Difference between revisions of "Actor Script"

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Spelling error 'abSlient' changed to 'abSilent'
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'''Extends:''' [[ObjectReference Script]]
'''Extends:''' [[ObjectReference Script]]


Script for the manipulation of actor instances.
Script for the manipulation of [[actor]] instances.


== Definition ==
== Definition ==
Line 20: Line 20:
== Global Functions ==
== Global Functions ==
None
None
== Member Functions ==
== Member Functions ==
'''[[AddPerk - Actor|AddPerk]](Perk ''akPerk'')'''
*Adds the specified perk to this actor.
'''Bool [[AddShout - Actor|AddShout]](Shout ''akShout'')'''
*Adds the specified shout to this actor.
'''Bool [[AddSpell - Actor|AddSpell]](Spell ''akSpell'', Bool ''abVerbose'')'''
*Adds the specified spell to this actor.
'''[[AddToFaction - Actor|AddToFaction]](Faction ''akFaction'')'''
*Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
'''[[AllowBleedoutDialogue - Actor|AllowBleedoutDialogue]](Bool ''abCanTalk'')'''
*Flags this actor as able to speak to the player when he is in bleed out and is essential down
'''[[AllowPCDialogue - Actor|AllowPCDialogue]](Bool ''abTalk'')'''
*Enables or disables the player's ability to talk to this actor.


{|class="wikitable" width =100%
'''[[AttachAshPile - Actor|AttachAshPile]](Form ''akAshPileBase'')'''
!style="text-align:left;" width=25%|Function
*Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
!style="text-align:left;"|Description
|-
|[[AddPerk - Actor|'''AddPerk'''(Perk ''akPerk'')]]
|Adds the specified perk to this actor.
|-


|[[AddShout - Actor|Bool '''AddShout'''(Shout ''akShout'')]]
'''Bool [[CanFlyHere - Actor|CanFlyHere]]()'''
|Adds the specified shout to this actor.
*Can this actor fly here?
|-


|[[AddSpell - Actor|Bool '''AddSpell'''(Spell ''akSpell'', Bool ''abVerbose'')]]
'''[[ClearArrested - Actor|ClearArrested]]()'''
|Adds the specified spell to this actor.
*Clears this actor's arrested state.
|-


|[[AddToFaction - Actor|'''AddToFaction'''(Faction ''akFaction'')]]
'''[[ClearExpressionOverride - Actor|ClearExpressionOverride]]()'''
|Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
*Clears any expression override on this actor.
|-


|[[AllowBleedoutDialogue - Actor|'''AllowBleedoutDialogue'''(Bool ''abCanTalk'')]]
'''[[ClearExtraArrows - Actor|ClearExtraArrows]]()'''
|Flags this actor as able to speak to the player when he is in bleed out and is essential down
*Clears any arrow 3d on the actor.
|-


|[[AllowPCDialogue - Actor|'''AllowPCDialogue'''(Bool ''abTalk'')]]
'''[[ClearForcedLandingMarker - Actor|ClearForcedLandingMarker]]()'''
|Enables or disables the player's ability to talk to this actor.
*Clears any forced landing marker on this actor.
|-


|[[AttachAshPile - Actor|'''AttachAshPile'''(Form ''akAshPileBase'')]]
'''[[ClearKeepOffsetFromActor - Actor|ClearKeepOffsetFromActor]]()'''
|Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
*Clears any keep offset from this actor.
|-


|[[CanFlyHere - Actor|Bool '''CanFlyHere'''()]]
'''[[ClearLookAt - Actor|ClearLookAt]]()'''
|Can this actor fly here?
*Clears this actor's script-forced look at target.
|-


|[[ClearArrested - Actor|'''ClearArrested'''()]]
'''[[DamageActorValue - Actor|DamageActorValue]](String ''asValueName'', Float ''afDamage'')'''
|Clears this actor's arrested state.
*Damages the specified actor value by the specified amount.
|-


|[[ClearExpressionOverride - Actor|'''ClearExpressionOverride'''()]]
'''[[DamageActorValue - Actor|DamageAV]](String ''asValueName'', Float ''afDamage'')'''
|Clears any expression override on this actor.
*Alias for DamageActorValue().
|-


|[[ClearExtraArrows - Actor|'''ClearExtraArrows'''()]]
'''Bool [[Dismount - Actor|Dismount]]()'''
|Clears any arrow 3d on the actor.
*Forces the actor to dismount.
|-


|[[ClearForcedLandingMarker - Actor|'''ClearForcedLandingMarker'''()]]
'''[[DispelAllSpells - Actor|DispelAllSpells]]()'''
|Clears any forced landing marker on this actor.
*Dispel all spell from this actor
|-


|[[ClearKeepOffsetFromActor - Actor|'''ClearKeepOffsetFromActor'''()]]
'''Bool [[DispelSpell - Actor|DispelSpell]](Spell ''akSpell'')'''
|Clears any keep offset from this actor.
*Dispel a spell from this actor
|-


|[[ClearLookAt - Actor|'''ClearLookAt'''()]]
'''[[DoCombatSpellApply - Actor|DoCombatSpellApply]](Spell ''akSpell'', ObjectReference ''akTarget'')'''
|Clears this actor's script-forced look at target.
*Apply a spell to a target in combat
|-


|[[DamageActorValue - Actor|'''DamageActorValue'''(String ''asValueName'', Float ''afDamage'')]]
'''[[DrawWeapon - Actor|DrawWeapon]]()'''
|Damages the specified actor value by the specified amount.
*Forces this actor to draw his weapon
|-


|[[DamageActorValue - Actor|'''DamageActorValue'''(String ''asValueName'', Float ''afDamage'')]]
'''[[EnableAI - Actor|EnableAI]](Bool ''abEnable'')'''
|Alias for DamageActorValue().
*Enables or disables this actor's AI.
|-


|[[Dismount - Actor|Bool '''Dismount'''()]]
'''[[EndDeferredKill - Actor|EndDeferredKill]]()'''
|Forces the actor to dismount.
*Removes the actor from a Deferred Kill state.
|-


|[[DispelAllSpells - Actor|'''DispelAllSpells'''()]]
'''[[EquipItem - Actor|EquipItem]](Form ''akItem'', Bool ''abPreventRemoval'', Bool ''abSilent'')'''
|Dispel all spell from this actor
*Equips the specified item on this actor.
|-


|[[DispelSpell - Actor|Bool '''DispelSpell'''(Spell ''akSpell'')]]
'''[[EquipShout - Actor|EquipShout]](Shout ''akShout'')'''
|Dispel a spell from this actor
*Forces this actor to equip this shout.
|-


|[[DoCombatSpellApply - Actor|'''DoCombatSpellApply'''(Spell ''akSpell'', ObjectReference ''akTarget'')]]
'''[[EquipSpell - Actor|EquipSpell]](Spell ''akSpell'', Int ''aiSource'')'''
|Apply a spell to a target in combat
*Forces this actor to equip thes spell, in the specified source.
|-


|[[DrawWeapon - Actor|'''DrawWeapon'''()]]
'''[[EvaluatePackage - Actor|EvaluatePackage]]()'''
|Forces this actor to draw his weapon
*Forces the AI to re-evaluate its package stack.
|-


|[[EnableAI - Actor|'''EnableAI'''(Bool ''abEnable'')]]
'''[[ForceActorValue - Actor|ForceActorValue]](String ''asValueName'', Float ''afNewValue'')'''
|Enables or disables this actor's AI.
*Forces the specified actor value to the specified value.
|-


|[[EndDeferredKill - Actor|'''EndDeferredKill'''()]]
'''[[ForceActorValue - Actor|ForceAV]](String ''asValueName'', Float ''afNewValue'')'''
|Removes the actor from a Deferred Kill state.
*Alias for ForceActorValue().
|-


|[[EquipItem - Actor|'''EquipItem'''(Form ''akItem'', Bool ''abPreventRemoval'', Bool ''abSlient'')]]
'''ActorBase [[GetActorBase - Actor|GetActorBase]]()'''
|Equips the specified item on this actor.
*Returns the base actor object for this actor.
|-


|[[EquipShout - Actor|'''EquipShout'''(Shout ''akShout'')]]
'''Float [[GetActorValue - Actor|GetActorValue]](String ''asValueName'')'''
|Forces this actor to equip this shout.
*Retrieves the specified actor value from the actor.
|-


