Animation Event List

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Event Name Notes
weaponFire The weapon has fired, multiple events for automatic gun fire.
jumpUp A jump animation.
weaponDraw
weaponSheathe
sightedStateEnter Player has entered Iron Sights/Scope.
sightedStateExit Iron Sights/Scope Exit event.
reloadStartSlave Player has begun reloading.
reloadComplete Refills the weapon's loaded ammo.
reloadEnd Stops the reload animation and blends back to idle.


Events[edit | edit source]

  • _BeginIW
  • _EndIW
  • _EventForSelfTransition
  • _ForSelfTransition
  • _next
  • _null
  • _Off
  • _On
  • _test
  • _tick
  • 0_frameTransition
  • 00NextClip
  • 00NextClipLeft
  • 00NextClipRight
  • 2_KillActor
  • 2_KillMoveEnd
  • 2_KillMoveStart
  • 2_pairedStop
  • 2_weapForceEquip
  • ActivateAnimObjUnequip
  • ActivateIsInFlavor
  • activateKellogDoor
  • activateStartFromStand
  • activateStartNoBlend
  • AddCharacterControllerToWorld
  • AddRagdollToWorld
  • addTurretToInventory
  • alertState
  • AlertStateStart
  • AllowEquip
  • AllowRotation
  • AmbushEnter
  • AmbushExit
  • animatedCameraDelta
  • animatedCameraEnd
  • animationDrivenEnd
  • AnimObjDraw
  • AnimObjectDraw
  • AnimObjectLoad
  • AnimObjLoad
  • AnimObjUnequip
  • AnimObjUnequipAlt
  • archetypeChangeEnd
  • archetypeRelaxedStateStop
  • attackBlendOut
  • attackBlendOut1hmShort
  • attackBlendOut2hm
  • attackEnd
  • attackEndSlave
  • attackRelease
  • attackReleaseCharge
  • attackReleaseChargeSlave
  • attackReleaseChargingHold
  • attackReleaseSlave
  • AttackResetInstant
  • attackStart
  • attackStart_Attack1
  • attackStartAuto
  • attackStartAutoCharge
  • attackStartAutoOver
  • attackStartAutoSlave
  • attackStartChargeSlave
  • attackStartChargingHold
  • attackStartChargingHoldSlave
  • attackStartDual
  • attackStartFiringFromCharge
  • attackStartLeft
  • attackStartMelee
  • attackStartOver
  • AttackStartRight
  • attackStartSlave
  • attackState
  • attackState2
  • attackStateEnter
  • attackStateExit
  • attackStop
  • AttackStopInstant
  • attackWinEnd
  • attackWinStart
  • backward
  • backwardLeft
  • bAdjust1stPersonFOV_False
  • bAdjust1stPersonFOV_True
  • BasePoseEnter
  • bBlockPipboyStart
  • bBlockPipboyStop
  • BeginCastVoice
  • BeginMeleeAttack
  • BeginWeaponDraw
  • BerserkEnter
  • BerserkEnter.hkt to WeaponRoot
  • BerserkEnterFinish
  • BladeDown
  • blockEnd
  • BlockPOVSwitchStart
  • BlockPOVSwitchStop
  • blockStart
  • blockStartSneak
  • blockStop
  • blockWinEnd
  • blockWinStart
  • BodyCameraEnte
  • BodyCameraEnter
  • BodyCameraExit
  • boltChargeStart
  • boltChargeStartSlave
  • BootUp
  • BoundHandsFadeOut
  • bRenderFirstPersonInWorld
  • BugStart
  • CameraHitStart
  • CameraHitStop
  • CameraMoveStartSlave
  • CameraMoveStopSlave
  • CameraOverrideStart
  • CameraOverrideStop
  • CameraReadyStart
  • CameraRelaxedStart
  • CameraShake
  • CameraSneakStart
  • CameraSneakStop
  • CameraSprintStart
  • CameraSprintStop
  • CameraZoomIn
  • CaptureDirectAtPose_ReadyState
  • CaptureDirectAtPose_SneakState
  • CarPush
  • CBTTransitionInRun
  • CBTTransitionInRunBack
  • CBTTransitionInRunSneak
  • CBTTransitionInWalk
  • CBTTransitionInWalkCover
  • CBTTransitionInWalkRun
  • CBTTransitionInWalkSneak
  • CBTTransitionOutRun
  • CBTTransitionOutRunBack
  • CBTTransitionOutRunSneak
  • CBTTransitionOutWalk
  • CBTTransitionOutWalkCover
  • CBTTransitionOutWalkRun
  • CBTTransitionOutWalkSneak
  • CharFXBurstA
  • CharFXOff
  • CharFXOffWild
  • CharFXOn
  • ChargenSkeletonReset
  • chargeRelease
  • cigDrag
  • cigLight
  • cigOff
  • cigOn
  • ClearDirectAtPose
  • Close
  • combatStateStart
  • combatStateStop
  • CoughingEnd
  • CoughingStart
  • countDownTick
  • coverReloadAssembly
  • coverVault
  • cowerSinglePlay
  • cowerStart
  • cowerStop
  • CullBone
  • CullFurnitureBone
  • CullWeapons
  • CyclicCrossBlend
  • CyclicFreeze
  • DeactivateAlertStateStart_EDM
  • DeactivateIsInFlavor
  • DeactivateReadyStateStart_EDM
  • DeactivateRelaxedStateStart_EDM
  • DeathAnimation
