Difference between revisions of "Actor Script"

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imported>Qazaaq
(added f4se member)
imported>Homecom
m (→‎F4SE Member Functions: The return value of GetWornItemMods wasn't marked as an array. Possibly my fault. Fixed.)
 
(5 intermediate revisions by 3 users not shown)
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[[Category:Scripting]]
[[Category:Papyrus]]
[[Category:Script Objects]]
[[Category:Actor]]
'''Extends:''' [[ObjectReference Script]]
'''Extends:''' [[ObjectReference Script]]
 
<BR/>
'''Editor:''' [[Actor]]
'''Editor:''' [[Actor]]


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== F4SE Member Functions ==
== F4SE Member Functions ==
*[[ObjectReference Script|ObjectReference]] Function [[GetFurnitureReference - Actor|GetFurnitureReference]]()
**Returns the current furniture reference object, if any.
*[[Owner Struct - InstanceData|Owner]] Function [[GetInstanceOwner - Actor|GetInstanceOwner]](int slotIndex)
**Returns the [[Owner Struct - InstanceData|Owner]] struct for the item in the specified [[Biped Slots|Biped Slot]].
*[[WornItem Struct - Actor|WornItem]] Function [[GetWornItem - Actor|GetWornItem]](int slotIndex, bool firstPerson)
*[[WornItem Struct - Actor|WornItem]] Function [[GetWornItem - Actor|GetWornItem]](int slotIndex, bool firstPerson)
**Obtains [[WornItem Struct - Actor|WornItem]] information about an actors [[Biped Slots|Biped Slot]].
**Returns the [[WornItem Struct - Actor|WornItem]] struct for the item in the specified [[Biped Slots|Biped Slot]].
*[[Object Mod]] Function [[GetWornItemMods - Actor|GetWornItemMods]](int slotIndex)
*[[ObjectMod Script|ObjectMod]][] Function [[GetWornItemMods - Actor|GetWornItemMods]](int slotIndex)
**Obtains all the [[Object Mod|Object Mods]] for an item at a particular [[Biped Slots|Biped Slot]].
**Returns all of the [[ObjectMod Script|ObjectMod]] objects for the item in the specified [[Biped Slots|Biped Slot]].
*Function [[QueueUpdate - Actor|QueueUpdate]](bool bFacegen, int flags)
*Function [[QueueUpdate - Actor|QueueUpdate]](bool bFacegen, int flags)
**Updates the entire actor from the ground-up.
**Updates the entire actor from the ground-up.
*ObjectReference Function [[GetFurnitureReference - Actor|GetFurnitureReference]]()
**Returns the furniture reference for this actor.


== Events ==
== Events ==
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== See Also ==
== See Also ==
*[[:Category:Actor|Actor Category]]
*[[:Category:Actor|Actor Category]]
[[Category:Scripting]]
[[Category:Papyrus]]
[[Category:Script Objects]]
[[Category:Actor]]

Latest revision as of 12:03, 23 June 2018

Extends: ObjectReference Script
Editor: Actor

Script for the manipulation of actor instances.

Definition[edit | edit source]

ScriptName Actor extends ObjectReference Native Hidden

Properties[edit | edit source]

  • Critical Stages: Set of read-only properties to essentially make a fake enum for Critical Stages.
    • int CritStage_None: 0
      • Sets the critical stage to none.
    • int CritStage_GooStart: 1
      • Sets the critical stage to goo start.
    • int CritStage_GooEnd: 2
      • Sets the critical stage to goo end.
    • int CritStage_DisintegrateStart: 3
      • Sets the critical stage to disintegrate start.
    • int CritStage_DisintegrateEnd: 4
      • Sets the critical stage to disintegrate end.
    • int CritStage_FreezeStart: 5
      • Sets the critical stage to freeze start.
    • int CritStage_FreezeEnd: 6
      • Sets the critical stage to freeze end.

