Returns true if an actor within range of the reference has the specified magic effect.
Bool Function ActorInRangeHasEffect (ObjectReference akRef , float afRadius , MagicEffect akEffect , bool abIgnorePlayer ) global native
Adds all inventory items to array, filtering out equipped, favourited and quest items.
Form [] Function AddAllItemsToArray (ObjectReference akRef , bool abNoEquipped = true , bool abNoFavorited = false , bool abNoQuestItem = false ) global native
Function AddAllItemsToList (ObjectReference akRef , Formlist akList , bool abNoEquipped = true , bool abNoFavorited = false , bool abNoQuestItem = false ) global native
Adds inventory items matching formtype to array, filtering out equipped, favourited and quest items.
Form [] Function AddItemsOfTypeToArray (ObjectReference akRef , int aiFormType , bool abNoEquipped = true , bool abNoFavorited = false , bool abNoQuestItem = false ) global native
Function AddItemsOfTypeToList (ObjectReference akRef , Formlist akList , int aiFormType , bool abNoEquipped = true , bool abNoFavorited = false , bool abNoQuestItem = false ) global native
FindAllReferencesOfFormType
Finds all references of form type in loaded cells, within radius from ref.
If afRadius is 0, it will get all references from all attached cells
ObjectReference [] Function FindAllReferencesOfFormType (ObjectReference akRef , int formType , float afRadius ) global native
FindAllReferencesWithKeyword
Find all references with keyword in loaded cells, within radius from ref.
If afRadius is 0, it will get all references from all attached cells
ObjectReference [] Function FindAllReferencesWithKeyword (ObjectReference akRef , Form keywordOrList , float afRadius , bool abMatchAll ) global native
Find all references matching base form/in formlist, within radius from ref.
If afRadius is 0, it will get all references from all attached cells
ObjectReference [] Function FindAllReferencesOfType (ObjectReference akRef , Form akFormOrList , float afRadius ) global native
Gets the first item in inventory that exists in formlist.
Form Function FindFirstItemInList (ObjectReference akRef , FormList akList ) global native
ObjectReference [] Function GetActivateChildren (ObjectReference akRef ) global native
GetActiveGamebryoAnimation
Gets currently playing animation sequence
String Function GetActiveGamebryoAnimation (ObjectReference akRef ) global native
Gets all active effects on the reference matching the magic effect.
ActiveMagicEffect [] Function GetActiveMagicEffects (ObjectReference akRef , MagicEffect akMagicEffect ) global native
Gets actor responsible for object.
Actor Function GetActorCause (ObjectReference akRef ) global native
Get all art objects attached to this object.
Art [] Function GetAllArtObjects (ObjectReference akRef ) global native
Get all effect shaders attached to this object.
EffectShader [] Function GetAllEffectShaders (ObjectReference akRef ) global native
Gets closest actor to ref (without returning the reference itself).
Actor Function GetClosestActorFromRef (ObjectReference akRef , bool abIgnorePlayer ) global native
float Function GetEffectShaderDuration (ObjectReference akRef , EffectShader akShader ) global native
Gets the door which is linked to this load door ref.
ObjectReference Function GetDoorDestination (ObjectReference akRef ) global native
Gets all refs linked to akRef. Keyword optional.
ObjectReference [] Function GetLinkedChildren (ObjectReference akRef , Keyword akKeyword ) global native
Gets the source of the magic effect (spell/enchantment/scroll etc) and the caster.
Magic effect must be present on the reference.
Form [] Function GetMagicEffectSource (ObjectReference akRef , MagicEffect akEffect ) global native
Materials
Material
StoneBroken
BlockBlade1Hand
Meat
CarriageWheel
MetalLight
WoodLight
Snow
Gravel
ChainMetal
Bottle
Wood
Ash
Skin
BlockBlunt
DLC1DeerSkin
Insect
Barrel
CeramicMedium
Basket
Ice
GlassStairs
StoneStairs
Water
DraugrSkeleton
Blade1Hand
Book
Carpet
MetalSolid
Axe1Hand
BlockBlade2Hand
OrganicLarge
Amulet
WoodStairs
Mud
BoulderSmall
SnowStairs
StoneHeavy
DragonSkeleton
Trap
BowsStaves
Alduin
BlockBowsStaves
WoodAsStairs
SteelGreatSword
Grass
BoulderLarge
StoneAsStairs
Blade2Hand
BottleSmall
BoneActor
Sand
MetalHeavy
DLC1SabreCatPelt
IceForm
Dragon
Blade1HandSmall
SkinSmall
PotsPans
SkinSkeleton
Blunt1Hand
StoneStairsBroken
SkinLarge
Organic
Bone
WoodHeavy
Chain
Dirt
Ghost
SkinMetalLarge
BlockAxe
ArmorLight
ShieldLight
Coin
BlockBlunt2Hand
ShieldHeavy
ArmorHeavy
Arrow
Glass
Stone
WaterPuddle
Cloth
SkinMetalSmall
Ward
Web
TrailerSteelSword
Blunt2Hand
DLC1SwingingBridge
BoulderMedium
Gets the specified collision shape's havok material types as string array.