  • DeathAnimCryopodSpouse
  • DeathAnimFallBackward
  • DeathAnimHitLocation
  • DeathAnimMelee
  • DeathAnimMinigun
  • DeathAnimMovingForward
  • DeathAnimShotgunChest
  • DeathAnimSynth
  • DeathPoseStart
  • Debug_DynClip
  • Debug_DynClipMirrored
  • DefaultRefPose
  • DesyncInteraction
  • DisableBumper
  • disableCharacterPitch
  • disableCollision
  • DisableInjuredWrappingBehavior
  • DisableMarker
  • DisablePACameraAdd
  • dlg_listen
  • dlg_negative
  • dlg_neutral
  • dlg_positive
  • dlg_question
  • dlg_talk
  • dodgeAvoidLeft
  • dodgeAvoidLeft_Alt1
  • dodgeAvoidRight
  • dodgeAvoidRight_Alt1
  • dodgeBack
  • dodgeCover
  • dodgeEnd
  • dodgeLeft
  • dodgeLeft_Alt1
  • dodgeRight
  • DoNotInterrupt
  • drinkEnd
  • drinkStart
  • dualAttackRelease
  • dyn_Activation
  • dyn_ActivationAllowMovement
  • dyn_ActivationCullWeapons
  • dyn_ActivationLoop
  • dyn_ActivationNoTransition
  • dyn_combatidle
  • dyn_DoNotInterrupt
  • dyn_Flavor
  • dyn_FlavorLooping
  • dyn_IdleWithinWeapon
  • dyn_NoInterrupt_Manual
  • dyn_ProcessAll_idle
  • dyn_Talk
  • dyn_talkGeneric
  • DynamicAnimationExit
  • DynamicPathingIdle
  • DynamicRefPose
  • EarlyExit
  • EjectShellCasing
  • EnableAttackReady
  • EnableBumper
  • enableCharacterPitch
  • enableCollision
  • EnableHeadTracking
  • EnableInjuredWrappingBehavior
  • EnableLeftHandIK
  • EnablePACameraAdd
  • EndAnimatedCamera
  • EndMeleeAttack
  • enterCover
  • enterCoverEnd
  • enterCoverLeft
  • enterCoverLeftCutCycle
  • enterCoverPartial
  • enterCoverRight
  • enterCoverRightCutCycle
  • enterCoverRightRunning
  • enterCoverRightRunningAR
  • enterCoverSneak
  • enterCoverSprint
  • enterCoverStanding
  • enterCoverStandingLeft
  • enterCoverStandingRight
  • EnterFullyRagdoll
  • Equip_to_Idle
  • EquipHelmet
  • EssentialDownExit
  • EssentialDownStart
  • Event00
  • Event116
  • Event120
  • exhale
  • exitCover
  • exitDynamicAnim
  • exitDynamicAnimation
  • ExitDynamicTalk
  • ExitOnMoveStart
  • exitTest
  • ExitToStand
  • Extend
  • FaceEmotion
  • FemaleAtMirror
  • fillingRed
  • Fire
  • fireSingle
  • fireSubsequentFail
  • fireSubsequentOK
  • FlailDeathAnim
  • Flavor1
  • FootBack
  • FootDown
  • FootFront
  • FootIKDisable
  • FootIKEnable
  • FootLeft
  • FootLeft
  • FootRight
  • FootRight
  • FootSprintLeft
  • FootSprintRight
  • FootUp
  • forward
  • forwardLeft
  • forwardRight
  • furnitureDeath
  • FurnitureDoneEating
  • FurnitureDoneReading
  • furnitureEnter
  • furnitureEnterSlave
  • furnitureEnterSlavePA
  • furnitureExit
  • furnitureExitSlave
  • furnitureFlavor1Slave
  • furnitureIdleFlavor1Slave
  • furnitureIdleFlavor2Slave
  • furnitureIdleFlavorSlave
  • furnitureIdleSlave
  • furnitureIdleSlavePA
  • FurnitureNextClip
  • FurnitureOff
  • FurnitureOn
  • FurnitureTalkingToEatIdles
  • g_archetypeBaseStateStart
  • g_archetypeBaseStateStartInstant
  • g_archetypeChange
  • g_archetypeDialogueStateStart
  • g_archetypeRelaxedStateStart
  • g_archetypeRelaxedStateStartInstant
  • g_drinkFountainStart
  • g_drinkStart
  • g_EssentialDown_MT
  • g_EssentialDownInstant_MT
  • g_EssentialDownInstant_Weapon
  • g_fromAnimationDriven
  • g_IdleSitInstant
  • g_IdleSitting
  • g_jumpStartFromSprint
  • g_MotorcycleWeaponStart
  • g_SwimStart
  • g_SwimStart_MT
  • g_SwimStart_MT_Instant
  • g_SwimStart_MT_PA
  • g_SwimStart_MT_PA_Instant
  • g_SwimStart_PA
  • g_SwimStart_PA_Instant
  • g_SwimStartInstant
  • g_weapForceEquipInstant
  • GantryExit01
  • GetUpBegin
  • GetUpStart
  • grenadeThrowStart
  • grenadeThrowStartOver
  • grenadeThrowStartOverLow
  • GroundPunch01
  • GroundPunch02
  • GroundPunch03
  • gunDownState
  • gunDownStateEnter
  • gunDownStateExit
  • HandFXClose
  • HandFXCloseLeft
  • HandFXCloseRight
  • HandFXOpen
  • HandFXOpenLeft
  • HandFXOpenRight
  • HeadExplode
  • HeadTrackingOff
  • HeadTrackingOn
  • hitFlinchStart
  • hitFlinchStop
  • HitFrame
  • hitLegsCritical
  • hitLegsCriticalEnd
  • hitLegsCriticalStop
  • hitReactionLegsCriticalStop
  • hitReactionStart
