Difference between revisions of "Actor Script"

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1,014 bytes removed ,  08:26, 1 February 2014
Added ReplaceHeadPart from SKSE 1.17
imported>SarthesArai
m (→‎Member Functions: Restored AV as short version for Actor Value)
imported>CraftySentinel
(Added ReplaceHeadPart from SKSE 1.17)
Line 20: Line 20:
== Global Functions ==
== Global Functions ==
None
None
== Member Functions ==
== Member Functions ==
'''[[AddPerk - Actor|AddPerk]](Perk ''akPerk'')'''
*Adds the specified perk to this actor.


{|class="wikitable" width =100%
'''Bool [[AddShout - Actor|AddShout]](Shout ''akShout'')'''
!style="text-align:left;" width=25%|Function
*Adds the specified shout to this actor.
!style="text-align:left;"|Description
|-
|[[AddPerk - Actor|'''AddPerk'''(Perk ''akPerk'')]]
|Adds the specified perk to this actor.
|-
 
|[[AddShout - Actor|Bool '''AddShout'''(Shout ''akShout'')]]
|Adds the specified shout to this actor.
|-
 
|[[AddSpell - Actor|Bool '''AddSpell'''(Spell ''akSpell'', Bool ''abVerbose'')]]
|Adds the specified spell to this actor.
|-


|[[AddToFaction - Actor|'''AddToFaction'''(Faction ''akFaction'')]]
'''Bool [[AddSpell - Actor|AddSpell]](Spell ''akSpell'', Bool ''abVerbose'')'''
|Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
*Adds the specified spell to this actor.
|-


|[[AllowBleedoutDialogue - Actor|'''AllowBleedoutDialogue'''(Bool ''abCanTalk'')]]
'''[[AddToFaction - Actor|AddToFaction]](Faction ''akFaction'')'''
|Flags this actor as able to speak to the player when he is in bleed out and is essential down
*Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
|-


|[[AllowPCDialogue - Actor|'''AllowPCDialogue'''(Bool ''abTalk'')]]
'''[[AllowBleedoutDialogue - Actor|AllowBleedoutDialogue]](Bool ''abCanTalk'')'''
|Enables or disables the player's ability to talk to this actor.
*Flags this actor as able to speak to the player when he is in bleed out and is essential down
|-


|[[AttachAshPile - Actor|'''AttachAshPile'''(Form ''akAshPileBase'')]]
'''[[AllowPCDialogue - Actor|AllowPCDialogue]](Bool ''abTalk'')'''
|Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
*Enables or disables the player's ability to talk to this actor.
|-


|[[CanFlyHere - Actor|Bool '''CanFlyHere'''()]]
'''[[AttachAshPile - Actor|AttachAshPile]](Form ''akAshPileBase'')'''
|Can this actor fly here?
*Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
|-


|[[ClearArrested - Actor|'''ClearArrested'''()]]
'''Bool [[CanFlyHere - Actor|CanFlyHere]]()'''
|Clears this actor's arrested state.
*Can this actor fly here?
|-


|[[ClearExpressionOverride - Actor|'''ClearExpressionOverride'''()]]
'''[[ClearArrested - Actor|ClearArrested]]()'''
|Clears any expression override on this actor.
*Clears this actor's arrested state.
|-


|[[ClearExtraArrows - Actor|'''ClearExtraArrows'''()]]
'''[[ClearExpressionOverride - Actor|ClearExpressionOverride]]()'''
|Clears any arrow 3d on the actor.
*Clears any expression override on this actor.
|-


|[[ClearForcedLandingMarker - Actor|'''ClearForcedLandingMarker'''()]]
'''[[ClearExtraArrows - Actor|ClearExtraArrows]]()'''
|Clears any forced landing marker on this actor.
*Clears any arrow 3d on the actor.
|-


|[[ClearKeepOffsetFromActor - Actor|'''ClearKeepOffsetFromActor'''()]]
'''[[ClearForcedLandingMarker - Actor|ClearForcedLandingMarker]]()'''
|Clears any keep offset from this actor.
*Clears any forced landing marker on this actor.
|-


|[[ClearLookAt - Actor|'''ClearLookAt'''()]]
'''[[ClearKeepOffsetFromActor - Actor|ClearKeepOffsetFromActor]]()'''
|Clears this actor's script-forced look at target.
*Clears any keep offset from this actor.
|-


|[[DamageActorValue - Actor|'''DamageActorValue'''(String ''asValueName'', Float ''afDamage'')]]
'''[[ClearLookAt - Actor|ClearLookAt]]()'''
|Damages the specified actor value by the specified amount.
*Clears this actor's script-forced look at target.
|-


|[[DamageActorValue - Actor|'''DamageAV'''(String ''asValueName'', Float ''afDamage'')]]
'''[[DamageActorValue - Actor|DamageActorValue]](String ''asValueName'', Float ''afDamage'')'''
|Alias for DamageActorValue().
*Damages the specified actor value by the specified amount.
|-


|[[Dismount - Actor|Bool '''Dismount'''()]]
'''[[DamageActorValue - Actor|DamageAV]](String ''asValueName'', Float ''afDamage'')'''
|Forces the actor to dismount.
*Alias for DamageActorValue().
|-


|[[DispelAllSpells - Actor|'''DispelAllSpells'''()]]
'''Bool [[Dismount - Actor|Dismount]]()'''
|Dispel all spell from this actor
*Forces the actor to dismount.
|-


|[[DispelSpell - Actor|Bool '''DispelSpell'''(Spell ''akSpell'')]]
'''[[DispelAllSpells - Actor|DispelAllSpells]]()'''
|Dispel a spell from this actor
*Dispel all spell from this actor
|-


|[[DoCombatSpellApply - Actor|'''DoCombatSpellApply'''(Spell ''akSpell'', ObjectReference ''akTarget'')]]
'''Bool [[DispelSpell - Actor|DispelSpell]](Spell ''akSpell'')'''
|Apply a spell to a target in combat
*Dispel a spell from this actor
|-


|[[DrawWeapon - Actor|'''DrawWeapon'''()]]
'''[[DoCombatSpellApply - Actor|DoCombatSpellApply]](Spell ''akSpell'', ObjectReference ''akTarget'')'''
|Forces this actor to draw his weapon
*Apply a spell to a target in combat
|-


|[[EnableAI - Actor|'''EnableAI'''(Bool ''abEnable'')]]
'''[[DrawWeapon - Actor|DrawWeapon]]()'''
|Enables or disables this actor's AI.
*Forces this actor to draw his weapon
|-


|[[EndDeferredKill - Actor|'''EndDeferredKill'''()]]
'''[[EnableAI - Actor|EnableAI]](Bool ''abEnable'')'''
|Removes the actor from a Deferred Kill state.
*Enables or disables this actor's AI.
|-


|[[EquipItem - Actor|'''EquipItem'''(Form ''akItem'', Bool ''abPreventRemoval'', Bool ''abSlient'')]]
'''[[EndDeferredKill - Actor|EndDeferredKill]]()'''
|Equips the specified item on this actor.
*Removes the actor from a Deferred Kill state.
|-


