Difference between revisions of "Papyrus Autocomplete"

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imported>Cancausecancer
(Added Event Descriptions and Parameter Information to Notepad++'s Autocomplete xml.)
imported>MrJack
(Updated to include most, if not all, events and functions added by official CK patches and SKSE (up to version 1.6.6).)
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<AutoComplete language="Papyrus">
<AutoComplete language="Papyrus">
<Environment ignoreCase="yes"/>
<Environment ignoreCase="yes"/>
<KeyWord name="abs" func="yes">
<KeyWord name="Abs" func="yes">
<Overload retVal="float" descr="Member of: Math Script
<Overload retVal="float" descr="Member of: Math Script
 
Calculates the absolute value of the number it is given.">
Calculates the absolute value of the number it is given.">
<Param name="float afValue" />
<Param name="float afValue" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="acos" func="yes">
<KeyWord name="Acos" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the arccosine of the value it is given. The returned value is in degrees.">
Calculates the arccosine of the value it is given. The returned value is in degrees.">
<Param name="float afValue" />
<Param name="float afValue" />
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<KeyWord name="Activate" func="yes">
<KeyWord name="Activate" func="yes">
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
 
Activates this item with the specified reference as the activator.">
Activates this item with the specified reference as the activator.">
<Param name="ObjectReference akActivator" />
<Param name="ObjectReference akActivator" />
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<KeyWord name="Add" func="yes">
<KeyWord name="Add" func="yes">
<Overload retVal="Function" descr="Member of: Topic Script
<Overload retVal="Function" descr="Member of: Topic Script
 
Adds this topic to the player's list of known topics." />
Adds this topic to the player's list of known topics." />
<Overload retVal="Function" descr="Member of: MusicType Script
<Overload retVal="Function" descr="Member of: MusicType Script
 
Adds this music type to the music stack, causing it to start playing if it's the highest priority item.
Adds this music type to the music stack, causing it to start playing if it's the highest priority item.
If the music type is flagged as &quot;Plays One Selection&quot;, it will automatically be removed when it
If the music type is flagged as &quot;Plays One Selection&quot;, it will automatically be removed when it
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<KeyWord name="AddAchievement" func="yes">
<KeyWord name="AddAchievement" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Adds the specified achievement/trophy to the player's gamer profile.">
Adds the specified achievement/trophy to the player's gamer profile.">
<Param name="int aiAchievementID" />
<Param name="int aiAchievementID" />
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<KeyWord name="AddForm" func="yes">
<KeyWord name="AddForm" func="yes">
<Overload retVal="Function" descr="Member of: FormList Script
<Overload retVal="Function" descr="Member of: FormList Script
 
Adds the given form to the form list.">
Adds the given form to the form list.">
<Param name="Form apForm" />
<Param name="Form apForm" />
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledItem Script
<Overload retVal="Function" descr="Member of: LeveledItem Script
 
Adds the given form to the leveled list.">
Adds the given form to the leveled list.">
<Param name="Form apForm" />
<Param name="Form apForm" />
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</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledActor Script
<Overload retVal="Function" descr="Member of: LeveledActor Script
 
Adds the given form to the leveled list.">
Adds the given form to the leveled list.">
<Param name="Form apForm" />
<Param name="Form apForm" />
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</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledSpell Script
<Overload retVal="Function" descr="Member of: LeveledSpell Script
 
Adds the given form to the leveled list.">
Adds the given form to the leveled list.">
<Param name="Form apForm" />
<Param name="Form apForm" />
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<KeyWord name="AddHavokBallAndSocketConstraint" func="yes">
<KeyWord name="AddHavokBallAndSocketConstraint" func="yes">
<Overload retVal="bool Function" descr="Member of: Game Script
<Overload retVal="bool Function" descr="Member of: Game Script
 
Adds a constraint between two rigid bodies of two references">
Adds a constraint between two rigid bodies of two references">
<Param name="ObjectReference arRefA" />
<Param name="ObjectReference arRefA" />
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<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script, ReferenceAlias Script,
<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script, ReferenceAlias Script,
ObjectReference Script
ObjectReference Script
 
Adds a form as a &quot;filter&quot; for OnItemAdded and OnItemRemoved events sent to this object.
Adds a form as a &quot;filter&quot; for OnItemAdded and OnItemRemoved events sent to this object.
The filter is applied separately to the reference, any aliases, and any magic effects on the reference,
The filter is applied separately to the reference, any aliases, and any magic effects on the reference,
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<KeyWord name="AddItem" func="yes">
<KeyWord name="AddItem" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Adds X of the specified item to this reference's inventory, possibly silently.">
Adds X of the specified item to this reference's inventory, possibly silently.">
<Param name="Form akItemToAdd" />
<Param name="Form akItemToAdd" />
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</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddKeyIfNeeded" func="yes"/>
<KeyWord name="AddPerk" func="yes">
<KeyWord name="AddPerk" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the specified Perk to this actor.">
Adds the specified Perk to this actor.">
<Param name="Perk akPerk" />
<Param name="Perk akPerk" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddPerkPoints" func="yes"/>
<KeyWord name="AddShout" func="yes">
<KeyWord name="AddShout" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
<Overload retVal="bool Function" descr="Member of: Actor Script
 
Adds the specified shout to this actor. Does not teach or unlock any of the words in the shout.
Adds the specified shout to this actor. Does not teach or unlock any of the words in the shout.
This function is also silent -- there are no Story Manager or statistics tracking events fired.">
This function is also silent -- there are no Story Manager or statistics tracking events fired.">
<Param name="Shout akShout" />
<Param name="Shout akShout" />
</Overload>
</KeyWord>
<KeyWord name="AddSlotToMask" func="yes">
<Overload retVal="Function" descr="Member of: Armor Script
Requires SKSE
Adds the specified slot mask to the armor and returns the new slot mask for the armor.">
<Param name="int slotMask" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddSpell" func="yes">
<KeyWord name="AddSpell" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
<Overload retVal="bool Function" descr="Member of: Actor Script
 
Adds the specified spell to this actor.">
Adds the specified spell to this actor.">
<Param name="Spell akSpell" />
<Param name="Spell akSpell" />
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<KeyWord name="AddToFaction" func="yes">
<KeyWord name="AddToFaction" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the Actor to a specified faction at rank 0. If the Actor is already in the faction, this function
Adds the Actor to a specified faction at rank 0. If the Actor is already in the faction, this function
does nothing.">
does nothing.">
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<KeyWord name="AddToMap" func="yes">
<KeyWord name="AddToMap" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Adds this reference (which must be a map marker) to the player's map, optionally making it available for
Adds this reference (which must be a map marker) to the player's map, optionally making it available for
fast-travel.">
fast-travel.">
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<KeyWord name="AdvanceSkill" func="yes">
<KeyWord name="AdvanceSkill" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Advances the progress of the provided Skill by the given amount (for the player only).">
Advances the progress of the provided Skill by the given amount (for the player only).">
<Param name="string asSkillName" />
<Param name="string asSkillName" />
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<KeyWord name="AllowBleedoutDialogue" func="yes">
<KeyWord name="AllowBleedoutDialogue" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Allows this essential actor to speak with the player during bleedout (normally they can't).">
Allows this essential actor to speak with the player during bleedout (normally they can't).">
<Param name="bool abCanTalk" />
<Param name="bool abCanTalk" />
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<KeyWord name="AllowPCDialogue" func="yes">
<KeyWord name="AllowPCDialogue" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Flags this actor as being able to talk to the player or not (overrides the race flag).">
Flags this actor as being able to talk to the player or not (overrides the race flag).">
<Param name="bool abTalk" />
<Param name="bool abTalk" />
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<KeyWord name="Apply" func="yes">
<KeyWord name="Apply" func="yes">
<Overload retVal="Function" descr="Member of: ImageSpaceModifier Script
<Overload retVal="Function" descr="Member of: ImageSpaceModifier Script
 
Applies this image-space modifier to the screen with the specified strength.">
Applies this image-space modifier to the screen with the specified strength.">
<Param name="float afStrength = 1.0" />
<Param name="float afStrength = 1.0" />
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<KeyWord name="ApplyCrossFade" func="yes">
<KeyWord name="ApplyCrossFade" func="yes">
<Overload retVal="Function" descr="Member of: ImageSpaceModifier Script
<Overload retVal="Function" descr="Member of: ImageSpaceModifier Script
 
Applies this image-space modifier to the cross-fade modifier chain, fading between the last one on the
Applies this image-space modifier to the cross-fade modifier chain, fading between the last one on the
chain and this one over the specified duration.">
chain and this one over the specified duration.">
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<KeyWord name="ApplyHavokImpulse" func="yes">
<KeyWord name="ApplyHavokImpulse" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Applies a Havok impulse force to this object of the specified direction and magnitude.">
Applies a Havok impulse force to this object of the specified direction and magnitude.">
<Param name="float afX" />
<Param name="float afX" />
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<KeyWord name="Armor"/>
<KeyWord name="Armor"/>
<KeyWord name="As"/>
<KeyWord name="As"/>
<KeyWord name="asin" func="yes">
<KeyWord name="AsChar"/>
<KeyWord name="Asin" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the arcsine of the value it is given. The returned value is in degrees.">
Calculates the arcsine of the value it is given. The returned value is in degrees.">
<Param name="float afValue" />
<Param name="float afValue" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AsOrd"/>
<KeyWord name="AssociationType"/>
<KeyWord name="AssociationType"/>
<KeyWord name="atan" func="yes">
<KeyWord name="Atan" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the arctangent of the value it is given. The returned value is in degrees.">
Calculates the arctangent of the value it is given. The returned value is in degrees.">
<Param name="float afValue" />
<Param name="float afValue" />
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<KeyWord name="AttachAshPile" func="yes">
<KeyWord name="AttachAshPile" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Attaches an &quot;ash pile&quot; to the actor using the specified base object.
Attaches an &quot;ash pile&quot; to the actor using the specified base object.
Basically it's an object dropped at the actor's feet which cannot be picked up or moved by the player and,
Basically it's an object dropped at the actor's feet which cannot be picked up or moved by the player and,
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<KeyWord name="BlockActivation" func="yes">
<KeyWord name="BlockActivation" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Blocks, or unblocks, normal activation processing for this reference.
Blocks normal activation processing for this reference.
References with blocked activation will still send OnActivate events to scripts attached to them.">
References with blocked activation will still send OnActivate events to scripts attached to them.">
<Param name="bool abBlocked = true" />
<Param name="bool abBlocked = true" />
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<KeyWord name="CalculateEncounterLevel" func="yes">
<KeyWord name="CalculateEncounterLevel" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Calculates the reference's encounter level, based on the player's level, the area's level, and the
Calculates the reference's encounter level, based on the player's level, the area's level, and the
passed-in difficulty.">
passed-in difficulty.">
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<KeyWord name="CalculateFavorCost" func="yes">
<KeyWord name="CalculateFavorCost" func="yes">
<Overload retVal="int Function" descr="Member of: Game Script
<Overload retVal="int Function" descr="Member of: Game Script
 
Calculates how many favor points the player would have to spend to pay for a favor with the specified price.">
Calculates how many favor points the player would have to spend to pay for a favor with the specified price.">
<Param name="int aiFavorPrice" />
<Param name="int aiFavorPrice" />
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<KeyWord name="CanFastTravelToMarker" func="yes">
<KeyWord name="CanFastTravelToMarker" func="yes">
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
 
Checks if the player can fast travel to this map marker." />
Checks if the player can fast travel to this map marker." />
</KeyWord>
</KeyWord>
<KeyWord name="CanFlyHere" func="yes"/>
<KeyWord name="CanPayCrimeGold" func="yes">
<KeyWord name="CanPayCrimeGold" func="yes">
<Overload retVal="bool Function" descr="Member of: Faction Script
<Overload retVal="bool Function" descr="Member of: Faction Script
 
Checks to see if the player can pay the crime gold for this faction." />
Checks to see if the player can pay the crime gold for this faction." />
</KeyWord>
</KeyWord>
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<KeyWord name="Cast" func="yes">
<KeyWord name="Cast" func="yes">
<Overload retVal="Function" descr="Member of: Spell Script
<Overload retVal="Function" descr="Member of: Spell Script
 
Casts this spell from the specified object reference, optionally toward a target object reference.">
Casts this spell from the specified object reference, optionally toward a target object reference.">
<Param name="ObjectReference akSource" />
<Param name="ObjectReference akSource" />
Line 271: Line 284:
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: Scroll Script
<Overload retVal="Function" descr="Member of: Scroll Script
 
Casts this scroll from the specified object reference, optionally toward a target object reference.">
Casts this scroll from the specified object reference, optionally toward a target object reference.">
<Param name="ObjectReference akSource" />
<Param name="ObjectReference akSource" />
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<KeyWord name="Ceiling" func="yes">
<KeyWord name="Ceiling" func="yes">
<Overload retVal="int Function" descr="Member of: Math Script
<Overload retVal="int Function" descr="Member of: Math Script
 
Calculates the smallest integer greater than or equal to the passed in value.">
Calculates the smallest integer greater than or equal to the passed in value.">
<Param name="float afValue" />
<Param name="float afValue" />
Line 286: Line 299:
<KeyWord name="Cell" func="yes">
<KeyWord name="Cell" func="yes">
<Overload retVal="int Function" descr="Member of: Math Script
<Overload retVal="int Function" descr="Member of: Math Script
 
Calculates the smallest integer greater than or equal to the passed in value.">
Calculates the smallest integer greater than or equal to the passed in value.">
<Param name="float afValue" />
<Param name="float afValue" />
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<KeyWord name="CenterOnCell" funct="yes">
<KeyWord name="CenterOnCell" funct="yes">
<Overload retVal="Function" descr="Member of: Debug Script
<Overload retVal="Function" descr="Member of: Debug Script
 
Teleports the player to the specified cell. (Same as the CenterOnCell console command)">
Teleports the player to the specified cell. (Same as the CenterOnCell console command)">
<Param name="string asCellName" />
<Param name="string asCellName" />
Line 300: Line 313:
<KeyWord name="CenterOnCellAndWait" func="yes">
<KeyWord name="CenterOnCellAndWait" func="yes">
<Overload retVal="Function" descr="Member of: Debug Script
<Overload retVal="Function" descr="Member of: Debug Script
 
Teleports the player to the specified cell and does not return until they arrive.">
Teleports the player to the specified cell and does not return until they arrive.">
<Param name="string asCellName" />
<Param name="string asCellName" />
Line 308: Line 321:
<KeyWord name="Clear" func="yes">
<KeyWord name="Clear" func="yes">
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
 
Clears any reference out of this alias. Will error if this alias is not optional." />
Clears any reference out of this alias. Will error if this alias is not optional." />
<Overload retVal="Function" descr="Member of: LocationAlias Script
<Overload retVal="Function" descr="Member of: LocationAlias Script
 
Clears any location out of this alias. Will error if this alias is not optional."/>
Clears any location out of this alias. Will error if this alias is not optional."/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearArrested" func="yes">
<KeyWord name="ClearArrested" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Clears this actor's arrested state." />
Clears this actor's arrested state." />
</KeyWord>
</KeyWord>
<KeyWord name="ClearDestruction" func="yes">
<KeyWord name="ClearDestruction" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events." />
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events." />
</KeyWord>
</KeyWord>
<KeyWord name="ClearExpressionOverride" func="yes"/>
<KeyWord name="ClearExtraArrows" func="yes">
<KeyWord name="ClearExtraArrows" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Clear any extra arrow 3D from an actor that occurred from being shot with arrows." />
Clear any extra arrow 3D from an actor that occurred from being shot with arrows." />
</KeyWord>
</KeyWord>
<KeyWord name="ClearForcedLandingMarker" func="yes"/>
<KeyWord name="ClearForcedMovement"/>
<KeyWord name="ClearForcedMovement"/>
<KeyWord name="ClearKeepOffsetFromActor" func="yes">
<KeyWord name="ClearKeepOffsetFromActor" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)" />
Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)" />
</KeyWord>
</KeyWord>
<KeyWord name="ClearLookAt" func="yes">
<KeyWord name="ClearLookAt" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Clears this actor's script-forced look-at target." />
Clears this actor's script-forced look-at target." />
</KeyWord>
</KeyWord>
<KeyWord name="ClearPrison" func="yes">
<KeyWord name="ClearPrison" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Clears all prison variables on the player character so the game will know he is out of prison." />
Clears all prison variables on the player character so the game will know he is out of prison." />
</KeyWord>
</KeyWord>
<KeyWord name="ClearRaceFlag"/>
<KeyWord name="ClearTempEffects" func="yes">
<KeyWord name="ClearTempEffects" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Clears all temp effects (such as terrain effects) in the game." />
Clears all temp effects (such as terrain effects) in the game." />
</KeyWord>
</KeyWord>
<KeyWord name="CloseUserLog" func="yes">
<KeyWord name="CloseUserLog" func="yes">
<Overload retVal="Function" descr="Member of: Debug Script
<Overload retVal="Function" descr="Member of: Debug Script
 
Closes the specified user log. If the log isn't open, it doesn't do anything.
Closes the specified user log. If the log isn't open, it doesn't do anything.
A subsequent call to OpenUserLog will cycle the logs on disk (so log 0 becomes 1, 1 becomes 2, etc).">
A subsequent call to OpenUserLog will cycle the logs on disk (so log 0 becomes 1, 1 becomes 2, etc).">
Line 360: Line 376:
<KeyWord name="CompleteAllObjectives" func="yes">
<KeyWord name="CompleteAllObjectives" func="yes">
<Overload retVal="Function" descr="Member of: Quest Script
<Overload retVal="Function" descr="Member of: Quest Script
 
Flags all objectives on this quest as complete." />
Flags all objectives on this quest as complete." />
</KeyWord>
</KeyWord>
<KeyWord name="CompleteQuest" func="yes">
<KeyWord name="CompleteQuest" func="yes">
<Overload retVal="Function" descr="Member of: Quest Script
<Overload retVal="Function" descr="Member of: Quest Script
 
Flags this quest as completed." />
Flags this quest as completed." />
</KeyWord>
</KeyWord>
<KeyWord name="Conditional"/>
<KeyWord name="Conditional"/>
<KeyWord name="cos" func="yes">
<KeyWord name="Cos" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the cosine of the value (in degrees) it is given.">
Calculates the cosine of the value (in degrees) it is given.">
<Param name="float afValue" />
<Param name="float afValue" />
Line 378: Line 394:
<KeyWord name="CreateDetectionEvent" func="yes">
<KeyWord name="CreateDetectionEvent" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Creates a detection event at this object's location.">
Creates a detection event at this object's location.">
<Param name="Actor akOwner" />
<Param name="Actor akOwner" />
Line 386: Line 402:
<KeyWord name="DamageActorValue" func="yes">
<KeyWord name="DamageActorValue" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Applies damage to the specified actor value on this actor.">
Applies damage to the specified actor value on this actor.">
<Param name="string asValueName" />
<Param name="string asValueName" />
Line 394: Line 410:
<KeyWord name="DamageAV" func="yes">
<KeyWord name="DamageAV" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Applies damage to the specified actor value on this actor.">
Applies damage to the specified actor value on this actor.">
<Param name="string asValueName" />
<Param name="string asValueName" />
Line 402: Line 418:
<KeyWord name="DamageObject" func="yes">
<KeyWord name="DamageObject" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Damages this object, which may fire off OnDestructionStageChanged events.">
Damages this object, which may fire off OnDestructionStageChanged events.">
<Param name="float afDamage" />
<Param name="float afDamage" />
Line 412: Line 428:
<KeyWord name="DegreesToRadians" func="yes">
<KeyWord name="DegreesToRadians" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="float Function" descr="Member of: Math Script
 
Converts from degrees to radians.">
Converts from degrees to radians.">
<Param name="float afDegrees" />
<Param name="float afDegrees" />
Line 419: Line 435:
<KeyWord name="Delete" func="yes">
<KeyWord name="Delete" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:
Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:
- It is no longer in a script property
- It is no longer in a script property
Line 429: Line 445:
<KeyWord name="DeleteWhenAble" func="yes">
<KeyWord name="DeleteWhenAble" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it." />
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it." />
</KeyWord>
</KeyWord>
<KeyWord name="Disable" func="yes">
<KeyWord name="Disable" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Disables this reference, fading it out of necessary.
Disables this reference, fading it out of necessary.
This function is latent and will wait for the fade out and/or disable to happen.">
This function is latent and will wait for the fade out and/or disable to happen.">
Line 440: Line 456:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="DisableLinkChain" func="yes"/>
<KeyWord name="DisableNoWait" func="yes">
<KeyWord name="DisableNoWait" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Disables this reference, fading it out of necessary.
Disables this reference, fading it out of necessary.
This function will not wait for the fade or the disable to happen before returning.">
This function will not wait for the fade or the disable to happen before returning.">
Line 450: Line 467:
<KeyWord name="DisablePlayerControls" func="yes">
<KeyWord name="DisablePlayerControls" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Selectively disables the player's controls.">
Selectively disables the player's controls.">
<Param name="bool abMovement = true" />
<Param name="bool abMovement = true" />
Line 463: Line 480:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Dismount" func="yes"/>
<KeyWord name="Dispel" func="yes">
<KeyWord name="Dispel" func="yes">
<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script
<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script
 
Will dispel this active magic effect." />
Will dispel this active magic effect." />
</KeyWord>
</KeyWord>
<KeyWord name="DispelAllSpells" func="yes">
<KeyWord name="DispelAllSpells" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or
Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or
constant effect enchantments, or addictions." />
constant effect enchantments, or addictions." />
Line 476: Line 494:
<KeyWord name="DispelSpell" func="yes">
<KeyWord name="DispelSpell" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
<Overload retVal="bool Function" descr="Member of: Actor Script
 
Will dispel all magic effects from this actor that came from the given spell.">
Will dispel all magic effects from this actor that came from the given spell.">
<Param name="Spell akSpell" />
<Param name="Spell akSpell" />
Line 483: Line 501:
<KeyWord name="DoCombatSpellApply" func="yes">
<KeyWord name="DoCombatSpellApply" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the specified spell to the target actor from this one as the caster.
Adds the specified spell to the target actor from this one as the caster.
Use this instead of AddSpell to apply a spell in combat so that die rolls and other appropriate events can
Use this instead of AddSpell to apply a spell in combat so that die rolls and other appropriate events can
Line 491: Line 509:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="DrawWeapon" func="yes"/>
<KeyWord name="DropObject" func="yes">
<KeyWord name="DropObject" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: ObjectReference Script
<Overload retVal="ObjectReference Function" descr="Member of: ObjectReference Script
 
Drops the specified object from this object's inventory.">
Drops the specified object from this object's inventory.">
<Param name="Form akObject" />
<Param name="Form akObject" />
Line 501: Line 520:
<KeyWord name="DumpAliasData" func="yes">
<KeyWord name="DumpAliasData" func="yes">
<Overload retVal="Function" descr="Member of: Debug Script
<Overload retVal="Function" descr="Member of: Debug Script
 
Dumps all alias fill information on the specified quest to the alias dump file.
Dumps all alias fill information on the specified quest to the alias dump file.
The dump files are stored in &quot;&lt;game folder&gt;/Logs/Script/AliasDump&quot;.">
The dump files are stored in &quot;&lt;game folder&gt;/Logs/Script/AliasDump&quot;.">
Line 512: Line 531:
<KeyWord name="Enable" func="yes">
<KeyWord name="Enable" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Enables this reference, popping it into existance.
Enables this reference, popping it into existance.
This function is latent and will wait for the enable to happen.">
This function is latent and will wait for the enable to happen.">
Line 520: Line 539:
<KeyWord name="EnableAI" func="yes">
<KeyWord name="EnableAI" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Enables or disables this actor's AI.">
Enables or disables this actor's AI.">
<Param name="bool abEnable = true" />
<Param name="bool abEnable = true" />
Line 527: Line 546:
<KeyWord name="EnableFastTravel" func="yes">
<KeyWord name="EnableFastTravel" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Enables or disables the player's ability to fast travel.">
Enables or disables the player's ability to fast travel.">
<Param name="abEnable = true" />
<Param name="abEnable = true" />
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Enables or disables fast travel to this reference (which must be a map marker).">
Enables or disables fast travel to this reference (which must be a map marker).">
<Param name="bool abEnable = true" />
<Param name="bool abEnable = true" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="EnableLinkChain" func="yes"/>
<KeyWord name="EnableNoWait" func="yes">
<KeyWord name="EnableNoWait" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Enables this reference, popping it into existence.
Enables this reference, popping it into existence.
This function will return immediately and not wait for the object to be enabled or faded in.">
This function will return immediately and not wait for the object to be enabled or faded in.">
Line 547: Line 567:
<KeyWord name="EnablePlayerControls" func="yes">
<KeyWord name="EnablePlayerControls" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Selectively enables the player's controls.">
Selectively enables the player's controls.">
<Param name="bool abMovement = true" />
<Param name="bool abMovement = true" />
Line 570: Line 590:
<KeyWord name="EquipItem" func="yes">
<KeyWord name="EquipItem" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Forces this actor to equip the specified item, preventing removal if requested.">
Forces this actor to equip the specified item, preventing removal if requested.">
<Param name="Form akItem" />
<Param name="Form akItem" />
Line 579: Line 599:
<KeyWord name="EquipShout" func="yes">
<KeyWord name="EquipShout" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Forces this actor to equip the specified shout.">
Forces this actor to equip the specified shout.">
<Param name="Shout akShout" />
<Param name="Shout akShout" />
Line 586: Line 606:
<KeyWord name="EquipSpell" func="yes">
<KeyWord name="EquipSpell" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Forces the actor to equip the specified spell in the specified source.">
Forces the actor to equip the specified spell in the specified source.">
<Param name="Spell akSpell" />
<Param name="Spell akSpell" />
Line 594: Line 614:
<KeyWord name="EvaluatePackage" func="yes">
<KeyWord name="EvaluatePackage" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Forces this actor's AI to re-evaluate its package stack." />
Forces this actor's AI to re-evaluate its package stack." />
</KeyWord>
</KeyWord>
Line 603: Line 623:
<KeyWord name="FadeOutGame" func="yes">
<KeyWord name="FadeOutGame" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.">
FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.">
<Param name="bool abFadingOut" />
<Param name="bool abFadingOut" />
Line 613: Line 633:
<KeyWord name="FailAllObjectives" func="yes">
<KeyWord name="FailAllObjectives" func="yes">
<Overload retVal="Function" descr="Member of: Quest Script
<Overload retVal="Function" descr="Member of: Quest Script
 
