Difference between revisions of "Papyrus Autocomplete"

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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).)
imported>MrJack
(Added/Updated descriptions of functions starting with the letter A.)
Line 7: Line 7:
<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 Function" 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.
 
afValue: The value to get the absolute value of.">
<Param name="float afValue" />
<Param name="float afValue" />
</Overload>
</Overload>
Line 16: Line 18:
<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.
 
afValue: The value to get the arccosine of. This value must be no greater than 1, and no less then -1.">
<Param name="float afValue" />
<Param name="float afValue" />
</Overload>
</Overload>
Line 23: Line 27:
<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.
 
akActivator: Who will activate this object.
 
abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will
ignore the blocked flag. Default: False">
<Param name="ObjectReference akActivator" />
<Param name="ObjectReference akActivator" />
<Param name="bool abDefaultProcessingOnly = false" />
<Param name="bool abDefaultProcessingOnly = false" />
Line 45: Line 54:
<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.
 
aiAchievementID: The ID of the achievement/trophy to award.">
<Param name="int aiAchievementID" />
<Param name="int aiAchievementID" />
</Overload>
</Overload>
Line 53: Line 64:
<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.
 
apForm: Form to add to the 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: LeveledActor Script
 
Adds the given form to the leveled list.">
Adds the given form to the leveled list.
 
apForm: Form to add to the leveled list.
 
auiLevel: Level to add form under.">
<Param name="Form apForm" />
<Param name="Form apForm" />
<Param name="int auiLevel" />
<Param name="int auiLevel" />
<Param name="int auiCount" />
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledActor 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.
 
apForm: Form to add to the leveled list.
 
auiLevel: Level to add form under.
 
auiCount: Number of items to add.">
<Param name="Form apForm" />
<Param name="Form apForm" />
<Param name="int auiLevel" />
<Param name="int auiLevel" />
<Param name="int auiCount" />
</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.
 
apForm: Form to add to the leveled list.
 
auiLevel: Level to add form under.">
<Param name="Form apForm" />
<Param name="Form apForm" />
<Param name="int auiLevel" />
<Param name="int auiLevel" />
Line 79: Line 106:
<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.
 
arRefA: The first reference.
 
arRefANode: The rigid body name on the first reference for the constraint.
 
arRefB: The second reference.
 
arRefBNode: The rigid body name on the second reference for the constraint.
 
afRefALocalOffsetX: The offset of the constraint in the first body's space, X. Default: 0.0
 
afRefALocalOffsetY: The offset of the constraint in the first body's space, Y. Default: 0.0
 
afRefALocalOffsetZ: The offset of the constraint in the first body's space, Z. Default: 0.0
 
afRefBLocalOffsetX: The offset of the constraint in the second body's space, X. Default: 0.0
 
afRefBLocalOffsetY: The offset of the constraint in the second body's space, Y. Default: 0.0
 
afRefBLocalOffsetZ: The offset of the constraint in the second body's space, Z. Default: 0.0">
<Param name="ObjectReference arRefA" />
<Param name="ObjectReference arRefA" />
<Param name="string arRefANode" />
<Param name="string arRefANode" />
Line 98: Line 145:
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,
so each will need to add filters to themselves independently.">
so each will need to add filters to themselves independently.
 
akFilter: The item to filter with. If a base object or reference, this object will only be notified of
references or base objects matching exactly. If a form list, it will filter using all of the forms in
the form list (only items in the form list will be allowed through).">
<Param name="Form akFilter" />
<Param name="Form akFilter" />
</Overload>
</Overload>
Line 105: Line 156:
<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.
akItemToAdd: The base form add to this reference's inventory. If this is a base object,
it will add a newly-created item. If it is a reference, it will move/remove it from own
place/container to this container. If a form list, then it will add aiCount of each item
in the list.
 
aiCount: How many references to add. Note that this must be one if you are passing in an
object reference. Default: 1
 
abSilent: If true, no message will be printed to the screen. Default: false">
<Param name="Form akItemToAdd" />
<Param name="Form akItemToAdd" />
<Param name="int aiCount = 1" />
<Param name="int aiCount = 1" />
Line 111: Line 172:
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddKeyIfNeeded" func="yes"/>
<KeyWord name="AddKeyIfNeeded" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
Checks this object's inventory for a key used by the parameter ObjectWithNeededKey.
If this object does not have the key, it creates it and adds it to its inventory.
 
