OBSE
v0016
Command Documentation
New values and functions available in v0016 are
marked with an asterisk
OBSE
@ Oblivion Construction Set Wiki
New v0016 functions:
SetDebugMode
DebugPrint
RunScriptLine
ResetAllVariables
GetFirstRefInCell
GetNumRefsInCell
OpenTextInput
UpdateTextInput
GetInputText
CloseTextInput
IsTextInputInUse
InsertInInputText
GetTextInputControlPressed
SetRaceAlias
SetRaceVoice
SetRacePlayable
GetSpellEffectiveness
ModPCSpellEffectiveness
GetPCSpellEffectivenessModifier
GetIngredient
GetIngredientChance
SetIngredient
SetIngredientChance
GetFormFromMod
ToggleFirstPerson
sv_Construct
sv_Destruct
sv_Length
sv_Compare
sv_Find
sv_Count
sv_Replace
sv_Erase
sv_GetChar
sv_Substring
sv_ToNumeric
sv_Insert
CharToAscii
IsLetter
IsUpper
IsDigit
IsPrintable
IsPunctuation
GetName
GetModelPath
GetIconPath
GetBipedModelPath
GetBipedIconPath
GetNthModName
GetStringGameSetting
GetNthFactionRankName
GetNthEffectItemScriptName
SetModelPathEX
SetIconPathEX
SetBipedModelPathEX
SetBipedIconPathEX
SetStringGameSettingEX
SetNthFactionRankNameEX
SetNthEffectItemScriptNameEX
ToggleFirstPerson
GetHidesRings
SetHidesRings
GetHidesAmulet
SetHidesAmulet
IsMapMarkerVisible
SetMapMarkerVisible
CanTravelToMapMarker
SetCanTravelToMapMarker
GetMapMarkerType
SetMapMarkerType
GetCursorPos
IsFlora
SetPCMajorSkillUps
SetPCAttributeBonus
con_Show1stPerson
GetMenuFloatValue
GetMenuStringValue
SetMenuFloatValue
SetMenuStringValue
SetProjectileSource
SetArrowProjectileEnchantment
SetArrowProjectileBowEnchantment
SetArrowProjectilePoison
GetProjectileSpeed
GetProjectileDistanceTraveled
GetProjectileLifetime
SetProjectileSpeed
ToUpper
ToLower
SetButtonPressed
SetBaseForm
GetBipedSlotMask
SetBipedSlotMask
GetLastEnchantedItem
GetLastCreatedSpell
GetNumExplicitRefs
GetNthExplicitRef
GetActiveUIComponentName
GetActiveUIComponentFullName
GetActiveUIComponentID
ClickMenuButton
GetProjectile
RemoveNthLevItem
GetLevItemIndexByLevel
GetLevItemIndexByForm
GetLastCreatedPotion
GetLastUniqueCreatedPotion
IsConsoleOpen
GetBookText
GetMenuHasTrait
SetChanceNone
sv_Set
IsControl
SetIsControl
DeleteFromInputText
MoveTextInputCursor
LoadGameEx
GetPCTrainingSessionsUsed
SetPCTrainingSessionsUsed
GetStringIniSetting
SetStringIniSetting
Table
of Contents
Function
Syntax Format
(returnValueName:returnValueType)
reference.FunctionName parameter1:type parameter2:type
optional - optional parameters or references are
in italics
Parameter
Types:
designated after colon
float a positive or
negative decimal number
long a positve whole
number with large values
short a positive
whole number with smaller values
ref a ref
(usually an objectID)
chars a 4 character magic
effect code (for example: FIDG, Z001)
string a set of characters in
quotes
bool a short with only 2
values: 1 for true and 0 for false
Function
Calling Conventions:
By Reference or
ObjectID
reference.FunctionName
someParameters objectID:ref
Examples:
(health:long) reference.GetObjectHealth
objectID:ref
(oldEnchantment:ref)
reference.SetEnchantment
nuEnchantment:ref objectID:ref
These functions can either be called on a
reference or have an objectID
passed in as an argument. If an objectID is passed in, it
takes precedence over a calling reference.
By Reference
only:
reference.FunctionName someParameters
Examples:
(oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref
These functions must be called on a reference.
By ObjectID only
FunctionName someParamters objectID:ref
(masterLevel:short) GetSpellMasteryLevel spell:ref
(effectCode:long) GetNthEffectItemCode
magicItem:ref
whichEffect:long
Qualities
Qualities are a set of related values and functions which
apply
to multiple Oblivion object types. For documentation purposes
I
have gathered the related values together. Any type which has
a
given quality has all of values listed and all of the quality's
functions may be applied to the type.
Actor
Includes creatures and NPCs. All changes to actor flags such as Respawn and Low Level Processing are saved in the savegame.
Functions:
IsRefEssential
- returns whether the referenced actor is essential
(isEssential:bool)
reference.IsRefEssential
SetRefEssential
- sets the calling ref to be essential or not
reference.SetRefEssential
isEssential:bool
HasSpell
- returns whether the actor has the specified spell
(hasSpell:bool) reference.HasSpell
spell:ref
GetActorValueC - returns the actor value specified by the actor value code
(actorValue:long) reference.GetActorValueC actorValueCode:short
(actorValue:long) reference.GetAVC actorValueCode:short
ModActorValueC
- modifies the actor value without changing the base value. Acts
like a spell: a negative number reduces the value which
can be restored and a positive value restores values without exceeding
the maximum of the stat.
(nothing) reference.ModActorValueC actorValueCode:short value:long
(nothing) reference.ModAVC actorValueCode:short value:long
SetActorValueC - sets the actor value specified by the actor value code
(nothing) reference.SetActorValueC actorValueCode:short value:long
(nothing) reference.SetAVC actorValueCode:short value:long
ModActorValue2
- modifies the current value without changing the base value.
Acts like a spell: a negative number reduces the value which
can be restored and a positive value restores values without exceeding
the maximum of the stat.
(nothing) reference.ModActorValue2
actorValueName:string value:long
GetActorLightAmount
- returns a float describing the amount of light falling on an actor,
or 100 if the actor is not in high/medium-high process.
(lightAmount:float)
reference.GetActorLightAmount
CanCorpseCheck - returns 1 if the Can Corpse Check flag is set on the actor
(canCoprseCheck:bool) reference.CanCorpseCheck actor:ref
GetActorMinLevel - returns the minimum level of the actor if the PC Level Offset flag is set
(minLevel:short) reference.GetMinLevel actor:ref
GetActorMaxLevel - returns the maximum level of the actor if the PC Level Offset flag is set
(maxLevel:short) reference.GetMaxLevel actor:ref
GetNumFactions - returns the number of factions to which the actor belongs
(numFactions:short) reference.GetNumFactions actor:ref
GetNthFaction - returns the nth faction to which the actor belongs
(faction:ref) reference.GetNthFaction actor:ref
GetActorSoulLevel
- returns the soul level of any actor. If an NPC it returns
Grand, otherwise if a creature it returns the creature's soul level.
(soulLevel:short) reference.GetActorSoulLevel actor:ref
HasLowLevelProcessing - returns 1 if the actor has low level processing enabled
(hasLowProc:bool) reference.HasLowLevelProcessing actor:ref
HasNoPersuasion - returns 1 if the No Persuasion flag is set on the actor
(hasNoPers) reference.HasNoPersuasion actor:ref
IsActorRespawning - returns 1 if the Respawn flag is set on the actor
(respawns:bool) reference.IsActorRespawning actor:ref
IsPCLevelOffset - returns 1 if the actor's level is calculated relative to the player's level
(isLevOffset:bool) reference.IsPCLevelOffset actor:ref
IsSummonable - returns 1 if the Summonable flag is set on the actor
(isSummonable:bool) reference.IsSummonable actor:ref
SetActorRespawns - changes the Respawn flag on the actor
(nothing) reference.SetActorRespawns flag:short actor:ref
SetCanCorpseCheck - changes the Can Corpse Check flag on the actor
(nothing) reference.SetCanCorpseCheck flag:short actor:ref
SetFemale - changes the Female flag on the actor. Changes are saved but may not be immediately visible.
(nothing) reference.SetFemale flag:short actor:ref
SetLowLevelProcessing - turns low
level processing on or off for the actor. Note that this sets the No
Low Level Processing flag to the opposite of the passed value.
(nothing) reference.SetLowLevelProcessing flag:short actor:ref
SetNoPersuasion - changes the No Persuasion flag on the actor
(nothing) reference.SetNoPersuasion flag:short actor:ref
SetSummonable - changes the Summonable flag on the actor
(nothing) reference.SetSummonable flag:short actor:ref
SetPCLevelOffset - changes the PC Level
Offset flag on the actor, and optionally specifies the minimum and
maximum levels. If minLevel or maxLevel is omitted or passed as -1, the
existing value will be retained. Note that changes to the min/max
levels are not saved in the savegame.
(nothing) reference.SetPCLevelOffset flag:short minLevel:short maxLevel:short actor:ref
GetNumPackages - returns the number of AI packages in the actor's package list
(numPackages:short) reference.GetNumPackages actor:ref
GetNthPackage - returns the Nth AI package in the NPC's package list, in the order in which they were added in the editor.
(package:ref) reference.GetNthPackage actor:ref
GetSpellEffectiveness*
- returns the actor's spell effectiveness based on the armor he or she
has equipped as a floating point value from 0 to 1.0. The return value
is always 1.0 for creatures and NPCs other than the player. When called
on the player, this command returns the player's base spell
effectiveness as calculated by the game plus any script modifier
applied by ModPCSpellEffectiveness.
(spellEffectiveness:float) reference.GetSpellEffectiveness
Attacking
Types
with this quality are used for attacks.
Values:
Attack Damage - long the base
damage of the type; used in a forumla with the appropriate skill to
determine damage actually done
Speed - float the speed
factor of the type; used in a forumla to determine the rate of attack
Ignores Resistance flag - bool determines
whether the type will ignore normal damage resistance.
Functions:
GetAttackDamage
- returns the base
attack damage
(damage:long) reference.GetAttackDamage objectID:ref
SetAttackDamage
- sets the base attack
damage
(nothing) reference.SetAttackDamage
nuDamage:long objectID:ref
ModAttackDamage
- modifies the base
attack damage up or down
(nothing) reference.ModAttackDamage
modifyBy:float objectID:ref
GetWeaponSpeed - returns
the weapon speed
(speed:float) reference.GetWeaponSpeed objectID:ref
SetWeaponSpeed
- sets the weapon speed
(nothing) reference.SetWeaponSpeed nuSpeed:float
obejctID:ref
ModWeaponSpeed
- modifies the weapon
speed up or down
(nothing) reference.ModWeaponSpeed
modifyBy:float obejctID:ref
GetIgnoresResistance - returns whether the
object ignores normal damage resistance
(ignores:bool) reference.GetIgnoresResistance objectID:ref
SetIgnoresResistance
- sets whether the
object ignores normal damage resistance
(nothing) reference.SetIgnoresResistance
shouldIgnore:bool objectID:ref
Audible
Types with this quality have one or more sounds associated with them.
Values:
Open Sound - ref the sound played upon opening. (Containers and Doors)
Close Sound - ref the sound played upon closing. (Containers and Doors)
Loop Sound - ref the looping sound associated with an object. (Doors, Lights, and Activators)
Functions:
GetOpenSound - Returns the "open" sound
(sound:ref) reference.GetOpenSound baseObject:ref
GetCloseSound - Returns the "close" sound
(sound:ref) reference.GetCloseSound baseObject:ref
GetLoopSound - Returns the looping sound
(sound:ref) reference.GetLoopSound baseObject:ref
SetOpenSound - Sets the "open" sound
(nothing) reference.SetOpenSound sound:ref baseObject:ref
SetCloseSound - Sets the "close" sound
(nothing) reference.SetCloseSound sound:ref baseObject:ref
SetLoopSound - Sets the looping sound
(nothing) reference.SetLoopSound sound:ref baseObject:ref
Breakable
Types with this quality can be broken.
Values:
Health - long the base
health of the object. Cannot be negative.
Current Health - float the current
health of the object. the object is damaged when the current
value is less than the base
object value and is broken when the current health reaches 0.
The
effectiveness of the object may be decreased as damage increases.
Functions:
GetObjectHealth
- returns the base
object health
(health:long) reference.GetObjectHealth objectID:ref
SetObjectHealth
- sets the base object
health
(nothing) reference.SetObjectHealth
nuHealth:long objectID:ref
ModObjectHealth
- modifies the base
object health up or down
(nothing) reference.ModObjectHealth
modifyBy:float objectID:ref
GetCurrentHealth
- returns the current health of the calling reference
(health:float) reference.GetCurrentHealth
GetEquippedCurrentHealth
- gets the
current health of the object in the specified equipment slot
(health:float) reference.GetEquippedCurrentHealth
slot:short
SetEquippedCurrentHealth
- sets the
current health of the object in the specified equipment slot
(nothing) reference.SetEquippedCurrentHealth
nuHealth:long slot:short
ModEquippedCurrentHealth
- modifies the
current
health of the object in the specified equipment slot up or down
(nothing) reference.ModEquippedCurrentHealth
modifyBy:float slot:short
Class
Types with this quality have a player class.
Values:
Attributes - short the two
attributes of the class
Skills - short the five
major skills of the class
Specialization - short the
specialization of the class
Functions:
GetClass
- returns the class of the NPC
(class:ref) reference.GetClass
GetClassAttribute
- returns the Nth attribute of the class. If called on a
reference it will attempt to find the class from that referenced NPC
and use that.. If a class FormID is passed, that takes
precedence.
(attribute:short)
reference.GetClassAttribute
whichAttribute:short class:ref
GetClassSkill
- returns the Nth skill of the class. If called on a reference it will
attempt to find the class from that
referenced NPC and use that.. If a class FormID is passed,
that takes
precedence.
(skill:short) reference.GetClassSkill
whichSkill:short
class:ref
GetClassSpecialization
- returns the class specialization. If called on a reference it will
attempt to find the class from that
referenced NPC and use that.. If a class FormID is passed,
that takes
precedence.
(specialization:short) reference.GetClassSpecialization
class:ref
IsClassSkill
- returns whether the passed skill is a skill of the class. If called
on a reference it will attempt to find the class from that
referenced NPC and use that.. If a class FormID is passed,
that
takes
precedence.
(isClassSkill:bool) reference.IsClassSkill
skill:short class:ref
(isClassSkill:bool) reference.IsMajor
skill:short class:ref
IsClassAttribute
- returns whether the passed attribute is an attribute of the class. If
called on a reference it will attempt to find the class from that
referenced NPC and use that.. If a class FormID is passed,
that
takes
precedence. (available in v0011)
(isClassAttribute:bool) reference.IsClassAttribute attribute:short class:ref
Container
Something that holds inventory items.
Functions:
GetNumItems
- returns the number of
different object types in the container
(count:long) reference.GetNumItems
GetInventoryObject
- returns the
objectID of the Nth item type in the container
(objectID:ref)
reference.GetInventoryObject whichObject:long
IsContainer
- returns whether the reference or passed objectID is a container
(isContainer:bool) reference.IsContainer
objectID:ref
GetContainerRespawns
- returns whether the container's contents repawn
(respawns:bool) reference.GetContainerRespawns objectID:ref
(respawns:bool) reference.IsUnsafeRespawns objectID:ref
SetContainerRespawns
- sets whether the container's contents respawn. Note - this change is not
persisted in the save game.
(nothing) reference.SetContainerRespawns
respawns:bool objectID:ref
(nothing) reference.SetUnsafeContainer
respawns:bool objectID:ref
Edible
Types with this quality may be considered food.
Values:
Is Food flag - bool is the object
considered to be food
Functions:
IsFood
- returns whether the object is
considered to be food
(isFood:bool) reference.IsFood objectID:ref
SetIsFood
- sets whether the object is
considered to be food
(nothing)
reference.IsFood
isFood:bool objectID:ref
Enchantable
Types with this quality may be enchanted. A couple notes:
Enchantments and the ranges of their effects need to be
appropriate for the enchantable object's type. The
Enchantment
Type needs to match the object the enchantment applies to.
Also,
when adding an enchantment to an object, be sure that the object has a
charge, or the enchantment cannot work. If the object was not
previously enchanted, call SetObjectCharge to assign a charge to the
object.
Values:
Enchantment - ref the specific
enchantment on the enchantable item
Charge - long the maximum
charge available on the enchantable item
Current Charge - float the current
charge of the enchantable item
Functions:
GetEnchantment
- returns the specific
enchantment on the object
(enchantment:ref) reference.GetEnchantment objectID:ref
SetEnchantment
- sets the specific
enchantment on the object and returns any previous enchantment
(oldEnchantment:ref) reference.SetEnchantment
nuEnchantment:ref objectID:ref
RemoveEnchantment
- removes the
enchantment from the object and returns any previous enchantment
(oldEnchantment:ref) reference.RemoveEnchantment objectID:ref
GetObjectCharge
- returns the max charge
of the object
(charge:long) reference.GetObjectCharge objectID:ref
SetObjectCharge
- sets the max charge of
the object
(nothing) refernce.SetObjectCharge
nuCharge:long objectID:ref
ModObjectCharge
- modifies the max
charge of the object up or down
(nothing) reference.ModObjectCharge
modifyBy:float objectID:ref
GetCurrentCharge
- returns the current charge of the calling reference
(charge:float) reference.GetCurrentCharge
GetEquippedCurrentCharge
- returns the
current charge of the object in the specified slot
(charge:float)
reference.GetEquippedCurrentCharge slot:short
SetEquippedCurrentCharge
- sets the
current charge of the object in the specified slot
(nothing)
reference.SetEquippedCurrentCharge nuCharge:long slot:short
ModEquippedCurrentCharge
- modifies the
current charge of the object in the specified slot up or down
(nothing)
reference.ModEquippedCurrentCharge modifyBy:float slot:short
Equippable
Types with this quality can be equipped by a character.
Values:
Slot - short the equipment
slot of the object
Functions:
GetEquipmentSlot
- returns the equipment
slot of the object
(slot:short)
reference.GetEquipmentSlot objectID:ref
GetEquippedObject
Inventory
Types with this quality are objects that can be either stored in an
inventory or exist as a reference outside of an inventory.
Values:
Object - long the base
object id of a reference
Weapon Type- short the type of
weapon
Weight - float the weight of
one object of this type
Gold Value - long
the gold value of one object of this type. this value may not
match the value displayed in the interface as that could include
additional value from an enchantment.
Is Quest Item flag - bool whether the
type is a quest item. quest items cannot be activated and
cannot be dropped.
Functions:
GetBaseObject
- returns the base object
of the reference
(objectID:ref) reference.GetBaseObject
GetObjectType
- returns a type code for each
type of object
(type:long)
reference.GetObjectType objectID:ref
IsWeapon
- returns whether the object is
a weapon
(isWeapon:bool) reference.IsWeapon objectID:ref
IsAmmo
- returns whether the object is
ammunition
(isAmmo:bool) reference.IsAmmo objectID:ref
IsArmor
- returns whether the object is
armor
(isArmor:bool) reference.IsArmor objectID:ref
IsBook
- returns whether the object is a
book
(isBook:bool) reference.IsBook objectID:ref
IsClothing
- returns whether the object
is clothing
(isClothing:bool) reference.IsClothing objectID:ref
IsIngredient
- returns whether the
object is an ingredient
(isIngredient:bool) reference.IsIngredient objectID:ref
IsKey
- returns whether the object is a
key
(isKey:bool) reference.IsKey objectID:ref
IsAlchemyItem
- returns whether the
object is an alchemy item
(isAlchemyItem:bool) reference.IsAlchemyItem objectID:ref
IsApparatus
- returns whether the object
is an alchemy apparatus
(isApparatus:bool) reference.IsApparatus objectID:ref
IsSoulGem
- returns whether the object
is a soul gem
(isSoulGem:bool) reference.IsSoulGem objectID:ref
IsSigilStone
- returns whether the
object is a sigil stone
(isSigilStone:bool) reference.IsSigilStone objectID:ref
IsLight
- returns whether the object is
a light source
(isLight:bool) reference.IsLight objectID:ref
IsFlora* - returns 1 if the object is a harvestable plant.
