Difference between revisions of "Papyrus Autocomplete"

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imported>MrJack
m (Fixed retval of AddSlotToMask to reflect the fact that the function returns an integer.)
imported>MrJack
(Added events and functions from SkyUI SDK (up to version 4.1), Skyrim (up to version 1.9.32.0.8) and SKSE (up to version 1.6.16), added descriptions to various functions.)
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<?xml version="1.0" encoding="Windows-1252" ?>
<?xml version="1.0" encoding="Windows-1252" ?>
<!-- Be careful of XML formatters that remove \n line endings from attributes -->
<!-- Be careful of XML formatters that remove \n line endings from attributes -->
<!--
Includes events and functions, up to the stated version, from:
Skyrim 1.9.32.0.8
SKSE 1.6.16
SkyUI SDK 4.1
Events/functions that require anything beyond Skyrim state the additional
requirements explicitly in their descriptions.
Some events/functions may be missing descriptions.
-->
<NotepadPlus>
<NotepadPlus>
<AutoComplete language="Papyrus">
<AutoComplete language="Papyrus">
<Environment ignoreCase="yes"/>
<Environment ignoreCase="yes"/>
<KeyWord name="Abs" func="yes">
<KeyWord name="Abs" func="yes">
<Overload retVal="float Function" 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.">
afValue: The value to get the absolute value of.">
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Acos" func="yes">
<KeyWord name="Acos" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="Float Function" descr="Member of: Math Script
   
   
Calculates the arccosine of the value it is given. The returned value is in degrees.
Calculates the arccosine of the value it is given. The returned value is in degrees.


afValue: The value to get the arccosine of. This value must be no greater than 1, and no less then -1.">
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>
</KeyWord>
</KeyWord>
<KeyWord name="Activate" func="yes">
<KeyWord name="Activate" func="yes">
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
<Overload retVal="Bool Function" descr="Member of: ObjectReference Script
   
   
Activates this item with the specified reference as the activator.
Activates this item with the specified reference as the activator.
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abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will
abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will
ignore the blocked flag. Default: False">
ignore the blocked flag. Default: False">
<Param name="ObjectReference akActivator" />
<Param name="ObjectReference akActivator"/>
<Param name="bool abDefaultProcessingOnly = false" />
<Param name="bool abDefaultProcessingOnly = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 43: Line 54:
<Overload retVal="Function" descr="Member of: Topic Script
<Overload retVal="Function" descr="Member of: Topic Script
   
   
Adds this topic to the player's list of known topics." />
Adds this topic to the player's list of known topics."/>
<Overload retVal="Function" descr="Member of: MusicType Script
<Overload retVal="Function" descr="Member of: MusicType Script
   
   
Line 49: Line 60:
If the music type is flagged as &quot;Plays One Selection&quot;, it will automatically be removed when it
If the music type is flagged as &quot;Plays One Selection&quot;, it will automatically be removed when it
finishes, and a call to Remove() will not be required.
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." />
Otherwise it will play until removed, or until something else is added to the music stack."/>
</KeyWord>
</KeyWord>
<KeyWord name="AddAchievement" func="yes">
<KeyWord name="AddAchievement" func="yes">
Line 57: Line 68:


aiAchievementID: The ID of the achievement/trophy to award.">
aiAchievementID: The ID of the achievement/trophy to award.">
<Param name="int aiAchievementID" />
<Param name="int aiAchievementID"/>
</Overload>
</KeyWord>
<KeyWord name="AddColorOption" func="yes">
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds an option that opens a color swatch dialog when selected.
 
Return value: The option ID.
 
text: The option text.
color: The initial color value (0xRRGGBB).
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="Int color"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddColorOptionST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a state option that opens a color swatch dialog when selected.
 
stateName: The state option name.
text: The option text.
color: The initial color value (0xRRGGBB).
flags: See SetOptionFlags.">
<Param name="String stateName"/>
<Param name="String text"/>
<Param name="Int color"/>
<Param name="Int flags = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddDependentAnimatedObjectReference"/>
<KeyWord name="AddDependentAnimatedObjectReference"/>
<KeyWord name="AddEmptyOption" func="yes">
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
Adds an empty option, which can be used for padding instead of manually re-positioning the cursor.
Return value: The option ID">
</Overload>
</KeyWord>
<KeyWord name="AddForm" func="yes">
<KeyWord name="AddForm" func="yes">
<Overload retVal="Function" descr="Member of: FormList Script
<Overload retVal="Function" descr="Member of: FormList Script
Line 67: Line 122:


apForm: Form to add to the list.">
apForm: Form to add to the list.">
<Param name="Form apForm" />
<Param name="Form apForm"/>
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledActor Script
<Overload retVal="Function" descr="Member of: LeveledActor Script
Line 76: Line 131:


auiLevel: Level to add form under.">
auiLevel: Level to add form under.">
<Param name="Form apForm" />
<Param name="Form apForm"/>
<Param name="int auiLevel" />
<Param name="int auiLevel"/>
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledItem Script
<Overload retVal="Function" descr="Member of: LeveledItem Script
Line 88: Line 143:


auiCount: Number of items to add.">
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" />
<Param name="int auiCount"/>
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: LeveledSpell Script
<Overload retVal="Function" descr="Member of: LeveledSpell Script
Line 99: Line 154:


auiLevel: Level to add form under.">
auiLevel: Level to add form under.">
<Param name="Form apForm" />
<Param name="Form apForm"/>
<Param name="int auiLevel" />
<Param name="int auiLevel"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddHavokBallAndSocketConstraint" func="yes">
<KeyWord name="AddHavokBallAndSocketConstraint" func="yes">
<Overload retVal="bool Function" descr="Member of: Game Script
<Overload retVal="Bool Function" descr="Member of: Game Script
   
   
Adds a constraint between two rigid bodies of two references.
Adds a constraint between two rigid bodies of two references.
Line 127: Line 182:


afRefBLocalOffsetZ: The offset of the constraint in the second body's space, Z. 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"/>
<Param name="ObjectReference arRefB" />
<Param name="ObjectReference arRefB"/>
<Param name="string arRefBNode" />
<Param name="string arRefBNode"/>
<Param name="float arRefALocalOffsetX" />
<Param name="float arRefALocalOffsetX"/>
<Param name="float afRefALocalOffsetY" />
<Param name="float afRefALocalOffsetY"/>
<Param name="float afRefALocalOffsetZ" />
<Param name="float afRefALocalOffsetZ"/>
<Param name="float arRefBLocalOffsetX" />
<Param name="float arRefBLocalOffsetX"/>
<Param name="float afRefBLocalOffsetY" />
<Param name="float afRefBLocalOffsetY"/>
<Param name="float afRefBLocalOffsetZ" />
<Param name="float afRefBLocalOffsetZ"/>
</Overload>
</KeyWord>
<KeyWord name="AddHeaderOption" func="yes">
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a header option to group several options together.
 
Return value: The option ID.
 
text: The header text.
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="Int flags = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
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references or base objects matching exactly. If a form list, it will filter using all of the forms in
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).">
the form list (only items in the form list will be allowed through).">
<Param name="Form akFilter" />
<Param name="Form akFilter"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 167: Line 237:


abSilent: If true, no message will be printed to the screen. Default: false">
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"/>
<Param name="bool abSilent = false" />
<Param name="bool abSilent = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 180: Line 250:
ObjectWithNeededKey: The reference that is locked with a key. It will create a key
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.">
to this object and add it to the calling object if the calling object doesn't already have one.">
<Param name="ObjectReference ObjectWithNeededKey" />
<Param name="ObjectReference ObjectWithNeededKey"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddPerk" func="yes">
<KeyWord name="AddKeyMapOption" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Adds the specified Perk to this actor.
Requires SkyUI SDK
 
Adds a key mapping option.
 
Return value: The option ID.


akPerk: The Perk to add to this actor.">
text: The option text.
<Param name="Perk akPerk" />
keyCode: The initial SKSE keycode. Will be shown as an image depicting the button.
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="Int keyCode"/>
<Param name="Int flags = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddPerkPoints" func="yes">
<KeyWord name="AddKeyMapOptionST" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a key mapping state option.
 
stateName: The state option name.
text: The option text.
keyCode: The initial SKSE keycode. Will be shown as an image depicting the button.
flags: See SetOptionFlags.">
<Param name="String stateName"/>
<Param name="String text"/>
<Param name="Int keyCode"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddMenuOption" func="yes">
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds an option that opens a menu dialog when selected.
 
Return value: The option ID.
 
text: The option text.
value: The initial displayed option value.
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="String value"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddMenuOptionST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a state option that opens a menu dialog when selected.
 
stateName: The state option name.
text: The option text.
value: The initial displayed option value.
flags: See SetOptionFlags.">
<Param name="String stateName"/>
<Param name="String text"/>
<Param name="String value"/>
<Param name="Int flags = 0"/>
</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.
Adds the specified number of perk points to the player. The result is clamped at 255.
Line 199: Line 337:


aiPerkPoints: The number of perk points to add.">
aiPerkPoints: The number of perk points to add.">
<Param name="int aiPerkPoints" />
<Param name="int aiPerkPoints"/>
</Overload>
</Overload>
</KeyWord>
</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.
Line 209: Line 347:


akShout: The Shout to add to this actor.">
akShout: The Shout to add to this actor.">
<Param name="Shout akShout" />
<Param name="Shout akShout"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddSlotToMask" func="yes">
<KeyWord name="AddSliderOption" func="yes">
<Overload retVal="int Function" descr="Member of: Armor Script
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
Requires SKSE
 
Requires SkyUI SDK
Adds the specified slot mask to the armor and returns the new slot mask for the armor.
 
Adds an option that opens a slider dialog when selected.
slotMask: The slot mask to add to the armor.">
 
<Param name="int slotMask" />
Return value: The option ID.
 
text: The option text.
value: The initial value of the slider.
formatString: If a non-empty format string is passed, it will be used to format the value instead of just displaying a raw number. {N} in the format string is substited for the value rounded to N decimal places.
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="Float value"/>
<Param name="String formatString = &quot;{0}&quot;"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddSliderOptionST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a state option that opens a slider dialog when selected.
 
stateName: The state option name.
text: The option text.
value: The initial value of the slider.
formatString: If a non-empty format string is passed, it will be used to format the value instead of just displaying a raw number. {N} in the format string is substited for the value rounded to N decimal places.
flags: See SetOptionFlags.">
<Param name="String stateName"/>
<Param name="String text"/>
<Param name="Float value"/>
<Param name="String formatString = &quot;{0}&quot;"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddSlotToMask" func="yes">
<Overload retVal="Int 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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddSpell" func="yes">
<KeyWord name="AddSpell" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
<Overload retVal="Bool Function" descr="Member of: Actor Script
   
   
Adds the specified spell to this actor.
Adds the specified spell to this actor.
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abVerbose: Pass false to suppress UI messages for spells added to the player.
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">
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"/>
</Overload>
</KeyWord>
<KeyWord name="AddTextOption" func="yes">
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a generic text/value option.
 
Return value: The option ID.
 
text: The option text.
value: The option value.
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="String value"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddTextOptionST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a generic text/value state option.
 
stateName: The state option name.
text: The option text.
value: The option value.
flags: See SetOptionFlags.">
<Param name="String stateName"/>
<Param name="String text"/>
<Param name="String value"/>
<Param name="Int flags = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 242: Line 452:


akFaction: The faction to which the Actor should be added.">
akFaction: The faction to which the Actor should be added.">
<Param name="Faction akFaction" />
<Param name="Faction akFaction"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="AddToMap" func="yes">
<KeyWord name="AddToggleOption" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Adds this reference (which must be a map marker) to the player's map, optionally making it available for
Requires SkyUI SDK
fast-travel.
 
Adds a check box option that can be toggled on and off.
 
Return value: The option ID.


abFastTravel: Whether the player can fast-travel to this marker or not. Default: False">
text: The option text.
<Param name="bool abFastTravel = false" />
checked: The initial state of the check box.
flags: See SetOptionFlags.">
<Param name="String text"/>
<Param name="Bool checked"/>
<Param name="Int flags = 0"/>
</Overload>
</KeyWord>
<KeyWord name="AddToggleOptionST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Adds a check box state option that can be toggled on and off.
 
stateName: The state option name.
text: The option text.
checked: The initial state of the check box.
flags: See SetOptionFlags.">
<Param name="String stateName"/>
<Param name="String text"/>
<Param name="Bool checked"/>
<Param name="Int flags = 0"/>
</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>
</Overload>
</KeyWord>
</KeyWord>
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the Skill itself. The amount must be positive. If the new amount exceeds the skill's level
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.">
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"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 278: Line 522:
abCanTalk: True to allow the essential actor to speak to the player during bleedout and false
abCanTalk: True to allow the essential actor to speak to the player during bleedout and false
to turn the behavior back to default.">
to turn the behavior back to default.">
<Param name="bool abCanTalk" />
<Param name="bool abCanTalk"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 287: Line 531:


abTalk: Whether the actor can talk to the PC or not.">
abTalk: Whether the actor can talk to the PC or not.">
<Param name="bool abTalk" />
<Param name="bool abTalk"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 299: Line 543:
though the strength is not clamped to this range. Numbers outside this range may provide...
though the strength is not clamped to this range. Numbers outside this range may provide...
interesting results. Default: 1.0">
interesting results. Default: 1.0">
<Param name="float afStrength = 1.0" />
<Param name="float afStrength = 1.0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 309: Line 553:


afFadeDuration: How long the crossfade should take, in seconds. Default: 1.0">
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>
</KeyWord>
</KeyWord>
Line 324: Line 568:


afMagnitude: The magnitude of the force vector - how hard to hit this object.">
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"/>
<Param name="float afZ" />
<Param name="float afZ"/>
<Param name="float afMagnitude" />
<Param name="float afMagnitude"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 334: Line 578:
<KeyWord name="AsChar"/>
<KeyWord name="AsChar"/>
<KeyWord name="Asin" func="yes">
<KeyWord name="Asin" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="Float Function" descr="Member of: Math Script
   
   
Calculates the arcsine of the value it is given. The returned value is in degrees.
Calculates the arcsine of the value it is given. The returned value is in degrees.


afValue: The value to get the arcsine of. This value must be no greater than 1, and no less then -1.">
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>
</KeyWord>
</KeyWord>
Line 345: Line 589:
<KeyWord name="AssociationType"/>
<KeyWord name="AssociationType"/>
<KeyWord name="Atan" func="yes">
<KeyWord name="Atan" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="Float Function" descr="Member of: Math Script
   
   
Calculates the arctangent of the value it is given. The returned value is in degrees.
Calculates the arctangent of the value it is given. The returned value is in degrees.


afValue: The value to get the arctangent of.">
afValue: The value to get the arctangent of.">
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 362: Line 606:
akAshPileBase: The base object or leveled item list to use for the ash pile. If None is passed, it will
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">
use the default ash pile base object. Default: None">
<Param name="Form akAshPileBase" />
<Param name="Form akAshPileBase"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 382: Line 626:
Calculates the reference's encounter level, based on the player's level, the area's level, and the
Calculates the reference's encounter level, based on the player's level, the area's level, and the
passed-in difficulty.">
passed-in difficulty.">
<Param name="int aiDifficulty = 4" />
<Param name="int aiDifficulty = 4"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="CalculateFavorCost" func="yes">
<KeyWord name="CalculateFavorCost" func="yes">
<Overload retVal="int Function" descr="Member of: Game Script
<Overload retVal="Int Function" descr="Member of: Game Script
   
   
Calculates how many favor points the player would have to spend to pay for a favor with the specified price.">
Calculates how many favor points the player would have to spend to pay for a favor with the specified price.">
<Param name="int aiFavorPrice" />
<Param name="int aiFavorPrice"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="CanFastTravelToMarker" func="yes">
<KeyWord name="CanFastTravelToMarker" func="yes">
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
<Overload retVal="Bool Function" descr="Member of: ObjectReference Script
   
   
Checks if the player can fast travel to this map marker." />
Checks if the player can fast travel to this map marker."/>
</KeyWord>
<KeyWord name="CanFlyHere" func="yes">
<Overload retVal="Bool Function" descr="Member of: Actor Script
Can this actor fly here?"/>
</KeyWord>
</KeyWord>
<KeyWord name="CanFlyHere" func="yes"/>
<KeyWord name="CanPayCrimeGold" func="yes">
<KeyWord name="CanPayCrimeGold" func="yes">
<Overload retVal="bool Function" descr="Member of: Faction Script
<Overload retVal="Bool Function" descr="Member of: Faction Script
   
   
Checks to see if the player can pay the crime gold for this faction." />
Checks to see if the player can pay the crime gold for this faction."/>
</KeyWord>
</KeyWord>
<KeyWord name="CaptureFrameRate"/>
<KeyWord name="CaptureFrameRate"/>
Line 408: Line 656:
   
   
Casts this spell from the specified object reference, optionally toward a target object reference.">
Casts this spell from the specified object reference, optionally toward a target object reference.">
<Param name="ObjectReference akSource" />
<Param name="ObjectReference akSource"/>
<Param name="ObjectReference akTarget = None" />
<Param name="ObjectReference akTarget = None"/>
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: Scroll Script
<Overload retVal="Function" descr="Member of: Scroll Script
   
   
Casts this scroll from the specified object reference, optionally toward a target object reference.">
Casts this scroll from the specified object reference, optionally toward a target object reference.">
<Param name="ObjectReference akSource" />
<Param name="ObjectReference akSource"/>
<Param name="ObjectReference akTarget = None" />
<Param name="ObjectReference akTarget = None"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Ceiling" func="yes">
<KeyWord name="Ceiling" func="yes">
<Overload retVal="int Function" descr="Member of: Math Script
<Overload retVal="Int Function" descr="Member of: Math Script
   
   
Calculates the smallest integer greater than or equal to the passed in value.">
Calculates the smallest integer greater than or equal to the passed in value.">
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Cell" func="yes">
<KeyWord name="Cell" func="yes">
<Overload retVal="int Function" descr="Member of: Math Script
<Overload retVal="Int Function" descr="Member of: Math Script
   
   
Calculates the smallest integer greater than or equal to the passed in value.">
Calculates the smallest integer greater than or equal to the passed in value.">
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 436: Line 684:
   
   
Teleports the player to the specified cell. (Same as the CenterOnCell console command)">
Teleports the player to the specified cell. (Same as the CenterOnCell console command)">
<Param name="string asCellName" />
<Param name="string asCellName"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 443: Line 691:
   
   
Teleports the player to the specified cell and does not return until they arrive.">
Teleports the player to the specified cell and does not return until they arrive.">
<Param name="string asCellName" />
<Param name="string asCellName"/>
</Overload>
</KeyWord>
<KeyWord name="ChangeHeadPart" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
 
Requires SKSE
 
Adds a headpart, if the type exists it will replace, must not be misc type.
 
hpart: The head part to change to.">
<Param name="HeadPart hpart"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 450: Line 709:
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
   
   
Clears any reference out of this alias. Will error if this alias is not optional." />
Clears any reference out of this alias. Will error if this alias is not optional."/>
<Overload retVal="Function" descr="Member of: LocationAlias Script
<Overload retVal="Function" descr="Member of: LocationAlias Script
   
   
Line 458: Line 717:
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
   
   
Clears this actor's arrested state." />
Clears this actor's arrested state."/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearDestruction" func="yes">
<KeyWord name="ClearDestruction" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
   
   
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events." />
Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events."/>
</KeyWord>
<KeyWord name="ClearExpressionOverride" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
Clears any expression override on this actor, letting the dialogue, AI, and other systems
manage this actor's expression again."/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearExpressionOverride" func="yes"/>
<KeyWord name="ClearExtraArrows" func="yes">
<KeyWord name="ClearExtraArrows" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
   
   
Clear any extra arrow 3D from an actor that occurred from being shot with arrows." />
Clear any extra arrow 3D from an actor that occurred from being shot with arrows."/>
</KeyWord>
<KeyWord name="ClearForcedLandingMarker" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
Clears an actor's obligation (set by SetForcedLandingMarker) to use a
particular marker when this actor has to land. Just an alternate way of
setting the forced landing marker to None."/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearForcedLandingMarker" func="yes"/>
<KeyWord name="ClearForcedMovement"/>
<KeyWord name="ClearForcedMovement"/>
<KeyWord name="ClearKeepOffsetFromActor" func="yes">
<KeyWord name="ClearKeepOffsetFromActor" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
   
   
Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)" />
Clears any 'keep offset' from the actor. (They'll no longer try to stay a certain distance from another actor)"/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearLookAt" func="yes">
<KeyWord name="ClearLookAt" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
   
   
Clears this actor's script-forced look-at target." />
Clears this actor's script-forced look-at target."/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearPrison" func="yes">
<KeyWord name="ClearPrison" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
   
   
Clears all prison variables on the player character so the game will know he is out of prison." />
Clears all prison variables on the player character so the game will know he is out of prison."/>
</KeyWord>
</KeyWord>
<KeyWord name="ClearRaceFlag"/>
<KeyWord name="ClearRaceFlag">
<KeyWord name="ClearTempEffects" func="yes">
<Overload retVal="Function" descr="Member of: Race Script
<Overload retVal="Function" descr="Member of: Game Script
 
Requires SKSE
 
Clears the specified race flag.
 
n: The Nth Race Flag">
<Param name="Int n"/>
</Overload>
</KeyWord>
<KeyWord name="ClearTempEffects" func="yes">
<Overload retVal="Function" descr="Member of: Game Script
   