|[[EquipSpell - Actor|'''EquipSpell'''(Spell ''akSpell'', Int ''aiSource'')]]
'''Float [[GetActorValuePercentage - Actor|GetActorValuePercentage]](String ''asValueName'')'''
|Forces this actor to equip thes spell, in the specified source.
*Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
|-


|[[EvaluatePackage - Actor|'''EvaluatePackage'''()]]
'''Float [[GetActorValue - Actor|GetAV]](String ''asValueName'')'''
|Forces the AI to re-evaluate its package stack.
*Alias for GetActorValue().
|-


|[[ForceActorValue - Actor|'''ForceActorValue'''(String ''asValueName'', Float ''afNewValue'')]]
'''Float [[GetActorValuePercentage - Actor|GetAVPercentage]](String ''asValueName'')'''
|Forces the specified actor value to the specified value.
*Alias for GetActorValuePercentage().
|-


|[[ForceActorValue - Actor|'''ForceActorValue'''(String ''asValueName'', Float ''afNewValue'')]]
'''Float [[GetBaseActorValue - Actor|GetBaseActorValue]](String ''asValueName'')'''
|Alias for ForceActorValue().
*Gets the base value of the specified actor value.
|-


|[[GetActorBase - Actor|ActorBase '''GetActorBase'''()]]
'''Float [[GetBaseActorValue - Actor|GetBaseAV]](String ''asValueName'')'''
|Returns the base actor object for this actor.
*Alias for GetBaseActorValue().
|-


|[[GetActorValue - Actor|Float '''GetActorValue'''(String ''asValueName'')]]
'''Int [[GetBribeAmount - Actor|GetBribeAmount]]()'''
|Retrieves the specified actor value from the actor.
*Returns the amount of gold required to bribe this actor.
|-


|[[GetActorValuePercentage - Actor|Float '''GetActorValuePercentage'''(String ''asValueName'')]]
'''Faction [[GetCrimeFaction - Actor|GetCrimeFaction]]()'''
|Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
*Obtains this actor's crime faction.
|-


|[[GetActorValue - Actor|Float '''GetActorValue'''(String ''asValueName'')]]
'''Int [[GetCombatState - Actor|GetCombatState]]()'''
|Alias for GetActorValue().
*Obtains this actor's current combat state.
|-


|[[GetActorValuePercentage - Actor|Float '''GetActorValuePercentage'''(String ''asValueName'')]]
'''Actor [[GetCombatTarget - Actor|GetCombatTarget]]()'''
|Alias for GetActorValuePercentage().
*Obtains this actor's current combat target.
|-


|[[GetBaseActorValue - Actor|Float '''GetBaseActorValue'''(String ''asValueName'')]]
'''Package [[GetCurrentPackage - Actor|GetCurrentPackage]]()'''
|Gets the base value of the specified actor value.
*Obtains the current package this actor's AI is running.
|-


|[[GetBaseActorValue - Actor|Float '''GetBaseActorValue'''(String ''asValueName'')]]
'''Actor [[GetDialogueTarget - Actor|GetDialogueTarget]]()'''
|Alias for GetBaseActorValue().
*Obtains the actor's current dialogue target
|-


|[[GetBribeAmount - Actor|Int '''GetBribeAmount'''()]]
'''Int [[GetEquippedItemType - Actor|GetEquippedItemType]](Int ''aiHand'')'''
|Returns the amount of gold required to bribe this actor.
*Obtains the type of item equipped in the specified hand.
|-


|[[GetCrimeFaction - Actor|Faction '''GetCrimeFaction'''()]]
'''Armor [[GetEquippedShield - Actor|GetEquippedShield]]()'''
|Obtains this actor's crime faction.
*Obtains the currently equipped shield on this actor.
|-


|[[GetCombatState - Actor|Int '''GetCombatState'''()]]
'''Shout [[GetEquippedShout - Actor|GetEquippedShout]]()'''
|Obtains this actor's current combat state.
*Obtains the currently equipped shout on this actor.
|-


|[[GetCombatTarget - Actor|Actor '''GetCombatTarget'''()]]
'''Spell [[GetEquippedSpell - Actor|GetEquippedSpell]](Int ''aiSource'')'''
|Obtains this actor's current combat target.
*Obtains the currently equipped spell in the specified source on this actor.
|-


|[[GetCurrentPackage - Actor|Package '''GetCurrentPackage'''()]]
'''Weapon [[GetEquippedWeapon - Actor|GetEquippedWeapon]](Bool ''abLeftHand'')'''
|Obtains the current package this actor's AI is running.
*Obtains the currently equipped weapon on this actor.
|-


|[[GetDialogueTarget - Actor|Actor '''GetDialogueTarget'''()]]
'''Int [[GetFactionRank - Actor|GetFactionRank]](Faction ''akFaction'')'''
|Obtains the actor's current dialogue target
*Retrieves this actor's rank in the specified [[Faction Script|faction]].
|-


|[[GetEquippedItemType - Actor|Int '''GetEquippedItemType'''(Int ''aiHand'')]]
'''Int [[GetFactionReaction - Actor|GetFactionReaction]](Actor ''akOther'')'''
|Obtains the type of item equipped in the specified hand.
*Obtains this actor's faction-based reaction to the other actor.
|-


|[[GetEquippedShield - Actor|Armor '''GetEquippedShield'''()]]
'''Int [[GetFlyingState - Actor|GetFlyingState]]()'''
|Obtains the currently equipped shield on this actor.
*Obtains this actor's current flying state.
|-


|[[GetEquippedShout - Actor|Shout '''GetEquippedShout'''()]]
'''ObjectReference [[GetForcedLandingMarker - Actor|GetForcedLandingMarker]]()'''
|Obtains the currently equipped shout on this actor.
*Obtains the landing marker the actor is forced to land at (if any).
|-


|[[GetEquippedSpell - Actor|Spell '''GetEquippedSpell'''(Int ''aiSource'')]]
'''Int [[GetGoldAmount - Actor|GetGoldAmount]]()'''
|Obtains the currently equipped spell in the specified source on this actor.
*Gets the amount of gold this actor has on his person.
|-


|[[GetEquippedWeapon - Actor|Weapon '''GetEquippedWeapon'''(Bool ''abLeftHand'')]]
'''Int [[GetHighestRelationshipRank - Actor|GetHighestRelationshipRank]]()'''
|Obtains the currently equipped weapon on this actor.
*Gets this actor's highest relationship rank.
|-


|[[GetFactionRank - Actor|Int '''GetFactionRank'''(Faction ''akFaction'')]]
'''Actor [[GetKiller - Actor|GetKiller]]()'''
|Retrieves this actor's rank in the specified faction.
*Gets this actor's killer. Returns None if this actor isn't dead.
|-


|[[GetFactionReaction - Actor|Int '''GetFactionReaction'''(Actor ''akOther'')]]
'''Int [[GetLevel - Actor|GetLevel]]()'''
|Obtains this actor's faction-based reaction to the other actor.
*Gets this actor's current level.
|-


|[[GetFlyingState - Actor|Int '''GetFlyingState'''()]]
'''ActorBase [[GetLeveledActorBase - Actor|GetLeveledActorBase]]()'''
|Obtains this actor's current flying state.
*Returns a leveled actor's "temporary" base object.
|-


|[[GetForcedLandingMarker - Actor|ObjectReference '''GetForcedLandingMarker'''()]]
'''Float [[GetLightLevel - Actor|GetLightLevel]]()'''
|Obtains the landing marker the actor is forced to land at (if any).
*Returns this actor's current light level
|-


|[[GetGoldAmount - Actor|Int '''GetGoldAmount'''()]]
'''Int [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()'''
|Gets the amount of gold this actor has on his person.
*Gets this actor's lowest relationship rank.
|-


|[[GetHighestRelationshipRank - Actor|Int '''GetHighestRelationshipRank'''()]]
'''Bool [[GetNoBleedoutRecovery - Actor|GetNoBleedoutRecovery]]()'''
|Gets this actor's highest relationship rank.
*Gets whether this actor can recover from bleedout or not.
|-


|[[GetKiller - Actor|Actor '''GetKiller'''()]]
'''Bool [[GetPlayerControls - Actor|GetPlayerControls]]()'''
|Gets this actor's killer. Returns None if this actor isn't dead.
*Queries whether this actor receives player input
|-