(isFlora:bool) reference.IsFlora objectID:ref
GetWeight
- returns the weight of the
type
(weight:float) reference.GetWeight objectID:ref
SetWeight
- sets the weight of
the type
(nothing) reference.SetWeight nuWeight:float objectID:ref
ModWeight
- modifies the weight of the
type up or down
(nothing) reference.ModWeight modifyBy:float objectID:ref
GetGoldValue
- returns the base gold
value of the type
(goldValue:long) reference.GetGoldValue objectID:ref
GetFullGoldValue
- returns the full gold value of an item, including the value added by enchantments.
(goldValue:long) reference.GetFullGoldValue objectID:ref
SetGoldValue
- sets the base gold value
of the type
(nothing) reference.SetGoldValue
nuGoldValue:long objectID:ref
ModGoldValue
- modifies the base gold
value of the type up or down
(nothing) reference.ModGoldValue modifyBy:float
objectID:ref
IsQuestItem
- returns whether the type
is a quest item
(isQuestItem:bool) reference.IsQuestItem objectID:ref
SetQuestItem
- sets whether the
type is a quest item
(nothing) reference.SetQuestItem
isQuestItem:bool objectID:ref
SetCurrentSoulLevel - sets the current soul level of the calling soulgem reference.
(nothing) reference.SetCurrentSoulLevel newLevel:short
Lockable
Types with this quality can be locked.
Functions:
GetOpenKey
- returns the key used to unlock the calling reference.
(key:ref) reference.GetOpenKey
SetOpenKey
- sets the key used to unlock the reference to the specified key.
(nothing) reference.SetOpenKey key:ref
Magic
Types with this quality have a group of magical effects
Values:
Magic Item Type - short the type of
magic item (Spell, Enchantment, AlchemyItem, Ingredient)
Effect Count - long
the number of magic effect items in the type
IsAutocalc - bool whether the
cost is autocalculated or set to a specific amount
EffectItem Code - long the magic
effect code for the effect item
EffectItem Magnitude - long the magnitude
of the magic effect item
EffectItem Area - long the area
affected by the magic effect item
EffectItem Duration - long the time in
seconds the magic effect lasts
EffectItem Range - short the range of
the effect (Self, Touch, Target)
EffectItem Actor Value - long a code for the
attribute or skill affected by the effect item
EffectItemScripted - bool whether the
effect item is a ScriptEffect (SEFF)
EffectItemScript - refID the refID of
the script used by the scripted effect item
EffectItemScriptVisualEffect - long the magic
effect code used for the visual effects of the scripted effect item
EffectItemScriptSchool - short the magic
school assigned to the scripted effect
EffectItemScriptIsHostile - bool whether the
scripted effect is hostile
Functions:
GetMagicItemType
- returns the magic
item type
(magicItemType:short)
GetMagicItemType magicItem:ref
(magicItemType:short) GetMIType
magicItem:ref
GetMagicItemEffectCount
- returns the
number of magic effect items
(count:long) GetMagicItemEffectCount
magicItem:ref
(count:long) GetMIEffectCount magicItem:ref
MagicItemHasEffect
- returns whether the
magic item has an effect item with the specifed effect. Uses
the 4 letter codes for the magic effects listed in the CS. Uses
an optional actor value name for use with effects like fortify skill
and fortify attribute.
(hasEffect:bool) MagicItemHasEffect
effect:chars actorValue:chars
(hasEffect:bool) MagicHasEffect
effect:chars actorValue:chars
MagicItemHasEffectCode
- returns whether
the magic item has an effect item with the specified effect code. Uses
a long value returned from GetNthEffectItemCode or GetMagicEffectCode.
Uses an optional actor value code for use with effects like
fortify skill and fortify attribute.
(hasEffect:bool) MagicItemHasEffectCode
effectCode:long actorValueCode:short
(hasEffect:bool) MagicHasEffectC
effectCode:long actorValueCode:short
MagicItemHasEffectCount
- returns the count of the specified effects on the magic item.
Has an optional actorValue name for use with effects like fortify
skill and fortify attribute.
(effectCount:short)
MagicItemHasEffectCount effect:chars actorValueName:chars
MagicItemHasEffectCountCode
- returns the count of effects with the specified effect code on the
magic item. Uses
a long value returned from GetNthEffectItemCode or GetMagicEffectCode.
Has an optional actorValueCode for use with effects like fortify
skill and fortify attribute.
(effectCount:short)
MagicItemHasEffectCountCode effectCode:long actorValueCode:short
(effectCount:short)
MagicItemHasEffectCountC effectCode:long actorValueCode:short
GetNthEffectItemCode
- returns the magic
effect code of the specified effect item
(code:long) GetNthEffectItemCode
magicItem:ref whichEffect:short
(code:long) GetNthEICode magicItem:ref
whichEffect:short
GetNthEffectItemMagnitude
- returns the
magnitude of the specified effect item
(magnitude:long)
GetNthEffectItemMagnitude magicItem:ref whichEffect:short
(magnitude:long) GetNthEIMagnitude
magicItem:ref whichEffect:short
SetNthEffectItemMagnitude
- sets the
magnitude of the specified effect item
(nothing) SetNthEffectItemMagnitude
nuMagnitude:long magicItem:ref whichEffect:short
(nothing) SetNthEIMagnitude
nuMagnitude:long magicItem:ref whichEffect:short
ModNthEffectItemMagnitude
- modifies the
magnitude of the specified effect item up or down
(nothing) ModNthEffectItemMagnitude
modifyBy:float magicItem:ref whichEffect:short
(nothing)
ModNthEIMagnitude modifyBy:float magicItem:ref
whichEffect:short
GetNthEffectItemArea
- returns the area
of the specified effect item
(area:long) GetNthEffectItemArea
magicItem:ref whichEffect:short
(area:long) GetNthEIArea magicItem:ref
whichEffect:short
SetNthEffectItemArea
- sets the area of
the specified effect item
(nothing) SetNthEffectItemArea
nuArea:long magicItem:ref whichEffect:short
(nothing) SetNthEIArea nuArea:long
magicItem:ref whichEffect:short
ModNthEffectItemArea
- modifies the
effect area of the specified effect item up or down
(nothing) ModNthEffectItemArea
modifyBy:float magicItem:ref whichEffect:short
(nothing) ModNthEIArea modifyBy:float
magicItem:ref whichEffect:short
GetNthEffectItemDuration
- returns the
duration of the specified effect item
(duration:long) GetNthEffectItemDuration
magicItem:ref whichEffect:short
(duration:long) GetNthEIDuration
magicItem:ref whichEffect:short
SetNthEffectItemDuration
- sets the
duration of the specified effect item
(nothing) SetNthEffectItemDuration
nuDuration:long magicItem:ref whichEffect:short
(nothing) SetNthEIDuration
nuDuration:long magicItem:ref whichEffect:short
ModNthEffectItemDuration
- modifies the
duration of the specified effect item up or down
(nothing) ModNthEffectItemDuration
modifyBy:float magicItem:ref whichEffect:short
(nothing) ModNthEIDuration
modifyBy:float magicItem:ref whichEffect:short
GetNthEffectItemRange
- gets the range
of the specified effect item
(range:short)
GetNthEffectItemrange magicItem:ref whichEffect:short
(range:short) GetNthEIRange
magicItem:ref
whichEffect:short
SetNthEffectItemRange
- sets the range
of the specified effect item
(nothing) SetNthEffectItemRange
nuRange:short
magicItem:ref whichEffect:short
(nothing) SetNthEIRange nuRange:short magicItem:ref
whichEffect:short
GetNthEffectItemActorValue
- gets the
actor value of the specified effect item
(actorValueCode:long)
GetNthEffectItemActorValue magicItem:ref whichEffect:short
(actorValueCode:long)
GetNthEIAV magicItem:ref whichEffect:short
SetNthEffectItemActorValue
- sets the
actor values of the specified effect item
(nothing) SetNthEffectItemActorValue
nuActorValue:long magicItem:ref whichEffect:short
(nothing) SetNthEIAV nuActorValue:long magicItem:ref whichEffect:short
RemoveNthEffectItem
-
removes the specified effect item
(nothing) RemoveNthEffectItem magicItem:ref whichEffect:short
(nothing) RemoveNthEffect magicItem:ref
whichEffect:short
RemoveAllEffectItems -
removes all effect items from the magic item
(nothing) RemoveAllEffectItems
magicItem:ref
CopyNthEffectItem -
copies the specified effect item from one magic item to another
(index:short) CopyNthEffectItem
fromObjectID:ref toObjectID:ref whichEffect:short
CopyAllEffectItems
- copies all effect items from one magic item to another
(nothing) CopyAllEffectItems
fromObjectID:ref toObjectId:ref
AddEffectItem
- adds a basic, empty EffectItem of the specified MagicEffect to the
magic item
(index:short) AddEffectItem
nuEffect:chars magicItem:ref
(index:short) AddEffectItemC
nuEffectCode:long magicItem:ref
AddFullEffectItem
- adds a fully defined EffectItem to the magic item with the specified
MagicEffect, magnitude, area, duration and range
(index:short) AddFullEffectItem
nuEffect:chars magnitude:long area:long duration:long range:short
magicItem:ref
(index:short) AddFullEffectItemC
nuEffectCode:long magnitude:long area:long duration:long range:short
magicItem:ref
IsMagicItemAutoCalc
- returns 1 if the MagicItem determines magicka cost by
autocalculation. Now works on all Magic Items (spells, alchemy, ingredients, enchantments)
(isAutocalc:bool)
IsMagicItemAutoCalc magicItem:ref
SetMagicItemAutoCalc
- sets whether the Magic Item determines cost by autocalculation.
Currently works for Spells, AlchemyItems, Ingredients and Enchantments.
(nothing) SetMagicItemAutoCalc
isAutocalc:bool
objectID:ref
IsNthEffectItemScripted
- returns whether the specified effect item is scripted
(isScriptEffect:bool)
IsNthEffectItemScripted magicItem:ref whichEffect:short
GetNthEffectItemScript
- returns the refID of the script associated with the specified
scripted effect
(script:ref) GetNthEffectItemScript
objectID:ref whichEffect:short
(script:ref) GetNthEIScript
objectID:ref whichEffect:short
SetNthEffectItemScript
- sets the script for the specified scripted effect item.
Note
that the CS doesn't have a variable type for a script, so you must
assign the script editor id to a ref variable to use this function.
(nothing) SetNthEffectItemScript
scriptObjectID:ref magicItem:ref whichEffect:short
(nothing) SetNthEIScript
scriptObjectID:ref magicItem:ref whichEffect:short
GetNthEffectItemScriptVisualEffect
- returns the magic effect code for the scripted effect item's visual
effect
(magicEffectCode:long)
GetNthEffectItemScriptVisualEffect magicItem:ref whichEffect:short
(magicEffectCode:long)
GetNthEISVisualEffect magicItem:ref whichEffect:short
SetNthEffectItemScriptVisualEffect
- sets the scrited effect item's visual effect
(nothing)
SetNthEffectItemScriptVisualEffect
magicEffect:chars magicItem:ref whichEffect:short
(nothing)
SetNthEISVisualEffect
magicEffect:chars magicItem:ref whichEffect:short
(nothing)
SetNthEffectItemScriptVisualEffectC
magicEffectCode:long magicItem:ref whichEffect:short
(nothing)
SetNthEISVisualEffectC
magicEffectCode:long magicItem:ref whichEffect:short
GetNthEffectItemScriptSchool
- returns the school of the scripted effect item
(magicSchool:short)
GetNthEffectItemScriptSchool magicItem:ref whichEffect:short
(magicSchool:short)
GetNthEISSchool magicItem:ref whichEffect:short
SetNthEffectItemScriptSchool
- sets the school of the scripted effect item
(nothing)
SetNthEffectItemScriptSchool magicItem:ref whichEffect:short
(nothing) SetNthEISSchool magicItem:ref whichEffect:short
IsNthEffectItemScriptHostile
- returns whether the scripted effect is hostile
(isHostile:bool)
IsNthEffectItemScriptHostile magicItem:ref whichEffect:short
(isHostile:bool)
IsNthEISHostile magicItem:ref whichEffect:short
SetNthEffectItemScriptHostile
- sets whether the scripted effect is hostile
(nothing)
SetNthEffectItemScriptHostile magicItem:ref whichEffect:short
(nothing) SetNthEISHostile magicItem:ref whichEffect:short
GetNthEffectItemScriptName
- returns the name of the nth effect item, provided that effect item is a script effect.
(name:string_var) GetNthEffectItemScriptName whichEffect:short
SetNthEffectItemScriptName
- sets the name of the scripted effect
(nothing) SetNthEffectItemScriptName
name:string magicItem:ref whichEffect:short
(nothing) SetNthEISName name:string
magicItem:ref whichEffect:short
SetNthEffectItemScriptNameEX* - sets the name of the scripted effect
(nothing) SetNthEffectItemScriptNameEX name:formatString magicItem:ref whichEffect:short
ModNthEffectItemScriptName - modifies the name of the scripted effect. The
toReplaceAndReplaceWith string has the following format:
"toReplace|replaceWith". We will do a case insensitve search
for
the toReplace portion and if found will replace it with the replaceWith
portion. The | character is used to separate the portions of
the
string. If there is nothing before the | character, the
replaceWith string is prepended to the name. If called from the console, use @ instead of |.
(nothing) ModNthEffectItemScriptName
toReplaceAndReplaceWith:string magicItem:ref whichEffect:short
(nothing) ModNthEISName
toReplaceAndReplaceWith:string magicItem:ref whichEffect:short
MagicItemHasEffectItemScript - returns 1 if the magic effect has a scripted item with the specified script.
(hasScript:bool) MagicItemHasEffectItemScript script:ref magicItem:ref
Magic
Target
Types with this quality can be the target of magic. They can
have Active Effects working on them.
Values:
Count - long the number of
active effects on the target
ActiveEffect Code - long the effect
code of the given ActiveEffect
ActiveEffect Magnitude -long the
magnitude of the given ActiveEffect
ActiveEffect Duration - float the duration
of the total ActiveEffect
ActiveEffect TimeElapsed - float the time in
seconds since the ActiveEffect was applied to the target
ActiveEffect MagicItem - ref the magic item
which applied the ActiveEffect
ActiveEffect Caster - ref the caster of
the ActiveEffect
ActiveEffect Data - ref the extra data
(summoned creature, armor, etc.) of the ActiveEffect
ActiveEffect MagicItemIndex - long the index of
the EffectItem on the magic item which applied the ActiveEffect
Functions:
GetActiveEffectCount
- returns the number of ActiveEffects on the target
(count:long)
reference.GetActiveEffectCount
GetNthActiveEffectCode
- returns the effect of the Nth ActiveEffect on the target
(effectCode:long)
reference.GetNthActiveEffectCode whichEffect:long
(effectCode:long) reference.GetNthAECode
whichEffect:long
GetNthActiveEffectMagnitude
- returns the magnitude of the Nth ActiveEffect on the target
(magnitude:long)
reference.GetNthActiveEffectMagnitude whichEffect:long
(magnitude:long)
reference.GetNthAEMagnitude whichEffect:long
GetNthActiveEffectDuration
- returns the total duration of the Nth ActiveEffect on the target
(duration:float)
reference.GetNthActiveEffectDuration whichEffect:long
(duration:float)
reference.GetNthAEDuration whichEffect:long
GetNthActiveEffectTimeElapsed
- returns the time that the Nth ActiveEffect has been applied to the
target
(timeElapsed:float)
reference.GetNthActiveEffectTimeElapsed whichEffect:long
(timeElapsed:float)
reference.GetNthAETime whichEffect:long
GetNthActiveEffectMagicItem
- returns the magic item which applied theNth ActiveEffect to the target
(magicItem:ref)
reference.GetNthActiveEffectMagicItem whichEffect:long
(magicItem:ref)
reference.GetNthAEMagicItem whichEffect:long
GetNthActiveEffectCaster
- return the caster of the Nth ActiveEffect on the target
(caster:ref)
reference.GetNthActiveEffectCaster whichEffect:long
(caster:ref) reference.GetNthAECaster
whichEffect:long
GetNthActiveEffectData
- return the data of the NthActiveEffect on the target
(data:ref)
reference.GetNthActiveEffectData whichEffect:long
(data:ref) reference.GetNthAEData
whichEffect:long
GetNthActiveEffectMagicItemIndex
- returns the index on its magic item of the Nth ActiveEffect on the
target
(index:long)
reference.GetNthActiveEffectMagicItemIndex whichEffect:long
(index:long)
reference.GetNthActiveEffectMagicItemIndex whichEffect:long
SetNthActiveEffectMagnitude - sets the magnitude of the corresponding ActiveEffect
(nothing) SetNthActiveEffectMagnitude magnitude:float whichEffect:long
(nothing) SetNthAEMagnitude magnitude:float whichEffect:long
ModNthActiveEffectMagnitude - modifies the magnitude of the corresponding ActiveEffect
(nothing) ModNthActiveEffectMagnitude magnitude:float whichEffect:long
(nothing) ModNthAEMagnitude magnitude:float whichEffect:long
GetTotalActiveEffectMagnitude
- returns the total
magnitude of all ActiveEffects with a given code on the target
(totalMag:long)
reference.GetTotalActiveEffectMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalActiveEffectMagnitudeC effectCode:long actorValueCode:short
(totalMag:long)
reference.GetTotalAEMagnitudeC effectCode:long actorValueCode:short
GetTotalAENonAbilityMagnitude
- returns the total magnitude of all non-ability ActiveEffects with a
given code on the target
(totalMag:long)
reference.GetTotalAENonAbilityMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAENonAbilityMagnitudeC effectCode:long actorValueCode:short
GetTotalAEAbilityMagnitude
- returns the total magnitude of all ability ActiveEffects with a given
code on the target
(totalMag:long)
reference.GetTotalAEAbilityMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEAbilityMagnitudeC effectCode:long actorValueCode:short
GetTotalAESpellMagnitude
- returns the total magniude of all spell ActiveEffects with a given
code on the target
(totalMag:long)
reference.GetTotalAESpellMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAESpellMagnitudeC effectCode:long actorValueCode:short
GetTotalAEDiseaseMagnitude
- returns the total magnitude of all disease ActiveEffects with a given
code on the target.
(totalMag:long)
reference.GetTotalAEDiseaseMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEDiseaseMagnitudeC effectCode:long actorValueCode:short
GetTotalAELesserPowerMagnitude
- returns the total magnitude of all lesser power ActiveEffects with a
given code on the target
(totalMag:long)
reference.GetTotalAELesserPowerMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAELesserPowerMagnitudeC effectCode:long actorValueCode:short
GetTotalAEPowerMagnitude
- retuns the total magnidue of all greater power ActiveEffects with a
given code on the target
(totalMag:long)
reference.GetTotalAEPowerMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEPowerMagnitudeC effectCode:long actorValueCode:short
GetTotalAEAllSpellsMagnitude
- returns the total magnitude of all spells (Spell, Ability, Disease,
Lesser Power, Power) with a given code on the target.
(totalMag:long)
reference.GetTotalAEAllSpellsMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEAllSpellsMagnitudeC effectCode:long actorValueCode:short
GetTotalAEEnchantmentMagnitude
- retuns the total magnitude of all enchantments with a given code on
the target.
(totalMag:long)
reference.GetTotalAEEnchantmentMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEEnchantmentMagnitudeC effectCode:long actorValueCode:short
GetTotalAEAlchemyMagnitude
- returns the total magnitude of all potions with a given code on the
target.
(totalMag:long)
reference.GetTotalAEAlchemyMagnitude effectCode:chars actorValue:chars
(totalMag:long)
reference.GetTotalAEAlchemyMagnitudeC effectCode:long actorValueCode:short
GetScriptActiveEffectIndex
- returns the index of the corresponding ActiveEffect for the running
script effect. Note this cannot detect the difference between two active effects running with the same script.