F4SE Structs[edit | edit source]

Global Functions[edit | edit source]

None

Member Functions[edit | edit source]

  • Function AddPerk(Perk akPerk, bool abNotify)
    • Adds the specified perk to this actor.
  • bool Function AddSpell(Spell akSpell, bool abVerbose)
    • Adds the specified spell to this actor.
  • Function AddToFaction(Faction akFaction)
    • Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing.
  • Function AllowBleedoutDialogue(bool abCanTalk)
    • Flags this actor as able to speak to the player when he is in bleed out and is essential down
  • Function AllowCompanion(bool MakeCompanionIfNoneCurrently, bool ForceCompanion)
    • Tells this actor it is now allowed to be a companion
  • Function AllowPCDialogue(bool abTalk)
    • Enables or disables the player's ability to talk to this actor.
  • Function AttachAshPile(Form akAshPileBase)
    • Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base.
  • Function AttemptAnimationSetSwitch()
    • Changes the MT and Weapon character subgraphs if there are different ones to load based on data changes (usually added keywords)
  • bool Function CanFlyHere()
    • Can this actor fly here?
  • bool Function ChangeAnimArchetype(keyword apKeyword)
    • Changes this actor's anim archetype
  • Function ChangeAnimFaceArchetype(keyword apKeyword)
    • Adds the specified AnimFaceArchetype keyword to this actor.
  • bool Function ChangeAnimFlavor(keyword apKeyword)
    • Changes this actor's anim flavor
  • Function ChangeHeadPart(HeadPart apHeadPart, bool abRemovePart, bool abRemoveExtraParts)
    • Change or add this HeadPart to the actor
  • Function ClearArrested()
    • Clears this actor's arrested state.
  • Function ClearExpressionOverride()
    • Clears out any expression override that has been set on this actor.
  • Function ClearExtraArrows()
    • Clears any arrow 3d on the actor.
  • Function ClearForcedLandingMarker()
    • Clears any forced landing marker on this actor.
  • Function ClearLookAt()
    • Clears this actor's script-forced look at target.
  • Function DisallowCompanion(bool SuppressDismissMessage)
    • Tell the actor it is no longer allowed to be a companion.
  • Function Dismember(string asBodyPart, bool abForceExplode, bool abForceDismember, bool abForceBloodyMess)
    • Dismember a limb from this actor.
  • Function Dismount()
    • Forces the actor to dismount.
  • Function DispelAllSpells()
    • Dispel all spell from this actor
  • bool Function DispelSpell(Spell akSpell)
    • Dispel a spell from this actor
  • Function DoCombatSpellApply(Spell akSpell, ObjectReference akTarget)
    • Apply a spell to a target in combat
  • Function DogDropItems()
    • Tells the dog to drop the items they're carrying
  • Function DogPlaceInMouth(Form akItem)
    • Attempts to place the item in this dog's mouth.
  • Function DrawWeapon() native
    • Forces this actor to draw his weapon.
  • Function EnableAI(bool abEnable, bool abPauseVoice)
    • Enables or disables this actor's AI, pausing their voice mid-line if desired.
  • Function EndDeferredKill()
  • Function EquipItem(Form akItem, bool abPreventRemoval, bool abSlient)
    • Equips the specified item on this actor.
  • Function EquipSpell(Spell akSpell, int aiSource)
    • Forces this actor to equip this spell, in the specified source.
  • Function EvaluatePackage(bool abResetAI)
    • Forces the AI to re-evaluate its package stack.
  • Function FollowerFollow()
    • Tells this follower to follow the player.
  • Function FollowerWait()
    • Tells this follower to stay.
  • Function FollowerSetDistanceNear()
    • Sets the follower's follow distance to near.
  • Function FollowerSetDistanceMedium()
    • Sets the follower's follow distance to medium.
  • Function FollowerSetDistanceFar()
    • Sets the follower's follow distance to far.
  • ActorBase Function GetActorBase()
    • Gets the ActorBase of the actor
  • Actor[] Function GetAllCombatTargets()
    • Get all actors that are combat targets of this one.
  • int Function GetBribeAmount()
    • Returns the amount of gold required to bribe this actor.
  • Faction Function GetCrimeFaction()
    • Obtains this actor's crime faction.
  • int Function GetCombatState()
    • Obtains this actor's current combat state.