|[[GetLevel - Actor|Int '''GetLevel'''()]]
'''Race [[GetRace - Actor|GetRace]]()'''
|Gets this actor's current level.
*Returns this actor's race.
|-


|[[GetLeveledActorBase - Actor|ActorBase '''GetLeveledActorBase'''()]]
'''Int [[GetRelationshipRank - Actor|GetRelationshipRank]](Actor ''akOther'')'''
|Returns a leveled actor's "temporary" base object.
*Retrieves the relationship rank between this actor and another.
|-


|[[GetLightLevel - Actor|Float '''GetLightLevel'''()]]
'''Int [[GetSitState - Actor|GetSitState]]()'''
|Returns this actor's current light level
*Obtains this actor's sit state.
|-


|[[GetLowestRelationshipRank - Actor|Int '''GetLowestRelationshipRank'''()]]
'''Int [[GetSleepState - Actor|GetSleepState]]()'''
|Gets this actor's lowest relationship rank.
*Obtains this actor's sleep state.
|-


|[[GetNoBleedoutRecovery - Actor|Bool '''GetNoBleedoutRecovery'''()]]
'''Float [[GetVoiceRecoveryTime - Actor|GetVoiceRecoveryTime]]()'''
|Gets whether this actor can recover from bleedout or not.
*Gets the voice recovery time from the actor.
|-


|[[GetPlayerControls - Actor|Bool '''GetPlayerControls'''()]]
'''Bool [[HasAssociation - Actor|HasAssociation]](AssociationType ''akAssociation'', Actor ''akOther'')'''
|Queries whether this actor receives player input
*Returns whether this actor has the specified association with the other actor.
|-


|[[GetRace - Actor|Race '''GetRace'''()]]
'''Bool [[HasFamilyRelationship - Actor|HasFamilyRelationship]](Actor ''akOther'')'''
|Returns this actor's race.
*Returns whether this actor has a family relationship with the other actor.
|-


|[[GetRelationshipRank - Actor|Int '''GetRelationshipRank'''(Actor ''akOther'')]]
'''Bool [[HasLOS - Actor|HasLOS]](ObjectReference ''akOther'')'''
|Retrieves the relationship rank between this actor and another.
*Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor)
|-


|[[GetSitState - Actor|Int '''GetSitState'''()]]
'''Bool [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect ''akEffect'')'''
|Obtains this actor's sit state.
*Checks to see if this actor is currently being affected by the given Magic Effect
|-


|[[GetSleepState - Actor|Int '''GetSleepState'''()]]
'''Bool [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword ''akKeyword'')'''
|Obtains this actor's sleep state.
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
|-


|[[GetVoiceRecoveryTime - Actor|Float '''GetVoiceRecoveryTime'''()]]
'''Bool [[HasParentRelationship - Actor|HasParentRelationship]](Actor ''akOther'')'''
|Gets the voice recovery time from the actor.
*Returns whether this actor has a parent relationship with the other actor.
|-


|[[HasAssociation - Actor|Bool '''HasAssociation'''(AssociationType ''akAssociation'', Actor ''akOther'')]]
'''Bool [[HasPerk - Actor|HasPerk]](Perk ''akPerk'')'''
|Returns whether this actor has the specified association with the other actor.
*Checks to see if this actor has the given Perk
|-


|[[HasFamilyRelationship - Actor|Bool '''HasFamilyRelationship'''(Actor ''akOther'')]]
'''Bool [[HasSpell - Actor|HasSpell]](Form ''akForm'')'''
|Returns whether this actor has a family relationship with the other actor.
*Checks to see if this actor has the given Spell or Shout
|-


|[[HasLOS - Actor|Bool '''HasLOS'''(ObjectReference ''akOther'')]]
'''Bool [[IsAlarmed - Actor|IsAlarmed]]()'''
|Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor)
*Obtains whether this actor is alarmed or not.
|-


|[[HasMagicEffect - Actor|Bool '''HasMagicEffect'''(MagicEffect ''akEffect'')]]
'''Bool [[IsAlerted - Actor|IsAlerted]]()'''
|Checks to see if this actor is currently being affected by the given Magic Effect
*Returns if this actor is alerted or not.
|-


|[[HasMagicEffectWithKeyword - Actor|Bool '''HasMagicEffectWithKeyword'''(Keyword ''akKeyword'')]]
'''Bool [[IsAllowedToFly - Actor|IsAllowedToFly]]()'''
|Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
*Is this actor allowed to fly?
|-


|[[HasParentRelationship - Actor|Bool '''HasParentRelationship'''(Actor ''akOther'')]]
'''Bool [[IsArrested - Actor|IsArrested]]()'''
|Returns whether this actor has a parent relationship with the other actor.
*Returns whether this actor is currently arrested or not.
|-


|[[HasPerk - Actor|Bool '''HasPerk'''(Perk ''akPerk'')]]
'''Bool [[IsArrestingTarget - Actor|IsArrestingTarget]]()'''
|Checks to see if this actor has the given Perk
*Is this actor currently arresting his target? Only valid on alerted guards.
|-


|[[HasSpell - Actor|Bool '''HasSpell'''(Form ''akForm'')]]
'''Bool [[IsBeingRidden - Actor|IsBeingRidden]]()'''
|Checks to see if this actor has the given Spell or Shout
*Is this actor being ridden?
|-


|[[IsAlarmed - Actor|Bool '''IsAlarmed'''()]]
'''Bool [[IsBleedingOut - Actor|IsBleedingOut]]()'''
|Obtains whether this actor is alarmed or not.
*Is this actor currently bleeding out?
|-


|[[IsAlerted - Actor|Bool '''IsAlerted'''()]]
'''Bool [[IsBribed - Actor|IsBribed]]()'''
|Returns if this actor is alerted or not.
*Gets if this actor has been bribed by the player.
|-


|[[IsAllowedToFly - Actor|Bool '''IsAllowedToFly'''()]]
'''Bool [[IsChild - Actor|IsChild]]()'''
|Is this actor allowed to fly?
*Is this actor a child?
|-


|[[IsArrested - Actor|Bool '''IsArrested'''()]]
'''Bool [[IsCommandedActor - Actor|IsCommandedActor]]()'''
|Returns whether this actor is currently arrested or not.
*Is this actor commanded by another?
|-


|[[IsArrestingTarget - Actor|Bool '''IsArrestingTarget'''()]]
'''Bool [[IsDead - Actor|IsDead]]()'''
|Is this actor currently arresting his target? Only valid on alerted guards.
*Obtains whether this actor is dead or not.
|-


|[[IsBeingRidden - Actor|Bool '''IsBeingRidden'''()]]
'''Bool [[IsDetectedBy - Actor|IsDetectedBy]](Actor ''akOther'')'''
|Is this actor being ridden?
*Is this actor detected by the other one?
|-


|[[IsBleedingOut - Actor|Bool '''IsBleedingOut'''()]]
'''Bool [[IsDoingFavor - Actor|IsDoingFavor]]()'''
|Is this actor currently bleeding out?
*Is this actor currently flagged as doing a favor for the player?
|-


|[[IsBribed - Actor|Bool '''IsBribed'''()]]
'''Bool [[IsEquipped - Actor|IsEquipped]](Form ''akItem'')'''
|Gets if this actor has been bribed by the player.
*Is the specified object equipped on this actor?
|-


|[[IsChild - Actor|Bool '''IsChild'''()]]
'''Bool [[IsEssential - Actor|IsEssential]]()'''
|Is this actor a child?
*Is this actor essential?
|-


|[[IsCommandedActor - Actor|Bool '''IsCommandedActor'''()]]
'''Bool [[IsFlying - Actor|IsFlying]]()'''
|Is this actor commanded by another?
*Is this actor currently flying?
|-


|[[IsDead - Actor|Bool '''IsDead'''()]]
'''Bool [[IsGhost - Actor|IsGhost]]()'''
|Obtains whether this actor is dead or not.
*Is this actor flagged as a ghost?
|-


|[[IsDetectedBy - Actor|Bool '''IsDetectedBy'''(Actor ''akOther'')]]
'''Bool [[IsGuard - Actor|IsGuard]]()'''
|Is this actor detected by the other one?
*Obtains whether this actor is a guard or not.
|-


|[[IsDoingFavor - Actor|Bool '''IsDoingFavor'''()]]
'''Bool [[IsHostileToActor- Actor|IsHostileToActor-]](Actor ''akActor'')'''
|Is this actor currently flagged as doing a favor for the player?
*Is this actor hostile to another actor?
|-