   
Clears all temp effects (such as terrain effects) in the game." />
Clears all temp effects (such as terrain effects) in the game."/>
</KeyWord>
</KeyWord>
<KeyWord name="CloseUserLog" func="yes">
<KeyWord name="CloseUserLog" func="yes">
Line 499: Line 779:
Closes the specified user log. If the log isn't open, it doesn't do anything.
Closes the specified user log. If the log isn't open, it doesn't do anything.
A subsequent call to OpenUserLog will cycle the logs on disk (so log 0 becomes 1, 1 becomes 2, etc).">
A subsequent call to OpenUserLog will cycle the logs on disk (so log 0 becomes 1, 1 becomes 2, etc).">
<Param name="string asLogName" />
<Param name="string asLogName"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 505: Line 785:
<Overload retVal="Function" descr="Member of: Quest Script
<Overload retVal="Function" descr="Member of: Quest Script
   
   
Flags all objectives on this quest as complete." />
Flags all objectives on this quest as complete."/>
</KeyWord>
</KeyWord>
<KeyWord name="CompleteQuest" func="yes">
<KeyWord name="CompleteQuest" func="yes">
<Overload retVal="Function" descr="Member of: Quest Script
<Overload retVal="Function" descr="Member of: Quest Script
   
   
Flags this quest as completed." />
Flags this quest as completed."/>
</KeyWord>
</KeyWord>
<KeyWord name="Conditional"/>
<KeyWord name="Conditional"/>
<KeyWord name="Cos" func="yes">
<KeyWord name="Cos" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="Float Function" descr="Member of: Math Script
   
   
Calculates the cosine of the value (in degrees) it is given.">
Calculates the cosine of the value (in degrees) it is given.">
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 524: Line 804:
   
   
Creates a detection event at this object's location.">
Creates a detection event at this object's location.">
<Param name="Actor akOwner" />
<Param name="Actor akOwner"/>
<Param name="int aiSoundLevel = 0" />
<Param name="int aiSoundLevel = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 532: Line 812:
   
   
Applies damage to the specified actor value on this actor.">
Applies damage to the specified actor value on this actor.">
<Param name="string asValueName" />
<Param name="string asValueName"/>
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 540: Line 820:
   
   
Applies damage to the specified actor value on this actor.">
Applies damage to the specified actor value on this actor.">
<Param name="string asValueName" />
<Param name="string asValueName"/>
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 548: Line 828:
   
   
Damages this object, which may fire off OnDestructionStageChanged events.">
Damages this object, which may fire off OnDestructionStageChanged events.">
<Param name="float afDamage" />
<Param name="float afDamage"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 555: Line 835:
<KeyWord name="DebugChannelNotify"/>
<KeyWord name="DebugChannelNotify"/>
<KeyWord name="DegreesToRadians" func="yes">
<KeyWord name="DegreesToRadians" func="yes">
<Overload retVal="float Function" descr="Member of: Math Script
<Overload retVal="Float Function" descr="Member of: Math Script
   
   
Converts from degrees to radians.">
Converts from degrees to radians.">
<Param name="float afDegrees" />
<Param name="float afDegrees"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 574: Line 854:
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
   
   
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it." />
Waits for this reference to lose its parent cell, or for its parent cell to become detached, then deletes it."/>
</KeyWord>
</KeyWord>
<KeyWord name="Disable" func="yes">
<KeyWord name="Disable" func="yes">
Line 581: Line 861:
Disables this reference, fading it out of necessary.
Disables this reference, fading it out of necessary.
This function is latent and will wait for the fade out and/or disable to happen.">
This function is latent and will wait for the fade out and/or disable to happen.">
<Param name="bool abFadeOut = false" />
<Param name="bool abFadeOut = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="DisableLinkChain" func="yes"/>
<KeyWord name="DisableLinkChain" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
 
This function disables all the linked refs, linked in a chain, from this reference."/>
</KeyWord>
<KeyWord name="DisableNoWait" func="yes">
<KeyWord name="DisableNoWait" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
Line 590: Line 874:
Disables this reference, fading it out of necessary.
Disables this reference, fading it out of necessary.
This function will not wait for the fade or the disable to happen before returning.">
This function will not wait for the fade or the disable to happen before returning.">
<Param name="bool abFadeOut = false" />
<Param name="bool abFadeOut = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 597: Line 881:
   
   
Selectively disables the player's controls.">
Selectively disables the player's controls.">
<Param name="bool abMovement = true" />
<Param name="bool abMovement = true"/>
<Param name="bool abFighting = true" />
<Param name="bool abFighting = true"/>
<Param name="bool abCamSwitch = false" />
<Param name="bool abCamSwitch = false"/>
<Param name="bool abLooking = false" />
<Param name="bool abLooking = false"/>
<Param name="bool abSneaking = false" />
<Param name="bool abSneaking = false"/>
<Param name="bool abMenu = true" />
<Param name="bool abMenu = true"/>
<Param name="bool abActivate = true" />
<Param name="bool abActivate = true"/>
<Param name="bool abJournalTabs = false" />
<Param name="bool abJournalTabs = false"/>
<Param name="int aiDisablePOVType = 0" />
<Param name="int aiDisablePOVType = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Dismount" func="yes"/>
<KeyWord name="Dismount" func="yes">
<Overload retVal="Bool Function" descr="Member of: Actor Script
Forces the actor to dismount."/>
</KeyWord>
<KeyWord name="Dispel" func="yes">
<KeyWord name="Dispel" func="yes">
<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script
<Overload retVal="Function" descr="Member of: ActiveMagicEffect Script
   
   
Will dispel this active magic effect." />
Will dispel this active magic effect."/>
</KeyWord>
</KeyWord>
<KeyWord name="DispelAllSpells" func="yes">
<KeyWord name="DispelAllSpells" func="yes">
Line 618: Line 906:
   
   
Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or
Will dispel all spells affecting this actor with the exception of Abilities, Diseases, worn or
constant effect enchantments, or addictions." />
constant effect enchantments, or addictions."/>
</KeyWord>
</KeyWord>
<KeyWord name="DispelSpell" func="yes">
<KeyWord name="DispelSpell" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
<Overload retVal="Bool Function" descr="Member of: Actor Script
   
   
Will dispel all magic effects from this actor that came from the given spell.">
Will dispel all magic effects from this actor that came from the given spell.">
<Param name="Spell akSpell" />
<Param name="Spell akSpell"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 633: Line 921:
Use this instead of AddSpell to apply a spell in combat so that die rolls and other appropriate events can
Use this instead of AddSpell to apply a spell in combat so that die rolls and other appropriate events can
occur (such as applying a disease through a spell).">
occur (such as applying a disease through a spell).">
<Param name="Spell akSpell" />
<Param name="Spell akSpell"/>
<Param name="ObjectReference akTarget" />
<Param name="ObjectReference akTarget"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="DrawWeapon" func="yes"/>
<KeyWord name="DrawWeapon" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
Forces this actor to draw his weapon."/>
</KeyWord>
<KeyWord name="DropObject" func="yes">
<KeyWord name="DropObject" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: ObjectReference Script
<Overload retVal="ObjectReference Function" descr="Member of: ObjectReference Script
   
   
Drops the specified object from this object's inventory.">
Drops the specified object from this object's inventory.">
<Param name="Form akObject" />
<Param name="Form akObject"/>
<Param name="int aiCount = 1" />
<Param name="int aiCount = 1"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 651: Line 943:
Dumps all alias fill information on the specified quest to the alias dump file.
Dumps all alias fill information on the specified quest to the alias dump file.
The dump files are stored in &quot;&lt;game folder&gt;/Logs/Script/AliasDump&quot;.">
The dump files are stored in &quot;&lt;game folder&gt;/Logs/Script/AliasDump&quot;.">
<Param name="Quest akQuest" />
<Param name="Quest akQuest"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 662: Line 954:
Enables this reference, popping it into existance.
Enables this reference, popping it into existance.
This function is latent and will wait for the enable to happen.">
This function is latent and will wait for the enable to happen.">
<Param name="bool abFadeIn = false" />
<Param name="bool abFadeIn = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 669: Line 961:
   
   
Enables or disables this actor's AI.">
Enables or disables this actor's AI.">
<Param name="bool abEnable = true" />
<Param name="bool abEnable = true"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 676: Line 968:
   
   
Enables or disables the player's ability to fast travel.">
Enables or disables the player's ability to fast travel.">
<Param name="abEnable = true" />
<Param name="abEnable = true"/>
</Overload>
</Overload>
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
   
   
Enables or disables fast travel to this reference (which must be a map marker).">
Enables or disables fast travel to this reference (which must be a map marker).">
<Param name="bool abEnable = true" />
<Param name="bool abEnable = true"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="EnableLinkChain" func="yes"/>
<KeyWord name="EnableLinkChain" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
This function enables all the linked refs, linked in a chain, from this reference."/>
</KeyWord>
<KeyWord name="EnableNoWait" func="yes">
<KeyWord name="EnableNoWait" func="yes">
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
Line 690: Line 986:
Enables this reference, popping it into existence.
Enables this reference, popping it into existence.
This function will return immediately and not wait for the object to be enabled or faded in.">
This function will return immediately and not wait for the object to be enabled or faded in.">
<Param name="bool abFadeIn = false" />
<Param name="bool abFadeIn = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 697: Line 993:
   
   
Selectively enables the player's controls.">
Selectively enables the player's controls.">
<Param name="bool abMovement = true" />
<Param name="bool abMovement = true"/>
<Param name="bool abFighting = true" />
<Param name="bool abFighting = true"/>
<Param name="bool abCamSwitch = true" />
<Param name="bool abCamSwitch = true"/>
<Param name="bool abLooking = true" />
<Param name="bool abLooking = true"/>
<Param name="bool abSneaking = true" />
<Param name="bool abSneaking = true"/>
<Param name="bool abMenu = true" />
<Param name="bool abMenu = true"/>
<Param name="bool abActivate = true" />
<Param name="bool abActivate = true"/>
<Param name="bool abJournalTabs = true" />
<Param name="bool abJournalTabs = true"/>
<Param name="int aiDisablePOVType = 0" />
<Param name="int aiDisablePOVType = 0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 720: Line 1,016:
   
   
Forces this actor to equip the specified item, preventing removal if requested.">
Forces this actor to equip the specified item, preventing removal if requested.">
<Param name="Form akItem" />
<Param name="Form akItem"/>
<Param name="bool abPreventRemoval = false" />
<Param name="bool abPreventRemoval = false"/>
<Param name="bool abSilent = false" />
<Param name="bool abSilent = false"/>
</Overload>
</KeyWord>
<KeyWord name="EquipItemEx" func="yes">
<Overload retVal="Function" descr="Member of: Actor Script
 
Requires SKSE
 
Forces this actor to equip the specified item at the specified slot.
 
item: The Form of the item to equip.
equipSlot: The slot you wish to equip the item to.
Default Slot = 0
Right Hand Slot = 1
Left Hand Slot = 2
preventUnequip: If true, will prevent unequipping of the item for the actor.
equipSound: If true, no sound will be played on the equip.">
<Param name="Form item"/>
<Param name="Int equipSlot = 0"/>
<Param name="Bool preventUnequip = False"/>
<Param name="Bool equipSound = True"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 729: Line 1,045:
   
   
Forces this actor to equip the specified shout.">
Forces this actor to equip the specified shout.">
<Param name="Shout akShout" />
<Param name="Shout akShout"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 736: Line 1,052:
   
   
Forces the actor to equip the specified spell in the specified source.">
Forces the actor to equip the specified spell in the specified source.">
<Param name="Spell akSpell" />
<Param name="Spell akSpell"/>
<Param name="int aiSource" />
<Param name="int aiSource"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 743: Line 1,059:
<Overload retVal="Function" descr="Member of: Actor Script
<Overload retVal="Function" descr="Member of: Actor Script
   
   
Forces this actor's AI to re-evaluate its package stack." />
Forces this actor's AI to re-evaluate its package stack."/>
</KeyWord>
</KeyWord>
<KeyWord name="Event"/>
<KeyWord name="Event"/>
Line 753: Line 1,069:
   
   
FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.">
FadeOutGame uses the in-game Fader menu to fade the game to black, or vice versa.">
<Param name="bool abFadingOut" />
<Param name="bool abFadingOut"/>
<Param name="bool abBlackFade" />
<Param name="bool abBlackFade"/>
<Param name="float afSecsBeforeFade" />
<Param name="float afSecsBeforeFade"/>
<Param name="float afFadeDuration" />
<Param name="float afFadeDuration"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 762: Line 1,078:
<Overload retVal="Function" descr="Member of: Quest Script
<Overload retVal="Function" descr="Member of: Quest Script
   
   
Flags all objectives on this quest as failed." />
Flags all objectives on this quest as failed."/>
</KeyWord>
</KeyWord>
<KeyWord name="False"/>
<KeyWord name="False"/>
Line 769: Line 1,085:
   
   
Fast-travels the player to the specified ObjectReference's location." >
Fast-travels the player to the specified ObjectReference's location." >
<Param name="ObjectReference akDestination" />
<Param name="ObjectReference akDestination"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Find"/>
<KeyWord name="Find" func="yes">
<KeyWord name="FindClosestActor" func="yes">
<Overload retVal="Int Function" descr="Member of: FormList Script
<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds the specified form in the form list and returns its index or returns -1 if it's not a member.
Finds the closest actor within a given radius of a location.">
 
<Param name="float afX" />
apForm: The form whose index is to be returned.">
<Param name="float afY" />
<Param name="Form apForm"/>
<Param name="float afZ" />
<Param name="float afRadius" />
</Overload>
</Overload>
</KeyWord>
<Overload retVal="Int Function" descr="Member of: StringUtil Script
<KeyWord name="FindClosestActorFromRef" func="yes"/>
 
Requires SKSE
 
Returns the index of the first occurence of specified phrase inside given string, optionally starting on selected position.
 
str: The string in which to search.
toFind: The string to looking for.
startIndex: An optional index at which the function should start looking.">
<Param name="String str"/>
<Param name="String toFind"/>
<Param name="Int startIndex = 0"/>
</Overload>
</KeyWord>
<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">
<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds the closest actor within a given radius of a reference.
 
arCenter: The reference to search around.
afRadius: Maximum distance from center to look for an actor.">
<Param name="ObjectReference arCenter"/>
<Param name="Float afRadius"/>
</Overload>
</KeyWord>
<KeyWord name="FindClosestReferenceOfAnyTypeInList" func="yes">
<KeyWord name="FindClosestReferenceOfAnyTypeInList" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
   
   
Finds the closest reference of any of the types in the list from the given location and within the given radius.">
Finds the closest reference of any of the types in the list from the given location and within the given radius.">
<Param name="FormList arBaseObjectsA" />
<Param name="FormList arBaseObjectsA"/>
<Param name="float afX" />
<Param name="float afX"/>
<Param name="float afY" />
<Param name="float afY"/>
<Param name="float afZ" />
<Param name="float afZ"/>
<Param name="float afRadius" />
<Param name="float afRadius"/>
</Overload>
</KeyWord>
<KeyWord name="FindClosestReferenceOfAnyTypeInListFromRef" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
 
Finds the closest reference of any of the types in the list around the target reference and within the given radius.
 
arBaseObjectsA: The list of valid base objects to look for.
arCenter: The reference to use as the center point of the search.
afRadius: Maximum distance from center to look for a reference.">
<Param name="FormList arBaseObjects"/>
<Param name="ObjectReference arCenter"/>
<Param name="Float afRadius"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindClosestReferenceOfAnyTypeInListFromRef" func="yes"/>
<KeyWord name="FindClosestReferenceOfType" func="yes">
<KeyWord name="FindClosestReferenceOfType" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
   
   
Finds the closest reference of the given type from the given location and within the given radius.">
Finds the closest reference of the given type from the given location and within the given radius.">
<Param name="Form arBaseObject" />
<Param name="Form arBaseObject"/>
<Param name="float afX" />
<Param name="float afX"/>
<Param name="float afY" />
<Param name="float afY"/>
<Param name="float afZ" />
<Param name="float afZ"/>
<Param name="float afRadius" />
<Param name="float afRadius"/>
</Overload>
</KeyWord>
<KeyWord name="FindClosestReferenceOfTypeFromRef" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of:  Script
 
Finds the closest reference of the given type from the location of the target reference and within the given radius.
 
arBaseObject: The type of base object to look for.
arCenter: Reference to use as a center to search from.
afRadius: Maximum distance from center to look for a reference.">
<Param name="Form arBaseObject"/>
<Param name="ObjectReference arCenter"/>
<Param name="Float afRadius"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindClosestReferenceOfTypeFromRef" func="yes"/>
<KeyWord name="FindRandomActor" func="yes">
<KeyWord name="FindRandomActor" func="yes">
<Overload retVal="Actor Function" descr="Member of: Game Script
<Overload retVal="Actor Function" descr="Member of: Game Script
   
   
Finds a random actor within a given radius of a location.">
Finds a random actor within a given radius of a location.">
<Param name="float afX" />
<Param name="float afX"/>
<Param name="float afY" />
<Param name="float afY"/>
<Param name="float afZ" />
<Param name="float afZ"/>
<Param name="float afRadius" />
<Param name="float afRadius"/>
</Overload>
</KeyWord>
<KeyWord name="FindRandomActorFromRef" func="yes">
<Overload retVal="Actor Function" descr="Member of: Game Script
 
Finds a random actor within a given radius of a location.
 
afX: center of the search, X component.
afY: center of the search, Y component.
afZ: center of the search, Z component.
afRadius: Maximum distance from center to look for an actor.">
<Param name="Float afX"/>
<Param name="Float afY"/>
<Param name="Float afZ"/>
<Param name="Float afRadius"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindRandomActorFromRef" func="yes"/>
<KeyWord name="FindRandomReferenceOfAnyTypeInList" func="yes">
<KeyWord name="FindRandomReferenceOfAnyTypeInList" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
   
   
Finds a random reference of any of the types in the list from the given location and within the given radius.">
Finds a random reference of any of the types in the list from the given location and within the given radius.">
<Param name="FormList arBaseObjectsA" />
<Param name="FormList arBaseObjectsA"/>
<Param name="float afX" />
<Param name="float afX"/>
<Param name="float afY" />
<Param name="float afY"/>
<Param name="float afZ" />
<Param name="float afZ"/>
<Param name="float afRadius" />
<Param name="float afRadius"/>
</Overload>
</KeyWord>
<KeyWord name="FindRandomReferenceOfAnyTypeInListFromRef" func="yes">
<Overload retVal="ObjectReference" descr="Member of: Game Script
 
Finds a random reference of any of the types in the list from the given reference location and within the given radius.
 
arBaseObjectsA: The list of valid base objects to look for.
arCenter: The reference to use as a center of the search.
afRadius: Maximum distance from center to look for a reference. The unit of this parameter is comparatively much shorter than the radius of a cloak spell or the feet parameter given to &quot;target actor&quot; and &quot;target location&quot; spells. Try starting with a value of 400.">
<Param name="FormList arBaseObjects"/>
<Param name="ObjectReference arCenter"/>
<Param name="Float afRadius"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindRandomReferenceOfAnyTypeInListFromRef" func="yes"/>
<KeyWord name="FindRandomReferenceOfType" func="yes">
<KeyWord name="FindRandomReferenceOfType" func="yes">
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
<Overload retVal="ObjectReference Function" descr="Member of: Game Script
   
   
Finds a random reference of the given type from the given location and within the given radius.">
Finds a random reference of the given type from the given location and within the given radius.">
<Param name="Form arBaseOBject" />
<Param name="Form arBaseOBject"/>
<Param name="float afX" />
<Param name="float afX"/>
<Param name="float afY" />
<Param name="float afY"/>
<Param name="float afZ" />
<Param name="float afZ"/>
<Param name="float afRadius" />
<Param name="float afRadius"/>
</Overload>
</KeyWord>
<KeyWord name="FindRandomReferenceOfTypeFromRef" func="yes">
<Overload retVal="" descr="Member of: Game Script
 
Finds a random reference of the given type from the center of the target reference and within the given radius.
 
arBaseObject: The type of base object to look for.
arCenter: The reference to use as the center of the search.
afRadius: Maximum distance from center to look for a reference.">
<Param name="Form arBaseObject"/>
<Param name="ObjectReference arCenter"/>
<Param name="Float afRadius"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="FindRandomReferenceOfTypeFromRef" func="yes"/>
<KeyWord name="FindWeather" func="yes">
<KeyWord name="FindWeather" func="yes">
<Overload retVal="Weather Function" descr="Member of: Weather Script
<Overload retVal="Weather Function" descr="Member of: Weather Script
   
   
Finds a weather of the given type for the currently occupied region (if applicable) or climate.">
Finds a weather of the given type for the currently occupied region (if applicable) or climate.">
<Param name="int auiType" />
<Param name="int auiType"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 854: Line 1,263:
   
   
Fires the weapon from the the specified object reference, using the specified ammo.">
Fires the weapon from the the specified object reference, using the specified ammo.">
<Param name="ObjectReference akSource" />
<Param name="ObjectReference akSource"/>
<Param name="Ammo akAmmo = None" />
<Param name="Ammo akAmmo = None"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Float"/>
<KeyWord name="Float"/>
<KeyWord name="Floor" func="yes">
<KeyWord name="Floor" func="yes">
<Overload retVal="int Function" descr="Member of: Math Script
<Overload retVal="Int Function" descr="Member of: Math Script
   