  • Actor Function GetCombatTarget()
    • Obtains this actor's current combat target.
  • Package Function GetCurrentPackage()
    • Obtains the current package this actor's AI is running.
  • Actor Function GetDialogueTarget()
    • Obtains the actor's current dialogue target
  • int Function GetEquippedItemType(int aiEquipIndex)
    • Obtains the type of item equipped in the specified equip index.
  • Armor Function GetEquippedShield()
    • Obtains the currently equipped shield on this actor.
  • Spell Function GetEquippedSpell(int aiSource)
    • Obtains the currently equipped spell in the specified source on this actor.
  • Weapon Function GetEquippedWeapon(int aiEquipIndex)
    • Obtains the currently equipped weapon on this actor.
  • int Function GetFactionRank(Faction akFaction)
    • Retrieves this actor's rank in the specified faction.
  • int Function GetFactionReaction(Actor akOther)
    • Obtains this actor's faction-based reaction to the other actor.
  • int Function GetFlyingState()
    • Obtains this actor's current flying state.
  • ObjectReference Function GetForcedLandingMarker()
    • Obtains the landing marker the actor is forced to land at (if any).
  • int Function GetGoldAmount()
    • Gets the amount of gold this actor has on his person.
  • int Function GetHighestRelationshipRank()
    • Gets this actor's highest relationship rank.
  • Actor Function GetKiller()
    • Gets this actor's killer. Returns None if this actor isn't dead.
  • int Function GetLevel() native
    • Gets this actor's current level.
  • ActorBase Function GetLeveledActorBase()
    • Returns a leveled actor's "temporary" base object.
  • float Function GetLightLevel()
    • Returns this actor's current light level
  • int Function GetLowestRelationshipRank()
    • Gets this actor's lowest relationship rank.
  • bool Function GetNoBleedoutRecovery()
    • Gets whether this actor can recover from bleedout or not.
  • bool Function GetPlayerControls() native
    • Queries whether this actor receives player input
  • Race Function GetRace()
    • Returns this actor's race.
  • int Function GetRelationshipRank(Actor akOther)
    • Retrieves the relationship rank between this actor and another.
  • int Function GetSitState()
    • Obtains this actor's sit state.
  • int Function GetSleepState()
    • Obtains this actor's sleep state.
  • bool Function HasAssociation(AssociationType akAssociation, Actor akOther)
    • Returns whether this actor has the specified association with the other actor.
  • bool Function HasDetectionLOS(ObjectReference akOther)
    • Checks to see if this actor has detection-based line-of-sight to another. (Only the player can do a LOS check to a non-actor)
  • bool Function HasFamilyRelationship(Actor akOther)
    • Returns whether this actor has a family relationship with the other actor.
  • bool Function HasMagicEffect(MagicEffect akEffect)
    • Checks to see if this actor is currently being affected by the given Magic Effect
  • bool Function HasMagicEffectWithKeyword(Keyword akKeyword)
    • Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
  • bool Function HasParentRelationship(Actor akOther)
    • Returns whether this actor has a parent relationship with the other actor.
  • bool Function HasPerk(Perk akPerk)
    • Checks to see if this actor has the given Perk
  • bool Function HasSpell(Form akForm)
    • Checks to see if this actor has the given Spell or Shout
  • bool Function IsAIEnabled()
    • Returns whether this actor's AI is currently enabled
  • bool Function IsAlarmed()
    • Obtains whether this actor is alarmed or not.
  • bool Function IsAlerted()
    • Returns if this actor is alerted or not.
  • bool Function IsAllowedToFly()
    • Is this actor allowed to fly?
  • bool Function IsArrested()
    • Returns whether this actor is currently arrested or not.
  • bool Function IsArrestingTarget()
    • Is this actor currently arresting his target? Only valid on alerted guards.
  • bool Function IsBeingRidden()
    • Is this actor being ridden?
  • bool Function IsBeingRiddenBy(Actor akActor)
    • Is this actor being ridden by a particular actor?
  • bool Function IsBleedingOut()
    • Is this actor currently bleeding out?
