Default Scripts List

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Revision as of 17:37, 11 April 2015 by imported>Exit
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What are Default Scripts?

This is a full list of all default scripts included in vanilla Skyrim.

Defaults scripts are pre-created and compiled scripts written by the Bethesda developers, made with the intention of saving the time of a modder spent writing scripts to perform common tasks. They can be added to any record by going to Scripts>Add, filtering by "default" and choosing one of the scripts to add. Often, they contain properties that should be filled in order for the script to function properly.

See the Glossary for more information on specific terms.

List of Default Scripts

If a script is not specified as for triggerboxes, reference aliases, etc. it will NOT work for them. Examples are provided when possible.

default2StateActivator

This script will cause the activator it's placed on to open or close depending on its current state. It will only work properly on activators that can open and close. I.e. having the script on a custom portcullis.

defaultActivateActivateLinkedRefOnce

This script will cause the activator to activate its linked reference when activated, and then go to an empty state where the script will do nothing upon activation. I.e. an activator triggering a one-time trap.

defaultActivateDelayedToggleLinkedRef

This script will cause the activator to change the enable state of the linked reference when activated after a variable amount of time has passed since activation. You can set the DelayTime to 0 for no delay. I.e. a manual light switch script.

defaultActivateDeleteLinkedRef

This script will delete the linked reference of the activator upon activation. Be sure to read Delete_-_ObjectReference, particularly Notes and the initial section. I.e. when a chain is pulled, removing a wall.

defaultActivateLinkDoOnceSCRIPT

This script will cause the trigger to activate its linked reference when it is entered. This only works for trigger boxes! I.e. triggering a trap when the player walks past it.

defaultActivateLinkedRefOnAttacked

This script will activate the linked reference of the actor once the actor has been hit the specified number of times. I.e. activating a trap to drop you onto spikes once you've hit an NPC enough.

defaultActivateLinkedRefOnceOnDeath

This script will activate the linked reference of the actor when they die, then go to an empty state wherein nothing will happen upon death. I.e. turning off swinging axes a door when a boss dies.

defaultActivateOnLoad

This script will activate the linked reference of the reference when their 3D is loaded. Read the OnLoad - ObjectReference page for more info. This script is not recommended for use, as OnLoad is somewhat unreliable.

defaultActivateOpenLinkedRef

This script will open its linked reference when activated, and then go to an empty state wherein activation will do nothing. Only works when the linked reference is openable. I.e. releasing many animals from cages after pressing a button.

defaultActivateSelf

This script will activate itself when entered, with many optional parameters for what can enter and what to do after. Only works on triggerboxes. I.e. activating self when trigger is entered, thus causing OnActivate to spawn a hostile NPC at the triggerer's location.

defaultActivateToggleLinkedRef

This script will toggle the enable state of its linked reference. I.e. enabling a fire when you activate a shrine, then disabling it if the fire is enabled.

defaultActivateToggleLinkedRefOnce

This script will toggle the enable state of its linked reference, and then go to a state wherein activation does nothing (unless the variable reset is true, in which case it can be reset). I.e. activating a somewhat broken light switch.

defaultActorEnableDisableLinkedRef

This script will enable or disable, variably, the linked reference the first time it is entered by a specified actor. This script only works on triggerboxes. I.e. enabling invisible walls when the player enters the trigger.

defaultActSelfOnEnterOnLeave

This script will activate itself when entered and left. This script only works on triggerboxes.

defaultAddBookScript

This script will add the certain amount of books required to itself OnLoad - ObjectReference. This script can only add one type of thing.

defaultAddEffectShaderScript

This script will play an effect shader on itself OnLoad - ObjectReference, until it is unloaded. I.e. having a glowing statue.

defaultAddItemAliasScript

This script will set a stage in a quest when this ReferenceAlias is added to the inventory of someone/thing. This script will only work when placed on a ReferenceAlias. I.e. completing a stage when you pick up an heirloom.