   
Calculates the largest integer less than or equal to the passed in value.">
Calculates the largest integer less than or equal to the passed in value.">
<Param name="float afValue" />
<Param name="float afValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 872: Line 1,281:
Weather will become fully transitioned immediately.
Weather will become fully transitioned immediately.
To have the weather transition in normally, use SetActive instead.">
To have the weather transition in normally, use SetActive instead.">
<Param name="bool abOverride = false" />
<Param name="bool abOverride = false"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 879: Line 1,288:
   
   
Forces the specified actor value to the passed-in value.">
Forces the specified actor value to the passed-in value.">
<Param name="string asValueName" />
<Param name="string asValueName"/>
<Param name="float afNewValue" />
<Param name="float afNewValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 886: Line 1,295:
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
   
   
Forcibly adds the reference's ragdoll to the world" />
Forcibly adds the reference's ragdoll to the world"/>
</KeyWord>
</KeyWord>
<KeyWord name="ForceAV" func="yes">
<KeyWord name="ForceAV" func="yes">
Line 892: Line 1,301:
   
   
Forces the specified actor value to the passed-in value.">
Forces the specified actor value to the passed-in value.">
<Param name="string asValueName" />
<Param name="string asValueName"/>
<Param name="float afNewValue" />
<Param name="float afNewValue"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 899: Line 1,308:
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
   
   
Force the player to go in to 1st person camera mode." />
Force the player to go in to 1st person camera mode."/>
</KeyWord>
</KeyWord>
<KeyWord name="ForceLocationTo" func="yes">
<KeyWord name="ForceLocationTo" func="yes">
Line 905: Line 1,314:
   
   
Forces this alias to use the specified Location.">
Forces this alias to use the specified Location.">
<Param name="Location akNewLocation" />
<Param name="Location akNewLocation"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 914: Line 1,323:
<KeyWord name="ForceMovementSpeed"/>
<KeyWord name="ForceMovementSpeed"/>
<KeyWord name="ForceMovementSpeedRamp"/>
<KeyWord name="ForceMovementSpeedRamp"/>
<KeyWord name="ForceRefIfEmpty" func="yes"/>
<KeyWord name="ForcePageReset" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Forces OnPageReset to be executed again after the current event has completed.">
</Overload>
</KeyWord>
<KeyWord name="ForceRefIfEmpty" func="yes">
<Overload retVal="Bool Function" descr="Member of: ReferenceAlias Script
 
Forces this alias to use the specified reference, but only if the alias is currently empty.
 
akNewRef: The ObjectReference to tell this alias to use, if empty.">
<Param name="ObjectReference akNewRef"/>
</Overload>
</KeyWord>
<KeyWord name="ForceRefTo" func="yes">
<KeyWord name="ForceRefTo" func="yes">
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
<Overload retVal="Function" descr="Member of: ReferenceAlias Script
   
   
Forces this alias to use the specified reference.">
Forces this alias to use the specified reference.">
<Param name="ObjectReference akNewRef" />
<Param name="ObjectReference akNewRef"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
Line 925: Line 1,350:
<Overload retVal="Function" descr="Member of: ObjectReference Script
<Overload retVal="Function" descr="Member of: ObjectReference Script
   
   
Forcibly removes the reference's ragdoll from the world" />
Forcibly removes the reference's ragdoll from the world"/>
</KeyWord>
</KeyWord>
<KeyWord name="ForceStart" func="yes">
<KeyWord name="ForceStart" func="yes">
<Overload retVal="Function" descr="Member of: Scene Script
<Overload retVal="Function" descr="Member of: Scene Script
   
   
Starts the scene and force stops all scene currently running on any actors in this scene." />
Starts the scene and force stops all scene currently running on any actors in this scene."/>
</KeyWord>
</KeyWord>
<KeyWord name="ForceTargetAngle"/>
<KeyWord name="ForceTargetAngle"/>
Line 938: Line 1,363:
<Overload retVal="Function" descr="Member of: Game Script
<Overload retVal="Function" descr="Member of: Game Script
   
   
Force the player to go in to 3rd person camera mode." />
Force the player to go in to 3rd person camera mode."/>
</KeyWord>
</KeyWord>
<KeyWord name="Form"/>
<KeyWord name="Form"/>
<KeyWord name="Function"/>
<KeyWord name="Function"/>
<KeyWord name="Game"/>
<KeyWord name="Game"/>
<KeyWord name="GameTimeToString"/>
<KeyWord name="GameTimeToString" func="yes">
<Overload retVal="String Function" descr="Member of: Utility Script
 
Converts the passed-in game time (in game days passed) to a string detailing the date and time it represents. The resulting format is: &quot;MM/DD/YYYY HH:MM&quot; and uses a 24-hour clock.
 
afGameTime: The game time to convert to a string - in game days passed.
 
Return value: A string representing the date and time that the game time represents.">
<Param name="Float afGameTime"/>
</Overload>
</KeyWord>
<KeyWord name="Get"/>
<KeyWord name="Get"/>
<KeyWord name="GetActorBase"/>
<KeyWord name="GetActorBase" func="yes">
<KeyWord name="GetActorOwner"/>
<Overload retVal="ActorBase Function" descr="Member of: Actor Script
<KeyWord name="GetActorReference"/>
 
<KeyWord name="GetActorValue"/>
Gets the ActorBase of the actor.
<KeyWord name="GetActorValuePercentage"/>
 
<KeyWord name="GetAlias"/>
Return value: The ActorBase for this actor.">
<KeyWord name="GetAliasByName"/>
</Overload>
<KeyWord name="GetAllowDualWielding"/>
</KeyWord>
<KeyWord name="GetAngleX"/>
<KeyWord name="GetActorOwner" func="yes">
<KeyWord name="GetAngleY"/>
<Overload retVal="ActorBase Function" descr="Member of: Cell Script
<KeyWord name="GetAngleZ"/>
 
<KeyWord name="GetAnimationVariableBool"/>
Gets the ActorBase that owns this cell. Will return None if the cell isn't owned by an actor.
<KeyWord name="GetAnimationVariableFloat"/>
 
<KeyWord name="GetAnimationVariableInt"/>
Return value: The ActorBase that owns this cell.">
<KeyWord name="GetArmorRating"/>
</Overload>
<KeyWord name="GetAssociatedSkill"/>
<Overload retVal="ActorBase Function" descr="Member of: ObjectReference Script
<KeyWord name="GetAt"/>
 
<KeyWord name="GetAV"/>
Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.
<KeyWord name="GetAvoidThreatChance"/>
 
<KeyWord name="GetAverageFrameRate"/>
Return value: The ActorBase that owns this object.">
<KeyWord name="GetAVPercentage"/>
</Overload>
<KeyWord name="GetBaseActorValue"/>
</KeyWord>
<KeyWord name="GetBaseAV"/>
<KeyWord name="GetActorReference" func="yes">
<KeyWord name="GetBaseDamage"/>
<Overload retVal="Actor Function" descr="Member of: ReferenceAlias Script
<KeyWord name="GetBaseObject"/>
 
<KeyWord name="GetBlue"/>
Attempts to retrieve the actor this alias is pointing at. If it has not been resolved to a reference, or the reference is not an Actor, it will return None.
<KeyWord name="GetBribeAmount"/>
 
<KeyWord name="GetBudgetCount"/>
Return value: The Actor this alias is pointing at, or None if the alias has not been resolved or is not an Actor.">
<KeyWord name="GetBudgetName"/>
</Overload>
<KeyWord name="GetCasterActor"/>
</KeyWord>
<KeyWord name="GetCastTime"/>
<KeyWord name="GetActorValue" func="yes">
<KeyWord name="GetClass"/>
<Overload retVal="Float Function" descr="Member of: Actor Script
<KeyWord name="GetClassification"/>
 
<KeyWord name="GetCloseRangeDualingCircleMult"/>
Gets the specified actor value from the actor.
<KeyWord name="GetCloseRangeDuelingFallbackMult"/>
 
<KeyWord name="GetCloseRangeFlankingFlankMult"/>
asValueName: The name of the actor value to get the value of. Actor Value List.
<KeyWord name="GetCloseRangeFlankingStalkMult"/>
 
<KeyWord name="GetCombatState"/>
Return value: The value of the requested actor value.">
<KeyWord name="GetCombatStyle"/>
<Param name="String asValueName"/>
<KeyWord name="GetCombatTarget"/>
</Overload>
<KeyWord name="GetConfigName"/>
</KeyWord>
<KeyWord name="GetCostliestEffectIndex"/>
<KeyWord name="GetActorValuePercentage" func="yes">
<KeyWord name="GetCrimeFaction"/>
<Overload retVal="Float Function" descr="Member of: Actor Script
<KeyWord name="GetCrimeGold"/>
 
<KeyWord name="GetCrimeGoldNonViolent"/>
Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).
<KeyWord name="GetCrimeGoldViolent"/>
 
<KeyWord name="GetCritDamage"/>
asValueName: The name of the actor value to get the value of. Actor Value List.
<KeyWord name="GetCurrentBudget"/>
 
<KeyWord name="GetCurrentDestructionStage"/
Return value: The value of the requested actor value as a percentage of its maximum value. If 0, then the actor value is at its minimum. If 1, then the actor value is at its maximum.">
<Param name="String asValueName"/>
</Overload>
</KeyWord>
<KeyWord name="GetAlias" func="yes">
<Overload retVal="Alias Function" descr="Member of: Quest Script
 
Obtains the alias with the specified ID that is attached to this quest.
 
iAliasID: The ID number of the alias to retrieve (as shown in the hidden second column on the Quest Aliases tab).
 
Return value: The Alias associated with the passed in ID, or None if the ID is invalid.">
<Param name="Int iAliasID"/>
</Overload>
</KeyWord>
<KeyWord name="GetAliasByName"/>
<KeyWord name="GetAllowDualWielding"/>
<KeyWord name="GetAngleX" func="yes">
<Overload retVal="Float Function" descr="Member of: ObjectReference Script
 
Gets this object's rotation around the x axis.
 
Return value: This object's rotation around the x axis, in degrees.">
</Overload>
</KeyWord>
<KeyWord name="GetAngleY" func="yes">
<Overload retVal="Float Function" descr="Member of: ObjectReference Script
 
Gets this object's rotation around the y axis.
 
Return value: This object's rotation around the y axis, in degrees.">
</Overload>
</KeyWord>
<KeyWord name="GetAngleZ"
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnContainerChanged" func="yes">
<KeyWord name="GetStageDone"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="GetStagger"/>
Event called when the object reference enters/leaves/moves between containers.
<KeyWord name="GetState"/>
<KeyWord name="GetStolenItemValueCrime"/>
akNewContainer: The container this object is entering. If this is None, the object was dropped.
<KeyWord name="GetStolenItemValueNoCrime"/>
akOldContainer: The container this object just left. If this is None, the object was picked up.">
<KeyWord name="GetString"/>
<Param name="ObjectReference akNewContainer"/>
<KeyWord name="GetSunPositionX" func="yes"/>
<Param name="ObjectReference akOldContainer"/>
<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" func="yes">
<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Returns the static version of this script. Not to be mistaken for the mod version.
 
Override this function to return the current revision of your script if you want to use the built-in updating mechanism.
If an update has been detected, OnVersionUpdate is executed.
 
Return value: The static version of this script.">
</Overload>
<Overload retVal="Int Function" descr="Member of: SKSE Script
 
Requires SKSE">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnDeath" func="yes">
<KeyWord name="GetVersionBeta"/>
<Overload retVal="Event" descr="Member of: Actor Script
<KeyWord name="GetVersionMinor"/>
Event called when the actor finishes dying.
<KeyWord name="GetVersionNumber"/>
<KeyWord name="GetVersionRelease"/>
akKiller: The Actor that killed this one.">
<KeyWord name="GetVoiceRecoveryTime"/>
<Param name="Actor akKiller"/>
<KeyWord name="GetVoiceType"/>
</Overload>
<KeyWord name="GetWeaponType"/>
</KeyWord>
<KeyWord name="GetWeight"/>
<KeyWord name="OnDestructionStageChanged" func="yes">
<KeyWord name="GetWeightClass"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="GetWidth"/>
Event called when the objects destruction stage worsens.
<KeyWord name="GetWorkbenchKeyword"/>
<KeyWord name="GetWorldSpace"/>
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.
<KeyWord name="GetWornForm"/>
aiCurrentStage: The objects current destruction stage.">
<KeyWord name="Global"/>
<Param name="Int aiOldStage"/>
<KeyWord name="GlobalVariable"/>
<Param name="Int aiCurrentStage"/>
<KeyWord name="GoToState"/>
</Overload>
<KeyWord name="HasAssociation"/>
</KeyWord>
<KeyWord name="HasCommonParent"/>
<KeyWord name="OnDetachedFromCell" func="yes">
<KeyWord name="HasEffectKeyword"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="HasExtraPart"/>
Event called when this reference moves from an attached cell to a detached one.">
<KeyWord name="HasFamilyRelationship"/>
<KeyWord name="HasForm"/>
</Overload>
<KeyWord name="HasKeyword"/>
</KeyWord>
<KeyWord name="HasKeywordString"/>
<KeyWord name="OnDying" func="yes">
<KeyWord name="HasLOS"/>
<Overload retVal="Event" descr="Member of: Actor Script
<KeyWord name="HasMagicEffect"/>
Event called when the actor begins dying.
<KeyWord name="HasMagicEffectWithKeyword"/>
<KeyWord name="HasNode"/>
akKiller: The Actor that killed this one.">
<KeyWord name="HasParentRelationship"/>
<Param name="Actor akKiller"/>
<KeyWord name="HasPerk"/>
</Overload>
<KeyWord name="HasRefType"/>
</KeyWord>
<KeyWord name="HasSpell"/>
<KeyWord name="OnEffectFinish" func="yes">
<KeyWord name="Hidden"/>
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
<KeyWord name="HideTitleSequenceMenu"/>
Event called when the active magic effect has just finished on the specified target.
<KeyWord name="HoldKey"/>
<KeyWord name="If"/>
akTarget: The Actor this effect just finished on.
<KeyWord name="IgnoreFriendlyHits"/>
akCaster: The Actor that cast the spell this effect is from.">
<KeyWord name="ImageSpaceModifier"/>
<Param name="Actor akTarget"/>
<KeyWord name="Import"/>
<Param name="Actor akCaster"/>
<KeyWord name="IncrementSkill"/>
</Overload>
<KeyWord name="IncrementSkillBy"/>
</KeyWord>
<KeyWord name="IncrementStat"/>
<KeyWord name="OnEffectStart" func="yes">
<KeyWord name="Int"/>
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
<KeyWord name="InterruptCast"/>
Event called when the active magic effect has just started on the specified target.
<KeyWord name="Is3DLoaded"/>
<KeyWord name="IsActionComplete"/>
akTarget: The Actor this effect was applied to.
<KeyWord name="IsActivateChild"/>
akCaster: The Actor that cast the spell this effect was from.">
<KeyWord name="IsActivateControlsEnabled"/>
<Param name="Actor akTarget"/>
<KeyWord name="IsActivationBlocked"/>
<Param name="Actor akCaster"/>
<KeyWord name="IsActive"/>
</Overload>
<KeyWord name="IsAlarmed"/>
</KeyWord>
<KeyWord name="IsAlerted"/>
<KeyWord name="OnEndState" func="yes">
<KeyWord name="IsAllowedToFly"/>
<Overload retVal="Event" descr="Member of: Any and all scripts.
<KeyWord name="IsArrested"/>
Event called when the state the event is in about to be switched away from.">
<KeyWord name="IsArrestingTarget"/>
<KeyWord name="IsAttached"/>
</Overload>
<KeyWord name="IsBattleaxe"/>
</KeyWord>
<KeyWord name="IsBeingRidden" func="yes"/>
<KeyWord name="OnEnterBleedout" func="yes">
<KeyWord name="IsBleedingOut"/>
<Overload retVal="Event" descr="Member of: Actor Script
<KeyWord name="IsBoots"/>
Event called when the actor has entered bleedout.">
<KeyWord name="IsBow"/>
<KeyWord name="IsBribed"/>
</Overload>
<KeyWord name="IsCamSwitchControlsEnabled"/>
</KeyWord>
<KeyWord name="IsChild"/>
<KeyWord name="OnEquipped" func="yes">
<KeyWord name="IsCleared"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="IsClothing"/>
Event called when the object reference has been equipped by an actor.
<KeyWord name="IsClothingBody"/>
<KeyWord name="IsClothingFeet"/>
akActor: The actor that equipped this object.">
<KeyWord name="IsClothingHands"/>
<Param name="Actor akActor"/>
<KeyWord name="IsClothingHead"/>
</Overload>
<KeyWord name="IsClothingPoor"/>
</KeyWord>
<KeyWord name="IsClothingRich"/>
<KeyWord name="OnGainLOS"><Overload descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<KeyWord name="IsClothingRing"/>
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="IsCommandedActor"/>
<KeyWord name="OnGetUp" func="yes">
<KeyWord name="IsCompleted"/>
<Overload retVal="Event" descr="Member of: Actor Script
<KeyWord name="IsCuirass"/>
Event called when this actor gets up from a piece of furniture.
<KeyWord name="IsDagger"/>
<KeyWord name="IsDead"/>
akFurniture: The furniture the actor just got up off of.">
<KeyWord name="IsDeleted" func="yes"/>
<Param name="ObjectReference akFurniture"/>
<KeyWord name="IsDetectedBy"/>
</Overload>
<KeyWord name="IsDigit"/>
</KeyWord>
<KeyWord name="IsDisabled"/>
<KeyWord name="OnGrab" func="yes">
<KeyWord name="IsDoingFavor"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="IsEnabled" func="yes"/>
Event called when the object has has been grabbed by the player (z-keyed).">
<KeyWord name="IsEquipped"/>
<KeyWord name="IsEssential"/>
</Overload>
<KeyWord name="IsFactionInCrimeGroup"/>
</KeyWord>
<KeyWord name="IsFastTravelEnabled"/>
<KeyWord name="OnHit" func="yes">
<KeyWord name="IsFightingControlsEnabled"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="IsFlying"/>
Event called when the object reference is hit by a weapon or projectile.
<KeyWord name="IsFood"/>
<KeyWord name="IsFurnitureInUse"/>
akAggressor: The ObjectReference that attacked this reference.
<KeyWord name="IsFurnitureMarkerInUse"/>
akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.
<KeyWord name="IsGauntlets"/>
akProjectile: The Projectile that hit this reference.
<KeyWord name="IsGhost"/>
abPowerAttack: Was the hit caused by a power attack?
<KeyWord name="IsGreatsword"/>
abSneakAttack: Was the hit caused by a sneak attack?
<KeyWord name="IsGuard"/>
abBashAttack: Was the hit caused by a bash attack?
<KeyWord name="IsHarvested"/>
abHitBlocked: Was the hit blocked?">
<KeyWord name="IsHeavyArmor"/>
<Param name="ObjectReference akAggressor"/>
<KeyWord name="IsHelmet"/>
<Param name="Form akSource"/>
<KeyWord name="IsHostile"/>
<Param name="Projectile akProjectile"/>
<KeyWord name="IsHostileToActor"/>
<Param name="Bool abPowerAttack"/>
<KeyWord name="IsIgnoringFriendlyHits"/>
<Param name="Bool abSneakAttack"/>
<KeyWord name="IsInCombat"/>
<Param name="Bool abBashAttack"/>
<KeyWord name="IsInDialogueWithPlayer"/>
<Param name="Bool abHitBlocked"/>
<KeyWord name="IsInFaction"/>
</Overload>
<KeyWord name="IsInInterior"/>
</KeyWord>
<KeyWord name="IsInKillMove"/>
<KeyWord name="OnInit" func="yes">
<KeyWord name="IsInLocation"/>
<Overload retVal="Event" descr="Member of: Any and all scripts.
<KeyWord name="IsInMenuMode"/>
Event called when the script has been created and all its properties have been initialized.">
<KeyWord name="IsInterior"/>
<KeyWord name="IsIntimidated"/>
</Overload>
<KeyWord name="IsInvulnerable"/>
</KeyWord>
<KeyWord name="IsJewelry"/>
<KeyWord name="OnItemAdded" func="yes">
<KeyWord name="IsJournalControlsEnabled"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="IsKeyPressed"/>
Event received when an item is inserted into this objects container.
<KeyWord name="IsLetter"/>
<KeyWord name="IsLightArmor"/>
akBaseItem: The base object for the item that was added to this container.
<KeyWord name="IsLoaded"/>
aiItemCount: The number of items added to this container.
<KeyWord name="IsLockBroken"/>
akItemReference: The specific reference added to the container, if any. Will be None if a non-persistant object is added.
<KeyWord name="IsLocked"/>
akSourceContainer: The container that the object(s) came from. If None, then the object came from the world.">
<KeyWord name="IsLookingControlsEnabled"/>
<Param name="Form akBaseItem"/>
<KeyWord name="IsMace"/>
<Param name="Int aiItemCount"/>
<KeyWord name="IsMapMarkerVisible"/>
<Param name="ObjectReference akItemReference"/>
<KeyWord name="IsMenuControlsEnabled"/>
<Param name="ObjectReference akSourceContainer"/>
<KeyWord name="IsMenuOpen"/>
</Overload>
<KeyWord name="IsMovementControlsEnabled"/>
</KeyWord>
<KeyWord name="IsNearPlayer" func="yes"/>
<KeyWord name="OnItemRemoved" func="yes">
<KeyWord name="IsObjectiveCompleted"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="IsObjectiveDisplayed"/>
Event received when an item is removed from this objects container.
<KeyWord name="IsObjectiveFailed"/>
<KeyWord name="IsOnMount" func="yes"/>
akBaseItem: The base object for the item that was removed from this container.
<KeyWord name="IsPlayerExpelled"/>
aiItemCount: The number of items removed from this container.
<KeyWord name="IsPlayersLastRiddenHorse"/>
akItemReference: The specific reference removed from the container, if any. Will be None if a non-persistant object is removed.
<KeyWord name="IsPlayerSungazing" func="yes"/>
akDestContainer: The container that the object(s) went to. If None, then the object was dropped into the world.">
<KeyWord name="IsPlayerTeammate"/>
<Param name="Form akBaseItem"/>
<KeyWord name="IsPlaying"/>
<Param name="Int aiItemCount"/>
<KeyWord name="IsPrintable"/>
<Param name="ObjectReference akItemReference"/>
<KeyWord name="IsProtected"/>
<Param name="ObjectReference akDestContainer"/>
<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="LoadCustomContent" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Loads an external file.
Once custom content has been loaded, it's shown in the option panel and the option list is hidden.
To clear the custom content and show the option list again, use UnloadCustomContent.
 