|[[IsEquipped - Actor|Bool '''IsEquipped'''(Form ''akItem'')]]
'''Bool [[IsInCombat - Actor|IsInCombat]]()'''
|Is the specified object equipped on this actor?
*Obtains whether this actor is in combat or not.
|-


|[[IsEssential - Actor|Bool '''IsEssential'''()]]
'''Bool [[IsInFaction - Actor|IsInFaction]](Faction ''akFaction'')'''
|Is this actor essential?
*Returns whether this actor is in the specified faction.
|-


|[[IsFlying - Actor|Bool '''IsFlying'''()]]
'''Bool [[IsInKillMove - Actor|IsInKillMove]]()'''
|Is this actor currently flying?
*Returns whether this actor is in a kill move or not.
|-


|[[IsGhost - Actor|Bool '''IsGhost'''()]]
'''Bool [[IsIntimidated - Actor|IsIntimidated]]()'''
|Is this actor flagged as a ghost?
*Gets if this actor has been intimidated by the player.
|-


|[[IsGuard - Actor|Bool '''IsGuard'''()]]
'''Bool [[IsOnMount - Actor|IsOnMount]]()'''
|Obtains whether this actor is a guard or not.
*Is the actor on a mount?
|-


|[[IsHostileToActor- Actor|Bool '''IsHostileToActor-'''(Actor ''akActor'')]]
'''Bool [[IsPlayersLastRiddenHorse - Actor|IsPlayersLastRiddenHorse]]()'''
|Is this actor hostile to another actor?
*Returns whether this actor is the horse the player last rode.
|-


|[[IsInCombat - Actor|Bool '''IsInCombat'''()]]
'''Bool [[IsPlayerTeammate - Actor|IsPlayerTeammate]]()'''
|Obtains whether this actor is in combat or not.
*Returns whether this actor is currently a teammate of the player.
|-


|[[IsInFaction - Actor|Bool '''IsInFaction'''(Faction ''akFaction'')]]
'''Bool [[IsRunning - Actor|IsRunning]]()'''
|Returns whether this actor is in the specified faction.
*Returns whether this actor is current running.
|-


|[[IsInKillMove - Actor|Bool '''IsInKillMove'''()]]
'''Bool [[IsSneaking - Actor|IsSneaking]]()'''
|Returns whether this actor is in a kill move or not.
*Is this actor currently sneaking?
|-


|[[IsIntimidated - Actor|Bool '''IsIntimidated'''()]]
'''Bool [[IsSprinting - Actor|IsSprinting]]()'''
|Gets if this actor has been intimidated by the player.
*Is this actor currently sprinting?
|-


|[[IsOnMount - Actor|Bool '''IsOnMount'''()]]
'''Bool [[IsTrespassing - Actor|IsTrespassing]]()'''
|Is the actor on a mount?
*Returns whether this actor is currently trespassing or not.
|-


|[[IsPlayersLastRiddenHorse - Actor|Bool '''IsPlayersLastRiddenHorse'''()]]
'''Bool [[IsUnconscious - Actor|IsUnconscious]]()'''
|Returns whether this actor is the horse the player last rode.
*Is this actor currently unconscious?
|-


|[[IsPlayerTeammate - Actor|Bool '''IsPlayerTeammate'''()]]
'''Bool [[IsWeaponDrawn - Actor|IsWeaponDrawn]]()'''
|Returns whether this actor is currently a teammate of the player.
*Does this actor have his equipped weapon and/or magic spell drawn?
|-


|[[IsRunning - Actor|Bool '''IsRunning'''()]]
'''[[KeepOffsetFromActor - Actor|KeepOffsetFromActor]](Actor ''arTarget'', Float ''afOffsetX'', Float ''afOffsetY'', Float ''afOffsetZ'', Float ''afOffsetAngleX'', Float ''afOffsetAngleY'', Float ''afOffsetAngleZ'', Float ''afCatchUpRadius'', Float ''afFollowRadius'')'''
|Returns whether this actor is current running.
*Makes the actor switch to a state where it will try to keep a given offset from another actor
|-


|[[IsSneaking - Actor|Bool '''IsSneaking'''()]]
'''[[Kill - Actor|Kill]](Actor ''akKiller'')'''
|Is this actor currently sneaking?
*Kills this actor with the specified actor as the guilty party.
|-


|[[IsSprinting - Actor|Bool '''IsSprinting'''()]]
'''[[KillEssential - Actor|KillEssential]](Actor ''akKiller'')'''
|Is this actor currently sprinting?
*Kills this actor, even if he is essential.
|-


|[[IsTrespassing - Actor|Bool '''IsTrespassing'''()]]
'''[[KillSilent - Actor|KillSilent]](Actor ''akKiller'')'''
|Returns whether this actor is currently trespassing or not.
*Kills this actor without a kill event with the killer being the guilty party
|-


|[[IsUnconscious - Actor|Bool '''IsUnconscious'''()]]
'''[[MakePlayerFriend - Actor|MakePlayerFriend]]()'''
|Is this actor currently unconscious?
*Makes the actor a friend of the player.
|-


|[[IsWeaponDrawn - Actor|Bool '''IsWeaponDrawn'''()]]
'''[[ModActorValue - Actor|ModActorValue]](String ''asValueName'', Float ''afAmount'')'''
|Does this actor have his equipped weapon and/or magic spell drawn?
*Modifies the specified actor value by the specified amount.
|-


|[[KeepOffsetFromActor - Actor|'''KeepOffsetFromActor'''(Actor ''arTarget'', Float ''afOffsetX'', Float ''afOffsetY'', Float ''afOffsetZ'', Float ''afOffsetAngleX'', Float ''afOffsetAngleY'', Float ''afOffsetAngleZ'', Float ''afCatchUpRadius'', Float ''afFollowRadius'')]]
'''[[ModActorValue - Actor|ModAV]](String ''asValueName'', Float ''afAmount'')'''
|Makes the actor switch to a state where it will try to keep a given offset from another actor
*Alias for ModActorValue]]().
|-


|[[Kill - Actor|'''Kill'''(Actor ''akKiller'')]]
'''[[ModFactionRank - Actor|ModFactionRank]](Faction ''akFaction'', Int ''aiMod'')'''
|Kills this actor with the specified actor as the guilty party.
*Modifies this actor's rank in the specified faction.
|-


|[[KillEssential - Actor|'''KillEssential'''(Actor ''akKiller'')]]
'''[[MoveToPackageLocation - Actor|MoveToPackageLocation]]()'''
|Kills this actor, even if he is essential.
*Pops this actor to the initial location for its current package.
|-


|[[KillSilent - Actor|'''KillSilent'''(Actor ''akKiller'')]]
'''[[OpenInventory - Actor|OpenInventory]](Bool ''abForceOpen'')'''
|Kills this actor without a kill event with the killer being the guilty party
*Opens this actor's inventory as if you were pick-pocketing them.
|-


|[[MakePlayerFriend - Actor|'''MakePlayerFriend'''()]]
'''Bool [[PathToReference - Actor|PathToReference]](ObjectReference ''aTarget'', Float ''afWalkRunPercent'')'''
|Makes the actor a friend of the player.
*Makes the actor path to the target reference at the speed given by afWalkRunercent.
|-


|[[ModActorValue - Actor|'''ModActorValue'''(String ''asValueName'', Float ''afAmount'')]]
'''Bool [[PlayIdle - Actor|PlayIdle]](Idle ''akIdle'')'''
|Modifies the specified actor value by the specified amount.
*Plays the passed idle on this actor.
|-


|[[ModActorValue - Actor|'''ModActorValue'''(String ''asValueName'', Float ''afAmount'')]]
'''Bool [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]](Idle ''akIdle'', ObjectReference ''akTarget'')'''
|Alias for ModActorValue().
*Plays the passed idle on this actor, overriding the actor's current target with the one given.
|-


|[[ModFactionRank - Actor|'''ModFactionRank'''(Faction ''akFaction'', Int ''aiMod'')]]
'''[[PlaySubGraphAnimation- Actor|PlaySubGraphAnimation-]](String ''asEventName'')'''
|Modifies this actor's rank in the specified faction.
*Sends the event passed to the actor's sub graphs.
|-