Returns the first material type if nodeName is empty
String [] Function GetMaterialType (ObjectReference akRef , String asNodeName = "" ) global native
int Function GetMotionType (ObjectReference akRef ) global native
GetNumActorsInRangeWithEffect
int Function GetNumActorsWithEffectInRange (ObjectReference akRef , float afRadius , MagicEffect akEffect , bool abignorePlayer ) global native
Gets random actor near ref (without returning the reference itself).
Actor Function GetRandomActorFromRef (ObjectReference akRef , float afRadius , bool abIgnorePlayer ) global native
Form [] Function GetQuestItems (ObjectReference akRef , bool abNoEquipped = false , bool abNoFavorited = false ) global native
Get all aliases holding this ref
Alias [] Function GetRefAliases (ObjectReference akRef ) global native
Get object reference count (eg. number of stacked items when dropped from inventory)
int Function GetRefCount (ObjectReference akRef ) global native
Returns the size of the stored soul in a soulgem objectreference
int Function GetStoredSoulSize (ObjectReference akRef ) global native
Returns the number of instances of the specified art object (attached using visual effects) on the reference.
int Function HasArtObject (ObjectReference akRef , Art akArtObject , bool abActive = false ) global native
Returns the number of instances of the specified effect shader on the reference.
int Function HasEffectShader (ObjectReference akRef , EffectShader akShader , bool abActive = false ) global native
HasNiExtraData
Returns whether the reference has NiExtraData (attached to root 3D node). Partial name matches accepted.
bool Function HasNiExtraData (ObjectReference akRef , String asName ) global native
Returns whether the reference is currently casting magic
bool Function IsCasting (ObjectReference akRef , Form akMagicItem ) global native
bool Function IsLoadDoor (ObjectReference akRef ) global native
bool Function IsQuestItem (ObjectReference akRef ) global native
Returns whether the object reference (or actor) is in water. Function may be unreliable if object bounds are incorrect
bool Function IsRefInWater (ObjectReference akRef ) global native
Returns whether the object reference's node is in water.
bool Function IsRefNodeInWater (ObjectReference akRef , String asNodeName ) global native
Returns whether the object reference (or actor) is under water. Function may be unreliable if object bounds are incorrect
bool Function IsRefUnderwater (ObjectReference akRef ) global native
Is a VIP (actor that is needed by quest)?
bool Function IsVIP (ObjectReference akRef ) global native
Applies material shader to reference (doesn't have to be static)
Function ApplyMaterialShader (ObjectReference akRef , MaterialObject akMatObject , float directionalThresholdAngle ) global native
Function AddKeywordToRef (ObjectReference akRef , Keyword akKeyword ) global native
Function CastEx (ObjectReference akRef , Form akSpell , ObjectReference akTarget , Actor akBlameActor , int aiSource ) global native
MoveToNearestNavmeshLocation
Snaps the object to the nearest navmesh point closest to its current position in the cell.
Function MoveToNearestNavmeshLocation (ObjectReference akRef ) global native
Plays debug shader on the reference, with normalised RGBA color (or white if empty)
Function PlayDebugShader (ObjectReference akRef , float [] afRGBA ) global native
Remove all mod added items from this reference, optionally only unequipping them
Function RemoveAllModItems (ObjectReference akRef , String asModName , bool abOnlyUnequip = false ) global native
Removes all items found in the formlist from the container, transferring them to an optional container
Function RemoveListFromContainer (ObjectReference akRef , FormList akList , bool abNoEquipped = false , bool abNoFavorited = false , bool abNoQuestItem = false , ObjectReference akDestination = None ) global native
bool Function RemoveKeywordFromRef (ObjectReference akRef , Keyword akKeyword ) global native
Function ReplaceKeywordOnRef (ObjectReference akRef , Keyword akKeywordAdd , Keyword akKeywordRemove ) global native
Scales node & collision (bhkBoxShape, bhkSphereShape).
Entire nif will be scaled if string is empty. Collision has to be directly attached to named nodes.
Adds "PO3_SCALE" NiExtraData to root node.