|[[EquipShout - Actor|'''EquipShout'''(Shout ''akShout'')]]
'''[[EquipItem - Actor|EquipItem]](Form ''akItem'', Bool ''abPreventRemoval'', Bool ''abSlient'')'''
|Forces this actor to equip this shout.
*Equips the specified item on this actor.
|-


|[[EquipSpell - Actor|'''EquipSpell'''(Spell ''akSpell'', Int ''aiSource'')]]
'''[[EquipShout - Actor|EquipShout]](Shout ''akShout'')'''
|Forces this actor to equip thes spell, in the specified source.
*Forces this actor to equip this shout.
|-


|[[EvaluatePackage - Actor|'''EvaluatePackage'''()]]
'''[[EquipSpell - Actor|EquipSpell]](Spell ''akSpell'', Int ''aiSource'')'''
|Forces the AI to re-evaluate its package stack.
*Forces this actor to equip thes spell, in the specified source.
|-


|[[ForceActorValue - Actor|'''ForceActorValue'''(String ''asValueName'', Float ''afNewValue'')]]
'''[[EvaluatePackage - Actor|EvaluatePackage]]()'''
|Forces the specified actor value to the specified value.
*Forces the AI to re-evaluate its package stack.
|-


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


|[[GetActorBase - Actor|ActorBase '''GetActorBase'''()]]
'''[[ForceActorValue - Actor|ForceAV]](String ''asValueName'', Float ''afNewValue'')'''
|Returns the base actor object for this actor.
*Alias for ForceActorValue().
|-


|[[GetActorValue - Actor|Float '''GetActorValue'''(String ''asValueName'')]]
'''ActorBase [[GetActorBase - Actor|GetActorBase]]()'''
|Retrieves the specified actor value from the actor.
*Returns the base actor object for this actor.
|-


|[[GetActorValuePercentage - Actor|Float '''GetActorValuePercentage'''(String ''asValueName'')]]
'''Float [[GetActorValue - Actor|GetActorValue]](String ''asValueName'')'''
|Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
*Retrieves the specified actor value from the actor.
|-


|[[GetActorValue - Actor|Float '''GetAV'''(String ''asValueName'')]]
'''Float [[GetActorValuePercentage - Actor|GetActorValuePercentage]](String ''asValueName'')'''
|Alias for GetActorValue().
*Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1)
|-


|[[GetActorValuePercentage - Actor|Float '''GetAVPercentage'''(String ''asValueName'')]]
'''Float [[GetActorValue - Actor|GetAV]](String ''asValueName'')'''
|Alias for GetActorValuePercentage().
*Alias for GetActorValue().
|-


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


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


|[[GetBribeAmount - Actor|Int '''GetBribeAmount'''()]]
'''Float [[GetBaseActorValue - Actor|GetBaseAV]](String ''asValueName'')'''
|Returns the amount of gold required to bribe this actor.
*Alias for GetBaseActorValue().
|-


|[[GetCrimeFaction - Actor|Faction '''GetCrimeFaction'''()]]
'''Int [[GetBribeAmount - Actor|GetBribeAmount]]()'''
|Obtains this actor's crime faction.
*Returns the amount of gold required to bribe this actor.
|-


|[[GetCombatState - Actor|Int '''GetCombatState'''()]]
'''Faction [[GetCrimeFaction - Actor|GetCrimeFaction]]()'''
|Obtains this actor's current combat state.
*Obtains this actor's crime faction.
|-


|[[GetCombatTarget - Actor|Actor '''GetCombatTarget'''()]]
'''Int [[GetCombatState - Actor|GetCombatState]]()'''
|Obtains this actor's current combat target.
*Obtains this actor's current combat state.
|-


|[[GetCurrentPackage - Actor|Package '''GetCurrentPackage'''()]]
'''Actor [[GetCombatTarget - Actor|GetCombatTarget]]()'''
|Obtains the current package this actor's AI is running.
*Obtains this actor's current combat target.
|-


|[[GetDialogueTarget - Actor|Actor '''GetDialogueTarget'''()]]
'''Package [[GetCurrentPackage - Actor|GetCurrentPackage]]()'''
|Obtains the actor's current dialogue target
*Obtains the current package this actor's AI is running.
|-


|[[GetEquippedItemType - Actor|Int '''GetEquippedItemType'''(Int ''aiHand'')]]
'''Actor [[GetDialogueTarget - Actor|GetDialogueTarget]]()'''
|Obtains the type of item equipped in the specified hand.
*Obtains the actor's current dialogue target
|-


|[[GetEquippedShield - Actor|Armor '''GetEquippedShield'''()]]
'''Int [[GetEquippedItemType - Actor|GetEquippedItemType]](Int ''aiHand'')'''
|Obtains the currently equipped shield on this actor.
*Obtains the type of item equipped in the specified hand.
|-


|[[GetEquippedShout - Actor|Shout '''GetEquippedShout'''()]]
'''Armor [[GetEquippedShield - Actor|GetEquippedShield]]()'''
|Obtains the currently equipped shout on this actor.
*Obtains the currently equipped shield on this actor.
|-


|[[GetEquippedSpell - Actor|Spell '''GetEquippedSpell'''(Int ''aiSource'')]]
'''Shout [[GetEquippedShout - Actor|GetEquippedShout]]()'''
|Obtains the currently equipped spell in the specified source on this actor.
*Obtains the currently equipped shout on this actor.
|-


|[[GetEquippedWeapon - Actor|Weapon '''GetEquippedWeapon'''(Bool ''abLeftHand'')]]
'''Spell [[GetEquippedSpell - Actor|GetEquippedSpell]](Int ''aiSource'')'''
|Obtains the currently equipped weapon on this actor.
*Obtains the currently equipped spell in the specified source on this actor.
|-


|[[GetFactionRank - Actor|Int '''GetFactionRank'''(Faction ''akFaction'')]]
'''Weapon [[GetEquippedWeapon - Actor|GetEquippedWeapon]](Bool ''abLeftHand'')'''
|Retrieves this actor's rank in the specified faction.
*Obtains the currently equipped weapon on this actor.
|-


|[[GetFactionReaction - Actor|Int '''GetFactionReaction'''(Actor ''akOther'')]]
'''Int [[GetFactionRank - Actor|GetFactionRank]](Faction ''akFaction'')'''
|Obtains this actor's faction-based reaction to the other actor.
*Retrieves this actor's rank in the specified faction.
|-


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


|[[GetForcedLandingMarker - Actor|ObjectReference '''GetForcedLandingMarker'''()]]
'''Int [[GetFlyingState - Actor|GetFlyingState]]()'''
|Obtains the landing marker the actor is forced to land at (if any).
*Obtains this actor's current flying state.
|-


|[[GetGoldAmount - Actor|Int '''GetGoldAmount'''()]]
'''ObjectReference [[GetForcedLandingMarker - Actor|GetForcedLandingMarker]]()'''
|Gets the amount of gold this actor has on his person.
*Obtains the landing marker the actor is forced to land at (if any).
|-