|[[MoveToPackageLocation - Actor|'''MoveToPackageLocation'''()]]
'''[[RemoveFromFaction - Actor|RemoveFromFaction]](Faction ''akFaction'')'''
|Pops this actor to the initial location for its current package.
*Removes this actor from the specified faction.
|-


|[[OpenInventory - Actor|'''OpenInventory'''(Bool ''abForceOpen'')]]
'''[[RemoveFromAllFactions - Actor|RemoveFromAllFactions]]()'''
|Opens this actor's inventory as if you were pick-pocketing them.
*Removes this actor from all factions they are associated with.
|-


|[[PathToReference - Actor|Bool '''PathToReference'''(ObjectReference ''aTarget'', Float ''afWalkRunPercent'')]]
'''[[RemovePerk - Actor|RemovePerk]](Perk ''akPerk'')'''
|Makes the actor path to the target reference at the speed given by afWalkRunercent.
*Removes the specified perk from this actor.
|-


|[[PlayIdle - Actor|Bool '''PlayIdle'''(Idle ''akIdle'')]]
'''Bool [[RemoveShout - Actor|RemoveShout]](Shout ''akShout'')'''
|Plays the passed idle on this actor.
*Removes the specified shout from this actor.
|-


|[[PlayIdleWithTarget - Actor|Bool '''PlayIdleWithTarget'''(Idle ''akIdle'', ObjectReference ''akTarget'')]]
'''Bool [[RemoveSpell - Actor|RemoveSpell]](Spell ''akSpell'')'''
|Plays the passed idle on this actor, overriding the actor's current target with the one given.
*Removes the specified spell from this actor.
|-


|[[PlaySubGraphAnimation- Actor|'''PlaySubGraphAnimation-'''(String ''asEventName'')]]
'''[[ResetHealthAndLimbs - Actor|ResetHealthAndLimbs]]()'''
|Sends the event passed to the actor's sub graphs.
*Resets this actor's health and limb state.
|-


|[[RemoveFromFaction - Actor|'''RemoveFromFaction'''(Faction ''akFaction'')]]
'''[[RestoreActorValue - Actor|RestoreActorValue]](String ''asValueName'', Float ''afAmount'')'''
|Removes this actor from the specified faction.
*Restores damage done to the specified actor value.
|-


|[[RemoveFromAllFactions - Actor|'''RemoveFromAllFactions'''()]]
'''[[RestoreActorValue - Actor|RestoreAV]](String ''asValueName'', Float ''afAmount'')'''
|Removes this actor from all factions they are associated with.
*Alias for RestoreActorValue().
|-


|[[RemovePerk - Actor|'''RemovePerk'''(Perk ''akPerk'')]]
'''[[Resurrect - Actor|Resurrect]]()'''
|Removes the specified perk from this actor.
*Resurrects this actor.
|-


|[[RemoveShout - Actor|Bool '''RemoveShout'''(Shout ''akShout'')]]
'''[[SendAssaultAlarm - Actor|SendAssaultAlarm]]()'''
|Removes the specified shout from this actor.
*Has this actor behave as if they were assaulted.
|-


|[[RemoveSpell - Actor|Bool '''RemoveSpell'''(Spell ''akSpell'')]]
'''[[SendTrespassAlarm - Actor|SendTrespassAlarm]](Actor ''akCriminal'')'''
|Removes the specified spell from this actor.
*Has this actor behave as if they caught the criminal trespassing
|-


|[[ResetHealthAndLimbs - Actor|'''ResetHealthAndLimbs'''()]]
'''[[SetActorValue - Actor|SetActorValue]](String ''asValueName'', Float ''afValue'')'''
|Resets this actor's health and limb state.
*Sets the specified actor value on the actor to the passed-in value.
|-


|[[RestoreActorValue - Actor|'''RestoreActorValue'''(String ''asValueName'', Float ''afAmount'')]]
'''[[SetAlert - Actor|SetAlert]](Bool ''abAlerted'')'''
|Restores damage done to the specified actor value.
*Flags this actor as currently alerted (or clears it)
|-


|[[RestoreActorValue - Actor|'''RestoreActorValue'''(String ''asValueName'', Float ''afAmount'')]]
'''[[SetAllowFlying - Actor|SetAllowFlying]](Bool ''abAllowed'')'''
|Alias for RestoreActorValue().
*Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to)
|-


|[[Resurrect - Actor|'''Resurrect'''()]]
'''[[SetAllowFlyingEx - Actor|SetAllowFlyingEx]](Bool ''abAllowed'', Bool ''abAllowCrash'', Bool ''abAllowSearch'')'''
|Resurrects this actor.
*Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
|-


|[[SendAssaultAlarm - Actor|'''SendAssaultAlarm'''()]]
'''[[SetAlpha - Actor|SetAlpha]](Float ''afTargetAlpha'', Bool ''abFade'')'''
|Has this actor behave as if they were assaulted.
*Sets this actor's alpha - optionally fading to that value rather then popping.
|-


|[[SendTrespassAlarm - Actor|'''SendTrespassAlarm'''(Actor ''akCriminal'')]]
'''[[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](Bool ''abAttackOnSight'')'''
|Has this actor behave as if they caught the criminal trespassing
*Flags this actor to be attacked by all actors when detected.
|-


|[[SetActorValue - Actor|'''SetActorValue'''(String ''asValueName'', Float ''afValue'')]]
'''[[SetActorValue - Actor|SetAV]](String ''asValueName'', Float ''afValue'')'''
|Sets the specified actor value on the actor to the passed-in value.
*Alias for SetActorValue().
|-


|[[SetAlert - Actor|'''SetAlert'''(Bool ''abAlerted'')]]
'''[[SetBribed - Actor|SetBribed]](Bool ''abBribe'')'''
|Flags this actor as currently alerted (or clears it)
*Sets if this actor is being bribed by the player.
|-


|[[SetAllowFlying - Actor|'''SetAllowFlying'''(Bool ''abAllowed'')]]
'''[[SetCrimeFaction - Actor|SetCrimeFaction]](Faction ''akFaction'')'''
|Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to)
*Sets the faction that this actor reports crimes to.
|-


|[[SetAllowFlyingEx - Actor|'''SetAllowFlyingEx'''(Bool ''abAllowed'', Bool ''abAllowCrash'', Bool ''abAllowSearch'')]]
'''[[SetCriticalStage - Actor|SetCriticalStage]](Int ''aiStage'')'''
|Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
*Sets this actor's current critical stage (applying any related effects)
|-


|[[SetAlpha - Actor|'''SetAlpha'''(Float ''afTargetAlpha'', Bool ''abFade'')]]
'''[[SetDoingFavor - Actor|SetDoingFavor]](Bool ''abDoingFavor'')'''
|Sets this actor's alpha - optionally fading to that value rather then popping.
*Flags this actor as doing a favor for the player.
|-


|[[SetAttackActorOnSight - Actor|'''SetAttackActorOnSight'''(Bool ''abAttackOnSight'')]]
'''[[SetDontMove - Actor|SetDontMove]](Bool ''abDontMove'')'''
|Flags this actor to be attacked by all actors when detected.
*Flags/unflags this actor as "don't move".
|-


|[[SetActorValue - Actor|'''SetActorValue'''(String ''asValueName'', Float ''afValue'')]]
'''[[SetExpressionOverride - Actor|SetExpressionOverride]](Int ''aiMood'', Int ''aiStrength'')'''
|Alias for SetActorValue().
*Sets an expression override on this actor.
|-


|[[SetBribed - Actor|'''SetBribed'''(Bool ''abBribe'')]]
'''[[SetEyeTexture - Actor|SetEyeTexture]](TextureSet ''akTexture'')'''
|Sets if this actor is being bribed by the player.
*Forces a new eye texture on the actor.
|-


|[[SetCrimeFaction - Actor|'''SetCrimeFaction'''(Faction ''akFaction'')]]
'''[[SetFactionRank - Actor|SetFactionRank]](Faction ''akFaction'', Int ''aiRank'')'''
|Sets the faction that this actor reports crimes to.
*Sets this actor's rank in the specified faction, adding it to the faction if necessary.
|-


|[[SetCriticalStage - Actor|'''SetCriticalStage'''(Int ''aiStage'')]]
'''[[SetForcedLandingMarker - Actor|SetForcedLandingMarker]](ObjectReference ''aMarker'')'''
|Sets this actor's current critical stage (applying any related effects)
*Forces the landing marker for this actor to the passed-in one.
|-


