''afMagnitude'')'''
:*Apply a Havok impulse force to this object.


SENCE BLOCK.
:'''[[BlockActivation - ObjectReference|BlockActivation]](Bool ''abBlocked'')'''
:*Blocks normal activation processing for this reference.


STUCK BLOCK.
:'''Int [[CalculateEncounterLevel - ObjectReference|CalculateEncounterLevel]](Int ''aiDifficulty'')'''
:*Calculate this object's encounter level, using the specified difficulty.


WASTE BLOCK.
:'''Bool [[CanFastTravelToMarker - ObjectReference|CanFastTravelToMarker]]()'''
:*Can the player fast travel to this map marker?


FOOD BLOCK.
:'''[[ClearDestruction - ObjectReference|ClearDestruction]]()'''
:*Clears all effects of destruction from this object.


LIVE BLOCK.
:'''Int [[CountLinkedRefChain - ObjectReference|CountLinkedRefChain]](Keyword ''apKeyword'', Int ''maxExpectedLinkedRefs'')'''
:*Counts the number of linked refs that are in a linked Ref chain


DO BLOCK.
:'''[[CreateDetectionEvent - ObjectReference|CreateDetectionEvent]](Actor ''akOwner'', Int ''aiSoundLevel'')'''
:*Create a detection event at this reference, with the specified owner.


HAPPEN BLOCK.
:'''[[DamageObject - ObjectReference|DamageObject]](Float ''afDamage'')'''
:*Damages this object and advances the destruction stage.


REAL BLOCK.
:'''[[Delete - ObjectReference|Delete]]()'''
:*Deletes this object.


YOU BLOCK.
:'''[[DeleteWhenAble - ObjectReference|DeleteWhenAble]]()'''
:*Waits until this reference is out of the loaded area and then deletes it


I BLOCK.
:'''[[Disable - ObjectReference|Disable]](Bool ''abFadeOut'')'''
:*Disables this object.


ADVERB BLOCK.
:'''[[DisableLinkChain - ObjectReference|DisableLinkChain]](Keyword ''apKeyword'', Bool ''abFadeOut'')'''
:*Disables all of the references that are linked, in a chain, to this one.


VERB BLOCK.
:'''[[DisableNoWait - ObjectReference|DisableNoWait]](Bool ''abFadeOut'')'''
:*Disables this object and does not wait for the object to be disable or faded out.


ADJECTIVE BLOCK.
:'''[[DropObject - ObjectReference|DropObject]](Form ''akObject'', Int ''aiCount'')'''
:*Drops the specified object from this object's inventory.


NOUN BLOCK.
:'''[[Enable - ObjectReference|Enable]](Bool ''abFadeIn'')'''
:*Enables this object.


DIMENSION BLOCK.
:'''[[EnableFastTravel - ObjectReference|EnableFastTravel]](Bool ''abEnable'')'''
:*Enables or disables fast travel to this map marker.


MASS BLOCK.
:'''[[EnableLinkChain - ObjectReference|EnableLinkChain]](Keyword ''apKeyword'')'''
:*Enables all of the references that are linked, in a chain, to this one.


SUBSTANCE BLOCK.
:'''[[EnableNoWait - ObjectReference|EnableNoWait]](Bool ''abFadeIn'')'''
:*Enables this object and does not wait for the object to be enabled or faded in.


MATERIAL BLOCK.
:'''[[ForceAddRagdollToWorld - ObjectReference|ForceAddRagdollToWorld]]()'''
:*Forcibly adds the ragdoll of a reference to the world


MATTER BLOCK.
:'''[[ForceRemoveRagdollFromWorld - ObjectReference|ForceRemoveRagdollFromWorld]]()'''
:*Forcibly removes the ragdoll of a reference from the world


TIME BLOCK.
:'''ActorBase [[GetActorOwner - ObjectReference|GetActorOwner]]()'''
:*Obtains the actor base that owns this object.


SPACE BLOCK.
:'''Float [[GetAngleX - ObjectReference|GetAngleX]]()'''
:*Obtains this object's rotation around the x axis.