Flags all objectives on this quest as failed." />
Flags all objectives on this quest as failed." />
</KeyWord>
</KeyWord>
Line 619: Line 639:
<KeyWord name="FastTravel" func="yes">
<KeyWord name="FastTravel" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Fast-travels the player to the specified ObjectReference's location." >
Fast-travels the player to the specified ObjectReference's location." >
<Param name="ObjectReference akDestination" />
<Param name="ObjectReference akDestination" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Find"/>
<KeyWord name="FindClosestActor" func="yes">
<KeyWord name="FindClosestActor" func="yes">
<Overload retVal="Actor Function" descr="Member of: Game Script
<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds the closest actor within a given radius of a location.">
Finds the closest actor within a given radius of a location.">
<Param name="float afX" />
<Param name="float afX" />
Line 634: Line 655:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindClosestActorFromRef" func="yes"/>
<KeyWord name="FindClosestReferenceOfAnyTypeInList" func="yes">
<KeyWord name="FindClosestReferenceOfAnyTypeInList" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds the closest reference of any of the types in the list from the given location and within the given radius.">
Finds the closest reference of any of the types in the list from the given location and within the given radius.">
<Param name="FormList arBaseObjectsA" />
<Param name="FormList arBaseObjectsA" />
Line 645: Line 667:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindClosestReferenceOfAnyTypeInListFromRef" func="yes"/>
<KeyWord name="FindClosestReferenceOfType" func="yes">
<KeyWord name="FindClosestReferenceOfType" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds the closest reference of the given type from the given location and within the given radius.">
Finds the closest reference of the given type from the given location and within the given radius.">
<Param name="Form arBaseObject" />
<Param name="Form arBaseObject" />
Line 656: Line 679:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindClosestReferenceOfTypeFromRef" func="yes"/>
<KeyWord name="FindRandomActor" func="yes">
<KeyWord name="FindRandomActor" func="yes">
<Overload retVal="Actor Function" descr="Member of: Game Script
<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds a random actor within a given radius of a location.">
Finds a random actor within a given radius of a location.">
<Param name="float afX" />
<Param name="float afX" />
Line 666: Line 690:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindRandomActorFromRef" func="yes"/>
<KeyWord name="FindRandomReferenceOfAnyTypeInList" func="yes">
<KeyWord name="FindRandomReferenceOfAnyTypeInList" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds a random reference of any of the types in the list from the given location and within the given radius.">
Finds a random reference of any of the types in the list from the given location and within the given radius.">
<Param name="FormList arBaseObjectsA" />
<Param name="FormList arBaseObjectsA" />
Line 677: Line 702:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindRandomReferenceOfAnyTypeInListFromRef" func="yes"/>
<KeyWord name="FindRandomReferenceOfType" func="yes">
<KeyWord name="FindRandomReferenceOfType" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds a random reference of the given type from the given location and within the given radius.">
Finds a random reference of the given type from the given location and within the given radius.">
<Param name="Form arBaseOBject" />
<Param name="Form arBaseOBject" />
Line 688: Line 714:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindRandomReferenceOfTypeFromRef" func="yes"/>
<KeyWord name="FindWeather" func="yes">
<KeyWord name="FindWeather" func="yes">
<Overload retVal="Weather Function" descr="Member of: Weather Script
<Overload retVal="Weather Function" descr="Member of: Weather Script
 
Finds a weather of the given type for the currently occupied region (if applicable) or climate.">
Finds a weather of the given type for the currently occupied region (if applicable) or climate.">
<Param name="int auiType" />
<Param name="int auiType" />
Line 697: Line 724:
<KeyWord name="Fire" func="yes">
<KeyWord name="Fire" func="yes">
<Overload retVal="Function" descr="Member of: Weapon Script
<Overload retVal="Function" descr="Member of: Weapon Script
 
Fires the weapon from the the specified object reference, using the specified ammo.">
Fires the weapon from the the specified object reference, using the specified ammo.">
<Param name="ObjectReference akSource" />
<Param name="ObjectReference akSource" />
Line 706: Line 733:
<KeyWord name="Floor" func="yes">
<KeyWord name="Floor" func="yes">
<Overload retVal="int Function" descr="Member of: Math Script
<Overload retVal="int Function" descr="Member of: Math Script
 
Calculates the largest integer less than or equal to the passed in value.">
Calculates the largest integer less than or equal to the passed in value.">
<Param name="float afValue" />
<Param name="float afValue" />
Line 713: Line 740:
<KeyWord name="ForceActive" func="yes">
<KeyWord name="ForceActive" func="yes">
<Overload retVal="Function" descr="Member of: Weather Script
<Overload retVal="Function" descr="Member of: Weather Script
 
Forces the active weather on the sky to be this weather.
Forces the active weather on the sky to be this weather.
Weather will become fully transitioned immediately.
Weather will become fully transitioned immediately.
Line 722: Line 749:
<KeyWord name="ForceActorValue" func="yes">
<KeyWord name="ForceActorValue" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Forces the specified actor value to the passed-in value.">
Forces the specified actor value to the passed-in value.">
<Param name="string asValueName" />
<Param name="string asValueName" />
Line 730: Line 757:
<KeyWord name="ForceAddRagdollToWorld" func="yes">
<KeyWord name="ForceAddRagdollToWorld" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Forcibly adds the reference's ragdoll to the world" />
Forcibly adds the reference's ragdoll to the world" />
</KeyWord>
</KeyWord>
<KeyWord name="ForceAV" func="yes">
<KeyWord name="ForceAV" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
 
Forces the specified actor value to the passed-in value.">
Forces the specified actor value to the passed-in value.">
<Param name="string asValueName" />
<Param name="string asValueName" />
Line 743: Line 770:
<KeyWord name="ForceFirstPerson" func="yes">
<KeyWord name="ForceFirstPerson" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Force the player to go in to 1st person camera mode." />
Force the player to go in to 1st person camera mode." />
</KeyWord>
</KeyWord>
<KeyWord name="ForceLocationTo" func="yes">
<KeyWord name="ForceLocationTo" func="yes">
<Overload retVal="Function" descr="Member of: LocationAlias Script
<Overload retVal="Function" descr="Member of: LocationAlias Script
 
Forces this alias to use the specified Location.">
Forces this alias to use the specified Location.">
<Param name="Location akNewLocation" />
<Param name="Location akNewLocation" />
Line 759: Line 786:
<KeyWord name="ForceMovementSpeed"/>
<KeyWord name="ForceMovementSpeed"/>
<KeyWord name="ForceMovementSpeedRamp"/>
<KeyWord name="ForceMovementSpeedRamp"/>
<KeyWord name="ForceRefIfEmpty" func="yes"/>
<KeyWord name="ForceRefTo" func="yes">
<KeyWord name="ForceRefTo" func="yes">
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
 
Forces this alias to use the specified reference.">
Forces this alias to use the specified reference.">
<Param name="ObjectReference akNewRef" />
<Param name="ObjectReference akNewRef" />
Line 768: Line 796:
<KeyWord name="ForceRemoveRagdollFromWorld" func="yes">
<KeyWord name="ForceRemoveRagdollFromWorld" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Forcibly removes the reference's ragdoll from the world" />
Forcibly removes the reference's ragdoll from the world" />
</KeyWord>
</KeyWord>
<KeyWord name="ForceStart" func="yes">
<KeyWord name="ForceStart" func="yes">
<Overload retVal="Function" descr="Member of: Scene Script
<Overload retVal="Function" descr="Member of: Scene Script
 
Starts the scene and force stops all scene currently running on any actors in this scene." />
Starts the scene and force stops all scene currently running on any actors in this scene." />
</KeyWord>
</KeyWord>
Line 781: Line 809:
<KeyWord name="ForceThirdPerson" func="yes">
<KeyWord name="ForceThirdPerson" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
 
Force the player to go in to 3rd person camera mode." />
Force the player to go in to 3rd person camera mode." />
</KeyWord>
</KeyWord>
Line 795: Line 823:
<KeyWord name="GetActorValuePercentage"/>
<KeyWord name="GetActorValuePercentage"/>
<KeyWord name="GetAlias"/>
<KeyWord name="GetAlias"/>
<KeyWord name="GetAliasByName"/>
<KeyWord name="GetAllowDualWielding"/>
<KeyWord name="GetAngleX"/>
<KeyWord name="GetAngleX"/>
<KeyWord name="GetAngleY"/>
<KeyWord name="GetAngleY"/>
Line 801: Line 831:
<KeyWord name="GetAnimationVariableFloat"/>
<KeyWord name="GetAnimationVariableFloat"/>
<KeyWord name="GetAnimationVariableInt"/>
<KeyWord name="GetAnimationVariableInt"/>
<KeyWord name="GetArmorRating"/>
<KeyWord name="GetAssociatedSkill"/>
<KeyWord name="GetAssociatedSkill"/>
<KeyWord name="GetAt"/>
<KeyWord name="GetAt"/>
<KeyWord name="GetAV"/>
<KeyWord name="GetAV"/>
<KeyWord name="GetAvoidThreatChance"/>
<KeyWord name="GetAverageFrameRate"/>
<KeyWord name="GetAverageFrameRate"/>
<KeyWord name="GetAVPercentage"/>
<KeyWord name="GetAVPercentage"/>
<KeyWord name="GetBaseActorValue"/>
<KeyWord name="GetBaseActorValue"/>
<KeyWord name="GetBaseAV"/>
<KeyWord name="GetBaseAV"/>
<KeyWord name="GetBaseDamage"/>
<KeyWord name="GetBaseObject"/>
<KeyWord name="GetBaseObject"/>
<KeyWord name="GetBlue"/>
<KeyWord name="GetBribeAmount"/>
<KeyWord name="GetBribeAmount"/>
<KeyWord name="GetBudgetCount"/>
<KeyWord name="GetBudgetCount"/>
<KeyWord name="GetBudgetName"/>
<KeyWord name="GetBudgetName"/>
<KeyWord name="GetCasterActor"/>
<KeyWord name="GetCasterActor"/>
<KeyWord name="GetCastTime"/>
<KeyWord name="GetClass"/>
<KeyWord name="GetClass"/>
<KeyWord name="GetClassification"/>
<KeyWord name="GetClassification"/>
<KeyWord name="GetCloseRangeDualingCircleMult"/>
<KeyWord name="GetCloseRangeDuelingFallbackMult"/>
<KeyWord name="GetCloseRangeFlankingFlankMult"/>
<KeyWord name="GetCloseRangeFlankingStalkMult"/>
<KeyWord name="GetCombatState"/>
<KeyWord name="GetCombatState"/>
<KeyWord name="GetCombatStyle"/>
<KeyWord name="GetCombatTarget"/>
<KeyWord name="GetCombatTarget"/>
<KeyWord name="GetConfigName"/>
<KeyWord name="GetConfigName"/>
<KeyWord name="GetCostliestEffectIndex"/>
<KeyWord name="GetCrimeFaction"/>
<KeyWord name="GetCrimeFaction"/>
<KeyWord name="GetCrimeGold"/>
<KeyWord name="GetCrimeGold"/>
<KeyWord name="GetCrimeGoldNonViolent"/>
<KeyWord name="GetCrimeGoldNonViolent"/>
<KeyWord name="GetCrimeGoldViolent"/>
<KeyWord name="GetCrimeGoldViolent"/>
<KeyWord name="GetCritDamage"/>
<KeyWord name="GetCurrentBudget"/>
<KeyWord name="GetCurrentBudget"/>
<KeyWord name="GetCurrentDestructionStage"/>
<KeyWord name="GetCurrentDestructionStage"/>
Line 834: Line 876:
<KeyWord name="GetCurrentWeatherTransition"/>
<KeyWord name="GetCurrentWeatherTransition"/>
<KeyWord name="GetDeadCount"/>
<KeyWord name="GetDeadCount"/>
<KeyWord name="GetDefensiveMult"/>
<KeyWord name="GetDialogueTarget"/>
<KeyWord name="GetDialogueTarget"/>
<KeyWord name="GetDistance"/>
<KeyWord name="GetDistance"/>
<KeyWord name="GetDuration"/>
<KeyWord name="GetEditorLocation"/>
<KeyWord name="GetEditorLocation"/>
<KeyWord name="GetEnchantment"/>
<KeyWord name="GetEquippedItemType"/>
<KeyWord name="GetEquippedItemType"/>
<KeyWord name="GetEquippedShield"/>
<KeyWord name="GetEquippedShield"/>
Line 842: Line 887:
<KeyWord name="GetEquippedSpell"/>
<KeyWord name="GetEquippedSpell"/>
<KeyWord name="GetEquippedWeapon"/>
<KeyWord name="GetEquippedWeapon"/>
<KeyWord name="GetFaceMorph"/>
<KeyWord name="GetFacePreset"/>
<KeyWord name="GetFactionOwner"/>
<KeyWord name="GetFactionOwner"/>
<KeyWord name="GetFactionRank"/>
<KeyWord name="GetFactionRank"/>
<KeyWord name="GetFactionReaction"/>
<KeyWord name="GetFactionReaction"/>
<KeyWord name="GetFavorPoints"/>
<KeyWord name="GetFavorPoints"/>
<KeyWord name="GetFlightDiveBombChance"/>
<KeyWord name="GetFlightFlyingAttackChance"/>
<KeyWord name="GetFlightHoverChance"/>
<KeyWord name="GetFlyingState"/>
<KeyWord name="GetFlyingState"/>
<KeyWord name="GetForcedLandingMarker"/>
<KeyWord name="GetForcedLandingMarker"/>
<KeyWord name="GetForm"/>
<KeyWord name="GetForm"/>
<KeyWord name="GetFormFromFile" func="yes"/>
<KeyWord name="GetFormID"/>
<KeyWord name="GetFormID"/>
<KeyWord name="GetGameSettingFloat"/>
<KeyWord name="GetGameSettingFloat"/>
<KeyWord name="GetGameSettingInt"/>
<KeyWord name="GetGameSettingInt"/>
<KeyWord name="GetGameSettingString"/>
<KeyWord name="GetGameSettingString"/>
<KeyWord name="GetGemSize"/>
<KeyWord name="GetGiftFilter"/>
<KeyWord name="GetGiftFilter"/>
<KeyWord name="GetGoldAmount"/>
<KeyWord name="GetGoldAmount"/>
<KeyWord name="GetGoldValue"/>
<KeyWord name="GetGoldValue"/>
<KeyWord name="GetGreen"/>
<KeyWord name="GetGroupOffensiveMult"/>
<KeyWord name="GetHairColor"/>
<KeyWord name="GetHeadingAngle"/>
<KeyWord name="GetHeadingAngle"/>
<KeyWord name="GetHeight"/>
<KeyWord name="GetHeight"/>
<KeyWord name="GetHighestRelationshipRank"/>
<KeyWord name="GetHighestRelationshipRank"/>
<KeyWord name="GetHue"/>
<KeyWord name="GetIconPath"/>
<KeyWord name="GetID"/>
<KeyWord name="GetIndexOfExtraPart"/>
<KeyWord name="GetInfamy"/>
<KeyWord name="GetInfamy"/>
<KeyWord name="GetInfamyNonViolent"/>
<KeyWord name="GetInfamyNonViolent"/>
<KeyWord name="GetInfamyViolent"/>
<KeyWord name="GetInfamyViolent"/>
<KeyWord name="GetINIBool"/>
<KeyWord name="GetINIFloat"/>
<KeyWord name="GetINIInt"/>
<KeyWord name="GetINIString"/>
<KeyWord name="GetItemCharge"/>
<KeyWord name="GetItemCount"/>
<KeyWord name="GetItemCount"/>
<KeyWord name="GetItemHealthPercent"/>
<KeyWord name="GetItemHealthPercent"/>
<KeyWord name="GetItemMaxCharge"/>
<KeyWord name="GetKey"/>
<KeyWord name="GetKey"/>
<KeyWord name="GetKeyword"/>
<KeyWord name="GetKeywordData"/>
<KeyWord name="GetKeywordData"/>
<KeyWord name="GetKiller"/>
<KeyWord name="GetKiller"/>
Line 874: Line 940:
<KeyWord name="GetLocation"/>
<KeyWord name="GetLocation"/>
<KeyWord name="GetLockLevel"/>
<KeyWord name="GetLockLevel"/>
<KeyWord name="GetLongRangeStrafeMult"/>
<KeyWord name="GetLowestRelationshipRank"/>
<KeyWord name="GetLowestRelationshipRank"/>
<KeyWord name="GetLuminosity"/>
<KeyWord name="GetMappedKey" func="yes"/>
<KeyWord name="GetMaskForSlot"/>
<KeyWord name="GetMass"/>
<KeyWord name="GetMass"/>
<KeyWord name="GetMaxFrameRate"/>
<KeyWord name="GetMaxFrameRate"/>
<KeyWord name="GetMaxRange"/>
<KeyWord name="GetMeleeAttackStaggeredMult"/>
<KeyWord name="GetMeleeBashAttackMult"/>
<KeyWord name="GetMeleeBashMult"/>
<KeyWord name="GetMeleeBashPowerAttackMult"/>
<KeyWord name="GetMeleeBashRecoiledMult"/>
<KeyWord name="GetMeleeMult"/>
<KeyWord name="GetMeleePowerAttackBlockingMult"/>
<KeyWord name="GetMeleePowerAttackStaggeredMult"/>
<KeyWord name="GetMeleeSpecialAttackMult"/>
<KeyWord name="GetMessageIconPath"/>
<KeyWord name="GetMinFrameRate"/>
<KeyWord name="GetMinFrameRate"/>
<KeyWord name="GetMinRange"/>
<KeyWord name="GetModAuthor"/>
<KeyWord name="GetModByName"/>
<KeyWord name="GetModCount"/>
<KeyWord name="GetModDependencyCount"/>
<KeyWord name="GetModDescription"/>
<KeyWord name="GetModelNumTextureSets"/>
<KeyWord name="GetModelNthTextureSet"/>
<KeyWord name="GetModelPath"/>
<KeyWord name="GetModName"/>
<KeyWord name="GetName"/>
<KeyWord name="GetNoBleedoutRecovery"/>
<KeyWord name="GetNoBleedoutRecovery"/>
<KeyWord name="GetNthAdditionalRace"/>
<KeyWord name="GetNthAlias"/>
<KeyWord name="GetNthArmorAddon"/>
<KeyWord name="GetNthChar"/>
<KeyWord name="GetNthEffectArea"/>
<KeyWord name="GetNthEffectDuration"/>
<KeyWord name="GetNthEffectMagicEffect"/>
<KeyWord name="GetNthEffectMagnitude"/>
<KeyWord name="GetNthExtraPart"/>
<KeyWord name="GetNthForm"/>
<KeyWord name="GetNthHeadPart"/>
<KeyWord name="GetNthIngredient"/>
<KeyWord name="GetNthIngredientQuantity"/>
<KeyWord name="GetNthKeyPressed"/>
<KeyWord name="GetNthKeyword"/>
<KeyWord name="GetNthLinkedRef"/>
<KeyWord name="GetNthLinkedRef"/>
<KeyWord name="GetNthModDependency"/>
<KeyWord name="GetNthPart"/>
<KeyWord name="GetNthRecoveryTime"/>
<KeyWord name="GetNthRef"/>
<KeyWord name="GetNthSpell"/>
<KeyWord name="GetNthWordOfPower"/>
<KeyWord name="GetNumAdditionalRaces"/>
<KeyWord name="GetNumAliases"/>
<KeyWord name="GetNumArmorAddons"/>
<KeyWord name="GetNumEffects"/>
<KeyWord name="GetNumExtraParts"/>
<KeyWord name="GetNumHeadParts"/>
<KeyWord name="GetNumIngredients"/>
<KeyWord name="GetNumItems"/>
<KeyWord name="GetNumKeysPressed"/>
<KeyWord name="GetNumKeywords"/>
<KeyWord name="GetNumParts"/>
<KeyWord name="GetNumRefs"/>
<KeyWord name="GetOffensiveMult"/>
<KeyWord name="GetOpenState"/>
<KeyWord name="GetOpenState"/>
<KeyWord name="GetOutfit"/>
<KeyWord name="GetOutgoingWeather"/>
<KeyWord name="GetOutgoingWeather"/>
<KeyWord name="GetOwningQuest"/>
<KeyWord name="GetOwningQuest"/>
<KeyWord name="GetParentCell"/>
<KeyWord name="GetParentCell"/>
<KeyWord name="GetPerk"/>
<KeyWord name="GetPerkPoints"/>
<KeyWord name="GetPlatformName"/>
<KeyWord name="GetPlatformName"/>
<KeyWord name="GetPlayer"/>
<KeyWord name="GetPlayer"/>
Line 892: Line 1,021:
<KeyWord name="GetPositionY"/>
<KeyWord name="GetPositionY"/>
<KeyWord name="GetPositionZ"/>
<KeyWord name="GetPositionZ"/>
<KeyWord name="GetPriority"/>
<KeyWord name="GetQuality"/>
<KeyWord name="GetQuest"/>
<KeyWord name="GetRace"/>
<KeyWord name="GetRace"/>
<KeyWord name="GetRangedMult"/>
<KeyWord name="GetReach"/>
<KeyWord name="GetReaction"/>
<KeyWord name="GetReaction"/>
<KeyWord name="GetRealHoursPassed"/>
<KeyWord name="GetRealHoursPassed"/>
<KeyWord name="GetRed"/>
<KeyWord name="GetReference"/>
<KeyWord name="GetReference"/>
<KeyWord name="GetRefTypeAliveCount"/>
<KeyWord name="GetRefTypeAliveCount"/>
Line 901: Line 1,036:
<KeyWord name="GetRelationshipRank"/>
<KeyWord name="GetRelationshipRank"/>
<KeyWord name="GetReputation"/>
<KeyWord name="GetReputation"/>
<KeyWord name="GetResult"/>
<KeyWord name="GetResultQuantity"/>
<KeyWord name="GetSaturation"/>
<KeyWord name="GetScale"/>
<KeyWord name="GetScale"/>
<KeyWord name="GetSex"/>
<KeyWord name="GetSex"/>
<KeyWord name="GetShoutMult"/>
<KeyWord name="GetSitState"/>
<KeyWord name="GetSitState"/>
<KeyWord name="GetSize"/>
<KeyWord name="GetSize"/>
<KeyWord name="GetSkyMode"/>
<KeyWord name="GetSkyMode"/>
<KeyWord name="GetSleepState"/>
<KeyWord name="GetSleepState"/>
<KeyWord name="GetSlotMask"/>
<KeyWord name="GetSoulSize"/>
<KeyWord name="GetSpeed"/>
<KeyWord name="GetSpell"/>
<KeyWord name="GetSpellCount"/>
<KeyWord name="GetStaffMult"/>
<KeyWord name="GetStage"/>
<KeyWord name="GetStage"/>
<KeyWord name="GetStageDone"/>
<KeyWord name="GetStageDone"/>
<KeyWord name="GetStagger"/>
<KeyWord name="GetState"/>
<KeyWord name="GetState"/>
<KeyWord name="GetStolenItemValueCrime"/>
<KeyWord name="GetStolenItemValueCrime"/>
<KeyWord name="GetStolenItemValueNoCrime"/>
<KeyWord name="GetStolenItemValueNoCrime"/>
<KeyWord name="GetString"/>
<KeyWord name="GetSunPositionX" func="yes"/>
<KeyWord name="GetSunPositionY" func="yes"/>
<KeyWord name="GetSunPositionZ" func="yes"/>
<KeyWord name="GetTargetActor"/>
<KeyWord name="GetTargetActor"/>
<KeyWord name="GetTemplate"/>
<KeyWord name="GetTemplate"/>
<KeyWord name="GetTimeElapsed"/>
<KeyWord name="GetTotalArmorWeight"/>
<KeyWord name="GetTotalItemWeight"/>
<KeyWord name="GetTriggerObjectCount"/>
<KeyWord name="GetTriggerObjectCount"/>
<KeyWord name="GetType"/>
<KeyWord name="GetUnarmedMult"/>
<KeyWord name="GetValidRaces"/>
<KeyWord name="GetValue"/>
<KeyWord name="GetValue"/>
<KeyWord name="GetValueInt" func="yes"/>
<KeyWord name="GetVersion"/>
<KeyWord name="GetVersionBeta"/>
<KeyWord name="GetVersionMinor"/>
<KeyWord name="GetVersionNumber"/>
<KeyWord name="GetVersionNumber"/>
<KeyWord name="GetVersionRelease"/>
<KeyWord name="GetVoiceRecoveryTime"/>
<KeyWord name="GetVoiceRecoveryTime"/>
<KeyWord name="GetVoiceType"/>
<KeyWord name="GetVoiceType"/>
<KeyWord name="GetWeaponType"/>
<KeyWord name="GetWeight"/>
<KeyWord name="GetWeightClass"/>
<KeyWord name="GetWidth"/>
<KeyWord name="GetWidth"/>
<KeyWord name="GetWorkbenchKeyword"/>
<KeyWord name="GetWorldSpace"/>
<KeyWord name="GetWorldSpace"/>
<KeyWord name="GetWornForm"/>
<KeyWord name="Global"/>
<KeyWord name="Global"/>
<KeyWord name="GlobalVariable"/>
<KeyWord name="GlobalVariable"/>
Line 927: Line 1,093:
<KeyWord name="HasCommonParent"/>
<KeyWord name="HasCommonParent"/>
<KeyWord name="HasEffectKeyword"/>
<KeyWord name="HasEffectKeyword"/>
<KeyWord name="HasExtraPart"/>
<KeyWord name="HasFamilyRelationship"/>
<KeyWord name="HasFamilyRelationship"/>
<KeyWord name="HasForm"/>
<KeyWord name="HasForm"/>
<KeyWord name="HasKeyword"/>
<KeyWord name="HasKeyword"/>
<KeyWord name="HasKeywordString"/>
<KeyWord name="HasLOS"/>
<KeyWord name="HasLOS"/>
<KeyWord name="HasMagicEffect"/>
<KeyWord name="HasMagicEffect"/>
Line 940: Line 1,108:
<KeyWord name="Hidden"/>
<KeyWord name="Hidden"/>
<KeyWord name="HideTitleSequenceMenu"/>
<KeyWord name="HideTitleSequenceMenu"/>
<KeyWord name="HoldKey"/>
<KeyWord name="If"/>
<KeyWord name="If"/>
<KeyWord name="IgnoreFriendlyHits"/>
<KeyWord name="IgnoreFriendlyHits"/>
Line 961: Line 1,130:
<KeyWord name="IsArrestingTarget"/>
<KeyWord name="IsArrestingTarget"/>
<KeyWord name="IsAttached"/>
<KeyWord name="IsAttached"/>
<KeyWord name="IsBattleaxe"/>
<KeyWord name="IsBeingRidden" func="yes"/>
<KeyWord name="IsBleedingOut"/>
<KeyWord name="IsBleedingOut"/>
<KeyWord name="IsBoots"/>
<KeyWord name="IsBow"/>
<KeyWord name="IsBribed"/>
<KeyWord name="IsBribed"/>
<KeyWord name="IsCamSwitchControlsEnabled"/>
<KeyWord name="IsCamSwitchControlsEnabled"/>
<KeyWord name="IsChild"/>
<KeyWord name="IsChild"/>
<KeyWord name="IsCleared"/>
<KeyWord name="IsCleared"/>
<KeyWord name="IsClothing"/>
<KeyWord name="IsClothingBody"/>
<KeyWord name="IsClothingFeet"/>
<KeyWord name="IsClothingHands"/>
<KeyWord name="IsClothingHead"/>
<KeyWord name="IsClothingPoor"/>
<KeyWord name="IsClothingRich"/>
<KeyWord name="IsClothingRing"/>
<KeyWord name="IsCommandedActor"/>
<KeyWord name="IsCommandedActor"/>
<KeyWord name="IsCompleted"/>
<KeyWord name="IsCompleted"/>
<KeyWord name="IsCuirass"/>
<KeyWord name="IsDagger"/>
<KeyWord name="IsDead"/>
<KeyWord name="IsDead"/>
<KeyWord name="IsDeleted" func="yes"/>
<KeyWord name="IsDetectedBy"/>
<KeyWord name="IsDetectedBy"/>
<KeyWord name="IsDigit"/>
<KeyWord name="IsDisabled"/>
<KeyWord name="IsDisabled"/>
<KeyWord name="IsDoingFavor"/>
<KeyWord name="IsDoingFavor"/>
<KeyWord name="IsEnabled" func="yes"/>
<KeyWord name="IsEquipped"/>
<KeyWord name="IsEquipped"/>
<KeyWord name="IsEssential"/>
<KeyWord name="IsEssential"/>
Line 978: Line 1,164:
<KeyWord name="IsFightingControlsEnabled"/>
<KeyWord name="IsFightingControlsEnabled"/>
<KeyWord name="IsFlying"/>
<KeyWord name="IsFlying"/>
<KeyWord name="IsFood"/>
<KeyWord name="IsFurnitureInUse"/>
<KeyWord name="IsFurnitureInUse"/>
<KeyWord name="IsFurnitureMarkerInUse"/>
<KeyWord name="IsFurnitureMarkerInUse"/>
<KeyWord name="IsGauntlets"/>
<KeyWord name="IsGhost"/>
<KeyWord name="IsGhost"/>
<KeyWord name="IsGreatsword"/>
<KeyWord name="IsGuard"/>
<KeyWord name="IsGuard"/>
<KeyWord name="IsHarvested"/>
<KeyWord name="IsHeavyArmor"/>
<KeyWord name="IsHelmet"/>
<KeyWord name="IsHostile"/>
<KeyWord name="IsHostile"/>
<KeyWord name="IsHostileToActor"/>
<KeyWord name="IsHostileToActor"/>
Line 995: Line 1,187:
<KeyWord name="IsIntimidated"/>
<KeyWord name="IsIntimidated"/>
<KeyWord name="IsInvulnerable"/>
<KeyWord name="IsInvulnerable"/>
<KeyWord name="IsJewelry"/>
<KeyWord name="IsJournalControlsEnabled"/>
<KeyWord name="IsJournalControlsEnabled"/>
<KeyWord name="IsKeyPressed"/>
<KeyWord name="IsLetter"/>
<KeyWord name="IsLightArmor"/>
<KeyWord name="IsLoaded"/>
<KeyWord name="IsLoaded"/>
<KeyWord name="IsLockBroken"/>
<KeyWord name="IsLockBroken"/>
<KeyWord name="IsLocked"/>
<KeyWord name="IsLocked"/>
<KeyWord name="IsLookingControlsEnabled"/>
<KeyWord name="IsLookingControlsEnabled"/>
<KeyWord name="IsMace"/>
<KeyWord name="IsMapMarkerVisible"/>
<KeyWord name="IsMapMarkerVisible"/>
<KeyWord name="IsMenuControlsEnabled"/>
<KeyWord name="IsMenuControlsEnabled"/>
<KeyWord name="IsMenuOpen"/>
<KeyWord name="IsMovementControlsEnabled"/>
<KeyWord name="IsMovementControlsEnabled"/>
<KeyWord name="IsNearPlayer" func="yes"/>
<KeyWord name="IsObjectiveCompleted"/>
<KeyWord name="IsObjectiveCompleted"/>
<KeyWord name="IsObjectiveDisplayed"/>
<KeyWord name="IsObjectiveDisplayed"/>
<KeyWord name="IsObjectiveFailed"/>
<KeyWord name="IsObjectiveFailed"/>
<KeyWord name="IsOnMount" func="yes"/>
<KeyWord name="IsPlayerExpelled"/>
<KeyWord name="IsPlayerExpelled"/>
<KeyWord name="IsPlayersLastRiddenHorse"/>
<KeyWord name="IsPlayersLastRiddenHorse"/>
<KeyWord name="IsPlayerSungazing" func="yes"/>
<KeyWord name="IsPlayerTeammate"/>
<KeyWord name="IsPlayerTeammate"/>
<KeyWord name="IsPlaying"/>
<KeyWord name="IsPlaying"/>
<KeyWord name="IsPrintable"/>
<KeyWord name="IsProtected"/>
<KeyWord name="IsProtected"/>
<KeyWord name="IsPunctuation"/>
<KeyWord name="IsRaceFlagSet"/>
<KeyWord name="IsRunning"/>
<KeyWord name="IsRunning"/>
<KeyWord name="IsSameLocation"/>
<KeyWord name="IsSameLocation"/>
<KeyWord name="IsShield"/>
<KeyWord name="IsSneaking"/>
<KeyWord name="IsSneaking"/>
<KeyWord name="IsSneakingControlsEnabled"/>
<KeyWord name="IsSneakingControlsEnabled"/>
<KeyWord name="IsSprinting"/>
<KeyWord name="IsSprinting"/>
<KeyWord name="IsStaff" func="yes"/>
<KeyWord name="IsStageDone"/>
<KeyWord name="IsStageDone"/>
<KeyWord name="IsStarting"/>
<KeyWord name="IsStarting"/>
<KeyWord name="IsStopped"/>
<KeyWord name="IsStopped"/>
<KeyWord name="IsStopping"/>
<KeyWord name="IsStopping"/>
<KeyWord name="IsSword"/>
<KeyWord name="IsTrespassing"/>
<KeyWord name="IsTrespassing"/>
<KeyWord name="IsUnconscious"/>
<KeyWord name="IsUnconscious"/>
<KeyWord name="IsUnique"/>
<KeyWord name="IsUnique"/>
<KeyWord name="IsWaraxe"/>
<KeyWord name="IsWarhammer"/>
<KeyWord name="IsWeaponDrawn"/>
<KeyWord name="IsWeaponDrawn"/>
<KeyWord name="IsWordUnlocked"/>
<KeyWord name="IsWordUnlocked"/>
Line 1,029: Line 1,238:
<KeyWord name="Keyword"/>
<KeyWord name="Keyword"/>
<KeyWord name="Kill"/>
<KeyWord name="Kill"/>
<KeyWord name="KillEssential" func="yes"/>
<KeyWord name="KillSilent"/>
<KeyWord name="KillSilent"/>
<KeyWord name="KnockAreaEffect"/>
<KeyWord name="KnockAreaEffect"/>
Line 1,034: Line 1,244:
<KeyWord name="LearnEffect"/>
<KeyWord name="LearnEffect"/>
<KeyWord name="LearnNextEffect"/>
<KeyWord name="LearnNextEffect"/>
<KeyWord name="LeftShift"/>
<KeyWord name="Length"/>
<KeyWord name="Length"/>
<KeyWord name="LeveledItem"/>
<KeyWord name="LeveledItem"/>
Line 1,039: Line 1,250:
<KeyWord name="LocationAlias"/>
<KeyWord name="LocationAlias"/>
<KeyWord name="LocationRefType"/>
<KeyWord name="LocationRefType"/>
<KeyWord name="Lock"/>
<KeyWord name="Lock" func="yes"/>
<KeyWord name="LogicalAnd"/>
<KeyWord name="LogicalOr"/>
<KeyWord name="LogicalXor"/>
<KeyWord name="LogicalNot"/>
<KeyWord name="MagicEffect"/>
<KeyWord name="MagicEffect"/>
<KeyWord name="MakePlayerFriend" func="yes"/>
<KeyWord name="Message"/>
<KeyWord name="Message"/>
<KeyWord name="MessageBox"/>
<KeyWord name="MessageBox" func="yes"/>
<KeyWord name="MiscObject"/>
<KeyWord name="MiscObject"/>
<KeyWord name="Mod" func="yes"/>
<KeyWord name="ModActorValue"/>
<KeyWord name="ModActorValue"/>
<KeyWord name="ModArmorRating"/>
<KeyWord name="ModAV"/>
<KeyWord name="ModAV"/>
<KeyWord name="ModCrimeGold"/>
<KeyWord name="ModCrimeGold"/>
Line 1,050: Line 1,268:
<KeyWord name="ModFavorPoints"/>
<KeyWord name="ModFavorPoints"/>
<KeyWord name="ModFavorPointsWithGlobal"/>
<KeyWord name="ModFavorPointsWithGlobal"/>
<KeyWord name="ModObjectiveGlobal" func="yes"/>
<KeyWord name="ModPerkPoints"/>
<KeyWord name="ModReaction"/>
<KeyWord name="ModReaction"/>
<KeyWord name="ModRegard"/>
<KeyWord name="ModRegard"/>
<KeyWord name="MoveTo"/>
<KeyWord name="MoveTo"/>
<KeyWord name="MoveToIfUnloaded" func="yes"/>
<KeyWord name="MoveToInteractionLocation"/>
<KeyWord name="MoveToInteractionLocation"/>
<KeyWord name="MoveToMyEditorLocation"/>
<KeyWord name="MoveToMyEditorLocation"/>
Line 1,063: Line 1,284:
<KeyWord name="New"/>
<KeyWord name="New"/>
<KeyWord name="None"/>
<KeyWord name="None"/>
<KeyWord name="Notification"/>
<KeyWord name="Notification" func="yes"/>
<KeyWord name="ObjectReference"/>
<KeyWord name="ObjectReference"/>
<KeyWord name="OnActivate" func="yes">
<KeyWord name="OnActivate" func="yes">
<Overload retVal="Event" descr="Member of: Any and all scripts.
<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the script has been created and all its properties have been initialized.
Event called when the script has been created and all its properties have been initialized.
 