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


|[[GetKiller - Actor|Actor '''GetKiller'''()]]
'''Int [[GetHighestRelationshipRank - Actor|GetHighestRelationshipRank]]()'''
|Gets this actor's killer. Returns None if this actor isn't dead.
*Gets this actor's highest relationship rank.
|-


|[[GetLevel - Actor|Int '''GetLevel'''()]]
'''Actor [[GetKiller - Actor|GetKiller]]()'''
|Gets this actor's current level.
*Gets this actor's killer. Returns None if this actor isn't dead.
|-


|[[GetLeveledActorBase - Actor|ActorBase '''GetLeveledActorBase'''()]]
'''Int [[GetLevel - Actor|GetLevel]]()'''
|Returns a leveled actor's "temporary" base object.
*Gets this actor's current level.
|-


|[[GetLightLevel - Actor|Float '''GetLightLevel'''()]]
'''ActorBase [[GetLeveledActorBase - Actor|GetLeveledActorBase]]()'''
|Returns this actor's current light level
*Returns a leveled actor's "temporary" base object.
|-


|[[GetLowestRelationshipRank - Actor|Int '''GetLowestRelationshipRank'''()]]
'''Float [[GetLightLevel - Actor|GetLightLevel]]()'''
|Gets this actor's lowest relationship rank.
*Returns this actor's current light level
|-


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


|[[GetPlayerControls - Actor|Bool '''GetPlayerControls'''()]]
'''Bool [[GetNoBleedoutRecovery - Actor|GetNoBleedoutRecovery]]()'''
|Queries whether this actor receives player input
*Gets whether this actor can recover from bleedout or not.
|-


|[[GetRace - Actor|Race '''GetRace'''()]]
'''Bool [[GetPlayerControls - Actor|GetPlayerControls]]()'''
|Returns this actor's race.
*Queries whether this actor receives player input
|-


|[[GetRelationshipRank - Actor|Int '''GetRelationshipRank'''(Actor ''akOther'')]]
'''Race [[GetRace - Actor|GetRace]]()'''
|Retrieves the relationship rank between this actor and another.
*Returns this actor's race.
|-


|[[GetSitState - Actor|Int '''GetSitState'''()]]
'''Int [[GetRelationshipRank - Actor|GetRelationshipRank]](Actor ''akOther'')'''
|Obtains this actor's sit state.
*Retrieves the relationship rank between this actor and another.
|-


|[[GetSleepState - Actor|Int '''GetSleepState'''()]]
'''Int [[GetSitState - Actor|GetSitState]]()'''
|Obtains this actor's sleep state.
*Obtains this actor's sit state.
|-


|[[GetVoiceRecoveryTime - Actor|Float '''GetVoiceRecoveryTime'''()]]
'''Int [[GetSleepState - Actor|GetSleepState]]()'''
|Gets the voice recovery time from the actor.
*Obtains this actor's sleep state.
|-


|[[HasAssociation - Actor|Bool '''HasAssociation'''(AssociationType ''akAssociation'', Actor ''akOther'')]]
'''Float [[GetVoiceRecoveryTime - Actor|GetVoiceRecoveryTime]]()'''
|Returns whether this actor has the specified association with the other actor.
*Gets the voice recovery time from the actor.
|-


|[[HasFamilyRelationship - Actor|Bool '''HasFamilyRelationship'''(Actor ''akOther'')]]
'''Bool [[HasAssociation - Actor|HasAssociation]](AssociationType ''akAssociation'', Actor ''akOther'')'''
|Returns whether this actor has a family relationship with the other actor.
*Returns whether this actor has the specified association with the other actor.
|-


|[[HasLOS - Actor|Bool '''HasLOS'''(ObjectReference ''akOther'')]]
'''Bool [[HasFamilyRelationship - Actor|HasFamilyRelationship]](Actor ''akOther'')'''
|Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor)
*Returns whether this actor has a family relationship with the other actor.
|-


|[[HasMagicEffect - Actor|Bool '''HasMagicEffect'''(MagicEffect ''akEffect'')]]
'''Bool [[HasLOS - Actor|HasLOS]](ObjectReference ''akOther'')'''
|Checks to see if this actor is currently being affected by the given Magic Effect
*Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor)
|-


|[[HasMagicEffectWithKeyword - Actor|Bool '''HasMagicEffectWithKeyword'''(Keyword ''akKeyword'')]]
'''Bool [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect ''akEffect'')'''
|Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
*Checks to see if this actor is currently being affected by the given Magic Effect
|-


|[[HasParentRelationship - Actor|Bool '''HasParentRelationship'''(Actor ''akOther'')]]
'''Bool [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword ''akKeyword'')'''
|Returns whether this actor has a parent relationship with the other actor.
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
|-


|[[HasPerk - Actor|Bool '''HasPerk'''(Perk ''akPerk'')]]
'''Bool [[HasParentRelationship - Actor|HasParentRelationship]](Actor ''akOther'')'''
|Checks to see if this actor has the given Perk
*Returns whether this actor has a parent relationship with the other actor.
|-


|[[HasSpell - Actor|Bool '''HasSpell'''(Form ''akForm'')]]
'''Bool [[HasPerk - Actor|HasPerk]](Perk ''akPerk'')'''
|Checks to see if this actor has the given Spell or Shout
*Checks to see if this actor has the given Perk
|-


|[[IsAlarmed - Actor|Bool '''IsAlarmed'''()]]
'''Bool [[HasSpell - Actor|HasSpell]](Form ''akForm'')'''
|Obtains whether this actor is alarmed or not.
*Checks to see if this actor has the given Spell or Shout
|-


|[[IsAlerted - Actor|Bool '''IsAlerted'''()]]
'''Bool [[IsAlarmed - Actor|IsAlarmed]]()'''
|Returns if this actor is alerted or not.
*Obtains whether this actor is alarmed or not.
|-


|[[IsAllowedToFly - Actor|Bool '''IsAllowedToFly'''()]]
'''Bool [[IsAlerted - Actor|IsAlerted]]()'''
|Is this actor allowed to fly?
*Returns if this actor is alerted or not.
|-


|[[IsArrested - Actor|Bool '''IsArrested'''()]]
'''Bool [[IsAllowedToFly - Actor|IsAllowedToFly]]()'''
|Returns whether this actor is currently arrested or not.
*Is this actor allowed to fly?
|-


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


|[[IsBeingRidden - Actor|Bool '''IsBeingRidden'''()]]
'''Bool [[IsArrestingTarget - Actor|IsArrestingTarget]]()'''
|Is this actor being ridden?
*Is this actor currently arresting his target? Only valid on alerted guards.
|-


|[[IsBleedingOut - Actor|Bool '''IsBleedingOut'''()]]
'''Bool [[IsBeingRidden - Actor|IsBeingRidden]]()'''
|Is this actor currently bleeding out?
*Is this actor being ridden?
|-


|[[IsBribed - Actor|Bool '''IsBribed'''()]]
'''Bool [[IsBleedingOut - Actor|IsBleedingOut]]()'''
|Gets if this actor has been bribed by the player.
*Is this actor currently bleeding out?
|-


|[[IsChild - Actor|Bool '''IsChild'''()]]
'''Bool [[IsBribed - Actor|IsBribed]]()'''
|Is this actor a child?
*Gets if this actor has been bribed by the player.
|-


|[[IsCommandedActor - Actor|Bool '''IsCommandedActor'''()]]
'''Bool [[IsChild - Actor|IsChild]]()'''
|Is this actor commanded by another?
*Is this actor a child?
|-


|[[IsDead - Actor|Bool '''IsDead'''()]]
'''Bool [[IsCommandedActor - Actor|IsCommandedActor]]()'''
|Obtains whether this actor is dead or not.
*Is this actor commanded by another?
|-