  • hitReactionStop
  • Idle
  • idleBedGetUp
  • idleBedSleeping
  • idleChairGetUp
  • idlechairsitting
  • idleChairSittingNoPerspectiveSwitch
  • idleEatStart
  • IdleFaceGenCam
  • idleFaceGenStop
  • IdleFlavor
  • IdleLookAround
  • idleLoopingExit
  • idleLoopingStart
  • idleReadingStart
  • idleReadingStop
  • idleReturnToDefault
  • idleStop
  • idleStopEating
  • idleTalkAndUseItem
  • iModOff
  • iModOn
  • iModStop
  • ImpactLand
  • initiateEnd
  • initiateEndCharge
  • initiateStart
  • initiateStartCharge
  • initiateStartCombo
  • InitiateStartLeft
  • InitiateStartRight
  • InjuredDownBoltChargeStart
  • InjuredDownReloadStart
  • InstantExitClip
  • instantTransition
  • jetpackStart
  • Jog
  • JumpDirectionalStart
  • JumpDown
  • jumpEnd
  • jumpEndToRun
  • jumpFall
  • JumpFallDirectional
  • jumpFallFullbody
  • JumpFastEnd
  • JumpFullBody
  • jumpImpactLand
  • jumpImpactLandToRun
  • jumpLand
  • JumpLandDirectional
  • jumpLandSoft
  • jumpLandToRun
  • jumpLandToWalk
  • JumpLayerOff
  • JumpLayerOn
  • JumpLayerUpperBodyOff
  • JumpLayerUpperBodyOn
  • jumpMovingFall
  • JumpPartialBody
  • jumpRunningFall
  • JumpSoftEnd
  • JumpStandingEnd
  • JumpStandingStart
  • jumpStart
  • jumpStartFromRun
  • jumpStartFromWalk
  • jumpStartFullbody
  • jumpStateEnter
  • jumpStateExit
  • JumpUp
  • jumpWalkFall
  • KillActor
  • KillMoveDeathclawRaiderPickUpSlam
  • KillMoveDeathclawRaiderStabRip
  • KillMoveDeathclawRaiderStabThrow
  • KillMoveEnd
  • KillMoveFeralGhoulBiteNPC
  • KillMoveStart
  • killMoveStartStomp
  • KnockDown
  • LayerOff_CameraNoise
  • LayerOn_CameraNoise
  • left
  • leftBackward
  • LeftHandIKActivate
  • LeftHandIKDeactivate
  • leftTransitionAnimation
  • LegsHeal
  • LoopCounter
  • LoopingActivate
  • MaleAtMirror
  • matOff
  • matOn
  • matStrike
  • meleeattackBackStart
  • meleeAttackBashStart
  • meleeAttackBayonet
  • meleeattackBehindStart
  • meleeattackForwardStart
  • meleeAttackGun
  • meleeAttackGunSynth
  • meleeattackLeftStart
  • meleeattackParalyzingStart
  • meleeattackPowerBackStart
  • meleeAttackPowerForwardShortStart
  • meleeAttackPowerForwardStart
  • meleeAttackPowerGun
  • meleeattackPowerLeftStart
  • meleeattackPowerRightStart
  • meleeattackPowerSneakStart
  • meleeattackPowerStart
  • meleeattackRightStart
  • meleeAttackRipperSneakStart
  • meleeAttackRipperStart
  • meleeAttackShredder
  • meleeattackSneakStart
  • meleeattackSprintStart
  • meleeattackStart
  • meleeattackStartPower
  • meleeAttackStartStagger
  • MeleeBaseState to BerserkEnter.hkt
  • mineThrowEndSlave
  • mineThrowStart
  • mineThrowStartSlave
  • moveBackward
  • moveBackwardLeft
  • moveBackwardRight
  • moveForward
  • moveForwardLeft
  • moveForwardRight
  • moveStart
  • moveStartAnimated
  • moveStartBackward
  • moveStartForward
  • moveStartFromExit
  • moveStartLeft
  • moveStartLeftRunning
  • moveStartRight
  • moveStartRightRunning
  • moveStartSlave
  • moveStop
  • MoveStopFromJog
  • MoveStopFromRun
  • MoveStopFromWalk
  • moveStopSlave
  • MT_staggerBackLarge
  • MT_staggerBackMedium
  • MT_staggerBackSmall
  • MT_staggerForwardMedium
  • MT_staggerForwardSmall
  • MT_staggerLeftMedium
  • MT_staggerRightMedium
  • MTDynamicPathingIdle
  • MTDynamicPathingIdleForceAnimDriven
  • MTDynamicPathingNonSyncedIdle
  • MTState
  • muzzleFlash
  • NifExit
  • Off
  • On
  • Open
  • OverrideLowerBodyFadeIn
  • OverrideLowerBodyFadeOut
  • pa_BloodbugHumanSyphon3rdtP_HumanLead
  • pa_DeathclawPAGrabThrow_Victim
  • pa_DeathclawPAPushDownSwipe3rdPVictim
  • pa_KillMoveDeathclawRaiderPickUpSlam
  • pa_KillMoveDeathclawRaiderStabRip
  • pa_KillMoveDeathclawRaiderStabThrow
  • pa_KillMoveFeralGhoulBiteNPC
  • pa_MHunterStrike3rdP01_Victim
  • pa_MirelurkKill3rdP_Human
  • pa_PairedBlockPunchCounter
  • pa_PairedBlockPunchCounterVictim
  • pa_PairedBrahminHumanPet
  • pa_PairedCowTipping
  • pa_PairedDeathclawRaiderGrabHeadThrow
  • pa_PairedDogmeatBiteHumanLeg
  • pa_PairedDogmeatBiteHumanLeg1
  • pa_PairedDogmeatBiteHumanLeg2
  • pa_PairedDogmeatBiteHumanMoving