Function ScaleObject3D (ObjectReference akRef , String asNodeName , float afScale ) global native
Sets the base object of this reference. Does not reload the object reference.
Function SetBaseObject (ObjectReference akRef , Form akBaseObject ) global native
Collision Layers
Collision Layer
Value
kUnidentified
0
kStatic
1
kAnimStatic
2
kTransparent
3
kClutter
4
kWeapon
5
kProjectile
6
kSpell
7
kBiped
8
kTrees
9
kProps
10
kWater
11
kTrigger
12
kTerrain
13
kTrap
14
kNonCollidable
15
kCloudTrap
16
kGround
17
kPortal
18
kDebrisSmall
19
kDebrisLarge
20
kAcousticSpace
21
kActorZone
22
kProjectileZone
23
kGasTrap
24
kShellCasting
25
kTransparentWall
26
kInvisibleWall
27
kTransparentSmallAnim
28
kClutterLarge
29
kCharController
30
kStairHelper
31
kDeadBip
32
kBipedNoCC
33
kAvoidBox
34
kCollisionBox
35
kCameraSphere
36
kDoorDetection
37
kConeProjectile
38
kCamera
39
kItemPicker
40
kLOS
41
kPathingPick
42
kUnused0
43
kUnused1
44
kSpellExplosion
45
kDroppingPick
46
Sets object 3D root or specified node's collision layer
Function SetCollisionLayer (ObjectReference akRef , String asNodeName , int aiCollisionLayer ) global native
Sets the door as the new linked door
bool Function SetDoorDestination (ObjectReference akRef , ObjectReference akDoor ) global native
Sets effectshader duration. Internal duration is set when the effectshader begins and does not change with time.
Function SetEffectShaderDuration (ObjectReference akRef , EffectShader akShader , float afTime , bool abAbsolute ) global native
Function SetKey (ObjectReference akRef , Key akKey ) global native
Sets linked ref. Pass None into akTargetRef to unset the linked ref.
Function SetLinkedRef (ObjectReference akRef , ObjectReference akTargetRef , Keyword akKeyword = None ) global native
Sets havok material type. Use oldMaterial string to select what material you want to change from to (eg. from stone to wood), and nodeName to apply it to the specific node.
If both are empty, every collision material will be set.
Function SetMaterialType (ObjectReference akRef , String asNewMaterial , String asOldMaterial = "" , String asNodeName = "" ) global native
Copies skin tint color from actorbase to bodypart nif
Bodyparts nif must have skin shaders
Function SetupBodyPartGeometry (ObjectReference akRef , actor akActor ) global native
Shader Types
Shader
Value
kDefault
0
kEnvironmentMap
1
kGlowMap
2
kParallax
3
kFaceGen
4
kFaceGenRGBTint
5
kHairTint
6
kParallaxOcc
7
kMultiTexLand
8
kLODLand
9
kMultilayerParallax
11
kTreeAnim
12
kMultiIndexTriShapeSnow
14
kLODObjectsHD
15
kEye
16
kCloud
17
kLODLandNoise
18
kMultiTexLandLODBlend
19
Sets the ref's shader material type ie. Default to Cubemap
If texture type is -1, the reference's entire textureset is replaced using the template's textureset;
If texture type is 0-9 the template's textureset is still applied but reference's texture at that index will take priority.
Optional diffuse path can be used to filter shapes to apply the shader to, partial matches are accepted like "Draugr.dds"
Limitations - cannot be used on geometry with no normals (ie. body skin meshes)
Function SetShaderType (ObjectReference akRef , ObjectReference akTemplate , String asDiffusePath , int aiShaderType , int aiTextureType , bool abNoWeapons , bool abNoAlphaProperty ) global native
Stops ALL effect shaders and art objects (visual effects) currently on this actor
Function StopAllShaders (ObjectReference akRef ) global native
Removes all instances of the art object (hit magic effect/visual effect) attached to the reference.
Function StopArtObject (ObjectReference akRef , Art akArt ) global native
Toggles node attached to root 3D.
Function ToggleChildNode (ObjectReference akRef , String asNodeName , bool abDisable ) global native
Updates node data. Move hit effect art to new node (ie. from "MagicEffectsNode" to "NPC Head [Head]") or update translate, rotate, and scale values.
Translate and Rotate arrays must have three values in order to work. Rotate uses euler angles in degrees (XYZ). Scale is relative, and is multiplied by existing scale.
If the hit effect art is removed and reattached, it will revert back to the values in the nif.
Function UpdateHitEffectArtNode (ObjectReference akRef , Art akArt , String asNewNode , float [] afTranslate , float [] afRotate , float afRelativeScale = 1.0 ) global native