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


|[[IsDoingFavor - Actor|Bool '''IsDoingFavor'''()]]
'''Bool [[IsDetectedBy - Actor|IsDetectedBy]](Actor ''akOther'')'''
|Is this actor currently flagged as doing a favor for the player?
*Is this actor detected by the other one?
|-


|[[IsEquipped - Actor|Bool '''IsEquipped'''(Form ''akItem'')]]
'''Bool [[IsDoingFavor - Actor|IsDoingFavor]]()'''
|Is the specified object equipped on this actor?
*Is this actor currently flagged as doing a favor for the player?
|-


|[[IsEssential - Actor|Bool '''IsEssential'''()]]
'''Bool [[IsEquipped - Actor|IsEquipped]](Form ''akItem'')'''
|Is this actor essential?
*Is the specified object equipped on this actor?
|-


|[[IsFlying - Actor|Bool '''IsFlying'''()]]
'''Bool [[IsEssential - Actor|IsEssential]]()'''
|Is this actor currently flying?
*Is this actor essential?
|-


|[[IsGhost - Actor|Bool '''IsGhost'''()]]
'''Bool [[IsFlying - Actor|IsFlying]]()'''
|Is this actor flagged as a ghost?
*Is this actor currently flying?
|-


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


|[[IsHostileToActor- Actor|Bool '''IsHostileToActor-'''(Actor ''akActor'')]]
'''Bool [[IsGuard - Actor|IsGuard]]()'''
|Is this actor hostile to another actor?
*Obtains whether this actor is a guard or not.
|-


|[[IsInCombat - Actor|Bool '''IsInCombat'''()]]
'''Bool [[IsHostileToActor- Actor|IsHostileToActor-]](Actor ''akActor'')'''
|Obtains whether this actor is in combat or not.
*Is this actor hostile to another actor?
|-


|[[IsInFaction - Actor|Bool '''IsInFaction'''(Faction ''akFaction'')]]
'''Bool [[IsInCombat - Actor|IsInCombat]]()'''
|Returns whether this actor is in the specified faction.
*Obtains whether this actor is in combat or not.
|-


|[[IsInKillMove - Actor|Bool '''IsInKillMove'''()]]
'''Bool [[IsInFaction - Actor|IsInFaction]](Faction ''akFaction'')'''
|Returns whether this actor is in a kill move or not.
*Returns whether this actor is in the specified faction.
|-


|[[IsIntimidated - Actor|Bool '''IsIntimidated'''()]]
'''Bool [[IsInKillMove - Actor|IsInKillMove]]()'''
|Gets if this actor has been intimidated by the player.
*Returns whether this actor is in a kill move or not.
|-


|[[IsOnMount - Actor|Bool '''IsOnMount'''()]]
'''Bool [[IsIntimidated - Actor|IsIntimidated]]()'''
|Is the actor on a mount?
*Gets if this actor has been intimidated by the player.
|-


|[[IsPlayersLastRiddenHorse - Actor|Bool '''IsPlayersLastRiddenHorse'''()]]
'''Bool [[IsOnMount - Actor|IsOnMount]]()'''
|Returns whether this actor is the horse the player last rode.
*Is the actor on a mount?
|-


|[[IsPlayerTeammate - Actor|Bool '''IsPlayerTeammate'''()]]
'''Bool [[IsPlayersLastRiddenHorse - Actor|IsPlayersLastRiddenHorse]]()'''
|Returns whether this actor is currently a teammate of the player.
*Returns whether this actor is the horse the player last rode.
|-


|[[IsRunning - Actor|Bool '''IsRunning'''()]]
'''Bool [[IsPlayerTeammate - Actor|IsPlayerTeammate]]()'''
|Returns whether this actor is current running.
*Returns whether this actor is currently a teammate of the player.
|-


|[[IsSneaking - Actor|Bool '''IsSneaking'''()]]
'''Bool [[IsRunning - Actor|IsRunning]]()'''
|Is this actor currently sneaking?
*Returns whether this actor is current running.
|-


|[[IsSprinting - Actor|Bool '''IsSprinting'''()]]
'''Bool [[IsSneaking - Actor|IsSneaking]]()'''
|Is this actor currently sprinting?
*Is this actor currently sneaking?
|-


|[[IsTrespassing - Actor|Bool '''IsTrespassing'''()]]
'''Bool [[IsSprinting - Actor|IsSprinting]]()'''
|Returns whether this actor is currently trespassing or not.
*Is this actor currently sprinting?
|-


|[[IsUnconscious - Actor|Bool '''IsUnconscious'''()]]
'''Bool [[IsTrespassing - Actor|IsTrespassing]]()'''
|Is this actor currently unconscious?
*Returns whether this actor is currently trespassing or not.
|-


|[[IsWeaponDrawn - Actor|Bool '''IsWeaponDrawn'''()]]
'''Bool [[IsUnconscious - Actor|IsUnconscious]]()'''
|Does this actor have his equipped weapon and/or magic spell drawn?
*Is this actor currently unconscious?
|-


|[[KeepOffsetFromActor - Actor|'''KeepOffsetFromActor'''(Actor ''arTarget'', Float ''afOffsetX'', Float ''afOffsetY'', Float ''afOffsetZ'', Float ''afOffsetAngleX'', Float ''afOffsetAngleY'', Float ''afOffsetAngleZ'', Float ''afCatchUpRadius'', Float ''afFollowRadius'')]]
'''Bool [[IsWeaponDrawn - Actor|IsWeaponDrawn]]()'''
|Makes the actor switch to a state where it will try to keep a given offset from another actor
*Does this actor have his equipped weapon and/or magic spell drawn?
|-


|[[Kill - Actor|'''Kill'''(Actor ''akKiller'')]]
'''[[KeepOffsetFromActor - Actor|KeepOffsetFromActor]](Actor ''arTarget'', Float ''afOffsetX'', Float ''afOffsetY'', Float ''afOffsetZ'', Float ''afOffsetAngleX'', Float ''afOffsetAngleY'', Float ''afOffsetAngleZ'', Float ''afCatchUpRadius'', Float ''afFollowRadius'')'''
|Kills this actor with the specified actor as the guilty party.
*Makes the actor switch to a state where it will try to keep a given offset from another actor
|-


|[[KillEssential - Actor|'''KillEssential'''(Actor ''akKiller'')]]
'''[[Kill - Actor|Kill]](Actor ''akKiller'')'''
|Kills this actor, even if he is essential.
*Kills this actor with the specified actor as the guilty party.
|-


|[[KillSilent - Actor|'''KillSilent'''(Actor ''akKiller'')]]
'''[[KillEssential - Actor|KillEssential]](Actor ''akKiller'')'''
|Kills this actor without a kill event with the killer being the guilty party
*Kills this actor, even if he is essential.
|-