  • pa_PairedDogmeatBiteHumanStanding
  • pa_PairedDogmeatHumanGreetHand
  • pa_PairedDogmeatHumanGreetPet
  • pa_PairedDogmeatHumanGreetPetKneel
  • pa_PairedDogmeatHumanInspectObject
  • pa_PairedDogmeatKillHumanStanding
  • pa_PairedDuckHookCounter
  • pa_PairedDuckHookCounterVictim
  • pa_PairedFeralGhoulBiteNPCNeckVictim
  • pa_PairedFEVHoundHumanKill3rdP
  • pa_PairedFrontBodySlam
  • pa_PairedFrontBodySlamVictim
  • pa_PairedFrontPushKick
  • pa_PairedFrontPushKickVictim
  • pa_PairedGrabPunchSwingThrow
  • pa_PairedGrabPunchSwingThrowVictim
  • pa_PairedH2HJabJabCross
  • pa_PairedH2HJabJabCrossVictim
  • pa_PairedH2HLegKick
  • pa_PairedH2HLegKickVictim
  • pa_PairedKentHeadButtsShinjin
  • pa_PairedKentHeadButtsShinjinVictim
  • pa_PairedKill1HMBlunt2Hits
  • pa_PairedKill1HMBlunt2HitsVictim
  • pa_PairedKill1HMRipperSlice
  • pa_PairedKill1HMRipperSliceVictim
  • pa_PairedKill1HMRipperStabStomach
  • pa_PairedKill1HMRipperStabStomachVictim
  • pa_PairedKill1hmShortShank
  • pa_PairedKill1hmShortShank_Victim
  • pa_PairedKill1HMSlashKneeAndNeck
  • pa_PairedKill1HMSlashKneeAndNeckVictim
  • pa_PairedKill1HMSneakBluntSwing
  • pa_PairedKill1HMSneakBluntSwingVictim
  • pa_PairedKill1HMSneakStabNeck
  • pa_PairedKill1HMSneakStabNeckVictim
  • pa_PairedKill1HMSneakStabSide
  • pa_PairedKill1HMSneakStabSideVictim
  • pa_PairedKill1HMStabNeck
  • pa_PairedKill1HMStabNeckVictim
  • pa_PairedKill1HMStabStomachForward
  • pa_PairedKill1HMStabStomachForwardVictim
  • pa_PairedKill1hmThroatSlash
  • pa_PairedKill1hmThroatSlashVictim
  • pa_PairedKill1stP1hmThroatSlashVictim
  • pa_PairedKill2HMBashKneeAndHead
  • pa_PairedKill2HMBashKneeAndHeadVictim
  • pa_PairedKill2HMBashSideOfBody
  • pa_PairedKill2HMBashSideOfBodyVictim
  • pa_PairedKill2HMLegSwingKill
  • pa_PairedKill2HMLegSwingKillVictim
  • pa_PairedKill2hmOverhead
  • pa_PairedKill2hmOverheadVictim
  • pa_PairedKill2HMStabForward
  • pa_PairedKill2HMStabForwardVictim
  • pa_PairedKill2HMStabUp
  • pa_PairedKill2HMStabUpVictim
  • pa_PairedKill2HMSwingKill
  • pa_PairedKill2HMSwingKillVictim
  • pa_PairedKillAssaultronLiftHeadLaser_Victim
  • pa_PairedKillAssaultronLiftStab_Victim
  • pa_PairedKillAssaultronTakeDownHeadLaser_Victim
  • pa_PairedKillAssaultronTakeDownStab_Victim
  • pa_PairedKillDeathclawGauntletStabStomach
  • pa_PairedKillDeathclawGauntletStabStomachVictim
  • pa_PairedKillDeathclawGauntletUppercut
  • pa_PairedKillDeathclawGauntletUppercutVictim
  • pa_PairedKillDLC01WeaponKill01
  • pa_PairedKillDLC01WeaponKill01Victim
  • pa_PairedKillH2H3Hits
  • pa_PairedKillH2H3HitsVictim
  • pa_PairedKillH2HEvadeJabCrossCounter
  • pa_PairedKillH2HEvadeJabCrossCounterVictim
  • pa_PairedKillH2HFrontChoke
  • pa_PairedKillH2HFrontChokeVictim
  • pa_PairedKillH2HJudoThrowNeckBreak
  • pa_PairedKillH2HJudoThrowNeckBreakVictim
  • pa_PairedKillH2HKneeSmash
  • pa_PairedKillH2HKneeSmashVictim
  • pa_PairedKillH2HNeckBreakFromBehind
  • pa_PairedKillH2HNeckBreakFromBehindVictim
  • pa_PairedKillH2HPickUpHeadStomp
  • pa_PairedKillH2HPickUpHeadStompVictim
  • pa_PairedKillH2HSlideTackle
  • pa_PairedKillH2HSlideTackleVictim
  • pa_PairedKillH2HSlipCrossCounter
  • pa_PairedKillH2HSlipCrossCounterVictim
  • pa_PairedKillH2HSuperMan
  • pa_PairedKillH2HSuperManVictim
  • pa_PairedKillH2HSuplex
  • pa_PairedKillH2HUpperCut
  • pa_PairedKillH2HUpperCutVictim
  • pa_PairedKillMacheteAttacker01
  • pa_PairedKillMacheteVictim01
  • pa_PairedKillMove1hmHumanAttacker01
  • pa_PairedKillMove1hmHumanVictim01
  • pa_PairedKillMove1hmShortHumanAttacker01
  • pa_PairedKillMove1hmShortHumanVictim01
  • pa_PairedKillMove2hmHumanAttacker01
  • pa_PairedKillMove2hmHumanVictim01
  • pa_PairedKillMoveGoodNeighborAttacker01
  • pa_PairedKillMoveGoodNeighborVictim01
  • pa_PairedKillMQ302DanseDeath
  • pa_PairedKillMQ302DanseDeathVictim
  • pa_PairedKillPistolBash
  • pa_PairedKillPistolBashVictim
  • pa_PairedKillPowerFistPunch
  • pa_PairedKillPowerFistPunchVictim
  • pa_PairedKillSneakPistolHit
  • pa_PairedKillSneakPistolHitVictim
  • pa_PairedKillSneakRifleHit