(index:long) GetScriptActiveEffectIndex
Named
Types with this quality have a setable name
Values:
Name - string the display
name of the type
Functions:
SetName
- sets the display
name of the
type. SetName is a special function. It is defined
to work
on Inventory items, but it can be used with any form. To use
with
a non-Inventory item you must first assign the objectID to a ref.
For most forms the name is part of the base form and changing
the
name will change it for all instances of the type.
(nothing) reference.SetName name:string objectID:ref
GetName* - returns the name of an object.
(name:string_var) reference.GetName object:ref
CompareName
- returns 1 if stringToFindInName is found in the name if the object
(nameContainsString) reference.CompareName
toFindInName:string objectID:ref
(nameContainsString) reference.NameIncludes
toFindInName:string objectID:ref
CompareNames
- compares the names of two objects and returns -1 if the first occurs
alphabetically before the second, 1 if the first occurs after the
second, or 0 for equality. Comparison is case-insensitive.
(comparison:short)
reference.CompareNames
compareTo:ref
compare:ref
CopyName
- copies the name
from the source to the target. It is defined to work on
Inventory
items, but it can be used with any form. To use
with
a non-Inventory item you must first assign the objectID to a ref.
For most forms the name is part of the base form and changing
the
name will change it for all instances of the type.
(nothing) CopyName srcObjectID:ref
targetObjectID:ref
ModName
- modifies
the name of the calling reference or passed objectID.
The
toReplaceAndReplaceWith string has the following format:
"toReplace|replaceWith". We will do a case insensitve search
for
the toReplace portion and if found will replace it with the replaceWith
portion. The | character is used to separate the portions of
the
string. If there is nothing before the | character, the
replaceWith string is prepended to the name. In the console, use @ instead of |.
(nothing) reference.ModName
toReplaceAndReplaceWith:string toObject:ref
AppendToName
- appends the passed string to the end of the name of the calling
reference or passed objectID.
(nothing) reference.AppendToName
toAppend:string toObject:ref
HasName - returns 1 if the object has a name consisting of at least one character.
(hasName:bool) reference.HasName objectID:ref
SetNameEx
- sets the name of the base object. The new name is a string
constructed from a format string using the same format specifiers used
by OBSE's output functions. Unlike SetName, SetNameEx cannot be called on a reference.
(nothing) reference.SetNameEx formatString:string var1 var2 ... var20 object:ref
Ownable
Types
with this quality can be owned by an NPC or faction.
Values:
Owner - NPC or faction the owner of the reference.
Required Rank - short the rank a member of the owning faction must hold
in order to legally activate the reference.
Global Variable - global a global variable which, when set to
a
value other than zero, allows legal activation of the reference.
Functions:
GetOwner - returns the NPC
or faction which owns the calling reference.
(owner:ref) reference.GetOwner
GetParentCellOwner
- returns the NPC or faction which owns the calling reference's parent
cell..
(owner:ref) reference.GetParentCellOwner
GetOwningFactionRequiredRank
- returns the rank in the owning faction required to legally activate
the calling reference.
(rank:short) reference.GetOwningFactionRequiredRank
(rank:short) reference.GetOwningFactionRank
GetParentCellOwningFactionRequiredRank
- returns the rank required for ownership of the calling reference's
parent cell.
(rank:short) reference.GetParentCellOwningFactionRequiredRank
(rank:short) reference.GetCellFactionRank
IsOffLimits
- returns 1 if it is illegal for the specified actor to activate the
calling reference, based on the calling reference's ownership.
(isOffLimits:bool) reference.IsOffLimits actor:ref
Race
Values:
Base Attribute - each sex of a race has
base values for all eight attributes
Bonus Skill - each race has seven
attributes which get a bonus
Name - each race has a name
Functions:
GetRaceAttribute
-
returns the specified base attribute value. If passes a
raceFormID you must also pass whether you want the female value or not.
If called directly on an reference the function will
determine
the race and sex of the reference and the raceFormID and isFemale are
not needed. The C version of the function takes a number
rather
than the actorvalue name (0 instead of Strength)
(value:short) reference.GetRaceAttribute
attributeActorValue:chars raceFormID:ref
isFemale:bool
(value:short) reference.GetRaceAttributeC attributeActorValueCode:short raceFormID:ref
isFemale:bool
GetRaceSkillBonus
-
returns the bonus for the specified skill for the race. If
called
on a reference the function will determine the race of the reference.
Returns 0 if there is no bonus for that skill. The
C
version specifies the specific skill by number rather than by name.
(value:short) reference.GetRaceSkillBonus
skillActorValue:chars raceFormID:ref
(value:short) reference.GetRaceSkillBonusC skillActorValueCode:short raceFormID:ref
IsRaceBonusSkill
-
returns whether the specified skill is a bonus for the race.
If
called on a reference the function will determine the race of the
reference. The C version specifies the skill by number rather
than by name.
(isBonusSkill:bool) reference.IsRaceBonusSkill
skillActorValue:chars raceFormID:ref
(isBonusSkill:bool) reference.IsRaceBonusSkillC skillActorValue:short raceFormID:ref
GetNthRaceBonusSkill
- returns the actor value code for the specified index into the bonus
skills. Can be followed up with a call to GetRaceSkillBonusC
to
determine the actual bonus to the skill. If called on a
reference
the function will determine the race of the reference.
(skill:short) reference.GetNthRaceBonusSkill
whichSkill:short raceFormID:ref
GetRaceSpellCount
- returns the number of spells provided by the race. If no race is
specified, the race of the calling NPC is used.
(numSpells:short) reference.GetRaceSpellCount race:ref
GetNthRaceSpell - returns the nth spell provided by the race, using the race of the calling NPC if none is specified.
(spell:ref) reference.GetNthRaceSpell whichSpell:short race:ref
SetRaceAlias* - creates an alias for a race. If a race has an alias, then calling GetIsRace aliasRace will return true for any actor of that race. For example, SetRaceAlias Nord Argonian will cause GetIsRace to recognize Nords as Argonians. However, Argonians will not be recognized as Nords.
(nothing) SetRaceAlias actualRace:ref aliasRace:ref
SetRaceVoice* - changes the voice of a race to the specified race. Specify 0 for male, 1 for female, or 2 for both genders.
(nothing) SetRaceVoice actualRace:ref voiceRace:ref whichGender:short
SetRacePlayable* - flags a race as playable or unplayable. Unplayable races cannot speak most of the dialog defined in the game.
(nothing) SetRacePlayable race:ref isPlayable:bool
Scriptable
Types with this quality can have a script associated with
them.
Functions:
IsScripted
- returns whether the
scriptable object has a script attached to it or not
(isScripted:bool) reference.IsScripted targetObjectID:ref
GetScript -
returns the refID of the script attached to the object
(script:refID) reference.GetScript targetObjectID:ref
RemoveScript
- removes and returns the script attached to the object. The
object is no longer scripted
(script:refID) reference.RemoveScript targetObjectID:ref
SetScript
- sets the
specified script onto the calling object and returns any previous
script. Note that Oblivion doesn't have a script variable
type so
you must assign the script to a ref variable for this to work.
This
function is currently considered a Beta function which will get
official support after it gets some more testing. For now,
please
do not use in a shipping mod until further testing is done.
(script:refID) reference.SetScript
scriptID:ref targetObjectID:ref
IsFormValid - returns 1 if the specified ref variable contains a valid object or reference.
(valid:bool) IsFormValid refVar:var
IsReference - returns 1 if the specified ref variable contains a reference, as opposed to a base object.
(isReference:bool) IsReference refVar:var
HasVariable - returns 1 if the calling reference or specified quest has a variable with the specified name.
(hasVariable:bool) reference.HasVariable varName:string questID:ref
GetVariable
- returns the value of a numeric variable by name, either from the
calling reference's script or the specified quest.
(variableValue:float) reference.GetVariable varName:string questID:ref
GetRefVariable
- returns the reference stored in a ref variable by name, either from
the calling reference's script or the specified quest.
(reference:ref) reference.GetRefVariable varName:string questID:ref
CompareScripts
- compares the compiled code of two scripts and returns 1 if they are
identical. Note that this doesn't mean the text of the scripts are
identical, only that they call the same functions in the same order
with the same parameters.
(scriptsAreIdentical:bool) CompareScripts script:ref script:ref
ResetAllVariables* - sets all variables in the calling script to zero.
(numVars:short) ResetAllVariables
GetNumExplicitRefs*
- returns the number of explicit references in the calling object's
script or in the passed script object. Explicit references are any
objects mentioned by name in the script; for instance, if a script
contains an "OnHit Player" block or a "Player.AddItem" command, its
explicit references will include the player.
(numRefs:short) reference.GetNumExplicitRefs script:ref
GetNthExplicitRef* - returns the nth
explicit ref in the calling object's script or the passed script
object. See GetNumExplicitRefs are a description of explicit references.
(object:ref) reference.GetNthExplicitRef index:short script:ref
Simple
Types with this quality have a single model path and a single icon
texture
Values:
Model Path - string the path to
the NIF model for the type
Icon Path - string the path to
the DDS icon texture for the type
Functions:
SetModelPath
- sets the model path for
the type
(nothing) reference.SetModelPath
modelPath:string objectID:ref
GetModelPath* - returns the model path for the object.
(path:string_var) reference.GetModelPath object:ref
SetModelPathEX* - sets the model path.
(nothing) reference.SetModelPathEX modelPath:formatString objectID:ref
SetIconPath
- sets the icon
path for the type
(nothing) reference.SetIconPath iconPath:string
objectID:ref
GetIconPath* - returns the icon path for the object.
(path:string_var) reference.GetIconPath object:Ref
SetIconPathEX* - sets the icon path
(nothing) reference.SetIconPathEX iconPath:formatString objectID:ref
CompareModelPath
- returns whether the passed string is part of the model path.
This is a case insensitive search.
(found:bool) reference.CompareModelPath
toFind:string objectID:ref
(found:bool) reference.ModelPathIncludes
toFind:string objectID:ref
CompareIconPath
- returns whether the passed string is part of the icon path.
This is a case insensitive search.
(found:bool) reference.CompareIconPath
toFind:string objectID:ref
(found:bool) reference.IconPathIncludes
toFind:string objectID:ref
CopyModelPath
- sets the model path of the calling reference or passed objectID to
the model path of fromObject
(nothing) reference.CopyModelPath fromObject:ref
toObject:ref
CopyIconPath
- sets the icon path of the calling reference or passed objectID to the
icon path of fromObject
(nothing) reference.CopyIconPath fromObject:ref toObject:ref
ModModelPath
- modifies
the model path of the calling reference or passed objectID.
The
toReplaceAndReplaceWith string has the following format:
"toReplace|replaceWith". We will do a case insensitve search
for
the toReplace portion and if found will replace it with the replaceWith
portion. The | character is used to separate the portions of
the
string. If there is nothing before the |
character, the replaceWith string is prepended to the model path. In the console, use @ instead of |.
(nothing) reference.ModModelPath
toReplaceAndReplaceWith:string toObject:ref
ModIconPath
- modifies the icon path of the calling reference or
passed objectID. The toReplaceAndReplaceWith string has the
following
format: "toReplace|replaceWith". We will do a case insensitve
search
for the toReplace portion and if found will replace it with the
replaceWith portion. The | character is used to separate the
portions
of the string. If there is nothing before the | character,
the replaceWith string is prepended to the icon path. In the console, use @ instead of |.
(nothing) reference.ModIconPath
toReplaceAndReplaceWith:string toObject:ref
IsModelPathValid -
returns 1 if the model path for the object exists in the user's Data
folder or within one of the BSA archives.
(isPathValid:bool) reference.IsModelPathValid object:ref
IsIconPathValid - returns 1 if
the icon path for the object exists in the user's Data folder or
within one of the BSA archives.
(isPathValid:bool) reference.IsIconPathValid object:ref
Wearable
Types with this quality can be worn by actors and can have different
models and textures for males and females
Values
Slot - short the equipment
slot or slots taken by the object
Male Model Path - string the path to
the NIF file for the male or only model while worn
Female Model Path - string the path to
the NIF file for the female model while worn
Male Ground Path - string the path to
the NIF for the male or only model when dropped
Female Ground Path - string the path to
the NIF for the female model when dropped
Male Icon Path - string the path to
the DDS icon file for the male or only model
Female Icon Path - string the path to
the DDS icon file for the female model
Playable - bool whether the
item is useable by the player or not
Functions:
GetEquipmentSlot
- returns the equipment
slot or slots taken by the object
(slot:short)
reference.GetEquipentSlot objectID:ref
SetEquipmentSlot
- sets the equipment
slot or slots taken by the object
(nothing) reference.SetEquipmentSlot slot:short
objectID:ref
SetMaleBipedPath
- sets the male NIF
model path when worn
(nothing) reference.SetMaleModelPath modelPath:string objectID:ref
SetFemaleBipedPath
- sets the female NIF
model path when worn
(nothing) reference.SetFemaleModelPath modelPath:string objectID:ref
SetMaleGroundPath
- sets the male model
path when dropped
(nothing) reference.SetMaleGroundPath modelPath:string objectID:ref
SetFemaleGroundPath
- sets the female
model path when dropped
(nothing) reference.SetFemaleGroundPath modelPath:string objectID:ref
SetMaleIconPath
- sets the male icon
texture
(nothing) reference.SetMaleIconPath iconPath:string objectID:ref
SetFemaleIconPath
- sets the female icon
texture
(nothing) reference.SetFemaleIconPath iconPath:string objectID:ref
ModXXXPath
- modifies the
specified path of the calling reference or passed obectID.
The toReplaceAndReplaceWith string has the
following
format:
"toReplace|replaceWith". We will do a case insensitve search
for
the
toReplace portion and if found will replace it with the replaceWith
portion. The | character is used to separate the portions of
the
string. If there is nothing before the | character, the
replaceWith string is prepended to the specified path. In the console, use @ instead of |.
(nothing) reference.ModMaleBipedPath
toReplaceAndReplaceWith:string toObject:ref
(nothing) reference.ModFemaleBipedPath
toReplaceAndReplaceWith:string toObject:ref
(nothing) reference.ModMaleGroundPath
toReplaceAndReplaceWith:string toObject:ref
(nothing) reference.ModFemaleGroundPath
toReplaceAndReplaceWith:string toObject:ref
(nothing) reference.ModMaleIconPath
toReplaceAndReplaceWith:string toObject:ref
(nothing) reference.ModFemaleIconPath
toReplaceAndReplaceWith:string toObject:ref
CompareXXXPath
-
returns whether the specified path of the calling reference or objectID
contains the toFind string. This does a case insensitive
search.
(found:bool) reference.CompareMaleBipedPath
toFind:string objectID:ref
(found:bool) reference.CompareFemaleBipedPath
toFind:string objectID:ref
(found:bool) reference.CompareMaleGroundPath
toFind:string objectID:ref
(found:bool) reference.CompareFemaleGroundPath
toFind:string objectID:ref
(found:bool) reference.CompareMaleIconPath
toFind:string objectID:ref
(found:bool) reference.CompareFemaleIconPath
toFind:string objectID:ref
(found:bool) reference.MaleBipedPathIncludes
toFind:string objectID:ref
(found:bool) reference.FemaleBipedPathIncludes toFind:string objectID:ref
(found:bool) reference.MaleGroundPathIncludes toFind:string objectID:ref
(found:bool) reference.FemaleGroundPathIncludes toFind:string objectID:ref
(found:bool) reference.MaleIconPathIncludes toFind:string objectID:ref
(found:bool) reference.FemaleIconPathIncludes toFind:string objectID:ref
CopyXXXPath
- sets the specified path of the calling reference or objectID to the
same path from the fromObject.
(nothing) reference.CopyMaleBipedPath
fromObject:ref toObject:ref
(nothing) reference.CopyFemaleBipedPath
fromObject:ref toObject:ref
(nothing) reference.CopyMaleGroundPath
fromObject:ref toObject:ref
(nothing) reference.CopyFemaleGroundPath
fromObject:ref toObject:ref
(nothing) reference.CopyMaleIconPath
fromObject:ref toObject:ref
(nothing) reference.CopyFemaleIconPath
fromObject:ref toObject:ref
IsPlayable
- returns whether the specified object is playable or not. Returns true
only if the object is of a type which can be flaggd as playable in the
editor.
(isPlayable:bool) reference.IsPlayable objectID:ref
SetIsPlayable
- specifies whether the object can be used by the player
(nothing) reference.SetIsPlayable
isPlayable:bool objectID:ref
IsPlayable2
- returns whether the specified object is playable or not. If the
object is of a type which cannot be flagged as playable in the editor,
this function returns true.
(isPlayable:bool) reference.IsPlayable2 objectID:ref
IsBipedIconPathValid - returns 1 if
the icon path for the object exists in the user's Data folder or
within one of the BSA archives.
(isPathValid:bool) reference.IsBipedIconPathValid bipedPathCode:short object:ref
IsBipedModelPathValid - returns 1 if
the model path for the object exists in the user's Data folder or
within one of the BSA archives.
(isPathValid:bool) reference.IsBipedModelPathValid bipedPathCode:short object:ref
GetBipedModelPath* - returns the file path of one of the models for the specified biped object.
(path:string_var) reference.GetBipedModelPath bipedPathCode:short object:ref
SetBipedModelPathEX* - sets the file path of the male or female model for the specified biped object.
(nothing) reference.SetBipedModelPathEX path:formatString bipedPathCode:short object:ref
GetBipedIconPath* - returns the file path of one of the icons for the specified biped object.
(path:string_var) reference.GetBipedIconPath bipedPathCode:short object:ref
SetBipedIconPathEX* - sets the file path of the male or female icon for the specified biped object.
(nothing) reference.SetBipedIconPathEX path:formatString bipedPathCode:short object:ref
GetHidesRings* - returns 1 if the "hides rings" flag is set for the biped object.
(hidesRings:bool) reference.GetHidesRings object:ref
GetHidesAmulet* - returns 1 if the "hides amulet" flag is set for the biped object.
(hidesAmulet:bool) reference.GetHidesAmulet object:Ref
SetHidesRings* - modifies the "hides rings" flag.
(nothing) reference.SetHidesRings hidesRings:bool object:ref
SetHidesAmulet* - modifies the "hides amulet" flag.
(nothing) reference.SetHidesAmulet hidesAmulet:bool object:ref
GetBipedSlotMask* - returns the slots occupied by a biped object.
(slotMask:long) reference.GetBipedSlotMask object:ref
SetBipedSlotMask* -sets the slots occupied by a biped object.
(nothing) reference.SetBipedSlotMask slotMask:long object:ref
Oblivion
Types
Oblivion
Types are the various forms available to fill out in the CS.
They
correspond to real objects or concepts in Oblivion. Types
are a
collection of values and functions which can be applied to them.
Frequently they have Qualities which
encapsulate common values and functions across the various types.
If a type has a quality listed, that type has all of the
values
and functions of that quality in addition to any listed directly with
the type itself.
Actor Reference
A reference to a creature or NPC in the gameworld. Actor references have AI, animations, and havok states.
Qualities: Actor, Inventory,
Magic
Target, NPC or Creature
Functions:
GetNumDetectedActors
- returns the number of other actors of which the calling actor may
detect. This includes actors detected at "Lost" or "Unseen" level.
(numDetectedActors:short) reference.GetNumDetectedActors
GetNthDetectedActor - returns the Nth actor in the calling actor's detection list
(actor:ref) reference.GetNthDetectedActor
SetDetectionState - sets the detection state of
the calling actor toward the specified actor reference. Note that
Oblivion recalculates this value frequently for actors in high process;
the function's main purpose is to reset the detection state of
unconscious actors.
(nothing) reference.SetDetectionState actor:ref detection state:short
IsBlocking - returns 1 if the calling actor is blocking
(isBlocking:bool) reference.IsBlocking
IsAttacking - returns 1 if the calling actor is attacking
(isAttacking:bool) reference.IsAttacking
IsRecoiling - returns 1 if the calling actor is recoiling
(isRecoiling:bool) reference.IsRecoiling
IsDodging - returns 1 if the calling actor is dodging
(isDodging:bool) reference.IsDodging
IsStaggered - returns 1 if the calling actor is staggered
(isStaggered:bool) reference.IsStaggered
IsMovingForward - returns 1 if the calling actor is attempting to move forward, even if his path is blocked.