|[[MakePlayerFriend - Actor|'''MakePlayerFriend'''()]]
'''[[KillSilent - Actor|KillSilent]](Actor ''akKiller'')'''
|Makes the actor a friend of the player.
*Kills this actor without a kill event with the killer being the guilty party
|-


|[[ModActorValue - Actor|'''ModActorValue'''(String ''asValueName'', Float ''afAmount'')]]
'''[[MakePlayerFriend - Actor|MakePlayerFriend]]()'''
|Modifies the specified actor value by the specified amount.
*Makes the actor a friend of the player.
|-


|[[ModActorValue - Actor|'''ModAV'''(String ''asValueName'', Float ''afAmount'')]]
'''[[ModActorValue - Actor|ModActorValue]](String ''asValueName'', Float ''afAmount'')'''
|Alias for ModActorValue().
*Modifies the specified actor value by the specified amount.
|-


|[[ModFactionRank - Actor|'''ModFactionRank'''(Faction ''akFaction'', Int ''aiMod'')]]
'''[[ModActorValue - Actor|ModAV]](String ''asValueName'', Float ''afAmount'')'''
|Modifies this actor's rank in the specified faction.
*Alias for ModActorValue]]().
|-


|[[MoveToPackageLocation - Actor|'''MoveToPackageLocation'''()]]
'''[[ModFactionRank - Actor|ModFactionRank]](Faction ''akFaction'', Int ''aiMod'')'''
|Pops this actor to the initial location for its current package.
*Modifies this actor's rank in the specified faction.
|-


|[[OpenInventory - Actor|'''OpenInventory'''(Bool ''abForceOpen'')]]
'''[[MoveToPackageLocation - Actor|MoveToPackageLocation]]()'''
|Opens this actor's inventory as if you were pick-pocketing them.
*Pops this actor to the initial location for its current package.
|-


|[[PathToReference - Actor|Bool '''PathToReference'''(ObjectReference ''aTarget'', Float ''afWalkRunPercent'')]]
'''[[OpenInventory - Actor|OpenInventory]](Bool ''abForceOpen'')'''
|Makes the actor path to the target reference at the speed given by afWalkRunercent.
*Opens this actor's inventory as if you were pick-pocketing them.
|-


|[[PlayIdle - Actor|Bool '''PlayIdle'''(Idle ''akIdle'')]]
'''Bool [[PathToReference - Actor|PathToReference]](ObjectReference ''aTarget'', Float ''afWalkRunPercent'')'''
|Plays the passed idle on this actor.
*Makes the actor path to the target reference at the speed given by afWalkRunercent.
|-


|[[PlayIdleWithTarget - Actor|Bool '''PlayIdleWithTarget'''(Idle ''akIdle'', ObjectReference ''akTarget'')]]
'''Bool [[PlayIdle - Actor|PlayIdle]](Idle ''akIdle'')'''
|Plays the passed idle on this actor, overriding the actor's current target with the one given.
*Plays the passed idle on this actor.
|-


|[[PlaySubGraphAnimation- Actor|'''PlaySubGraphAnimation-'''(String ''asEventName'')]]
'''Bool [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]](Idle ''akIdle'', ObjectReference ''akTarget'')'''
|Sends the event passed to the actor's sub graphs.
*Plays the passed idle on this actor, overriding the actor's current target with the one given.
|-


|[[RemoveFromFaction - Actor|'''RemoveFromFaction'''(Faction ''akFaction'')]]
'''[[PlaySubGraphAnimation- Actor|PlaySubGraphAnimation-]](String ''asEventName'')'''
|Removes this actor from the specified faction.
*Sends the event passed to the actor's sub graphs.
|-


|[[RemoveFromAllFactions - Actor|'''RemoveFromAllFactions'''()]]
'''[[RemoveFromFaction - Actor|RemoveFromFaction]](Faction ''akFaction'')'''
|Removes this actor from all factions they are associated with.
*Removes this actor from the specified faction.
|-


|[[RemovePerk - Actor|'''RemovePerk'''(Perk ''akPerk'')]]
'''[[RemoveFromAllFactions - Actor|RemoveFromAllFactions]]()'''
|Removes the specified perk from this actor.
*Removes this actor from all factions they are associated with.
|-


|[[RemoveShout - Actor|Bool '''RemoveShout'''(Shout ''akShout'')]]
'''[[RemovePerk - Actor|RemovePerk]](Perk ''akPerk'')'''
|Removes the specified shout from this actor.
*Removes the specified perk from this actor.
|-


|[[RemoveSpell - Actor|Bool '''RemoveSpell'''(Spell ''akSpell'')]]
'''Bool [[RemoveShout - Actor|RemoveShout]](Shout ''akShout'')'''
|Removes the specified spell from this actor.
*Removes the specified shout from this actor.
|-


|[[ResetHealthAndLimbs - Actor|'''ResetHealthAndLimbs'''()]]
'''Bool [[RemoveSpell - Actor|RemoveSpell]](Spell ''akSpell'')'''
|Resets this actor's health and limb state.
*Removes the specified spell from this actor.
|-


|[[RestoreActorValue - Actor|'''RestoreActorValue'''(String ''asValueName'', Float ''afAmount'')]]
'''[[ResetHealthAndLimbs - Actor|ResetHealthAndLimbs]]()'''
|Restores damage done to the specified actor value.
*Resets this actor's health and limb state.
|-


|[[RestoreActorValue - Actor|'''RestoreAV'''(String ''asValueName'', Float ''afAmount'')]]
'''[[RestoreActorValue - Actor|RestoreActorValue]](String ''asValueName'', Float ''afAmount'')'''
|Alias for RestoreActorValue().
*Restores damage done to the specified actor value.
|-


|[[Resurrect - Actor|'''Resurrect'''()]]
'''[[RestoreActorValue - Actor|RestoreAV]](String ''asValueName'', Float ''afAmount'')'''
|Resurrects this actor.
*Alias for RestoreActorValue().
|-


|[[SendAssaultAlarm - Actor|'''SendAssaultAlarm'''()]]
'''[[Resurrect - Actor|Resurrect]]()'''
|Has this actor behave as if they were assaulted.
*Resurrects this actor.
|-


|[[SendTrespassAlarm - Actor|'''SendTrespassAlarm'''(Actor ''akCriminal'')]]
'''[[SendAssaultAlarm - Actor|SendAssaultAlarm]]()'''
|Has this actor behave as if they caught the criminal trespassing
*Has this actor behave as if they were assaulted.
|-


|[[SetActorValue - Actor|'''SetActorValue'''(String ''asValueName'', Float ''afValue'')]]
'''[[SendTrespassAlarm - Actor|SendTrespassAlarm]](Actor ''akCriminal'')'''
|Sets the specified actor value on the actor to the passed-in value.
*Has this actor behave as if they caught the criminal trespassing
|-


|[[SetAlert - Actor|'''SetAlert'''(Bool ''abAlerted'')]]
'''[[SetActorValue - Actor|SetActorValue]](String ''asValueName'', Float ''afValue'')'''
|Flags this actor as currently alerted (or clears it)
*Sets the specified actor value on the actor to the passed-in value.
|-


|[[SetAllowFlying - Actor|'''SetAllowFlying'''(Bool ''abAllowed'')]]
'''[[SetAlert - Actor|SetAlert]](Bool ''abAlerted'')'''
|Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to)
*Flags this actor as currently alerted (or clears it)
|-