  • pa_PairedKillSneakRifleHitVictim
  • pa_PairedKillTacklePunchToDeath
  • pa_PairedKillTacklePunchToDeathVictim
  • pa_PairedLegPullTakeDown
  • pa_PairedLegPullTakeDownVictim
  • pa_PairedMS13PaulFight
  • pa_PairedMS13PaulFightVictim
  • pa_PairedNPCBodySlam
  • pa_PairedNPCBodySlamVictim
  • pa_PairedPowerArmor1HM_Victim
  • pa_PairedPowerArmorForwardPowerPunch_Victim
  • pa_PairedPushFromFront
  • pa_PairedPushFromFrontVictim
  • pa_PairedRifleBayonetteStab
  • pa_PairedRifleBayonetteStabVictim
  • pa_PairedRifleGunButt
  • pa_PairedRifleGunButtVictim
  • pa_PairedTacklePunch
  • pa_PairedTacklePunchVictim
  • pa_PairedTrailerDogmeatGreetPlayer
  • pa_PairedTrailerDogmeatPlayerCloseUp
  • pa_PairedUpperCutCounterPunch
  • pa_PairedUpperCutCounterPunchVictim
  • pa_PairedYaoGuaiKillHumanStanding
  • pa_RadscorpionStrike3rdP_Human
  • pa_RadscorpionStrike3rdP_HumanLead
  • pa_RadstagHumanGore3rdP
  • pa_VictimPairedKillH2HSuplex
  • PairedAttackDialogueHandler
  • PairedBlockPunchCounter
  • PairedBrahminHumanPet
  • PairedDogmeatHumanGreetPetKneel
  • PairedDogmeatHumanInspectObject
  • PairedDuckHookCounter
  • PairedEnd
  • PairedFEVHoundHumanAttack3rdP
  • PairedFEVHoundHumanKill3rdP
  • PairedFrontBodySlam
  • PairedFrontPushKick
  • PairedGrabPunchSwingThrow
  • PairedKill1HMSlashKneeAndNeck
  • PairedKill2HMBashKneeAndHead
  • PairedKillMoveShinjinShootsKentLead
  • PairedKillMoveShinjinShootsKentVictim
  • PairedKillTacklePunchToDeath
  • PairedLegPullTakeDown
  • PairedNPCBodySlam_Lead
  • PairedNPCBodySlam_Victim
  • PairedPushFromFront
  • PairedState to WeaponRoot
  • pairedStop
  • PairedUpperCutCounterPunch
  • PairEnd
  • PAjumpEnd
  • PAjumpFall
  • PAjumpStart
  • PAMoveStart
  • PAMoveStop
  • panicStart
  • PASprintStart
  • PASprintStop
  • PathTweenerEnd
  • PathTweenerRotateEnd
  • PathTweenerRotateStart
  • PathTweenerStart
  • PATurn
  • PATurnStop
  • PCapEnter
  • PCapExit
  • PerformActivation
  • PerkCannibalFeed
  • PerkSandmanKill
  • PickNewIdle
  • PickUp
  • PickUpDone
  • PickUpHigh
  • PickUpLow
  • pipboyClamp
  • PipboyDustWipe
  • pipboyIdleRoot
  • pipboyLightOff
  • pipboyLightOn
  • pipboyVaultConsole
  • Play01
  • Play02
  • PlayerTerminalEnter
  • PlayerTerminalExit
  • PlayFlavorSequence
  • Pose_to_PoseA
  • Pose_to_PoseB
  • Pose_to_PoseC
  • Pose_to_PoseD
  • Pose_to_PoseE
  • Pose_to_PoseF
  • PoseA_to_PoseB
  • PoseB_to_PoseA
  • PostureBackward
  • PostureForward
  • PostureLeft
  • PostureRight
  • PowerArmorHardLanding
  • preHitFrame
  • QuickExitToStand
  • QuickExitToStandLeft
  • QuickExitToStandRight
  • QuickExitTriggerStart
  • RadscorpionStrike3rdP_HumanLead
  • Ragdoll
  • RagdollAndGetUp
  • RagdollInstant
  • raiderHandIKTest
  • raiderHandIKTestMirrored
  • RandomClipStart
  • readyState
  • readyStateEnter
  • readyStateExit
  • ReadyStateStart
  • Reanimated
  • recoil
  • Recoil01
  • recoilExit
  • recoilStop
  • ReevaluateGraphState
  • relaxedState
  • RelaxedStateEnter
  • RelaxedStateExit
  • RelaxedStateStart
  • reloadComplete
  • reloadEnd
  • reloadEndSlave
  • reloadStart
  • reloadStartSlave
  • reloadStartSlaveLoop
  • reloadState
  • reloadStateEnter
  • reloadStateExit
  • RemoveCharacterControllerFromWorld
  • removingTurret
  • RenderFirstPersonInWorldStart
  • RenderFirstPersonInWorldStop
  • reset
  • RESET_GRAPH
  • Retract
  • ReturnToDefault
  • RifleRunForward
  • RifleRunLeft
  • RifleRunRight
  • rifleSightedEnd
  • rifleSightedStart
  • rifleSightedStartOver
  • rifleSightedStartOverLow
  • RifleStartSighted
  • right
  • rightBackward
  • rightTransitionAnimation
  • Run
  • runbackstart
  • runForwardStart
  • runStart
  • runStartLeft
  • runStartRear
  • runStartRight
  • SandManKill
  • ShotgunChestAnim
  • shuffleBackward
  • shuffleBackward_Alt1
  • shuffleBackwardLeft
  • shuffleBackwardRight
  • shuffleBlendOut
  • shuffleEnd
  • shuffleForward
  • shuffleForward_Alt1
  • shuffleForwardLeft
  • shuffleForwardRight
  • shuffleForwardRight_Alt1
  • shuffleLeft
  • shuffleRight
  • shuffleRight_Alt1
  • sightedMirroredClip