(isMovingForward:bool) reference.IsMovingForward
IsMovingLeft - returns 1 if the calling actor is attempting to strafe left
(isMovingLeft:bool) reference.IsMovingLeft
IsMovingRight - returns 1 if the calling actor is attempting to strafe right
(isMovingRight:bool) reference.IsMovingRight
IsMovingBackward - returns 1 if the calling actor is attempting to move backwards
(isMovingBackwards:bool) reference.IsMovingBackwards
IsTurningLeft - returns 1 if the calling actor is turning left
(isTurningLeft:bool) reference.IsTurningLeft
IsTurningRight - returns 1 if the calling actor is turning right
(isTurningRight:bool) reference.IsTurningRight
IsInAir - returns 1 if the calling actor is airborne, whether jumping or falling
(isInAir:bool) reference.IsInAir
IsJumping - returns 1 if the calling actor is beginning to jump (playing the JumpStart anim group)
(isJumping:bool) reference.IsJumping
IsOnGround - returns 1 if the calling actor is on the ground
(isOnGround:bool) reference.IsOnGround
IsFlying - returns 1 if the calling actor is flying. Only creatures can fly.
(isFlying:bool) reference.IsFlying
IsPowerAttacking - returns 1 if the calling actor is executing a power attack
(isPowerAttacking:bool) reference.IsPowerAttacking
IsCasting - returns 1 if the calling actor is casting a spell
(isCasting:bool) reference.IsCasting
GetFallTimer - returns the length of time for which the actor has been falling
(fallTimer:float) reference.GetFallTimer
IsAnimGroupPlaying - returns 1 if the specified animation group is currently being played by the calling actor
(playing:bool) reference.IsAnimGroupPlaying animationGroup:chars
AnimPathIncludes - returns 1 if one of the calling actor's currently playing animation paths includes the specified substring
(includes:bool) reference.AnimPathIncludes pathString:string
GetProcessLevel
- returns the actor's current process level, or -1 if called on a
non-actor. Process level determines how frequently the game updates an
actor's AI. In general, high process actors are in the same cell as the
player, while more distant actors are kept at a lower process level.
(processLevel:short) reference.GetProcessLevel
Alchemy
Item
Alchemy Items are potions and poisons.
Qualities: Edible,
Inventory,
Magic,
Named,
Simple
Values:
Is Poison Flag- bool whether the
alchemy item is considered a poison. A poison is an alchemy
item with all hostile effects. An alchemy item with even a single
non-hostile effect is not a poison.
Functions:
IsPoison
- returns whether the alchemy
item is a poison.
(isPoison:bool) reference.IsPoison objectID:ref
Ammo
Ammo includes all ammunition like arrows.
Qualities: Attacking,
Enchantable,
Equippable,
Inventory,
Named,
Simple
Apparatus
Apparatus are used for Alchemy and the creation of alchemy items.
Values:
Type - short the type of
alchemy apparatus
Quality - float the level of
the alchemy apparatus quality. The Apparatus
Quality list
shows the basic levels, but any value between 0 and 1.0 is valid.
Functions:
GetApparatusType
- returns the alchemy apparatus type of the calling reference or passed
objectID
(apparatusType:short)
reference.GetApparatusType
objectID:ref
SetApparatusType
- sets the alchemy type of the calling reference or passed objectID
(nothing)
reference.SetApparatusType
apparatusType:short
objectID:ref
GetQuality
- returns the quality level of the calling reference or passed objectID
(quality:float)
reference.GetQuality
objectID:ref
SetQuality
- sets the quality level of the calling reference or passed objectID
(nothing)
reference.SetQuality
quality:float
objectID:ref
ModQuality
- modifies the quality of the calling reference or passed objectID
(nothing)
reference.ModQuality
modQualityBy:float
objectID:ref
Armor
Armor is any type of wearable object that provides protection against
damage
Qualities: Breakable,
Enchantable,
Inventory,
Named,
Wearable
Values:
Armor Rating - long the value of
protection provided by the armor
Armor Type - short the type of
the armor. Armor Type Codes.
Functions:
GetArmorAR
- returns the armor rating of
the object
(armorRating:long) reference.GetArmorAR objectID:ref
SetArmorAR
- sets the armor rating of
the object
(nothing) reference.SetArmorAR
nuArmorRating:long objectID:ref
ModArmorAR
- modifies the armor rating
of the object up or down
(nothing) reference.ModArmorAR modifyBy:float objectID:ref
GetArmorType
- returns 0 if light armor
and 1 if heavy armor
(armorType:short)
reference.GetArmorType objectID:ref
SetArmorType
- sets whether the armor is
heavy or light
(nothing) reference.SetArmorType
nuArmorType:short
objectID:ref
Book
Qualities: Inventory
Values:
Can Be Taken - bool whether the
book can be taken
IsScroll - bool whether the
book is a scroll
SkillTaught - bool whether the
book teaches a skill or not
Functions:
GetBookCantBeTaken
- returns 1 if the book cannot be taken
(cantBeTaken:bool) reference.GetBookCantBeTaken objectID:ref
GetBookIsScroll
- returns whether the book is a scroll or not
(isScroll:bool) reference.GetBookIsScroll objectID:ref
GetBookSkillTaught
- returns the skill taught by the book. If no skill is
taught, returns 255.
(skillTaught:short)
reference.GetBookSkillTaught objectID:ref
SetBookCantBeTaken
- sets whether the book can be taken
(nothing) reference.SetBookCantBeTaken
cantBeTaken:bool objectID:ref
SetBookIsScroll
- sets whether the book is a scroll
(nothing) reference.SetBookIsScroll
isScroll:bool objectID:ref
SetBookSkillTaught
- sets the skill the book teaches. The the skillTaught value
is
not one of the skills, sets the value to 255.
(nothing) reference.SetBookSkillTaught
skillTaught:short
objectID:ref
GetBookText* - returns the text of a book as a string. The result must be assigned to a string variable.
(bookText:string_var) reference.GetBookText book:ref
Cell
Qualities: Named
Value:
Music Type
Functions:
GetCellMusicType - returns the music type of the player's current cell.
(musicType:short) GetCellMusicType
Climate
Qualities:
Values: CS
Wiki Page Info
Sunrise Begin, Sunrise End, Sunset
Begin, Sunset End - short
these values are the number of 10 minute increments since midnight the
the given event occurs
MoonPhaseLength - short the number of
days in the moons' phase.
HasMasser, HasSecunda - bool which moons
the climate will show
Volatility - short the
volatility of the climate, or how often the weather is likely to change
Functions:
GetCurrentClimateID
- returns the refID of the current climate
(currentClimate:ref) GetCurrentClimateID
GetClimateSunriseBegin
- returns the time sunrise begins specified as a number of 10 minute
units since midnight
(sunriseBegin:short)
GetSunriseBegin climate:ref
GetClimateSunriseEnd
- returns the time sunrise ends specified as a number of 10 minute
units since midnight
(sunriseEnd:short) GetSunriseEnd climate:ref
GetClimateSunsetBegin
- returns the time sunset begins specified as a number of 10 minute
units since midnight
(sunsetBegin:short)
GetSunsetBegin climate:ref
GetClimateSunsetEnd
- returns the time sunset ends specified as a number of 10 minute units
since midnight
(sunsetEnd:short) GetSunsetEnd climate:ref
GetClimateMoonPhaseLength
- returns the number of days in the phase of the moons. The
total
moon cycle length is 8 x PhaseLength according to the CS.
(phaseLength:short)
GetClimateMoonPhaseLength climate:ref
GetClimateHasMasser -
returns 1 if the current climate shows the moon Masser
(hasMasser:bool) GetClimateHasMasser
climate:ref
GetClimateHasSecunda
- returns 1 if the current climate shows the moon Secunda
(hasSecunda:bool) GetClimateHasSecunda
climate:ref
RefreshCurrentClimate
- refreshes the climate info to reflect changes made by the
SetClimateXXX functions
(nothing) RefreshCurrentClimate
SetClimateSunriseBegin
- sets the time sunrise begins as a number of 10 minute units since
midnight
(nothing) SetClimateSunriseBegin
time:short climate:ref
SetClimateSunriseEnd
- sets the time sunrise ends as a number of 10 minute units since
midnight
(nothing) SetClimateSunriseEnd
time:short climate:ref
SetClimateSunsetBegin
- sets the time sunset begins as a number of 10 minute units since
midnight
(nothing) SetClimateSunsetBegin
time:short climate:ref
SetClimateSunsetEnd -
sets the time sunset ends as a number of 10 minute units since midnight
(nothing) SetClimateSunsetEnd time:short
climate:ref
SetClimateMoonPhaseLength
- sets the number of days in the phase of the moons
(nothing) SetClimateMoonPhaseLength
nuPhaseLength:short climate:ref
SetClimateHasMasser -
sets whether the climate shows the moon Masser
(nothing) SetClimateHasMasser hasMasser:bool climate:ref
SetClimateHasSecunda
- sets whether the climate shows the moon Secunda
(nothing) SetClimateHasSecunda
hasMasser:bool climate:ref
GetClimateVolatility
- returns the volatility of the climate
(volatility:short) GetClimateVolatility
climate:ref
SetClimateVolatility
- sets the volatility of the climate
(nothing) SetClimateVolatility
volatility:short climate:ref
Clothing
Clothing is any wearable object that does not provide armor protection.
Includes amulets and rings.
Qualities: Enchantable,
Inventory,
Named,
Wearable
Creature
Qualities: Actor, Attacking
(only attack damage), Inventory,
Magic
Target
Value:
Creature Type - short the type of
creature
Combat Skill - short the value for
all combat skills for the creature
Magic Skill - short the value for
all magic skills for the creature
Stealth Skill - short the value for
all stealth skills for the creature
Reach - short
the attack reach of the creature
Soul Level - short
the soul level of the creature
Base Scale - float
the base scale of the creature
Functions:
IsCreature
- returns whether the reference or passed id is a creature
(isCreature:bool) reference.IsCreature creature:ref
GetCreatureType
- returns the type of the creature (Undead, Humanoid,
Daedrea etc)
(creatureType:short) reference.GetCreatureType creature:ref
GetCreatureCombatSkill
- returns the combat skill for the creature
(combatSkill:short) reference.GetCreatureCombatSkill creature:ref
GetCreatureMagicSkill
- returns the magic skill for the creature
(magicSkill:short) reference.GetCreatureCombatSkill creature:ref
GetCreatureStealthSkill
- returns the stealth skill for the creature
(stealthSkill:short) reference.GetCreatureCombatSkill creature:ref
GetCreatureReach -
returns the reach of the creature
(reach:short) reference.GetCreatureReach creature:ref
GetCreatureSoulLevel
- returns the soul level of the creature
(soulLevel:short)
reference.GetCreatureSoulLevel
creature:ref
GetCreatureBaseScale
- retuns the base scale of the creature
(scale:float) reference.GetCreatureBaseScale creature:ref
GetCreatureWalks - returns 1 if the Walks flag is set on the creature
(walks:bool) reference.GetCreatureWalks creature:ref
GetCreatureSwims - returns 1 if the Swims flag is set on the creature
(swims:bool) reference.GetCreatureSwims creature:ref
GetCreatureFlies - returns 1 if the Flies flag is set on the creature
(flies:bool) reference.GetCreatureFlies creature:ref
IsCreatureBiped - returns 1 if the Biped flag is set on the creature
(biped:bool) reference.isCreatureBiped creature:ref
CreatureHasNoMovement - returns 1 if the No Movement flag is set on the creature
(noMovement:bool) reference.CreatureHasNoMovement creature:ref
CreatureHasNoHead - returns 1 if the No Head flag is set on the creature
(noHead:bool) reference.CreatureHasNoHead creature:ref
CreatureHasNoLeftArm - returns 1 if the No Left Arm flag is set on the creature
(noLeftArm:bool) reference.CreatureHasNoLeftArm creature:ref
CreatureHasNoRightArm - returns 1 if the No Right Arm flag is set on the creature
(noRightArm:bool) reference.CreatureHasNoRightArm creature:ref
CreatureNoCombatInWater - returns 1 if the No Combat In Water flag is set on the creature
(noCombat:bool) reference.CreatureNoCombatInWater creature:ref
CreatureUsesWeaponAndShield - returns 1 if the Uses Weapon and Shield flag is set on the creature
(weaponAndShield:bool) reference.CreatureUsesWeaponAndShield creature:ref
GetRider - returns the NPC currently riding the calling horse.
(rider:ref) reference.GetRider
GetCreatureSoundBase - returns the creature from which the specified creature's sounds are derived, if any.
(creature:ref) reference.GetCreatureSoundBase creature:ref
HasModel - returns 1 if the creature's model
list includes the specified .nif file. The file must appear in the
creature's meshes folder. String must include the ".nif" extension and
is case-insensitive.
(hasModel:bool) reference.HasModel model:string creature:ref
GetCreatureSound - returns the creature's sound associated with the specified action
(sound:ref) reference.GetCreatureSound whichSound:actorSound creature:ref
ToggleCreatureModel - toggles a
model within a creature's model list on or off. The model path must be
relative to the creature's model folder and include the ".nif"
extension. When called on a reference which is currently being
rendered, the reference must be disabled and then enabled before the
change is visible.
(nothing) reference.ToggleCreatureModel modelPath:string enableModel:bool creature:ref
Door
Qualities: Audible
Value:
Functions:
IsLoadDoor - returns 1 if
the calling reference is a load door
(isLoadDoor:bool) reference.IsLoadDoor
GetLinkedDoor - returns
the door to which the calling load door is linked
(linkedDoor:ref) reference.GetLinkedDoor
GetTeleportCell -
returns the cell to which the calling load door teleports
(cell:ref) reference.GetTeleportCell
Enchantment
An Enchantment is a group of magical effects that can be applied to
enchantable objects.
Qualities: Named,
Magic
Value:
Enchantment Type - short the type of
object to which an enchantment may be applied
Charge - long the charge of
the enchantment. Of unknown and dubious use - the number
sometimes does not correspond to the value listed in the CS.
The CS seems to list cost and charge both from the Cost value
on the enchantment item.
Cost - long the cost in
magicka charge consumed by each use of the enchantment
Functions:
GetEnchantmentType
- returns the type of
the enchantment
(enchantType:short)
GetEnchantmentType
objectID:ref
SetEnchantmentType
- sets the type of
the enchantment
(nothing) SetEnchantmentType enchantType:short
objectID:ref
GetEnchantmentCharge
- returns the
charge of the enchantment. Of unknown and dubious use.
(charge:long) GetEnchantmentCharge
objectID:ref
SetEnchantmentCharge
- sets the charge
of the enchantment. Of unknown and dubious use.
(nothing) SetEnchantmentCharge
nuCharge:long objectID:ref
ModEnchantmentCharge
- modifies the
charge of the enchantment. Of unknown and dubious use.
(nothing) ModEnchantmentCharge
modifyBy:float objectID:ref
GetEnchantmentCost
- returns the magicka
charge cost for using the enchantment
(cost:long) GetEnchantmentCost
objectID:ref
SetEnchantmentCost
- sets the cost for
using the enchantment
(nothing) SetEnchantmentCost nuCost:long
objectID:ref
ModEnchantmentCost
- modifies the cost
for using the enchantment up or down
(nothing) ModEnchantmentCost
modifyBy:float objectID:ref
Faction
Qualities: Named
Functions:
FactionHasSpecialCombat - returns 1 if the Special Combat flag is set on the faction
(hasSpecialCombat:bool) FactionHasSpecialCombat faction:ref
IsFactionEvil - returns 1 if the faction is marked as evil
(isEvil:bool) IsFactionEvil faction:ref
IsFactionHidden - returns 1 if the faction is not shown on the player's faction sheet
(isHidden:bool) IsFactionHidden faction:ref
SetFactionEvil - changes the Evil flag on the faction. Changes are saved in the savegame
(nothing) SetFactionEvil faction:ref isEvil:short
SetFactionHidden - changes the Hidden flag on the faction. Changes are saved in the savegame
(nothing) SetFactionHidden faction:ref isHidden:short
SetFactionSpecialCombat - changes the Special Combat flag on the faction. Changes are saved in the savegame
(nothing) SetFactionSpecialCombat faction:ref hasSpecialCombat:short
GetNumRanks - returns the number of ranks in the faction.
(numRanks:short) GetNumRanks faction:ref
GetNthFactionRankName* - returns the title of the nth rank in a faction. Optionally returns the female rank name.
(rankName:string_var) GetNthFactionRankName faction:ref whichRank:short female:bool
SetNthFactionRankNameEX* - sets the title of the nth rank in a faction. Optionally sets the female rank name.
(nothing) SetNthFactionRankNameEX path:formatString faction:ref whichRank:short female:bool
Flora
Plants which can be harvested for alchemical ingredients
Functions:
IsHarvested - returns 1 if the calling reference's ingredient has been harvested
(isHarvested:bool) reference.IsHarvested
SetHarvested - mark or unmark the calling reference as having been harvested. Changes are saved in the savegame.
(nothing) reference.SetHarvested isHarvested:short
GetIngredient* - returns the ingredient contained in a plant.
(ingredient:ref) reference.GetIngredient flora:ref
SetIngredient*
- sets the ingredient contained in a plant. Omit the ingredient
parameter or pass an empty ref variable to set it to "no ingredient."
(nothing) reference.SetIngredient ingredient:ref flora:ref
GetIngredientChance*
- returns the % chance of harvesting an ingredient from the plant for a
specific season where 0 = spring, 1 = summer, 2 = autumn, and 3 =
winter. Return value ranges from 0 to 100.
(chance:short) reference.GetIngredientChance whichSeason:short flora:ref
SetIngredientChance* - sets the %chance of harvesting an ingredient based on the specified season.
(nothing) reference.SetIngredientChance whichSeason:short newChance:short flora:ref
Ingredient
Ingredients are items that may be used to create Alchemy Items.
Qualities: Edible,
Inventory,
Magic,
Named,
Simple
Leveled
List
A list of creatures, NPCs, items, or spells. Changes made
to lists
using OBSE functions are not saved in the savegame, but persist for the
duration of the game session after they are made. To make effectively
"permanent" changes to a leveled list, include code similar to the
following in a quest script:
if ( GetGameRestarted ) ; runs once each
time Oblivion is started
AddToLeveledList list
object level
RemoveFromLeveledList list
object
endif
Functions:
AddToLeveledList
- adds an object to a leveled creature, spell, or item list.. Count defaults to 1
if unspecified.
(nothing) AddToLeveledList
leveledList:ref object:ref level:short count:short
RemoveFromLeveledList
- removes all occurences of an object from a leveled list and returns
the number of occurences removed.
(numRemoved:short) RemoveFromLeveledList
leveledList:ref object:ref
CalcLeveledItem
- returns one item from a leveled item list, selected randomly for a
character of the specified level. Oblivion selects a level range
from which to choose using the game setting iLevItemLevelDifferenceMax.
The item chosen is within the range [minLevel...maxLevel], where
maxLevel is the level in the list closest to but not exceeding the
character's level, and minLevel = maxLevel - levelDiff. If the
“Calculate for all
item <= level” flag is set for the leveled list, minLevel is
always zero. This function checks the "Chance None" property of the
leveled list, so it may return nothing based on that chance; pass 0 for
the third parameter to override this behavior. In the case of leveled
lists containing nested leveled lists, the function recurses through
each list until it finds a non-leveled item. Omit the levelDiff
parameter to use the current value of iLevItemLevelDifferenceMax.
(randomItem:ref) CalcLeveledItem
leveledList:ref level:short useChanceNone:bool levelDiff:short
CalcLevItemNR
- does the same thing as CalcLeveledItem but will not recurse through
nested leveled lists. This means that unlike CalcLeveledItem,
CalcLevItemNR can return another leveled list rather than a real object.