akActionRef: The ObjectReference that activated this reference.">
akActionRef: The ObjectReference that activated this reference.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActionRef"/>
Line 1,076: Line 1,297:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the active magic effect/alias/form receives one of the animation events it was listening for.
Event called when the active magic effect/alias/form receives one of the animation events it was listening for.
 
akSource: The ObjectReference that sent the event.
akSource: The ObjectReference that sent the event.
asEventName: The event that was received.">
asEventName: The event that was received.">
Line 1,083: Line 1,304:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnAnimationEventUnregistered" func="yes"/>
<KeyWord name="OnAttachedToCell" func="yes">
<KeyWord name="OnAttachedToCell" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this reference moves from a detached cell to an attached one.">
Event called when this reference moves from a detached cell to an attached one.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,092: Line 1,314:
<Overload retVal="Event" descr="Member of: Any and all scripts.
<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the state the event is in has just been switched to. Note that this block will NOT be called for an auto state when the object is initialized.">
Event called when the state the event is in has just been switched to. Note that this block will NOT be called for an auto state when the object is initialized.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,098: Line 1,320:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this references parent cell is attached.">
Event called when this references parent cell is attached.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,104: Line 1,326:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this references parent cell is detached.">
Event called when this references parent cell is detached.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,110: Line 1,332:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when every objects 3d in this objects parent cell loaded and ready. At this point you should be able to animate these objects, or manipulate them in other ways without issues. This event is sent every time the cell is loaded, which may happen multiple times in a single game session.">
Event called when every objects 3d in this objects parent cell loaded and ready. At this point you should be able to animate these objects, or manipulate them in other ways without issues. This event is sent every time the cell is loaded, which may happen multiple times in a single game session.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,116: Line 1,338:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has finished closing. (Like a door that has finished animating shut)
Event called when the object has finished closing. (Like a door that has finished animating shut)
 
akActionRef: The reference that caused us to close.">
akActionRef: The reference that caused us to close.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActionRef"/>
Line 1,124: Line 1,346:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this actors combat state changes.
Event called when this actors combat state changes.
 
akTarget: The Actor that this actor is targeting. May be None if this actor is leaving combat.
akTarget: The Actor that this actor is targeting. May be None if this actor is leaving combat.
aeCombatState: The combat state we just entered, which will be one of the following:
aeCombatState: The combat state we just entered, which will be one of the following:
Line 1,137: Line 1,359:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference enters/leaves/moves between containers.
Event called when the object reference enters/leaves/moves between containers.
 
akNewContainer: The container this object is entering. If this is None, the object was dropped.
akNewContainer: The container this object is entering. If this is None, the object was dropped.
akOldContainer: The container this object just left. If this is None, the object was picked up.">
akOldContainer: The container this object just left. If this is None, the object was picked up.">
Line 1,147: Line 1,369:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor finishes dying.
Event called when the actor finishes dying.
 
akKiller: The Actor that killed this one.">
akKiller: The Actor that killed this one.">
<Param name="Actor akKiller"/>
<Param name="Actor akKiller"/>
Line 1,155: Line 1,377:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the objects destruction stage worsens.
Event called when the objects destruction stage worsens.
 
aiOldStage: The objects destruction stage before this event fired. Attached here because massive damage could cause an object to skip several destruction stages at once.
aiOldStage: The objects destruction stage before this event fired. Attached here because massive damage could cause an object to skip several destruction stages at once.
aiCurrentStage: The objects current destruction stage.">
aiCurrentStage: The objects current destruction stage.">
Line 1,165: Line 1,387:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this reference moves from an attached cell to a detached one.">
Event called when this reference moves from an attached cell to a detached one.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,171: Line 1,393:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor begins dying.
Event called when the actor begins dying.
 
akKiller: The Actor that killed this one.">
akKiller: The Actor that killed this one.">
<Param name="Actor akKiller"/>
<Param name="Actor akKiller"/>
Line 1,179: Line 1,401:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
Event called when the active magic effect has just finished on the specified target.
Event called when the active magic effect has just finished on the specified target.
 
akTarget: The Actor this effect just finished on.
akTarget: The Actor this effect just finished on.
akCaster: The Actor that cast the spell this effect is from.">
akCaster: The Actor that cast the spell this effect is from.">
Line 1,189: Line 1,411:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
Event called when the active magic effect has just started on the specified target.
Event called when the active magic effect has just started on the specified target.
 
akTarget: The Actor this effect was applied to.
akTarget: The Actor this effect was applied to.
akCaster: The Actor that cast the spell this effect was from.">
akCaster: The Actor that cast the spell this effect was from.">
Line 1,199: Line 1,421:
<Overload retVal="Event" descr="Member of: Any and all scripts.
<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the state the event is in about to be switched away from.">
Event called when the state the event is in about to be switched away from.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,205: Line 1,427:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor has entered bleedout.">
Event called when the actor has entered bleedout.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,211: Line 1,433:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference has been equipped by an actor.
Event called when the object reference has been equipped by an actor.
 
akActor: The actor that equipped this object.">
akActor: The actor that equipped this object.">
<Param name="Actor akActor"/>
<Param name="Actor akActor"/>
Line 1,221: Line 1,443:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this actor gets up from a piece of furniture.
Event called when this actor gets up from a piece of furniture.
 
akFurniture: The furniture the actor just got up off of.">
akFurniture: The furniture the actor just got up off of.">
<Param name="ObjectReference akFurniture"/>
<Param name="ObjectReference akFurniture"/>
Line 1,229: Line 1,451:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has has been grabbed by the player (z-keyed).">
Event called when the object has has been grabbed by the player (z-keyed).">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,235: Line 1,457:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is hit by a weapon or projectile.
Event called when the object reference is hit by a weapon or projectile.
 
akAggressor: The ObjectReference that attacked this reference.
akAggressor: The ObjectReference that attacked this reference.
akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.
akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.
Line 1,255: Line 1,477:
<Overload retVal="Event" descr="Member of: Any and all scripts.
<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the script has been created and all its properties have been initialized.">
Event called when the script has been created and all its properties have been initialized.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,261: Line 1,483:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event received when an item is inserted into this objects container.
Event received when an item is inserted into this objects container.
 
akBaseItem: The base object for the item that was added to this container.
akBaseItem: The base object for the item that was added to this container.
aiItemCount: The number of items added to this container.
aiItemCount: The number of items added to this container.
Line 1,275: Line 1,497:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event received when an item is removed from this objects container.
Event received when an item is removed from this objects container.
 
akBaseItem: The base object for the item that was removed from this container.
akBaseItem: The base object for the item that was removed from this container.
aiItemCount: The number of items removed from this container.
aiItemCount: The number of items removed from this container.
Line 1,286: Line 1,508:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnKeyDown" func="yes"/>
<KeyWord name="OnKeyUp" func="yes"/>
<KeyWord name="OnLoad" func="yes">
<KeyWord name="OnLoad" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the objects 3d is loaded and ready. At this point you should be able to animate the object, or manipulate it in other ways without issues. This event is sent every time the 3d is loaded, which may happen multiple times in a single game session.">
Event called when the objects 3d is loaded and ready. At this point you should be able to animate the object, or manipulate it in other ways without issues. This event is sent every time the 3d is loaded, which may happen multiple times in a single game session.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,295: Line 1,519:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this actor moves from one location to another.
Event called when this actor moves from one location to another.
 
akOldLoc: The Location that we left (may be None).
akOldLoc: The Location that we left (may be None).
akNewLoc: The Location that we entered (may be None).">
akNewLoc: The Location that we entered (may be None).">
Line 1,305: Line 1,529:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the lock on this objects state changes. (Locked, unlocked, level changed, etc)">
Event called when the lock on this objects state changes. (Locked, unlocked, level changed, etc)">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,311: Line 1,535:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when a viewer goes from seeing the target, to not seeing the target - if this active magic effect/alias/form is registered for it.
Event called when a viewer goes from seeing the target, to not seeing the target - if this active magic effect/alias/form is registered for it.
 
akViewer: The Actor that was viewing the target until LOS was lost.
akViewer: The Actor that was viewing the target until LOS was lost.
akTarget: The ObjectReference that the actor can no longer see.">
akTarget: The ObjectReference that the actor can no longer see.">
Line 1,321: Line 1,545:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when a magic effect is about to be applied to the object reference.
Event called when a magic effect is about to be applied to the object reference.
 
akCaster: The ObjectReference that is responsible for the spell.
akCaster: The ObjectReference that is responsible for the spell.
akEffect: The MagicEffect that is attempting to be applied.">
akEffect: The MagicEffect that is attempting to be applied.">
Line 1,328: Line 1,552:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnMenuClose" func="yes"/>
<KeyWord name="OnMenuOpen" func="yes"/>
<KeyWord name="OnObjectEquipped" func="yes">
<KeyWord name="OnObjectEquipped" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor equips an object.
Event called when the actor equips an object.
 
akBaseObject: The base object the actor just equipped.
akBaseObject: The base object the actor just equipped.
akReference: The reference that the actor just equipped - if the reference is persistant. Otherwise, None.">
akReference: The reference that the actor just equipped - if the reference is persistant. Otherwise, None.">
Line 1,341: Line 1,567:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor unequips an object.
Event called when the actor unequips an object.
 
akBaseObject: The base object the actor just unequipped.
akBaseObject: The base object the actor just unequipped.
akReference: The reference the actor just unequipped, if the reference is persistent. Otherwise, None.">
akReference: The reference the actor just unequipped, if the reference is persistent. Otherwise, None.">
Line 1,351: Line 1,577:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has finished opening. (Like a door that has finished animating open)
Event called when the object has finished opening. (Like a door that has finished animating open)
 
akActionRef: The reference that caused us to open.">
akActionRef: The reference that caused us to open.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActionRef"/>
Line 1,359: Line 1,585:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor changes away from a package.
Event called when the actor changes away from a package.
 
akOldPackage: The Package that the actor changed away from.">
akOldPackage: The Package that the actor changed away from.">
<Param name="Package akOldPackage"/>
<Param name="Package akOldPackage"/>
Line 1,367: Line 1,593:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor finishes a package.
Event called when the actor finishes a package.
 
akOldPackage: The Package that just stopped running.">
akOldPackage: The Package that just stopped running.">
<Param name="Package akOldPackage"/>
<Param name="Package akOldPackage"/>
Line 1,375: Line 1,601:
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor starts running a new package.
Event called when the actor starts running a new package.
 
akNewPackage: The Package that just started running.">
akNewPackage: The Package that just started running.">
<Param name="Package akNewPackage"/>
<Param name="Package akNewPackage"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnPlayerBowShot" func="yes"/>
<KeyWord name="OnPlayerLoadGame" func="yes"/>
<KeyWord name="OnRaceSwitchComplete" func="yes">
<KeyWord name="OnRaceSwitchComplete" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor has finished switching races.">
Event called when the actor has finished switching races.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,389: Line 1,617:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event received when this object (which is a book) has been read. In other words, it is sent when the book UI opens a book.">
Event received when this object (which is a book) has been read. In other words, it is sent when the book UI opens a book.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,395: Line 1,623:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has has been released by the player (un-z-keyed).">
Event called when the object has has been released by the player (un-z-keyed).">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,401: Line 1,629:
<Overload retVal="Event" descr="Member of: ObjectReference Script, Alias Script, and Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script, Alias Script, and Quest Script
Event called when the object is reset.">
Event called when the object is reset.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,407: Line 1,635:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has just been sold by someone.
Event called when the object has just been sold by someone.
 
akSeller: The actor we were sold by.">
akSeller: The actor we were sold by.">
<Param name="Actor akSeller"/>
<Param name="Actor akSeller"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnSit" func="yes"/>
<KeyWord name="OnSleepStart" func="yes">
<KeyWord name="OnSleepStart" func="yes">
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the player goes to sleep - if this active magic effect/alias/form is registered for it.
Event called when the player goes to sleep - if this active magic effect/alias/form is registered for it.
 
afSleepStartTime: The time the player went to sleep, in game days passed.
afSleepStartTime: The time the player went to sleep, in game days passed.
afDesiredSleepEndTime: The time the player wants to wake up at, in game days passed.">
afDesiredSleepEndTime: The time the player wants to wake up at, in game days passed.">
Line 1,425: Line 1,654:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the player wakes up - if this active magic effect/alias/form is registered for it.
Event called when the player wakes up - if this active magic effect/alias/form is registered for it.
 
abInterrupted: Whether sleep was interrupted or not.">
abInterrupted: Whether sleep was interrupted or not.">
<Param name="Bool abInterrupted"/>
<Param name="Bool abInterrupted"/>
Line 1,433: Line 1,662:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when a spell is cast by the object reference.
Event called when a spell is cast by the object reference.
 
akSpell: Spell that was cast.  Can be  Spell,  Enchantment,  Potion, or  Ingredient.">
akSpell: Spell that was cast.  Can be  Spell,  Enchantment,  Potion, or  Ingredient.">
<Param name="Form akSpell"/>
<Param name="Form akSpell"/>
Line 1,441: Line 1,670:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an activate actor story manager event.
Event called when this quest is started via an activate actor story manager event.
 
akLocation: The Lcation that the actor was activated at.
akLocation: The Lcation that the actor was activated at.
akActor: The Actor that was activated.">
akActor: The Actor that was activated.">
Line 1,451: Line 1,680:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an add to player story manager event.
Event called when this quest is started via an add to player story manager event.
 
akOwner: The ObjectReference that owned the object.
akOwner: The ObjectReference that owned the object.
akContainer: The ObjectReference that contained the object.
akContainer: The ObjectReference that contained the object.
Line 1,474: Line 1,703:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an arrest story manager event.
Event called when this quest is started via an arrest story manager event.
 