  • sightedMirroredMod
  • sightedNormal
  • sightedState
  • sightedStateEnter
  • sightedStateExit
  • sightedTwoMods
  • sitStartFromStand
  • sitStartFromStandCombat
  • sitStartFromStandInstant
  • sitStartFrontFromWalk
  • sitStartLeftFromStand
  • sitStartLeftFromWalk
  • sitStartRearFromWalk
  • sitStartRightFromStand
  • sitStartRightFromWalk
  • sitStop
  • slaveEnd
  • SnapToDirectAtTarget
  • SnapToLookAtTarget
  • SneakBlockLayerFadeOut
  • sneakRunStart
  • SneakRunState_to_SneakWalkState
  • sneakRuntoWalk
  • sneakStart
  • sneakState
  • sneakStateEnter
  • sneakStateExit
  • sneakStop
  • sneakUnequip
  • sneakVault64
  • sneakWalkStart
  • SneakWalkState_to_SneakRunState
  • sneakWalktoRun
  • SoundAnimationEnd
  • SoundPlay
  • SoundPlayAt
  • SoundStop
  • sprintStart
  • sprintStartPainTrain
  • SprintStateEnter
  • SprintStateExit
  • sprintStop
  • sprintToSneak
  • Stage01
  • Stage02
  • Stage03
  • Stage04
  • Stage05
  • Stage06
  • Stage07
  • Stage08
  • Stage09
  • Stage10
  • Stage11
  • Stage12
  • Stage13
  • Stage14
  • Stage15
  • Stage16
  • Stage17
  • Stage18
  • Stage19
  • Stage20
  • staggerBackLarge
  • staggerBackMedium
  • staggerBackMediumBlend
  • staggerBackSmall
  • staggerBackSmallBlend
  • staggerBlended
  • staggerBlendTransition
  • staggerExit
  • StaggerExitAnimationDriven
  • staggerForwardLarge
  • staggerForwardMedium
  • staggerForwardSmall
  • staggerStart
  • staggerStop
  • standStart
  • standStartCombat
  • standStartDelayedExit
  • standStartFromExit
  • standStartLeft
  • standStartLeft_Delayed
  • standStartRight
  • standStartRight_Delayed
  • startAllowRotation
  • StartAnimatedCamera
  • StartAnimatedCameraDelta
  • startAnimationDriven
  • startFloating
  • StartMotionDriven
  • startSwanExit
  • startSwanSplashOut
  • startSyncIdle00
  • startSyncIdle01
  • startUpwardDrift
  • StartVoice
  • Stop
  • StopAnimatedCamera
  • stopFloating
  • StumbleBackwardDeath
  • stumbleStart
  • stumbleStop
  • swimDrinkStart
  • SwimStart
  • SwimStop
  • SyncCycleEnd
  • SyncDeferDeath
  • syncIdleStart
  • syncIdleStop
  • SyncLeft
  • SyncLeft
  • SyncRight
  • SyncRight
  • SynthShutDown
  • Talk01
  • Talk02
  • Talk03
  • Talk04
  • Talk05
  • Talk06
  • Talk07
  • Talk08
  • Talk09
  • Talk10
  • Talk11
  • Talk12
  • Talk13
  • Talk14
  • Talk15
  • TeleportLandingStart
  • test
  • testBigBoy
  • testCam
  • testDrink
  • testEnd
  • testOff
  • testOn
  • testStart
  • throwEnd
  • throwEndSlave
  • throwStartSlave
  • thrustStartEnd
  • to BerserkEnter.hkt
  • to_IdleLoop
  • to_PoseA
  • to_PoseB
  • to_PoseE
  • To_TurretAimWithCameraNoise
  • ToggleFurnitureCamera
  • Trans_to_Idle
  • Trans_to_SneakIdle
  • transMoveStart
  • transMoveStop
  • triggerEnd
  • triggerStart
  • TurnClockwise
  • TurnCounterClockwise
  • TurnLeft
  • TurnLeft180
  • TurnLeftFast
  • TurnLeftSlow
  • TurnOnPathingInterruptible
  • TurnRight
  • TurnRightFast
  • TurnRightSlow
  • TurnStop
  • turretRemove
  • TwistLeft
  • TwistRight
  • UncullBone
  • UncullFurnitureBone
  • UncullWeapons
  • unEquip
  • unEquipRelaxed
  • UseStealthBoy
  • UseStimpak
  • vatsChargeUp
  • vatsChargeUpSlave
  • vatsForceDefault
  • vatsSpinningStart
  • vatsSpinningStartSlave
  • vatsSpinningState
  • vaultEnd
  • Walk
  • walkRunBlendStart
  • walkStart
  • walkStartForward
  • walkStartLeft
  • walkStartRear
  • walkStartRight
  • wallOffsetEnd
  • wallOffsetStart
  • weapEquip
  • weapForceEquip
  • weaponAssemblyFull
  • weaponAssemblyPartial
  • weaponAttach
  • weaponDetach
  • weaponDraw
  • weaponDynamicIdle
  • WeaponDynamicPathingIdle
  • WeaponDynamicPathingIdleForceAnimDriven
  • WeaponDynamicPathingIdleLowerBody
  • weaponFire
  • weaponFireEffect
  • weaponIdle
  • WeaponRagdoll
  • weaponSheathe
  • weaponSwing
  • weapSneakEquip
  • weapUnequip
  • winEnd
  • winStart
  • WPNAssemblyLeft
  • WPNDeathAnimHitLocation
  • WPNDeathAnimMelee
  • WPNShotgunChestAnim
  • WPNStumbleBackwardDeath
  • WPNUnarmedDrawPowerArmor
  • WPNUnarmedSheathePowerArmor