(randomItem:ref CalcLevItemNR leveledList:ref level:short useChanceNone:bool levelDiff:short
GetCalcAllLevels - returns 1 if the "calculate for all levels <= PC level" flag is checked.
(calcAllLevels:bool) GetCalcAllLevels leveledList:ref
GetCalcEachInCount - returns 1 if the "calculate for each item in count" flag is checked.
(calcEach:bool) GetCalcEachInCount leveledList:ref
GetChanceNone - returns the chance from 0 to 100 that a leveled list returns no item.
(chanceNone:short) GetChanceNone leveledList:ref
GetNthLevItem - returns the Nth element in a leveled list, as ordered in the Construction Set.
(element:ref) GetNthLevItem index:short leveledList:ref
GetNthLevItemCount - returns the count of the Nth element of a leveled list.
(count:short) GetNthLevItemCount index:short leveledList:ref
GetNthLevItemLevel - returns the level of the Nth element of a leveled list.
(level:short) GetNthLevItemLevel index:short leveledList:ref
GetNumLevItems - returns the number of elements in a leveled list.
(numItems:short) GetNumLevitems leveledList:ref
GetLevItemByLevel - returns the first element of the specified level in the leveled list.
(element:ref) GetLevItemByLevel whichLevel:short leveledList:ref
RemoveLevItemByLevel - removes any elements of the specified level from a leveled list
(numRemoved:short) RemoveLevItemByLevel whichLevel:short leveledList:ref
ClearLeveledList - removes all elements from a leveled list.
(nothing) ClearLeveledList leveledList:ref
RemoveNthLevItem* - removes the nth item from a leveled list.
(nothing) RemoveNthLevItem index:short leveledList:ref
GetLevItemIndexByLevel*
- returns the index of the first item of the specified level within a
leveled list, or -1 if no item exists for that level.
(index:short) GetLevItemIndexByLevel level:short leveledList:ref
GetLevItemIndexByForm*
- returns the index of the first occurrence of the specified form in a
leveled list, or -1 if the form is not found.
(index:short) GetLevItemIndexByForm leveledList:ref formToFind:ref
SetChanceNone* - sets the chance that a leveled list generates no item.
(nothing) SetChanceNone chance:short levlist:ref
Light
Objects which emit light. They may or may not have a visible model associated with them and may or may not be carriable.
Qualities:
Equippable, Inventory,
Named,
Simple, Audible
Value:
Radius - short the radius illuminated by the light
Functions:
IsLightCarriable - returns 1 if the light may be placed in an inventory.
(isCarriable:bool) reference.IsLightCarriable light:ref
GetLightRadius - returns the radius of the light.
(radius:short) reference.GetLightRadius light:ref
SetLightRadius - sets the radius of the light. Changes are not saved in the savegame.
(nothing) reference.SetLightRadius radius:short light:ref
Magic
Effect Setting
Values:
Code - chars or long the
magic effect code. In the CS this is a 4 character code (like
FIDG or Z001). As a return value from OBSE functions it is a
long with the same numerical value.
Base Cost - float the base cost
multiplier for the effect
School - short the spell
skill controlling the effect
Projectile Speed - float the
projectile speed of the magic effect
Enchant Factor - float the constant
effect enchantment factor which helps determine the maximum magnitude
of the effect when enchanting
Barter Factor - float the constant
effect barter factor which helps determine the increase in value when
enchanting
Is Hostile flag - bool determines if
the effect is hostile. Only hostile effects may be in a poison.
Functions:
GetMagicEffectCode
- returns the magic
effect code of the effect.
(magicEffectCode:long)
GetMagicEffectCode effect:chars
(magicEffectCode:long) GetMECode
effect:chars
GetMagicEffectBaseCost
- returns the
base cost of the magic effect
(baseCost:float) GetMagicEffectBaseCost
effect:chars
(baseCost:float) GetMEBaseCost
effect:chars
(baseCost:float) GetMagicEffectBaseCostC
effect:long
(baseCost:float) GetMEBaseCostC
effect:long
GetMagicEffectSchool
- returns the
controlling school of the magic effect
(magicSchool:short)
GetMagicEffectSchool
effect:chars
(magicSchool:short) GetMESchool
effect:chars
(magicSchool:short)
GetMagicEffectSchoolC effect:long
(magicSchool:short) GetMESchoolC
effect:long
GetMagicEffectProjectileSpeed
- returns
the projectile speed of the magic effect
(projectileSpeed:float)
GetMagicEffectProjectileSpeed effect:chars
(projectileSpeed:float) GetMEProjSpeed
effect:chars
(projectileSpeed:float)
GetMagicEffectProjectileSpeedC effect:long
(projectileSpeed:float) GetMEProjSpeedC
effect:long
GetMagicEffectEnchantFactor
- returns
the constant effect enchantment factor of the magic effect
(enchantFactor:float)
GetMagicEffectEnchantFactor effect:chars
(enchantFactor:float) GetMEEnchant
effect:chars
(enchantFactor:float)
GetMagicEffectEnchantFactorC effect:long
(enchantFactor:float) GetMEEnchantC
effect:long
GetMagicEffectBarterFactor
- returns the
constant effect barter factor of the magic effect
(enchantFactor:float)
GetMagicEffectBarterFactor effect:chars
(enchantFactor:float) GetMEEBarter
effect:chars
(enchantFactor:float)
GetMagicEffectBarterFactorC effect:long
(enchantFactor:float) GetMEBarterC
effect:long
IsMagicEffectHostile
- returns whether
the magic effect is hostile
(isHostile:bool) IsMagicEffectHostile
effect:chars
(isHostile:bool) IsMEHostile effect:chars
(isHostile:bool) IsMagicEffectHostileC
effect:long
(isHostile:bool) IsMEHostileC effect:long
IsMagicEffectForSpellmaking
- returns whether the magic effect can be used for spell making
(isForSpellMaking:bool) IsMagicEffectForSpellmaking effect:chars
(isForSpellMaking:bool) IsMEForSpellmaking effect:chars
(isForSpellMaking:bool)
IsMagicEffectForSpellmakingC effect:long
(isForSpellMaking:bool)
IsMEForSpellmakingC effect:long
IsMagicEffectForEnchanting
- returns whether the magic effect can be used when enchanting
(isForEnchanting:bool)
IsMEForEnchanting effect:chars
(isForEnchanting:bool)
IsMagicEffectForEnchantingC effect:long
(isForEnchanting:bool)
IsMEForEnchantingC effect:long
IsMagicEffectDetrimental
- returns whether the magic effect harms the receipient
(isDetrimental:bool)
IsMagicEffectDetrimental effect:chars
(isDetrimental:bool)
IsMEDetrimental effect:chars
(isDetrimental:bool)
IsMagicEffectDetrimentalC effect:long
(isDetrimental:bool)
IsMEDetrimentalC effect:long
IsMagicEffectCanRecover
- returns whether the target can recover from the effect
(isCanRecover:bool)
IsMagicEffectCanRecover effect:chars
(isCanRecover:bool)
IsMECanRecover effect:chars
(isCanRecover:bool)
IsMagicEffectCanRecoverC effect:long
(isCanRecover:bool)
IsMECanRecoverC effect:long
IsMagicEffectMagnitudePercent
- returns whether the magic effect's magnitude is a percentage
(isMagPercent:bool)
IsMagicEffectMagnitudePercent effect:chars
(isMagPercent:bool)
IsMEMagnitudePercent effect:chars
(isMagPercent:bool)
IsMagicEffectMagnitudePercentC effect:long
(isMagPercent:bool)
IsMEMagnitudePercentC effect:long
MagicEffectFXPersists
- returns whether the magic effect's graphics effects persist
(FXPersists:bool) MagicEffectFXPersists
effect:chars
(FXPersists:bool) MagicEffectFXPersistsC
effect:long
IsMagicEffectOnSelfAllowed
- returns whether the magic effect can be cast on self
(onSelfAllowed:bool)
IsMagicEffectOnSelfAllowed effect:chars
(onSelfAllowed:bool)
IsMEOnSelfAllowed effect:chars
(onSelfAllowed:bool)
IsMagicEffectOnSelfAllowedC effect:long
(onSelfAllowed:bool)
IsEOnSelfAllowedC effect:long
IsMagicEffectOnTouchAllowed
- returns whether the magic effect can be cast on touch
(onTouchAllowed:bool)
IsMagicEffectOnTouchAllowed effect:chars
(onTouchAllowed:bool)
IsMagicEffectOnTouchAllowed effect:chars
(onTouchAllowed:bool)
IsMagicEffectOnTouchAllowedC effect:long
(onTouchAllowed:bool)
IsMagicEffectOnTouchAllowedC effect:long
IsMagicEffectOnTargetAllowed
- returns whether the magic effect can be cast on target
(onTargetAllowed:bool)
IsMagicEffectOnTargetAllowed effect:chars
(onTargetAllowed:bool)
IsMEOnTargetAllowed effect:chars
(onTargetAllowed:bool)
IsMagicEffectOnTargetAllowedC effect:long
(onTargetAllowed:bool)
IsMEOnTargetAllowedC effect:long
MagicEffectHasNoDuration
- returns whether the magic effect doesn't use the duration value
(hasNoDuration:bool)
MagicEffectHasNoDuration effect:chars
(hasNoDuration:bool)
MEHasNoDuration effect:chars
(hasNoDuration:bool)
MagicEffectHasNoDurationC effect:long
(hasNoDuration:bool)
MEHasNoDurationC effect:long
MagicEffectHasNoMagnitude
- returns whether the magic effect doesn't use the magnitude value
(hasNoMag:bool)
MagicEffectHasNoMagnitude effect:chars
(hasNoMag:bool)
MEHasNoMagnitude effect:chars
(hasNoMag:bool)
MagicEffectHasNoMagnitudeC effect:long
(hasNoMag:bool)
MEHasNoMagnitudeC effect:long
MagicEffectHasNoArea
- returns whether the magic effect doesn't use the area value
(hasNoArea:bool) MagicEffectHasNoArea
effect:chars
(hasNoArea:bool) MEHasNoAreaC
effect:long
(hasNoArea:bool) MagicEffectHasNoArea
effect:chars
(hasNoArea:bool) MEHasNoAreaC
effect:long
MagicEffectHasNoIngredient
- returns whether the magic effect has no ingredient
(hasNoIngredient:bool)
MagicEffectHasNoIngredient effect:chars
(hasNoIngredient:bool)
MEHasNoIngredient effect:chars
(hasNoIngredient:bool)
MagicEffectHasNoIngredientC effect:long
(hasNoIngredient:bool)
MEHasNoIngredientC effect:long
MagicEffectHasNoHitEffect
- returns whether the magic effect has a graphic effect when it hits
(hasNoHitEffect:bool)
MagicEffectHasNoHitEffect effect:chars
(hasNoHitEffect:bool)
MEHasNoHitEffect effect:chars
(hasNoHitEffect:bool)
MagicEffectHasNoHitEffectC effect:long
(hasNoHitEffect:bool)
MEHasNoHitEffectC effect:long
MagicEffectUsesWeapon
- returns whether the magic effect summons a weapon
(usesWeapon:bool) MagicEffectUsesWeapon
effect:chars
(usesWeapon:bool) MEUsesWeapon
effect:chars
(usesWeapon:bool) MagicEffectUsesWeaponC
effect:long
(usesWeapon:bool) MEUsesWeaponC
effect:long
MagicEffectUsesArmor
- returns whether the magic effect summons armor
(usesArmor:bool) MagicEffectUsesArmor
effect:chars
(usesArmor:bool)
MEUsesArmorC effect:long
(usesArmor:bool) MagicEffectUsesArmor
effect:chars
(usesArmor:bool)
MEUsesArmorC effect:long
MagicEffectUsesCreature
- returns whether the magic effect summons a creature
(usesCreature:bool)
MagicEffectUsesCreature effect:chars
(usesCreature:bool)
MEUsesCreature effect:chars
(usesCreature:bool)
MagicEffectUsesCreatureC effect:long
(usesCreature:bool)
MEUsesCreatureC effect:long
MagicEffectUsesSkill
- returns whether the magic effect affects a skill
(usesSkill:bool) MagicEffectUsesSkill
effect:chars
(usesSkill:bool) MagicEffectUsesSkillC
effect:long
(usesSkill:bool) MagicEffectUsesSkill
effect:chars
(usesSkill:bool) MagicEffectUsesSkillC
effect:long
MagicEffectUsesAttribute
- returns whether the magic effect affects an attribute
(usesAttribute:bool)
MagicEffectUsesAttribute effect:chars
(usesAttribute:bool)
MEUsesAttribute effect:chars
(usesAttribute:bool)
MagicEffectUsesAttributeC effect:long
(usesAttribute:bool)
MEUsesAttributeC effect:long
MagicEffectUsesOtherActorValue
- returns whether the magic effect affects an actor value that is not a
skill or an attribute
(usesOtherActorVal:bool)
MagicEffectUsesOtherActorValue effect:chars
(usesOtherActorVal:bool)
MEUsesOtherActorValue effect:chars
(usesOtherActorVal:bool)
MagicEffectUsesOtherActorValueC effect:long
(usesOtherActorVal:bool)
MEUsesOtherActorValueC effect:long
GetMagicEffectOtherActorValue
- returns the actor value (skill, attribute or other) affected by the
magic effect
(actorValue:short)
GetMagicEffectOtherActorValue effect:chars
(actorValue:short)
GetMEOtherActorValue effect:chars
(actorValue:short)
GetMagicEffectOtherActorValueC effect:long
(actorValue:short)
GetMEOtherActorValueC effect:long
GetMagicEffectUsedObject
- returns the weapon, armor or creature summoned by the magic effect
(objectID:ref) GetMagicEffectUsedObject
effect:chars
(objectID:ref) GetMEUsedObject
effect:chars
(objectID:ref) GetMagicEffectUsedObjectC
effect:long
(objectID:ref) GetMEUsedObjectC
effect:long
Map Marker
A map marker is a reference to a static object of the type "mapmarker"
defined as a default object in the editor. Map marker references have
additional information such as a name, type of location, etc.
Qualities: Named
Functions:
IsMapMarkerVisible* - returns 1 if the map marker can be seen on the player's map
(visible:bool) reference.IsMapMarkerVisible
SetMapMarkerVisible* - sets whether the map marker can be seen on the player's map
(nothing) reference.SetMapMarkerVisible visible:bool
CanTravelToMapMarker* - returns 1 if the player can travel to the map marker by clicking on it in the map menu
(canTravel:bool) reference.CanTravelToMapMarker
SetCanTravelToMapMarker* - sets whether the player can travel to the map marker by clicking it in the map menu
(nothing) reference.SetCanTravelToMapMarker canTravel:bool
GetMapMarkerType* - returns the type of icon used to represent the location on the map.
(markerType:short) reference.GetMapMarkerType
SetMapMarkerType* - sets the type of icon used to represent the location on the map.
(nothing) reference.SetMapMarkerType markerType:short
NPC
Qualities: Actor, Class,
Container
, Magic
Target
Values:
Equipped Items - NPC can equip and use
items
Merchant Container - NPCS may have a
merchant container which holds items they sell and buy
Functions:
GetEquippedObject
- returns the base
object of the item equipped in the specified slot
(objectID:ref)
reference.GetEquippedObject slot:short
GetEquipmentSlotMask
- Returns the base object of
the first equipped object to match the specified equipment slot mask.
If no 'value' parameter is specified, it is assumed to be the same
value as the 'mask' parameter. For example, an object taking up the
UpperBody, LowerBody, and Foot slots would have a mask of 4 + 8 + 32 =
44. See the "equipment
slot bit
assignments" list for more info.
(objectID:ref) reference.GetEquipmentSlotMask slotMask:long
value:long
GetEquippedCurrentCharge
ModEquippedCurrentCharge
SetEquippedCurrentCharge
GetEquippedCurrentHealth
ModEquippedCurrentHealth
SetEquippedCurrentHealth
GetEquippedWeaponPoison
SetEquippedWeaponPoison
RemoveEquippedWeaponPoison
GetMerchantContainer -
returns the reference to the NPC's merchant container
(containerReference:ref)
npc.GetMerchantContainer
SetMerchantContainer -
replaces the specified mechant's container and returns the old
container. If the specified
NPC does not have a merchant container, or if the passed reference is
not a container the function does nothing and will return 0.
(oldContainerRef:ref)
npc.SetMerchantContainer nuContainer:ref
GetHorse - returns the horse currently ridden
by the calling NPC. Note that this function returns a reference while
the NPC is in the process of walking toward a horse with the intention
of mounting it.
(horse:ref) reference.GetHorse
GetTravelHorse
- returns a reference to the travel horse used by the calling reference.
(horse:ref) reference.GetTravelHorse
IsFemale - returns 1 if the NPC is female.
(isFemale:bool) reference.IsFemale npc:ref
SetTravelHorse -
Sets the travel horse used by the calling reference to the horse
reference specified. Changes are not saved in the savegame.
(nothing) reference.SetTravelHorse horse:ref
CopyHair
- Copies the hair style, length, and color from one NPC to another.
Changes alter the base actor and are not saved in the savegame unless
called on the player. Changes will not be visible until the actor is
reloaded; calling disable
followed by enable
a frame later will force the NPC to reload, updating the hair. Changes
do appear to be saved for the player, but may not be visible until the
game is reloaded.
(nothing) reference.CopyHair copyFrom:ref copyTo:ref
CopyEyes - Copies the eyes
used by one npc onto another, with the same caveats as CopyHair.
(nothing) reference.CopyEyes
copyFrom:ref copyTo:ref
SetHair - Sets the hair on
the NPC to a hairstyle predefined in the CS, with the same caveats as
CopyHair.
(nothing) reference.SetHair hairStyle:ref npc:ref
SetEyes - Sets the eyes on
the NPC to a set of eyes predefined in the CS, with the same caveats as
CopyHair.
(nothing) reference.SetEyes eyes:ref npc:ref
GetRace - returns the race of an NPC.
(race:ref) reference.GetRace npc:ref
GetHair - returns the NPC's hairstyle
(hair:ref) reference.GetHair npc:ref
GetEyes - returns the NPC's eyes
(eyes:ref) reference.GetEyes npc:ref
GetHairColor - returns the RGB value of the NPC's hair color
(color:short) reference.GetHairColor npc:ref
GetTrainerLevel - returns the level at which the NPC offers training
(level:short) reference.GetTrainerLevel npc:ref
GetTrainerSkill - returns the skill in which the NPC offers training as an actor value code
(skill:short) reference.GetTrainerSkill npc:ref
SetTrainerLevel - sets the level at which an NPC offers training
(nothing) reference.SetTrainerLevel newLevel:short npc:ref
SetTrainerSkill - sets the skill in which an NPC offers training
(nothing) reference.SetTrainerSkill newSkill:actorValue npc:ref
GetServicesMask - returns an integer code representing the services offered by an NPC. The code is obtained by ORing (adding) service flags
(servicesMask:short) reference.GetServicesMask npc:ref
OffersServicesC - returns 1 if the NPC offers all of the services specified by the services mask
(offersServices:bool) reference.OffersServicesC serviceFlags:short npc:ref
SetOffersServicesC - sets the services offered by the NPC to the specified services mask.
(nothing) reference.SetOffersServicesC serviceFlags:short npc:ref
OffersXXX - these functions return 1 if the NPC offers the specified service
(offersService:bool) reference.OffersXXX npc:ref
OffersWeapons
OffersArmor
OffersClothing
OffersBooks
OffersLights
OffersIngredients
OffersApparatus
OffersMiscItems
OffersMagicItems
OffersSpells
OffersPotions
OffersTraining
OffersRecharging
OffersRepair
SetOffersXXX - these functions toggle the specified service offered by the NPC.