ENERGY BLOCK.
:'''Float [[GetAngleY - ObjectReference|GetAngleY]]()'''
:*Obtains this object's rotation around the y axis.


OBJECT BLOCK.
:'''Float [[GetAngleZ - ObjectReference|GetAngleZ]]()'''
:*Obtains this object's rotation around the z axis.


UNIVERSE BLOCK.
:'''Bool [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]](String ''asVariableName'')'''
:*Fetches the value of a variable on the reference's animation graph (bool version).


WORSE BLOCK.
:'''Float [[GetAnimationVariableFloat - ObjectReference|GetAnimationVariableFloat]](String ''asVariableName'')'''
:*Fetches the value of a variable on the reference's animation graph (float version).


WORST BLOCK.
:'''Int [[GetAnimationVariableInt - ObjectReference|GetAnimationVariableInt]](String ''asVariableName'')'''
:*Fetches the value of a variable on the reference's animation graph (int version).


BARRIER BLOCK.
:'''Form [[GetBaseObject - ObjectReference|GetBaseObject]]()'''
:*Obtains this reference's base object.


BOUND BLOCK.
:'''Int [[GetCurrentDestructionStage - ObjectReference|GetCurrentDestructionStage]]()'''
:*Gets the object's current stage of destruction.


CLOG BLOCK.
:'''Location [[GetCurrentLocation - ObjectReference|GetCurrentLocation]]()'''
:*Obtains this reference's current location.


LIMIT BLOCK.
:'''Scene [[GetCurrentScene - ObjectReference|GetCurrentScene]]()'''
:*Obtains the scene that this reference is currently participating in, if any.


OBSTRUCT BLOCK.
:'''Float [[GetDistance - ObjectReference|GetDistance]](ObjectReference ''akOther'')'''
:*Calculates the distance between this object and the passed in one.


BLOCK BLOCK.
:'''Location [[GetEditorLocation - ObjectReference|GetEditorLocation]]()'''
:*Obtains this reference's editor location.


ANYTHING BLOCK.
:'''Faction [[GetFactionOwner - ObjectReference|GetFactionOwner]]()'''
:*Gets the faction that owns this reference.


EVERYTHING BLOCK.
:'''Float [[GetHeadingAngle - ObjectReference|GetHeadingAngle]](ObjectReference ''akOther'')'''
:*Gets the angle between this object's heading, and the direction the other object is in.


HOW UNBLOCK ANYTHING?
:'''Float [[GetHeight - ObjectReference|GetHeight]]()'''
:*Gets the height of this object


HOW UNBLOCK EVERYTHING?
:'''Int [[GetItemCount - ObjectReference|GetItemCount]](Form ''akItem'')'''
:*Returns how many of the specified item is in this object's inventory.


FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.
:'''Float [[GetItemHealthPercent - ObjectReference|GetItemHealthPercent]]()'''
:*Returns the item health percent of this object (1.0 == 100%).


ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Key [[GetKey - ObjectReference|GetKey]]()'''
:*Obtains the key that unlocks this object (if any).


DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Float [[GetLength - ObjectReference|GetLength]]()'''
:*Obtains the length of this object.


THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''ObjectReference [[GetLinkedRef - ObjectReference|GetLinkedRef]](Keyword ''apKeyword'')'''
:*Returns our linked reference for the given Keyword, if any.


SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Int [[GetLockLevel - ObjectReference|GetLockLevel]]()'''
:*Obtains the level of the lock on this object.


READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Float [[GetMass - ObjectReference|GetMass]]()'''
:*Obtains this object's mass in Havok.


WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''ObjectReference [[GetNthLinkedRef - ObjectReference|GetNthLinkedRef]](Int ''aiLinkedRef'')'''
:*Obtains the nth linked ref from this object.


COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Int [[GetOpenState - ObjectReference|GetOpenState]]()'''
:*Obtains this object's current "open state".


LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Cell [[GetParentCell - ObjectReference|GetParentCell]]()'''
:*Obtains the cell this object is currently in.


FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Float [[GetPositionX - ObjectReference|GetPositionX]]()'''
:*Returns this object's current X position.


WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Float [[GetPositionY - ObjectReference|GetPositionY]]()'''
:*Returns this object's current Y position.


PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Float [[GetPositionZ - ObjectReference|GetPositionZ]]()'''
:*Returns this object's current Z position.


ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''Float [[GetScale - ObjectReference|GetScale]]()'''
:*Get this object's current scale.


TWO 2.
:'''Int [[GetTriggerObjectCount - ObjectReference|GetTriggerObjectCount]]()'''
:*Returns the number of objects inside this trigger volume.


OPPOSITE BLOCK.
:'''VoiceType [[GetVoiceType - ObjectReference|GetVoiceType]]()'''
:*Obtains the [[VoiceType Script|VoiceType]] for this actor or talking activator.


UNBLOCK.
:'''Float [[GetWidth - ObjectReference|GetWidth]]()'''
:*Get the current width of the object.


UNBLOCK IS OPPOSITE BLOCK.
:'''Worldspace [[GetWorldSpace - ObjectReference|GetWorldSpace]]()'''
:*Returns the worldspace this reference is in.


UNBLOCK IS UNBLOCK.
:'''Bool [[HasEffectKeyword - ObjectReference|HasEffectKeyword]](Keyword ''akKeyword'')'''
:*Returns if this reference has an active effect coming from a magic effect with the specified keyword attached


PRIVATE BLOCK.
:'''Bool [[HasNode - ObjectReference|HasNode]](String ''asNodeName'')'''
:*Returns if this reference has the specified name node in its 3D.


SECRET BLOCK.
:'''Bool [[HasRefType - ObjectReference|HasRefType]](LocationRefType ''akRefType'')'''
:*Returns if this reference has the specified [[LocationRefType Script|LocationRefType]] attached.


HIDE BLOCK.
:'''[[IgnoreFriendlyHits - ObjectReference|IgnoreFriendlyHits]](Bool ''abIgnore'')'''
:*Flags this reference as ignoring (or not ignoring) friendly hits


SURPRISE BLOCK.
:'''[[InterruptCast - ObjectReference|InterruptCast]]()'''
:*Interrupts any spellcasting this object may be doing.


DREAM BLOCK.
:'''Bool [[IsActivateChild - ObjectReference|IsActivateChild]](ObjectReference ''akChild'')'''
:*Returns whether the passed in reference is an activate child of this reference.


SLEEP BLOCK.
:'''Bool [[IsActivationBlocked - ObjectReference|IsActivationBlocked]]()'''
:*Returns whether normal activation processing is currently blocked on this reference or not.


THINK BLOCK.
:'''Bool [[Is3DLoaded - ObjectReference|Is3DLoaded]]()'''
:*Checks to see if this reference's 3D data is currently loaded or not.


EMOTION BLOCK.
:'''Bool [[IsDeleted - ObjectReference|IsDeleted]]()'''
:*Checks to see if this object is currently flagged for delete.  


SENCE BLOCK.
:'''Bool [[IsDisabled - ObjectReference|IsDisabled]]()'''
:*Is this object currently disabled?


STUCK BLOCK.
:'''Bool [[IsEnabled - ObjectReference|IsEnabled]]()'''
:*Is this object currently enabled?


WASTE BLOCK.
:'''Bool [[IsFurnitureInUse - ObjectReference|IsFurnitureInUse]](Bool ''abIgnoreReserved'')'''
:*Is any furniture marker on this object in use?


FOOD BLOCK.
:'''Bool [[IsFurnitureMarkerInUse - ObjectReference|IsFurnitureMarkerInUse]](Int ''aiMarker'', Bool ''abIgnoreReserved'')'''
:*Is the specified furniture marker on this object in use?


LIVE BLOCK.
:'''Bool [[IsIgnoringFriendlyHits - ObjectReference|IsIgnoringFriendlyHits]]()'''
:*Is this object ignoring friendly hits?