source: The path to the loaded file relative to Data/Interface/. Supported formats are .swf, for animated/interactive content, and .dds for images.
x: The horizontal offset relative to the top-left corner of the option panel.
y: The vertical offset relative to the top-left corner of the option panel.">
<Param name="String source"/>
<Param name="Float x = 0.0"/>
<Param name="Float y = 0.0"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnKeyDown" func="yes"/>
<KeyWord name="Location"/>
<KeyWord name="OnKeyUp" func="yes"/>
<KeyWord name="LocationAlias"/>
<KeyWord name="OnLoad" func="yes">
<KeyWord name="LocationRefType"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="Lock" func="yes"/>
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.">
<KeyWord name="LogicalAnd"/>
<KeyWord name="LogicalNot"/>
</Overload>
<KeyWord name="LogicalOr"/>
</KeyWord>
<KeyWord name="LogicalXor"/>
<KeyWord name="OnLocationChange" func="yes">
<KeyWord name="MagicEffect"/>
<Overload retVal="Event" descr="Member of: Actor Script
<KeyWord name="MakePlayerFriend" func="yes"/>
Event called when this actor moves from one location to another.
<KeyWord name="Message"/>
<KeyWord name="MessageBox" func="yes"/>
akOldLoc: The Location that we left (may be None).
<KeyWord name="MiscObject"/>
akNewLoc: The Location that we entered (may be None).">
<KeyWord name="Mod" func="yes"/>
<Param name="Location akOldLoc"/>
<KeyWord name="ModActorValue"/>
<Param name="Location akNewLoc"/>
<KeyWord name="ModArmorRating"/>
</Overload>
<KeyWord name="ModAV"/>
</KeyWord>
<KeyWord name="ModCrimeGold"/>
<KeyWord name="OnLockStateChanged" func="yes">
<KeyWord name="ModFactionRank"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="ModFavorPoints"/>
Event called when the lock on this objects state changes. (Locked, unlocked, level changed, etc)">
<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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnLostLOS" func="yes">
<KeyWord name="OnAnimationEvent" func="yes">
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when a viewer goes from seeing the target, to not seeing the target - if this active magic effect/alias/form is registered for it.
Event called when the active magic effect/alias/form receives one of the animation events it was listening for.
   
   
akViewer: The Actor that was viewing the target until LOS was lost.
akSource: The ObjectReference that sent the event.
akTarget: The ObjectReference that the actor can no longer see.">
asEventName: The event that was received.">
<Param name="Actor akViewer"/>
<Param name="ObjectReference akSource"/>
<Param name="ObjectReference akTarget"/>
<Param name="String asEventName"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnMagicEffectApply" func="yes">
<KeyWord name="OnAnimationEventUnregistered" func="yes"/>
<KeyWord name="OnAttachedToCell" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when a magic effect is about to be applied to the object reference.
Event called when this reference moves from a detached cell to an attached one.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnMenuClose" func="yes"/>
<KeyWord name="OnBeginState" func="yes">
<KeyWord name="OnMenuOpen" func="yes"/>
<Overload retVal="Event" descr="Member of: Any and all scripts.
<KeyWord name="OnObjectEquipped" func="yes">
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 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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnObjectUnequipped" func="yes">
<KeyWord name="OnCellAttach" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the actor unequips an object.
Event called when this references parent cell is attached.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnOpen" func="yes">
<KeyWord name="OnCellDetach" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has finished opening. (Like a door that has finished animating open)
Event called when this references parent cell is detached.">
   
   
akActionRef: The reference that caused us to open.">
<Param name="ObjectReference akActionRef"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnPackageChange" func="yes">
<KeyWord name="OnCellLoad" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the actor changes away from a package.
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.">
akOldPackage: The Package that the actor changed away from.">
<Param name="Package akOldPackage"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnPackageEnd" func="yes">
<KeyWord name="OnClose" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the actor finishes a package.
Event called when the object has finished closing. (Like a door that has finished animating shut)
   
   
akOldPackage: The Package that just stopped running.">
akActionRef: The reference that caused us to close.">
<Param name="Package akOldPackage"/>
<Param name="ObjectReference akActionRef"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnPackageStart" func="yes">
<KeyWord name="OnColorAcceptT" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when the actor starts running a new package.
 
Requires SkyUI SDK
akNewPackage: The Package that just started running.">
 
<Param name="Package akNewPackage"/>
Event called when a new color has been accepted for this state option.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnPlayerBowShot" func="yes"/>
<KeyWord name="OnColorOpenST" func="yes">
<KeyWord name="OnPlayerLoadGame" func="yes"/>
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
<KeyWord name="OnRaceSwitchComplete" func="yes">
Requires SkyUI SDK
 
Event called when a color state option has been selected.">
</Overload>
</KeyWord>
<KeyWord name="OnCombatStateChanged" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when the actor has finished switching races.">
Event called when 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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnRead" func="yes">
<KeyWord name="OnConfigClose" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase 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.">
Requires SkyUI SDK
 
Event called when the config menu is closed.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnRelease" func="yes">
<KeyWord name="OnConfigInit" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when the object has has been released by the player (un-z-keyed).">
Requires SkyUI SDK
 
Event called when the config menu is initialized.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnReset" func="yes">
<KeyWord name="OnConfigOpen" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script, Alias Script, and Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when the object is reset.">
Requires SkyUI SDK
 
Event called when the config menu is opened.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnSell" func="yes">
<KeyWord name="OnConfigRegister" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
 
Event called when the config menu registered successfully.">
</Overload>
</KeyWord>
<KeyWord name="OnContainerChanged" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object has just been sold by someone.
Event called when the object reference enters/leaves/moves between containers.
   
   
akSeller: The actor we were sold by.">
akNewContainer: The container this object is entering. If this is None, the object was dropped.
<Param name="Actor akSeller"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnSit" func="yes"/>
<KeyWord name="OnDeath" func="yes">
<KeyWord name="OnSleepStart" func="yes">
<Overload retVal="Event" descr="Member of: Actor Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the actor finishes dying.
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.
akKiller: The Actor that killed this one.">
afDesiredSleepEndTime: The time the player wants to wake up at, in game days passed.">
<Param name="Actor akKiller"/>
<Param name="Float afSleepStartTime"/>
<Param name="Float afDesiredSleepEndTime"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnSleepStop" func="yes">
<KeyWord name="OnDefaultST" func="yes">
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when the player wakes up - if this active magic effect/alias/form is registered for it.
Requires SkyUI SDK
abInterrupted: Whether sleep was interrupted or not.">
 
<Param name="Bool abInterrupted"/>
Event called when resetting a state option to its default value.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnSpellCast" func="yes">
<KeyWord name="OnDestructionStageChanged" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when a spell is cast by the object reference.
Event called when the objects destruction stage worsens.
   
   
akSpell: Spell that was cast. Can be  Spell,  Enchantment,  Potion, or  Ingredient.">
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.
<Param name="Form akSpell"/>
aiCurrentStage: The objects current destruction stage.">
<Param name="Int aiOldStage"/>
<Param name="Int aiCurrentStage"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryActivateActor" func="yes">
<KeyWord name="OnDetachedFromCell" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via an activate actor story manager event.
Event called when this reference moves from an attached cell to a detached one.">
   
   
akLocation: The Lcation that the actor was activated at.
akActor: The Actor that was activated.">
<Param name="Location akLocation"/>
<Param name="ObjectReference akActor"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryAddToPlayer" func="yes">
<KeyWord name="OnDying" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via an add to player story manager event.
Event called when the actor begins dying.
   
   
akOwner: The ObjectReference that owned the object.
akKiller: The Actor that killed this one.">
akContainer: The ObjectReference that contained the object.
<Param name="Actor akKiller"/>
akLocation: The Location where it happened.
</Overload>
akItemBase: The base object of the item that was added to the players inventory.
</KeyWord>
aiAcquireType: The type of acquire that was performed. Will be one of the following:
<KeyWord name="OnEffectFinish" func="yes">
0: None
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
1: Steal
Event called when the active magic effect has just finished on the specified target.
2: Buy
3: Pick-pocket
akTarget: The Actor this effect just finished on.
4: Pick up
akCaster: The Actor that cast the spell this effect is from.">
5: Container
<Param name="Actor akTarget"/>
6: Dead body">
<Param name="Actor akCaster"/>
<Param name="ObjectReference akOwner"/>
<Param name="ObjectReference akContainer"/>
<Param name="Location akLocation"/>
<Param name="Form akItemBase"/>
<Param name="Int aiAcquireType"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryArrest" func="yes">
<KeyWord name="OnEffectStart" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script
Event called when this quest is started via an arrest story manager event.
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.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryAssaultActor" func="yes">
<KeyWord name="OnEnterBleedout" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via an assault actor story manager event.
Event called when the actor has entered bleedout.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryBribeNPC" func="yes">
<KeyWord name="OnEquipped" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via a bribe NPC story manager event.
Event called when the object reference has been equipped by an actor.
   
   
akActor: The ObjectReference that was bribed.">
akActor: The actor that equipped this object.">
<Param name="ObjectReference akActor"/>
<Param name="Actor akActor"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryCastMagic" func="yes">
<KeyWord name="OnGainLOS"><Overload descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: Quest 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>
Event called when this quest is started via a case magic story manager event.
<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.
   
   
akCastingActor: The ObjectReference that cast the spell.
akFurniture: The furniture the actor just got up off of.">
akSpellTarget: The ObjectReference that is targeted by the spell.
<Param name="ObjectReference akFurniture"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryChangeLocation" func="yes">
<KeyWord name="OnGrab" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via a change location story manager event.
Event called when the object has has been grabbed by the player (z-keyed).">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryCraftItem" func="yes">
<KeyWord name="OnHighlightST" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a craft item story manager event.
Requires SkyUI SDK
 
Event called when highlighting a state option.">
</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.
   
   
akBench: The ObjectReference bench that the item was made at.
akAggressor: The ObjectReference that attacked this reference.
akLocation: The Location the object was made at.
akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.
akCreatedItem: The base object of the item that was made.">
akProjectile: The Projectile that hit this reference.
<Param name="ObjectReference akBench"/>
abPowerAttack: Was the hit caused by a power attack?
<Param name="Location akLocation"/>
abSneakAttack: Was the hit caused by a sneak attack?
<Param name="Form akCreatedItem"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryCrimeGold" func="yes">
<KeyWord name="OnInit" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Any and all scripts.
Event called when this quest is started via a crime gold story manager event.
Event called when the script has been created and all its properties have been initialized.">
   
   
akVictim: The ObjectReference that was victimized.
</Overload>
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>
<KeyWord name="OnStoryCure" func="yes">
<KeyWord name="OnItemAdded" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via a cure story manager event.
Event received when an item is inserted into this objects container.
   
   
akInfection: The infection the player was cured of.">
akBaseItem: The base object for the item that was added to this container.
<Param name="Form akInfection"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryDialogue" func="yes">
<KeyWord name="OnItemRemoved" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via a dialogue story manager event.
Event received when an item is removed from this objects container.
   
   
akLocation: The Location where the dialogue happened.
akBaseItem: The base object for the item that was removed from this container.
akActor1: The first ObjectReference in the dialogue.
aiItemCount: The number of items removed from this container.
akActor2: The second ObjectReference in the dialogue.">
akItemReference: The specific reference removed from the container, if any. Will be None if a non-persistant object is removed.
<Param name="Location akLocation"/>
akDestContainer: The container that the object(s) went to. If None, then the object was dropped into the world.">
<Param name="ObjectReference akActor1"/>
<Param name="Form akBaseItem"/>
<Param name="ObjectReference akActor2"/>
<Param name="Int aiItemCount"/>
<Param name="ObjectReference akItemReference"/>
<Param name="ObjectReference akDestContainer"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryDiscoverDeadBody" func="yes">
<KeyWord name="OnKeyDown" func="yes"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="OnKeyMapChangeST" func="yes">
Event called when this quest is started via a discover dead body story manager event.
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
akActor: The ObjectReference that discovered the body.
Requires SkyUI SDK
akDeadActor: The ObjectReference that was discovered.
 
akLocation: The Location where the discovery happened.">
Event called when a key has been remapped for this state option.">
<Param name="ObjectReference akActor"/>
<Param name="ObjectReference akDeadActor"/>
<Param name="Location akLocation"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryEscapeJail" func="yes">
<KeyWord name="OnKeyUp" func="yes"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="OnLoad" func="yes">
Event called when this quest is started via an escape jail story manager event.
<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.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryFlatterNPC" func="yes">
<KeyWord name="OnLocationChange" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via a flatter NPC story manager event.
Event called when this actor moves from one location to another.
   
   
akActor: The ObjectReference that was flattered.">
akOldLoc: The Location that we left (may be None).
<Param name="ObjectReference akActor"/>
akNewLoc: The Location that we entered (may be None).">
<Param name="Location akOldLoc"/>
<Param name="Location akNewLoc"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryHello" func="yes">
<KeyWord name="OnLockStateChanged" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via a hello story manager event.
Event called when the lock on this objects state changes. (Locked, unlocked, level changed, etc)">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryIncreaseLevel" func="yes">
<KeyWord name="OnLostLOS" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when this quest is started via an increase level story manager event.
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.
   
   
aiNewLevel: The level the player just got.">
akViewer: The Actor that was viewing the target until LOS was lost.
<Param name="Int aiNewLevel"/>
akTarget: The ObjectReference that the actor can no longer see.">
<Param name="Actor akViewer"/>
<Param name="ObjectReference akTarget"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryIncreaseSkill" func="yes">
<KeyWord name="OnMagicEffectApply" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via an increase level story manager event.
Event called when a magic effect is about to be applied to the object reference.
   
   
asSkill: The name of the actor value for the skill that just increased">
akCaster: The ObjectReference that is responsible for the spell.
<Param name="String asSkill"/>
akEffect: The MagicEffect that is attempting to be applied.">
<Param name="ObjectReference akCaster"/>
<Param name="MagicEffect akEffect"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryInfection" func="yes">
<KeyWord name="OnMenuClose" func="yes"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="OnMenuOpen" func="yes"/>
Event called when this quest is started via an infection story manager event.
<KeyWord name="OnMenuAcceptST" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
akTransmittingActor: The actor that gave the player the infection.
akInfection: The infection the player got infected with.">
Requires SkyUI SDK
<Param name="ObjectReference akTransmittingActor"/>
 
<Param name="Form akInfection"/>
Event called when a menu entry has been accepted for this state option.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryIntimidateNPC" func="yes">
<KeyWord name="OnMenuOpenST" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via an intimidate NPC story manager event.
Requires SkyUI SDK
akActor: The ObjectReference that was intimidated.">
 
<Param name="ObjectReference akActor"/>
Event called when a menu state option has been selected.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryJail" func="yes">
<KeyWord name="OnObjectEquipped" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via a jail story manager event.
Event called when the actor equips an object.
   
   
akGuard: The ObjectReference that put the player in jail.
akBaseObject: The base object the actor just equipped.
akCrimeGroup: The crime group whose jail the player was put in.
akReference: The reference that the actor just equipped - if the reference is persistant. Otherwise, None.">
akLocation: The Location where the jail is.
<Param name="Form akBaseObject"/>
aiCrimeGold: The amount of crime gold the jail is for.">
<Param name="ObjectReference akReference"/>
<Param name="ObjectReference akGuard"/>
<Param name="Form akCrimeGroup"/>
<Param name="Location akLocation"/>
<Param name="Int aiCrimeGold"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryKillActor" func="yes">
<KeyWord name="OnObjectUnequipped" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via a kill actor story manager event.
Event called when the actor unequips an object.
   
   
akVictim: The ObjectReference that was killed.
akBaseObject: The base object the actor just unequipped.
akKiller: The ObjectReference that killed the victim.
akReference: The reference the actor just unequipped, if the reference is persistent. Otherwise, None.">
akLocation: The Location where the crime occurred.
<Param name="Form akBaseObject"/>
aiCrimeStatus: Has the crime been reported? Return an Int : 0 = No crime Faction for target ; 1 = Crime is not repported ; 2 = Crime is repported
<Param name="ObjectReference akReference"/>
aiRelationshipRank: The relationship between the killer and victim before the crime occurred. Will be one of the following:
</Overload>
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>
<KeyWord name="OnStoryNewVoicePower" func="yes">
<KeyWord name="OnOpen" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when this quest is started via a new voice power story manager event.
Event called when the object has finished opening. (Like a door that has finished animating open)
   
   
akActor: The ObjectReference that got the new voice power.
akActionRef: The reference that caused us to open.">
akVoicePower: The voice power that the actor just got.">
<Param name="ObjectReference akActionRef"/>
<Param name="ObjectReference akActor"/>
<Param name="Form akVoicePower"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryPayFine" func="yes">
<KeyWord name="OnOptionColorAccept" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a pay fine story manager event.
Requires SkyUI SDK
akCriminal: The ObjectReference that is paying the fine.
 
akGuard: The ObjectReference that is being paid.
Event called when a new color has been accepted.
akCrimeGroup: The crime group that is being paid.
 
aiCrimeGold: The amount being paid.">
option: The option ID.
<Param name="ObjectReference akCriminal"/>
color: The accepted color (0xRRGGBB).">
<Param name="ObjectReference akGuard"/>
<Param name="Int option"/>
<Param name="Form akCrimeGroup"/>
<Param name="Int color"/>
<Param name="Int aiCrimeGold"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryPickLock" func="yes">
<KeyWord name="OnOptionColorOpen" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a pick lock story manager event.
Requires SkyUI SDK
akActor: The ObjectReference that picked the lock.
 
akLock: The ObjectReference that was picked.">
Event called when a color option has been selected.
<Param name="ObjectReference akActor"/>
 
<Param name="ObjectReference akLock"/>
option: The option ID.">
<Param name="Int option"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryPlayerGetsFavor" func="yes">
<KeyWord name="OnOptionDefault" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a player gets favor story manager event.
Requires SkyUI SDK
akActor: The ObjectReference that the player just got favor with.">
 
<Param name="ObjectReference akActor"/>
Event called when resetting an option to its default value.
 
option: The option ID.">
<Param name="Int option"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryRelationshipChange" func="yes">
<KeyWord name="OnOptionHighlight" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a relationship change story manager event. The relationship values will be one of the following:
Requires SkyUI SDK
akActor1: The first ObjectReference whose relationship changed.
 
akActor2: The second ObjectReference whose relationship changed.
Event called when highlighting an option.
aiOldRelationship: The old relationship value.
 