(nothing) reference.SetOffersXXX offersService:bool npc:ref
SetOffersWeapons
SetOffersArmor
SetOffersClothing
SetOffersBooks
SetOffersIngredients
SetOffersSpells
SetOffersLights
SetOffersMiscItems
SetOffersMagicItems
SetOffersApparatus
SetOffersPotions
SetOffersTraining
SetOffersRecharging
SetOffersRepair
SetOffersServicesC
GetServicesMask
Player
Qualities: Actor, Class,
Container
, Magic
Target
Functions:
GetCrosshairRef - returns a reference to
whatever is currently under the player's crosshair. Generally returns zero when called during menumode. Note
that this function will return non-activatable references as well; use IsActivatable to determine if the reference can be activated normally.
(crosshairRef:ref) GetCrosshairRef
GetPlayersLastRiddenHorse - returns a reference to the horse most recently ridden by the player.
(horse:ref) GetPlayersLastRiddenHorse
(horse:ref) GetPCLastHorse
GetPlayersLastActivatedLoadDoor - returns a reference to the load door most recently activated by the player.
(loadDoor:ref) GetPlayersLastActivatedLoadDoor
(loadDoor:ref) GetPCLastLoadDoor
GetGodMode - returns 1 if the player has toggled god mode on
(godMode:bool) GetGodMode
SetPCAMurderer
- sets whether the PC is a murderer or not
(nothing) SetPCAMurderer isMurderer:bool
GetPlayerSpell
- returns the objectID of the player's current spell
(spell:ref) GetPlayerSpell
GetPlayerSpellCount
- returns the player spell
count
(count:long) GetSpellCount
GetNthPlayerSpell
-
returns the
nth player spell. whichSpell is an index that starts at 0 for
the first spell in the list. Note that the CS compiler doesn't expect
spells to be returned as a ref. If you are calling this
function
multiple times to set the same ref variable you need to assign that
variable to some other type (say a weapon) in between your calls to
this function. Otherwise the ref will continue to keep the
value
from the first call.
(spell:ref) GetNthPlayerSpell
whichSpell:long
(spell:ref) GetNthSpell whichSpell:long
GetPCMajorSkillUps - returns the number of major skill advancements toward the player's next level.
(skillUps:short) GetPCMajorSkillUps
SetPCMajorSkillUps* - sets the number of major skill advancements toward the player's next level.
(nothing) SetPCMajorSkillUps skillUps:short
GetPCAttributeBonus
- returns the number of skill advancements contributing to the
specified attribute's bonus for the next level. Note that game setting
multipliers applied to these values determine the actual bonus at
level-up. Returns -1 if passed an invalid actor value, including Luck.
(bonus:short) GetPCAttributeBonus actorValue:string
SetPCAttributeBonus*
- sets the number of skill advancements contributing to the
specified attribute's bonus for the next level. Note that game setting
multipliers applied to these values determine the actual bonus at
level-up. Does not affect Luck bonus.
(bonus:short) GetPCAttributeBonus actorValue:string bonus:short
GetTotalPCAttributeBonus - returns the sum of the player's attribute bonuses.
(bonus:short) GetTotalPCAttributeBonus
ModPCSpellEffectiveness*
- alters the script modifier applied to the player's spell
effectiveness. This works similarly to Oblivion's ModAV command.
Positive values increases the modifier, negative values decrease it.
Any game calculations involving player spell effectiveness will use the
modified value (base effectiveness + modifier).
(nothing) ModPCSpellEffectiveness modBy:float
GetPCSpellEffectivenessModifier*
- returns the current value of the script modifier for player spell
effectiveness. Subtract this value from the return value of
Player.GetSpellEffectiveness to get the player's base spell
effectiveness.
(modifier:float) GetPCSpellEffectivenessModifier
GetPCTrainingSessionsUsed* - returns the number of times the player has trained during his current level
(numSessions:short) GetPCTrainingSessionsUsed
SetPCTrainingSessionsUsed* - sets the number of times the player has trained during his current level
(nothing) SetPCTrainingSessionsUsed numSessions:short
Projectile
A
reference to an arrow or magic projectile in the gameworld. Note that
these references are destroyed by the game after a certain period of
time. If stored in a reference variable, make sure the reference is
still valid before using it in a function. Also note that calling
GetBaseObject on a magic projectile will return the same reference; in
other words, magic projectile references are their own base objects.
Functions:
GetProjectileType - returns the type of the projectile
(projectileType:short) reference.GetProjectileType
GetProjectileSource - returns the caster of a magic projectile or the archer who fired an arrow projectile.
(source:ref) reference.GetProjectileSource
GetMagicProjectileSpell - returns the spell attached to a magic projectile
(spell:ref) reference.GetMagicProjectileSpell
(enchantment:ref) reference.GetMPSpell
SetMagicProjectileSpell - changes the spell attached to a magic projectile
(nothing) reference.SetMagicProjectileSpell newSpell:ref
(enchantment:ref) reference.SetMPSpell newSpell:ref
GetArrowProjectileEnchantment - returns the enchantment on an arrow projectile
(enchantment:ref) reference.GetArrowProjectileEnchantment
(enchantment:ref) reference.GetAPEnch
GetArrowProjectileBowEnchantment - returns the enchantment on an arrow derived from the bow from which it was fired
(enchantment:ref) reference.GetArrowProjectileBowEnchantment
(enchantment:ref) reference.GetAPBowEnch
GetArrowProjectilePoison - returns the poison on an arrow projectile
(poison:ref) reference.GetArrowProjectilePoison
(poison:ref) reference.GetAPPoison
SetPlayerProjectile
- sets the player as the source of the projectile. Actors hit by the
projectile will react as if the player had cast the spell or fired the
arrow.
(nothing) reference.SetPlayerProjectile
SetProjectileSource*
- sets the source of a projectile. If an actor other than the player is
set as the source, the target of the projectile will not necessarily
respond to the attack.
(nothing) reference.SetProjectileSource actor:ref
SetArrowProjectileEnchantment* - sets the arrow enchantment associated with the calling projectile
(nothing) reference.SetArrowProjectileEnchantment enchantment:ref
SetArrowProjectileBowEnchantment* - sets the bow enchantment associated with the calling projectile
(nothing) reference.SetArrowProjectileBowEnchantment enchantment:ref
SetArrowProjectilePoison* - sets the poison on the calling projectile
(nothing) reference.SetArrowProjectilePoison poison:ref
GetProjectileSpeed* - returns the speed of the projectile
(speed:float) reference.GetProjectileSpeed
GetProjectileDistanceTraveled*
- returns the total distance traveled by the calling projectile.
Currently does not work for arrow projectiles.
(distance:float) reference.GetProjectileDistanceTraveled
GetProjectileLifetime* - returns the number of seconds for which the calling projectile has existed.
(lifetime:float) reference.GetProjectileLifetime
SetProjectileSpeed*
- sets the speed of the projectile. Note that other factors affect the
movement of a projectile so a speed of zero does not necessarily
completely halt the projectile.
(nothing) reference.SetProjectileSpeed speed:float
GetProjectile*
- returns the projectile most recently fired by the calling actor.
Optionally specify the type (1 for arrows, 2 for magic, 0 for either)
and the arrow, spell, or staff enchantment to match.
(projectile:ref) reference.GetProjectile type:short arrowOrMagicItemID:ref
Reference
An
instance of an object in the gameworld. In general, a reference has
access to the functions associated with its base type as well.
Qualities: Lockable, Ownable
Functions:
GetParentCell
- returns the objectID of
the parent cell of the calling reference
(parentCell:ref) reference.GetParentCell
ParentCellHasWater
- returns 1 if the reference's parent cell can contain water
(hasWater:bool)
reference.ParentCellHasWater
(hasWater:bool) reference.HasWater
GetParentCellWaterHeight
- returns the water height of the references parent cell
(waterHeight:float)
reference.GetParentCellWaterHeight
(waterHeight:float)
reference.GetWaterHeight
IsActivatable - returns 1 if the calling reference can be activated under normal circumstances.
(activatable:bool) reference.IsActivatable
IsUnderWater
- returns 1 if the calling reference's Z position is less than 120
units under its parent cell's water height
(isUnderWater:bool)
reference.IsUnderWater
GetNumChildRefs - returns the number of reference for which the calling reference behaves as an enable-state parent
(numChildren:short) reference.GetNumChildRefs
GetNthChildRef
- returns the nth child reference associated with the calling
reference. Child references are stored in no particular order.
(childRef:ref) reference.GetNthChildRef whichChild:short
GetNumFollowers - returns the number of actors currently following the calling actor. Summoned creatures are excluded.
(numFollowers:short) reference.GetNumFollowers
GetNthFollower - returns a reference to the nth actor currently following the calling actor.
(follower:ref) reference.GetNthFollower whichFollower:short
IsPersistent - returns 1 if the calling reference is a persistent reference.
(isPersistent:bool) reference.IsPersistent
SetScaleEX
- sets the scale of the calling reference. Unlike SetScale, the scale
is not limited to a certain range. The reference should be disabled and
then enabled after calling this function in order to update its scale
and collision properties. The new scale is saved in the savegame.
(nothing) reference.SetScaleEX scale:float
HasBeenPickedUp
- returns true if the calling reference is currently inactive due to
having been picked up by an actor or otherwise transferred to an
inventory.
(pickedUp:bool) reference.HasBeenPickedUp
(pickedUp:bool) reference.IsTaken
SetHasBeenPickedUp
- toggles the flag that marks a reference as having been picked up by
an actor. When called on a reference which was previously picked up,
causes the reference to "respawn". The reference must be disabled and
then enabled for the change to become visible.
(nothing) reference.SetHasBeenPickedUp pickedUp:bool
(nothing) reference.SetTaken pickedUp:bool
GetRefCount - returns the number of items in a stack of items in the world.
(refCount:short) reference.GetRefCount
SetRefCount
- sets the number of items in a stack of items in the world. Note that
while this function will change the count of any type of reference, it
may have unpredictable results when used on references like NPCs which
are not logically stackable.
(nothing) reference.SetRefCount newCount:short
SetBaseForm*
- changes the base object associated with a reference, with the
limitation that the new base form must be of the same type as the old
one (i.e. you can swap a weapon reference's base form only with another
weapon). Does not work on actors or on items in containers. The reference must be disabled and then enabled in order for
the change to be visible. This function is considered beta.
(nothing) reference.SetBaseForm newBaseForm:ref
Skill
Qualities:
Values:
Attribute - short the
controlling character attribute
Specialization - short the
corresponding specialization
UseValue - float One of two
values used to increment the experience toward the next skill level
based on an action
Experience - float the current
player experience points for the skill
Functions:
GetPlayerSkillUse
- returns the current experience towards the next level of the skill
(skillExperience:float)
GetPlayerSkillUse skill:short
IncrementPlayerSkillUse
- records some additional uses of one of the skill actions
(nuSkillExperience:float)
IncrementPlayerSkillUse skill:short
whichAction:short
howManyTimes:float
GetSkillUseIncrement
- gets the experience point increase for one use of a skill action
(useRate:float) GetSkillUseIncrement skill:short
whichAction:short
SetSkillUseIncrement
- sets the experience point increase for one use of a skill action
(nothing) SetSkillUseIncrement
nuRate:float skill:short
whichAction:short
Soul
Gem
Qualities: Inventory,
Named,
Simple
Values:
Soul Level - the soul level currently
captured in the soul gem
Capacity - the maximum soul level that
can be captured in the soul gem
Functions:
GetSoulLevel
- returns the soul level
currently in the soul gem
(soulLevel:short)
GetSoulLevel objectID:ref
GetSoulGemCapacity
- returns
the max soul level the soul gem can contain
(soulLevel:short)
GetSoulGemCapacity
objectID:ref
(nothing)
SetSoulLevel soulLevel:short
objectID:ref
(nothing)
SetSoulGemCapacity soulLevel:short
objectID:ref
GetCurrentSoulLevel
- returns the current soul level of the calling reference
(soulLevel:short) GetCurrentSoulLevel
Spell
Qualities: Magic,
Named
Value:
Spell Type - short the kind of
spell. Spell
Types.
Magicka Cost - long the cost in
magicka for casting the spell
Mastery Level - short the skill
mastery level needed to cast the spell. Spell
Mastery Levels.
Functions:
GetSpellType
- returns the spell type
(spellType:short)
GetSpellType spell:ref
SetSpellType
- sets the spell type
(nothing) SetSpellType nuType:short spell:ref
GetSpellMagickaCost
- returns the
magicka casting cost according to the Oblivion formula. If
called
on a reference it will use the reference's magic skill values to
determine the actual magicka cost of the spell. Without a
reference it will return the base cost of the spell as reported in the
CS.
(magickaCost:long) reference.GetSpellMagickaCost spell:ref
SetSpellMagickaCost
- sets the magicka
casting cost
(nothing) SetSpellMagickaCost
nuMagickaCost:long spell:ref
ModSpellMagickaCost
- modifies the
magicka casting cost up or down
(nothing) ModSpellMagickaCost
modifyBy:float spell:ref
GetSpellMasteryLevel
- returns the
mastery level of the spell
(masteryLevel:short)
GetSpellMasteryLevel spell:ref
SetSpellMasteryLevel
- sets the mastery
level of the spell
(nothing) SetSpellMasteryLevel masteryLevel:short objectID:ref
GetSpellSchool
- returns the school of the spell, determined by the most expensive
effect item
(magicSchool:short)
GetSpellSchool spell:ref
GetSpellExplodesWithNoTarget
- returns whether the touch spell explodes without a target
(spellExplodesWithNoTarget:bool)
GetSpellExplodesWithNoTarget spell:ref
SetSpellExplodesWithNoTarget
- sets whether the touch spell will explode without a target
(nothing) SetSpellExplodesWithNoTarget
doesSpellExpode:bool spell:ref
IsSpellHostile - returns 1 if the spell is considered hostile
(isHostile:bool) IsSpellHostile spell:ref
SetSpellHostile - toggles whether or not a spell is considered hostile.
(nothing) SetSpellHostile spell:ref isHostile:bool
Weapon
Qualities: Attacking,
Breakable,
Enchantable,
Equippable,
Inventory,
Named,
Simple
Values:
Reach - float the distance
from the wielder the weapon can reach
Weapon Type - short the type of
weapon
Poison - ref the poison
currently applied to the weapon
Functions:
GetWeaponReach
- returns the reach of
the weapon
(reach:float) reference.GetWeaponReach objectID:ref
SetWeaponReach
- sets the reach of the
weapon
(nothing) reference.SetWeaponReach
nuReach:float objectID:ref
ModWeaponReach
- modifies the reach of
the weapon up or down
(nothing) reference.ModWeaponReach
modifyBy:float objectID:ref
GetWeaponType
- retuns the weapon type
(weaponType:short)
reference.GetWeaponType objectID:ref
SetWeaponType
- sets the weapon type
(nothing) reference.SetWeaponType weaponType:short objectID:ref
GetEquippedWeaponPoison
- returns the
poison applied to the equipped weapon. Called on the weapon
holder.
(poison:ref)
reference.GetEquippedWeaponPoison
SetEquippedWeaponPoison
- sets the
poison applied to the equipped weapon and returns the previous poison.
Called on the weapon holder.
(oldPoison:ref)
reference.SetEquippedWeaponPoison nuPoison:ref
RemoveEquippedWeaponPoison
- removes and
returns the poison applied to the equipped weapon. Called on
the weapon holder.
(oldPoison:ref)
reference.RemoveEquippedWeaponPoison
Weather
Qualities:
Values: CS
Wiki Page Info
Note - short floats are stored internally as 0-255 but are exposed in
the CS and through the API as a float
Wind Speed - short float
Cloud Speed - short float
Trans Delta - short float
Sun Glare - short float
Sun Damage - short float
Fog Distances (near/far for night/day) -
float
HDR
Values - float
Weather
Colors - float
the color of the weather for different weather
times
Lightning Frequency - short a value which
determines the rate of lightning flashes. Scaled from 1
(high) to 255 (low)
Functions:
GetCurrentWeatherID
- returns the refID of the current weather
(currentWeather:ref) GetCurrentWeatherID
GetWeatherWindSpeed
- returns the wind speed of the specified weather
(windSpeed:float) GetWeatherWindSpeed
weather:ref
(windSpeed:float) GetWindSpeed
weather:ref
SetWeatherWindSpeed
- sets the wind speed of the specified weather
(nothing) SetWeatherWindSpeed
speed:float weather:ref
(nothing) SetWindSpeed speed:float
weather:ref
GetWeatherCloudSpeedLower
- returns the speed of the lower cloud layer
(speed:float) GetWeatherCloudSpeedLower
weather:ref
(speed:float) GetCloudSpeedLower
weather:ref
SetWeatherCloudSpeedLower
- sets the speed of the lower cloud layer
(nothing) SetWeatherCloudSpeedLower
speed:float weather:ref
(nothing) SetCloudSpeedLower speed:float
weather:ref
GetWeatherCloudSpeedUpper
- returns the speed of the upper cloud layer
(speed:float) GetWeatherCloudSpeedUpper
weather:ref
(speed:float) GetCloudSpeedUpper
weather:ref
SetWeatherCloudSpeedUpper
- sets the speed of the upper cloud layer
(nothing) SetWeatherCloudSpeedUpper
speed:float weather:ref
(nothing) SetCloudSpeedUpper speed:float
weather:ref
GetWeatherTransDelta
- returns the transition delta of the weather
(transDelta:float) GetWeatherTransDelta
weather:ref
(transDelta:float) GetTransDelta
weather:ref
SetWeatherTransDelta
- sets the transition delta of the weather
(nothing) SetWeatherTransDelta
transDelta:float weather:ref
(nothing) SetTransDelta transDelta:float
weather:ref
GetWeatherSunGlare
- returns the sun glare
(sunGlare:float) GetWeatherSunGlare
weather:ref
(sunGlare:float) GetSunGlare weather:ref
SetWeatherSunGlare
- sets the sun glare
(nothing) SetWeatherSunGlare
sunGlare:float weather:ref
(nothing) SetSunGlare sunGlare:float
weather:ref
GetWeatherSunDamage
- returns the sun damage
(sunDamage:float) GetWeatherSunDamage
weather:ref
(sunDamage:float) GetSunDamage
weather:ref
SetWeatherSunDamage
- sets the sun damage
(nothing) SetWeatherSunDamage
sunDamage:float weather:ref
(nothing) SetSunDamage sunDamage:float
weather:ref
GetWeatherFogDayNear
- returns the daytime near fog distance
(fogDistance:float) GetWeatherFogDayNear
weather:ref
(fogDistance:float) GetFogDayNear
weather:ref
SetWeatherFogDayNear
- sets the daytime near fog distance
(nothing) SetWeatherFogDayNear
fogDistance:float weather:ref
(nothing) SetFogDayNear
fogDistance:float weather:ref
GetWeatherFogDayFar
- returns the daytime far fog distance
(fogDistance:float) GetWeatherFogDayFar
weather:ref
(fogDistance:float) GetFogDayFar
weather:ref
SetWeatherFogDayFar
- sets the daytime far fog distance
(nothing) SetWeatherFogDayFar
fogDistance:float weather:ref
(nothing) SetFogDayFar
fogDistance:float weather:ref
GetWeatherFogNightNear
- returns the nighttime near fog distance
(fogDistance:float) GetWeatherFogNightNear weather:ref
(fogDistance:float) GetFogNightNear weather:ref
SetWeatherFogNightNear
- sets the nighttime near fog distance
(nothing) SetWeatherFogNightNear fogDistance:float weather:ref
(nothing) SetFogNightNear
fogDistance:float weather:ref
GetWeatherFogNightFar
- returns the nighttime far fog distance
(fogDistance:float) GetWeatherFogNightFar weather:ref
(fogDistance:float) GetFogNightFar weather:ref
SetWeatherFogNightFar
- sets te nighttime far fog distance
(nothing) SetWeatherFogNightFar
fogDistance:float weather:ref
(nothing) SetFogNightFar
fogDistance:float weather:ref
GetWeatherHDRValue
- returns the specified HDR value for the weather
(hdrValue:float) GetWeatherHDRValue whichHDRValue:short weather:ref
(hdrValue:float) GetHDRValue whichHDRValue:short
weather:ref
SetWeatherHDRValue
- sets the specified HDR value for the weather
(oldHDRValue:float) SetWeatherHDRValue
nuVal:float whichHDRValue:short weather:short
(oldHDRValue:float) SetHDRValue
nuVal:float whichHDRValue:short weather:short
GetWeatherColor
- returns the red, green or blue value of the specified weather color
at the specified weather time
(color:short) GetWeatherColor rgb:short whichColor:short weather:ref whichTime:short
SetWeatherColor
- sets the red, green and blue values for the specified weather color
at the specified weather time
(nothing) SetWeatherColor red:short
green:short blue:short whichColor:short weather:ref whichTime:short
GetWeatherLightningFrequency
- returns the frequency of the lightning
(frequency:short)
GetWeatherLightningFreuency weather:ref
(frequency:short) GetLightningFreuency
weather:ref
SetWeatherLightningFrequency
- sets the frequency of the lightning
(nothing) SetWeatherLightningFrequency
frequency:short weather:ref
(nothing) SetLightningFrequency
frequency:short weather:ref
General Functions
IsDoor
- returns whether the calling reference or passed objectID is a door
(isDoor:bool) reference.IsDoor objectID:ref
IsFurniture
- returns whether the calling reference or passed objectID is furniture
(isFurniture:bool) reference.IsFurniture objectID:ref
IsActivator
- returns whether the calling reference or passed objectID is an
activator
(isActivator:bool) reference.IsActivator objectID:ref
GetGameLoaded
- returns 1 if the game
was loaded since the last time this call was made
(gameLoaded:bool) GetGameLoaded
GetGameRestarted
- returns 1 if Oblivion was exited and restarted since the
last time
this call was made from the calling script. Use this condition to reset
or undo changes made by OBSE functions which are not stored in the
savegame.