DO BLOCK.
:'''Bool [[IsInDialogueWithPlayer - ObjectReference|IsInDialogueWithPlayer]]()'''
:*Is this actor or talking activator currently talking to the player?


HAPPEN BLOCK.
:'''Bool [[IsInInterior - ObjectReference|IsInInterior]]()'''
:*Returns true if the object is in an interior cell.


REAL BLOCK.
:'''Bool [[IsInLocation - ObjectReference|IsInLocation]](Location ''akLocation'')'''
:*Returns true if the object is currently in that location or a child of that location.


YOU BLOCK.
:'''Bool [[IsLocked - ObjectReference|IsLocked]]()'''
:*Is the lock on this object locked?


I BLOCK.
:'''Bool [[IsMapMarkerVisible - ObjectReference|IsMapMarkerVisible]]()'''
:*Is this map marker visible to the player?


ADVERB BLOCK.
:'''Bool [[IsNearPlayer - ObjectReference|IsNearPlayer]]()'''
:*A quick-and-dirty function to tell if this object is safe to enable or disable


VERB BLOCK.
:'''[[KnockAreaEffect - ObjectReference|KnockAreaEffect]](Float ''afMagnitude'', Float ''afRadius'')'''
:*Executes a knock effect to an area


ADJECTIVE BLOCK.
:'''[[Lock - ObjectReference|Lock]](Bool ''abLock'', Bool ''abAsOwner'')'''
:*Locks or unlocks this object.


NOUN BLOCK.
:'''[[MoveTo - ObjectReference|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.


DIMENSION BLOCK.
:'''Bool [[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.


MASS BLOCK.
:'''[[MoveToInteractionLocation - ObjectReference|MoveToInteractionLocation]](ObjectReference ''akTarget'')'''
:*Moves this object to the specified object's interaction location.


SUBSTANCE BLOCK.
:'''[[MoveToMyEditorLocation - ObjectReference|MoveToMyEditorLocation]]()'''
:*Moves this object to its own editor location.


MATERIAL BLOCK.
:'''[[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


MATTER BLOCK.
:'''Actor [[PlaceActorAtMe - ObjectReference|PlaceActorAtMe]](ActorBase ''akActorToPlace'', Int ''aiLevelMod'', EncounterZone ''akZone'')'''
:*Create an actor at this object's location.


TIME BLOCK.
:'''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.


SPACE BLOCK.
:'''Bool [[PlayAnimation - ObjectReference|PlayAnimation]](String ''asAnimation'')'''
:*Plays the specified animation on this object, returning immediately.


ENERGY BLOCK.
:'''Bool [[PlayAnimationAndWait - ObjectReference|PlayAnimationAndWait]](String ''asAnimation'', String ''asEventName'')'''
:*Plays the specified animation on this object and waits for the specified event before returning. (latent)


OBJECT BLOCK.
:'''Bool [[PlayGamebryoAnimation - ObjectReference|PlayGamebryoAnimation]](String ''asAnimation'', Bool ''abStartOver'', Float ''afEaseInTime'')'''
:*Plays a legacy nif file based animation


UNIVERSE BLOCK.
:'''Bool [[PlayImpactEffect - ObjectReference|PlayImpactEffect]](ImpactDataSet ''akImpactEffect'', String ''asNodeName'', Float ''afPickDirX'', Float ''afPickDirY'', Float ''afPickDirZ'', Float ''afPickLength'', Bool ''abApplyNodeRotation'', Bool ''abUseNodeLocalRotation'')'''
:*Plays an impact effect.


WORSE BLOCK.
:'''Bool [[PlaySyncedAnimationAndWaitSS - ObjectReference|PlaySyncedAnimationAndWaitSS]](String ''asAnimation1'', String ''asEvent1'', ObjectReference ''akObj2'', String ''asAnimation2'', String ''asEvent2'')'''
:*Plays two animations simultaneously, waiting for events from both.


WORST BLOCK.
:'''Bool [[PlaySyncedAnimationSS - ObjectReference|PlaySyncedAnimationSS]](String ''asAnimation1'', ObjectReference ''akObj2'', String ''asAnimation2'')'''
:*Plays two animations simultaneously.