defaultAddItemArmorScript

This script will add the piece of armor to the reference the script is placed on in a reset-safe way. I.e. adding armor to a mannequin.

defaultAddItemKeyScript

This script will add the key to the reference the script is placed on in a reset-safe way. I.e. adding a key to an NPC.

defaultAddItemNoteToLinkOnLoad

This script will add the reference the script is on to its linked reference. I.e. placing a note at an items linked reference.

defaultAddItemPotionScript

This script will add the potion to the reference the script is placed on in a reset-safe way.

defaultAddItemScript

This script is the framework for all other defaultAddItem scripts. It's not directly useable on its own.

defaultAddItemWeaponScript

This script will add the weapon to the reference the script is placed on in a reset-safe way. I.e. equipping a gladiator with a sword.

defaultAddMapMarkerOnCloseBookNotAlias

This script will add the map marker(s) specified to the map once the book the script is on has been closed, optionally with fast travel enabled. This will only work on books, and NOT aliases. I.e. discovering a location via book.

defaultAddMiscItemSCRIPT

This script will add the misc object to the reference the script is placed on in a reset-safe way.

defaultAddMusicOnActivate

This script will play the specified music when the player activates the reference, and then go to a state wherein activation does nothing. I.e. playing music when you activate a pedestal.

defaultAddMusicSCRIPT

This script will play the specified music when the player enters the triggerbox, and then go to a state wherein activation does nothing. Works on triggerboxes only. I.e. playing music when you enter a battle scene through gate.

defaultAddSpell

Does not appear to be functional. Script contains nothing.

defaultAddToFactionOnLoad

This script will add the actor to the specified faction OnLoad - ObjectReference. I.e. adding an actor to the Stormcloaks.

defaultAddToLinkonLoadSCRIPT

This script will add the reference to the linked reference OnLoad - ObjectReference.

defaultAliasChangeOutfit

This script will change the alias' outfit when they enter or leave the specified location. This only works on Reference Aliases. I.e. changing an alias' outfit after they leave a dressing room.

defaultAliasModAggression

This script allows you to modify and reset the alias' aggression to the specified aggression. This only works on Reference Aliases. This script does nothing on its own - you must call the functions within it externally. I.e. making a boss aggressive after speaking to him.

defaultAliasOnDeathScript

This script will set the specified stage on the parent (owning) quest of the alias when they die. This only works on Reference Aliases. You cannot specify quests other than the owning quest. I.e. completing the quest when an NPC dies.

defaultAliasOnUnload

This script will set the specified stage on the parent (owning) quest of the alias OnUnload - ObjectReference. This only works on Reference Aliases. Note the possible unreliability of UnLoad on its page. I.e. setting a stage when you leave an NPCs home.

defaultAliasRespawnScript

This script will attempt to respawn the alias the script is on OnDeath - Actor, with an optional property to turn off auto-spawning (which you can [externally]). This only works on Reference Aliases. You MUST attach defaultQuestRespawnScript to the alias' quest in order for this to work. I.e. a boss that constantly respawns until you activate a switch.

defaultAllowPCDialogueScript

This script will allow the actor to talk to the player OnLoad - ObjectReference.

defaultAOEpushOnActivateDoOnce

This script will cause an explosion to be placed at the reference when activated. If the reference is openable, it will also open before exploding. Then, it will go to a state wherein activation does nothing. I.e. a trapped door that explodes and then opens.

defaultAutosaveScript

This script will autosave when the trigger is entered. The trigger will be auto-saveable again OnReset - ObjectReference. This only works on triggerboxes. I.e. autosaving before entering a big boss fight.

defaultBiPressurePlate

This script governs all actions of a pressure plate - the animations, states, etc. It will activate itself when the pressure plate goes down. This only works on triggerboxes (placed over a pressure plate static/piece). You will have to pair this with another script to do something when activated. I.e. causing a pressure plate to work.

defaultBlockActivation

This script blocks activation of the reference OnLoad - ObjectReference.