4: Lover
option: The option ID.">
3: Ally
<Param name="Int option"/>
2: Confidant
</Overload>
1: Friend
</KeyWord>
0: Acquaintance
<KeyWord name="OnOptionKeyMapChange" func="yes">
-1: Rival
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
-2: Foe
-3: Enemy
Requires SkyUI SDK
-4: Archnemesis
 
Event called when a key has been remapped.
aiNewRelationship: The new relationship value.">
 
<Param name="ObjectReference akActor1"/>
option: The option ID.
<Param name="ObjectReference akActor2"/>
keyCode: The new keycode.
<Param name="Int aiOldRelationship"/>
conflictControl: The conflicting control if the keycode was already in use; &quot;&quot; otherwise.
<Param name="Int aiNewRelationship"/>
conflictName: ModName of the conflicting mod, &quot;&quot; if the was no conflict or if conflicting with a vanilla control.">
<Param name="Int option"/>
<Param name="Int keyCode"/>
<Param name="String conflictControl"/>
<Param name="String conflictName"/>
</Overload>
</KeyWord>
<KeyWord name="OnOptionMenuAccept" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
 
Event called when a menu entry has been accepted.
 
option: The option ID.
index: The index of the accepted menu entry.">
<Param name="Int option"/>
<Param name="Int index"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryRemoveFromPlayer" func="yes">
<KeyWord name="OnOptionMenuOpen" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a remove from player story manager event.
Requires SkyUI SDK
akOwner: The ObjectReference that owns the item.
 
akItem: The ObjectReference that was removed.
Event called when a menu option has been selected.
akLocation: The Location where the remove happened.
 
akItemBase: The base object of the removed item.
option: The option ID.">
aiRemoveType: The type of remove performed. Will be one of the following:
<Param name="Int option"/>
0: None
</Overload>
1: Stolen
</KeyWord>
2: Consumed
<KeyWord name="OnOptionSelect" func="yes">
3: Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
4: Dropped
5: Given
Requires SkyUI SDK
6: Put in container">
 
<Param name="ObjectReference akOwner"/>
Event called when a non-interactive option has been selected.
<Param name="ObjectReference akItem"/>
 
<Param name="Location akLocation"/>
option: The option ID.">
<Param name="Form akItemBase"/>
<Param name="Int option"/>
<Param name="Int aiRemoveType"/>
</Overload>
</KeyWord>
<KeyWord name="OnOptionSliderAccept" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
 
Event called when a new slider value has been accepted.
 
option: The option ID.">
<Param name="Int option"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryScript" func="yes">
<KeyWord name="OnOptionSliderOpen" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when this quest is started via a script story manager event.
Requires SkyUI SDK
akKeyword: The Keyword sent by the script
 
akLocation: The Location sent by the script
Event called a slider option has been selected.
akRef1: The first ObjectReference sent by the script
 
akRef2: The second ObjectReference sent by the script
option: The option ID.">
aiValue1: The first value sent by the script
<Param name="Int option"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryServedTime" func="yes">
<KeyWord name="OnPackageChange" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via a served time story manager event.
Event called when the actor changes away from a package.
   
   
akLocation: The Location where the jail is.
akOldPackage: The Package that the actor changed away from.">
akCrimeGroup: The crime group whose jail the player was put in.
<Param name="Package akOldPackage"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnStoryTrespass" func="yes">
<KeyWord name="OnPackageEnd" func="yes">
<Overload retVal="Event" descr="Member of: Quest Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when this quest is started via a trespass story manager event.
Event called when the actor finishes a package.
   
   
akVictim: The ObjectReference who was victimized
akOldPackage: The Package that just stopped running.">
akTrespasser: The ObjectReference who trespassed
<Param name="Package akOldPackage"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTrackedStatsEvent" func="yes">
<KeyWord name="OnPackageStart" func="yes">
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: Actor Script
Event called when tracked stats are updated - if this active magic effect/alias/form is registered for it.
Event called when the actor starts running a new package.
   
   
asStat: The text for the stat being updated. Link to list of tracked stats
akNewPackage: The Package that just started running.">
aiStatValue: The updated value of the stat.">
<Param name="Package akNewPackage"/>
<Param name="String asStat"/>
</Overload>
<Param name="Int aiStatValue"/>
</KeyWord>
<KeyWord name="OnPageReset" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Event called when a new page is selected, including the initial empty page.
 
page: The name of the current page, or &quot;&quot; if no page is selected.">
<Param name="String page"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTranslationAlmostComplete" func="yes">
<KeyWord name="OnPlayerBowShot" func="yes"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="OnPlayerLoadGame" func="yes"/>
Event called when the object reference almost done translating to the destination.
<KeyWord name="OnRaceSwitchComplete" func="yes">
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 retVal="Event" descr="Member of: Actor Script
Event called when the actor has finished switching races.">
   
   
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTranslationComplete" func="yes">
<KeyWord name="OnRead" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference done translating to the destination.">
Event received when this object (which is a book) has been read. In other words, it is sent when the book UI opens a book.">
   
   
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTranslationFailed" func="yes">
<KeyWord name="OnRelease" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference failed translating to the destination for any reason (including when a new request is submitted).">
Event called when the object has has been released by the player (un-z-keyed).">
   
   
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTrapHit" func="yes">
<KeyWord name="OnReset" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script, Alias Script, and Quest Script
Event called when the object reference is a trap and has hit a live target. This event is sent every so often as long as a trap object is in contact with a live target. This event can be sent quite rapidly, so be careful how you use it so you dont overstress the script system.
Event called when the object is reset.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTrapHitStart" func="yes">
<KeyWord name="OnSelectST" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Event called when the object reference is a trap and has started hitting a live target.
Requires SkyUI SDK
akTarget: The ObjectReference that this reference just hit.
 
afXVel: The X velocity for our reference when it hit.
Event called when a non-interactive state option has been selected.">
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTrapHitStop" func="yes">
<KeyWord name="OnSell" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has stopped hitting a live target.
Event called when the object has just been sold by someone.
   
   
akTarget: The ObjectReference that this reference just hit.">
akSeller: The actor we were sold by.">
<Param name="ObjectReference akTarget"/>
<Param name="Actor akSeller"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTrigger" func="yes">
<KeyWord name="OnSit" func="yes"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="OnSleepStart" func="yes">
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.
<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.
   
   
akActionRef: The ObjectReference that triggered this reference.">
afSleepStartTime: The time the player went to sleep, in game days passed.
<Param name="ObjectReference akActionRef"/>
afDesiredSleepEndTime: The time the player wants to wake up at, in game days passed.">
<Param name="Float afSleepStartTime"/>
<Param name="Float afDesiredSleepEndTime"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTriggerEnter" func="yes">
<KeyWord name="OnSleepStop" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called when the object reference is a trigger volume and has been entered. This event can be received out of order with OnTriggerLeave, so its ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
Event called when the player wakes up - if this active magic effect/alias/form is registered for it.
   
   
akActionRef: The ObjectReference that entered the volume.">
abInterrupted: Whether sleep was interrupted or not.">
<Param name="ObjectReference akActionRef"/>
<Param name="Bool abInterrupted"/>
</Overload>
</KeyWord>
<KeyWord name="OnSliderAcceptST" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
 
Event called when a new slider state value has been accepted.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnTriggerLeave" func="yes">
<KeyWord name="OnSliderOpenST" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script (Papyrus)
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
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.
Requires SkyUI SDK
akActionRef: The ObjectReference that left the volume.">
 
<Param name="ObjectReference akActionRef"/>
Event called when a slider state option has been selected.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnUnequipped" func="yes">
<KeyWord name="OnSpellCast" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference has been unequipped by an actor. When an object is unequipped it may still be inside a container, which means that you cannot call Member Functions on it.
Event called when a spell is cast by the object reference.
   
   
akActor: The actor that unequipped this object.">
akSpell: Spell that was cast.  Can be  Spell,  Enchantment,  Potion, or  Ingredient.">
<Param name="Actor akActor"/>
<Param name="Form akSpell"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnUnload" func="yes">
<KeyWord name="OnStoryActivateActor" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when the objects 3d has been unloaded. This event is sent every time the 3d is unloaded, which may happen multiple times in a single game session.">
Event called when 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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnUpdate" func="yes">
<KeyWord name="OnStoryAddToPlayer" func="yes">
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called periodically if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.">
Event called when this quest is started via an add to player story manager event.
</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.">
   
   
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OnWardHit" func="yes">
<KeyWord name="OnStoryArrest" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: Quest Script
Event called when the object reference is using a ward that is hit by a spell.
Event called when this quest is started via an arrest story manager event.
   