BARRIER BLOCK.
:'''[[PlayTerrainEffect - ObjectReference |PlayTerrainEffect]](String ''asEffectModelName'', String ''asAttachBoneName'')'''
:*Plays a terrain effect.


BOUND BLOCK.
:'''[[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.


CLOG BLOCK.
:'''[[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.


LIMIT BLOCK.
:'''Bool [[RampRumble - ObjectReference|RampRumble]](Float ''power'', Float ''duration'', Float ''falloff'')'''
:*Shakes cam/controller based on distance from player


OBSTRUCT BLOCK.
:'''[[RemoveAllInventoryEventFilters - ObjectReference|RemoveAllInventoryEventFilters]]()'''
:*Remove all inventory event filters on this reference.


BLOCK BLOCK.
:'''[[RemoveAllItems - ObjectReference|RemoveAllItems]](ObjectReference ''akTransferTo'', Bool ''abKeepOwnership'', Bool ''abSilent'')'''
:*Removes all items from this container, optionall transferring them to another one.


ANYTHING BLOCK.
:'''[[RemoveInventoryEventFilter - ObjectReference|RemoveInventoryEventFilter]](Form ''akFilter'')'''
:*Remove a specific inventory event filter.


EVERYTHING BLOCK.
:'''[[RemoveItem - ObjectReference|RemoveItem]](Form ''akItemToRemove'', Int ''aiCount'', Bool ''abSilent'', ObjectReference ''akOtherContainer'')'''
:*Removes the passed in item from this object's inventory.


HOW UNBLOCK ANYTHING?
:'''[[Reset - ObjectReference|Reset]](ObjectReference ''akTarget'')'''
:*Resets this object reference, optionally placing the object at the new target.


HOW UNBLOCK EVERYTHING?
:'''[[Say - ObjectReference|Say]](Topic ''akTopicToSay'', Actor ''akActorToSpeakAs'', Bool ''abSpeakInPlayersHead'')'''
:*Causes this reference to speak a topic as if it were the specified actor.


FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.
:'''[[SendStealAlarm - ObjectReference|SendStealAlarm]](Actor ''akThief'')'''
:*Sends a steal alarm as if this reference had just been stolen by the actor.


ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetActorCause - ObjectReference|SetActorCause]](Actor ''akActor'')'''
:*Sets this actor as this object's actor cause.


DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetActorOwner - ObjectReference|SetActorOwner]](ActorBase ''akActorBase'')'''
:*Sets this actor base as this object's owner.


THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetAngle - ObjectReference|SetAngle]](Float ''afXAngle'', Float ''afYAngle'', Float ''afZAngle'')'''
:*Sets this object's rotation. Angles are in degrees.


SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetAnimationVariableBool - ObjectReference|SetAnimationVariableBool]](String ''asVariableName'', Bool ''abNewValue'')'''
:*Sets the value of a variable on the reference's animation graph (bool version).


READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetAnimationVariableFloat - ObjectReference|SetAnimationVariableFloat]](String ''asVariableName'', Float ''afNewValue'')'''
:*Sets the value of a variable on the reference's animation graph (float version).


WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetAnimationVariableInt - ObjectReference|SetAnimationVariableInt]](String ''asVariableName'', Int ''aiNewValue'')'''
:*Sets the value of a variable on the reference's animation graph (int version).


COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetDestroyed - ObjectReference|SetDestroyed]](Bool ''abDestroyed'')'''
:*Sets or clears this object's destroyed flag.


LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetFactionOwner - ObjectReference|SetFactionOwner]](Faction ''akFaction'')'''
:*Sets this faction as this object's owner.


FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetLockLevel - ObjectReference|SetLockLevel]](Int ''aiLockLevel'')'''
:*Sets the lock level on this object.


WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetMotionType - ObjectReference|SetMotionType]](Int ''aiMotionType'', Bool ''abAllowActivate'')'''
:*Sets the havok motion type on this object.


PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetNoFavorAllowed - ObjectReference|SetNoFavorAllowed]](Bool ''abNoFavor'')'''
:*Sets or clears this object's ability to be not used by a teammate for a favor


ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
:'''[[SetOpen - ObjectReference|SetOpen]](Bool ''abOpen'')'''
:*Opens or closes this object.


TWO 2.
:'''[[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 ==
 
:'''[[OnActivate - ObjectReference|OnActivate]](ObjectReference ''akActionRef'')'''
:*Event received when this object is activated.
 
:'''[[OnAttachedToCell - ObjectReference|OnAttachedToCell]]()'''
:*Event received when this reference moves from a detached cell to an attached one.
 
:'''[[OnCellAttach - ObjectReference|OnCellAttach]]()'''
:*Event received when this reference's parent cell attaches.
 
:'''[[OnCellDetach - ObjectReference|OnCellDetach]]()'''
:*Event received when this reference's parent cell detaches.
 
:'''[[OnCellLoad - ObjectReference|OnCellLoad]]()'''
:*Event received when everything in the cell that holds this reference has loaded.
 
:'''[[OnClose - ObjectReference|OnClose]](ObjectReference ''akActionRef'')'''
:*Event received when this object is finished closing.
 
:'''[[OnContainerChanged - ObjectReference|OnContainerChanged]](ObjectReference ''akNewContainer'', ObjectReference ''akOldContainer'')'''
:*Event received when an object moves into/out of/between containers.
 
:'''[[OnDestructionStageChanged - ObjectReference|OnDestructionStageChanged]](Int ''aiOldStage'', Int ''aiCurrentStage'')'''
:*Event received when this object's destruction stage has worsened.
 
:'''[[OnDetachedFromCell - ObjectReference|OnDetachedFromCell]]()'''
:*Event received when this object moves from an attached cell to a detached cell.
 
:'''[[OnEquipped - ObjectReference|OnEquipped]](Actor ''akActor'')'''
:*Event received when this object is equipped by an actor.
 
:'''[[OnGrab - ObjectReference|OnGrab]]()'''
:*Event received when this object is grabbed (z-keyed) by the player.
 
:'''[[OnHit - ObjectReference|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 - ObjectReference|OnItemAdded]](Form ''akBaseItem'', Int ''aiItemCount'', ObjectReference ''akItemReference'', ObjectReference ''akSourceContainer'')'''
:*Event received when an item is inserted into this object's container.
 
:'''[[OnItemRemoved - ObjectReference|OnItemRemoved]](Form ''akBaseItem'', Int ''aiItemCount'', ObjectReference ''akItemReference'', ObjectReference ''akDestContainer'')'''
:*Event received when an item is removed from this object's container.
 
:'''[[OnLoad - ObjectReference|OnLoad]]()'''
:*Event received when this object's 3d is loaded and ready.
 
:'''[[OnLockStateChanged - ObjectReference|OnLockStateChanged]]()'''
:*Event received when the lock on this object changes its state.
 
:'''[[OnMagicEffectApply - ObjectReference|OnMagicEffectApply]](ObjectReference ''akCaster'', MagicEffect ''akEffect'')'''
:*Event received when a magic effect is attempting to be applied to this reference.
 
:'''[[OnOpen - ObjectReference|OnOpen]](ObjectReference ''akActionRef'')'''
:*Event received when this object is fully opened.
 
:'''[[OnRead - ObjectReference|OnRead]]()'''
:*Event received when this object is read. (Only applies to books)
 
:'''[[OnRelease - ObjectReference|OnRelease]]()'''
:*Event received when this object is released by the player (stopped z-keying).
 
:'''[[OnReset - ObjectReference|OnReset]]()'''
:*Event received when this object is reset.
 
:'''[[OnSell - ObjectReference|OnSell]](Actor ''akSeller'')'''
:*Event received when this object is sold by someone.
 
:'''[[OnSpellCast - ObjectReference|OnSpellCast]](Form ''akSpell'')'''
:*Event received when this object casts 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.