Actor Script
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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.
- int CritStage_None: 0
F4SE Structs[edit | edit source]
- Struct WornItem
- A structure that holds information about an actors Biped Slot.
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()
- Ends an actor's Deferred Kill state. Called after StartDeferredKill
- 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
- Puts the actor into a Deferred Kill state. End by calling EndDeferredKill
- 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]
- ObjectReference Function GetFurnitureReference()
- Returns the current furniture reference object, if any.
- Owner Function GetInstanceOwner(int slotIndex)
- Returns the Owner struct for the item in the specified Biped Slot.
- WornItem Function GetWornItem(int slotIndex, bool firstPerson)
- Returns the WornItem struct for the item in the specified Biped Slot.
- ObjectMod[] Function GetWornItemMods(int slotIndex)
- Returns all of the ObjectMod objects for the item in the specified Biped Slot.
- Function QueueUpdate(bool bFacegen, int flags)
- Updates the entire actor from the ground-up.
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