   
akCaster: The ObjectReference that cast as spell at this reference.
akArrestingGuard: The ObjectReference of the guard that arrested the criminal.
akSpell: The Spell that hit this reference.
akCriminal: The ObjectReference that was arrested.
aiStatus: One of the following:
akLocation: The Location where it happened.
0 for a friendly spell hit
aiCrime: The type of crime that they were arrested for. Will be one of the following:
1 if the ward absorbed the spell
-1: None
2 if the ward was broken.">
0: Steal
<Param name="ObjectReference akCaster"/>
1: Pick-pocket
<Param name="Spell akSpell"/>
2: Trespass
<Param name="Int aiStatus"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="OpenInventory"/>
<KeyWord name="OnStoryBribeNPC" func="yes">
<KeyWord name="OpenUserLog"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="Outfit"/>
Event called when this quest is started via a bribe NPC story manager event.
<KeyWord name="OverBudget"/>
<KeyWord name="Package"/>
akActor: The ObjectReference that was bribed.">
<KeyWord name="Parent"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="PathToReference"/>
</Overload>
<KeyWord name="Pause"/>
</KeyWord>
<KeyWord name="PlaceActorAtMe"/>
<KeyWord name="OnStoryCastMagic" func="yes">
<KeyWord name="PlaceAtMe"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="Play"/>
Event called when this quest is started via a case magic story manager event.
<KeyWord name="PlayAndWait"/>
<KeyWord name="PlayAnimation"/>
akCastingActor: The ObjectReference that cast the spell.
<KeyWord name="PlayAnimationAndWait"/>
akSpellTarget: The ObjectReference that is targeted by the spell.
<KeyWord name="PlayBink" func="yes"/>
akLocation: The Location the spell was cast.
<KeyWord name="PlayerKnows"/>
akSpell: The spell that was cast.">
<KeyWord name="PlayerMoveToAndWait"/>
<Param name="ObjectReference akCastingActor"/>
<KeyWord name="PlayerPayCrimeGold"/>
<Param name="ObjectReference akSpellTarget"/>
<KeyWord name="PlayGamebryoAnimation"/>
<Param name="Location akLocation"/>
<KeyWord name="PlayIdle"/>
<Param name="Form akSpell"/>
<KeyWord name="PlayIdleWithTarget"/>
</Overload>
<KeyWord name="PlayImpactEffect"/>
</KeyWord>
<KeyWord name="PlaySubGraphAnimation"/>
<KeyWord name="OnStoryChangeLocation" func="yes">
<KeyWord name="PlaySyncedAnimationAndWaitSS"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="PlaySyncedAnimationSS"/>
Event called when this quest is started via a change location story manager event.
<KeyWord name="PlayTerrainEffect"/>
<KeyWord name="PopTo"/>
akActor: The ObjectReference that changed locations.
<KeyWord name="Pow"/>
akOldLocation: The Location that the object left.
<KeyWord name="PrecacheCharGen"/>
akNewLocation: The Location that the object arrived at.">
<KeyWord name="PrecacheCharGenClear"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="ProcessTrapHit"/>
<Param name="Location akOldLocation"/>
<KeyWord name="Projectile"/>
<Param name="Location akNewLocation"/>
<KeyWord name="Property"/>
</Overload>
<KeyWord name="PushActorAway"/>
</KeyWord>
<KeyWord name="QueryStat"/>
<KeyWord name="OnStoryCraftItem" func="yes">
<KeyWord name="Quest"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="QuitGame"/>
Event called when this quest is started via a craft item story manager event.
<KeyWord name="QuitToMainMenu"/>
<KeyWord name="Race"/>
akBench: The ObjectReference bench that the item was made at.
<KeyWord name="RadiansToDegrees"/>
akLocation: The Location the object was made at.
<KeyWord name="RampRumble" func="yes"/>
akCreatedItem: The base object of the item that was made.">
<KeyWord name="RandomFloat"/>
<Param name="ObjectReference akBench"/>
<KeyWord name="RandomInt"/>
<Param name="Location akLocation"/>
<KeyWord name="ReferenceAlias"/>
<Param name="Form akCreatedItem"/>
<KeyWord name="ReloadScript"/>
</Overload>
<KeyWord name="RegisterForAnimationEvent"/>
</KeyWord>
<KeyWord name="RegisterForKey" func="yes"/>
<KeyWord name="OnStoryCrimeGold" func="yes">
<KeyWord name="RegisterForLOS"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="RegisterForMenu" func="yes"/>
Event called when this quest is started via a crime gold story manager event.
<KeyWord name="RegisterForSingleLOSGain"/>
<KeyWord name="RegisterForSingleLOSLost"/>
akVictim: The ObjectReference that was victimized.
<KeyWord name="RegisterForSingleUpdate"/>
akCriminal: The ObjectReference that committed the crime.
<KeyWord name="RegisterForSingleUpdateGameTime"/>
akFaction: The Faction that the crime was recorded with.
<KeyWord name="RegisterForSleep"/>
aiGoldAmount: The amount of crime gold that was logged.
<KeyWord name="RegisterForTrackedStatsEvent"/>
aiCrime: The type of crime that the event is for. Will be one of the following:
<KeyWord name="RegisterForUpdate"/>
-1: None
<KeyWord name="RegisterForUpdateGameTime"/>
0: Steal
<KeyWord name="ReleaseKey"/>
1: Pick-pocket
<KeyWord name="ReleaseOverride"/>
2: Trespass
<KeyWord name="RemoteCast"/>
3: Attack
<KeyWord name="Remove"/>
4: Murder">
<KeyWord name="RemoveAddedForm"/>
<Param name="ObjectReference akVictim"/>
<KeyWord name="RemoveAllInventoryEventFilters"/>
<Param name="ObjectReference akCriminal"/>
<KeyWord name="RemoveAllItems"/>
<Param name="Form akFaction"/>
<KeyWord name="RemoveCrossFade"/>
<Param name="Int aiGoldAmount"/>
<KeyWord name="RemoveDependentAnimatedObjectReference"/>
<Param name="Int aiCrime"/>
<KeyWord name="RemoveFromAllFactions"/>
</Overload>
<KeyWord name="RemoveFromFaction"/>
</KeyWord>
<KeyWord name="RemoveHavokConstraints"/>
<KeyWord name="OnStoryCure" func="yes">
<KeyWord name="RemoveInventoryEventFilter"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="RemoveItem"/>
Event called when this quest is started via a cure story manager event.
<KeyWord name="RemovePerk"/>
<KeyWord name="RemoveShout"/>
akInfection: The infection the player was cured of.">
<KeyWord name="RemoveSlotFromMask"/>
<Param name="Form akInfection"/>
<KeyWord name="RemoveSpell"/>
</Overload>
<KeyWord name="RequestAutoSave"/>
</KeyWord>
<KeyWord name="RequestModel"/>
<KeyWord name="OnStoryDialogue" func="yes">
<KeyWord name="RequestSave"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="Reset"/>
Event called when this quest is started via a dialogue story manager event.
<KeyWord name="ResetHealthAndLimbs"/>
<KeyWord name="ResetHelpMessage"/>
akLocation: The Location where the dialogue happened.
<KeyWord name="RestoreActorValue"/>
akActor1: The first ObjectReference in the dialogue.
<KeyWord name="RestoreAV"/>
akActor2: The second ObjectReference in the dialogue.">
<KeyWord name="Resurrect"/>
<Param name="Location akLocation"/>
<KeyWord name="Return"/>
<Param name="ObjectReference akActor1"/>
<KeyWord name="Revert"/>
<Param name="ObjectReference akActor2"/>
<KeyWord name="RightShift"/>
</Overload>
<KeyWord name="Say"/>
</KeyWord>
<KeyWord name="Scene"/>
<KeyWord name="OnStoryDiscoverDeadBody" func="yes">
<KeyWord name="ScriptName"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="Self"/>
Event called when this quest is started via a discover dead body story manager event.
<KeyWord name="SendAnimationEvent"/>
<KeyWord name="SendAssaultAlarm"/>
akActor: The ObjectReference that discovered the body.
<KeyWord name="SendPlayerToJail"/>
akDeadActor: The ObjectReference that was discovered.
<KeyWord name="SendStealAlarm"/>
akLocation: The Location where the discovery happened.">
<KeyWord name="SendStoryEvent"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="SendStoryEventAndWait"/>
<Param name="ObjectReference akDeadActor"/>
<KeyWord name="SendTrespassAlarm"/>
<Param name="Location akLocation"/>
<KeyWord name="SendWereWolfTransformation"/>
</Overload>
<KeyWord name="ServeTime"/>
</KeyWord>
<KeyWord name="Set"/>
<KeyWord name="OnStoryEscapeJail" func="yes">
<KeyWord name="SetActive"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetActorCause"/>
Event called when this quest is started via an escape jail story manager event.
<KeyWord name="SetActorOwner"/>
<KeyWord name="SetActorValue"/>
akLocation: The Location where the escape happened.
<KeyWord name="SetAlert"/>
akCrimeGroup: The crime group whose jail was escaped from.">
<KeyWord name="SetAllowDualWielding"/>
<Param name="Location akLocation"/>
<KeyWord name="SetAllowFlying"/>
<Param name="Form akCrimeGroup"/>
<KeyWord name="SetAllowFlyingEx" func="yes"/>
</Overload>
<KeyWord name="SetAllowFlyingMountLandingRequests" func="yes"/>
</KeyWord>
<KeyWord name="SetAlly"/>
<KeyWord name="OnStoryFlatterNPC" func="yes">
<KeyWord name="SetAlpha"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetAngle"/>
Event called when this quest is started via a flatter NPC story manager event.
<KeyWord name="SetAnimationVariableBool"/>
<KeyWord name="SetAnimationVariableFloat"/>
akActor: The ObjectReference that was flattered.">
<KeyWord name="SetAnimationVariableInt"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="SetArmorRating"/>
</Overload>
<KeyWord name="SetAttackActorOnSight"/>
</KeyWord>
<KeyWord name="SetAV"/>
<KeyWord name="OnStoryHello" func="yes">
<KeyWord name="SetAvoidThreatChance"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetBaseDamage"/>
Event called when this quest is started via a hello story manager event.
<KeyWord name="SetBeastForm"/>
<KeyWord name="SetBribed"/>
akLocation: The Location where the hello happened.
<KeyWord name="SetCameraTarget"/>
akActor1: The first ObjectReference in the hello.
<KeyWord name="SetClass"/>
akActor2: The second ObjectReference in the hello.">
<KeyWord name="SetCleared"/>
<Param name="Location akLocation"/>
<KeyWord name="SetCloseRangeDuelingCircleMult"/>
<Param name="ObjectReference akActor1"/>
<KeyWord name="SetCloseRangeDuelingFallbackMult"/>
<Param name="ObjectReference akActor2"/>
<KeyWord name="SetCloseRangeFlankingFlankMult"/>
</Overload>
<KeyWord name="SetCloseRangeFlankingStalkMult"/>
</KeyWord>
<KeyWord name="SetCombatStyle"/>
<KeyWord name="OnStoryIncreaseLevel" func="yes">
<KeyWord name="SetCrimeFaction"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetCrimeGold"/>
Event called when this quest is started via an increase level story manager event.
<KeyWord name="SetCrimeGoldViolent"/>
<KeyWord name="SetCritDamage"/>
aiNewLevel: The level the player just got.">
<KeyWord name="SetCriticalStage"/>
<Param name="Int aiNewLevel"/>
<KeyWord name="SetCurrentStageID"/>
</Overload>
<KeyWord name="SetDefensiveMult"/>
</KeyWord>
<KeyWord name="SetDestroyed"/>
<KeyWord name="OnStoryIncreaseSkill" func="yes">
<KeyWord name="SetDoingFavor"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetDontMove" func="yes"/>
Event called when this quest is started via an increase level story manager event.
<KeyWord name="SetEnchantment"/>
<KeyWord name="SetEnemy"/>
asSkill: The name of the actor value for the skill that just increased">
<KeyWord name="SetEssential"/>
<Param name="String asSkill"/>
<KeyWord name="SetExpressionOverride" func="yes"/>
</Overload>
<KeyWord name="SetEyeTexture" func="yes"/>
</KeyWord>
<KeyWord name="SetFaceMorph"/>
<KeyWord name="OnStoryInfection" func="yes">
<KeyWord name="SetFacePreset"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetFactionOwner"/>
Event called when this quest is started via an infection story manager event.
<KeyWord name="SetFactionRank"/>
<KeyWord name="SetFlightDiveBombChance"/>
akTransmittingActor: The actor that gave the player the infection.
<KeyWord name="SetFlightFlyingAttackChance"/>
akInfection: The infection the player got infected with.">
<KeyWord name="SetFlightHoverChance"/>
<Param name="ObjectReference akTransmittingActor"/>
<KeyWord name="SetFogColor" func="yes"/>
<Param name="Form akInfection"/>
<KeyWord name="SetFogPlanes"/>
</Overload>
<KeyWord name="SetFogPower"/>
</KeyWord>
<KeyWord name="SetFootIK"/>
<KeyWord name="OnStoryIntimidateNPC" func="yes">
<KeyWord name="SetForcedLandingMarker"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetFrequency"/>
Event called when this quest is started via an intimidate NPC story manager event.
<KeyWord name="SetGameSettingBool"/>
<KeyWord name="SetGameSettingFloat"/>
akActor: The ObjectReference that was intimidated.">
<KeyWord name="SetGameSettingInt"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="SetGameSettingString"/>
</Overload>
<KeyWord name="SetGhost"/>
</KeyWord>
<KeyWord name="SetGodMode"/>
<KeyWord name="OnStoryJail" func="yes">
<KeyWord name="SetGoldValue"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetGroupOffensiveMult"/>
Event called when this quest is started via a jail story manager event.
<KeyWord name="SetHairColor"/>
<KeyWord name="SetHeadTracking"/>
akGuard: The ObjectReference that put the player in jail.
<KeyWord name="SetHudCartMode"/>
akCrimeGroup: The crime group whose jail the player was put in.
<KeyWord name="SetIconPath"/>
akLocation: The Location where the jail is.
<KeyWord name="SetInChargen"/>
aiCrimeGold: The amount of crime gold the jail is for.">
<KeyWord name="SetINIBool"/>
<Param name="ObjectReference akGuard"/>
<KeyWord name="SetINIFloat"/>
<Param name="Form akCrimeGroup"/>
<KeyWord name="SetINIInt"/>
<Param name="Location akLocation"/>
<KeyWord name="SetINIString"/>
<Param name="Int aiCrimeGold"/>
<KeyWord name="SetInstanceVolume"/>
</Overload>
<KeyWord name="SetIntimidated"/>
</KeyWord>
<KeyWord name="SetInvulnerable"/>
<KeyWord name="OnStoryKillActor" func="yes">
<KeyWord name="SetItemCharge"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetItemHealthPercent"/>
Event called when this quest is started via a kill actor story manager event.
<KeyWord name="SetKeywordData"/>
<KeyWord name="SetLockLevel"/>
akVictim: The ObjectReference that was killed.
<KeyWord name="SetLongRangeStrafeMult"/>
akKiller: The ObjectReference that killed the victim.
<KeyWord name="SetLookAt"/>
akLocation: The Location where the crime occurred.
<KeyWord name="SetMaxRange"/>
aiCrimeStatus: Has the crime been reported? Return an Int : 0 = No crime Faction for target ; 1 = Crime is not repported ; 2 = Crime is repported
<KeyWord name="SetMeleeAttackStaggeredMult"/>
aiRelationshipRank: The relationship between the killer and victim before the crime occurred. Will be one of the following:
<KeyWord name="SetMeleeBashAttackMult"/>
4: Lover
<KeyWord name="SetMeleeBashMult"/>
3: Ally
<KeyWord name="SetMeleeBashPowerAttachMult"/>
2: Confidant
<KeyWord name="SetMeleeBashRecoiledMult"/>
1: Friend
<KeyWord name="SetMeleeMult"/>
0: Acquaintance
<KeyWord name="SetMeleePowerAttackBlockingMult"/>
-1: Rival
<KeyWord name="SetMeleePowerAttackStaggeredMult"/>
-2: Foe
<KeyWord name="SetMeleeSpecialAttackMult"/>
-3: Enemy
<KeyWord name="SetMessageIconPath"/>
-4: Archnemesis">
<KeyWord name="SetMinRange"/>
<Param name="ObjectReference akVictim"/>
<KeyWord name="SetModelNthTextureSet"/>
<Param name="ObjectReference akKiller"/>
<KeyWord name="SetModelPath"/>
<Param name="Location akLocation"/>
<KeyWord name="SetMotionType"/>
<Param name="Int aiCrimeStatus"/>
<KeyWord name="SetName"/>
<Param name="Int aiRelationshipRank"/>
<KeyWord name="SetNoBleedoutRecovery"/>
</Overload>
<KeyWord name="SetNoFavorAllowed"/>
</KeyWord>
<KeyWord name="SetNotShowOnStealthMeter"/>
<KeyWord name="OnStoryNewVoicePower" func="yes">
<KeyWord name="SetNthHeadPart"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetNthIngredient"/>
Event called when this quest is started via a new voice power story manager event.
<KeyWord name="SetNthIngredientQuantity"/>
<KeyWord name="SetNthRecoveryTime"/>
akActor: The ObjectReference that got the new voice power.
<KeyWord name="SetNthSpell"/>
akVoicePower: The voice power that the actor just got.">
<KeyWord name="SetNthWordOfPower"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="SetObjectiveCompleted"/>
<Param name="Form akVoicePower"/>
<KeyWord name="SetObjectiveDisplayed"/>
</Overload>
<KeyWord name="SetObjectiveFailed"/>
</KeyWord>
<KeyWord name="SetOffensiveMult"/>
<KeyWord name="OnStoryPayFine" func="yes">
<KeyWord name="SetOpen"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetOutfit"/>
Event called when this quest is started via a pay fine story manager event.
<KeyWord name="SetPerkPoints"/>
<KeyWord name="SetPlayerAIDriven"/>
akCriminal: The ObjectReference that is paying the fine.
<KeyWord name="SetPlayerControls"/>
akGuard: The ObjectReference that is being paid.
<KeyWord name="SetPlayerEnemy"/>
akCrimeGroup: The crime group that is being paid.
<KeyWord name="SetPlayerExpelled"/>
aiCrimeGold: The amount being paid.">
<KeyWord name="SetPlayerReportCrime"/>
<Param name="ObjectReference akCriminal"/>
<KeyWord name="SetPlayerResistingArrest"/>
<Param name="ObjectReference akGuard"/>
<KeyWord name="SetPlayerTeammate"/>
<Param name="Form akCrimeGroup"/>
<KeyWord name="SetPosition"/>
<Param name="Int aiCrimeGold"/>
<KeyWord name="SetProtected"/>
</Overload>
<KeyWord name="SetPublic"/>
</KeyWord>
<KeyWord name="SetQuality"/>
<KeyWord name="OnStoryPickLock" func="yes">
<KeyWord name="SetRace"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetRaceFlag"/>
Event called when this quest is started via a pick lock story manager event.
<KeyWord name="SetRangedMult"/>
<KeyWord name="SetReach"/>
akActor: The ObjectReference that picked the lock.
<KeyWord name="SetReaction"/>
akLock: The ObjectReference that was picked.">
<KeyWord name="SetRelationshipRank"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="SetRestrained"/>
<Param name="ObjectReference akLock"/>
<KeyWord name="SetResult"/>
</Overload>
<KeyWord name="SetResultQuantity"/>
</KeyWord>
<KeyWord name="SetScale"/>
<KeyWord name="OnStoryPlayerGetsFavor" func="yes">
<KeyWord name="SetShoutMult"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetSittingRotation"/>
Event called when this quest is started via a player gets favor story manager event.
<KeyWord name="SetSlotMask"/>
<KeyWord name="SetSpeed"/>
akActor: The ObjectReference that the player just got favor with.">
<KeyWord name="SetStaffMult"/>
<Param name="ObjectReference akActor"/>
<KeyWord name="SetStage"/>
</Overload>
<KeyWord name="SetStagger"/>
</KeyWord>
<KeyWord name="SetSubGraphFloatVariable" func="yes"/>
<KeyWord name="OnStoryRelationshipChange" func="yes">
<KeyWord name="SetSunGazeImageSpaceModifier" func="yes"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="SetUnarmedMult"/>
Event called when this quest is started via a relationship change story manager event. The relationship values will be one of the following:
<KeyWord name="SetUnconscious"/>
<KeyWord name="SetValidRaces"/>
akActor1: The first ObjectReference whose relationship changed.
<KeyWord name="SetValue"/>
akActor2: The second ObjectReference whose relationship changed.
<KeyWord name="SetValueInt" func="yes"/>
aiOldRelationship: The old relationship value.
<KeyWord name="SetVehicle"/>
4: Lover
<KeyWord name="SetVoiceRecoveryTime"/>
3: Ally
<KeyWord name="SetVolume"/>
2: Confidant
<KeyWord name="SetWeaponType"/>
1: Friend
<KeyWord name="SetWeight"/>
0: Acquaintance
<KeyWord name="SetWeightClass" func="yes"/>
-1: Rival
<KeyWord name="SetWorkbenchKeyword"/>
-2: Foe
<KeyWord name="ShakeCamera"/>
-3: Enemy
<KeyWord name="ShakeController"/>
-4: Archnemesis
<KeyWord name="Shout"/>
<KeyWord name="Show"/>
aiNewRelationship: The new relationship value.">
<KeyWord name="ShowAsHelpMessage"/>
<Param name="ObjectReference akActor1"/>
<KeyWord name="ShowBarterMenu"/>
<Param name="ObjectReference akActor2"/>
<KeyWord name="ShowFirstPersonGeometry"/>
<Param name="Int aiOldRelationship"/>
<KeyWord name="ShowGiftMenu"/>
<Param name="Int aiNewRelationship"/>
<KeyWord name="ShowHelpMessage" func="yes"/>
</Overload>
<KeyWord name="ShowLimitedRaceMenu" func="yes"/>
</KeyWord>
<KeyWord name="ShowRaceMenu"/>
<KeyWord name="OnStoryRemoveFromPlayer" func="yes">
<KeyWord name="ShowRefPosition"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="ShowTitleSequenceMenu"/>
Event called when this quest is started via a remove from player story manager event.
<KeyWord name="ShowTrainingMenu"/>
<KeyWord name="Sin"/>
akOwner: The ObjectReference that owns the item.
<KeyWord name="Sound"/>
akItem: The ObjectReference that was removed.
<KeyWord name="Spell"/>
akLocation: The Location where the remove happened.
<KeyWord name="SplineTranslateTo"/>
akItemBase: The base object of the removed item.
<KeyWord name="SplineTranslateToRef" func="yes"/>
aiRemoveType: The type of remove performed. Will be one of the following:
<KeyWord name="SplineTranslateToRefNode"/>
0: None
<KeyWord name="Sqrt"/>
1: Stolen
<KeyWord name="Start"/>
2: Consumed
<KeyWord name="StartCannibal"/>
3: Script
<KeyWord name="StartCombat"/>
4: Dropped
<KeyWord name="StartDeferredKill" func="yes"/>
5: Given
<KeyWord name="StartFrameRateCapture"/>
6: Put in container">
<KeyWord name="StartObjectProfiling"/>
<Param name="ObjectReference akOwner"/>
<KeyWord name="StartScriptProfiling"/>
<Param name="ObjectReference akItem"/>
<KeyWord name="StartSneaking"/>
<Param name="Location akLocation"/>
<KeyWord name="StartStackProfiling"/>
<Param name="Form akItemBase"/>
<KeyWord name="StartTitleSequence"/>
<Param name="Int aiRemoveType"/>
<KeyWord name="StartVampireFeed"/>
</Overload>
<KeyWord name="State"/>
</KeyWord>
<KeyWord name="Stop"/>
<KeyWord name="OnStoryScript" func="yes">
<KeyWord name="StopCombat"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="StopCombatAlarm"/>
Event called when this quest is started via a script story manager event.
<KeyWord name="StopInstance"/>
<KeyWord name="StopObjectProfiling"/>
akKeyword: The Keyword sent by the script
<KeyWord name="StopScriptProfiling"/>
akLocation: The Location sent by the script
<KeyWord name="StopStackProfiling"/>
akRef1: The first ObjectReference sent by the script
<KeyWord name="StopTranslation"/>
akRef2: The second ObjectReference sent by the script
<KeyWord name="String"/>
aiValue1: The first value sent by the script
<KeyWord name="Substring"/>
aiValue2: The second value sent by the script">
<KeyWord name="TakeScreenshot"/>
<Param name="Keyword akKeyword"/>
<KeyWord name="Tan"/>
<Param name="Location akLocation"/>
<KeyWord name="TapKey"/>
<Param name="ObjectReference akRef1"/>
<KeyWord name="TeachWord"/>
<Param name="ObjectReference akRef2"/>
<KeyWord name="TetherToHorse"/>
<Param name="Int aiValue1"/>
<KeyWord name="ToggleAI"/>
<Param name="Int aiValue2"/>
<KeyWord name="ToggleCollisions"/>
</Overload>
<KeyWord name="ToggleMenus"/>
</KeyWord>
<KeyWord name="Topic"/>
<KeyWord name="OnStoryServedTime" func="yes">
<KeyWord name="TopicInfo"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="Trace"/>
Event called when this quest is started via a served time story manager event.
<KeyWord name="TraceConditional"/>
<KeyWord name="TraceStack"/>
akLocation: The Location where the jail is.
<KeyWord name="TraceUser"/>
akCrimeGroup: The crime group whose jail the player was put in.
<KeyWord name="TranslateTo"/>
aiCrimeGold: The amount of crime gold the jail is for.
<KeyWord name="TrapSoul"/>
aiDaysJail: How many days the player was in jail for.">
<KeyWord name="TriggerScreenBlood"/>
<Param name="Location akLocation"/>
<KeyWord name="True"/>
<Param name="Form akCrimeGroup"/>
<KeyWord name="TryToAddToFaction"/>
<Param name="Int aiCrimeGold"/>
<KeyWord name="TryToDisable"/>
<Param name="Int aiDaysJail"/>
<KeyWord name="TryToEnable"/>
</Overload>
<KeyWord name="TryToKill"/>
</KeyWord>
<KeyWord name="TryToMoveTo"/>
<KeyWord name="OnStoryTrespass" func="yes">
<KeyWord name="TryToRemoveFromFaction"/>
<Overload retVal="Event" descr="Member of: Quest Script
<KeyWord name="TryToReset"/>
Event called when this quest is started via a trespass story manager event.
<KeyWord name="TryToStopCombat"/>
<KeyWord name="UnequipAll"/>
akVictim: The ObjectReference who was victimized
<KeyWord name="UnequipItem"/>
akTrespasser: The ObjectReference who trespassed
<KeyWord name="UnEquipItem"/>
akLocation: The Location where it occurred.
<KeyWord name="UnequipShout"/>
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)">
<KeyWord name="UnequipSpell"/>
<Param name="ObjectReference akVictim"/>
<KeyWord name="UnLockOwnedDoorsInCell"/>
<Param name="ObjectReference akTrespasser"/>
<KeyWord name="UnlockWord"/>
<Param name="Location akLocation"/>
<KeyWord name="UnMute"/>
<Param name="Int aiCrime"/>
<KeyWord name="UnPause"/>
</Overload>
<KeyWord name="UnregisterForAnimationEvent"/>
</KeyWord>
<KeyWord name="UnregisterForLOS"/>
<KeyWord name="OnTrackedStatsEvent" func="yes">
<KeyWord name="UnregisterForSleep"/>
<Overload retVal="Event" descr="Member of: ActiveMagicEffect Script, Alias Script, and Form Script
<KeyWord name="UnregisterForTrackedStatsEvent"/>
Event called when tracked stats are updated - if this active magic effect/alias/form is registered for it.
<KeyWord name="UnregisterForUpdate"/>
<KeyWord name="UnregisterForUpdateGameTime"/>
asStat: The text for the stat being updated. Link to list of tracked stats
<KeyWord name="UpdateCurrentInstanceGlobal" func="yes">
aiStatValue: The updated value of the stat.">
<Overload retVal="bool Function" descr="Member of: Quest Script
<Param name="String asStat"/>
<Param name="Int aiStatValue"/>
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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="UsingGamepad" func="yes">
<KeyWord name="OnTranslationAlmostComplete" func="yes">
<Overload retVal="bool Function" descr="Member of: Game Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference almost done translating to the destination.
Returns true if we're using a gamepad.">
This is very useful for things like critters, where you want constant motion, and the script execution delay would otherwise make it possible for the reference to stay immobile for a few frames.">
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Utility"/>
<KeyWord name="OnTranslationComplete" func="yes">
<KeyWord name="VisualEffect"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="Wait" func="yes">
Event called when the object reference done translating to the destination.">
<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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="WaitForAnimationEvent" func="yes">
<KeyWord name="OnTranslationFailed" func="yes">
<Overload retVal="bool Function" descr="Member of: ObjectReference Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference failed translating to the destination for any reason (including when a new request is submitted).">
Waits for the specified animation event from this object to happen before returning.
asEventName: The event to wait for.">
<Param name="string asEventName" />
</Overload>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="WaitGameTime" func="yes">
<KeyWord name="OnTrapHit" func="yes">
<Overload retVal="Function" descr="Member of: Utility Script
<Overload retVal="Event" descr="Member of: ObjectReference Script
Event called when the object reference is a trap and has hit a live target. This event is sent every so often as long as a trap object is in contact with a live target. This event can be sent quite rapidly, so be careful how you use it so you dont overstress the script system.
Pauses the script for at least the specified amount of game time. This function is latent.
akTarget: The ObjectReference that this reference just hit.
afHours: How long to wait, in game hours.">
afXVel: The X velocity for our reference when it hit.
<Param name="float afHours" />
afYVel: The Y velocity for our reference when it hit.
</Overload>
afZVel: The Z velocity for our reference when it hit.
</KeyWord>
afXPos: The X position of our reference when it hit.
<KeyWord name="WaitMenuMode" func="yes">
afYPos: The Y position of our reference when it hit.
<Overload retVal="Function" descr="Member of: Utility Script
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.
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.
abInitialHit: True if this is the first time the trap has hit the target.
aeMotionType: The motion type for the trap.
afSeconds: How long to wait, in real-time seconds.">
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="float afSeconds" />
<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>
</Overload>
</KeyWord>
</KeyWord>
<KeyWord name="Weapon"/>
<KeyWord name="OnTrapHitStart" func="yes">
<KeyWord name="Weather"/>
<Overload retVal="Event" descr="Member of: ObjectReference Script
<KeyWord name="While"/>
Event called when the object reference is a trap and has started hitting a live target.
<KeyWord name="WillIntimidateSucceed" func="yes">
<Overload retVal="bool Function" descr="Member of: Actor Script
akTarget: The ObjectReference that this reference just hit.
afXVel: The X velocity for our reference when it hit.
Returns whether or not an intimidation attempt by the player on this actor will succeed or not.">
afYVel: The Y velocity for our reference when it hit.
</Overload>
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>
<KeyWord name="WordOfPower"/>
<KeyWord name="OnTrapHitStop" func="yes">
<KeyWord name="WornHasKeyword" func="yes">
<Overload retVal="Event" descr="Member of: ObjectReference Script
<Overload retVal="bool Function" descr="Member of: Actor Script
Event called when the object reference is a trap and has stopped hitting a live target.
Checks to see if anything worn by this actor has the specified keyword attached.
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="OnVersionUpdate" func="yes">
<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
 
Event called when a version update of this script has been detected.
 
version: The new version.">
<Param name="Int version"/>
</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="SetColorDialogDefaultColor" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The default color (0xRRGGBB).">
<Param name="Int color"/>
</Overload>
</KeyWord>
<KeyWord name="SetColorDialogStartColor" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
color - The intially selected color (0xRRGGBB).">
<Param name="Int color"/>
</Overload>
</KeyWord>
<KeyWord name="SetColorOptionValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
option: The option ID.
color: The new color (0xRRGGBB).
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="Int color"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetColorOptionValueST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
color: The new color (0xRRGGBB).
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="Int color"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<KeyWord name="SetCombatStyle"/>
<KeyWord name="SetCrimeFaction"/>
<KeyWord name="SetCrimeGold"/>
<KeyWord name="SetCrimeGoldViolent"/>
<KeyWord name="SetCritDamage"/>
<KeyWord name="SetCriticalStage"/>
<KeyWord name="SetCurrentStageID"/>
<KeyWord name="SetCursorFillMode" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Sets the fill direction of the cursor used for the option setters.
Accepted values are LEFT_TO_RIGHT and TOP_TO_BOTTOM.
For LEFT_TO_RIGHT, the fill order is n, n+1, n+2, ..., i.e. fill up the current row, then move to the next one.
For TOP_TO_BOTTOM, the fill order is n, n+2, n+4, ..., i.e. fill the next entry in the current column.
 
fillMode: The new fill mode.">
<Param name="Int fillMode"/>
</Overload>
</KeyWord>
<KeyWord name="SetCursorPosition" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Sets the position of the cursor used for the option setters.
The options are displayed in a grid with 2 columns and 64 rows, with a total of 128 cells. They are indexed 0 to 127, left-to-right, top-to-bottom.
Default cursor position is 0 (top-left).
 
position: The new cursor position.">
<Param name="Int position"/>
</Overload>
</KeyWord>
<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="SetInfoText" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Sets the text for the info text field below the option panel.
 
text: The new info text. Supports multi-line; use \n to start a new line.">
<Param name="String text"/>
</Overload>
</KeyWord>
<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="SetKeyMapOptionValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
option: The option ID.
keyCode: The new keycode.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="Int keyCode"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetKeyMapOptionValueST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
keyCode: The new keycode.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="Int keyCode"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<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="SetMenuDialogDefaultIndex" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The index of the default menu entry.">
<Param name="Int value"/>
</Overload>
</KeyWord>
<KeyWord name="SetMenuDialogOptions" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
options: The list entries for the menu dialog.">
<Param name="String[] options"/>
</Overload>
</KeyWord>
<KeyWord name="SetMenuDialogStartIndex" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The index of the initially selected menu entry.">
<Param name="Int value"/>
</Overload>
</KeyWord>
<KeyWord name="SetMenuOptionValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
option: The option ID.
value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="String value"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetMenuOptionValueST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="String value"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<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="SetOptionFlags" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Sets the option flags.
 
Accepted flags are:
 
OPTION_FLAG_NONE, to clear the flags;
OPTION_FLAG_DISABLED, to grey out and disable the option.
OPTION_FLAG_HIDDEN, to hide an option. It'll behave like an empty option.
OPTION_FLAG_WITH_UNMAP, to enable the unmap button for keymap options.
 
option: The option ID.
flags: The new option flags.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="Int flags"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetOptionFlagsST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Sets the option flags of a state option.
 
flags: The new option flags. See SetOptionFlags.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="Int flags"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<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="SetSliderDialogDefaultValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The default value of the slider.">
<Param name="Float value"/>
</Overload>
</KeyWord>
<KeyWord name="SetSliderDialogInterval" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The stepping interval for changing slider values.">
<Param name="Float value"/>
</Overload>
</KeyWord>
<KeyWord name="SetSliderDialogRange" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
minValue: The smallest valid slider value.
maxValue: The largest valid slider value.">
<Param name="Float minValue"/>
<Param name="Float maxValue"/>
</Overload>
</KeyWord>
<KeyWord name="SetSliderDialogStartValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The starting value of the slider, which should be set to the current value.">
<Param name="Float value"/>
</Overload>
</KeyWord>
<KeyWord name="SetSliderOptionValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
option: The option ID.
value: The new option value.
formatString: The new format string.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="Float value"/>
<Param name="String formatString = &quot;{0}&quot;"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetSliderOptionValueST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The new option value.
formatString: The new format string.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="Float value"/>
<Param name="String formatString = &quot;{0}&quot;"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<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="SetTextOptionValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
option: The option ID.
value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="String value"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetTextOptionValueST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="String value"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<KeyWord name="SetTitleText" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
Requires SkyUI SDK
 
Sets the title text of the control panel.
If the title is not set with this function, it defaults to the name of the current page, or the mod name if no pages are defined.
 
text: The new title text.">
<Param name="String text"/>
</Overload>
</KeyWord>
<KeyWord name="SetToggleOptionValue" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
option: The option ID.
checked: The new check box state.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
<Param name="Int option"/>
<Param name="Bool checked"/>
<Param name="Bool noUpdate = False"/>
</Overload>
</KeyWord>
<KeyWord name="SetToggleOptionValueST" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
checked: The new check box state.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
<Param name="Bool checked"/>
<Param name="Bool noUpdate = False"/>
<Param name="String stateName = &quot;&quot;"/>
</Overload>
</KeyWord>
<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="ShowMessage" func="yes">
<Overload retVal="Bool Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Shows a message dialog.
 