ObjectWithNeededKey: The reference that is locked with a key. It will create a key
to this object and add it to the calling object if the calling object doesn't already have one.">
<Param name="ObjectReference ObjectWithNeededKey" />
</Overload>
</KeyWord>
<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.
 
akPerk: The Perk to add to this actor.">
<Param name="Perk akPerk" />
<Param name="Perk akPerk" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddPerkPoints" func="yes"/>
<KeyWord name="AddPerkPoints" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
 
Adds the specified number of perk points to the player. The result is clamped at 255.
This will enable the player to choose additional perks.
 
aiPerkPoints: The number of perk points to add.">
<Param name="int aiPerkPoints" />
</Overload>
</KeyWord>
<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.
 
akShout: The Shout to add to this actor.">
<Param name="Shout akShout" />
<Param name="Shout akShout" />
</Overload>
</Overload>
Line 130: Line 214:
<KeyWord name="AddSlotToMask" func="yes">
<KeyWord name="AddSlotToMask" func="yes">
<Overload retVal="Function" descr="Member of: Armor Script
<Overload retVal="Function" descr="Member of: Armor Script
Requires SKSE
Requires SKSE
Adds the specified slot mask to the armor and returns the new slot mask for the armor.
Adds the specified slot mask to the armor and returns the new slot mask for the armor.">
slotMask: The slot mask to add to the armor.">
<Param name="int slotMask" />
<Param name="int slotMask" />
</Overload>
</Overload>
Line 139: Line 225:
<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.
 
akSpell: The spell to add to this actor.
 
abVerbose: Pass false to suppress UI messages for spells added to the player.
Spells added to NPCs never result in a UI message. Default: True">
<Param name="Spell akSpell" />
<Param name="Spell akSpell" />
<Param name="bool abVerbose = true" />
<Param name="bool abVerbose = true" />
Line 148: Line 239:
   
   
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.
 
akFaction: The faction to which the Actor should be added.">
<Param name="Faction akFaction" />
<Param name="Faction akFaction" />
</Overload>
</Overload>
Line 156: Line 249:
   
   
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.
 
abFastTravel: Whether the player can fast-travel to this marker or not. Default: False">
<Param name="bool abFastTravel = false" />
<Param name="bool abFastTravel = false" />
</Overload>
</Overload>
Line 163: Line 258:
<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).
 
asSkillName: The Skill to progress.
 
afMagnitude: The amount by which the skill progress will be advanced. This is in Skill
Usage amounts, so it will count towards skill progression but won't necessarily change
the Skill itself. The amount must be positive. If the new amount exceeds the skill's level
threshold, the skill will advance, and possibly level up.">
<Param name="string asSkillName" />
<Param name="string asSkillName" />
<Param name="float afMagnitude" />
<Param name="float afMagnitude" />
Line 172: Line 274:
<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).
 
abCanTalk: True to allow the essential actor to speak to the player during bleedout and false
to turn the behavior back to default.">
<Param name="bool abCanTalk" />
<Param name="bool abCanTalk" />
</Overload>
</Overload>
Line 179: Line 284:
<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).
 
abTalk: Whether the actor can talk to the PC or not.">
<Param name="bool abTalk" />
<Param name="bool abTalk" />
</Overload>
</Overload>
Line 187: Line 294:
<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.
 
afStrength: How &quot;strong&quot; the effect will be. 0 is no effect, 1 is full effect,
though the strength is not clamped to this range. Numbers outside this range may provide...
interesting results. Default: 1.0">
<Param name="float afStrength = 1.0" />
<Param name="float afStrength = 1.0" />
</Overload>
</Overload>
Line 195: Line 306:
   
   
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.
 
afFadeDuration: How long the crossfade should take, in seconds. Default: 1.0">
<Param name="float afFadeDuration = 1.0" />
<Param name="float afFadeDuration = 1.0" />
</Overload>
</Overload>
Line 202: Line 315:
<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.
 
afX: X component of the force vector.
 
afY: Y component of the force vector.
 
afZ: Z component of the force vector.
 
afMagnitude: The magnitude of the force vector - how hard to hit this object.">
<Param name="float afX" />
<Param name="float afX" />
<Param name="float afY" />
<Param name="float afY" />
Line 215: Line 336:
<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.
 
afValue: The value to get the arcsine of. This value must be no greater than 1, and no less then -1.">
<Param name="float afValue" />
<Param name="float afValue" />
</Overload>
</Overload>
Line 224: Line 347:
<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.
 
afValue: The value to get the arctangent of.">
<Param name="float afValue" />
<Param name="float afValue" />
</Overload>
</Overload>
Line 233: Line 358:
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,
when activated, passes the activation onto the actor.">
when activated, passes the activation onto the actor.
 
akAshPileBase: The base object or leveled item list to use for the ash pile. If None is passed, it will
use the default ash pile base object. Default: None">
<Param name="Form akAshPileBase" />
<Param name="Form akAshPileBase" />
</Overload>
</Overload>

Revision as of 12:21, 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 Function" descr="Member of: Math Script
 
Calculates the absolute value of the number it is given.

afValue: The value to get the absolute value of.">
				<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.

afValue: The value to get the arccosine of. This value must be no greater than 1, and no less then -1.">
				<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.

akActivator: Who will activate this object.

abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will
ignore the blocked flag. Default: False">
				<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.

aiAchievementID: The ID of the achievement/trophy to award.">
				<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.

apForm: Form to add to the list.">
				<Param name="Form apForm" />
			</Overload>
			<Overload retVal="Function" descr="Member of: LeveledActor Script