akArrestingGuard: The ObjectReference of the guard that arrested the criminal.
akArrestingGuard: The ObjectReference of the guard that arrested the criminal.
akCriminal: The ObjectReference that was arrested.
akCriminal: The ObjectReference that was arrested.
Line 1,494: Line 1,723:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an assault actor story manager event.
Event called when this quest is started via an assault actor story manager event.
 
akVictim: The ObjectReference that was assaulted.
akVictim: The ObjectReference that was assaulted.
akAttacker: The ObjectReference that attacked the victim.
akAttacker: The ObjectReference that attacked the victim.
Line 1,508: Line 1,737:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a bribe NPC story manager event.
Event called when this quest is started via a bribe NPC story manager event.
 
akActor: The ObjectReference that was bribed.">
akActor: The ObjectReference that was bribed.">
<Param name="ObjectReference akActor"/>
<Param name="ObjectReference akActor"/>
Line 1,516: Line 1,745:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a case magic story manager event.
Event called when this quest is started via a case magic story manager event.
 
akCastingActor: The ObjectReference that cast the spell.
akCastingActor: The ObjectReference that cast the spell.
akSpellTarget: The ObjectReference that is targeted by the spell.
akSpellTarget: The ObjectReference that is targeted by the spell.
Line 1,530: Line 1,759:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a change location story manager event.
Event called when this quest is started via a change location story manager event.
 
akActor: The ObjectReference that changed locations.
akActor: The ObjectReference that changed locations.
akOldLocation: The Location that the object left.
akOldLocation: The Location that the object left.
Line 1,542: Line 1,771:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a craft item story manager event.
Event called when this quest is started via a craft item story manager event.
 
akBench: The ObjectReference bench that the item was made at.
akBench: The ObjectReference bench that the item was made at.
akLocation: The Location the object was made at.
akLocation: The Location the object was made at.
Line 1,554: Line 1,783:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a crime gold story manager event.
Event called when this quest is started via a crime gold story manager event.
 
akVictim: The ObjectReference that was victimized.
akVictim: The ObjectReference that was victimized.
akCriminal: The ObjectReference that committed the crime.
akCriminal: The ObjectReference that committed the crime.
Line 1,576: Line 1,805:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a cure story manager event.
Event called when this quest is started via a cure story manager event.
 
akInfection: The infection the player was cured of.">
akInfection: The infection the player was cured of.">
<Param name="Form akInfection"/>
<Param name="Form akInfection"/>
Line 1,584: Line 1,813:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a dialogue story manager event.
Event called when this quest is started via a dialogue story manager event.
 
akLocation: The Location where the dialogue happened.
akLocation: The Location where the dialogue happened.
akActor1: The first ObjectReference in the dialogue.
akActor1: The first ObjectReference in the dialogue.
Line 1,596: Line 1,825:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a discover dead body story manager event.
Event called when this quest is started via a discover dead body story manager event.
 
akActor: The ObjectReference that discovered the body.
akActor: The ObjectReference that discovered the body.
akDeadActor: The ObjectReference that was discovered.
akDeadActor: The ObjectReference that was discovered.
Line 1,608: Line 1,837:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an escape jail story manager event.
Event called when this quest is started via an escape jail story manager event.
 
akLocation: The Location where the escape happened.
akLocation: The Location where the escape happened.
akCrimeGroup: The crime group whose jail was escaped from.">
akCrimeGroup: The crime group whose jail was escaped from.">
Line 1,618: Line 1,847:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a flatter NPC story manager event.
Event called when this quest is started via a flatter NPC story manager event.
 
akActor: The ObjectReference that was flattered.">
akActor: The ObjectReference that was flattered.">
<Param name="ObjectReference akActor"/>
<Param name="ObjectReference akActor"/>
Line 1,626: Line 1,855:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a hello story manager event.
Event called when this quest is started via a hello story manager event.
 
akLocation: The Location where the hello happened.
akLocation: The Location where the hello happened.
akActor1: The first ObjectReference in the hello.
akActor1: The first ObjectReference in the hello.
Line 1,638: Line 1,867:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an increase level story manager event.
Event called when this quest is started via an increase level story manager event.
 
aiNewLevel: The level the player just got.">
aiNewLevel: The level the player just got.">
<Param name="Int aiNewLevel"/>
<Param name="Int aiNewLevel"/>
Line 1,646: Line 1,875:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an increase level story manager event.
Event called when this quest is started via an increase level story manager event.
 
asSkill: The name of the actor value for the skill that just increased">
asSkill: The name of the actor value for the skill that just increased">
<Param name="String asSkill"/>
<Param name="String asSkill"/>
Line 1,654: Line 1,883:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an infection story manager event.
Event called when this quest is started via an infection story manager event.
 
akTransmittingActor: The actor that gave the player the infection.
akTransmittingActor: The actor that gave the player the infection.
akInfection: The infection the player got infected with.">
akInfection: The infection the player got infected with.">
Line 1,664: Line 1,893:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an intimidate NPC story manager event.
Event called when this quest is started via an intimidate NPC story manager event.
 
akActor: The ObjectReference that was intimidated.">
akActor: The ObjectReference that was intimidated.">
<Param name="ObjectReference akActor"/>
<Param name="ObjectReference akActor"/>
Line 1,672: Line 1,901:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a jail story manager event.
Event called when this quest is started via a jail story manager event.
 
akGuard: The ObjectReference that put the player in jail.
akGuard: The ObjectReference that put the player in jail.
akCrimeGroup: The crime group whose jail the player was put in.
akCrimeGroup: The crime group whose jail the player was put in.
Line 1,686: Line 1,915:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a kill actor story manager event.
Event called when this quest is started via a kill actor story manager event.
 
akVictim: The ObjectReference that was killed.
akVictim: The ObjectReference that was killed.
akKiller: The ObjectReference that killed the victim.
akKiller: The ObjectReference that killed the victim.
akLocation: The Location where the crime occurred.
akLocation: The Location where the crime occurred.
aiCrimeStatus: Has the crime been reported? Return an Int : 0 = No crime Faction for target ; 1 = Crime is not repported ; 2 = Crime is repported
aiCrimeStatus: Has the crime been reported? Return an Int : 0 = No crime Faction for target ; 1 = Crime is not repported ; 2 = Crime is repported
aiRelationshipRank: The relationship between the killer and victim before the crime occurred. Will be one of the following:
aiRelationshipRank: The relationship between the killer and victim before the crime occurred. Will be one of the following:
4: Lover
4: Lover
Line 1,711: Line 1,940:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a new voice power story manager event.
Event called when this quest is started via a new voice power story manager event.
 
akActor: The ObjectReference that got the new voice power.
akActor: The ObjectReference that got the new voice power.
akVoicePower: The voice power that the actor just got.">
akVoicePower: The voice power that the actor just got.">
Line 1,721: Line 1,950:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a pay fine story manager event.
Event called when this quest is started via a pay fine story manager event.
 
akCriminal: The ObjectReference that is paying the fine.
akCriminal: The ObjectReference that is paying the fine.
akGuard: The ObjectReference that is being paid.
akGuard: The ObjectReference that is being paid.
Line 1,735: Line 1,964:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a pick lock story manager event.
Event called when this quest is started via a pick lock story manager event.
 
akActor: The ObjectReference that picked the lock.
akActor: The ObjectReference that picked the lock.
akLock: The ObjectReference that was picked.">
akLock: The ObjectReference that was picked.">
Line 1,745: Line 1,974:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a player gets favor story manager event.
Event called when this quest is started via a player gets favor story manager event.
 
akActor: The ObjectReference that the player just got favor with.">
akActor: The ObjectReference that the player just got favor with.">
<Param name="ObjectReference akActor"/>
<Param name="ObjectReference akActor"/>
Line 1,753: Line 1,982:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a relationship change story manager event. The relationship values will be one of the following:
Event called when this quest is started via a relationship change story manager event. The relationship values will be one of the following:
 
akActor1: The first ObjectReference whose relationship changed.
akActor1: The first ObjectReference whose relationship changed.
akActor2: The second ObjectReference whose relationship changed.
akActor2: The second ObjectReference whose relationship changed.
Line 1,766: Line 1,995:
-3: Enemy
-3: Enemy
-4: Archnemesis
-4: Archnemesis
 
aiNewRelationship: The new relationship value.">
aiNewRelationship: The new relationship value.">
<Param name="ObjectReference akActor1"/>
<Param name="ObjectReference akActor1"/>
Line 1,777: Line 2,006:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a remove from player story manager event.
Event called when this quest is started via a remove from player story manager event.
 
akOwner: The ObjectReference that owns the item.
akOwner: The ObjectReference that owns the item.
akItem: The ObjectReference that was removed.
akItem: The ObjectReference that was removed.
Line 1,800: Line 2,029:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a script story manager event.
Event called when this quest is started via a script story manager event.
 
akKeyword: The Keyword sent by the script
akKeyword: The Keyword sent by the script
akLocation: The Location sent by the script
akLocation: The Location sent by the script
Line 1,818: Line 2,047:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a served time story manager event.
Event called when this quest is started via a served time story manager event.
 
akLocation: The Location where the jail is.
akLocation: The Location where the jail is.
akCrimeGroup: The crime group whose jail the player was put in.
akCrimeGroup: The crime group whose jail the player was put in.
Line 1,832: Line 2,061:
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a trespass story manager event.
Event called when this quest is started via a trespass story manager event.
 
akVictim: The ObjectReference who was victimized
akVictim: The ObjectReference who was victimized
akTrespasser: The ObjectReference who trespassed
akTrespasser: The ObjectReference who trespassed
Line 1,846: Line 2,075:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when tracked stats are updated - if this active magic effect/alias/form is registered for it.
Event called when tracked stats are updated - if this active magic effect/alias/form is registered for it.
 
asStat: The text for the stat being updated. Link to list of tracked stats
asStat: The text for the stat being updated. Link to list of tracked stats
aiStatValue: The updated value of the stat.">
aiStatValue: The updated value of the stat.">
Line 1,857: Line 2,086:
Event called when the object reference almost done translating to the destination.
Event called when the object reference almost done translating to the destination.
This is very useful for things like critters, where you want constant motion, and the script execution delay would otherwise make it possible for the reference to stay immobile for a few frames.">
This is very useful for things like critters, where you want constant motion, and the script execution delay would otherwise make it possible for the reference to stay immobile for a few frames.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,863: Line 2,092:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference done translating to the destination.">
Event called when the object reference done translating to the destination.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,869: Line 2,098:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference failed translating to the destination for any reason (including when a new request is submitted).">
Event called when the object reference failed translating to the destination for any reason (including when a new request is submitted).">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,875: Line 2,104:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has hit a live target. This event is sent every so often as long as a trap object is in contact with a live target. This event can be sent quite rapidly, so be careful how you use it so you dont overstress the script system.
Event called when the object reference is a trap and has hit a live target. This event is sent every so often as long as a trap object is in contact with a live target. This event can be sent quite rapidly, so be careful how you use it so you dont overstress the script system.
 
akTarget: The ObjectReference that this reference just hit.
akTarget: The ObjectReference that this reference just hit.
afXVel: The X velocity for our reference when it hit.
afXVel: The X velocity for our reference when it hit.
Line 1,902: Line 2,131:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has started hitting a live target.
Event called when the object reference is a trap and has started hitting a live target.
 
akTarget: The ObjectReference that this reference just hit.
akTarget: The ObjectReference that this reference just hit.
afXVel: The X velocity for our reference when it hit.
afXVel: The X velocity for our reference when it hit.
Line 1,929: Line 2,158:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has stopped hitting a live target.
Event called when the object reference is a trap and has stopped hitting a live target.
 
akTarget: The ObjectReference that this reference just hit.">
akTarget: The ObjectReference that this reference just hit.">
<Param name="ObjectReference akTarget"/>
<Param name="ObjectReference akTarget"/>
Line 1,937: Line 2,166:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trigger and has been triggered. This event will be sent every so often while a reference stays inside the trigger box. This event is sent repeatedly, so care should be taken not to tie up the script system unnecessarily with a long complicated handler. Try using the trigger enter and leave events instead.
Event called when the object reference is a trigger and has been triggered. This event will be sent every so often while a reference stays inside the trigger box. This event is sent repeatedly, so care should be taken not to tie up the script system unnecessarily with a long complicated handler. Try using the trigger enter and leave events instead.
 
akActionRef: The ObjectReference that triggered this reference.">
akActionRef: The ObjectReference that triggered this reference.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActionRef"/>
Line 1,945: Line 2,174:
<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
Event called when the object reference is a trigger volume and has been entered. This event can be received out of order with OnTriggerLeave, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
Event called when the object reference is a trigger volume and has been entered. This event can be received out of order with OnTriggerLeave, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
 
akActionRef: The ObjectReference that entered the volume.">
akActionRef: The ObjectReference that entered the volume.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActionRef"/>
Line 1,953: Line 2,182:
<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
Event called when the object reference is a trigger volume and has been left. This event can be received out of order with OnTriggerEnter, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
Event called when the object reference is a trigger volume and has been left. This event can be received out of order with OnTriggerEnter, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
 
akActionRef: The ObjectReference that left the volume.">
akActionRef: The ObjectReference that left the volume.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActionRef"/>
Line 1,961: Line 2,190:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference has been unequipped by an actor. When an object is unequipped it may still be inside a container, which means that you cannot call Member Functions on it.
Event called when the object reference has been unequipped by an actor. When an object is unequipped it may still be inside a container, which means that you cannot call Member Functions on it.
 
akActor: The actor that unequipped this object.">
akActor: The actor that unequipped this object.">
<Param name="Actor akActor"/>
<Param name="Actor akActor"/>
Line 1,969: Line 2,198:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the objects 3d has been unloaded. This event is sent every time the 3d is unloaded, which may happen multiple times in a single game session.">
Event called when the objects 3d has been unloaded. This event is sent every time the 3d is unloaded, which may happen multiple times in a single game session.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,975: Line 2,204:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called periodically if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
Event called periodically if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,981: Line 2,210:
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called periodically in game time if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
Event called periodically in game time if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
 
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 1,987: Line 2,216:
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is using a ward that is hit by a spell.
Event called when the object reference is using a ward that is hit by a spell.
 
akCaster: The ObjectReference that cast as spell at this reference.
akCaster: The ObjectReference that cast as spell at this reference.
akSpell: The Spell that hit this reference.
akSpell: The Spell that hit this reference.
Line 2,013: Line 2,242:
<KeyWord name="PlayAnimation"/>
<KeyWord name="PlayAnimation"/>
<KeyWord name="PlayAnimationAndWait"/>
<KeyWord name="PlayAnimationAndWait"/>
<KeyWord name="PlayBink" func="yes"/>
<KeyWord name="PlayerKnows"/>
<KeyWord name="PlayerKnows"/>
<KeyWord name="PlayerMoveToAndWait"/>
<KeyWord name="PlayerMoveToAndWait"/>
Line 2,025: Line 2,255:
<KeyWord name="PlayTerrainEffect"/>
<KeyWord name="PlayTerrainEffect"/>
<KeyWord name="PopTo"/>
<KeyWord name="PopTo"/>
<KeyWord name="pow"/>
<KeyWord name="Pow"/>
<KeyWord name="PrecacheCharGen"/>
<KeyWord name="PrecacheCharGen"/>
<KeyWord name="PrecacheCharGenClear"/>
<KeyWord name="PrecacheCharGenClear"/>
Line 2,038: Line 2,268:
<KeyWord name="Race"/>
<KeyWord name="Race"/>
<KeyWord name="RadiansToDegrees"/>
<KeyWord name="RadiansToDegrees"/>
<KeyWord name="RampRumble" func="yes"/>
<KeyWord name="RandomFloat"/>
<KeyWord name="RandomFloat"/>
<KeyWord name="RandomInt"/>
<KeyWord name="RandomInt"/>
<KeyWord name="ReferenceAlias"/>
<KeyWord name="ReferenceAlias"/>
<KeyWord name="ReloadScript"/>
<KeyWord name="RegisterForAnimationEvent"/>
<KeyWord name="RegisterForAnimationEvent"/>
<KeyWord name="RegisterForKey" func="yes"/>
<KeyWord name="RegisterForLOS"/>
<KeyWord name="RegisterForLOS"/>
<KeyWord name="RegisterForMenu" func="yes"/>
<KeyWord name="RegisterForSingleLOSGain"/>
<KeyWord name="RegisterForSingleLOSGain"/>
<KeyWord name="RegisterForSingleLOSLost"/>
<KeyWord name="RegisterForSingleLOSLost"/>
Line 2,051: Line 2,285:
<KeyWord name="RegisterForUpdate"/>
<KeyWord name="RegisterForUpdate"/>
<KeyWord name="RegisterForUpdateGameTime"/>
<KeyWord name="RegisterForUpdateGameTime"/>
<KeyWord name="ReleaseKey"/>
<KeyWord name="ReleaseOverride"/>
<KeyWord name="ReleaseOverride"/>
<KeyWord name="RemoteCast"/>
<KeyWord name="RemoteCast"/>
Line 2,066: Line 2,301:
<KeyWord name="RemovePerk"/>
<KeyWord name="RemovePerk"/>
<KeyWord name="RemoveShout"/>
<KeyWord name="RemoveShout"/>
<KeyWord name="RemoveSlotFromMask"/>
<KeyWord name="RemoveSpell"/>
<KeyWord name="RemoveSpell"/>
<KeyWord name="RequestAutoSave"/>
<KeyWord name="RequestAutoSave"/>
Line 2,078: Line 2,314:
<KeyWord name="Return"/>
<KeyWord name="Return"/>
<KeyWord name="Revert"/>
<KeyWord name="Revert"/>
<KeyWord name="RightShift"/>
<KeyWord name="Say"/>
<KeyWord name="Say"/>
<KeyWord name="Scene"/>
<KeyWord name="Scene"/>
Line 2,097: Line 2,334:
<KeyWord name="SetActorValue"/>
<KeyWord name="SetActorValue"/>
<KeyWord name="SetAlert"/>
<KeyWord name="SetAlert"/>
<KeyWord name="SetAllowDualWielding"/>
<KeyWord name="SetAllowFlying"/>
<KeyWord name="SetAllowFlying"/>
<KeyWord name="SetAllowFlyingEx" func="yes"/>
<KeyWord name="SetAllowFlyingMountLandingRequests" func="yes"/>
<KeyWord name="SetAlly"/>
<KeyWord name="SetAlly"/>
<KeyWord name="SetAlpha"/>
<KeyWord name="SetAlpha"/>
Line 2,104: Line 2,344:
<KeyWord name="SetAnimationVariableFloat"/>
<KeyWord name="SetAnimationVariableFloat"/>
<KeyWord name="SetAnimationVariableInt"/>
<KeyWord name="SetAnimationVariableInt"/>
<KeyWord name="SetArmorRating"/>
<KeyWord name="SetAttackActorOnSight"/>
<KeyWord name="SetAttackActorOnSight"/>
<KeyWord name="SetAV"/>
<KeyWord name="SetAV"/>
<KeyWord name="SetAvoidThreatChance"/>
<KeyWord name="SetBaseDamage"/>
<KeyWord name="SetBeastForm"/>
<KeyWord name="SetBeastForm"/>
<KeyWord name="SetBribed"/>
<KeyWord name="SetBribed"/>
<KeyWord name="SetCameraTarget"/>
<KeyWord name="SetCameraTarget"/>
<KeyWord name="SetClass"/>
<KeyWord name="SetCleared"/>
<KeyWord name="SetCleared"/>
<KeyWord name="SetCloseRangeDuelingCircleMult"/>
<KeyWord name="SetCloseRangeDuelingFallbackMult"/>
<KeyWord name="SetCloseRangeFlankingFlankMult"/>
<KeyWord name="SetCloseRangeFlankingStalkMult"/>
<KeyWord name="SetCombatStyle"/>
<KeyWord name="SetCrimeFaction"/>
<KeyWord name="SetCrimeFaction"/>
<KeyWord name="SetCrimeGold"/>
<KeyWord name="SetCrimeGold"/>
<KeyWord name="SetCrimeGoldViolent"/>
<KeyWord name="SetCrimeGoldViolent"/>
<KeyWord name="SetCritDamage"/>
<KeyWord name="SetCriticalStage"/>
<KeyWord name="SetCriticalStage"/>
<KeyWord name="SetCurrentStageID"/>
<KeyWord name="SetCurrentStageID"/>
<KeyWord name="SetDefensiveMult"/>
<KeyWord name="SetDestroyed"/>
<KeyWord name="SetDestroyed"/>
<KeyWord name="SetDoingFavor"/>
<KeyWord name="SetDoingFavor"/>
<KeyWord name="SetDontMove" func="yes"/>
<KeyWord name="SetEnchantment"/>
<KeyWord name="SetEnemy"/>
<KeyWord name="SetEnemy"/>
<KeyWord name="SetEssential"/>
<KeyWord name="SetEssential"/>
<KeyWord name="SetExpressionOverride" func="yes"/>
<KeyWord name="SetEyeTexture" func="yes"/>
<KeyWord name="SetFaceMorph"/>
<KeyWord name="SetFacePreset"/>
<KeyWord name="SetFactionOwner"/>
<KeyWord name="SetFactionOwner"/>
<KeyWord name="SetFactionRank"/>
<KeyWord name="SetFactionRank"/>
<KeyWord name="SetFlightDiveBombChance"/>
<KeyWord name="SetFlightFlyingAttackChance"/>
<KeyWord name="SetFlightHoverChance"/>
<KeyWord name="SetFogColor" func="yes"/>
<KeyWord name="SetFogPlanes"/>
<KeyWord name="SetFogPlanes"/>
<KeyWord name="SetFogPower"/>
<KeyWord name="SetFogPower"/>
Line 2,126: Line 2,387:
<KeyWord name="SetForcedLandingMarker"/>
<KeyWord name="SetForcedLandingMarker"/>
<KeyWord name="SetFrequency"/>
<KeyWord name="SetFrequency"/>
<KeyWord name="SetGameSettingBool"/>
<KeyWord name="SetGameSettingFloat"/>
<KeyWord name="SetGameSettingInt"/>
<KeyWord name="SetGameSettingString"/>
<KeyWord name="SetGhost"/>
<KeyWord name="SetGhost"/>
<KeyWord name="SetGodMode"/>
<KeyWord name="SetGodMode"/>
<KeyWord name="SetGoldValue"/>
<KeyWord name="SetGroupOffensiveMult"/>
<KeyWord name="SetHairColor"/>
<KeyWord name="SetHeadTracking"/>
<KeyWord name="SetHeadTracking"/>
<KeyWord name="SetHudCartMode"/>
<KeyWord name="SetHudCartMode"/>
<KeyWord name="SetIconPath"/>
<KeyWord name="SetInChargen"/>
<KeyWord name="SetInChargen"/>
<KeyWord name="SetINIBool"/>
<KeyWord name="SetINIBool"/>
Line 2,138: Line 2,407:
<KeyWord name="SetIntimidated"/>
<KeyWord name="SetIntimidated"/>
<KeyWord name="SetInvulnerable"/>
<KeyWord name="SetInvulnerable"/>
<KeyWord name="SetItemCharge"/>
<KeyWord name="SetItemHealthPercent"/>
<KeyWord name="SetKeywordData"/>
<KeyWord name="SetKeywordData"/>
<KeyWord name="SetLockLevel"/>
<KeyWord name="SetLockLevel"/>
<KeyWord name="SetLongRangeStrafeMult"/>
<KeyWord name="SetLookAt"/>
<KeyWord name="SetLookAt"/>
<KeyWord name="SetMaxRange"/>
<KeyWord name="SetMeleeAttackStaggeredMult"/>
<KeyWord name="SetMeleeBashAttackMult"/>
<KeyWord name="SetMeleeBashMult"/>
<KeyWord name="SetMeleeBashPowerAttachMult"/>
<KeyWord name="SetMeleeBashRecoiledMult"/>
<KeyWord name="SetMeleeMult"/>
<KeyWord name="SetMeleePowerAttackBlockingMult"/>
<KeyWord name="SetMeleePowerAttackStaggeredMult"/>
<KeyWord name="SetMeleeSpecialAttackMult"/>
<KeyWord name="SetMessageIconPath"/>
<KeyWord name="SetMinRange"/>
<KeyWord name="SetModelNthTextureSet"/>
<KeyWord name="SetModelPath"/>
<KeyWord name="SetMotionType"/>
<KeyWord name="SetMotionType"/>
<KeyWord name="SetName"/>
<KeyWord name="SetNoBleedoutRecovery"/>
<KeyWord name="SetNoBleedoutRecovery"/>
<KeyWord name="SetNoFavorAllowed"/>
<KeyWord name="SetNoFavorAllowed"/>
<KeyWord name="SetNotShowOnStealthMeter"/>
<KeyWord name="SetNotShowOnStealthMeter"/>
<KeyWord name="SetNthHeadPart"/>
<KeyWord name="SetNthIngredient"/>
<KeyWord name="SetNthIngredientQuantity"/>
<KeyWord name="SetNthRecoveryTime"/>
<KeyWord name="SetNthSpell"/>
<KeyWord name="SetNthWordOfPower"/>
<KeyWord name="SetObjectiveCompleted"/>
<KeyWord name="SetObjectiveCompleted"/>
<KeyWord name="SetObjectiveDisplayed"/>
<KeyWord name="SetObjectiveDisplayed"/>
<KeyWord name="SetObjectiveFailed"/>
<KeyWord name="SetObjectiveFailed"/>
<KeyWord name="SetOffensiveMult"/>
<KeyWord name="SetOpen"/>
<KeyWord name="SetOpen"/>
<KeyWord name="SetOutfit"/>
<KeyWord name="SetOutfit"/>
<KeyWord name="SetPerkPoints"/>
<KeyWord name="SetPlayerAIDriven"/>
<KeyWord name="SetPlayerAIDriven"/>
<KeyWord name="SetPlayerControls"/>
<KeyWord name="SetPlayerControls"/>
Line 2,158: Line 2,453:
<KeyWord name="SetPlayerTeammate"/>
<KeyWord name="SetPlayerTeammate"/>
<KeyWord name="SetPosition"/>
<KeyWord name="SetPosition"/>
<KeyWord name="setPosition"/>
<KeyWord name="SetProtected"/>
<KeyWord name="SetProtected"/>
<KeyWord name="SetPublic"/>
<KeyWord name="SetPublic"/>
<KeyWord name="SetQuality"/>
<KeyWord name="SetRace"/>
<KeyWord name="SetRace"/>
<KeyWord name="SetRaceFlag"/>
<KeyWord name="SetRangedMult"/>
<KeyWord name="SetReach"/>
<KeyWord name="SetReaction"/>
<KeyWord name="SetReaction"/>
<KeyWord name="SetRelationshipRank"/>
<KeyWord name="SetRelationshipRank"/>
<KeyWord name="SetRestrained"/>
<KeyWord name="SetRestrained"/>
<KeyWord name="SetResult"/>
<KeyWord name="SetResultQuantity"/>
<KeyWord name="SetScale"/>
<KeyWord name="SetScale"/>
<KeyWord name="SetShoutMult"/>
<KeyWord name="SetSittingRotation"/>
<KeyWord name="SetSittingRotation"/>
<KeyWord name="SetSlotMask"/>
<KeyWord name="SetSpeed"/>
<KeyWord name="SetStaffMult"/>
<KeyWord name="SetStage"/>
<KeyWord name="SetStage"/>
<KeyWord name="SetStagger"/>
<KeyWord name="SetSubGraphFloatVariable" func="yes"/>
<KeyWord name="SetSunGazeImageSpaceModifier" func="yes"/>
<KeyWord name="SetUnarmedMult"/>
<KeyWord name="SetUnconscious"/>
<KeyWord name="SetUnconscious"/>
<KeyWord name="SetValidRaces"/>
<KeyWord name="SetValue"/>
<KeyWord name="SetValue"/>
<KeyWord name="SetValueInt" func="yes"/>
<KeyWord name="SetVehicle"/>
<KeyWord name="SetVehicle"/>
<KeyWord name="SetVoiceRecoveryTime"/>
<KeyWord name="SetVoiceRecoveryTime"/>
<KeyWord name="SetVolume"/>
<KeyWord name="SetVolume"/>
<KeyWord name="SetWeaponType"/>
<KeyWord name="SetWeight"/>
<KeyWord name="SetWeightClass" func="yes"/>
<KeyWord name="SetWorkbenchKeyword"/>
<KeyWord name="ShakeCamera"/>
<KeyWord name="ShakeCamera"/>
<KeyWord name="ShakeController"/>
<KeyWord name="ShakeController"/>
Line 2,181: Line 2,495:
<KeyWord name="ShowFirstPersonGeometry"/>
<KeyWord name="ShowFirstPersonGeometry"/>
<KeyWord name="ShowGiftMenu"/>
<KeyWord name="ShowGiftMenu"/>
<KeyWord name="ShowHelpMessage" func="yes"/>
<KeyWord name="ShowLimitedRaceMenu" func="yes"/>
<KeyWord name="ShowRaceMenu"/>
<KeyWord name="ShowRaceMenu"/>
<KeyWord name="ShowRefPosition"/>
<KeyWord name="ShowRefPosition"/>
<KeyWord name="ShowTitleSequenceMenu"/>
<KeyWord name="ShowTitleSequenceMenu"/>
<KeyWord name="ShowTrainingMenu"/>
<KeyWord name="ShowTrainingMenu"/>
<KeyWord name="sin"/>
<KeyWord name="Sin"/>
<KeyWord name="Sound"/>
<KeyWord name="Sound"/>
<KeyWord name="Spell"/>
<KeyWord name="Spell"/>
<KeyWord name="SplineTranslateTo"/>
<KeyWord name="SplineTranslateTo"/>
<KeyWord name="SplineTranslateToRef" func="yes"/>
<KeyWord name="SplineTranslateToRefNode"/>
<KeyWord name="SplineTranslateToRefNode"/>
<KeyWord name="sqrt"/>
<KeyWord name="Sqrt"/>
<KeyWord name="Start"/>
<KeyWord name="Start"/>
<KeyWord name="StartCannibal"/>
<KeyWord name="StartCannibal"/>
<KeyWord name="StartCombat"/>
<KeyWord name="StartCombat"/>
<KeyWord name="StartDeferredKill" func="yes"/>
<KeyWord name="StartFrameRateCapture"/>
<KeyWord name="StartFrameRateCapture"/>
<KeyWord name="StartObjectProfiling"/>
<KeyWord name="StartObjectProfiling"/>
<KeyWord name="StartScriptProfiling"/>
<KeyWord name="StartScriptProfiling"/>
<KeyWord name="StartSneaking"/>
<KeyWord name="StartStackProfiling"/>
<KeyWord name="StartStackProfiling"/>
<KeyWord name="StartTitleSequence"/>
<KeyWord name="StartTitleSequence"/>
Line 2,210: Line 2,529:
<KeyWord name="StopTranslation"/>
<KeyWord name="StopTranslation"/>
<KeyWord name="String"/>
<KeyWord name="String"/>
<KeyWord name="Substring"/>
<KeyWord name="TakeScreenshot"/>
<KeyWord name="TakeScreenshot"/>
<KeyWord name="tan"/>
<KeyWord name="Tan"/>
<KeyWord name="TapKey"/>
<KeyWord name="TeachWord"/>
<KeyWord name="TeachWord"/>
<KeyWord name="TetherToHorse"/>
<KeyWord name="TetherToHorse"/>
Line 2,250: Line 2,571:
<KeyWord name="UnregisterForUpdate"/>
<KeyWord name="UnregisterForUpdate"/>
<KeyWord name="UnregisterForUpdateGameTime"/>
<KeyWord name="UnregisterForUpdateGameTime"/>
<KeyWord name="UpdateCurrentInstanceGlobal"/>
<KeyWord name="UpdateCurrentInstanceGlobal" func="yes">
<KeyWord name="UsingGamepad"/>
<Overload retVal="bool Function" descr="Member of: Quest Script
Attempts to update the stored value of the given global in the instance data for the quest's current instance.
The function only returns false on failure which can be caused by calling the function when there is no active
instance on the quest or by passing a global not in the quest's text global list.
aUpdateGlobal: The global on the quest whose cached value should be reset to its current value.">
<Param name="GlobalVariable aUpdateGlobal" />
</Overload>
</KeyWord>
<KeyWord name="UsingGamepad" func="yes">
<Overload retVal="bool Function" descr="Member of: Game Script
Returns true if we're using a gamepad.">
</Overload>
</KeyWord>
<KeyWord name="Utility"/>
<KeyWord name="Utility"/>
<KeyWord name="VisualEffect"/>
<KeyWord name="VisualEffect"/>
<KeyWord name="Wait"/>
<KeyWord name="Wait" func="yes">
<KeyWord name="WaitForAnimationEvent"/>
<Overload retVal="Function" descr="Member of: Utility Script
<KeyWord name="WaitGameTime"/>
<KeyWord name="WaitMenuMode"/>
Pauses the script for at least the specified amount of real-world time.
This function is latent. Unlike WaitMenuMode, time will not be counted while the player is in a menu.
afSeconds: How long to wait, in real-time seconds.">
<Param name="float afSeconds" />
</Overload>
</KeyWord>
<KeyWord name="WaitForAnimationEvent" func="yes">
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
Waits for the specified animation event from this object to happen before returning.
asEventName: The event to wait for.">
<Param name="string asEventName" />
</Overload>
</KeyWord>
<KeyWord name="WaitGameTime" func="yes">
<Overload retVal="Function" descr="Member of: Utility Script
Pauses the script for at least the specified amount of game time. This function is latent.
afHours: How long to wait, in game hours.">
<Param name="float afHours" />
</Overload>
</KeyWord>
<KeyWord name="WaitMenuMode" func="yes">
<Overload retVal="Function" descr="Member of: Utility Script
Pauses the script for at least the specified amount of time. This function is latent. Time will be counted while the player is in a menu.
afSeconds: How long to wait, in real-time seconds.">
<Param name="float afSeconds" />
</Overload>
</KeyWord>
<KeyWord name="Weapon"/>
<KeyWord name="Weapon"/>
<KeyWord name="Weather"/>
<KeyWord name="Weather"/>
<KeyWord name="While"/>
<KeyWord name="While"/>
<KeyWord name="WillIntimidateSucceed"/>
<KeyWord name="WillIntimidateSucceed" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
Returns whether or not an intimidation attempt by the player on this actor will succeed or not.">
</Overload>
</KeyWord>
<KeyWord name="WordOfPower"/>
<KeyWord name="WordOfPower"/>
<KeyWord name="WornHasKeyword"/>
<KeyWord name="WornHasKeyword" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
Checks to see if anything worn by this actor has the specified keyword attached.
akKeyword: The Keyword to check for.">
<Param name="Keyword akKeyword" />
</Overload>
</KeyWord>
</AutoComplete>
</AutoComplete>
</NotepadPlus>
</NotepadPlus>
</source>
</source>