This function works similar to Message.Show, so it will pause the script and wait until the user closed the dialog. The return value indicates whether the dialog was accepted or canceled.
 
Return value: True if the user accepted the dialog, false if it was canceled.
 
message: The message string. Use \n for line breaks.
withCancel: Show accept and cancel options. Otherwise, only the accept button is visible.
acceptLabel: The text label used for the accept button. Default is localized Accept.
cancelLabel: The text label used for the cancel button. Default is localized Cancel.">
<Param name="String message"/>
<Param name="Bool withCancel = True"/>
<Param name="String acceptLabel = &quot;$Yes&quot;"/>
<Param name="String cancelLabel = &quot;$No&quot;"/>
</Overload>
</KeyWord>
<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="UnloadCustomContent" func="yes">
<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
 
Requires SkyUI SDK
 
Clears any custom content and re-enables the original option list.
Has to be called manually after LoadCustomContent was used.">
</Overload>
</KeyWord>
<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.">
akKeyword: The Keyword to check for.">
<Param name="Keyword akKeyword" />
<Param name="Keyword akKeyword"/>
</Overload>
</Overload>
</KeyWord>
</KeyWord>

Revision as of 05:43, 8 August 2013

<?xml version="1.0" encoding="Windows-1252" ?>
<!-- Be careful of XML formatters that remove \n line endings from attributes -->
<!--
Includes events and functions, up to the stated version, from:
Skyrim 1.9.32.0.8
SKSE 1.6.16
SkyUI SDK 4.1

Events/functions that require anything beyond Skyrim state the additional
requirements explicitly in their descriptions.

Some events/functions may be missing descriptions.
-->
<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="AddColorOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds an option that opens a color swatch dialog when selected.

Return value: The option ID.

text: The option text.
color: The initial color value (0xRRGGBB).
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="Int color"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddColorOptionST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a state option that opens a color swatch dialog when selected.

stateName: The state option name.
text: The option text.
color: The initial color value (0xRRGGBB).
flags: See SetOptionFlags.">
				<Param name="String stateName"/>
				<Param name="String text"/>
				<Param name="Int color"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddDependentAnimatedObjectReference"/>
		<KeyWord name="AddEmptyOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds an empty option, which can be used for padding instead of manually re-positioning the cursor.

Return value: The option ID">
			</Overload>
		</KeyWord>
		<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="AddHeaderOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a header option to group several options together.

Return value: The option ID.

text: The header text.
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="Int flags = 0"/>
			</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="AddKeyMapOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a key mapping option.

Return value: The option ID.

text: The option text.
keyCode: The initial SKSE keycode. Will be shown as an image depicting the button.
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="Int keyCode"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddKeyMapOptionST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a key mapping state option.

stateName: The state option name.
text: The option text.
keyCode: The initial SKSE keycode. Will be shown as an image depicting the button.
flags: See SetOptionFlags.">
				<Param name="String stateName"/>
				<Param name="String text"/>
				<Param name="Int keyCode"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddMenuOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds an option that opens a menu dialog when selected.

Return value: The option ID.

text: The option text.
value: The initial displayed option value.
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="String value"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddMenuOptionST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a state option that opens a menu dialog when selected.

stateName: The state option name.
text: The option text.
value: The initial displayed option value.
flags: See SetOptionFlags.">
				<Param name="String stateName"/>
				<Param name="String text"/>
				<Param name="String value"/>
				<Param name="Int flags = 0"/>
			</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="AddSliderOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds an option that opens a slider dialog when selected.

Return value: The option ID.

text: The option text.
value: The initial value of the slider.
formatString: If a non-empty format string is passed, it will be used to format the value instead of just displaying a raw number. {N} in the format string is substited for the value rounded to N decimal places.
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="Float value"/>
				<Param name="String formatString = &quot;{0}&quot;"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddSliderOptionST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a state option that opens a slider dialog when selected.

stateName: The state option name.
text: The option text.
value: The initial value of the slider.
formatString: If a non-empty format string is passed, it will be used to format the value instead of just displaying a raw number. {N} in the format string is substited for the value rounded to N decimal places.
flags: See SetOptionFlags.">
				<Param name="String stateName"/>
				<Param name="String text"/>
				<Param name="Float value"/>
				<Param name="String formatString = &quot;{0}&quot;"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddSlotToMask" func="yes">
			<Overload retVal="Int 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="AddTextOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a generic text/value option.

Return value: The option ID.

text: The option text.
value: The option value.
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="String value"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddTextOptionST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a generic text/value state option.

stateName: The state option name.
text: The option text.
value: The option value.
flags: See SetOptionFlags.">
				<Param name="String stateName"/>
				<Param name="String text"/>
				<Param name="String value"/>
				<Param name="Int flags = 0"/>
			</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="AddToggleOption" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a check box option that can be toggled on and off.

Return value: The option ID.

text: The option text.
checked: The initial state of the check box.
flags: See SetOptionFlags.">
				<Param name="String text"/>
				<Param name="Bool checked"/>
				<Param name="Int flags = 0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="AddToggleOptionST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Adds a check box state option that can be toggled on and off.

stateName: The state option name.
text: The option text.
checked: The initial state of the check box.
flags: See SetOptionFlags.">
				<Param name="String stateName"/>
				<Param name="String text"/>
				<Param name="Bool checked"/>
				<Param name="Int flags = 0"/>
			</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">
			<Overload retVal="Bool Function" descr="Member of: Actor Script
			
Can this actor fly here?"/>
		</KeyWord>
		<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="ChangeHeadPart" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script

Requires SKSE

Adds a headpart, if the type exists it will replace, must not be misc type.

hpart: The head part to change to.">
				<Param name="HeadPart hpart"/>
			</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">
			<Overload retVal="Function" descr="Member of: Actor Script
			
Clears any expression override on this actor, letting the dialogue, AI, and other systems
manage this actor's expression again."/>
		</KeyWord>
		<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">
			<Overload retVal="Function" descr="Member of: Actor Script
			
Clears an actor's obligation (set by SetForcedLandingMarker) to use a
particular marker when this actor has to land. Just an alternate way of
setting the forced landing marker to None."/>
		</KeyWord>
		<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">
			<Overload retVal="Function" descr="Member of: Race Script

Requires SKSE

Clears the specified race flag.

n: The Nth Race Flag">
				<Param name="Int n"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="Function" descr="Member of: ObjectReference Script

This function disables all the linked refs, linked in a chain, from this reference."/>
		</KeyWord>
		<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">
			<Overload retVal="Bool Function" descr="Member of: Actor Script
			
Forces the actor to dismount."/>
		</KeyWord>
		<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">
			<Overload retVal="Function" descr="Member of: Actor Script
			
Forces this actor to draw his weapon."/>
		</KeyWord>
		<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">
			<Overload retVal="Function" descr="Member of: ObjectReference Script
			
This function enables all the linked refs, linked in a chain, from this reference."/>
		</KeyWord>
		<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="EquipItemEx" func="yes">
			<Overload retVal="Function" descr="Member of: Actor Script

Requires SKSE

Forces this actor to equip the specified item at the specified slot.

item: The Form of the item to equip.
equipSlot: The slot you wish to equip the item to.
	Default Slot = 0
	Right Hand Slot = 1
	Left Hand Slot = 2
preventUnequip: If true, will prevent unequipping of the item for the actor.
equipSound: If true, no sound will be played on the equip.">
				<Param name="Form item"/>
				<Param name="Int equipSlot = 0"/>
				<Param name="Bool preventUnequip = False"/>
				<Param name="Bool equipSound = True"/>
			</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" func="yes">
			<Overload retVal="Int Function" descr="Member of: FormList Script

Finds the specified form in the form list and returns its index or returns -1 if it's not a member.

apForm: The form whose index is to be returned.">
				<Param name="Form apForm"/>
			</Overload>
			<Overload retVal="Int Function" descr="Member of: StringUtil Script

Requires SKSE

Returns the index of the first occurence of specified phrase inside given string, optionally starting on selected position.

str: The string in which to search.
toFind: The string to looking for.
startIndex: An optional index at which the function should start looking.">
				<Param name="String str"/>
				<Param name="String toFind"/>
				<Param name="Int startIndex = 0"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="Actor Function" descr="Member of: Game Script

Finds the closest actor within a given radius of a reference.

arCenter: The reference to search around.
afRadius: Maximum distance from center to look for an actor.">
				<Param name="ObjectReference arCenter"/>
				<Param name="Float afRadius"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="ObjectReference Function" descr="Member of: Game Script

Finds the closest reference of any of the types in the list around the target reference and within the given radius.

arBaseObjectsA: The list of valid base objects to look for.
arCenter: The reference to use as the center point of the search.
afRadius: Maximum distance from center to look for a reference.">
				<Param name="FormList arBaseObjects"/>
				<Param name="ObjectReference arCenter"/>
				<Param name="Float afRadius"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="ObjectReference Function" descr="Member of:  Script

Finds the closest reference of the given type from the location of the target reference and within the given radius.

arBaseObject: The type of base object to look for.
arCenter: Reference to use as a center to search from.
afRadius: Maximum distance from center to look for a reference.">
				<Param name="Form arBaseObject"/>
				<Param name="ObjectReference arCenter"/>
				<Param name="Float afRadius"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="Actor Function" descr="Member of: Game Script

Finds a random actor within a given radius of a location.

afX: center of the search, X component.
afY: center of the search, Y component.
afZ: center of the search, Z component.
afRadius: Maximum distance from center to look for an actor.">
				<Param name="Float afX"/>
				<Param name="Float afY"/>
				<Param name="Float afZ"/>
				<Param name="Float afRadius"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="ObjectReference" descr="Member of: Game Script

Finds a random reference of any of the types in the list from the given reference location and within the given radius.

arBaseObjectsA: The list of valid base objects to look for.
arCenter: The reference to use as a center of the search.
afRadius: Maximum distance from center to look for a reference. The unit of this parameter is comparatively much shorter than the radius of a cloak spell or the feet parameter given to &quot;target actor&quot; and &quot;target location&quot; spells. Try starting with a value of 400.">
				<Param name="FormList arBaseObjects"/>
				<Param name="ObjectReference arCenter"/>
				<Param name="Float afRadius"/>
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="" descr="Member of: Game Script

Finds a random reference of the given type from the center of the target reference and within the given radius.

arBaseObject: The type of base object to look for.
arCenter: The reference to use as the center of the search.
afRadius: Maximum distance from center to look for a reference.">
				<Param name="Form arBaseObject"/>
				<Param name="ObjectReference arCenter"/>
				<Param name="Float afRadius"/>
			</Overload>
		</KeyWord>
		<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="ForcePageReset" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Forces OnPageReset to be executed again after the current event has completed.">
			</Overload>
		</KeyWord>
		<KeyWord name="ForceRefIfEmpty" func="yes">
			<Overload retVal="Bool Function" descr="Member of: ReferenceAlias Script

Forces this alias to use the specified reference, but only if the alias is currently empty.

akNewRef: The ObjectReference to tell this alias to use, if empty.">
				<Param name="ObjectReference akNewRef"/>
			</Overload>
		</KeyWord>
		<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" func="yes">
			<Overload retVal="String Function" descr="Member of: Utility Script

Converts the passed-in game time (in game days passed) to a string detailing the date and time it represents. The resulting format is: &quot;MM/DD/YYYY HH:MM&quot; and uses a 24-hour clock.

afGameTime: The game time to convert to a string - in game days passed.

Return value: A string representing the date and time that the game time represents.">
				<Param name="Float afGameTime"/>
			</Overload>
		</KeyWord>
		<KeyWord name="Get"/>
		<KeyWord name="GetActorBase" func="yes">
			<Overload retVal="ActorBase Function" descr="Member of: Actor Script

Gets the ActorBase of the actor.

Return value: The ActorBase for this actor.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetActorOwner" func="yes">
			<Overload retVal="ActorBase Function" descr="Member of: Cell Script

Gets the ActorBase that owns this cell. Will return None if the cell isn't owned by an actor.

Return value: The ActorBase that owns this cell.">
			</Overload>
			<Overload retVal="ActorBase Function" descr="Member of: ObjectReference Script

Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.

Return value: The ActorBase that owns this object.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetActorReference" func="yes">
			<Overload retVal="Actor Function" descr="Member of: ReferenceAlias Script

Attempts to retrieve the actor this alias is pointing at. If it has not been resolved to a reference, or the reference is not an Actor, it will return None.

Return value: The Actor this alias is pointing at, or None if the alias has not been resolved or is not an Actor.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetActorValue" func="yes">
			<Overload retVal="Float Function" descr="Member of: Actor Script

Gets the specified actor value from the actor.

asValueName: The name of the actor value to get the value of. Actor Value List.

Return value: The value of the requested actor value.">
				<Param name="String asValueName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetActorValuePercentage" func="yes">
			<Overload retVal="Float Function" descr="Member of: Actor Script

Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).

asValueName: The name of the actor value to get the value of. Actor Value List.

Return value: The value of the requested actor value as a percentage of its maximum value. If 0, then the actor value is at its minimum. If 1, then the actor value is at its maximum.">
				<Param name="String asValueName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetAlias" func="yes">
			<Overload retVal="Alias Function" descr="Member of: Quest Script

Obtains the alias with the specified ID that is attached to this quest.

iAliasID: The ID number of the alias to retrieve (as shown in the hidden second column on the Quest Aliases tab).

Return value: The Alias associated with the passed in ID, or None if the ID is invalid.">
				<Param name="Int iAliasID"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetAliasByName"/>
		<KeyWord name="GetAllowDualWielding"/>
		<KeyWord name="GetAngleX" func="yes">
			<Overload retVal="Float Function" descr="Member of: ObjectReference Script

Gets this object's rotation around the x axis.

Return value: This object's rotation around the x axis, in degrees.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetAngleY" func="yes">
			<Overload retVal="Float Function" descr="Member of: ObjectReference Script

Gets this object's rotation around the y axis.

Return value: This object's rotation around the y axis, in degrees.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetAngleZ" func="yes">
			<Overload retVal="Float Function" descr="Member of: ObjectReference Script

Gets this object's rotation around the z axis.

Return value: This object's rotation around the Z axis, in degrees. Z angle is measured with the positive y-axis as 0 and increasing clockwise from there.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetAnimationVariableBool" func="yes">
			<Overload retVal="Bool Function" descr="Member of: ObjectReference Script

Gets the value of a variable on the reference's animation graph - Bool version.

asVariableName: The name of the variable to read from the graph.

Return value: The variable's current value.">
				<Param name="String asVariableName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetAnimationVariableFloat" func="yes">
			<Overload retVal="Float Function" descr="Member of: ObjectReference Script

Gets the value of a variable on the reference's animation graph - Float version.

asVariableName: The name of the variable to read from the graph.

Return value: The variable's current value.">
				<Param name="String asVariableName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetAnimationVariableInt" func="yes">
			<Overload retVal="Int Function" descr="Member of: ObjectReference Script

Gets the value of a variable on the reference's animation graph - Int version.

asVariableName: The name of the variable to read from the graph.

Return value: The variable's current value.">
				<Param name="String asVariableName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetArmorRating" func="yes">
			<Overload retVal="Float Function" descr="Member of: Armor Script

Requires SKSE

Gets the armor rating of the armor.

Return value: The armor rating of the armor.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetAssociatedSkill" func="yes">
			<Overload retVal="" descr="Member of: MagicEffect Script

Obtains the skill that this magic effect is associated with.

Return value: The name of the skill the effect is associated with.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetAt" func="yes">
			<Overload retVal="Form Function" descr="Member of: FormList Script

Returns the form at a specified index in the list.

aiIndex: The index in the list we want to fetch the form from.

Return value: Returns the form at index aiIndex, none in case of error (such as wrong index value).">
				<Param name="Int aiIndex"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetAV" func="yes">
			<Overload retVal="Float Function" descr="Member of: Actor Script

Gets the specified actor value from the actor.

asValueName: The name of the actor value to get the value of. Actor Value List.

Return value: The value of the requested actor value.">
				<Param name="String asValueName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetAvoidThreatChance"/>
		<KeyWord name="GetAverageFrameRate"/>
		<KeyWord name="GetAVPercentage" func="yes">
			<Overload retVal="Float Function" descr="Member of: Actor Script

Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).

asValueName: The name of the actor value to get the value of. Actor Value List.

Return value: The value of the requested actor value as a percentage of its maximum value. If 0, then the actor value is at its minimum. If 1, then the actor value is at its maximum.">
				<Param name="String asValueName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetBaseActorValue">
			<Overload retVal="Float Function" descr="Member of: Actor Script

Gets the base value of the specified actor value from the actor.

asValueName: The name of the actor value to get the base value of. Actor Value List.">
				<Param name="String asValueName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetBaseAV">
			<Overload retVal="Float Function" descr="Member of: Actor Script

Gets the base value of the specified actor value from the actor.

asValueName: The name of the actor value to get the base value of. Actor Value List.">
				<Param name="String asValueName"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetBaseDamage">
			<Overload retVal="Int Function" descr="Member of: Weapon Script

Requires SKSE

Returns the base damage of this weapon.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetBaseObject">
			<Overload retVal="MagicEffect Function" descr="Member of: ActiveMagicEffect Script

Obtains the MagicEffect this active magic effect is based on.">
			</Overload>
			<Overload retVal="Form Function" descr="Member of: ObjectReference Script

Obtains the base object for this reference.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetBlue">
			<Overload retVal="Int Function" descr="Member of: ColorForm Script

Requires SKSE

Returns the blue component of this color form.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetBribeAmount">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Returns the amount of gold required to bribe this actor.">
				<Param name=""/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetBudgetCount"/>
		<KeyWord name="GetBudgetName"/>
		<KeyWord name="GetCameraState" func="yes">
			<Overload retVal="Int Function" descr="Member of: Game Script

Returns an integer specific to one of 13 possible camera states.