defaultBlockFollowerActivation

This script prevents the reference from being activated (via favor) by followers OnLoad - ObjectReference. I.e. a trap only meant for the player.

defaultBloodPoolScript

This script fills the reference with blood when activated or optionally OnLoad - ObjectReference. Should only work on references with the animation defined. See Talk for PlayAnimation. I.e. filling a pool with blood.

defaultButtonSCRIPT

This script manages the animations of the button, and then activates itself (the button). In order to actually do something, you'll need a separate script with an OnActivate event to receive that activation. I.e. a button.

defaultCastAtLinkOnTriggerSCRIPT

This script will cast the specified spell from the trigger's linked ref at the triggering actor. This only works for triggerboxes! I.e. a trap that casts spells at you from a stone when you enter the area.

defaultCastFromLinkOnActivateSCRIPT

This script will cast the specified spell from the reference's linked ref at the triggering actor. I.e. when a chest is opened firing a spell at you.

defaultCastFromLinkOnTriggerSCRIPT

Same as defaultCastAtLinkOnTriggerSCRIPT but with commented out debug.traces. Only works on triggerboxes.

defaultCastOnTriggerSCRIPT

Same as defaultCastAtLinkOnTriggerScript. Only works on triggerboxes.

defaultCityEndGateSceneScript

This script will set the specified stage on the specified quest if the previously specified stage has NOT been completed when the reference's cell is loaded. I.e. setting the end stage when the player enters the reference's cell, the city.

defaultClearLocationOnActivate

This script will clear the current location of the reference when activated.

defaultClearLocationOnDeath

This script will clear the current location of the reference when the reference dies. I.e. clearing a location when the boss dies.

defaultClearLocationOnDeathRefAlias

This script will clear the current location of the alias when the alias dies. Only works on Reference Aliases. I.e. clearing a location when an NPC dies.

defaultCounter

This script is a simple counter, to be placed on a reference. Then increment with another script (such as defaultCounterIncrementOnDeath). When the target value is reached (or, optionally, exceeded), the counter activates itself and can optionally set a quest stage and/or perform a specified action (activate, toggle enable state, enable, or disable) on a specified linked reference. I.e. activating a pull chain to open a door after you've pressed all the buttons in a puzzle (each with the defaultCounterIncrementOnActivate script).

defaultCounterIncrementOnActivate

This script will increment the script on the reference's linked reference when activated. Optionally, you can make the script increment when activated then decrement the next time. There is no option to decrement every time activated. I.e. incremented the count with buttons.

defaultCounterIncrementOnDeath

This script will increment the script on the actor's linked reference when the actor dies. There is no option to decrement. I.e. incrementing the count on an object when you kill each actor, then setting the stage when enough have been killed.

defaultDeleteSelfOnReset

This script will disable and then delete the reference when the reference's cell is attached. Note from the script comments: DOESN'T DO WHAT IT'S NAME IMPLIES. IT'S HAD CHANGES MADE TO IT SPECIFICALLY FOR FIXING A NIRNROOT GLOW ISSUE.

defaultDisableExitEnableEnter

This script will disable the triggerbox's linked references when the player exits the triggerbox, then enables them when the player enters the triggerbox. This script will only work on triggerboxes. Only 5 linked references can be recognized. I.e. enabling a path forward when the player gets close enough.

defaultDisableHavokOnLoad

This script will disable the havok of the item OnLoad - ObjectReference, so it can't be knocked over or moved (like a static). If you don't want an object to move, you should add this script AND disable havok on the item directly. Doing just the latter doesn't always work properly. I.e. making an object like a static.

defaultDisableLinkedRefOnLoad

This script will disable the reference's linked reference OnLoad - ObjectReference. The reference must be activated first, however, to allow for the disabling. I.e. useful for enable-state swapping on cell loads.

defaultDisableLinkRefOnDestruction

This script will disable the reference's linked reference when the reference reaches the specified destruction stage. The reference must be a destructible object to work properly. I.e. disabling part of a wall when you break another part.