  • bool Function IsBribed()
    • Gets if this actor has been bribe by the player.
  • bool Function IsChild()
    • Is this actor a child?
  • bool Function IsCommandedActor()
    • Is this actor commanded by another?
  • bool Function IsDead()
    • Obtains whether this actor is dead or not.
  • bool Function IsDetectedBy(Actor akOther)
    • Is this actor detected by the other one?
  • bool Function IsDismembered(string asBodyPart)
    • Check to see if a specific limb, or any limb, has been dismembered.
  • bool Function IsDoingFavor()
    • Is this actor currently flagged as doing a favor for the player?
  • bool Function IsEquipped(Form akItem)
    • Is the specified object equipped on this actor?
  • bool Function IsEssential()
    • Is this actor essential?
  • bool Function IsFlying()
    • Is this actor currently flying?
  • bool Function IsGhost()
    • Is this actor flagged as a ghost?
  • bool Function IsGuard()
    • Obtains whether this actor is a guard or not.
  • bool Function IsHostileToActor(Actor akActor)
    • Is this actor hostile to another actor?
  • bool Function IsInCombat()
    • Obtains whether this actor is in combat or not.
  • bool Function IsInFaction(Faction akFaction)
    • Returns whether this actor is in the specified faction.
  • bool Function IsInIronSights()
    • Returns whether this actor is currently in iron sights.
  • bool Function IsInKillMove()
    • Returns whether this actor is in a kill move or not.
  • bool Function IsInPowerArmor()
    • Returns true if the actor is in Power Armor.
  • bool Function IsInScene()
    • Returns whether this actor is in a scene.
  • bool Function IsIntimidated()
    • Gets if this actor has been intimidated by the player.
  • bool Function IsOnMount()
    • Is the actor on a mount?
  • bool Function IsOverEncumbered()
    • Is this actor over encumbered?
  • bool Function IsOwner(ObjectReference akObject)
    • Is this actor the owner of the specified reference?
  • bool Function IsPlayersLastRiddenHorse()
    • Returns whether this actor is the horse the player last rode.
  • bool Function IsPlayerTeammate()
    • Returns whether this actor is currently a teammate of the player.
  • bool Function IsRunning()
    • Returns whether this actor is current running.
  • bool Function IsSeatOccupied(Keyword apKeyword)
    • Is this actor being ridden by an actor sitting in a particular seat?
  • bool Function IsSneaking()
    • Is this actor currently sneaking?
  • bool Function IsSprinting()
    • Is this actor currently sprinting?
  • bool Function IsTalking()
    • Is this actor talking
  • bool Function IsTrespassing()
    • Returns whether this actor is currently trespassing or not.
  • bool Function IsUnconscious()
    • Is this actor currently unconscious?
  • bool Function IsWeaponDrawn()
    • Does this actor have his equipped weapon and/or magic spell drawn?
  • Function Kill(Actor akKiller)
    • Kills this actor with the specified actor as the guilty party.
  • Function KillEssential(Actor akKiller)
    • Kills this actor, even if he is essential.
  • Function KillSilent(Actor akKiller)
    • Kills this actor without a kill event with the killer being the guilty party
  • Function MakePlayerFriend()
    • Makes the actor a friend of the player.
  • Function MarkItemAsFavorite(Form akItem, int aiSlot)
    • Marks the item as a favorite for the actor.
  • Function ModFactionRank(Faction akFaction, int aiMod)
    • Modifies this actor's rank in the specified faction.
  • Function MoveToPackageLocation()
    • Pops this actor to the initial location for its current package.
  • Function OpenInventory(bool abForceOpen)
    • Opens this actor's inventory as if you were pick-pocketing them.
  • bool Function PathToReference(ObjectReference aTarget, float afWalkRunPercent)
    • Makes the actor path to the target reference at the speed given by afWalkRunercent.
  • bool Function PlayIdle(Idle akIdle)
    • Plays the passed idle on this actor.
  • bool Function PlayIdleAction(Action aAction, ObjectReference aTarget)
    • Attempts to find and play an idle on this actor using the provided Action root.
  • bool Function PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget)