Animation Variables[edit | edit source]

This section describes the behavior graph's animation variables.


Boolean Variables[edit | edit source]

Boolean variables for use with GetAnimationVariableBool and SetAnimationVariableBool.

  • bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
  • IsBeastRace
  • IsSneaking
  • IsBleedingOut
  • IsCastingDual
  • Is1HM
  • IsCastingRight
  • IsCastingLeft
  • IsBlockHit
  • IsPlayer
  • IsNPC
  • bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair.
  • bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors.
  • IsShouting ; Returns true if the actor is shouting.
  • bWantCastLeft
  • bWantCastRight
  • bWantCastVoice
  • b1HM_MLh_attack
  • b1HMCombat
  • bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him.
  • bCastReady
  • bAllowRotation ; Allows the actor to rotate or not.
  • bMagicDraw ; Causes the actor to draw his magic out.*
  • bMLh_Ready ; Equip magic in the left hand.*
  • bMRh_Ready ; Equip Magic in right hand.*
  • bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting.
  • bSprintOK ; Sets whether the actor can sprint.
  • bIdlePlaying ;Plays a random Idle.*
  • bIsDialogueExpressive ;Sets if actors dialogue is expressive. *
  • bAnimObjectLoaded ;Sets whether the anim object is loaded. *
  • bEquipUnequip ;I'm unsure about this. *
  • bAttached ;No Idea. *
  • bEquipOK ; Sets whether equipping is allowed.
  • bIsH2HSolo ;Not sure.
  • bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders.
  • bIsRiding ; Sets the actor into riding. *
  • bTalkable ;Whether the actor is able to be talked to.
  • bRitualSpellActive ; Sets a ritual spell active. *
  • bInJumpState ; Sets the actor in a jump state.
  • bHeadTrackSpine ; No Idea. *
  • bLeftHandAttack ; Sets the actor to attack left. *
  • bIsInMT ; Sets whether the actor is in a movement type.
  • bHumanoidFootIKEnable ; Enables foot-to-ground sync.
  • bHumanoidFootIKDisable ; Disables foot-to-ground sync.
  • bStaggerPlayerOverride
  • bNoStagger ;Sets whether the actor can stagger.
  • bIsStaffLeftCasting
  • bPerkShieldCharge ;Gives the actor the ability to shield charge.
  • bPerkQuickShot ;Gives the actor the quick shot perk.
  • IsAttacking ;Checks to see if this actor is currently attacking.
  • Isblocking ;Checks to see if this actor is currently blocking.
  • IsBashing ;Checks to see if this actor is currently bashing.
  • IsStaggering ;Checks to see if this actor is currently staggering.
  • IsRecoiling ;Checks to see if this actor is currently recoiling.
  • IsEquipping ;Checks to see if this actor is currently equipping motion.
  • IsUnequipping ;Checks to see if this actor is currently unequipping motion.