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


|[[SetAlpha - Actor|'''SetAlpha'''(Float ''afTargetAlpha'', Bool ''abFade'')]]
'''[[SetAllowFlyingEx - Actor|SetAllowFlyingEx]](Bool ''abAllowed'', Bool ''abAllowCrash'', Bool ''abAllowSearch'')'''
|Sets this actor's alpha - optionally fading to that value rather then popping.
*Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor.
|-


|[[SetAttackActorOnSight - Actor|'''SetAttackActorOnSight'''(Bool ''abAttackOnSight'')]]
'''[[SetAlpha - Actor|SetAlpha]](Float ''afTargetAlpha'', Bool ''abFade'')'''
|Flags this actor to be attacked by all actors when detected.
*Sets this actor's alpha - optionally fading to that value rather then popping.
|-


|[[SetActorValue - Actor|'''SetAV'''(String ''asValueName'', Float ''afValue'')]]
'''[[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](Bool ''abAttackOnSight'')'''
|Alias for SetActorValue().
*Flags this actor to be attacked by all actors when detected.
|-


|[[SetBribed - Actor|'''SetBribed'''(Bool ''abBribe'')]]
'''[[SetActorValue - Actor|SetAV]](String ''asValueName'', Float ''afValue'')'''
|Sets if this actor is being bribed by the player.
*Alias for SetActorValue().
|-


|[[SetCrimeFaction - Actor|'''SetCrimeFaction'''(Faction ''akFaction'')]]
'''[[SetBribed - Actor|SetBribed]](Bool ''abBribe'')'''
|Sets the faction that this actor reports crimes to.
*Sets if this actor is being bribed by the player.
|-


|[[SetCriticalStage - Actor|'''SetCriticalStage'''(Int ''aiStage'')]]
'''[[SetCrimeFaction - Actor|SetCrimeFaction]](Faction ''akFaction'')'''
|Sets this actor's current critical stage (applying any related effects)
*Sets the faction that this actor reports crimes to.
|-


|[[SetDoingFavor - Actor|'''SetDoingFavor'''(Bool ''abDoingFavor'')]]
'''[[SetCriticalStage - Actor|SetCriticalStage]](Int ''aiStage'')'''
|Flags this actor as doing a favor for the player.
*Sets this actor's current critical stage (applying any related effects)
|-


|[[SetDontMove - Actor|'''SetDontMove'''(Bool ''abDontMove'')]]
'''[[SetDoingFavor - Actor|SetDoingFavor]](Bool ''abDoingFavor'')'''
|Flags/unflags this actor as "don't move".
*Flags this actor as doing a favor for the player.
|-


|[[SetExpressionOverride - Actor|'''SetExpressionOverride'''(Int ''aiMood'', Int ''aiStrength'')]]
'''[[SetDontMove - Actor|SetDontMove]](Bool ''abDontMove'')'''
|Sets an expression override on this actor.
*Flags/unflags this actor as "don't move".
|-


|[[SetEyeTexture - Actor|'''SetEyeTexture'''(TextureSet ''akTexture'')]]
'''[[SetExpressionOverride - Actor|SetExpressionOverride]](Int ''aiMood'', Int ''aiStrength'')'''
|Forces a new eye texture on the actor.
*Sets an expression override on this actor.
|-


|[[SetFactionRank - Actor|'''SetFactionRank'''(Faction ''akFaction'', Int ''aiRank'')]]
'''[[SetEyeTexture - Actor|SetEyeTexture]](TextureSet ''akTexture'')'''
|Sets this actor's rank in the specified faction, adding it to the faction if necessary.
*Forces a new eye texture on the actor.
|-


|[[SetForcedLandingMarker - Actor|'''SetForcedLandingMarker'''(ObjectReference ''aMarker'')]]
'''[[SetFactionRank - Actor|SetFactionRank]](Faction ''akFaction'', Int ''aiRank'')'''
|Forces the landing marker for this actor to the passed-in one.
*Sets this actor's rank in the specified faction, adding it to the faction if necessary.
|-


|[[SetGhost - Actor|'''SetGhost'''(Bool ''abIsGhost'')]]
'''[[SetForcedLandingMarker - Actor|SetForcedLandingMarker]](ObjectReference ''aMarker'')'''
|Sets this actor as a ghost or not.
*Forces the landing marker for this actor to the passed-in one.
|-


|[[SetHeadTracking - Actor|'''SetHeadTracking'''(Bool ''abEnable'')]]
'''[[SetGhost - Actor|SetGhost]](Bool ''abIsGhost'')'''
|Enables or disables this actor's head tracking.
*Sets this actor as a ghost or not.
|-


|[[SetIntimidated - Actor|'''SetIntimidated'''(Bool ''abIntimidate'')]]
'''[[SetHeadTracking - Actor|SetHeadTracking]](Bool ''abEnable'')'''
|Sets if this actor is being intimidated by the player.
*Enables or disables this actor's head tracking.
|-


|[[SetLookAt - Actor|'''SetLookAt'''(ObjectReference ''akTarget'', Bool ''abPathingLookAt'')]]
'''[[SetIntimidated - Actor|SetIntimidated]](Bool ''abIntimidate'')'''
|Sets this actor's look at target, optionally using it for pathing as well.
*Sets if this actor is being intimidated by the player.
|-


|[[SetNoBleedoutRecovery - Actor|'''SetNoBleedoutRecovery'''(Bool ''abAllowed'')]]
'''[[SetLookAt - Actor|SetLookAt]](ObjectReference ''akTarget'', Bool ''abPathingLookAt'')'''
|Sets or clears the "no bleedout recovery" flag on this actor.
*Sets this actor's look at target, optionally using it for pathing as well.
|-


|[[SetNotShowOnStealthMeter - Actor|'''SetNotShowOnStealthMeter'''(Bool ''abNotShow'')]]
'''[[SetNoBleedoutRecovery - Actor|SetNoBleedoutRecovery]](Bool ''abAllowed'')'''
|Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
*Sets or clears the "no bleedout recovery" flag on this actor.
|-


|[[SetOutfit - Actor|'''SetOutfit'''(Outfit ''akOutfit'', Bool ''abSleepOutfit'')]]
'''[[SetNotShowOnStealthMeter - Actor|SetNotShowOnStealthMeter]](Bool ''abNotShow'')'''
|Change the default or sleep outfit and queue the models to be worn now.
*Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
|-


|[[SetPlayerControls - Actor|'''SetPlayerControls'''(Bool ''abControls'')]]
'''[[SetOutfit - Actor|SetOutfit]](Outfit ''akOutfit'', Bool ''abSleepOutfit'')'''
|Set/reset whether player input being sent to the actor.
*Change the default or sleep outfit and queue the models to be worn now.
|-


|[[SetPlayerResistingArrest - Actor|'''SetPlayerResistingArrest'''()]]
'''[[SetPlayerControls - Actor|SetPlayerControls]](Bool ''abControls'')'''
|Flags the player as resisting arrest from this actor's faction.
*Set/reset whether player input being sent to the actor.
|-