defaultDisableOnCellAttachOtherCond

This script disables its object OnReset - ObjectReference if the location has been cleared once. Note that this script requires a LinkedReference to an XMarker in the same cell to track this state. Bethesda provides more information on XMarkers in its dungeon tutorial).

defaultDisableOnLoadAfterTrig

This script will disable the triggerbox its on OnLoad - ObjectReference after the player has walked through it once. This script only works on triggerboxes. I.e. a one-time use triggerbox.

defaultDisableOnloadAfterWait

This script disables its object a set time after OnLoad - ObjectReference. I.e. showing something to the player for a little before removal.

defaultDisableOnReset

This script will cause the reference to be disabled once its cell resets.

defaultDisableOnResetIfLocWasCleared

This script is identical to defaultDisableOnCellAttachOtherCond.

defaultDisableOnResetOtherCondition

This script disables its reference OnReset - ObjectReference if the location has been cleared once. Optionally, you can enable/disable up to 5 other objects. The reference must have an XMarker linked reference in the cell. I.e. disabling the boss' object.

defaultDisableOtherObjectOnActivate

This script disables another object, as set in the property, when this object is activated. This is meant for use with cell reset enabling/disabling.

defaultDisableOtherObjectWhenTaken

This script will disable the specified object when the reference the script is on is taken by the player, and then go to a state wherein being taken again does nothing. I.e. disabling a pressure plate's triggerbox when you've taken the item resting on it.

defaultDisableSelfOnActivate

This script is used to disable its object upon activating.

defaultDisableSelfOnLoad

This script will disable its reference when its cell is loaded. Optionally, it will only disable itself if the specified stage of a quest is completed. I.e. disabling a quest-specific object once you've passed a certain part in the quest.

defaultDragonSetLandingMarker

Sets landing marker OnLoad to LinkedRef.

defaultDweButtonScript

This script governs the animations and sounds of a Dwemer button when pressed. I.e. for use on a Dwemer button.

defaultDweGearScript

The script governs the animation of a Dwemer gear OnLoad and OnActivate. I.e. for use on a Dwemer gear.

defaultEnableDisableLinkedRef

This script will, variably, enable or disable the reference's linked reference when activated or entered. This can work for triggerboxes OR activators. I.e. enabling an entrance-blocking pile of rocks after explosion.

defaultEnableDisableLinkOnOpenClose

This script will enable the reference's linked reference when the player enters it, provided the players level is bigger than or equal to a global variable. Then, it will go to a state wherein triggering will do nothing. I.e. a random encounter with a hagraven in the wild.

defaultEnableEncLinkedRef

This script enables its LinkedRef based on the player's level compared to a global. The global used is usually prefixed with LevelGate. For example, LevelGateHagraven.

defaultEnableLinkedRefOnActivate

This script will, variably, disable or enable the reference's linked reference when activated, and then go to a state wherein activation does nothing. I.e. disabling a door when a button is pressed.

defaultEnableLinkedRefOnDeath

Enable or disable LinkedRef on death.

defaultEnableLinkedRefOnLostLOS

This script will, variably, disable or enable the reference's linked reference when the player loses line of sight of the reference the script is on. I.e enabling and disabling a ghost as you lose sight of your follower.

defaultEnableOnReset

defaultEnableTrigScript

This script will disable the triggerbox it is on when entered. Note from script: Trigger Box script used to enable/disable objects linked to this.

defaultEquipItemOnLoad

defaultFakeHarvestableScript

This script is added on an activator to fake an object being harvestable. It mimics the normal harvest behavior and allows you to specify an ingredient to pick, potion to add, sound, days before it is restored, message, and if it deletes itself when harvested. I.e. a fake harvestable cup dispensing potions.