Revision as of 07:54, 1 February 2013

<?xml version="1.0" encoding="Windows-1252" ?>
<!-- Be careful of XML formatters that remove \n line endings from attributes -->
<NotepadPlus>
	<AutoComplete language="Papyrus">
		<Environment ignoreCase="yes"/>
		<KeyWord name="Abs" func="yes">
			<Overload retVal="float" descr="Member of: Math Script
 
Calculates the absolute value of the number it is given.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="Acos" func="yes">
			<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the arccosine of the value it is given. The returned value is in degrees.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="Activate" func="yes">
			<Overload retVal="bool Function" descr="Member of: ObjectReference Script
 
Activates this item with the specified reference as the activator.">
				<Param name="ObjectReference akActivator" />
				<Param name="bool abDefaultProcessingOnly = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="Activator"/>
		<KeyWord name="Actor"/>
		<KeyWord name="ActorBase"/>
		<KeyWord name="Add" func="yes">
			<Overload retVal="Function" descr="Member of: Topic Script
 
Adds this topic to the player's list of known topics." />
			<Overload retVal="Function" descr="Member of: MusicType Script
 
Adds this music type to the music stack, causing it to start playing if it's the highest priority item.
If the music type is flagged as &quot;Plays One Selection&quot;, it will automatically be removed when it
finishes, and a call to Remove() will not be required.
Otherwise it will play until removed, or until something else is added to the music stack." />
		</KeyWord>
		<KeyWord name="AddAchievement" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Adds the specified achievement/trophy to the player's gamer profile.">
				<Param name="int aiAchievementID" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddDependentAnimatedObjectReference"/>
		<KeyWord name="AddForm" func="yes">
			<Overload retVal="Function" descr="Member of: FormList Script
 
Adds the given form to the form list.">
				<Param name="Form apForm" />
			</Overload>
			<Overload retVal="Function" descr="Member of: LeveledItem Script
 
Adds the given form to the leveled list.">
				<Param name="Form apForm" />
				<Param name="int auiLevel" />
				<Param name="int auiCount" />
			</Overload>
			<Overload retVal="Function" descr="Member of: LeveledActor Script
 
Adds the given form to the leveled list.">
				<Param name="Form apForm" />
				<Param name="int auiLevel" />
			</Overload>
			<Overload retVal="Function" descr="Member of: LeveledSpell Script
 
Adds the given form to the leveled list.">
				<Param name="Form apForm" />
				<Param name="int auiLevel" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddHavokBallAndSocketConstraint" func="yes">
			<Overload retVal="bool Function" descr="Member of: Game Script
 
Adds a constraint between two rigid bodies of two references">
				<Param name="ObjectReference arRefA" />
				<Param name="string arRefANode" />
				<Param name="ObjectReference arRefB" />
				<Param name="string arRefBNode" />
				<Param name="float arRefALocalOffsetX" />
				<Param name="float afRefALocalOffsetY" />
				<Param name="float afRefALocalOffsetZ" />
				<Param name="float arRefBLocalOffsetX" />
				<Param name="float afRefBLocalOffsetY" />
				<Param name="float afRefBLocalOffsetZ" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddInventoryEventFilter" func="yes">
			<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script, ReferenceAlias Script,
ObjectReference Script
 
Adds a form as a &quot;filter&quot; for OnItemAdded and OnItemRemoved events sent to this object.
The filter is applied separately to the reference, any aliases, and any magic effects on the reference,
so each will need to add filters to themselves independently.">
				<Param name="Form akFilter" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddItem" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
			Adds X of the specified item to this reference's inventory, possibly silently.">
				<Param name="Form akItemToAdd" />
				<Param name="int aiCount = 1" />
				<Param name="bool abSilent = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddKeyIfNeeded" func="yes"/>
		<KeyWord name="AddPerk" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the specified Perk to this actor.">
				<Param name="Perk akPerk" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddPerkPoints" func="yes"/>
		<KeyWord name="AddShout" func="yes">
			<Overload retVal="bool Function" descr="Member of: Actor Script
 
Adds the specified shout to this actor. Does not teach or unlock any of the words in the shout.
This function is also silent -- there are no Story Manager or statistics tracking events fired.">
				<Param name="Shout akShout" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddSlotToMask" func="yes">
			<Overload retVal="Function" descr="Member of: Armor Script
			Requires SKSE
			
			Adds the specified slot mask to the armor and returns the new slot mask for the armor.">
			<Param name="int slotMask" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddSpell" func="yes">
			<Overload retVal="bool Function" descr="Member of: Actor Script
 
Adds the specified spell to this actor.">
				<Param name="Spell akSpell" />
				<Param name="bool abVerbose = true" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddToFaction" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the Actor to a specified faction at rank 0. If the Actor is already in the faction, this function
does nothing.">
				<Param name="Faction akFaction" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddToMap" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Adds this reference (which must be a map marker) to the player's map, optionally making it available for
fast-travel.">
				<Param name="bool abFastTravel = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="AdvanceSkill" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Advances the progress of the provided Skill by the given amount (for the player only).">
				<Param name="string asSkillName" />
				<Param name="float afMagnitude" />
			</Overload>
		</KeyWord>
		<KeyWord name="Alias"/>
		<KeyWord name="AllowBleedoutDialogue" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Allows this essential actor to speak with the player during bleedout (normally they can't).">
				<Param name="bool abCanTalk" />
			</Overload>
		</KeyWord>
		<KeyWord name="AllowPCDialogue" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Flags this actor as being able to talk to the player or not (overrides the race flag).">
				<Param name="bool abTalk" />
			</Overload>
		</KeyWord>
		<KeyWord name="Ammo"/>
		<KeyWord name="Apply" func="yes">
			<Overload retVal="Function" descr="Member of: ImageSpaceModifier Script
 
Applies this image-space modifier to the screen with the specified strength.">
				<Param name="float afStrength = 1.0" />
			</Overload>
		</KeyWord>
		<KeyWord name="ApplyCrossFade" func="yes">
			<Overload retVal="Function" descr="Member of: ImageSpaceModifier Script
 
Applies this image-space modifier to the cross-fade modifier chain, fading between the last one on the
chain and this one over the specified duration.">
				<Param name="float afFadeDuration = 1.0" />
			</Overload>
		</KeyWord>
		<KeyWord name="ApplyHavokImpulse" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Applies a Havok impulse force to this object of the specified direction and magnitude.">
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afMagnitude" />
			</Overload>
		</KeyWord>
		<KeyWord name="Armor"/>
		<KeyWord name="As"/>
		<KeyWord name="AsChar"/>
		<KeyWord name="Asin" func="yes">
			<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the arcsine of the value it is given. The returned value is in degrees.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="AsOrd"/>
		<KeyWord name="AssociationType"/>
		<KeyWord name="Atan" func="yes">
			<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the arctangent of the value it is given. The returned value is in degrees.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="AttachAshPile" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Attaches an &quot;ash pile&quot; to the actor using the specified base object.
Basically it's an object dropped at the actor's feet which cannot be picked up or moved by the player and,
when activated, passes the activation onto the actor.">
				<Param name="Form akAshPileBase" />
			</Overload>
		</KeyWord>
		<KeyWord name="Auto"/>
		<KeyWord name="AutoReadOnly"/>
		<KeyWord name="BlockActivation" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Blocks normal activation processing for this reference.
References with blocked activation will still send OnActivate events to scripts attached to them.">
				<Param name="bool abBlocked = true" />
			</Overload>
		</KeyWord>
		<KeyWord name="Book"/>
		<KeyWord name="Bool"/>
		<KeyWord name="CalculateEncounterLevel" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Calculates the reference's encounter level, based on the player's level, the area's level, and the
passed-in difficulty.">
				<Param name="int aiDifficulty = 4" />
			</Overload>
		</KeyWord>
		<KeyWord name="CalculateFavorCost" func="yes">
			<Overload retVal="int Function" descr="Member of: Game Script
 
Calculates how many favor points the player would have to spend to pay for a favor with the specified price.">
				<Param name="int aiFavorPrice" />
			</Overload>
		</KeyWord>
		<KeyWord name="CanFastTravelToMarker" func="yes">
			<Overload retVal="bool Function" descr="Member of: ObjectReference Script
 
Checks if the player can fast travel to this map marker." />
		</KeyWord>
		<KeyWord name="CanFlyHere" func="yes"/>
		<KeyWord name="CanPayCrimeGold" func="yes">
			<Overload retVal="bool Function" descr="Member of: Faction Script
 
Checks to see if the player can pay the crime gold for this faction." />
		</KeyWord>
		<KeyWord name="CaptureFrameRate"/>
		<KeyWord name="Cast" func="yes">
			<Overload retVal="Function" descr="Member of: Spell Script
 
Casts this spell from the specified object reference, optionally toward a target object reference.">
				<Param name="ObjectReference akSource" />
				<Param name="ObjectReference akTarget = None" />
			</Overload>
			<Overload retVal="Function" descr="Member of: Scroll Script
 
Casts this scroll from the specified object reference, optionally toward a target object reference.">
				<Param name="ObjectReference akSource" />
				<Param name="ObjectReference akTarget = None" />
			</Overload>
		</KeyWord>
		<KeyWord name="Ceiling" func="yes">
			<Overload retVal="int Function" descr="Member of: Math Script
 
Calculates the smallest integer greater than or equal to the passed in value.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="Cell" func="yes">
			<Overload retVal="int Function" descr="Member of: Math Script
 
Calculates the smallest integer greater than or equal to the passed in value.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="CenterOnCell" funct="yes">
			<Overload retVal="Function" descr="Member of: Debug Script
 
Teleports the player to the specified cell. (Same as the CenterOnCell console command)">
				<Param name="string asCellName" />
			</Overload>
		</KeyWord>
		<KeyWord name="CenterOnCellAndWait" func="yes">
			<Overload retVal="Function" descr="Member of: Debug Script
 
Teleports the player to the specified cell and does not return until they arrive.">
				<Param name="string asCellName" />
			</Overload>
		</KeyWord>
		<KeyWord name="Class"/>
		<KeyWord name="Clear" func="yes">
			<Overload retVal="Function" descr="Member of: ReferenceAlias Script
 
Clears any reference out of this alias. Will error if this alias is not optional." />
			<Overload retVal="Function" descr="Member of: LocationAlias Script
 
Clears any location out of this alias. Will error if this alias is not optional."/>
		</KeyWord>
		<KeyWord name="ClearArrested" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Clears this actor's arrested state." />
		</KeyWord>
		<KeyWord name="ClearDestruction" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events." />
		</KeyWord>
		<KeyWord name="ClearExpressionOverride" func="yes"/>
		<KeyWord name="ClearExtraArrows" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Clear any extra arrow 3D from an actor that occurred from being shot with arrows." />
		</KeyWord>
		<KeyWord name="ClearForcedLandingMarker" func="yes"/>
		<KeyWord name="ClearForcedMovement"/>
		<KeyWord name="ClearKeepOffsetFromActor" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)" />
		</KeyWord>
		<KeyWord name="ClearLookAt" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Clears this actor's script-forced look-at target." />
		</KeyWord>
		<KeyWord name="ClearPrison" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Clears all prison variables on the player character so the game will know he is out of prison." />
		</KeyWord>
		<KeyWord name="ClearRaceFlag"/>
		<KeyWord name="ClearTempEffects" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Clears all temp effects (such as terrain effects) in the game." />
		</KeyWord>
		<KeyWord name="CloseUserLog" func="yes">
			<Overload retVal="Function" descr="Member of: Debug Script
 
Closes the specified user log. If the log isn't open, it doesn't do anything.
A subsequent call to OpenUserLog will cycle the logs on disk (so log 0 becomes 1, 1 becomes 2, etc).">
				<Param name="string asLogName" />
			</Overload>
		</KeyWord>
		<KeyWord name="CompleteAllObjectives" func="yes">
			<Overload retVal="Function" descr="Member of: Quest Script
 
Flags all objectives on this quest as complete." />
		</KeyWord>
		<KeyWord name="CompleteQuest" func="yes">
			<Overload retVal="Function" descr="Member of: Quest Script
 
Flags this quest as completed." />
		</KeyWord>
		<KeyWord name="Conditional"/>
		<KeyWord name="Cos" func="yes">
			<Overload retVal="float Function" descr="Member of: Math Script
 
Calculates the cosine of the value (in degrees) it is given.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="CreateDetectionEvent" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Creates a detection event at this object's location.">
				<Param name="Actor akOwner" />
				<Param name="int aiSoundLevel = 0" />
			</Overload>
		</KeyWord>
		<KeyWord name="DamageActorValue" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Applies damage to the specified actor value on this actor.">
				<Param name="string asValueName" />
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="DamageAV" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Applies damage to the specified actor value on this actor.">
				<Param name="string asValueName" />
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="DamageObject" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Damages this object, which may fire off OnDestructionStageChanged events.">
				<Param name="float afDamage" />
			</Overload>
		</KeyWord>
		<KeyWord name="DBSendPlayerPosition"/>
		<KeyWord name="Debug"/>
		<KeyWord name="DebugChannelNotify"/>
		<KeyWord name="DegreesToRadians" func="yes">
			<Overload retVal="float Function" descr="Member of: Math Script
 
Converts from degrees to radians.">
				<Param name="float afDegrees" />
			</Overload>
		</KeyWord>
		<KeyWord name="Delete" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:
- It is no longer in a script property
- It is no longer registered for updates
- It is no longer being watched for Anim Events
- It is no longer held in a quest Alias
Only references created in game can actually be deleted."/>
		</KeyWord>
		<KeyWord name="DeleteWhenAble" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it." />
		</KeyWord>
		<KeyWord name="Disable" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Disables this reference, fading it out of necessary.
This function is latent and will wait for the fade out and/or disable to happen.">
				<Param name="bool abFadeOut = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="DisableLinkChain" func="yes"/>
		<KeyWord name="DisableNoWait" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Disables this reference, fading it out of necessary.
This function will not wait for the fade or the disable to happen before returning.">
				<Param name="bool abFadeOut = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="DisablePlayerControls" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Selectively disables the player's controls.">
				<Param name="bool abMovement = true" />
				<Param name="bool abFighting = true" />
				<Param name="bool abCamSwitch = false" />
				<Param name="bool abLooking = false" />
				<Param name="bool abSneaking = false" />
				<Param name="bool abMenu = true" />
				<Param name="bool abActivate = true" />
				<Param name="bool abJournalTabs = false" />
				<Param name="int aiDisablePOVType = 0" />
			</Overload>
		</KeyWord>
		<KeyWord name="Dismount" func="yes"/>
		<KeyWord name="Dispel" func="yes">
			<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script
 
Will dispel this active magic effect." />
		</KeyWord>
		<KeyWord name="DispelAllSpells" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or
constant effect enchantments, or addictions." />
		</KeyWord>
		<KeyWord name="DispelSpell" func="yes">
			<Overload retVal="bool Function" descr="Member of: Actor Script
 
Will dispel all magic effects from this actor that came from the given spell.">
				<Param name="Spell akSpell" />
			</Overload>
		</KeyWord>
		<KeyWord name="DoCombatSpellApply" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the specified spell to the target actor from this one as the caster.
Use this instead of AddSpell to apply a spell in combat so that die rolls and other appropriate events can
occur (such as applying a disease through a spell).">
				<Param name="Spell akSpell" />
				<Param name="ObjectReference akTarget" />
			</Overload>
		</KeyWord>
		<KeyWord name="DrawWeapon" func="yes"/>
		<KeyWord name="DropObject" func="yes">
			<Overload retVal="ObjectReference Function" descr="Member of: ObjectReference Script
 
Drops the specified object from this object's inventory.">
				<Param name="Form akObject" />
				<Param name="int aiCount = 1" />
			</Overload>
		</KeyWord>
		<KeyWord name="DumpAliasData" func="yes">
			<Overload retVal="Function" descr="Member of: Debug Script
 