|[[SetDoingFavor - Actor|'''SetDoingFavor'''(Bool ''abDoingFavor'')]]
'''[[SetGhost - Actor|SetGhost]](Bool ''abIsGhost'')'''
|Flags this actor as doing a favor for the player.
*Sets this actor as a ghost or not.
|-


|[[SetDontMove - Actor|'''SetDontMove'''(Bool ''abDontMove'')]]
'''[[SetHeadTracking - Actor|SetHeadTracking]](Bool ''abEnable'')'''
|Flags/unflags this actor as "don't move".
*Enables or disables this actor's head tracking.
|-


|[[SetExpressionOverride - Actor|'''SetExpressionOverride'''(Int ''aiMood'', Int ''aiStrength'')]]
'''[[SetIntimidated - Actor|SetIntimidated]](Bool ''abIntimidate'')'''
|Sets an expression override on this actor.
*Sets if this actor is being intimidated by the player.
|-


|[[SetEyeTexture - Actor|'''SetEyeTexture'''(TextureSet ''akTexture'')]]
'''[[SetLookAt - Actor|SetLookAt]](ObjectReference ''akTarget'', Bool ''abPathingLookAt'')'''
|Forces a new eye texture on the actor.
*Sets this actor's look at target, optionally using it for pathing as well.
|-


|[[SetFactionRank - Actor|'''SetFactionRank'''(Faction ''akFaction'', Int ''aiRank'')]]
'''[[SetNoBleedoutRecovery - Actor|SetNoBleedoutRecovery]](Bool ''abAllowed'')'''
|Sets this actor's rank in the specified faction, adding it to the faction if necessary.
*Sets or clears the "no bleedout recovery" flag on this actor.
|-


|[[SetForcedLandingMarker - Actor|'''SetForcedLandingMarker'''(ObjectReference ''aMarker'')]]
'''[[SetNotShowOnStealthMeter - Actor|SetNotShowOnStealthMeter]](Bool ''abNotShow'')'''
|Forces the landing marker for this actor to the passed-in one.
*Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
|-


|[[SetGhost - Actor|'''SetGhost'''(Bool ''abIsGhost'')]]
'''[[SetOutfit - Actor|SetOutfit]](Outfit ''akOutfit'', Bool ''abSleepOutfit'')'''
|Sets this actor as a ghost or not.
*Change the default or sleep outfit and queue the models to be worn now.
|-


|[[SetHeadTracking - Actor|'''SetHeadTracking'''(Bool ''abEnable'')]]
'''[[SetPlayerControls - Actor|SetPlayerControls]](Bool ''abControls'')'''
|Enables or disables this actor's head tracking.
*Set/reset whether player input being sent to the actor.
|-


|[[SetIntimidated - Actor|'''SetIntimidated'''(Bool ''abIntimidate'')]]
'''[[SetPlayerResistingArrest - Actor|SetPlayerResistingArrest]]()'''
|Sets if this actor is being intimidated by the player.
*Flags the player as resisting arrest from this actor's faction.
|-


|[[SetLookAt - Actor|'''SetLookAt'''(ObjectReference ''akTarget'', Bool ''abPathingLookAt'')]]
'''[[SetPlayerTeammate - Actor|SetPlayerTeammate]](Bool ''abTeammate'', Bool ''abCanDoFavor'')'''
|Sets this actor's look at target, optionally using it for pathing as well.
*Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
|-


|[[SetNoBleedoutRecovery - Actor|'''SetNoBleedoutRecovery'''(Bool ''abAllowed'')]]
'''[[SetRace - Actor|SetRace]](Race ''akRace'')'''
|Sets or clears the "no bleedout recovery" flag on this actor.
*Sets the actor's race
|-


|[[SetNotShowOnStealthMeter - Actor|'''SetNotShowOnStealthMeter'''(Bool ''abNotShow'')]]
'''[[SetRelationshipRank - Actor|SetRelationshipRank]](Actor ''akOther'', Int ''aiRank'')'''
|Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
*Sets the relationship rank between this actor and another.
|-


|[[SetOutfit - Actor|'''SetOutfit'''(Outfit ''akOutfit'', Bool ''abSleepOutfit'')]]
'''[[SetRestrained - Actor|SetRestrained]](Bool ''abRestrained'')'''
|Change the default or sleep outfit and queue the models to be worn now.
*Flags this actor as restrained or not.
|-


|[[SetPlayerControls - Actor|'''SetPlayerControls'''(Bool ''abControls'')]]
'''[[SetSubGraphFloatVariable - Actor|SetSubGraphFloatVariable]](String ''asVariableName'', Float ''afValue'')'''
|Set/reset whether player input being sent to the actor.
*Set a variable on all of an actor's sub graphs.
|-


|[[SetPlayerResistingArrest - Actor|'''SetPlayerResistingArrest'''()]]
'''[[SetUnconscious - Actor|SetUnconscious]](Bool ''abIsUnconscious'')'''
|Flags the player as resisting arrest from this actor's faction.
*Sets this actor as unconscious or not.
|-


|[[SetPlayerTeammate - Actor|'''SetPlayerTeammate'''(Bool ''abTeammate'', Bool ''abCanDoFavor'')]]
'''[[SetVehicle - Actor|SetVehicle]](ObjectReference ''akVehicle'')'''
|Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
*Attaches or detaches this actor from a vehicle.
|-


|[[SetRace - Actor|'''SetRace'''(Race ''akRace'')]]
'''[[SetVoiceRecoveryTime - Actor|SetVoiceRecoveryTime]](Float ''afTime'')'''
|Sets the actor's race
*Sets the voice recovery time on the actor.
|-


|[[SetRelationshipRank - Actor|'''SetRelationshipRank'''(Actor ''akOther'', Int ''aiRank'')]]
'''[[ShowBarterMenu - Actor|ShowBarterMenu]]()'''
|Sets the relationship rank between this actor and another.
*Shows the barter menu for this actor.
|-


|[[SetRestrained - Actor|'''SetRestrained'''(Bool ''abRestrained'')]]
'''[[ShowGiftMenu - Actor|ShowGiftMenu]]()'''
|Flags this actor as restrained or not.
*Shows the give/take menu for this actor.
|-


|[[SetSubGraphFloatVariable - Actor|'''SetSubGraphFloatVariable'''(String ''asVariableName'', Float ''afValue'')]]
'''[[StartCannibal - Actor|StartCannibal]](Actor ''akTarget'')'''
|Set a variable on all of an actor's sub graphs.
*Has the actor feed on a dead actor.
|-


|[[SetUnconscious - Actor|'''SetUnconscious'''(Bool ''abIsUnconscious'')]]
'''[[StartCombat - Actor|StartCombat]](Actor ''akTarget'')'''
|Sets this actor as unconscious or not.
*Attempts to initiate combat with the other actor.
|-


|[[SetVehicle - Actor|'''SetVehicle'''(ObjectReference ''akVehicle'')]]
'''[[StartDeferredKill - Actor|StartDeferredKill]]()'''
|Attaches or detaches this actor from a vehicle.
*Puts the actor into a Deferred Kill state
|-


|[[SetVoiceRecoveryTime - Actor|'''SetVoiceRecoveryTime'''(Float ''afTime'')]]
'''[[StartSneaking - Actor|StartSneaking]]()'''
|Sets the voice recovery time on the actor.
*Forces this actor to start sneaking.
|-


|[[ShowBarterMenu - Actor|'''ShowBarterMenu'''()]]
'''[[StartVampireFeed - Actor|StartVampireFeed]](Actor ''akTarget'')'''
|Shows the barter menu for this actor.
*Has the actor vampire feed on a sleeping actor
|-


|[[ShowGiftMenu - Actor|'''ShowGiftMenu'''()]]
'''[[StopCombat - Actor|StopCombat]]()'''
|Shows the give/take menu for this actor.
*Removes this actor from combat.
|-


|[[StartCannibal - Actor|'''StartCannibal'''(Actor ''akTarget'')]]
'''[[StopCombatAlarm - Actor|StopCombatAlarm]]()'''
|Has the actor feed on a dead actor.
*Stops all combat and alarms against this actor.
|-


|[[StartCombat - Actor|'''StartCombat'''(Actor ''akTarget'')]]
'''Bool [[TrapSoul - Actor|TrapSoul]](Actor ''akTarget'')'''
|Attempts to initiate combat with the other actor.
*Attempts to soul trap the target actor - and returns if it succeeded or not.
|-