    • Plays the passed idle on this actor, overriding the actor's current target with the one given.
  • Function PlaySubGraphAnimation(string asEventName)
    • Sends the event passed to the actor's sub graphs.
  • Function RemoveFromFaction(Faction akFaction)
    • Removes this actor from the specified faction.
  • Function RemoveFromAllFactions()
    • Removes this actor from all factions they are associated with.
  • Function RemovePerk(Perk akPerk)
    • Removes the specified perk from this actor.
  • bool Function RemoveSpell(Spell akSpell)
    • Removes the specified spell from this actor.
  • Function ResetHealthAndLimbs()
    • Resets this actor's health and limb state.
  • Function Resurrect()
    • Resurrects this actor.
  • Function SendAssaultAlarm()
    • Has this actor behave as if they were assaulted.
  • Function SendTrespassAlarm(Actor akCriminal)
    • Has this actor behave as if they caught the criminal trespassing
  • Function SetAlert(bool abAlerted)
    • Flags this actor as currently alerted (or clears it)
  • Function SetAllowFlying(bool abAllowed, bool abAllowCrash, bool abAllowSearch)
    • Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to)
  • Function SetAlpha(float afTargetAlpha, bool abFade)
    • Sets this actor's alpha - optionally fading to that value rather then popping.
  • Function SetAnimArchetypeConfident()
    • Set the animation archetype to confident
  • Function SetAnimArchetypeDepressed()
    • Set the animation archetype to depressed
  • Function SetAnimArchetypeElderly()
    • Set the animation archetype to elderly
  • Function SetAnimArchetypeFriendly()
    • Set the animation archetype to friendly
  • Function SetAnimArchetypeIrritated()
    • Set the animation archetype to irritated
  • Function SetAnimArchetypeNeutral()
    • Set the animation archetype to neutral
  • Function SetAnimArchetypeNervous()
    • Set the animation archetype to nervous
  • Function SetAttackActorOnSight(bool abAttackOnSight)
    • Flags this actor to be attacked by all actors when detected.
  • Function SetAvailableToBeCompanion()
    • Flags this actor as available to be a companion.
  • Function SetAvoidPlayer(bool abAvoid)
    • Tells actors whether they need to avoid the player when pathing.
  • Function SetBribed(bool abBribe)
    • Sets if this actor is being bribed by the player.
  • Function SetCombatStyle(CombatStyle akCombatStyle)
    • Sets the combat style that the actor uses
  • Function SetCommandState(bool abStartCommandMode)
    • Sets/Unsets the actor in command mode so that we can order them around.
  • Function SetCompanion(bool SetCompanion, bool FillCompanionAlias)
    • Sets/clears this actor as a companion.
  • Function SetCanDoCommand(bool abCanDoCommand)
    • Sets if this actor is can be commanded by the player.
  • Function SetCrimeFaction(Faction akFaction)
    • Sets the faction that this actor reports crimes to.
  • Function SetCriticalStage(int aiStage)
    • Sets this actor's current critical stage (applying any related effects)
  • Function SetDogAnimArchetypeAgitated()
    • Sets the animation archetype to dog agitated.
  • Function SetDogAnimArchetypeAlert()
    • Sets the animation archetype to dog alert.
  • Function SetDogAnimArchetypeNeutral()
    • Sets the animation archetype to dog neutral.
  • Function SetDogAnimArchetypePlayful()
    • Sets the animation archetype to dog playful.
  • Function SetDoingFavor(bool abDoingFavor, bool abWorkShopMode)
    • Flags this actor as doing a favor for the player.
  • Function SetEyeTexture(TextureSet akNewTexture)
    • forces the eye texture for this actor to the given texture set
  • Function SetEssential(bool abEssential)
    • Flags this actor as essential or not. An actor cannot both be protected and essential.
  • Function SetFactionRank(Faction akFaction, int aiRank)
    • Sets this actor's rank in the specified faction, adding it to the faction if necessary.
  • Function SetForcedLandingMarker(ObjectReference aMarker)
    • Forces the landing marker for this actor to the passed-in one.
  • Function SetGhost(bool abIsGhost)
    • Sets this actor as a ghost or not.
  • Function SetHasCharGenSkeleton(bool abCharGen)
    • Sets whether or not this character should have a full skeleton for char gen editing.