Dumps all alias fill information on the specified quest to the alias dump file.
The dump files are stored in &quot;&lt;game folder&gt;/Logs/Script/AliasDump&quot;.">
				<Param name="Quest akQuest" />
			</Overload>
		</KeyWord>
		<KeyWord name="EffectShader"/>
		<KeyWord name="Else"/>
		<KeyWord name="ElseIf"/>
		<KeyWord name="Enable" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Enables this reference, popping it into existance.
This function is latent and will wait for the enable to happen.">
				<Param name="bool abFadeIn = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="EnableAI" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Enables or disables this actor's AI.">
				<Param name="bool abEnable = true" />
			</Overload>
		</KeyWord>
		<KeyWord name="EnableFastTravel" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Enables or disables the player's ability to fast travel.">
				<Param name="abEnable = true" />
			</Overload>
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Enables or disables fast travel to this reference (which must be a map marker).">
				<Param name="bool abEnable = true" />
			</Overload>
		</KeyWord>
		<KeyWord name="EnableLinkChain" func="yes"/>
		<KeyWord name="EnableNoWait" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Enables this reference, popping it into existence.
This function will return immediately and not wait for the object to be enabled or faded in.">
				<Param name="bool abFadeIn = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="EnablePlayerControls" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Selectively enables the player's controls.">
				<Param name="bool abMovement = true" />
				<Param name="bool abFighting = true" />
				<Param name="bool abCamSwitch = true" />
				<Param name="bool abLooking = true" />
				<Param name="bool abSneaking = true" />
				<Param name="bool abMenu = true" />
				<Param name="bool abActivate = true" />
				<Param name="bool abJournalTabs = true" />
				<Param name="int aiDisablePOVType = 0" />
			</Overload>
		</KeyWord>
		<KeyWord name="EncounterZone"/>
		<KeyWord name="EndEvent"/>
		<KeyWord name="EndFrameRateCapture"/>
		<KeyWord name="EndFunction"/>
		<KeyWord name="EndIf"/>
		<KeyWord name="EndProperty"/>
		<KeyWord name="EndState"/>
		<KeyWord name="EndWhile"/>
		<KeyWord name="EquipItem" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Forces this actor to equip the specified item, preventing removal if requested.">
				<Param name="Form akItem" />
				<Param name="bool abPreventRemoval = false" />
				<Param name="bool abSilent = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="EquipShout" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Forces this actor to equip the specified shout.">
				<Param name="Shout akShout" />
			</Overload>
		</KeyWord>
		<KeyWord name="EquipSpell" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Forces the actor to equip the specified spell in the specified source.">
				<Param name="Spell akSpell" />
				<Param name="int aiSource" />
			</Overload>
		</KeyWord>
		<KeyWord name="EvaluatePackage" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Forces this actor's AI to re-evaluate its package stack." />
		</KeyWord>
		<KeyWord name="Event"/>
		<KeyWord name="Explosion"/>
		<KeyWord name="Extends"/>
		<KeyWord name="Faction"/>
		<KeyWord name="FadeOutGame" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.">
				<Param name="bool abFadingOut" />
				<Param name="bool abBlackFade" />
				<Param name="float afSecsBeforeFade" />
				<Param name="float afFadeDuration" />
			</Overload>
		</KeyWord>
		<KeyWord name="FailAllObjectives" func="yes">
			<Overload retVal="Function" descr="Member of: Quest Script
 
Flags all objectives on this quest as failed." />
		</KeyWord>
		<KeyWord name="False"/>
		<KeyWord name="FastTravel" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Fast-travels the player to the specified ObjectReference's location." >
				<Param name="ObjectReference akDestination" />
			</Overload>
		</KeyWord>
		<KeyWord name="Find"/>
		<KeyWord name="FindClosestActor" func="yes">
			<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds the closest actor within a given radius of a location.">
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afRadius" />
			</Overload>
		</KeyWord>
		<KeyWord name="FindClosestActorFromRef" func="yes"/>
		<KeyWord name="FindClosestReferenceOfAnyTypeInList" func="yes">
			<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds the closest reference of any of the types in the list from the given location and within the given radius.">
				<Param name="FormList arBaseObjectsA" />
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afRadius" />
			</Overload>
		</KeyWord>
		<KeyWord name="FindClosestReferenceOfAnyTypeInListFromRef" func="yes"/>
		<KeyWord name="FindClosestReferenceOfType" func="yes">
			<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds the closest reference of the given type from the given location and within the given radius.">
				<Param name="Form arBaseObject" />
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afRadius" />
			</Overload>
		</KeyWord>
		<KeyWord name="FindClosestReferenceOfTypeFromRef" func="yes"/>
		<KeyWord name="FindRandomActor" func="yes">
			<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds a random actor within a given radius of a location.">
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afRadius" />
			</Overload>
		</KeyWord>
		<KeyWord name="FindRandomActorFromRef" func="yes"/>
		<KeyWord name="FindRandomReferenceOfAnyTypeInList" func="yes">
			<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds a random reference of any of the types in the list from the given location and within the given radius.">
				<Param name="FormList arBaseObjectsA" />
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afRadius" />
			</Overload>
		</KeyWord>
		<KeyWord name="FindRandomReferenceOfAnyTypeInListFromRef" func="yes"/>
		<KeyWord name="FindRandomReferenceOfType" func="yes">
			<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds a random reference of the given type from the given location and within the given radius.">
				<Param name="Form arBaseOBject" />
				<Param name="float afX" />
				<Param name="float afY" />
				<Param name="float afZ" />
				<Param name="float afRadius" />
			</Overload>
		</KeyWord>
		<KeyWord name="FindRandomReferenceOfTypeFromRef" func="yes"/>
		<KeyWord name="FindWeather" func="yes">
			<Overload retVal="Weather Function" descr="Member of: Weather Script
 
Finds a weather of the given type for the currently occupied region (if applicable) or climate.">
				<Param name="int auiType" />
			</Overload>
		</KeyWord>
		<KeyWord name="Fire" func="yes">
			<Overload retVal="Function" descr="Member of: Weapon Script
 
Fires the weapon from the the specified object reference, using the specified ammo.">
				<Param name="ObjectReference akSource" />
				<Param name="Ammo akAmmo = None" />
			</Overload>
		</KeyWord>
		<KeyWord name="Float"/>
		<KeyWord name="Floor" func="yes">
			<Overload retVal="int Function" descr="Member of: Math Script
 
Calculates the largest integer less than or equal to the passed in value.">
				<Param name="float afValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="ForceActive" func="yes">
			<Overload retVal="Function" descr="Member of: Weather Script
 
Forces the active weather on the sky to be this weather.
Weather will become fully transitioned immediately.
To have the weather transition in normally, use SetActive instead.">
				<Param name="bool abOverride = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="ForceActorValue" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Forces the specified actor value to the passed-in value.">
				<Param name="string asValueName" />
				<Param name="float afNewValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="ForceAddRagdollToWorld" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Forcibly adds the reference's ragdoll to the world" />
		</KeyWord>
		<KeyWord name="ForceAV" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Forces the specified actor value to the passed-in value.">
				<Param name="string asValueName" />
				<Param name="float afNewValue" />
			</Overload>
		</KeyWord>
		<KeyWord name="ForceFirstPerson" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Force the player to go in to 1st person camera mode." />
		</KeyWord>
		<KeyWord name="ForceLocationTo" func="yes">
			<Overload retVal="Function" descr="Member of: LocationAlias Script
 
Forces this alias to use the specified Location.">
				<Param name="Location akNewLocation" />
			</Overload>
		</KeyWord>
		<KeyWord name="ForceMovementDirection"/>
		<KeyWord name="ForceMovementDirectionRamp"/>
		<KeyWord name="ForceMovementRotationSpeed"/>
		<KeyWord name="ForceMovementRotationSpeedRamp"/>
		<KeyWord name="ForceMovementSpeed"/>
		<KeyWord name="ForceMovementSpeedRamp"/>
		<KeyWord name="ForceRefIfEmpty" func="yes"/>
		<KeyWord name="ForceRefTo" func="yes">
			<Overload retVal="Function" descr="Member of: ReferenceAlias Script
 
Forces this alias to use the specified reference.">
				<Param name="ObjectReference akNewRef" />
			</Overload>
		</KeyWord>
		<KeyWord name="ForceRemoveRagdollFromWorld" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Forcibly removes the reference's ragdoll from the world" />
		</KeyWord>
		<KeyWord name="ForceStart" func="yes">
			<Overload retVal="Function" descr="Member of: Scene Script
 
Starts the scene and force stops all scene currently running on any actors in this scene." />
		</KeyWord>
		<KeyWord name="ForceTargetAngle"/>
		<KeyWord name="ForceTargetDirection"/>
		<KeyWord name="ForceTargetSpeed"/>
		<KeyWord name="ForceThirdPerson" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script
 
Force the player to go in to 3rd person camera mode." />
		</KeyWord>
		<KeyWord name="Form"/>
		<KeyWord name="Function"/>
		<KeyWord name="Game"/>
		<KeyWord name="GameTimeToString"/>
		<KeyWord name="Get"/>
		<KeyWord name="GetActorBase"/>
		<KeyWord name="GetActorOwner"/>
		<KeyWord name="GetActorReference"/>
		<KeyWord name="GetActorValue"/>
		<KeyWord name="GetActorValuePercentage"/>
		<KeyWord name="GetAlias"/>
		<KeyWord name="GetAliasByName"/>
		<KeyWord name="GetAllowDualWielding"/>
		<KeyWord name="GetAngleX"/>
		<KeyWord name="GetAngleY"/>
		<KeyWord name="GetAngleZ"/>
		<KeyWord name="GetAnimationVariableBool"/>
		<KeyWord name="GetAnimationVariableFloat"/>
		<KeyWord name="GetAnimationVariableInt"/>
		<KeyWord name="GetArmorRating"/>
		<KeyWord name="GetAssociatedSkill"/>
		<KeyWord name="GetAt"/>
		<KeyWord name="GetAV"/>
		<KeyWord name="GetAvoidThreatChance"/>
		<KeyWord name="GetAverageFrameRate"/>
		<KeyWord name="GetAVPercentage"/>
		<KeyWord name="GetBaseActorValue"/>
		<KeyWord name="GetBaseAV"/>
		<KeyWord name="GetBaseDamage"/>
		<KeyWord name="GetBaseObject"/>
		<KeyWord name="GetBlue"/>
		<KeyWord name="GetBribeAmount"/>
		<KeyWord name="GetBudgetCount"/>
		<KeyWord name="GetBudgetName"/>
		<KeyWord name="GetCasterActor"/>
		<KeyWord name="GetCastTime"/>
		<KeyWord name="GetClass"/>
		<KeyWord name="GetClassification"/>
		<KeyWord name="GetCloseRangeDualingCircleMult"/>
		<KeyWord name="GetCloseRangeDuelingFallbackMult"/>
		<KeyWord name="GetCloseRangeFlankingFlankMult"/>
		<KeyWord name="GetCloseRangeFlankingStalkMult"/>
		<KeyWord name="GetCombatState"/>
		<KeyWord name="GetCombatStyle"/>
		<KeyWord name="GetCombatTarget"/>
		<KeyWord name="GetConfigName"/>
		<KeyWord name="GetCostliestEffectIndex"/>
		<KeyWord name="GetCrimeFaction"/>
		<KeyWord name="GetCrimeGold"/>
		<KeyWord name="GetCrimeGoldNonViolent"/>
		<KeyWord name="GetCrimeGoldViolent"/>
		<KeyWord name="GetCritDamage"/>
		<KeyWord name="GetCurrentBudget"/>
		<KeyWord name="GetCurrentDestructionStage"/>
		<KeyWord name="GetCurrentGameTime"/>
		<KeyWord name="GetCurrentLocation"/>
		<KeyWord name="GetCurrentMemory"/>
		<KeyWord name="GetCurrentPackage"/>
		<KeyWord name="GetCurrentRealTime"/>
		<KeyWord name="GetCurrentScene"/>
		<KeyWord name="GetCurrentStageID"/>
		<KeyWord name="GetCurrentWeather"/>
		<KeyWord name="GetCurrentWeatherTransition"/>
		<KeyWord name="GetDeadCount"/>
		<KeyWord name="GetDefensiveMult"/>
		<KeyWord name="GetDialogueTarget"/>
		<KeyWord name="GetDistance"/>
		<KeyWord name="GetDuration"/>
		<KeyWord name="GetEditorLocation"/>
		<KeyWord name="GetEnchantment"/>
		<KeyWord name="GetEquippedItemType"/>
		<KeyWord name="GetEquippedShield"/>
		<KeyWord name="GetEquippedShout"/>
		<KeyWord name="GetEquippedSpell"/>
		<KeyWord name="GetEquippedWeapon"/>
		<KeyWord name="GetFaceMorph"/>
		<KeyWord name="GetFacePreset"/>
		<KeyWord name="GetFactionOwner"/>
		<KeyWord name="GetFactionRank"/>
		<KeyWord name="GetFactionReaction"/>
		<KeyWord name="GetFavorPoints"/>
		<KeyWord name="GetFlightDiveBombChance"/>
		<KeyWord name="GetFlightFlyingAttackChance"/>
		<KeyWord name="GetFlightHoverChance"/>
		<KeyWord name="GetFlyingState"/>
		<KeyWord name="GetForcedLandingMarker"/>
		<KeyWord name="GetForm"/>
		<KeyWord name="GetFormFromFile" func="yes"/>
		<KeyWord name="GetFormID"/>
		<KeyWord name="GetGameSettingFloat"/>
		<KeyWord name="GetGameSettingInt"/>
		<KeyWord name="GetGameSettingString"/>
		<KeyWord name="GetGemSize"/>
		<KeyWord name="GetGiftFilter"/>
		<KeyWord name="GetGoldAmount"/>
		<KeyWord name="GetGoldValue"/>
		<KeyWord name="GetGreen"/>
		<KeyWord name="GetGroupOffensiveMult"/>
		<KeyWord name="GetHairColor"/>
		<KeyWord name="GetHeadingAngle"/>
		<KeyWord name="GetHeight"/>
		<KeyWord name="GetHighestRelationshipRank"/>
		<KeyWord name="GetHue"/>
		<KeyWord name="GetIconPath"/>
		<KeyWord name="GetID"/>
		<KeyWord name="GetIndexOfExtraPart"/>
		<KeyWord name="GetInfamy"/>
		<KeyWord name="GetInfamyNonViolent"/>
		<KeyWord name="GetInfamyViolent"/>
		<KeyWord name="GetINIBool"/>
		<KeyWord name="GetINIFloat"/>
		<KeyWord name="GetINIInt"/>
		<KeyWord name="GetINIString"/>
		<KeyWord name="GetItemCharge"/>
		<KeyWord name="GetItemCount"/>
		<KeyWord name="GetItemHealthPercent"/>
		<KeyWord name="GetItemMaxCharge"/>
		<KeyWord name="GetKey"/>
		<KeyWord name="GetKeyword"/>
		<KeyWord name="GetKeywordData"/>
		<KeyWord name="GetKiller"/>
		<KeyWord name="GetLength"/>
		<KeyWord name="GetLevel"/>
		<KeyWord name="GetLeveledActorBase"/>
		<KeyWord name="GetLightLevel"/>
		<KeyWord name="GetLinkedRef"/>
		<KeyWord name="GetLocation"/>
		<KeyWord name="GetLockLevel"/>
		<KeyWord name="GetLongRangeStrafeMult"/>
		<KeyWord name="GetLowestRelationshipRank"/>
		<KeyWord name="GetLuminosity"/>
		<KeyWord name="GetMappedKey" func="yes"/>
		<KeyWord name="GetMaskForSlot"/>
		<KeyWord name="GetMass"/>
		<KeyWord name="GetMaxFrameRate"/>
		<KeyWord name="GetMaxRange"/>
		<KeyWord name="GetMeleeAttackStaggeredMult"/>
		<KeyWord name="GetMeleeBashAttackMult"/>
		<KeyWord name="GetMeleeBashMult"/>
		<KeyWord name="GetMeleeBashPowerAttackMult"/>
		<KeyWord name="GetMeleeBashRecoiledMult"/>
		<KeyWord name="GetMeleeMult"/>
		<KeyWord name="GetMeleePowerAttackBlockingMult"/>
		<KeyWord name="GetMeleePowerAttackStaggeredMult"/>
		<KeyWord name="GetMeleeSpecialAttackMult"/>
		<KeyWord name="GetMessageIconPath"/>
		<KeyWord name="GetMinFrameRate"/>
		<KeyWord name="GetMinRange"/>
		<KeyWord name="GetModAuthor"/>
		<KeyWord name="GetModByName"/>
		<KeyWord name="GetModCount"/>
		<KeyWord name="GetModDependencyCount"/>
		<KeyWord name="GetModDescription"/>
		<KeyWord name="GetModelNumTextureSets"/>
		<KeyWord name="GetModelNthTextureSet"/>
		<KeyWord name="GetModelPath"/>
		<KeyWord name="GetModName"/>
		<KeyWord name="GetName"/>
		<KeyWord name="GetNoBleedoutRecovery"/>
		<KeyWord name="GetNthAdditionalRace"/>
		<KeyWord name="GetNthAlias"/>
		<KeyWord name="GetNthArmorAddon"/>
		<KeyWord name="GetNthChar"/>
		<KeyWord name="GetNthEffectArea"/>
		<KeyWord name="GetNthEffectDuration"/>
		<KeyWord name="GetNthEffectMagicEffect"/>
		<KeyWord name="GetNthEffectMagnitude"/>
		<KeyWord name="GetNthExtraPart"/>
		<KeyWord name="GetNthForm"/>
		<KeyWord name="GetNthHeadPart"/>
		<KeyWord name="GetNthIngredient"/>
		<KeyWord name="GetNthIngredientQuantity"/>
		<KeyWord name="GetNthKeyPressed"/>
		<KeyWord name="GetNthKeyword"/>
		<KeyWord name="GetNthLinkedRef"/>
		<KeyWord name="GetNthModDependency"/>
		<KeyWord name="GetNthPart"/>
		<KeyWord name="GetNthRecoveryTime"/>
		<KeyWord name="GetNthRef"/>
		<KeyWord name="GetNthSpell"/>
		<KeyWord name="GetNthWordOfPower"/>
		<KeyWord name="GetNumAdditionalRaces"/>
		<KeyWord name="GetNumAliases"/>
		<KeyWord name="GetNumArmorAddons"/>
		<KeyWord name="GetNumEffects"/>
		<KeyWord name="GetNumExtraParts"/>
		<KeyWord name="GetNumHeadParts"/>
		<KeyWord name="GetNumIngredients"/>
		<KeyWord name="GetNumItems"/>
		<KeyWord name="GetNumKeysPressed"/>
		<KeyWord name="GetNumKeywords"/>
		<KeyWord name="GetNumParts"/>
		<KeyWord name="GetNumRefs"/>
		<KeyWord name="GetOffensiveMult"/>
		<KeyWord name="GetOpenState"/>
		<KeyWord name="GetOutfit"/>
		<KeyWord name="GetOutgoingWeather"/>
		<KeyWord name="GetOwningQuest"/>
		<KeyWord name="GetParentCell"/>
		<KeyWord name="GetPerk"/>
		<KeyWord name="GetPerkPoints"/>
		<KeyWord name="GetPlatformName"/>
		<KeyWord name="GetPlayer"/>
		<KeyWord name="GetPlayerControls"/>
		<KeyWord name="GetPlayerGrabbedRef"/>
		<KeyWord name="GetPlayersLastRiddenHorse"/>
		<KeyWord name="GetPositionX"/>
		<KeyWord name="GetPositionY"/>
		<KeyWord name="GetPositionZ"/>
		<KeyWord name="GetPriority"/>
		<KeyWord name="GetQuality"/>
		<KeyWord name="GetQuest"/>
		<KeyWord name="GetRace"/>
		<KeyWord name="GetRangedMult"/>
		<KeyWord name="GetReach"/>
		<KeyWord name="GetReaction"/>
		<KeyWord name="GetRealHoursPassed"/>
		<KeyWord name="GetRed"/>
		<KeyWord name="GetReference"/>
		<KeyWord name="GetRefTypeAliveCount"/>
		<KeyWord name="GetRefTypeDeadCount"/>
		<KeyWord name="GetRegard"/>
		<KeyWord name="GetRelationshipRank"/>
		<KeyWord name="GetReputation"/>
		<KeyWord name="GetResult"/>
		<KeyWord name="GetResultQuantity"/>
		<KeyWord name="GetSaturation"/>
		<KeyWord name="GetScale"/>
		<KeyWord name="GetSex"/>
		<KeyWord name="GetShoutMult"/>
		<KeyWord name="GetSitState"/>
		<KeyWord name="GetSize"/>
		<KeyWord name="GetSkyMode"/>
		<KeyWord name="GetSleepState"/>
		<KeyWord name="GetSlotMask"/>
		<KeyWord name="GetSoulSize"/>
		<KeyWord name="GetSpeed"/>
		<KeyWord name="GetSpell"/>
		<KeyWord name="GetSpellCount"/>
		<KeyWord name="GetStaffMult"/>
		<KeyWord name="GetStage"/>
		<KeyWord name="GetStageDone"/>
		<KeyWord name="GetStagger"/>
		<KeyWord name="GetState"/>
		<KeyWord name="GetStolenItemValueCrime"/>
		<KeyWord name="GetStolenItemValueNoCrime"/>
		<KeyWord name="GetString"/>
		<KeyWord name="GetSunPositionX" func="yes"/>
		<KeyWord name="GetSunPositionY" func="yes"/>
		<KeyWord name="GetSunPositionZ" func="yes"/>
		<KeyWord name="GetTargetActor"/>
		<KeyWord name="GetTemplate"/>
		<KeyWord name="GetTimeElapsed"/>
		<KeyWord name="GetTotalArmorWeight"/>
		<KeyWord name="GetTotalItemWeight"/>
		<KeyWord name="GetTriggerObjectCount"/>
		<KeyWord name="GetType"/>
		<KeyWord name="GetUnarmedMult"/>
		<KeyWord name="GetValidRaces"/>
		<KeyWord name="GetValue"/>
		<KeyWord name="GetValueInt" func="yes"/>
		<KeyWord name="GetVersion"/>
		<KeyWord name="GetVersionBeta"/>
		<KeyWord name="GetVersionMinor"/>
		<KeyWord name="GetVersionNumber"/>
		<KeyWord name="GetVersionRelease"/>
		<KeyWord name="GetVoiceRecoveryTime"/>
		<KeyWord name="GetVoiceType"/>
		<KeyWord name="GetWeaponType"/>
		<KeyWord name="GetWeight"/>
		<KeyWord name="GetWeightClass"/>
		<KeyWord name="GetWidth"/>
		<KeyWord name="GetWorkbenchKeyword"/>
		<KeyWord name="GetWorldSpace"/>
		<KeyWord name="GetWornForm"/>
		<KeyWord name="Global"/>
		<KeyWord name="GlobalVariable"/>
		<KeyWord name="GoToState"/>
		<KeyWord name="HasAssociation"/>
		<KeyWord name="HasCommonParent"/>
		<KeyWord name="HasEffectKeyword"/>
		<KeyWord name="HasExtraPart"/>
		<KeyWord name="HasFamilyRelationship"/>
		<KeyWord name="HasForm"/>
		<KeyWord name="HasKeyword"/>
		<KeyWord name="HasKeywordString"/>
		<KeyWord name="HasLOS"/>
		<KeyWord name="HasMagicEffect"/>
		<KeyWord name="HasMagicEffectWithKeyword"/>
		<KeyWord name="HasNode"/>
		<KeyWord name="HasParentRelationship"/>
		<KeyWord name="HasPerk"/>
		<KeyWord name="HasRefType"/>
		<KeyWord name="HasSpell"/>
		<KeyWord name="Hidden"/>
		<KeyWord name="HideTitleSequenceMenu"/>
		<KeyWord name="HoldKey"/>
		<KeyWord name="If"/>
		<KeyWord name="IgnoreFriendlyHits"/>
		<KeyWord name="ImageSpaceModifier"/>
		<KeyWord name="Import"/>
		<KeyWord name="IncrementSkill"/>
		<KeyWord name="IncrementSkillBy"/>
		<KeyWord name="IncrementStat"/>
		<KeyWord name="Int"/>
		<KeyWord name="InterruptCast"/>
		<KeyWord name="Is3DLoaded"/>
		<KeyWord name="IsActionComplete"/>
		<KeyWord name="IsActivateChild"/>
		<KeyWord name="IsActivateControlsEnabled"/>
		<KeyWord name="IsActivationBlocked"/>
		<KeyWord name="IsActive"/>
		<KeyWord name="IsAlarmed"/>
		<KeyWord name="IsAlerted"/>
		<KeyWord name="IsAllowedToFly"/>
		<KeyWord name="IsArrested"/>
		<KeyWord name="IsArrestingTarget"/>
		<KeyWord name="IsAttached"/>
		<KeyWord name="IsBattleaxe"/>
		<KeyWord name="IsBeingRidden" func="yes"/>
		<KeyWord name="IsBleedingOut"/>
		<KeyWord name="IsBoots"/>
		<KeyWord name="IsBow"/>
		<KeyWord name="IsBribed"/>
		<KeyWord name="IsCamSwitchControlsEnabled"/>
		<KeyWord name="IsChild"/>
		<KeyWord name="IsCleared"/>
		<KeyWord name="IsClothing"/>
		<KeyWord name="IsClothingBody"/>
		<KeyWord name="IsClothingFeet"/>
		<KeyWord name="IsClothingHands"/>
		<KeyWord name="IsClothingHead"/>
		<KeyWord name="IsClothingPoor"/>
		<KeyWord name="IsClothingRich"/>
		<KeyWord name="IsClothingRing"/>
		<KeyWord name="IsCommandedActor"/>
		<KeyWord name="IsCompleted"/>
		<KeyWord name="IsCuirass"/>
		<KeyWord name="IsDagger"/>
		<KeyWord name="IsDead"/>
		<KeyWord name="IsDeleted" func="yes"/>
		<KeyWord name="IsDetectedBy"/>
		<KeyWord name="IsDigit"/>
		<KeyWord name="IsDisabled"/>
		<KeyWord name="IsDoingFavor"/>
		<KeyWord name="IsEnabled" func="yes"/>
		<KeyWord name="IsEquipped"/>
		<KeyWord name="IsEssential"/>
		<KeyWord name="IsFactionInCrimeGroup"/>
		<KeyWord name="IsFastTravelEnabled"/>
		<KeyWord name="IsFightingControlsEnabled"/>
		<KeyWord name="IsFlying"/>
		<KeyWord name="IsFood"/>
		<KeyWord name="IsFurnitureInUse"/>
		<KeyWord name="IsFurnitureMarkerInUse"/>
		<KeyWord name="IsGauntlets"/>
		<KeyWord name="IsGhost"/>
		<KeyWord name="IsGreatsword"/>
		<KeyWord name="IsGuard"/>
		<KeyWord name="IsHarvested"/>
		<KeyWord name="IsHeavyArmor"/>
		<KeyWord name="IsHelmet"/>
		<KeyWord name="IsHostile"/>
		<KeyWord name="IsHostileToActor"/>
		<KeyWord name="IsIgnoringFriendlyHits"/>
		<KeyWord name="IsInCombat"/>
		<KeyWord name="IsInDialogueWithPlayer"/>
		<KeyWord name="IsInFaction"/>
		<KeyWord name="IsInInterior"/>
		<KeyWord name="IsInKillMove"/>
		<KeyWord name="IsInLocation"/>
		<KeyWord name="IsInMenuMode"/>
		<KeyWord name="IsInterior"/>
		<KeyWord name="IsIntimidated"/>
		<KeyWord name="IsInvulnerable"/>
		<KeyWord name="IsJewelry"/>
		<KeyWord name="IsJournalControlsEnabled"/>
		<KeyWord name="IsKeyPressed"/>
		<KeyWord name="IsLetter"/>
		<KeyWord name="IsLightArmor"/>
		<KeyWord name="IsLoaded"/>
		<KeyWord name="IsLockBroken"/>
		<KeyWord name="IsLocked"/>
		<KeyWord name="IsLookingControlsEnabled"/>
		<KeyWord name="IsMace"/>
		<KeyWord name="IsMapMarkerVisible"/>
		<KeyWord name="IsMenuControlsEnabled"/>
		<KeyWord name="IsMenuOpen"/>
		<KeyWord name="IsMovementControlsEnabled"/>
		<KeyWord name="IsNearPlayer" func="yes"/>
		<KeyWord name="IsObjectiveCompleted"/>
		<KeyWord name="IsObjectiveDisplayed"/>
		<KeyWord name="IsObjectiveFailed"/>
		<KeyWord name="IsOnMount" func="yes"/>
		<KeyWord name="IsPlayerExpelled"/>
		<KeyWord name="IsPlayersLastRiddenHorse"/>
		<KeyWord name="IsPlayerSungazing" func="yes"/>
		<KeyWord name="IsPlayerTeammate"/>
		<KeyWord name="IsPlaying"/>
		<KeyWord name="IsPrintable"/>
		<KeyWord name="IsProtected"/>
		<KeyWord name="IsPunctuation"/>
		<KeyWord name="IsRaceFlagSet"/>
		<KeyWord name="IsRunning"/>
		<KeyWord name="IsSameLocation"/>
		<KeyWord name="IsShield"/>
		<KeyWord name="IsSneaking"/>
		<KeyWord name="IsSneakingControlsEnabled"/>
		<KeyWord name="IsSprinting"/>
		<KeyWord name="IsStaff" func="yes"/>
		<KeyWord name="IsStageDone"/>
		<KeyWord name="IsStarting"/>
		<KeyWord name="IsStopped"/>
		<KeyWord name="IsStopping"/>
		<KeyWord name="IsSword"/>
		<KeyWord name="IsTrespassing"/>
		<KeyWord name="IsUnconscious"/>
		<KeyWord name="IsUnique"/>
		<KeyWord name="IsWaraxe"/>
		<KeyWord name="IsWarhammer"/>
		<KeyWord name="IsWeaponDrawn"/>
		<KeyWord name="IsWordUnlocked"/>
		<KeyWord name="KeepOffsetFromActor"/>
		<KeyWord name="Key"/>
		<KeyWord name="Keyword"/>
		<KeyWord name="Kill"/>
		<KeyWord name="KillEssential" func="yes"/>
		<KeyWord name="KillSilent"/>
		<KeyWord name="KnockAreaEffect"/>
		<KeyWord name="LearnAllEffects"/>
		<KeyWord name="LearnEffect"/>
		<KeyWord name="LearnNextEffect"/>
		<KeyWord name="LeftShift"/>
		<KeyWord name="Length"/>
		<KeyWord name="LeveledItem"/>
		<KeyWord name="Location"/>
		<KeyWord name="LocationAlias"/>
		<KeyWord name="LocationRefType"/>
		<KeyWord name="Lock" func="yes"/>
		<KeyWord name="LogicalAnd"/>
		<KeyWord name="LogicalOr"/>
		<KeyWord name="LogicalXor"/>
		<KeyWord name="LogicalNot"/>
		<KeyWord name="MagicEffect"/>
		<KeyWord name="MakePlayerFriend" func="yes"/>
		<KeyWord name="Message"/>
		<KeyWord name="MessageBox" func="yes"/>
		<KeyWord name="MiscObject"/>
		<KeyWord name="Mod" func="yes"/>
		<KeyWord name="ModActorValue"/>
		<KeyWord name="ModArmorRating"/>
		<KeyWord name="ModAV"/>
		<KeyWord name="ModCrimeGold"/>
		<KeyWord name="ModFactionRank"/>
		<KeyWord name="ModFavorPoints"/>
		<KeyWord name="ModFavorPointsWithGlobal"/>
		<KeyWord name="ModObjectiveGlobal" func="yes"/>
		<KeyWord name="ModPerkPoints"/>
		<KeyWord name="ModReaction"/>
		<KeyWord name="ModRegard"/>
		<KeyWord name="MoveTo"/>
		<KeyWord name="MoveToIfUnloaded" func="yes"/>
		<KeyWord name="MoveToInteractionLocation"/>
		<KeyWord name="MoveToMyEditorLocation"/>
		<KeyWord name="MoveToNode"/>
		<KeyWord name="MoveToPackageLocation"/>
		<KeyWord name="MoveToWhenUnloaded"/>
		<KeyWord name="MusicType"/>
		<KeyWord name="Mute"/>
		<KeyWord name="Native"/>
		<KeyWord name="New"/>
		<KeyWord name="None"/>
		<KeyWord name="Notification" func="yes"/>
		<KeyWord name="ObjectReference"/>
		<KeyWord name="OnActivate" func="yes">
			<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the script has been created and all its properties have been initialized.
 