|[[StartDeferredKill - Actor|'''StartDeferredKill'''()]]
'''[[UnequipAll - Actor|UnequipAll]]()'''
|Puts the actor into a Deferred Kill state
*Unequips all items from this actor.
|-


|[[StartSneaking - Actor|'''StartSneaking'''()]]
'''[[UnequipItem - Actor|UnequipItem]](Form ''akItem'', Bool ''abPreventEquip'', Bool ''abSilent'')'''
|Forces this actor to start sneaking.
*Unequips an item from this actor.
|-


|[[StartVampireFeed - Actor|'''StartVampireFeed'''(Actor ''akTarget'')]]
'''[[UnequipItemSlot - Actor|UnequipItemSlot]](Int ''aiSlot'')'''
|Has the actor vampire feed on a sleeping actor
*Forces this actor to unequip all armor on the given slot.
|-


|[[StopCombat - Actor|'''StopCombat'''()]]
'''[[UnequipShout - Actor|UnequipShout]](Shout ''akShout'')'''
|Removes this actor from combat.
*Unequips the specified shout from this actor.
|-


|[[StopCombatAlarm - Actor|'''StopCombatAlarm'''()]]
'''[[UnequipSpell - Actor|UnequipSpell]](Spell ''akSpell'', Int ''aiSource'')'''
|Stops all combat and alarms against this actor.
*Unequips the specified spell from the specified source on this actor.
|-


|[[TrapSoul - Actor|Bool '''TrapSoul'''(Actor ''akTarget'')]]
'''[[UnlockOwnedDoorsInCell - Actor|UnlockOwnedDoorsInCell]]()'''
|Attempts to soul trap the target actor - and returns if it succeeded or not.
*Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
|-


|[[UnequipAll - Actor|'''UnequipAll'''()]]
'''Bool [[WillIntimidateSucceed - Actor|WillIntimidateSucceed]]()'''
|Unequips all items from this actor.
*Returns whether an intimidation attempt by the player against this actor will succeed or not.
|-


|[[UnequipItem - Actor|'''UnequipItem'''(Form ''akItem'', Bool ''abPreventEquip'', Bool ''abSilent'')]]
'''Bool [[WornHasKeyword - Actor|WornHasKeyword]](Keyword ''akKeyword'')'''
|Unequips an item from this actor.
*Returns whether or not this actor is wearing anything with the specified keyword.
|-


|[[UnequipItemSlot - Actor|'''UnequipItemSlot'''(Int ''aiSlot'')]]
== Special Edition Exclusive Functions ==
|Forces this actor to unequip all armor on the given slot.
|-


|[[UnequipShout - Actor|'''UnequipShout'''(Shout ''akShout'')]]
'''Bool [[IsOverEncumbered - Actor|IsOverEncumbered]]()'''
|Unequips the specified shout from this actor.
*Is the actor currently over-encumbered?
|-


|[[UnequipSpell - Actor|'''UnequipSpell'''(Spell ''akSpell'', Int ''aiSource'')]]
'''Float [[GetActorValueMax - Actor|GetActorValueMax]](String ''asValueName'')'''
|Unequips the specified spell from the specified source on this actor.
*Retrieves the specified actor value's maximum value - taking into account buffs and debuffs.
|-


|[[UnlockOwnedDoorsInCell - Actor|'''UnlockOwnedDoorsInCell'''()]]
'''Float [[GetActorValueMax - Actor|GetAVMax]](String ''asValueName'')'''
|Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
*Alias for GetActorValueMax().
|-


|[[WillIntimidateSucceed - Actor|Bool '''WillIntimidateSucceed'''()]]
'''Armor [[GetEquippedArmorInSlot - Actor|GetEquippedArmorInSlot]](Int ''aiSlot'')'''
|Returns whether an intimidation attempt by the player against this actor will succeed or not.
*Obtain the armor currently equipped in the specified slot.
|-


|[[WornHasKeyword - Actor|Bool '''WornHasKeyword'''(Keyword ''akKeyword'')]]
'''Float [[GetWarmthRating - Actor|GetWarmthRating]]()'''
|Returns whether or not this actor is wearing anything with the specified keyword.
*Obtains the total "warmth rating" for the actor
|-


|}
'''[[SendLycanthropyStateChanged - Actor|SendLycanthropyStateChanged]](Bool ''abIsWerewolf'')'''
*Tells anyone who cares that the lycanthropy state of this actor has changed
 
'''[[SendVampirismStateChanged - Actor|SendVampirismStateChanged]](bool ''abIsVampire'')'''
*Tells anyone who cares that the vampirism state of this actor has changed


== SKSE Member Functions ==
== SKSE Member Functions ==


{|class="wikitable" width =100%
'''Form [[GetWornForm - Actor|GetWornForm]](Int ''slotMask'')'''
!style="text-align:left;" width=25%|Function
*Returns the form of the item worn with the specified slotMask.
!style="text-align:left;"|Description
|-


|[[GetWornForm - Actor|Form '''GetWornForm'''(Int ''slotMask'')]]
'''Int [[GetWornFormId - Actor|GetWornFormId]](Int ''slotMask'')'''
|Returns the form of the item worn with the specified slotMask.
*Returns the formID of the item worn with the specified slotMask.
|-


|[[GetWornFormId - Actor|Int '''GetWornFormId'''(Int ''slotMask'')]]
'''Form [[GetEquippedObject - Actor|GetEquippedObject]](Int ''location'')'''
|Returns the formID of the item worn with the specified slotMask.
*Returns the object currently equipped in the specified location.
|-


|[[GetEquippedObject - Actor|Form '''GetEquippedObject'''(Int ''location'')]]
'''Int [[GetEquippedItemId - Actor|GetEquippedItemId]](Int ''location'')'''
| Returns the object currently equipped in the specified location.
*Returns the FormID of the currently equipped object in the specified location.
|-


|[[GetEquippedItemId - Actor|Int '''GetEquippedItemId'''(Int ''location'')]]
'''Int [[GetSpellCount - Actor|GetSpellCount]]()'''
| Returns the FormID of the currently equipped object in the specified location.
*Returns the number of added spells for the actor.
|-


|[[GetSpellCount - Actor|Int '''GetSpellCount'''()]]
'''Spell [[GetNthSpell - Actor|GetNthSpell]](Int ''n'')'''
|Returns the number of added spells for the actor.
*Returns the specified added spell for the actor.
|-


|[[GetNthSpell - Actor|Spell '''GetNthSpell'''(Int ''n'')]]
'''[[QueueNiNodeUpdate - Actor|QueueNiNodeUpdate]]()'''
|Returns the specified added spell for the actor.
*Updates modifications linked to the actor.
|-


|[[QueueNiNodeUpdate - Actor|'''QueueNiNodeUpdate'''()]]
'''[[RegenerateHead - Actor|RegenerateHead]]()'''
|Updates modifications linked to the actor.
*Updates an Actors head mesh.
|-


|[[RegenerateHead - Actor|'''RegenerateHead'''()]]
'''[[EquipItemEx - Actor|EquipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')'''
| Updates an Actors head mesh.
*Forces this actor to equip the first item in the specified form's extralist to the specified slot.
|-


|[[EquipItemEx - Actor|'''EquipItemEx'''(Form ''item'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')]]
'''[[EquipItemById - Actor|EquipItemById]](Form ''item'', Int ''itemId'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')'''
|Force equips the specified item to the specified slot.
*Forces this actor to equip the specified item to the specified slot.
|-


|[[EquipItemById - Actor|'''EquipItemById'''(Form ''item'', Int ''itemId'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')]]
'''[[UnequipItemEx - Actor|UnequipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventEquip'')'''
|Force equips the item with the specified FormID to the specified slot.
*Force unequips the specified item at the specified slot.
|-


|[[UnequipItemEx - Actor|'''UnequipItemEx'''(Form ''item'', Int ''equipSlot'', Bool ''preventEquip'')]]
'''[[ChangeHeadPart - Actor|ChangeHeadPart]](HeadPart ''hPart'')'''
|Force unequips the specified item at the specified slot.
*Adds a headpart, if the type exists it will replace.
|-


|[[ChangeHeadPart - Actor|'''ChangeHeadPart'''(HeadPart ''hPart'')]]
'''[[ReplaceHeadPart - Actor|ReplaceHeadPart]](HeadPart ''oPart'', HeadPart ''newPart'')'''
| Adds a headpart, if the type exists it will replace.
*Replaces a headpart on the loaded mesh. This does not affect the ActorBase, both old an new headparts must exist and be of the same type.
|-