|[[SetPlayerTeammate - Actor|'''SetPlayerTeammate'''(Bool ''abTeammate'', Bool ''abCanDoFavor'')]]
'''[[SetPlayerResistingArrest - Actor|SetPlayerResistingArrest]]()'''
|Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
*Flags the player as resisting arrest from this actor's faction.
|-


|[[SetRace - Actor|'''SetRace'''(Race ''akRace'')]]
'''[[SetPlayerTeammate - Actor|SetPlayerTeammate]](Bool ''abTeammate'', Bool ''abCanDoFavor'')'''
|Sets the actor's race
*Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
|-


|[[SetRelationshipRank - Actor|'''SetRelationshipRank'''(Actor ''akOther'', Int ''aiRank'')]]
'''[[SetRace - Actor|SetRace]](Race ''akRace'')'''
|Sets the relationship rank between this actor and another.
*Sets the actor's race
|-


|[[SetRestrained - Actor|'''SetRestrained'''(Bool ''abRestrained'')]]
'''[[SetRelationshipRank - Actor|SetRelationshipRank]](Actor ''akOther'', Int ''aiRank'')'''
|Flags this actor as restrained or not.
*Sets the relationship rank between this actor and another.
|-


|[[SetSubGraphFloatVariable - Actor|'''SetSubGraphFloatVariable'''(String ''asVariableName'', Float ''afValue'')]]
'''[[SetRestrained - Actor|SetRestrained]](Bool ''abRestrained'')'''
|Set a variable on all of an actor's sub graphs.
*Flags this actor as restrained or not.
|-


|[[SetUnconscious - Actor|'''SetUnconscious'''(Bool ''abIsUnconscious'')]]
'''[[SetSubGraphFloatVariable - Actor|SetSubGraphFloatVariable]](String ''asVariableName'', Float ''afValue'')'''
|Sets this actor as unconscious or not.
*Set a variable on all of an actor's sub graphs.
|-


|[[SetVehicle - Actor|'''SetVehicle'''(ObjectReference ''akVehicle'')]]
'''[[SetUnconscious - Actor|SetUnconscious]](Bool ''abIsUnconscious'')'''
|Attaches or detaches this actor from a vehicle.
*Sets this actor as unconscious or not.
|-


|[[SetVoiceRecoveryTime - Actor|'''SetVoiceRecoveryTime'''(Float ''afTime'')]]
'''[[SetVehicle - Actor|SetVehicle]](ObjectReference ''akVehicle'')'''
|Sets the voice recovery time on the actor.
*Attaches or detaches this actor from a vehicle.
|-


|[[ShowBarterMenu - Actor|'''ShowBarterMenu'''()]]
'''[[SetVoiceRecoveryTime - Actor|SetVoiceRecoveryTime]](Float ''afTime'')'''
|Shows the barter menu for this actor.
*Sets the voice recovery time on the actor.
|-


|[[ShowGiftMenu - Actor|'''ShowGiftMenu'''()]]
'''[[ShowBarterMenu - Actor|ShowBarterMenu]]()'''
|Shows the give/take menu for this actor.
*Shows the barter menu for this actor.
|-


|[[StartCannibal - Actor|'''StartCannibal'''(Actor ''akTarget'')]]
'''[[ShowGiftMenu - Actor|ShowGiftMenu]]()'''
|Has the actor feed on a dead actor.
*Shows the give/take menu for this actor.
|-


|[[StartCombat - Actor|'''StartCombat'''(Actor ''akTarget'')]]
'''[[StartCannibal - Actor|StartCannibal]](Actor ''akTarget'')'''
|Attempts to initiate combat with the other actor.
*Has the actor feed on a dead actor.
|-


|[[StartDeferredKill - Actor|'''StartDeferredKill'''()]]
'''[[StartCombat - Actor|StartCombat]](Actor ''akTarget'')'''
|Puts the actor into a Deferred Kill state
*Attempts to initiate combat with the other actor.
|-


|[[StartSneaking - Actor|'''StartSneaking'''()]]
'''[[StartDeferredKill - Actor|StartDeferredKill]]()'''
|Forces this actor to start sneaking.
*Puts the actor into a Deferred Kill state
|-


|[[StartVampireFeed - Actor|'''StartVampireFeed'''(Actor ''akTarget'')]]
'''[[StartSneaking - Actor|StartSneaking]]()'''
|Has the actor vampire feed on a sleeping actor
*Forces this actor to start sneaking.
|-


|[[StopCombat - Actor|'''StopCombat'''()]]
'''[[StartVampireFeed - Actor|StartVampireFeed]](Actor ''akTarget'')'''
|Removes this actor from combat.
*Has the actor vampire feed on a sleeping actor
|-


|[[StopCombatAlarm - Actor|'''StopCombatAlarm'''()]]
'''[[StopCombat - Actor|StopCombat]]()'''
|Stops all combat and alarms against this actor.
*Removes this actor from combat.
|-


|[[TrapSoul - Actor|Bool '''TrapSoul'''(Actor ''akTarget'')]]
'''[[StopCombatAlarm - Actor|StopCombatAlarm]]()'''
|Attempts to soul trap the target actor - and returns if it succeeded or not.
*Stops all combat and alarms against this actor.
|-


|[[UnequipAll - Actor|'''UnequipAll'''()]]
'''Bool [[TrapSoul - Actor|TrapSoul]](Actor ''akTarget'')'''
|Unequips all items from this actor.
*Attempts to soul trap the target actor - and returns if it succeeded or not.
|-


|[[UnequipItem - Actor|'''UnequipItem'''(Form ''akItem'', Bool ''abPreventEquip'', Bool ''abSilent'')]]
'''[[UnequipAll - Actor|UnequipAll]]()'''
|Unequips an item from this actor.
*Unequips all items from this actor.
|-


|[[UnequipItemSlot - Actor|'''UnequipItemSlot'''(Int ''aiSlot'')]]
'''[[UnequipItem - Actor|UnequipItem]](Form ''akItem'', Bool ''abPreventEquip'', Bool ''abSilent'')'''
|Forces this actor to unequip all armor on the given slot.
*Unequips an item from this actor.
|-


|[[UnequipShout - Actor|'''UnequipShout'''(Shout ''akShout'')]]
'''[[UnequipItemSlot - Actor|UnequipItemSlot]](Int ''aiSlot'')'''
|Unequips the specified shout from this actor.
*Forces this actor to unequip all armor on the given slot.
|-


|[[UnequipSpell - Actor|'''UnequipSpell'''(Spell ''akSpell'', Int ''aiSource'')]]
'''[[UnequipShout - Actor|UnequipShout]](Shout ''akShout'')'''
|Unequips the specified spell from the specified source on this actor.
*Unequips the specified shout from this actor.
|-


|[[UnlockOwnedDoorsInCell - Actor|'''UnlockOwnedDoorsInCell'''()]]
'''[[UnequipSpell - Actor|UnequipSpell]](Spell ''akSpell'', Int ''aiSource'')'''
|Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
*Unequips the specified spell from the specified source on this actor.
|-


|[[WillIntimidateSucceed - Actor|Bool '''WillIntimidateSucceed'''()]]
'''[[UnlockOwnedDoorsInCell - Actor|UnlockOwnedDoorsInCell]]()'''
|Returns whether an intimidation attempt by the player against this actor will succeed or not.
*Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
|-


|[[WornHasKeyword - Actor|Bool '''WornHasKeyword'''(Keyword ''akKeyword'')]]
'''Bool [[WillIntimidateSucceed - Actor|WillIntimidateSucceed]]()'''
|Returns whether or not this actor is wearing anything with the specified keyword.
*Returns whether an intimidation attempt by the player against this actor will succeed or not.
|-


|}
'''Bool [[WornHasKeyword - Actor|WornHasKeyword]](Keyword ''akKeyword'')'''
*Returns whether or not this actor is wearing anything with the specified keyword.