akActionRef: The ObjectReference that activated this reference.">
				<Param name="ObjectReference akActionRef"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnAnimationEvent" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the active magic effect/alias/form receives one of the animation events it was listening for.
 
akSource: The ObjectReference that sent the event.
asEventName: The event that was received.">
				<Param name="ObjectReference akSource"/>
				<Param name="String asEventName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnAnimationEventUnregistered" func="yes"/>
		<KeyWord name="OnAttachedToCell" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this reference moves from a detached cell to an attached one.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnBeginState" func="yes">
			<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the state the event is in has just been switched to. Note that this block will NOT be called for an auto state when the object is initialized.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnCellAttach" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this references parent cell is attached.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnCellDetach" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this references parent cell is detached.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnCellLoad" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when every objects 3d in this objects parent cell loaded and ready. At this point you should be able to animate these objects, or manipulate them in other ways without issues. This event is sent every time the cell is loaded, which may happen multiple times in a single game session.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnClose" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has finished closing. (Like a door that has finished animating shut)
 
akActionRef: The reference that caused us to close.">
				<Param name="ObjectReference akActionRef"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnCombatStateChanged" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when this actors combat state changes.
 
akTarget: The Actor that this actor is targeting. May be None if this actor is leaving combat.
aeCombatState: The combat state we just entered, which will be one of the following:
0: Not in combat
1: In combat
2: Searching">
				<Param name="Actor akTarget"/>
				<Param name="Int aeCombatState"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnContainerChanged" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference enters/leaves/moves between containers.
 
akNewContainer: The container this object is entering. If this is None, the object was dropped.
akOldContainer: The container this object just left. If this is None, the object was picked up.">
				<Param name="ObjectReference akNewContainer"/>
				<Param name="ObjectReference akOldContainer"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnDeath" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor finishes dying.
 
akKiller: The Actor that killed this one.">
				<Param name="Actor akKiller"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnDestructionStageChanged" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the objects destruction stage worsens.
 
aiOldStage: The objects destruction stage before this event fired. Attached here because massive damage could cause an object to skip several destruction stages at once.
aiCurrentStage: The objects current destruction stage.">
				<Param name="Int aiOldStage"/>
				<Param name="Int aiCurrentStage"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnDetachedFromCell" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this reference moves from an attached cell to a detached one.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnDying" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor begins dying.
 
akKiller: The Actor that killed this one.">
				<Param name="Actor akKiller"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnEffectFinish" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
Event called when the active magic effect has just finished on the specified target.
 
akTarget: The Actor this effect just finished on.
akCaster: The Actor that cast the spell this effect is from.">
				<Param name="Actor akTarget"/>
				<Param name="Actor akCaster"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnEffectStart" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
Event called when the active magic effect has just started on the specified target.
 
akTarget: The Actor this effect was applied to.
akCaster: The Actor that cast the spell this effect was from.">
				<Param name="Actor akTarget"/>
				<Param name="Actor akCaster"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnEndState" func="yes">
			<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the state the event is in about to be switched away from.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnEnterBleedout" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor has entered bleedout.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnEquipped" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference has been equipped by an actor.
 
akActor: The actor that equipped this object.">
				<Param name="Actor akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnGainLOS"><Overload descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when a viewer goes from not seeing the target, to seeing the target - if this active magic effect/alias/form is registered for it."/></KeyWord>
		<KeyWord name="OnGetUp" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when this actor gets up from a piece of furniture.
 
akFurniture: The furniture the actor just got up off of.">
				<Param name="ObjectReference akFurniture"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnGrab" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has has been grabbed by the player (z-keyed).">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnHit" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is hit by a weapon or projectile.
 
akAggressor: The ObjectReference that attacked this reference.
akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.
akProjectile: The Projectile that hit this reference.
abPowerAttack: Was the hit caused by a power attack?
abSneakAttack: Was the hit caused by a sneak attack?
abBashAttack: Was the hit caused by a bash attack?
abHitBlocked: Was the hit blocked?">
				<Param name="ObjectReference akAggressor"/>
				<Param name="Form akSource"/>
				<Param name="Projectile akProjectile"/>
				<Param name="Bool abPowerAttack"/>
				<Param name="Bool abSneakAttack"/>
				<Param name="Bool abBashAttack"/>
				<Param name="Bool abHitBlocked"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnInit" func="yes">
			<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when the script has been created and all its properties have been initialized.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnItemAdded" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event received when an item is inserted into this objects container.
 
akBaseItem: The base object for the item that was added to this container.
aiItemCount: The number of items added to this container.
akItemReference: The specific reference added to the container, if any. Will be None if a non-persistant object is added.
akSourceContainer: The container that the object(s) came from. If None, then the object came from the world.">
				<Param name="Form akBaseItem"/>
				<Param name="Int aiItemCount"/>
				<Param name="ObjectReference akItemReference"/>
				<Param name="ObjectReference akSourceContainer"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnItemRemoved" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event received when an item is removed from this objects container.
 
akBaseItem: The base object for the item that was removed from this container.
aiItemCount: The number of items removed from this container.
akItemReference: The specific reference removed from the container, if any. Will be None if a non-persistant object is removed.
akDestContainer: The container that the object(s) went to. If None, then the object was dropped into the world.">
				<Param name="Form akBaseItem"/>
				<Param name="Int aiItemCount"/>
				<Param name="ObjectReference akItemReference"/>
				<Param name="ObjectReference akDestContainer"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnKeyDown" func="yes"/>
		<KeyWord name="OnKeyUp" func="yes"/>
		<KeyWord name="OnLoad" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the objects 3d is loaded and ready. At this point you should be able to animate the object, or manipulate it in other ways without issues. This event is sent every time the 3d is loaded, which may happen multiple times in a single game session.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnLocationChange" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when this actor moves from one location to another.
 
akOldLoc: The Location that we left (may be None).
akNewLoc: The Location that we entered (may be None).">
				<Param name="Location akOldLoc"/>
				<Param name="Location akNewLoc"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnLockStateChanged" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the lock on this objects state changes. (Locked, unlocked, level changed, etc)">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnLostLOS" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when a viewer goes from seeing the target, to not seeing the target - if this active magic effect/alias/form is registered for it.
 
akViewer: The Actor that was viewing the target until LOS was lost.
akTarget: The ObjectReference that the actor can no longer see.">
				<Param name="Actor akViewer"/>
				<Param name="ObjectReference akTarget"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnMagicEffectApply" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when a magic effect is about to be applied to the object reference.
 
akCaster: The ObjectReference that is responsible for the spell.
akEffect: The MagicEffect that is attempting to be applied.">
				<Param name="ObjectReference akCaster"/>
				<Param name="MagicEffect akEffect"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnMenuClose" func="yes"/>
		<KeyWord name="OnMenuOpen" func="yes"/>
		<KeyWord name="OnObjectEquipped" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor equips an object.
 
akBaseObject: The base object the actor just equipped.
akReference: The reference that the actor just equipped - if the reference is persistant. Otherwise, None.">
				<Param name="Form akBaseObject"/>
				<Param name="ObjectReference akReference"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnObjectUnequipped" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor unequips an object.
 
akBaseObject: The base object the actor just unequipped.
akReference: The reference the actor just unequipped, if the reference is persistent. Otherwise, None.">
				<Param name="Form akBaseObject"/>
				<Param name="ObjectReference akReference"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOpen" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has finished opening. (Like a door that has finished animating open)
 
akActionRef: The reference that caused us to open.">
				<Param name="ObjectReference akActionRef"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnPackageChange" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor changes away from a package.
 
akOldPackage: The Package that the actor changed away from.">
				<Param name="Package akOldPackage"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnPackageEnd" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor finishes a package.
 
akOldPackage: The Package that just stopped running.">
				<Param name="Package akOldPackage"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnPackageStart" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor starts running a new package.
 
akNewPackage: The Package that just started running.">
				<Param name="Package akNewPackage"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnPlayerBowShot" func="yes"/>
		<KeyWord name="OnPlayerLoadGame" func="yes"/>
		<KeyWord name="OnRaceSwitchComplete" func="yes">
			<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor has finished switching races.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnRead" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event received when this object (which is a book) has been read. In other words, it is sent when the book UI opens a book.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnRelease" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has has been released by the player (un-z-keyed).">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnReset" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script, Alias Script, and Quest Script
Event called when the object is reset.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnSell" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has just been sold by someone.
 
akSeller: The actor we were sold by.">
				<Param name="Actor akSeller"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnSit" func="yes"/>
		<KeyWord name="OnSleepStart" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the player goes to sleep - if this active magic effect/alias/form is registered for it.
 
afSleepStartTime: The time the player went to sleep, in game days passed.
afDesiredSleepEndTime: The time the player wants to wake up at, in game days passed.">
				<Param name="Float afSleepStartTime"/>
				<Param name="Float afDesiredSleepEndTime"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnSleepStop" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the player wakes up - if this active magic effect/alias/form is registered for it.
 
abInterrupted: Whether sleep was interrupted or not.">
				<Param name="Bool abInterrupted"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnSpellCast" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when a spell is cast by the object reference.
 
akSpell: Spell that was cast.  Can be  Spell,  Enchantment,  Potion, or  Ingredient.">
				<Param name="Form akSpell"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryActivateActor" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an activate actor story manager event.
 
akLocation: The Lcation that the actor was activated at.
akActor: The Actor that was activated.">
				<Param name="Location akLocation"/>
				<Param name="ObjectReference akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryAddToPlayer" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an add to player story manager event.
 
akOwner: The ObjectReference that owned the object.
akContainer: The ObjectReference that contained the object.
akLocation: The Location where it happened.
akItemBase: The base object of the item that was added to the players inventory.
aiAcquireType: The type of acquire that was performed. Will be one of the following:
0: None
1: Steal
2: Buy
3: Pick-pocket
4: Pick up
5: Container
6: Dead body">
				<Param name="ObjectReference akOwner"/>
				<Param name="ObjectReference akContainer"/>
				<Param name="Location akLocation"/>
				<Param name="Form akItemBase"/>
				<Param name="Int aiAcquireType"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryArrest" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an arrest story manager event.
 
akArrestingGuard: The ObjectReference of the guard that arrested the criminal.
akCriminal: The ObjectReference that was arrested.
akLocation: The Location where it happened.
aiCrime: The type of crime that they were arrested for. Will be one of the following:
-1: None
0: Steal
1: Pick-pocket
2: Trespass
3: Attack
4: Murder">
				<Param name="ObjectReference akArrestingGuard"/>
				<Param name="ObjectReference akCriminal"/>
				<Param name="Location akLocation"/>
				<Param name="Int aiCrime"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryAssaultActor" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an assault actor story manager event.
 
akVictim: The ObjectReference that was assaulted.
akAttacker: The ObjectReference that attacked the victim.
akLocation: The Location where it happened.
aiCrime: This is actually a boolean (due to limitations in the story event system, it is sent as an integer) denoting whether a crime took place or not. 0 = false. Non-zero = true. Papyrus will correctly handle this if you cast it to a bool or use it in an if statement.">
				<Param name="ObjectReference akVictim"/>
				<Param name="ObjectReference akAttacker"/>
				<Param name="Location akLocation"/>
				<Param name="Int aiCrime"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryBribeNPC" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a bribe NPC story manager event.
 
akActor: The ObjectReference that was bribed.">
				<Param name="ObjectReference akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryCastMagic" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a case magic story manager event.
 
akCastingActor: The ObjectReference that cast the spell.
akSpellTarget: The ObjectReference that is targeted by the spell.
akLocation: The Location the spell was cast.
akSpell: The spell that was cast.">
				<Param name="ObjectReference akCastingActor"/>
				<Param name="ObjectReference akSpellTarget"/>
				<Param name="Location akLocation"/>
				<Param name="Form akSpell"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryChangeLocation" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a change location story manager event.
 
akActor: The ObjectReference that changed locations.
akOldLocation: The Location that the object left.
akNewLocation: The Location that the object arrived at.">
				<Param name="ObjectReference akActor"/>
				<Param name="Location akOldLocation"/>
				<Param name="Location akNewLocation"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryCraftItem" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a craft item story manager event.
 
akBench: The ObjectReference bench that the item was made at.
akLocation: The Location the object was made at.
akCreatedItem: The base object of the item that was made.">
				<Param name="ObjectReference akBench"/>
				<Param name="Location akLocation"/>
				<Param name="Form akCreatedItem"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryCrimeGold" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a crime gold story manager event.
 
akVictim: The ObjectReference that was victimized.
akCriminal: The ObjectReference that committed the crime.
akFaction: The Faction that the crime was recorded with.
aiGoldAmount: The amount of crime gold that was logged.
aiCrime: The type of crime that the event is for. Will be one of the following:
-1: None
0: Steal
1: Pick-pocket
2: Trespass
3: Attack
4: Murder">
				<Param name="ObjectReference akVictim"/>
				<Param name="ObjectReference akCriminal"/>
				<Param name="Form akFaction"/>
				<Param name="Int aiGoldAmount"/>
				<Param name="Int aiCrime"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryCure" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a cure story manager event.
 
akInfection: The infection the player was cured of.">
				<Param name="Form akInfection"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryDialogue" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a dialogue story manager event.
 
akLocation: The Location where the dialogue happened.
akActor1: The first ObjectReference in the dialogue.
akActor2: The second ObjectReference in the dialogue.">
				<Param name="Location akLocation"/>
				<Param name="ObjectReference akActor1"/>
				<Param name="ObjectReference akActor2"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryDiscoverDeadBody" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a discover dead body story manager event.
 
akActor: The ObjectReference that discovered the body.
akDeadActor: The ObjectReference that was discovered.
akLocation: The Location where the discovery happened.">
				<Param name="ObjectReference akActor"/>
				<Param name="ObjectReference akDeadActor"/>
				<Param name="Location akLocation"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryEscapeJail" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an escape jail story manager event.
 
akLocation: The Location where the escape happened.
akCrimeGroup: The crime group whose jail was escaped from.">
				<Param name="Location akLocation"/>
				<Param name="Form akCrimeGroup"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryFlatterNPC" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a flatter NPC story manager event.
 
akActor: The ObjectReference that was flattered.">
				<Param name="ObjectReference akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryHello" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a hello story manager event.
 
akLocation: The Location where the hello happened.
akActor1: The first ObjectReference in the hello.
akActor2: The second ObjectReference in the hello.">
				<Param name="Location akLocation"/>
				<Param name="ObjectReference akActor1"/>
				<Param name="ObjectReference akActor2"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryIncreaseLevel" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an increase level story manager event.
 
aiNewLevel: The level the player just got.">
				<Param name="Int aiNewLevel"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryIncreaseSkill" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an increase level story manager event.
 
asSkill: The name of the actor value for the skill that just increased">
				<Param name="String asSkill"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryInfection" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an infection story manager event.
 
akTransmittingActor: The actor that gave the player the infection.
akInfection: The infection the player got infected with.">
				<Param name="ObjectReference akTransmittingActor"/>
				<Param name="Form akInfection"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryIntimidateNPC" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via an intimidate NPC story manager event.
 
akActor: The ObjectReference that was intimidated.">
				<Param name="ObjectReference akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryJail" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a jail story manager event.
 
akGuard: The ObjectReference that put the player in jail.
akCrimeGroup: The crime group whose jail the player was put in.
akLocation: The Location where the jail is.
aiCrimeGold: The amount of crime gold the jail is for.">
				<Param name="ObjectReference akGuard"/>
				<Param name="Form akCrimeGroup"/>
				<Param name="Location akLocation"/>
				<Param name="Int aiCrimeGold"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryKillActor" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a kill actor story manager event.
 
akVictim: The ObjectReference that was killed.
akKiller: The ObjectReference that killed the victim.
akLocation: The Location where the crime occurred.
aiCrimeStatus: Has the crime been reported? Return an Int : 0 = No crime Faction for target ; 1 = Crime is not repported ; 2 = Crime is repported
aiRelationshipRank: The relationship between the killer and victim before the crime occurred. Will be one of the following:
4: Lover
3: Ally
2: Confidant
1: Friend
0: Acquaintance
-1: Rival
-2: Foe
-3: Enemy
-4: Archnemesis">
				<Param name="ObjectReference akVictim"/>
				<Param name="ObjectReference akKiller"/>
				<Param name="Location akLocation"/>
				<Param name="Int aiCrimeStatus"/>
				<Param name="Int aiRelationshipRank"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryNewVoicePower" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a new voice power story manager event.
 
akActor: The ObjectReference that got the new voice power.
akVoicePower: The voice power that the actor just got.">
				<Param name="ObjectReference akActor"/>
				<Param name="Form akVoicePower"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryPayFine" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a pay fine story manager event.
 
akCriminal: The ObjectReference that is paying the fine.
akGuard: The ObjectReference that is being paid.
akCrimeGroup: The crime group that is being paid.
aiCrimeGold: The amount being paid.">
				<Param name="ObjectReference akCriminal"/>
				<Param name="ObjectReference akGuard"/>
				<Param name="Form akCrimeGroup"/>
				<Param name="Int aiCrimeGold"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryPickLock" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a pick lock story manager event.
 
akActor: The ObjectReference that picked the lock.
akLock: The ObjectReference that was picked.">
				<Param name="ObjectReference akActor"/>
				<Param name="ObjectReference akLock"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryPlayerGetsFavor" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a player gets favor story manager event.
 
akActor: The ObjectReference that the player just got favor with.">
				<Param name="ObjectReference akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryRelationshipChange" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a relationship change story manager event. The relationship values will be one of the following:
 
akActor1: The first ObjectReference whose relationship changed.
akActor2: The second ObjectReference whose relationship changed.
aiOldRelationship: The old relationship value.
4: Lover
3: Ally
2: Confidant
1: Friend
0: Acquaintance
-1: Rival
-2: Foe
-3: Enemy
-4: Archnemesis
 
aiNewRelationship: The new relationship value.">
				<Param name="ObjectReference akActor1"/>
				<Param name="ObjectReference akActor2"/>
				<Param name="Int aiOldRelationship"/>
				<Param name="Int aiNewRelationship"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryRemoveFromPlayer" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a remove from player story manager event.
 
akOwner: The ObjectReference that owns the item.
akItem: The ObjectReference that was removed.
akLocation: The Location where the remove happened.
akItemBase: The base object of the removed item.
aiRemoveType: The type of remove performed. Will be one of the following:
0: None
1: Stolen
2: Consumed
3: Script
4: Dropped
5: Given
6: Put in container">
				<Param name="ObjectReference akOwner"/>
				<Param name="ObjectReference akItem"/>
				<Param name="Location akLocation"/>
				<Param name="Form akItemBase"/>
				<Param name="Int aiRemoveType"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryScript" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a script story manager event.
 
akKeyword: The Keyword sent by the script
akLocation: The Location sent by the script
akRef1: The first ObjectReference sent by the script
akRef2: The second ObjectReference sent by the script
aiValue1: The first value sent by the script
aiValue2: The second value sent by the script">
				<Param name="Keyword akKeyword"/>
				<Param name="Location akLocation"/>
				<Param name="ObjectReference akRef1"/>
				<Param name="ObjectReference akRef2"/>
				<Param name="Int aiValue1"/>
				<Param name="Int aiValue2"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryServedTime" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a served time story manager event.
 
akLocation: The Location where the jail is.
akCrimeGroup: The crime group whose jail the player was put in.
aiCrimeGold: The amount of crime gold the jail is for.
aiDaysJail: How many days the player was in jail for.">
				<Param name="Location akLocation"/>
				<Param name="Form akCrimeGroup"/>
				<Param name="Int aiCrimeGold"/>
				<Param name="Int aiDaysJail"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnStoryTrespass" func="yes">
			<Overload retVal="Event" descr="Member of: Quest Script
Event called when this quest is started via a trespass story manager event.
 