Integer Variables[edit | edit source]

Integer variables for use with GetAnimationVariableInt and SetAnimationVariableInt.

  • iSyncIdleLocomotion
  • IsAttackReady_32
  • iRightHandType
  • iWantBlock
  • iAnnotation
  • iSyncTurnState
  • i1stPerson
  • iLeftHandType
  • iState
  • iState_NPCSprinting ;Sets actor in a sprint state.
  • iState_NPCDefault ;Unknown. *
  • iState_NPCSneaking ;Sets actor in a sneak state.*
  • iState_NPCBowDrawn :Sets actor in a bow drawn state. *
  • iDualMagicState ;Sets actor in a dual magic state.*
  • iState_NPCBlocking ;Sets actor in a block state.*
  • iState_NPCBleedout ;Sets bleedout state.*
  • iBlockState ; Possible copy of "iState_NPCBlocking ". *
  • iSyncSprintState ;Unknown. *
  • iIsInSneak ;Possible copy of "iState_NPCSneaking". *
  • iMagicEquipped ;Equips magic.
  • iEquippedItemState
  • iMagicState
  • iIsDialogueExpressive
  • iSyncIdleState
  • iState_NPC1HM
  • iState_NPC2HM
  • iState_NPCBow
  • iState_NPCMagic
  • iState_NPCMagicCasting
  • iState_NPCHorse
  • iState_HorseSprint
  • iCharacterSelector
  • iCombatStance
  • iSyncTurnDirection
  • iRegularAttack
  • iRightHandEquipped ;Equips Right hand.
  • iLeftHandEquipped ;Equips left hand.
  • iIsPlayer
  • iGetUpType
  • iState_NPCAttacking
  • iState_NPCPowerAttacking
  • iState_NPCAttacking2H
  • iDrunkVariable
  • iState_NPCDrunk ;Sets actor in a drunk state.
  • iTempSwitch
  • iState_NPCBowDrawnQuickShot
  • iState_NPCBlockingShieldCharge


Floating Point Variables[edit | edit source]

Floating point variables for use with GetAnimationVariableFloat and SetAnimationVariableFloat.

  • Speed
  • VelocityZ
  • camerafromx
  • camerafromy
  • camerafromz
  • FemaleOffset
  • bodyMorphWeight
  • IsInCastState
  • IsInCastStateDamped
  • blockDown
  • blockLeft
  • blockRight
  • blockUp
  • Direction
  • TurnDelta
  • SpeedWalk
  • SpeedRun
  • fSpeedMin
  • fEquipWeapAdj
  • fIdleTimer
  • fMinSpeed
  • fTwistDirection
  • TurnDeltaDamped
  • TurnMin
  • Pitch
  • PitchLook
  • attackPowerStartTime
  • PitchDefault
  • PitchOverride
  • staggerMagnitude
  • recoilMagnitude
  • SpeedSampled
  • attackComboStartFraction
  • attackIntroLength
  • TimeDelta
  • PitchOffset
  • PitchAcc
  • PitchThresh
  • weapChangeStartFraction
  • RotMax
  • 1stPRot
  • 1stPRotDamped
  • PitchManualOverride
  • SpeedAcc


Unknown Variables[edit | edit source]

The use and purpose of these graph variables is unknown.

  • AdditiveHeadTransl ;VARIABLE_TYPE_VECTOR4
  • AdditiveHeadScale ;VARIABLE_TYPE_VECTOR4
  • AdditiveHeadRot ;VARIABLE_TYPE_QUATERNION