Adds the given form to the leveled list.

apForm: Form to add to the leveled list. 

auiLevel: Level to add form under.">
				<Param name="Form apForm" />
				<Param name="int auiLevel" />
			</Overload>
			<Overload retVal="Function" descr="Member of: LeveledItem Script
 
Adds the given form to the leveled list.

apForm: Form to add to the leveled list. 

auiLevel: Level to add form under.

auiCount: Number of items to add.">
				<Param name="Form apForm" />
				<Param name="int auiLevel" />
				<Param name="int auiCount" />
			</Overload>
			<Overload retVal="Function" descr="Member of: LeveledSpell Script
 
Adds the given form to the leveled list.

apForm: Form to add to the leveled list. 

auiLevel: Level to add form under.">
				<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.

arRefA: The first reference.

arRefANode: The rigid body name on the first reference for the constraint.

arRefB: The second reference.

arRefBNode: The rigid body name on the second reference for the constraint.

afRefALocalOffsetX: The offset of the constraint in the first body's space, X. Default: 0.0 

afRefALocalOffsetY: The offset of the constraint in the first body's space, Y. Default: 0.0 

afRefALocalOffsetZ: The offset of the constraint in the first body's space, Z. Default: 0.0 

afRefBLocalOffsetX: The offset of the constraint in the second body's space, X. Default: 0.0 

afRefBLocalOffsetY: The offset of the constraint in the second body's space, Y. Default: 0.0 

afRefBLocalOffsetZ: The offset of the constraint in the second body's space, Z. Default: 0.0">
				<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.

akFilter: The item to filter with. If a base object or reference, this object will only be notified of
references or base objects matching exactly. If a form list, it will filter using all of the forms in
the form list (only items in the form list will be allowed through).">
				<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.
			
akItemToAdd: The base form add to this reference's inventory. If this is a base object,
it will add a newly-created item. If it is a reference, it will move/remove it from own
place/container to this container. If a form list, then it will add aiCount of each item
in the list. 

aiCount: How many references to add. Note that this must be one if you are passing in an
object reference. Default: 1 

abSilent: If true, no message will be printed to the screen. Default: false">
				<Param name="Form akItemToAdd" />
				<Param name="int aiCount = 1" />
				<Param name="bool abSilent = false" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddKeyIfNeeded" func="yes">
			<Overload retVal="Function" descr="Member of: ObjectReference Script

Checks this object's inventory for a key used by the parameter ObjectWithNeededKey.
If this object does not have the key, it creates it and adds it to its inventory.

ObjectWithNeededKey: The reference that is locked with a key. It will create a key
to this object and add it to the calling object if the calling object doesn't already have one.">
				<Param name="ObjectReference ObjectWithNeededKey" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddPerk" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script
 
Adds the specified Perk to this actor.

akPerk: The Perk to add to this actor.">
				<Param name="Perk akPerk" />
			</Overload>
		</KeyWord>
		<KeyWord name="AddPerkPoints" func="yes">
			<Overload retVal="Function" descr="Member of: Game Script

Adds the specified number of perk points to the player. The result is clamped at 255.
This will enable the player to choose additional perks.

aiPerkPoints: The number of perk points to add.">
				<Param name="int aiPerkPoints" />
			</Overload>
		</KeyWord>
		<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.

akShout: The Shout to add to this actor.">
				<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.
			
slotMask: The slot mask to add to 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.

akSpell: The spell to add to this actor.

abVerbose: Pass false to suppress UI messages for spells added to the player.
Spells added to NPCs never result in a UI message. Default: True">
				<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.

akFaction: The faction to which the Actor should be added.">
				<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.

abFastTravel: Whether the player can fast-travel to this marker or not. Default: False">
				<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).

asSkillName: The Skill to progress.

afMagnitude: The amount by which the skill progress will be advanced. This is in Skill
Usage amounts, so it will count towards skill progression but won't necessarily change
the Skill itself. The amount must be positive. If the new amount exceeds the skill's level
threshold, the skill will advance, and possibly level up.">
				<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).

abCanTalk: True to allow the essential actor to speak to the player during bleedout and false
to turn the behavior back to default.">
				<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).

abTalk: Whether the actor can talk to the PC or not.">
				<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.

afStrength: How &quot;strong&quot; the effect will be. 0 is no effect, 1 is full effect,
though the strength is not clamped to this range. Numbers outside this range may provide...
interesting results. Default: 1.0">
				<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.

afFadeDuration: How long the crossfade should take, in seconds. Default: 1.0">
				<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.

afX: X component of the force vector.

afY: Y component of the force vector.

afZ: Z component of the force vector.

afMagnitude: The magnitude of the force vector - how hard to hit this object.">
				<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.

afValue: The value to get the arcsine of. This value must be no greater than 1, and no less then -1.">
				<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.

afValue: The value to get the arctangent of.">
				<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.

akAshPileBase: The base object or leveled item list to use for the ash pile. If None is passed, it will
use the default ash pile base object. Default: None">
				<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>