  • Function SetHeadTracking(bool abEnable)
    • Enables or disables this actor's head tracking.
  • Function SetIntimidated(bool abIntimidate)
    • Sets if this actor is being intimidated by the player.
  • Function SetLookAt(ObjectReference akTarget, bool abPathingLookAt)
    • Sets this actor's look at target, optionally using it for pathing as well.
  • Function SetNoBleedoutRecovery(bool abAllowed)
    • Sets or clears the "no bleedout recovery" flag on this actor.
  • Function SetNotShowOnStealthMeter(bool abNotShow)
    • Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
  • Function SetOutfit(Outfit akOutfit,bool abSleepOutfit)
    • Change the default or sleep outfit and queue the models to be worn now.
  • Function SetOverrideVoiceType(VoiceType akVoiceType)
    • Override the voice type for this actor (or clear the override)
  • Function SetPlayerControls(bool abControls)
    • Set/reset whether player input being sent to the actor.
  • Function SetPlayerResistingArrest()
    • Flags the player as resisting arrest from this actor's faction.
  • Function SetPlayerTeammate(bool abTeammate, bool abCanDoFavor, bool abGivePlayerXP)
    • Sets (or clears) this actor as a teammate of the player and if the teammate can do favors.
  • Function SetProtected(bool abProtected)
    • Flags this actor as protected or not. An actor cannot both be protected and essential.
  • Function SetRace(Race akRace)
    • Sets the actor's race
  • Function SetRelationshipRank(Actor akOther, int aiRank)
    • Sets the relationship rank between this actor and another.
  • bool Function SetRestrained(bool abRestrained)
    • Flags this actor as restrained or not.
  • Function SetSubGraphFloatVariable(string asVariableName, float afValue) native
    • Set a variable on all of an actor's subgraphs
  • bool Function SetUnconscious(bool abIsUnconscious)
    • Sets this actor as unconscious or not.
  • Function SetVehicle(Actor akVehicle)
    • Attaches or detaches this actor from a vehicle.
  • Function ShowBarterMenu()
    • Shows the barter menu for this actor.
  • bool Function SnapIntoInteraction(ObjectReference akTarget)
    • Near-instantly snaps an actor into/onto a furniture/mount
  • Function StartCannibal(Actor akTarget)
    • Has the actor feed on a dead actor.
  • Function StartCombat(Actor akTarget, bool abPreferredTarget)
    • Attempts to initiate combat with the other actor.
  • Function StartDeferredKill() native
  • Function StartFrenzyAttack(float aChance, float aInterval)
    • Puts the actor into Frenzy attack mode using a random target selector
  • Function StartSneaking()
    • Forces this actor to start sneaking.
  • Function StartVampireFeed(Actor akTarget)
    • Has the actor vampire feed on a sleeping actor
  • Function StopCombat()
    • Removes this actor from combat.
  • Function StopCombatAlarm()
    • Stops all combat and alarms against this actor.
  • Function SwitchToPowerArmor(ObjectReference aArmorFurniture)
    • (near) Instantly snaps the actor into a suit of power armor.
  • bool Function TrapSoul(Actor akTarget)
    • Attempts to soul trap the target actor - and returns if it succeeded or not.
  • Function UnequipAll()
    • Unequips all items from this actor.
  • Function UnequipItem(Form akItem, bool abPreventEquip, bool abSilent)
    • Unequips an item from this actor.
  • Function UnequipItemSlot(int aiSlot)
    • Unequips whatever armor the actor has in the specified slot.
  • Function UnequipSpell(Spell akSpell, int aiSource)
    • Unequips the specified spell from the specified source on this actor.
  • Function UnlockOwnedDoorsInCell()
    • Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior).
  • bool Function WillIntimidateSucceed()
    • Returns whether an intimidation attempt by the player against this actor will succeed or not.
  • bool Function WornHasKeyword(Keyword akKeyword)
    • Returns whether or not this actor is wearing anything with the specified keyword.
  • bool Function WouldBeStealing(ObjectReference akTarget)
    • Returns if the actor would be stealing the object if they took it
  • int Function WouldRefuseCommand(ObjectReference akTarget)
    • Returns if the actor would refuse a command from the player regarding the target object, and why.