(gameRestarted:bool) GetGameRestarted
GetOBSEVersion
- returns the version
number of OBSE
(obseVersion:long) GetOBSEVersion
GetOBSERevision
- returns the minor version
number of OBSE. For instance, when running the second released version of v0014, this function returns 2.
(obseRevision:long) GetOBSERevision
SetNumericGameSetting
- sets the
specified game setting to the following variable or direct value
(nothing)
SetNumericGameSetting gameSettingName:string value:float
GetStringGameSetting* - returns the string value of a game setting.
(setting:string_var) GetStringGameSetting settingName:string
SetStringGameSettingEX*
- sets the string value of a game setting. The new string value is
contained within the format string, following the setting name and
separated by a pipe character, i.e. "nameOfGameSetting|newValueOfGameSetting". When calling from the console, use '@' instead of the pipe character.
(nothing) SetStringGameSettingEX settingNameAndNewValue:formatString
GetNumericINISetting
- returns the
specified ini setting
(setting:float) GetNumericINISetting iniSettingName:string
SetNumericINISetting
- sets the
specified ini setting to the following variable or direct value
(nothing)
SetNumericINISetting iniSettingName:string value:float
GetStringINISetting*
- returns the value of a string ini setting.
(setting:string_var) GetStringINISetting settingName:formatString
SetStringINISetting*
- sets the ini setting to the specified string. Pass both arguments as
a single string of the format "settingName|newValue". If called from
the console, use the "@" character in place of the pipe character.
(nothing) SetStringINISetting settingNameAndValue:formatString
GetFPS
- returns the frames per second of the game
(fps:float) GetFPS
IsThirdPerson
- returns whether the point of view is 3rd person or not
(isThirdPerson:bool) IsThirdPerson
IsGlobalCollisionDisabled
- returns whether collision is disabled
(isDisabled:bool)
IsGlobalCollisionDisabled
SetDisableGlobalCollision
- sets whether to disable the global collision or not
(nothing) SetDisableGlobalCollision
toDisableOrNot:bool
RunBatchScript
-
runs a specified text file under the Oblivion directory as a script.
Works the same as the console function bat. The optional second parameter causes the script to execute on the calling object, if any.
(nothing) reference.RunBatchScript bRunOnRef:bool
IsPluginInstalled - returns whether a given plugin is installed
(isInstalled:bool) IsPluginInstalled
pluginName:string
GetPluginVersion - returns the version of the specified plugin
(version:long) GetPluginVersion
pluginName:string
GetDebugSelection -
returns the reference to the item last selected in the console
(selection:ref) GetDebugSelection
GetSoundPlaying - If no parameters are passed, then it dumps a list of the currently
playing sounds and actors making sound to obse.log (this may change).
If a string is passed, then it returns the number of times the
specified sound is playing. The string may contain wildcards: matches
several characters, and ? matches one character. If a reference is
passed in, then the search is restricted to that reference, returning
the number of times it is playing that sound. Some sounds are not
associated with objects, so if you pass in a "fuzzy check radius"
parameter, it returns the number of times the sound is playing within
the specified radius around the reference.
(playingCount:long) reference.GetSoundPlaying soundName:string fuzzyCheckRadius:float
RunScriptLine*
- runs a line of script as if it were called from the console. If
bRunOnRef is 1, the line of script will be executed on the calling
object, if any.
(nothing) reference.RunScriptLine formatString:string var1 var2 ... var20 bRunOnRef:bool
GetFormFromMod*
- attempts to look up and return a form defined in another mod,
prepending the two-digit mod index to the formID. The formID is passed
in hexadecimal format, i.e. 0001A46B. The first two digits of the
formID are ignored and can be omitted. The formID must be passed as a
literal value as script variables don't have the precision necessary to
store all possible formIDs.
(form:ref) GetFormFromMod modFileName:string formID:hexString
ToggleFirstPerson*
- toggles the player's POV to first or third person. Passing 1 enables
first person view, 0 enables third person.
(nothing) ToggleFirstPerson toFirstPerson:bool
GetLastCreatedSpell* - returns the spell most recently created by the player during the current game session.
(spell:ref) GetLastCreatedSpell
GetLastEnchantedItem* - returns the enchanted item most recently created by the player during the current game session.
(item:ref) GetLastEnchantedItem
GetLastCreatedPotion* - returns the potion most recently created by the player during the current game session.
(potion:ref) GetLastCreatedPotion
GetLastUniqueCreatedPotion* - returns the last unique
potion created by the player. The game remembers which potions the
player has created in the past. The first time the player creates
a potion of a given magnitude and effects, that potion will be
returned by GetLastUniqueCreatedPotion. Subsequently, creating a potion
of the same effects and magnitude will not create a unique potion and
so the potion will not be returned by this command.
(potion:ref) GetLastUniqueCreatedPotion
IsConsoleOpen* - returns 1 if the console is currently open.
(open:bool) IsConsoleOpen
LoadGameEx* - attempts to load the saved game with the specified name.
(nothing) LoadGameEx formatString:string var1 var2 ... var20
Cloning
Functions
The cloning functions are special.
They are
declared as taking Inventory Objects so any inventory object can be
passed as a raw name from the CS. However you can clone any
form
by first assigning it to a ref and then passing that ref to CloneForm.
CloneForm
- creates and returns a new base object that is an exact copy of the
passed objectID
(clonedForm:ref) CloneForm objectID:ref
Examples:
ref
clonedInventoryItem
ref
clonedSpell
ref
originalSpell
set
clonedInventoryItem to CloneForm WeapSteelShortsword
set
originalSpell to StandardCalmTouch1Novice
set
clonedSpell to CloneForm originalSpell
IsClonedForm
- returns
whether the passed objectID is a cloned form or not. A cloned
form is saved as part of the save game. Instances of cloned
forms
are player created potions, spells and enchanted items
(isCloned:bool) IsClonedForm objectID:ref
Flow Control
Functions
The flow control functions allow you to implement loops in
your
scripts. Because there is no built-in loop support in the Oblivion
script interpreter, the syntax for the functions is somewhat strange.
The first function, SaveIP or Label, will record the position of the
instruction
after itself in an internal list. The second function, RestoreIP or
Goto, jumps
back to the saved position. Here's a simple example of a loop:
begin
onActivate
; declare a variable to keep track of the number of times we've gone
through the loop
long var
set var to 0
; save the current instruction pointer
; this records that the beginning of the loop is right before the
PrintToConsole command
SaveIP ; could also use Label
; print the current loop count
PrintToConsole "loop %f" var
; update the loop counter
set var to var + 1
; we only want to go through the loop three times, so check the loop
counter
if var < 3
; jump back to the saved location
RestoreIP ; could also use Goto
endif
; if we get here, we're done with the loop
end
When activated, this script will print:
loop 0.0000
loop 1.0000
loop 2.0000
To support nested loops, the SaveIP and RestoreIP commands
take an
optional integer parameter specifying which 'slot' to save the
instruction location in. If you don't specify a number, it defaults to
0. There are 256 slots in the internal list. Here's an example of
nested loops:
begin
onActivate
long var
long var2
set var2 to 0
SaveIP 0 ; Label 0
; start of outer loop
set var to 0
SaveIP 1 ;
Label 1
; start
of inner loop
PrintToConsole "loop %f %f" var var2
set var
to var + 1
if var < 3
; branch
to the start of the inner loop
RestoreIP
1 ; Goto 1
endif
set var2 to var2 + 1
if var2 < 3
; branch to the start of the outer loop
RestoreIP
0 ; Goto 0
endif
end
The inner loop uses slot 1, and the outer loop uses slot 0.
Important notes:
It is possible to create an infinite loop using
these
functions, which will hang Oblivion. Also note that while the list of
saved locations is technically stored globally, the locations only make
sense in the context of the script that saved them, and must be treated
as if they are invalidated at the end of each script. Finally, do not
use SaveIP/Label or RestoreIP/Goto in a 'set' or 'if' statement. (for
example, "if
RestoreIP == 4"). They are of course safe to use inside the body of an
if statement as demonstrated in the examples, just not in the if
statement itself.
The original implementation of these functions in OBSE v0009
was
broken, leading to memory corruption and crashes when a loop would run
more than approximately 10 iterations. The bugfix release v0009a fixes
this, however as the functions in that version should still be
considered 'beta' and unsupported for use in released mods, the main
version number has not been updated. These functions will be supported
in v0010, so make sure that you check that GetOBSEVersion returns 10 or
greater before using the functions. See the obse_readme.txt for an
example of how to do this.
SaveIP - save the
location of
the command following the SaveIP command
(nothing)
SaveIP slot:long
(nothing) Label slot:long
RestoreIP -
jump to a previously saved location
(nothing) RestoreIP slot:long
(nothing) Goto slot:long
Ref Walking Functions
GetFirstRef
- returns the first reference in the current cell. A type can
optionally be supplied to return only references matching that type.
Additionally, you can pass 69 for actors and 70 for inventory items.
This function should be used only within a Label/Goto loop and
GetNextRef. An optional cell depth can be supplied to specify the
number of adjacent cells to scan in exteriors; a cell depth of 1 scans
the player's current cell plus 8 adjacent cells, a depth of 2 scans the
player's cell plus 25 adjacent cells. By default, inactive references
to items which were previously picked up by an actor are ignored;
passing 1 for the third parameter will force those references to be
included.
(reference:ref) GetFirstRef type: short cellDepth:short includeInactiveRefs:short
GetNextRef
- returns the next reference in the curent cell. GetFirstRef must be
called first; this function uses the cell depth and type passed to
GetFirstRef and returns the next reference matching that type, or zero
after the last reference has been returned. This function should only
be used within a Label/Goto loop.
(reference:ref) GetNextRef
GetNumRefs
- returns the number of references in the current cell which match the
optionally supplied type code. Use 69 for actors and 70 for inventory
items. An optional cell depth can be specified for exteriors. By
default, inactive references to items which were previously picked
up by an actor are ignored; passing 1 for the third parameter will
force those references to be included.
(numRefs:short) GetNumRefs type: short cellDepth:short includeInactiveRefs:short
GetFirstRefInCell*
- Works the same as GetFirstRef but takes an additional parameter
specifying the cell to scan. Note that if the specified is not loaded
in memory, this function will only return persistent references. Use
GetNextRef to iterate through the rest of the references in the cell.
(reference:ref) GetFirstRefInCell cell:ref type: short cellDepth:short includeInactiveRefs:short
GetNumRefsInCell*
- Works the same as GetNumRefs but takes an additional parameter
specifying the cell to scan. Only counts persistent references if the
cell is not loaded in memory.
(numRefs:short) GetNumRefsInCell cell:ref type: short cellDepth:short includeInactiveRefs:short
Example of ref looping (transfers all carriable items in the cell to the player's inventory):
ref nextItem
begin onActivate
set nextItem to GetFirstRef 70 ; get first carriable item
Label 10
if ( nextItem ) ; continue until all refs are processed
nextItem.activate player ; give the item to the player
set nextItem to getNextRef
Goto 10
endif
end
Console Functions
Some of the console commands have been exposed as
scripting commands. In many cases, their functionality is not
completely documented, and as they were not designed to be used via
scripts, strange behavior may occur when using them. The primary thing
to expect is changes not being saved in the player's savedata file.
con_CAL
con_GetINISetting
con_HairTint
con_LoadGame
con_ModWaterShader
con_QuitGame
con_RefreshINI
con_RunMemoryPass
con_Save
con_SavINI
con_SetCameraFOV
con_SetClipDist
con_SetFog
con_SetGameSetting
con_SetGamma
con_SetHDRParam
con_SetImageSpaceGlow
con_SetINISetting
con_SetSkyParam
con_SetTargetRefraction
con_SetTargetRefractionFire
con_SexChange
con_TCL
con_TFC
con_TGM
con_ToggleAI
con_ToggleCombatAI
con_ToggleDetection
con_ToggleMenus
con_WaterDeepColor
con_WaterReflectionColor
con_WaterShallowColor
con_PlayerSpellBook
con_ToggleMapMarkers
con_Show1stPerson
Input Functions
IsKeyPressed - returns
whether the specified key is currently pressed. Uses standard
windows key codes.
(isKeyPressed:bool) IsKeyPressed
windowsKeyCode:long
IsKeyPressed2 - returns
whether the specified key is currently pressed. Uses DX
scancodes.
(isKeyPressed:bool) IsKeyPressed2
dxScanCode:long
GetKeyPress - returns the
DX scan code of the key being pressed. If more than one key
is pressed use whichIndex to choose which keycode to return.
(keyPressed:long) GetKeyPress whichIndex:long
GetNumKeysPressed -
returns the number of keys currently pressed
(count:long) GetNumKeysPressed
DisableKey - disables the
key with the specified dx scancode
(nothing) DisableKey dxScanCode:long
EnableKey - enables the key
with the specified dx scancode. Turns off DisableKey.
(nothing) EnableKey dxScanCode:long
HoldKey - holds down the key
with the specified dx scancode
(nothing) HoldKey dxScanCode:long
MenuHoldKey -
holds down the key with the specified dx scancode when a menu is open
(nothing) MenuHoldKey dxScanCode:long
ReleaseKey -
releases a
held key with the specified dx scancode
(nothing) ReleaseKey dxScanCode:long
MenuReleaseKey
- releases a
held key with the specified dx scancode when a menu is open
(nothing) ReleaseKey dxScanCode:long
TapKey - presses the key with
the specidied dx scancode once
(nothing) TapKey dxScanCode:long
MenuTapKey - presses the
key with the specificed dx scancode once when a menu is open
(nothing) MenuTapKey dxScanCode:long
HammerKey - fakes keypresses
every other frame of the key with the specified dx scancode
(nothing) HammerKey dxScanCode:long
AHammerKey -
fakes keypresses every other frame on the alternate frames
from HammerKey of the key with the specified dx scancode
(nothing) AHammerKey dxScanCode:long
UnHammerKey - stops
hammering the key with the specified dx scancode
(nothing) UnHammerKey dxScanCode:long
GetControl - returns the dx
scancode of the key used for the specified control
(dxScanCode:long) GetControl whichControl:short
GetAltControl2 - returns
the dx scancode of the alternate key used for the specified control.
Unlike GetAltControl, the return value of this function is a valid DX
scan code which requires no further calculation for use with other
input functions.
(dxScanCode:long) GetAltControl2 whichControl:short
GetMouseButtonPress
- returns the dx scancode of the mouse button being pressed.
If more than one mouse button is pressed, use whichIndex to
choose which code to return
(dxScanCode:long) GetMouseButtonPress whichIndex:long
GetNumMouseButtonsPressed
- returns the number of mouse buttons pressed.
(count:long) GetNumMouseButtonsPressed
DisableMouse - prevents
the mouse from moving
(nothing) DisableMouse
EnableMouse - turns off
DisableMouse
(nothing) EnableMouse
MoveMouseX - moves the
mouse horizontally the specified number of pixels
(nothing) MoveMouseX pixels:long
MoveMouseY - moves the
mouse veritcally the specified number of pixels
(nothing) MoveMouseY pixels:long
SetMouseSpeedX - moves
the mouse in the horizontal axis at the specified number of pixels per
second
(nothing) SetMouseSpeedX pixels:float
SetMouseSpeedY - Moves
the mouse in the vertical axis at the specified number of pixels per
second.
(nothing) SetMouseSpeedY pixels:float
IsKeyPressed3 - returns
1 if the key or
mouse button specified is currently pressed. Just like
IsKeyPressed2, but detects disabled keys.
(isPressed:bool) IsKeyPressed3
dxScanCode:long
IsControlPressed -
returns 1 is either
the key or mouse button assigned to the specified control code is
currently pressed. Detects disabled keys.
(isPressed:bool)
IsControlPressed whichControl:short
DisableControl -
disables both the key and mouse buton assigned to the specified control
(nothing) DisableControl whichControl:short
EnableControl - enables
the key and mouse button for a control disabled with DisableControl.
(nothing) EnableControl whichControl:short
OnKeyDown -Registers a
script as a listener
for input events. Returns 1 for one frame when the passed key or mouse
button is pressed. If used by multiple scripts, each script will be
informed of the key's state. Will not return true again until the key
is released and then pressed again..
(keyPressed:bool) OnKeyDown
dxScanCode:long
OnControlDown - Works
like OnKeyDown, but
takes a control code and returns 1 when the key or mouse button
assigned to that control is pressed.
(controlPressed:bool) OnControlDown whichControl:short
TapControl
- presses the key or mouse button associated with the
specified control once.
(nothing) TapControl whichControl:short
RefreshControlMap
- re-parses the Oblivion.ini file to update OBSE's internal map of the
player's controls. Call this function after the player exits the
Controls menu (menumode 1021) to detect any changes to the control
layout. DEPRECATED: Input functions are now in sync with Oblivion control bindings.
(nothing) RefreshControlMap
SetControl - assigns a new key to the
specified control. If the specified control already has a key assigned,
the key mappings are swapped.
(nothing) SetControl whichControl:short dxScanCode:long
SetAltControl - assigns a new mouse button to the
specified control. If the specified control already has a mouse button assigned,
the button mappings are swapped.
(nothing) SetAltControl whichControl:short dxScanCode:long
GetCursorPos*
- returns the current X or Y coordinate of the mouse cursor in menu
mode. Minumum coordinate is zero, maximum is determined by the user's
screen resolution. Specify 'X' or 'Y' for the axis.
(cursorPos:short) GetCursorPos axis:char
SetIsControl*
- allows mods to register or unregister keys or mouse buttons as custom
controls. Other mods can then use IsControl to detect conflicts between
custom controls.
(nothing) SetIsControl keyCode:short isControl:bool
IsControl*
- returns 1 if the specified key or mouse button is assigned to a game
control, 2 if it has been registered as a custom control by a mod via
SetIsControl, or 0 otherwise.
(isControl:short) IsControl keyCode:short
Math Functions
Abs
- returns the absolute value of the argument
(absoluteValue:float) abs arg:float
Ceil
- returns the nearest whole number above the argument
(ceil:float) ceil arg:float
Exp
- returns e to the power of the argument
(exp:float) exp arg:float
Floor
- returns the nearest whole number less than the argument
(floor:float) floor arg:float
Log
- returns the natural logarithm of the number
(log:float) log arg:float
Log10
- returns the base 10 logarithm of the number
(log10:float) log10 arg:float
Pow
- returns the base raised to the exponents power
(pow:float) pow base:float exponent:float
Rand
- returns a random number between min and max
(rand:float) rand min:float max:float
SquareRoot
- returns the square root of the argument
(sqrt:float) squareroot arg:float
(sqrt:float) sqrt arg:float
fmod
- returns the floating point modulus of dividend in the given base.