Return value:
0 - First person
1 - Auto vanity
2 - VATS
3 - Free
4 - Iron sights
5 - Furniture
6 - Transition
7 - Tween menu
8 - Third person (1)
9 - Third person (2)
10 - Horse
11 - Bleedout
12 - Dragon.">
			</Overload>
		</KeyWord>	
		<KeyWord name="GetCasterActor">
			<Overload retVal="Actor Function" descr="Member of: ActiveMagicEffect Script

Obtains the Actor that cast the spell this effect is from.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCastTime">
			<Overload retVal="Float Function" descr="Member of: Scroll Script

Requires SKSE

Returns the time in seconds this scroll takes to cast.">
			</Overload>
			<Overload retVal="Float Function" descr="Member of: Spell Script

Requires SKSE

Returns the time in seconds this spell takes to cast.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetClass">
			<Overload retVal="Class Function" descr="Member of: ActorBase Script

Obtains this actor's Class.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetClassification">
			<Overload retVal="Int Function" descr="Member of: Weather Script

Gets this weather's classification, as specified in the editor.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCloseRangeDuelingCircleMult"/>
		<KeyWord name="GetCloseRangeDuelingFallbackMult"/>
		<KeyWord name="GetCloseRangeFlankingFlankMult"/>
		<KeyWord name="GetCloseRangeFlankingStalkMult"/>
		<KeyWord name="GetCombatState">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Gets the actor's current combat state.
0 = Not in combat.
1 = In combat.
2 = Searching.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCombatStyle">
			<Overload retVal="CombatStyle" descr="Member of: ActorBase Script

Requires SKSE

Get the combat style of this actor.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCombatTarget">
			<Overload retVal="Actor Function" descr="Member of: Actor Script

Obtains the actor this actor is currently in combat with.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetConfigName">
			<Overload retVal="String Function" descr="Member of: Debug Script

Obtains the game's build configuration.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCostliestEffectIndex">
			<Overload retVal="Int Function" descr="Member of: Enchantment Script

Requires SKSE

Returns the index of the costliest effect on an enchantment.">
			</Overload>
			<Overload retVal="Int Function" descr="Member of: Ingredient Script

Requires SKSE

Returns the index of the costliest effect on an ingredient.">
			</Overload>
			<Overload retVal="Int Function" descr="Member of: Potion Script

Requires SKSE

Returns the index of the costliest effect on a potion.">
			</Overload>
			<Overload retVal="Int Function" descr="Member of: Scroll Script

Requires SKSE

Returns the index of the costliest effect on a scroll.">
			</Overload>
			<Overload retVal="Int Function" descr="Member of: Spell Script

Requires SKSE

Returns the index of the costliest effect on a spell.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCrimeFaction">
			<Overload retVal="Faction Function" descr="Member of: Actor Script

Obtains the Faction this actor reports it's crimes to.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCrimeGold">
			<Overload retVal="Int Function" descr="Member of: Faction Script

Get the amount of crime gold on this faction that the player needs to pay.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCrimeGoldNonViolent">
			<Overload retVal="Int Function" descr="Member of: Faction Script

Get the amount of crime gold on this faction that the player needs to pay for non-violent crimes.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCrimeGoldViolent">
			<Overload retVal="Int Function" descr="Member of: Faction Script

Get the amount of crime gold on this faction that the player needs to pay for violent crimes.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCritDamage">
			<Overload retVal="Int Function" descr="Member of: Weapon Script

Requires SKSE

Returns the critical damage of this weapon.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentBudget"/>
		<KeyWord name="GetCurrentDestructionStage">
			<Overload retVal="Int Function" descr="Member of: ObjectReference Script

Obtains the current destruction stage of the object.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentGameTime">
			<Overload retVal="Float Function" descr="Member of: Utility Script

Obtains the current game time in terms of game days passed (same as the global variable)">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentLocation">
			<Overload retVal="Location Function" descr="Member of: ObjectReference Script

Obtains this reference's current Location.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentMemory"/>
		<KeyWord name="GetCurrentPackage">
			<Overload retVal="Package Function" descr="Member of: Actor Script

Gets the Package this actor is currently running.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentRealTime">
			<Overload retVal="Float Function" descr="Member of: Utility Script

Gets the number of real-world seconds that have elapsed since the game has launched. This time does not count time the game has been alt-tabbed, or other cases where the game has been frozen (i.e. during a save or load, time in a menu is counted). This function is most useful for timing a long operation.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentScene">
			<Overload retVal="Scene Function" descr="Member of: ObjectReference Script

Obtains the Scene this reference is currently in, if any. If the reference isn't participating in a scene, it will return None.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentStageID">
			<Overload retVal="Int Function" descr="Member of: Quest Script

Obtains the highest completed stage in this quest.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentWeather">
			<Overload retVal="Weather Function" descr="Member of: Weather Script

Gets the current weather.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCurrentWeatherTransition">
			<Overload retVal="Float Function" descr="Member of: Weather Script

Returns a value from 0.0 to 1.0 describing how far in the current weather has transitioned. If no transition is occurring, this function returns 1.0 and GetOutgoingWeather returns none. If this function returns any other value, GetOutgoingWeather returns the weather which is transitioning out and GetCurrentWeather returns the weather which is transitioning in.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetCustomControl" func="yes">
			<Overload retVal="String Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Returns the control mapped to the given keycode.

Override this function to check the given keycode against any custom controls you're using in your config menu. This enables other mods to react to keymap conflicts.

Return value: The name of the mapped control, or &quot;&quot; if the keycode was unmapped.

keyCode: The checked keycode.">
				<Param name="Int keyCode"/>
			</Overload>
		</KeyWord>		
		<KeyWord name="GetDeadCount">
			<Overload retVal="Int Function" descr="Member of: ActorBase Script

Obtains the number of actors using this actor base that are dead.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetDefensiveMult"/>
		<KeyWord name="GetDialogueTarget">
			<Overload retVal="Actor Function" descr="Member of: Actor Script

Obtains the actor this actor is currently in dialogue with.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetDistance">
			<Overload retVal="Float Function" descr="Member of: ObjectReference Script

Calculates the distance in units between this object and the passed in one.

akOther: The object to find the distance to.">
				<Param name="ObjectReference akOther"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetDuration">
			<Overload retVal="Float Function" descr="Member of: ActiveMagicEffect Script

Returns the Duration of the Active Magic Effect.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetEditorLocation">
			<Overload retVal="Location Function" descr="Member of: ObjectReference Script

Obtains this reference's editor Location.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetEffectiveMagickaCost" func="yes">
			<Overload retVal="Int Function" descr="Member of: Spell Script

Requires SKSE

Returns the effective magicka cost of the spell for the given caster.

caster: The actor to calculate the cost for.">
				<Param name="Actor caster"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetEnchantment">
			<Overload retVal="Enchantment Function" descr="Member of: Armor Script

Requires SKSE

Returns the enchantment associated with this armor. Note refers to the base object, not an object reference.">
			</Overload>
			<Overload retVal="Enchantment Function" descr="Member of: Weapon Script

Requires SKSE

Returns the enchantment associated with this armor. Note refers to the base object, not an object reference.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetEquippedItemType">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Gets the type of item the actor currently has equipped in the specified hand.

aiHand: The hand to get the type from.
	0: Left hand.
	1: Right hand.
	
Return value:
	0: Nothing.
	1: One-handed sword
	2: One-handed dagger
	3: One-handed axe
	4: One-handed mace
	5: Two-handed sword
	6: Two-handed axe/mace
	7: Bow
	8: Staff
	9: Magic spell
	10: Shield
	11: Torch
	12: Crossbow">
				<Param name="Int aiHand"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetEquippedObject" func="yes">
			<Overload retVal="Form Function" descr="Member of: Actor Script

Requires SKSE

Returns the object currently equipped in the specified location.

location: The slot to check.
	0: Left Hand
	1: Right Hand
	2: Shout">
				<Param name="Int Location"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetEquippedShield">
			<Overload retVal="Armor Function" descr="Member of: Actor Script

Gets the actor's currently equipped shield.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetEquippedShout">
			<Overload retVal="Shout Function" descr="Member of: Actor Script

Gets the actor's currently equipped shout.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetEquippedSpell">
			<Overload retVal="Spell Function" descr="Member of: Actor Script

Gets the spell the actor currently has equipped in the specified source.

aiSource: The source to get the spell from.
	0: Left hand
	1: Right hand
	2: Other
	3: Instant">
				<Param name="Int aiSource"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetEquippedWeapon">
			<Overload retVal="Weapon Function" descr="Member of: Actor Script

Gets the actor's currently equipped weapon.

abLeftHand: If true, will return the weapon equipped in the actor's left hand. If false, will return the right-hand weapon instead.">
				<Param name="Bool abLeftHand = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetFaceMorph"/>
		<KeyWord name="GetFacePreset">
			<Overload retVal="Int Function" descr="Member of: ActorBase Script

Requires SKSE

Returns the face morph preset of this actor base.

index: the index of the face morph preset">
				<Param name="Int index"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetFactionOwner">
			<Overload retVal="Faction Function" descr="Member of: Cell Script

Gets the Faction that owns this cell. Will return None if the cell isn't owned by a faction.">
			</Overload>
			<Overload retVal="Faction Function" descr="Member of: ObjectReference Script

Gets the Faction that owns this object. Will return None if the object isn't owned by a faction.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetFactionRank">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Gets this actor's rank in the specified faction.

akFaction: The Faction to get this actor's rank in.

Return value:
-2: If the Actor is not in the faction.
-1: If the Actor is in the faction, with a rank set to -1. By convention, this means they may eventually become a member of this faction.
Non-negative: The actor's rank in the faction.">
				<Param name="Faction akFaction"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetFactionReaction">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Get the faction-based reaction between this actor and another.

akOther: The other actor to determine our faction-based reaction with.

Return value:
0: Neutral
1: Enemy
2: Ally
3: Friend">
				<Param name="Actor akOther"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetFavorPoints"/>
		<KeyWord name="GetFlightDiveBombChance"/>
		<KeyWord name="GetFlightFlyingAttackChance"/>
		<KeyWord name="GetFlightHoverChance"/>
		<KeyWord name="GetFlyingState">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Gets the current flying state of this actor.

Return value:
	0: Not flying
	1: Taking off
	2: Cruising
	3: Hovering
	4: Landing">
			</Overload>
		</KeyWord>
		<KeyWord name="GetForcedLandingMarker">
			<Overload retVal="ObjectReference Function" descr="Member of: Actor Script

Returns the ref at which this actor is obliged to land, if one was set by SetForcedLandingMarker (or none, if none was set).">
			</Overload>
		</KeyWord>
		<KeyWord name="GetForm">
			<Overload retVal="Form Function" descr="Member of: Game Script

Obtains the form specified by its form ID number.

aiFormID: The form ID number of the form we want. (FormID proceeded by 0x) For example Form ID &quot;0001DA07&quot; is given as: 0x0001DA07">
				<Param name="Int aiFormID"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetFormFromFile" func="yes">
			<Overload retVal="Form Function" descr="Member of: Game Script

Obtains the form specified by its form ID number which originated in the specified file. The ID for a form changes based on the load order of the file it loaded from. So a form which shows up as 0101ABCD in the editor may show up as 0401ABCD in game depending on how many other files load before it. This function lets you blindly grab a form based on the lower bytes of its ID and the expected file which created the form.

aiFormID: The form ID number of the form we want. (FormID proceeded by 0x) For example Form ID &quot;0001ABCD&quot; is given as: 0x0001ABCD
asFilename: The name of the file we expect the form to have originated in.">
				<Param name="Int aiFormID"/>
				<Param name="String asFilename"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetFormID">
			<Overload retVal="Int Function" descr="Member of: Form Script

Returns this form's form ID.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetGameSettingFloat">
			<Overload retVal="Float Function" descr="Member of: Game Script

Obtains the value of the specified float game setting

asGameSetting: The name of the setting to get.">
				<Param name="String asGameSetting"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetGameSettingInt">
			<Overload retVal="Int Function" descr="Member of: Game Script

Obtains the value of the specified int game setting

asGameSetting: The name of the setting to get.">
				<Param name="String asGameSetting"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetGameSettingString">
			<Overload retVal="String Function" descr="Member of: Game Script

Obtains the value of the specified string game setting

asGameSetting: The name of the setting to get.">
				<Param name="String asGameSetting"/>
			</Overload>
		</KeyWord>
		<KeyWord name="GetGemSize"/>
		<KeyWord name="GetGiftFilter">
			<Overload retVal="FormList Function" descr="Member of: ActorBase Script

Obtains this actor's FormList of keywords to use as a gift filter.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetGoldAmount">
			<Overload retVal="Int Function" descr="Member of: Actor Script

Obtains the amount of gold on this actor's person.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetGoldValue">
			<Overload retVal="Int Function" descr="Member of: Form Script

Returns the value of this form in gold. If called on a form that doesn't have a value (like a quest), it will return -1.">
			</Overload>
		</KeyWord>
		<KeyWord name="GetGreen">
			<Overload retVal="Int Function" descr="Member of: ColorForm Script

Requires SKSE

Returns the green component of this color form.">
			</Overload>
		</KeyWord>
		<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">
			<Overload retVal="Int Function" descr="Member of: Quest Script

Obtains the highest completed stage in this quest.">
			</Overload>
		</KeyWord>
		<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" func="yes">
			<Overload retVal="Int Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Returns the static version of this script. Not to be mistaken for the mod version.

Override this function to return the current revision of your script if you want to use the built-in updating mechanism.
If an update has been detected, OnVersionUpdate is executed.

Return value: The static version of this script.">
			</Overload>
			<Overload retVal="Int Function" descr="Member of: SKSE Script

Requires SKSE">
			</Overload>
		</KeyWord>
		<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="LoadCustomContent" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Loads an external file.
Once custom content has been loaded, it's shown in the option panel and the option list is hidden.
To clear the custom content and show the option list again, use UnloadCustomContent.

source: The path to the loaded file relative to Data/Interface/. Supported formats are .swf, for animated/interactive content, and .dds for images.
x: The horizontal offset relative to the top-left corner of the option panel.
y: The vertical offset relative to the top-left corner of the option panel.">
				<Param name="String source"/>
				<Param name="Float x = 0.0"/>
				<Param name="Float y = 0.0"/>
			</Overload>
		</KeyWord>
		<KeyWord name="Location"/>
		<KeyWord name="LocationAlias"/>
		<KeyWord name="LocationRefType"/>
		<KeyWord name="Lock" func="yes"/>
		<KeyWord name="LogicalAnd"/>
		<KeyWord name="LogicalNot"/>
		<KeyWord name="LogicalOr"/>
		<KeyWord name="LogicalXor"/>
		<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="OnColorAcceptT" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Event called when a new color has been accepted for this state option.">
			</Overload>
		</KeyWord>
		<KeyWord name="OnColorOpenST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a color state option has been selected.">
			</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="OnConfigClose" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when the config menu is closed.">
			</Overload>
		</KeyWord>
		<KeyWord name="OnConfigInit" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when the config menu is initialized.">
			</Overload>
		</KeyWord>
		<KeyWord name="OnConfigOpen" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when the config menu is opened.">
			</Overload>
		</KeyWord>
		<KeyWord name="OnConfigRegister" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when the config menu registered successfully.">
			</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="OnDefaultST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when resetting a state option to its default value.">
			</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="OnHighlightST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when highlighting a state option.">
			</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="OnKeyMapChangeST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a key has been remapped for this state option.">
			</Overload>
		</KeyWord>
		<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="OnMenuAcceptST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a menu entry has been accepted for this state option.">
			</Overload>
		</KeyWord>
		<KeyWord name="OnMenuOpenST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a menu state option has been selected.">
			</Overload>
		</KeyWord>
		<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="OnOptionColorAccept" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a new color has been accepted.

option: The option ID.
color: The accepted color (0xRRGGBB).">
				<Param name="Int option"/>
				<Param name="Int color"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOptionColorOpen" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a color option has been selected.

option: The option ID.">
				<Param name="Int option"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOptionDefault" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when resetting an option to its default value.

option: The option ID.">
				<Param name="Int option"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOptionHighlight" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when highlighting an option.

option: The option ID.">
				<Param name="Int option"/>
			</Overload>
		</KeyWord>	
		<KeyWord name="OnOptionKeyMapChange" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a key has been remapped.

option: The option ID.
keyCode: The new keycode.
conflictControl: The conflicting control if the keycode was already in use; &quot;&quot; otherwise.
conflictName: ModName of the conflicting mod, &quot;&quot; if the was no conflict or if conflicting with a vanilla control.">
				<Param name="Int option"/>
				<Param name="Int keyCode"/>
				<Param name="String conflictControl"/>
				<Param name="String conflictName"/>
			</Overload>
		</KeyWord>	
		<KeyWord name="OnOptionMenuAccept" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a menu entry has been accepted.

option: The option ID.
index: The index of the accepted menu entry.">
				<Param name="Int option"/>
				<Param name="Int index"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOptionMenuOpen" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a menu option has been selected.

option: The option ID.">
				<Param name="Int option"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOptionSelect" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a non-interactive option has been selected.

option: The option ID.">
				<Param name="Int option"/>
			</Overload>
		</KeyWord>	
		<KeyWord name="OnOptionSliderAccept" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a new slider value has been accepted.

option: The option ID.">
				<Param name="Int option"/>
			</Overload>
		</KeyWord>
		<KeyWord name="OnOptionSliderOpen" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called a slider option has been selected.

option: The option ID.">
				<Param name="Int option"/>
			</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="OnPageReset" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Event called when a new page is selected, including the initial empty page.

page: The name of the current page, or &quot;&quot; if no page is selected.">
				<Param name="String page"/>
			</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="OnSelectST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a non-interactive state option has been selected.">
			</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="OnSliderAcceptST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a new slider state value has been accepted.">
			</Overload>
		</KeyWord>
		<KeyWord name="OnSliderOpenST" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a slider state option has been selected.">
			</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="OnVersionUpdate" func="yes">
			<Overload retVal="Event" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Event called when a version update of this script has been detected.

version: The new version.">
				<Param name="Int version"/>
			</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="SetColorDialogDefaultColor" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The default color (0xRRGGBB).">
				<Param name="Int color"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetColorDialogStartColor" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

color - The intially selected color (0xRRGGBB).">
				<Param name="Int color"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetColorOptionValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

option: The option ID.
color: The new color (0xRRGGBB).
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="Int color"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetColorOptionValueST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

color: The new color (0xRRGGBB).
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="Int color"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetCombatStyle"/>
		<KeyWord name="SetCrimeFaction"/>
		<KeyWord name="SetCrimeGold"/>
		<KeyWord name="SetCrimeGoldViolent"/>
		<KeyWord name="SetCritDamage"/>
		<KeyWord name="SetCriticalStage"/>
		<KeyWord name="SetCurrentStageID"/>
		<KeyWord name="SetCursorFillMode" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Sets the fill direction of the cursor used for the option setters.
Accepted values are LEFT_TO_RIGHT and TOP_TO_BOTTOM.
For LEFT_TO_RIGHT, the fill order is n, n+1, n+2, ..., i.e. fill up the current row, then move to the next one.
For TOP_TO_BOTTOM, the fill order is n, n+2, n+4, ..., i.e. fill the next entry in the current column.

fillMode: The new fill mode.">
				<Param name="Int fillMode"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetCursorPosition" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Sets the position of the cursor used for the option setters.
The options are displayed in a grid with 2 columns and 64 rows, with a total of 128 cells. They are indexed 0 to 127, left-to-right, top-to-bottom.
Default cursor position is 0 (top-left).

position: The new cursor position.">
				<Param name="Int position"/>
			</Overload>
		</KeyWord>
		<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="SetInfoText" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Sets the text for the info text field below the option panel.

text: The new info text. Supports multi-line; use \n to start a new line.">
				<Param name="String text"/>
			</Overload>
		</KeyWord>
		<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="SetKeyMapOptionValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

option: The option ID.
keyCode: The new keycode.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="Int keyCode"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetKeyMapOptionValueST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

keyCode: The new keycode.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="Int keyCode"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<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="SetMenuDialogDefaultIndex" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The index of the default menu entry.">
				<Param name="Int value"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetMenuDialogOptions" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

options: The list entries for the menu dialog.">
				<Param name="String[] options"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetMenuDialogStartIndex" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The index of the initially selected menu entry.">
				<Param name="Int value"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetMenuOptionValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

option: The option ID.
value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="String value"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetMenuOptionValueST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="String value"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<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="SetOptionFlags" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Sets the option flags.

Accepted flags are:

OPTION_FLAG_NONE, to clear the flags;
OPTION_FLAG_DISABLED, to grey out and disable the option.
OPTION_FLAG_HIDDEN, to hide an option. It'll behave like an empty option.
OPTION_FLAG_WITH_UNMAP, to enable the unmap button for keymap options.

option: The option ID.
flags: The new option flags.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="Int flags"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetOptionFlagsST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Sets the option flags of a state option.

flags: The new option flags. See SetOptionFlags.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="Int flags"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<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="SetSliderDialogDefaultValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The default value of the slider.">
				<Param name="Float value"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetSliderDialogInterval" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The stepping interval for changing slider values.">
				<Param name="Float value"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetSliderDialogRange" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

minValue: The smallest valid slider value.
maxValue: The largest valid slider value.">
				<Param name="Float minValue"/>
				<Param name="Float maxValue"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetSliderDialogStartValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The starting value of the slider, which should be set to the current value.">
				<Param name="Float value"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetSliderOptionValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

option: The option ID.
value: The new option value.
formatString: The new format string.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="Float value"/>
				<Param name="String formatString = &quot;{0}&quot;"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetSliderOptionValueST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The new option value.
formatString: The new format string.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="Float value"/>
				<Param name="String formatString = &quot;{0}&quot;"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<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="SetTextOptionValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

option: The option ID.
value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="String value"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetTextOptionValueST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

value: The new option value.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="String value"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetTitleText" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script
			
Requires SkyUI SDK

Sets the title text of the control panel.
If the title is not set with this function, it defaults to the name of the current page, or the mod name if no pages are defined.

text: The new title text.">
				<Param name="String text"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetToggleOptionValue" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

option: The option ID.
checked: The new check box state.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.">
				<Param name="Int option"/>
				<Param name="Bool checked"/>
				<Param name="Bool noUpdate = False"/>
			</Overload>
		</KeyWord>
		<KeyWord name="SetToggleOptionValueST" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

checked: The new check box state.
noUpdate: If true, the option display is not immediately updated, so several setter calls can be grouped together.
stateName: Name of the state option. Default is the current state option.">
				<Param name="Bool checked"/>
				<Param name="Bool noUpdate = False"/>
				<Param name="String stateName = &quot;&quot;"/>
			</Overload>
		</KeyWord>
		<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="ShowMessage" func="yes">
			<Overload retVal="Bool Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Shows a message dialog.

This function works similar to Message.Show, so it will pause the script and wait until the user closed the dialog. The return value indicates whether the dialog was accepted or canceled.

Return value: True if the user accepted the dialog, false if it was canceled.

message: The message string. Use \n for line breaks.
withCancel: Show accept and cancel options. Otherwise, only the accept button is visible.
acceptLabel: The text label used for the accept button. Default is localized Accept.
cancelLabel: The text label used for the cancel button. Default is localized Cancel.">
				<Param name="String message"/>
				<Param name="Bool withCancel = True"/>
				<Param name="String acceptLabel = &quot;$Yes&quot;"/>
				<Param name="String cancelLabel = &quot;$No&quot;"/>
			</Overload>
		</KeyWord>
		<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="UnloadCustomContent" func="yes">
			<Overload retVal="Function" descr="Member of: SKI_ConfigBase Script

Requires SkyUI SDK

Clears any custom content and re-enables the original option list.
Has to be called manually after LoadCustomContent was used.">
			</Overload>
		</KeyWord>
		<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>