defaultFakeNPCLoadTRIG

defaultfakerezspell

This script "fakes" resurrecting and re-killing actors. It will resurrect/summon the NPC when the actor is activated. Banishing must be called externally from other scripts by calling Banish() on the script to kill the actor. I.e. for use with undead.

defaultFakeSummonSpell

defaultFireWeaponScript

defaultForceEvaluatePackageTrigger

defaultGhostScript

defaultGhostScriptRefAlias

defaultIfAlivePlaySoundScript

defaultIgnoreFriendlyHits

defaultImodAreaTrig

defaultInteriorDoorShutScript

defaultLearnWordonAct

defaultLinkRefStartCombatPlayer

defaultMasterPackageWeaponDrawnScript

defaultMoveActorTriggerScript

defaultNoEnemiesFollowDoorScript

defaultNoFastTravelTriggerScript

defaultNoFavorOnLoad

defaultNoFollowDoorScript

defaultNPCrunToTRIG

defaultObjectManager

defaultOnActivateBlockActivation

defaultOnActivateBlockPlayerActivate

defaultOnActivateDisableLinkedRef

defaultOnActivateEnableScript

defaultOnActivateEvaluatePackage

defaultOnActivateNonPlayerEnableScript

defaultOnCellAttachEnable

defaultOnDeathUnequipAll

defaultOnEnter

defaultOnHitActivateLinkedRef

defaultOnHitChangeAggression

defaultOnHitSetAV

defaultOnHitSetAVRefAlias

defaultOnLoadRemoveWeapons

defaultOnReadSetQuestStage

defaultOnReadSetQuestStageNotAlias

defaultOnResetTestAndDisable

defaultOpenLinkedRefTrigger

defaultOwnZombie

defaultPillarPuzzleLever

defaultPillarPuzzleLeverNoFurn

defaultPillarPuzzlePullBarNoFurn

defaultPlaceAtMeOnActivate

defaultPlayEffectOnActivate

defaultPlayerEnableDisableLinkedRef

defaultPlaySoundAtLinkSCRIPT

defaultPrisonerDoorSCRIPT

defaultPuzzlePillarNoFurn

defaultPuzzlePillarPullBarNoFurn

defaultPuzzlePillarScript

defaultQuestRespawnScript

defaultRagdollAttachPointSCRIPT

defaultResetReferenceOnUnload

defaultRumbleOnActivate

defaultSealedDoor

defaultSetAVonActivate

defaultSetAVOnLoad

defaultSetEnableStateOnReset

defaultSetEnableStateOnResetLinkedRef

defaultSetLinkAVVar

defaultSetMultiAVTriggerScript

defaultsetMultiStageAliasScript

defaultSetStageActorRefScript

defaultsetStageActRefAliasScript

defaultsetStageActSCRIPT

defaultsetStageAliasScript

defaultSetStageOnAttacked

defaultSetStageOnAttackedRefAlias

defaultSetStageOnCloseBook

defaultSetStageOnCloseBookNotAlias

defaultSetStageOnDeath

defaultSetStageOnDeathRefAlias

defaultSetStageOnEnter

defaultsetStageOnHitAliasScript

defaultSetStageOnLoad

defaultsetStageOnOpenSCRIPT

defaultSetStageOnPlayerAcquire

defaultSetStageOnPlayerAcquireItem

defaultSetStageOnReset

defaultSetStageOnUnload

defaultsetStageRefScript

defaultSetStageTrigOnLeaveSCRIPT

defaultsetStageTrigSCRIPT

defaultSetStageTRIGSpecificActor

defaultSetStageTRIGSpecificFaction

defaultSoundControlScript

defaultStartSceneAterDelayTrigScript

defaultStartSceneIfNoCombatTrigScript

defaultStartSceneOnAliasDeath

defaultStartSceneScript

defaultStartSceneTrigAliasScript

defaultStartSceneTrigScript

defaultStopSceneOnHit

defaultTeleportAbility

defaultToggleSelfOnActivate

defaultUnlockOnLoad

defaultWerewolfAttachPointSCRIPT