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


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


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


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


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


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


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


|[[QueueNiNodeUpdate - Actor|'''QueueNiNodeUpdate'''()]]
'''[[QueueNiNodeUpdate - Actor|QueueNiNodeUpdate]]()'''
|Updates modifications linked to the actor.
*Updates modifications linked to the actor.
|-


|[[RegenerateHead - Actor|'''RegenerateHead'''()]]
'''[[RegenerateHead - Actor|RegenerateHead]]()'''
| Updates an Actors head mesh.
*Updates an Actors head mesh.
|-


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


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


|[[UnequipItemEx - Actor|'''UnequipItemEx'''(Form ''item'', Int ''equipSlot'', Bool ''preventEquip'')]]
'''[[UnequipItemEx - Actor|UnequipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventEquip'')'''
|Force unequips the specified item at the specified slot.
*Force unequips the specified item at the specified slot.
|-


|[[ChangeHeadPart - Actor|'''ChangeHeadPart'''(HeadPart ''hPart'')]]
'''[[ChangeHeadPart - Actor|ChangeHeadPart]](HeadPart ''hPart'')'''
| Adds a headpart, if the type exists it will replace.
*Adds a headpart, if the type exists it will replace.
|-


|[[UpdateWeight - Actor|'''UpdateWeight'''(Float ''neckDelta'')]]
'''[[ReplaceHeadPart - Actor|ReplaceHeadPart]](HeadPart ''oPart'', HeadPart ''newPart'')'''
| Visually updates the actors weight.
*Replaces a headpart on the loaded mesh. This does not affect the ActorBase, both old an new headparts must exist and be of the same type.
|-


|[[IsAIEnabled - Actor|Bool '''IsAIEnabled'''()]]
'''[[UpdateWeight - Actor|UpdateWeight]](Float ''neckDelta'')'''
| Returns whether the actors AI is enabled
*Visually updates the actors weight.
|-


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


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


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


== Events ==
== Events ==
'''[[OnCombatStateChanged - Actor|OnCombatStateChanged]](Actor ''akTarget'', Int ''aeCombatState'')'''
*Sent when this actor's combat state changes.


{|class="wikitable" width =100%
'''[[OnDeath - Actor|OnDeath]](Actor ''akKiller'')'''
!style="text-align:left;" width=25%|Function
*Event received when this actor dies.
!style="text-align:left;"|Description
|-
|[[OnCombatStateChanged - Actor|'''OnCombatStateChanged'''(Actor ''akTarget'', Int ''aeCombatState'')]]
|Sent when this actor's combat state changes.
|-
 
|[[OnDeath - Actor|'''OnDeath'''(Actor ''akKiller'')]]
|Event received when this actor dies.
|-
 
|[[OnDying - Actor|'''OnDying'''(Actor ''akKiller'')]]
|Event received when this actor begins to die.
|-


|[[OnEnterBleedout - Actor|'''OnEnterBleedout'''()]]
'''[[OnDying - Actor|OnDying]](Actor ''akKiller'')'''
|Event received when this object enters bleedout.
*Event received when this actor begins to die.
|-


|[[OnGetUp - Actor|'''OnGetUp'''(ObjectReference ''akFurniture'')]]
'''[[OnEnterBleedout - Actor|OnEnterBleedout]]()'''
|Event received when this actor gets up off the specified furniture.
*Event received when this object enters bleedout.
|-


|[[OnLocationChange - Actor|'''OnLocationChange'''(Location ''akOldLoc'', Location ''akNewLoc'')]]
'''[[OnGetUp - Actor|OnGetUp]](ObjectReference ''akFurniture'')'''
|Event received when the actor moves from one location to another.
*Event received when this actor gets up off the specified furniture.
|-


|[[OnObjectEquipped - Actor|'''OnObjectEquipped'''(Form ''akBaseObject'', ObjectReference ''akReference'')]]
'''[[OnLocationChange - Actor|OnLocationChange]](Location ''akOldLoc'', Location ''akNewLoc'')'''
|Event received when this actor equips an object.
*Event received when the actor moves from one location to another.
|-


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


|[[OnPackageChange - Actor|'''OnPackageChange'''(Package ''akOldPackage'')]]
'''[[OnObjectUnequipped - Actor|OnObjectUnequipped]](Form ''akBaseObject'', ObjectReference ''akReference'')'''
|Event received when this actor changes away from a package.
*Event received when this actor unequips an object.
|-


|[[OnPackageEnd - Actor|'''OnPackageEnd'''(Package ''akOldPackage'')]]
'''[[OnPackageChange - Actor|OnPackageChange]](Package ''akOldPackage'')'''
|Event received when this actor ends a package.
*Event received when this actor changes away from a package.
|-


|[[OnPackageStart - Actor|'''OnPackageStart'''(Package ''akNewPackage'')]]
'''[[OnPackageEnd - Actor|OnPackageEnd]](Package ''akOldPackage'')'''
|Event received when this actor starts running a new package.
*Event received when this actor ends a package.
|-


|[[OnPlayerBowShot - Actor|'''OnPlayerBowShot'''(Weapon ''akWeapon'', Ammo ''akAmmo'', Float ''afPower'', Bool ''abSunGazing'')]]
'''[[OnPackageStart - Actor|OnPackageStart]](Package ''akNewPackage'')'''
|Event called when the actor is the player, and the player has fired a bow.
*Event received when this actor starts running a new package.
|-


|[[OnPlayerLoadGame - Actor|'''OnPlayerLoadGame'''()]]
'''[[OnPlayerBowShot - Actor|OnPlayerBowShot]](Weapon ''akWeapon'', Ammo ''akAmmo'', Float ''afPower'', Bool ''abSunGazing'')'''
|Event received by the player actor when a saved game is loaded.
*Event called when the actor is the player, and the player has fired a bow.
|-


|[[OnRaceSwitchComplete - Actor|'''OnRaceSwitchComplete'''()]]
'''[[OnPlayerLoadGame - Actor|OnPlayerLoadGame]]()'''
|Event received when this actor finishes switching races.
*Event received by the player actor when a saved game is loaded.
|-


|[[OnSit - Actor|'''OnSit'''(ObjectReference ''akFurniture'')]]
'''[[OnRaceSwitchComplete - Actor|OnRaceSwitchComplete]]()'''
|Event received when this actor sits on the specified furniture.
*Event received when this actor finishes switching races.
|-


|}
'''[[OnSit - Actor|OnSit]](ObjectReference ''akFurniture'')'''
*Event received when this actor sits on the specified furniture.


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

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