F4SE Member Functions[edit | edit source]

Events[edit | edit source]

  • Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
    • Sent when this actor's combat state changes.
  • Event OnCommandModeCompleteCommand(int aeCommandType, ObjectReference akTarget)
    • Event called when a command is completed by this actor
  • Event OnCommandModeEnter()
    • Event called when the player enters command mode with this actor as the commanded actor.
  • Event OnCommandModeExit()
    • Event called when the player exits command mode with this actor as the commanded actor.
  • Event OnCommandModeGiveCommand(int aeCommandType)
    • Event called when the player gives a command to this actor via command mode.
  • Event OnCompanionDismiss()
    • Event received when this companion is dismissed.
  • Event OnConsciousnessStateChanged(bool abUnconscious)
    • Event called when the consciousness state of this actor changes.
  • Event OnCripple(String asLimbName, bool abCrippled)
    • Event received when this actor has a limb that goes from either healthy to crippled or crippled to healthy.
  • Event OnDeath(Actor akKiller)
    • Event received when this actor dies.
  • Event OnDeferredKill(Actor akKiller)
    • Event received when an actor set to do deferred kills is killed (may be called more than once on a dying actor)
  • Event OnDifficultyChanged(int aOldDifficulty, int aNewDifficulty)
    • Event received when the game's difficulty changes.
  • Event OnDying(Actor akKiller)
    • Event called when the actor begins dying.
  • Event OnEnterBleedout()
    • Event received when this actor enters bleedout.
  • Event OnEnterSneaking()
    • Event received when this actor enters sneaking.
  • Event OnEscortWaitStart()
    • Event called when this actor is running an Escort procedure, and starts waiting for the escorted actor to catch up.
  • Event OnEscortWaitStop()
    • Event called when this actor is running an Escort procedure, and stops waiting because they have caught up.
  • Event OnGetUp(ObjectReference akFurniture)
    • Event received when this actor gets up off the specified furniture.
  • Event OnItemEquipped(Form akBaseObject, ObjectReference akReference)
    • Event received when this actor equips an object.
  • Event OnItemUnequipped(Form akBaseObject, ObjectReference akReference)
    • Event received when this actor unequips an object.
  • Event OnKill(Actor akVictim)
    • Event received when the actor kills another.
  • Event OnLocationChange(Location akOldLoc, Location akNewLoc)
    • Event received when the actor moves from one location to another.
  • Event OnPackageChange(Package akOldPackage)
    • Event received when this actor changes away from a package.
  • Event OnPackageEnd(Package akOldPackage)
    • Event received when this actor ends a package.
  • Event OnPackageStart(Package akNewPackage)
    • Event received when this actor starts running a new package.
  • Event OnPartialCripple(ActorValue akActorValue, bool abCrippled)
    • Event called when this actor has a limb that goes from healthy to "partially crippled" or "partially crippled" to healthy.
  • Event OnPickpocketFailed()
    • Event called when the player fails to pickpocket this actor.
  • Event OnPlayerCreateRobot(Actor akNewRobot)
    • Event sent to the player when they create a robot.
  • Event OnPlayerEnterVertibird(ObjectReference akVertibird)
    • Event sent to the player when he enters a vertibird
  • Event OnPlayerFallLongDistance(float afDamage)
    • Event received when the player takes falling damage.
  • Event OnPlayerFireWeapon(Form akBaseObject)
    • Event sent to the player when he fires weapon out of combat.
  • Event OnPlayerHealTeammate(Actor akTeammate)
    • Event received when Player heals a teammate
  • Event OnPlayerLoadGame()
    • Event received when this actor is the player and the player has just loaded a save game.
  • Event OnPlayerModArmorWeapon(Form akBaseObject, ObjectMod akModBaseObject)
    • Event received when the player modifies an armor or weapon.
  • Event OnPlayerModRobot(Actor akNewRobot, ObjectMod akModBaseObject)
    • Event received when the player modifies a robot.
  • Event OnPlayerSwimming()
    • Event sent to the player when he starts swimming.
  • Event OnPlayerUseWorkBench(ObjectReference akWorkBench)
    • Event sent to the player when he uses a workbench
  • Event OnRaceSwitchComplete()
    • Event received when this actor finishes switching races.
  • Event OnSit(ObjectReference akFurniture)
    • Event received when this actor sits on the specified furniture.
  • Event OnSpeechChallengeAvailable(ObjectReference akSpeaker)
    • Event sent to player that a speech challenge is available

See Also[edit | edit source]