|[[UpdateWeight - Actor|'''UpdateWeight'''(Float ''neckDelta'')]]
'''[[UpdateWeight - Actor|UpdateWeight]](Float ''neckDelta'')'''
| Visually updates the actors weight.
*Visually updates the actors weight.
|-


|[[IsAIEnabled - Actor|Bool '''IsAIEnabled'''()]]
'''Bool [[IsAIEnabled - Actor|IsAIEnabled]]()'''
| Returns whether the actors AI is enabled
*Returns whether the actors AI is enabled
|-


|[[IsSwimming - Actor|Bool '''IsSwimming'''()]]
'''Bool [[IsSwimming - Actor|IsSwimming]]()'''
| Returns whether the actor is currently swimming.
*Returns whether the actor is currently swimming.
|-


|[[SheatheWeapon - Actor|'''SheatheWeapon'''()]]
'''[[SheatheWeapon - Actor|SheatheWeapon]]()'''
| Sheathes the actors weapon.
*Sheathes the actors weapon.
|-


|}
'''Faction[] [[GetFactions - Actor| GetFactions]](int ''minRank'', int ''maxRank'')'''
*Returns all factions with the specified min and max ranks (-128 to 127)


== Events ==
== Events ==
'''[[OnCombatStateChanged - Actor|OnCombatStateChanged]](Actor ''akTarget'', Int ''aeCombatState'')'''
*Sent when this actor's combat state changes.
'''[[OnDeath - Actor|OnDeath]](Actor ''akKiller'')'''
*Event received when this actor dies.
'''[[OnDying - Actor|OnDying]](Actor ''akKiller'')'''
*Event received when this actor begins to die.
'''[[OnEnterBleedout - Actor|OnEnterBleedout]]()'''
*Event received when this object enters bleedout.


{|class="wikitable" width =100%
'''[[OnGetUp - Actor|OnGetUp]](ObjectReference ''akFurniture'')'''
!style="text-align:left;" width=25%|Function
*Event received when this actor gets up off the specified furniture.
!style="text-align:left;"|Description
|-
|[[OnCombatStateChanged - Actor|'''OnCombatStateChanged'''(Actor ''akTarget'', Int ''aeCombatState'')]]
|Sent when this actor's combat state changes.
|-


|[[OnDeath - Actor|'''OnDeath'''(Actor ''akKiller'')]]
'''[[OnLocationChange - Actor|OnLocationChange]](Location ''akOldLoc'', Location ''akNewLoc'')'''
|Event received when this actor dies.
*Event received when the actor moves from one location to another.
|-


|[[OnDying - Actor|'''OnDying'''(Actor ''akKiller'')]]
'''[[OnObjectEquipped - Actor|OnObjectEquipped]](Form ''akBaseObject'', ObjectReference ''akReference'')'''
|Event received when this actor begins to die.
*Event received when this actor equips an object.
|-


|[[OnEnterBleedout - Actor|'''OnEnterBleedout'''()]]
'''[[OnObjectUnequipped - Actor|OnObjectUnequipped]](Form ''akBaseObject'', ObjectReference ''akReference'')'''
|Event received when this object enters bleedout.
*Event received when this actor unequips an object.
|-


|[[OnGetUp - Actor|'''OnGetUp'''(ObjectReference ''akFurniture'')]]
'''[[OnPackageChange - Actor|OnPackageChange]](Package ''akOldPackage'')'''
|Event received when this actor gets up off the specified furniture.
*Event received when this actor changes away from a package.
|-


|[[OnLocationChange - Actor|'''OnLocationChange'''(Location ''akOldLoc'', Location ''akNewLoc'')]]
'''[[OnPackageEnd - Actor|OnPackageEnd]](Package ''akOldPackage'')'''
|Event received when the actor moves from one location to another.
*Event received when this actor ends a package.
|-


|[[OnObjectEquipped - Actor|'''OnObjectEquipped'''(Form ''akBaseObject'', ObjectReference ''akReference'')]]
'''[[OnPackageStart - Actor|OnPackageStart]](Package ''akNewPackage'')'''
|Event received when this actor equips an object.
*Event received when this actor starts running a new package.
|-


|[[OnObjectUnequipped - Actor|'''OnObjectUnequipped'''(Form ''akBaseObject'', ObjectReference ''akReference'')]]
'''[[OnPlayerBowShot - Actor|OnPlayerBowShot]](Weapon ''akWeapon'', Ammo ''akAmmo'', Float ''afPower'', Bool ''abSunGazing'')'''
|Event received when this actor unequips an object.
*Event called when the actor is the player, and the player has fired a bow.
|-


|[[OnPackageChange - Actor|'''OnPackageChange'''(Package ''akOldPackage'')]]
'''[[OnPlayerLoadGame - Actor|OnPlayerLoadGame]]()'''
|Event received when this actor changes away from a package.
*Event received by the player actor when a saved game is loaded.
|-


|[[OnPackageEnd - Actor|'''OnPackageEnd'''(Package ''akOldPackage'')]]
'''[[OnRaceSwitchComplete - Actor|OnRaceSwitchComplete]]()'''
|Event received when this actor ends a package.
*Event received when this actor finishes switching races.
|-


|[[OnPackageStart - Actor|'''OnPackageStart'''(Package ''akNewPackage'')]]
'''[[OnSit - Actor|OnSit]](ObjectReference ''akFurniture'')'''
|Event received when this actor starts running a new package.
*Event received when this actor sits on the specified furniture.
|-


|[[OnPlayerBowShot - Actor|'''OnPlayerBowShot'''(Weapon ''akWeapon'', Ammo ''akAmmo'', Float ''afPower'', Bool ''abSunGazing'')]]
== Special Edition Exclusive Events ==
|Event called when the actor is the player, and the player has fired a bow.
|-


|[[OnPlayerLoadGame - Actor|'''OnPlayerLoadGame'''()]]
'''[[OnLycanthropyStateChanged - Actor|OnLycanthropyStateChanged]](Bool ''abIsWerewolf'')'''
|Event received by the player actor when a saved game is loaded.
*Event received when the lycanthropy state of this actor changes
|-


|[[OnRaceSwitchComplete - Actor|'''OnRaceSwitchComplete'''()]]
'''[[OnPlayerFastTravelEnd - Actor|OnPlayerFastTravelEnd]](Float ''afTravelGameTimeHours'')'''
|Event received when this actor finishes switching races.
*Event received when the player finishes fast travel.
|-


|[[OnSit - Actor|'''OnSit'''(ObjectReference ''akFurniture'')]]
'''[[OnVampirismStateChanged - Actor|OnVampirismStateChanged]](bool ''abIsVampire'')'''
|Event received when this actor sits on the specified furniture.
*Event received when the vampirism state of this actor changes
|-


|}
'''[[OnVampireFeed - Actor|OnVampireFeed]](Actor ''akTarget'')'''
*Event received when this actor feeds on another, as a vampire


== Notes ==
== Notes ==
* You may not attach a script to an actor if that actor would be used by a leveled actor list. If an actor is used in a leveled actor list, its "Scripts" section will be disabled.
* You may not attach a script to an actor if that actor would be used by a leveled actor list. If an actor is used in a leveled actor list, its "Scripts" section will be disabled.
** There is a workaround in this in cases where you need actors to be both leveled and scripted - you can create a constant/self magic effect and apply that at the race level. For example, the '''FXDragonBloodDamageScript''' handles applying some special blood FX to dragons through combat. Since dragons are used to populate leveled lists, however, we attach this script to '''AbFXDragonBloodDamage''', which is an effect on the '''AbDragonBloodFX''' spell. That's then assigned as a special racial ability of the '''DragonRace'''. You can look at a similar example in how the WispMothers work, too.
** There is a workaround for this in cases where you need actors to be both leveled and scripted - you can create a constant/self magic effect and apply that at the race level. For example, the FXDragonBloodDamageScript handles applying some special blood FX to dragons through combat. Since dragons are used to populate leveled lists, however, this script is attached to AbFXDragonBloodDamage, which is an effect on the AbDragonBloodFX spell. That's then assigned as a special racial ability of the DragonRace. You can see a similar example in how the WispMothers work, too.
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