akVictim: The ObjectReference who was victimized
akTrespasser: The ObjectReference who trespassed
akLocation: The Location where it occurred.
aiCrime: Is this a crime? This is actually a bool, and Papyrus will handle it correctly if you use it in an if or cast it to a bool. 0 = false, non-zero = true. (Story manager cannot handle bools, so it sends an int instead)">
				<Param name="ObjectReference akVictim"/>
				<Param name="ObjectReference akTrespasser"/>
				<Param name="Location akLocation"/>
				<Param name="Int aiCrime"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTrackedStatsEvent" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when tracked stats are updated - if this active magic effect/alias/form is registered for it.
 
asStat: The text for the stat being updated. Link to list of tracked stats
aiStatValue: The updated value of the stat.">
				<Param name="String asStat"/>
				<Param name="Int aiStatValue"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTranslationAlmostComplete" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference almost done translating to the destination.
This is very useful for things like critters, where you want constant motion, and the script execution delay would otherwise make it possible for the reference to stay immobile for a few frames.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnTranslationComplete" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference done translating to the destination.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnTranslationFailed" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference failed translating to the destination for any reason (including when a new request is submitted).">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnTrapHit" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has hit a live target. This event is sent every so often as long as a trap object is in contact with a live target. This event can be sent quite rapidly, so be careful how you use it so you dont overstress the script system.
 
akTarget: The ObjectReference that this reference just hit.
afXVel: The X velocity for our reference when it hit.
afYVel: The Y velocity for our reference when it hit.
afZVel: The Z velocity for our reference when it hit.
afXPos: The X position of our reference when it hit.
afYPos: The Y position of our reference when it hit.
afZPos: The Z position of our reference when it hit.
aeMaterial: Opaque integer value denoting what material the trap is. Not intended to be meaningful to script, just to be passed to other native functions that may use it.
abInitialHit: True if this is the first time the trap has hit the target.
aeMotionType: The motion type for the trap.
Note: Currently there are several read-only properties in the ObjectReference source file that match this, but it will later be changed to an enum and the possible list of values reduced to something more meaningful.">
				<Param name="ObjectReference akTarget"/>
				<Param name="Float afXVel"/>
				<Param name="Float afYVel"/>
				<Param name="Float afZVel"/>
				<Param name="Float afXPos"/>
				<Param name="Float afYPos"/>
				<Param name="Float afZPos"/>
				<Param name="Int aeMaterial"/>
				<Param name="Bool abInitialHit"/>
				<Param name="Int aeMotionType"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTrapHitStart" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has started hitting a live target.
 
akTarget: The ObjectReference that this reference just hit.
afXVel: The X velocity for our reference when it hit.
afYVel: The Y velocity for our reference when it hit.
afZVel: The Z velocity for our reference when it hit.
afXPos: The X position of our reference when it hit.
afYPos: The Y position of our reference when it hit.
afZPos: The Z position of our reference when it hit.
aeMaterial: Opaque integer value denoting what material the trap is. Not intended to be meaningful to script, just to be passed to other native functions that may use it.
abInitialHit: True if this is the first time the trap has hit the target.
aeMotionType: The motion type for the trap.
Note: Currently there are several read-only properties in the ObjectReference source file that match this, but it will later be changed to an enum and the possible list of values reduced to something more meaningful.">
				<Param name="ObjectReference akTarget"/>
				<Param name="Float afXVel"/>
				<Param name="Float afYVel"/>
				<Param name="Float afZVel"/>
				<Param name="Float afXPos"/>
				<Param name="Float afYPos"/>
				<Param name="Float afZPos"/>
				<Param name="Int aeMaterial"/>
				<Param name="Bool abInitialHit"/>
				<Param name="Int aeMotionType"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTrapHitStop" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has stopped hitting a live target.
 
akTarget: The ObjectReference that this reference just hit.">
				<Param name="ObjectReference akTarget"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTrigger" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trigger and has been triggered. This event will be sent every so often while a reference stays inside the trigger box. This event is sent repeatedly, so care should be taken not to tie up the script system unnecessarily with a long complicated handler. Try using the trigger enter and leave events instead.
 
akActionRef: The ObjectReference that triggered this reference.">
				<Param name="ObjectReference akActionRef"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTriggerEnter" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
Event called when the object reference is a trigger volume and has been entered. This event can be received out of order with OnTriggerLeave, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
 
akActionRef: The ObjectReference that entered the volume.">
				<Param name="ObjectReference akActionRef"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnTriggerLeave" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
Event called when the object reference is a trigger volume and has been left. This event can be received out of order with OnTriggerEnter, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
 
akActionRef: The ObjectReference that left the volume.">
				<Param name="ObjectReference akActionRef"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnUnequipped" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference has been unequipped by an actor. When an object is unequipped it may still be inside a container, which means that you cannot call Member Functions on it.
 
akActor: The actor that unequipped this object.">
				<Param name="Actor akActor"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnUnload" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the objects 3d has been unloaded. This event is sent every time the 3d is unloaded, which may happen multiple times in a single game session.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnUpdate" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called periodically if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnUpdateGameTime" func="yes">
			<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called periodically in game time if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
 
			</Overload>
		</KeyWord>
		<KeyWord name="OnWardHit" func="yes">
			<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is using a ward that is hit by a spell.
 
akCaster: The ObjectReference that cast as spell at this reference.
akSpell: The Spell that hit this reference.
aiStatus: One of the following:
0 for a friendly spell hit
1 if the ward absorbed the spell
2 if the ward was broken.">
				<Param name="ObjectReference akCaster"/>
				<Param name="Spell akSpell"/>
				<Param name="Int aiStatus"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OpenInventory"/>
		<KeyWord name="OpenUserLog"/>
		<KeyWord name="Outfit"/>
		<KeyWord name="OverBudget"/>
		<KeyWord name="Package"/>
		<KeyWord name="Parent"/>
		<KeyWord name="PathToReference"/>
		<KeyWord name="Pause"/>
		<KeyWord name="PlaceActorAtMe"/>
		<KeyWord name="PlaceAtMe"/>
		<KeyWord name="Play"/>
		<KeyWord name="PlayAndWait"/>
		<KeyWord name="PlayAnimation"/>
		<KeyWord name="PlayAnimationAndWait"/>
		<KeyWord name="PlayBink" func="yes"/>
		<KeyWord name="PlayerKnows"/>
		<KeyWord name="PlayerMoveToAndWait"/>
		<KeyWord name="PlayerPayCrimeGold"/>
		<KeyWord name="PlayGamebryoAnimation"/>
		<KeyWord name="PlayIdle"/>
		<KeyWord name="PlayIdleWithTarget"/>
		<KeyWord name="PlayImpactEffect"/>
		<KeyWord name="PlaySubGraphAnimation"/>
		<KeyWord name="PlaySyncedAnimationAndWaitSS"/>
		<KeyWord name="PlaySyncedAnimationSS"/>
		<KeyWord name="PlayTerrainEffect"/>
		<KeyWord name="PopTo"/>
		<KeyWord name="Pow"/>
		<KeyWord name="PrecacheCharGen"/>
		<KeyWord name="PrecacheCharGenClear"/>
		<KeyWord name="ProcessTrapHit"/>
		<KeyWord name="Projectile"/>
		<KeyWord name="Property"/>
		<KeyWord name="PushActorAway"/>
		<KeyWord name="QueryStat"/>
		<KeyWord name="Quest"/>
		<KeyWord name="QuitGame"/>
		<KeyWord name="QuitToMainMenu"/>
		<KeyWord name="Race"/>
		<KeyWord name="RadiansToDegrees"/>
		<KeyWord name="RampRumble" func="yes"/>
		<KeyWord name="RandomFloat"/>
		<KeyWord name="RandomInt"/>
		<KeyWord name="ReferenceAlias"/>
		<KeyWord name="ReloadScript"/>
		<KeyWord name="RegisterForAnimationEvent"/>
		<KeyWord name="RegisterForKey" func="yes"/>
		<KeyWord name="RegisterForLOS"/>
		<KeyWord name="RegisterForMenu" func="yes"/>
		<KeyWord name="RegisterForSingleLOSGain"/>
		<KeyWord name="RegisterForSingleLOSLost"/>
		<KeyWord name="RegisterForSingleUpdate"/>
		<KeyWord name="RegisterForSingleUpdateGameTime"/>
		<KeyWord name="RegisterForSleep"/>
		<KeyWord name="RegisterForTrackedStatsEvent"/>
		<KeyWord name="RegisterForUpdate"/>
		<KeyWord name="RegisterForUpdateGameTime"/>
		<KeyWord name="ReleaseKey"/>
		<KeyWord name="ReleaseOverride"/>
		<KeyWord name="RemoteCast"/>
		<KeyWord name="Remove"/>
		<KeyWord name="RemoveAddedForm"/>
		<KeyWord name="RemoveAllInventoryEventFilters"/>
		<KeyWord name="RemoveAllItems"/>
		<KeyWord name="RemoveCrossFade"/>
		<KeyWord name="RemoveDependentAnimatedObjectReference"/>
		<KeyWord name="RemoveFromAllFactions"/>
		<KeyWord name="RemoveFromFaction"/>
		<KeyWord name="RemoveHavokConstraints"/>
		<KeyWord name="RemoveInventoryEventFilter"/>
		<KeyWord name="RemoveItem"/>
		<KeyWord name="RemovePerk"/>
		<KeyWord name="RemoveShout"/>
		<KeyWord name="RemoveSlotFromMask"/>
		<KeyWord name="RemoveSpell"/>
		<KeyWord name="RequestAutoSave"/>
		<KeyWord name="RequestModel"/>
		<KeyWord name="RequestSave"/>
		<KeyWord name="Reset"/>
		<KeyWord name="ResetHealthAndLimbs"/>
		<KeyWord name="ResetHelpMessage"/>
		<KeyWord name="RestoreActorValue"/>
		<KeyWord name="RestoreAV"/>
		<KeyWord name="Resurrect"/>
		<KeyWord name="Return"/>
		<KeyWord name="Revert"/>
		<KeyWord name="RightShift"/>
		<KeyWord name="Say"/>
		<KeyWord name="Scene"/>
		<KeyWord name="ScriptName"/>
		<KeyWord name="Self"/>
		<KeyWord name="SendAnimationEvent"/>
		<KeyWord name="SendAssaultAlarm"/>
		<KeyWord name="SendPlayerToJail"/>
		<KeyWord name="SendStealAlarm"/>
		<KeyWord name="SendStoryEvent"/>
		<KeyWord name="SendStoryEventAndWait"/>
		<KeyWord name="SendTrespassAlarm"/>
		<KeyWord name="SendWereWolfTransformation"/>
		<KeyWord name="ServeTime"/>
		<KeyWord name="Set"/>
		<KeyWord name="SetActive"/>
		<KeyWord name="SetActorCause"/>
		<KeyWord name="SetActorOwner"/>
		<KeyWord name="SetActorValue"/>
		<KeyWord name="SetAlert"/>
		<KeyWord name="SetAllowDualWielding"/>
		<KeyWord name="SetAllowFlying"/>
		<KeyWord name="SetAllowFlyingEx" func="yes"/>
		<KeyWord name="SetAllowFlyingMountLandingRequests" func="yes"/>
		<KeyWord name="SetAlly"/>
		<KeyWord name="SetAlpha"/>
		<KeyWord name="SetAngle"/>
		<KeyWord name="SetAnimationVariableBool"/>
		<KeyWord name="SetAnimationVariableFloat"/>
		<KeyWord name="SetAnimationVariableInt"/>
		<KeyWord name="SetArmorRating"/>
		<KeyWord name="SetAttackActorOnSight"/>
		<KeyWord name="SetAV"/>
		<KeyWord name="SetAvoidThreatChance"/>
		<KeyWord name="SetBaseDamage"/>
		<KeyWord name="SetBeastForm"/>
		<KeyWord name="SetBribed"/>
		<KeyWord name="SetCameraTarget"/>
		<KeyWord name="SetClass"/>
		<KeyWord name="SetCleared"/>
		<KeyWord name="SetCloseRangeDuelingCircleMult"/>
		<KeyWord name="SetCloseRangeDuelingFallbackMult"/>
		<KeyWord name="SetCloseRangeFlankingFlankMult"/>
		<KeyWord name="SetCloseRangeFlankingStalkMult"/>
		<KeyWord name="SetCombatStyle"/>
		<KeyWord name="SetCrimeFaction"/>
		<KeyWord name="SetCrimeGold"/>
		<KeyWord name="SetCrimeGoldViolent"/>
		<KeyWord name="SetCritDamage"/>
		<KeyWord name="SetCriticalStage"/>
		<KeyWord name="SetCurrentStageID"/>
		<KeyWord name="SetDefensiveMult"/>
		<KeyWord name="SetDestroyed"/>
		<KeyWord name="SetDoingFavor"/>
		<KeyWord name="SetDontMove" func="yes"/>
		<KeyWord name="SetEnchantment"/>
		<KeyWord name="SetEnemy"/>
		<KeyWord name="SetEssential"/>
		<KeyWord name="SetExpressionOverride" func="yes"/>
		<KeyWord name="SetEyeTexture" func="yes"/>
		<KeyWord name="SetFaceMorph"/>
		<KeyWord name="SetFacePreset"/>
		<KeyWord name="SetFactionOwner"/>
		<KeyWord name="SetFactionRank"/>
		<KeyWord name="SetFlightDiveBombChance"/>
		<KeyWord name="SetFlightFlyingAttackChance"/>
		<KeyWord name="SetFlightHoverChance"/>
		<KeyWord name="SetFogColor" func="yes"/>
		<KeyWord name="SetFogPlanes"/>
		<KeyWord name="SetFogPower"/>
		<KeyWord name="SetFootIK"/>
		<KeyWord name="SetForcedLandingMarker"/>
		<KeyWord name="SetFrequency"/>
		<KeyWord name="SetGameSettingBool"/>
		<KeyWord name="SetGameSettingFloat"/>
		<KeyWord name="SetGameSettingInt"/>
		<KeyWord name="SetGameSettingString"/>
		<KeyWord name="SetGhost"/>
		<KeyWord name="SetGodMode"/>
		<KeyWord name="SetGoldValue"/>
		<KeyWord name="SetGroupOffensiveMult"/>
		<KeyWord name="SetHairColor"/>
		<KeyWord name="SetHeadTracking"/>
		<KeyWord name="SetHudCartMode"/>
		<KeyWord name="SetIconPath"/>
		<KeyWord name="SetInChargen"/>
		<KeyWord name="SetINIBool"/>
		<KeyWord name="SetINIFloat"/>
		<KeyWord name="SetINIInt"/>
		<KeyWord name="SetINIString"/>
		<KeyWord name="SetInstanceVolume"/>
		<KeyWord name="SetIntimidated"/>
		<KeyWord name="SetInvulnerable"/>
		<KeyWord name="SetItemCharge"/>
		<KeyWord name="SetItemHealthPercent"/>
		<KeyWord name="SetKeywordData"/>
		<KeyWord name="SetLockLevel"/>
		<KeyWord name="SetLongRangeStrafeMult"/>
		<KeyWord name="SetLookAt"/>
		<KeyWord name="SetMaxRange"/>
		<KeyWord name="SetMeleeAttackStaggeredMult"/>
		<KeyWord name="SetMeleeBashAttackMult"/>
		<KeyWord name="SetMeleeBashMult"/>
		<KeyWord name="SetMeleeBashPowerAttachMult"/>
		<KeyWord name="SetMeleeBashRecoiledMult"/>
		<KeyWord name="SetMeleeMult"/>
		<KeyWord name="SetMeleePowerAttackBlockingMult"/>
		<KeyWord name="SetMeleePowerAttackStaggeredMult"/>
		<KeyWord name="SetMeleeSpecialAttackMult"/>
		<KeyWord name="SetMessageIconPath"/>
		<KeyWord name="SetMinRange"/>
		<KeyWord name="SetModelNthTextureSet"/>
		<KeyWord name="SetModelPath"/>
		<KeyWord name="SetMotionType"/>
		<KeyWord name="SetName"/>
		<KeyWord name="SetNoBleedoutRecovery"/>
		<KeyWord name="SetNoFavorAllowed"/>
		<KeyWord name="SetNotShowOnStealthMeter"/>
		<KeyWord name="SetNthHeadPart"/>
		<KeyWord name="SetNthIngredient"/>
		<KeyWord name="SetNthIngredientQuantity"/>
		<KeyWord name="SetNthRecoveryTime"/>
		<KeyWord name="SetNthSpell"/>
		<KeyWord name="SetNthWordOfPower"/>
		<KeyWord name="SetObjectiveCompleted"/>
		<KeyWord name="SetObjectiveDisplayed"/>
		<KeyWord name="SetObjectiveFailed"/>
		<KeyWord name="SetOffensiveMult"/>
		<KeyWord name="SetOpen"/>
		<KeyWord name="SetOutfit"/>
		<KeyWord name="SetPerkPoints"/>
		<KeyWord name="SetPlayerAIDriven"/>
		<KeyWord name="SetPlayerControls"/>
		<KeyWord name="SetPlayerEnemy"/>
		<KeyWord name="SetPlayerExpelled"/>
		<KeyWord name="SetPlayerReportCrime"/>
		<KeyWord name="SetPlayerResistingArrest"/>
		<KeyWord name="SetPlayerTeammate"/>
		<KeyWord name="SetPosition"/>
		<KeyWord name="SetProtected"/>
		<KeyWord name="SetPublic"/>
		<KeyWord name="SetQuality"/>
		<KeyWord name="SetRace"/>
		<KeyWord name="SetRaceFlag"/>
		<KeyWord name="SetRangedMult"/>
		<KeyWord name="SetReach"/>
		<KeyWord name="SetReaction"/>
		<KeyWord name="SetRelationshipRank"/>
		<KeyWord name="SetRestrained"/>
		<KeyWord name="SetResult"/>
		<KeyWord name="SetResultQuantity"/>
		<KeyWord name="SetScale"/>
		<KeyWord name="SetShoutMult"/>
		<KeyWord name="SetSittingRotation"/>
		<KeyWord name="SetSlotMask"/>
		<KeyWord name="SetSpeed"/>
		<KeyWord name="SetStaffMult"/>
		<KeyWord name="SetStage"/>
		<KeyWord name="SetStagger"/>
		<KeyWord name="SetSubGraphFloatVariable" func="yes"/>
		<KeyWord name="SetSunGazeImageSpaceModifier" func="yes"/>
		<KeyWord name="SetUnarmedMult"/>
		<KeyWord name="SetUnconscious"/>
		<KeyWord name="SetValidRaces"/>
		<KeyWord name="SetValue"/>
		<KeyWord name="SetValueInt" func="yes"/>
		<KeyWord name="SetVehicle"/>
		<KeyWord name="SetVoiceRecoveryTime"/>
		<KeyWord name="SetVolume"/>
		<KeyWord name="SetWeaponType"/>
		<KeyWord name="SetWeight"/>
		<KeyWord name="SetWeightClass" func="yes"/>
		<KeyWord name="SetWorkbenchKeyword"/>
		<KeyWord name="ShakeCamera"/>
		<KeyWord name="ShakeController"/>
		<KeyWord name="Shout"/>
		<KeyWord name="Show"/>
		<KeyWord name="ShowAsHelpMessage"/>
		<KeyWord name="ShowBarterMenu"/>
		<KeyWord name="ShowFirstPersonGeometry"/>
		<KeyWord name="ShowGiftMenu"/>
		<KeyWord name="ShowHelpMessage" func="yes"/>
		<KeyWord name="ShowLimitedRaceMenu" func="yes"/>
		<KeyWord name="ShowRaceMenu"/>
		<KeyWord name="ShowRefPosition"/>
		<KeyWord name="ShowTitleSequenceMenu"/>
		<KeyWord name="ShowTrainingMenu"/>
		<KeyWord name="Sin"/>
		<KeyWord name="Sound"/>
		<KeyWord name="Spell"/>
		<KeyWord name="SplineTranslateTo"/>
		<KeyWord name="SplineTranslateToRef" func="yes"/>
		<KeyWord name="SplineTranslateToRefNode"/>
		<KeyWord name="Sqrt"/>
		<KeyWord name="Start"/>
		<KeyWord name="StartCannibal"/>
		<KeyWord name="StartCombat"/>
		<KeyWord name="StartDeferredKill" func="yes"/>
		<KeyWord name="StartFrameRateCapture"/>
		<KeyWord name="StartObjectProfiling"/>
		<KeyWord name="StartScriptProfiling"/>
		<KeyWord name="StartSneaking"/>
		<KeyWord name="StartStackProfiling"/>
		<KeyWord name="StartTitleSequence"/>
		<KeyWord name="StartVampireFeed"/>
		<KeyWord name="State"/>
		<KeyWord name="Stop"/>
		<KeyWord name="StopCombat"/>
		<KeyWord name="StopCombatAlarm"/>
		<KeyWord name="StopInstance"/>
		<KeyWord name="StopObjectProfiling"/>
		<KeyWord name="StopScriptProfiling"/>
		<KeyWord name="StopStackProfiling"/>
		<KeyWord name="StopTranslation"/>
		<KeyWord name="String"/>
		<KeyWord name="Substring"/>
		<KeyWord name="TakeScreenshot"/>
		<KeyWord name="Tan"/>
		<KeyWord name="TapKey"/>
		<KeyWord name="TeachWord"/>
		<KeyWord name="TetherToHorse"/>
		<KeyWord name="ToggleAI"/>
		<KeyWord name="ToggleCollisions"/>
		<KeyWord name="ToggleMenus"/>
		<KeyWord name="Topic"/>
		<KeyWord name="TopicInfo"/>
		<KeyWord name="Trace"/>
		<KeyWord name="TraceConditional"/>
		<KeyWord name="TraceStack"/>
		<KeyWord name="TraceUser"/>
		<KeyWord name="TranslateTo"/>
		<KeyWord name="TrapSoul"/>
		<KeyWord name="TriggerScreenBlood"/>
		<KeyWord name="True"/>
		<KeyWord name="TryToAddToFaction"/>
		<KeyWord name="TryToDisable"/>
		<KeyWord name="TryToEnable"/>
		<KeyWord name="TryToKill"/>
		<KeyWord name="TryToMoveTo"/>
		<KeyWord name="TryToRemoveFromFaction"/>
		<KeyWord name="TryToReset"/>
		<KeyWord name="TryToStopCombat"/>
		<KeyWord name="UnequipAll"/>
		<KeyWord name="UnequipItem"/>
		<KeyWord name="UnEquipItem"/>
		<KeyWord name="UnequipShout"/>
		<KeyWord name="UnequipSpell"/>
		<KeyWord name="UnLockOwnedDoorsInCell"/>
		<KeyWord name="UnlockWord"/>
		<KeyWord name="UnMute"/>
		<KeyWord name="UnPause"/>
		<KeyWord name="UnregisterForAnimationEvent"/>
		<KeyWord name="UnregisterForLOS"/>
		<KeyWord name="UnregisterForSleep"/>
		<KeyWord name="UnregisterForTrackedStatsEvent"/>
		<KeyWord name="UnregisterForUpdate"/>
		<KeyWord name="UnregisterForUpdateGameTime"/>
		<KeyWord name="UpdateCurrentInstanceGlobal" func="yes">
			<Overload retVal="bool Function" descr="Member of: Quest Script
			
			Attempts to update the stored value of the given global in the instance data for the quest's current instance.
			The function only returns false on failure which can be caused by calling the function when there is no active
			instance on the quest or by passing a global not in the quest's text global list.
			
			aUpdateGlobal: The global on the quest whose cached value should be reset to its current value.">
				<Param name="GlobalVariable aUpdateGlobal" />
			</Overload>
		</KeyWord>
		<KeyWord name="UsingGamepad" func="yes">
			<Overload retVal="bool Function" descr="Member of: Game Script
			
			Returns true if we're using a gamepad.">
			</Overload>
		</KeyWord>
		<KeyWord name="Utility"/>
		<KeyWord name="VisualEffect"/>
		<KeyWord name="Wait" func="yes">
			<Overload retVal="Function" descr="Member of: Utility Script
			
			Pauses the script for at least the specified amount of real-world time.
			This function is latent. Unlike WaitMenuMode, time will not be counted while the player is in a menu.
			
			afSeconds: How long to wait, in real-time seconds.">
				<Param name="float afSeconds" />
			</Overload>
		</KeyWord>
		<KeyWord name="WaitForAnimationEvent" func="yes">
			<Overload retVal="bool Function" descr="Member of: ObjectReference Script
			
			Waits for the specified animation event from this object to happen before returning.
			
			asEventName: The event to wait for.">
				<Param name="string asEventName" />
			</Overload>
		</KeyWord>
		<KeyWord name="WaitGameTime" func="yes">
			<Overload retVal="Function" descr="Member of: Utility Script
			
			Pauses the script for at least the specified amount of game time. This function is latent.
			
			afHours: How long to wait, in game hours.">
				<Param name="float afHours" />
			</Overload>
		</KeyWord>
		<KeyWord name="WaitMenuMode" func="yes">
			<Overload retVal="Function" descr="Member of: Utility Script
			
			Pauses the script for at least the specified amount of time. This function is latent. Time will be counted while the player is in a menu.
			
			afSeconds: How long to wait, in real-time seconds.">
				<Param name="float afSeconds" />
			</Overload>
		</KeyWord>
		<KeyWord name="Weapon"/>
		<KeyWord name="Weather"/>
		<KeyWord name="While"/>
		<KeyWord name="WillIntimidateSucceed" func="yes">
			<Overload retVal="bool Function" descr="Member of: Actor Script
			
			Returns whether or not an intimidation attempt by the player on this actor will succeed or not.">
			</Overload>
		</KeyWord>
		<KeyWord name="WordOfPower"/>
		<KeyWord name="WornHasKeyword" func="yes">
			<Overload retVal="bool Function" descr="Member of: Actor Script
			
			Checks to see if anything worn by this actor has the specified keyword attached.
			
			akKeyword: The Keyword to check for.">
				<Param name="Keyword akKeyword" />
			</Overload>
		</KeyWord>
	</AutoComplete>
</NotepadPlus>