This differs from dividend % base
in the scripting
language as % is a strictly integer function. When base is positive, 0
<= result < base
. The optional
offset shifts
the range of the result to offset <=
result <
base+offset
. The two most likely uses
of this function are modulus angle
360
to normalize a computed angle, i.e., ensure
it is >=
0
< 360.0 and , and modulus
angle 360 -180
which ensures the computed [change of] angle is >=
-180.0
and < 180.0
.
modulus n base
is defined as n
- base Floor n / base
. If the base is negative the
direction of
the inequality changes. Thus: 0
>= result > base
and offset >= result > base+offset
.
(fmod:float) fmod dividend:float base:
float offset:float
Trigonometry
Functions
ACos
- returns the arccosine of the argument. ACos and DACos use
degrees. RACose uses radians.
(acos:float) acos arg:float
(acos:float) dacos arg:float
(acos:float) racos arg:float
ASin
- returns the arcsine of the argument. ASin and DASin use
degrees. RASin uses radians.
(asin:float) asin arg:float
(asin:float) dasin arg:float
(asin:float) rasin arg:float
ATan
- returns the arctangent of the argument. ATan and DATan use
degrees. RATan uses radians.
(atan:float) atan arg:float
(atan:float) datan arg:float
(atan:float) ratan arg:float
ATan2
- returns the arctangent of the arguments. ATan2 and DATan2
use degrees. RATan2 uses radians.
(atan2:float) atan2 arg1:float arg2:float
(atan2:float) datan2 arg1:float arg2:float
Cos
- returns the cosine of the angle. Cos and DCos use degrees.
RCos uses radians.
(cos:float) cos arg:float
(cos:float) dcos arg:float
(cos:float) rcos arg:float
Cosh
- returns the hyperbolic cosine of the angle. Cosh and DCosh use
degrees. RCosh uses radians.
(cosh:float) cosh arg:float
(cosh:float) dcosh arg:float
(cosh:float) rcosh arg:float
Sin
- returns the sine of the angle. Sin and DSin use degrees.
RSinh uses radians.
(sin:float) sin arg:float
(sin:float) dsin arg:float
(sin:float) rsin arg:float
Sinh
- returns the hyperbolic sine of the angle. Sinh and DSinh
use degrees. RSinh uses radians.
(sinh:float) sin arg:float
(sinh:float) dsin arg:float
(sinh:float) rsin arg:float
Tan
- returns the tangent of the angle. Tan and DTan use degrees.
RTan uses radians.
(tan:float) tan arg:float
(tan:float) dtan arg:float
(tan:float) rtan arg:float
Tanh
- returns the hyperbolic tangent of the angle. Tanh and DTanh use
degrees. RTanh uses radians.
(tanh:float) tanh arg:float
(tanh:float) dtanh arg:float
(tanh:float) rtanh arg:float
Bitwise
Manipulation Functions
LeftShift - Shifts the argument
left by
the specified number of bits. Returns zero if shiftAmount is >=
32.
(result:long) LeftShift value:long shiftAmount:long
RightShift
- Shifts the argument right by the
specified number of bits, inserting zeros on the left. Returns zero if
shiftAmount is >= 32.
(result:long) RightShift value:long shiftAmount:long
LogicalAnd
- Returns the bitwise AND of the two arguments.
(result:long) LogicalAnd arg1:long arg2:long
LogicalOr
- Returns the bitwise OR of the two arguments.
(result:long) LogicalOr arg1:long arg2:long
LogicalXor
- Returns the bitwise XOR of the two arguments.
(result:long) LogicalXor arg1:long arg2:long
LogicalNot
- Returns the bitwise NOT of the argument.
(result:long) LogicalNot arg:long
Output Functions
Output functions are used to display messages. Some take a string containing format specifiers and an
optional list of up to 20 variables which may include reference
variables. Format specifiers include all of those used by the Message
and MessageBox functions, as well as additional specifiers:
MessageEX - prints a formatted message to the top-left corner of the screen
(nothing) MessageEX formatString:string var1 var2 ... var20
MessageBoxEX
- displays a formatted messagebox using the extended format specifiers.
Format specifiers may appear within buttons. Button text should be
included within the format string, separated by a pipe character when
called from a script or the '@' character when called from the console.
(nothing) MessageBoxEX formatString:string var1 var2 ... var20
PrintToConsole
- prints a formatted message to the
console using the extended format specifiers.
(nothing)
PrintToConsole formatString:string var1 var2 ... var20
Example script using MessageBoxEX:
ref refVar1
ref refVar2
short keyCode
short goldCost
set refVar1 to AdrianDecanusREF
set refVar2 to ShadySamREF
set keyCode to GetControl 15 ; menu key, assuming 'Tab' (15)
set goldCost to 500
MessageBoxEX "Press %k to summon a companion %rCost: %g gold|%n|%n|Cancel" keyCode goldCost refVar1 refVar2
The script displays a messageBox in the following format:
Press TAB to summon a companion
Cost: 500 gold
[Adrian Decanus]
[Shady Sam]
[Cancel]
SetMessageSound
- sets the sound which is to be played by the next call to MessageEX.
The sound must be defined in the Sounds branch of the Object Window.
Once MessageEX has been called the sound is cleared.
(nothing) SetMessageSound soundID:string
SetMessageIcon
- sets the icon which is to be displayed to the left of the text for
the next call to MessageEX. The icon is a .dds file located in the
folder "Data\Textures\Menus\" or a subfolder thereof. Once MessageEX
has been called the icon will be cleared.
(nothing) SetMessageIcon iconPath:string
DebugPrint*
- prints a message to the console only if debug mode has been enabled
for the mod from which the calling script originates. Use SetDebugMode
to toggle debug messages on or off.
(nothing) DebugPrint formatString:string var1 var2 ... var20
SetDebugMode*
- toggles all debug messages on or off for the mod from which the
calling script originates. Pass 1 as the argument to turn debug
messages on, or 0 to turn them off. Optionally pass the modIndex of the mod for which you wish to toggle messages.
(nothing) SetDebugMode EnableDebugMessages:bool modIndex:short
Spam-Blocking Functions
Some existing script functions generate UI messages in the top-left
corner of the screen when called on the player. The following functions
duplicate the behavior of those functions while suppressing those
messages. Syntax is identical to the original functions.
AddItemNS
RemoveItemNS
EquipItemNS
UnequipItemNS
AddSpellNS
RemoveSpellNS
Mod Functions
These functions return information about currently loaded Oblivion plugins.
GetModIndex - returns the mod index of the specified plugin. This is equivalent to the first two digits of the object's formID.
(index:short) GetModIndex modName:string
GetSourceModIndex - returns the mod index of the plugin from which the specified object originates.
(index:short) reference.GetSourceModIndex object:ref
GetNumLoadedPlugins
- returns the number of plugins currently loaded. Used in conjunction
with GetModIndex, this can be used to verify load order at run-time.
(loadedPluginCount:short) GetNumLoadedPlugins
IsModLoaded - returns 1 if the specified
.esp or .esm is currently loaded. String is case-insensitive but must
include the file extension.
(isLoaded:bool) IsModLoaded modName:string
GetNthModName* - returns the filename of the nth loaded mod.
(name:string_var) GetNthModName modIndex:short
Hotkey Functions
GetHotkeyItem - returns the item or spell bound to the specified hotkey (1-8)
(itemOrSpell:ref) GetHotkeyItem whichHotkey:short
SetHotkeyItem - sets a hotkey to the specified spell or item
(nothing) SetHotkeyItem whichHotkey:short spellOrItem:ref
ClearHotkey - removes any spell or item bound to the specified hotkey
(nothing) ClearHotkey whichHotkey:short
File Functions
FileExists - returns 1 if
the specified file exists in the user's installation folder or
within one of the BSA archives. Path is relative to the user's install
folder, which is "Bethesda Softworks\Oblivion" by default.
(fileExists:bool) FileExists filePath:string
UI Functions
Return
information about the user interface. When the term "active menu" is
used, it refers to the menu over which the mouse cursor is positioned
when the command is called. Some functions accept an optional parameter
specifying the specific menu you are interested in, assuming that menu
is currently open.
GetActiveMenuMode - returns the menu code of the active menu. These are the same codes used by the MenuMode function.
(menuCode:short) GetActiveMenuMode
GetActiveMenuSelection - returns the item in the active menu over which the mouse is currently positioned.
(activeItem:ref) GetActiveMenuSelection
The return type varies depending on the active menu:
Magic: Highlighted spell
Container: Highlighted item
Inventory: Highlighted item
GetActiveMenuFilter - returns the code which indicates the current filter options for the active menu.
(filterCode:short) GetActiveMenuFilter menuType:short
GetActiveMenuRef - returns the reference from which the active menu is derived.
(menuRef:ref) GetActiveMenuRef menuType:short
The return type varies depending on the active menu:
SpellPurchase: Spell merchant
Container:
Container, corpse, or merchant
Dialog:
Speaking NPC
Book:
Book reference in the gameworld
GetActiveMenuObject - returns the base object from which the active menu is derived.
(menuObject:ref) GetActiveMenuObject menuType:short
The return type varies based on the active menu type:
Book: Book base object
Alchemy: Potion being brewed
Message: The formID of the reference whose attached
script generated the message, or the quest script which generated it.
Returns 0 for game-generated messages such as confirmation boxes.
GetEnchMenuSoulgem
- returns the soulgem selected for enchantment in the enchantment menu.
Only works if the enchantment menu is the active menu.
(soulgem:ref) GetEnchMenuSoulgem
GetEnchMenuEnchItem
- returns the enchantment which is to be applied to the item to be
enchanted. Only works if the enchantment menu is the active menu.
(enchantment:ref) GetEnchMenuEnchItem
IsBarterMenuActive
- returns 1 if the player is bartering with a merchant, providing a way
to distinguish between an ordinary container menu and a barter menu,
which both return the same MenuMode code.
(isBarterMode:bool) IsBarterMenuActive
GetAlchMenuIngredient
- returns one of the four ingredients, from 0 to 3, selected for
inclusion in the potion currently being brewed.
(ingredient:ref) GetAlchMenuIngredient whichIngred:short
GetAlchMenuIngredientCount
- returns the number of the specified ingredient selected for inclusion
in the potion being brewed. Pass 0 for the first ingredient, 3 for the
last.
(count:short) GetAlchMenuIngredientCount whichIngred:short
GetAlchMenuApparatus - returns the apparatus object being used in the brewing process
(apparatus:ref) GetAlchMenuApparatus apparatusType:short
CloseAllMenus
- closes all currently open menus. Note: if the console is open at the
time this function is called, it will be closed but the displayed
console text will remain visible until the console is opened and closed
again.
(nothing) CloseAllMenus
GetContainerMenuView
- when the container/barter menu is open, returns 1 if the player is
viewing his own inventory, or 0 if viewing the container or merchant's
inventory.
(menuView:short) GetContainerMenuView
SetButtonPressed*
- When any Message menu is displayed (game prompts such as the
inventory quantity prompt as well as those created by the MessageBox
function), forces the menu to behave as if the specified button was
pressed. Button IDs range from 0 to 9.
(nothing) SetButtonPressed buttonID:short
OBSE
v0016 adds the ability to retrieve or modify the value of any trait
defined in a menu's XML file. In order to use these commands you
must specify the location of the
desired trait within the XML hierarchy. For instance, given the
following excerpt from MessageMenu.xml:
<menu name="MessageMenu">
<rect name="background">
<image name="button_1">
<visible> &true </visible>
To access the
"visible" attribute of the first button, you would use
"background\button_1\visible". Traits can have values of three types:
float, boolean, or string. Boolean values are treated as floats, with 1
representing "false" and 2 representing "true." You must also specify
the menu code of the menu you are interested in.
Examples:
float floatVar
string_var strVar
set floatVar to GetMenuFloatValue "background\button_3\visible" 1001
; MessageMenu - is button 3 visible?
set strVar to GetMenuStringValue "background\message_text\string" 1001
; MessageMenu - retrieve message text
SetMenuFloatValue "cont_background\page_layout\cont_contents\cont_button_take_all\visible" 1008 1
; hides the "Take All" button in the Container menu
SetMenuStringValue "background\button_1\button_1_text\string|%z" strVar 1001
; sets the text of button 1 to the contents of strVar
ClickMenuButton "hudmain_background\hudmain_magic_cover" 1009
; clicks the icon for the player's active spell,
switching from item view to spell view if inventory is open
GetMenuFloatValue* - returns the value of a float or boolean trait of the specified menu
(value:float) GetMenuFloatValue trait:formatString menuType:short
GetMenuStringValue* - returns the value of a string trait of the specified menu
(value:string_var) GetMenuStringValue trait:formatString menuType:short
SetMenuFloatValue* - sets the value of a float or boolean trait of the specified menu
(nothing) SetMenuFloatValue trait:formatString menuType:short newValue:float
SetMenuStringValue*
- sets the value of a string trait of the specified menu. The new value
follows the trait name, separated from it by a pipe character. i.e.
"elementName\traitName|newValue". (If calling from the console, replace the pipe character with the '@' character).
(nothing) GetMenuFloatValue traitAndNewValue:formatString menuType:short
GetActiveUIComponentID*
- returns the integer ID of the menu elemented currently
highlighted by the mouse cursor as defined by that element's <id>
trait in the menu XML file.
(id:short) GetActiveMenuComponentID
GetActiveUIComponentName*
- returns the name of the menu element currently highlighted by the
mouse cursor as defined in the menu XML file.
(name:string_var) GetActiveUIComponentName
GetActiveUIComponentFullName*
- like GetActiveUIComponentName, returns the name of the menu element
currently highlighted by the mouse cursor, if any. However the returned
name is fully qualified with the names of the element's parents in a
form suitable to pass to commands like GetMenuFloatValue. i.e., if
button_1 is highlighted in the MessageMenu, this command returns
"background\button_1".
(name:string_var) GetActiveUIComponentFullName
ClickMenuButton*
- simulates the user clicking on the specified UI component. Pass the
fully qualified component name as described above, or pass the
<id> trait of the desired component as specified in the XML,
preceded by a '#' i.e. "#32" to click the button with ID 32. Note that specifying the name results in much better performance than specifying an ID.
(nothing) ClickMenuButton componentName:formatString menuType:short
GetMenuHasTrait*
- returns 1 if the menu has the trait specified. The trait name may be
qualified with component names to access traits of subcomponents.
(hasTrait:bool) GetMenuHasTrait traitName:formatString menuType:short
Text Input Functions*
Allow the user to enter and edit text, with limited support for HTML formatting.
Controls while entering text:
- Left/Right arrows: move cursor left or right.
Pressing in conjunction with the CTRL key moves the cursor to the
beginning of the closest word.
- Home/End: move cursor to the beginning or end of the text.
- Backspace/Delete: delete text. Use with CTRL to delete an entire word.
- TAB: Inserts 4 spaces.
- Up/Down: When editing books or scrolls, move
cursor to the end of the previous line or the beginning of the next
line.
Additional formatting can be inserted when
editing books and scrolls by pressing CTRL in combination with one of
the following:
-L, R, or C:
align the current line left, right, or center respectively. Alignment
affects the current line and any subsequent lines until the next
alignment tag.
-1, 2, 3, 4, 5: change the font of the text.
<IMG> tags are not directly supported, but can be added using
InsertInInputText. The <, >, and ~ characters are not considered
valid input characters.
Note that it is possible
for the user to close the menu by clicking one of the buttons in a
messagebox or the "Exit" button in a book. Calls to UpdateTextInput
will re-display a messagebox with the user's text intact, but will not
re-open a book once closed. Further, it is still necessary to call
CloseTextInput to release the text input menu for use by other scripts.
OpenTextInput*
- opens a text input menu if one is not currently in use. MenuType is 0
for a messagebox, 1 for a book, or 2 for a scroll. The MaxLength
parameter specifies how many characters to allow the user to enter. For
messageboxes, the prompt string will be displayed before the cursor and
cannot be erased. It may also contain buttons, with the button text
separated from the prompt text with pipe '|' characters as in
MessageBoxEX. For books and scrolls, the prompt string serves as the
default text visible as soon as the menu is opened and may be edited by
the user.
(nothing) OpenTextInput promptString:string var1 var2 ... var20 menuType:short maxLength:short
IsTextInputInUse*
- returns 1 if a script is currently using a text input menu,
regardless of whether or not the menu is visible. Only one script may
request text input at a time.
(isInUse:bool) IsTextInputInUse
GetInputText*
- returns the text entered by the user. You may call this function at
any point before calling CloseTextInput. Note that the returned string
includes any html formatting inserted by the user. It also includes an
html prefix along the lines of <FONT face="#"><div align="align">.
(inputText:string_var) GetInputText
UpdateTextInput*
- tells the text input menu to check for user input and refresh the
displayed text if necessary. In general, unless you want to temporarily
disallow input, this command should be called every frame while the
text input menu is open.
(nothing) UpdateTextInput
CloseTextInput*
- closes the text input menu, releasing it for use by other scripts. Be
sure to call this command when you are done getting input.
(nothing) CloseTextInput
InsertInInputText*
- inserts formatted text at the current cursor position in the text
input menu, as long as doing so would not increase the length of the
text beyond its maximum length.
(nothing) InsertInInputText formatString:string var1 var2 ... var20
GetTextInputControlPressed*
- allows scripters to define custom controls for text input. Returns
the scan code of the last key pressed in conjunction with the CTRL key,
excluding those keys reserved for use by the text input menu. Once the
code has been retrieved, subsequent calls to this command will return
-1; it will also return -1 if no control has been pressed (similar to GetButtonPressed).
(scanCode:short) GetTextInputControlPressed
DeleteFromInputText*
- deletes a number of characters or words from the input text in the
direction specified, beginning from the current cursor position. Note
that an html tag is treated as both a word and a character (it is not
possible to delete only part of a tag). Both optional parameters are
false by default.
(nothing) DeleteFromInputText numToDelete:short bBackwards:bool bDeleteWholeWords:bool
GetTextInputCursorPos* - returns the current position of the cursor as an index into the input string.
(cursorPos:short) GetTextInputCursorPos
MoveTextInputCursor*
- moves the cursor a specified number of characters in the specified
direction from its current position. Note that each html tag is treated
as a single character.
(nothing) MoveTextInputCursor numChars:short moveBackwards:bool
Example script:
scriptName GetUserInputSCR
int button
int state
string_var userText
begin OnActivate
if (IsTextInputInUse == 0)
OpenTextInput "Type stuff (max 20 chars) | Finished" 0 20
set state to 1
endif
end
begin gameMode
if (state)
set button to GetButtonPressed
if (button == 0) ; user has finished
set userText to GetInputText
CloseTextInput
set state to 0
else
UpdateTextInput
endif
endif
end
String Variables*
OBSE v0016 introduces the string_var datatype
for representing strings of characters. String variables can be
declared and used like normal variables and can hold the return values
from OBSE commands defined as returning a string_var. Their contents
are preserved with the savegame. String-related commands include
commands to modify a string variable and commands to retrieve a game
string and store it in a string variable. Additionally, many existing
commands like SetName now have EX counterparts (i.e. SetNameEX) which
can accept a format string and a variable number of arguments,
including string variables.
A string variable
should not be used until it has been initialized with a value, by using
it on the lefthand side of a call to sv_Construct or a command that
returns a string. An uninitialized string variable has a value of zero,
which can be tested for in scripts. The value of an initialized string,
on the other hand, is undefined and should never be modified directly
by statements such as set someStringVar to 6 or using arithmetic operators. Similarly, string variables should only be used to store strings, and the result of a string-returning variable should only
(and always) be assigned to a string variable. Note that direct assignment of one
string variable to another causes both variables to refer to the same
string. For instance, in the following code:
string_var string1
string_var string2
set string1 to sv_Construct "First string"
set string2 to string1
set string1 to sv_Construct "Second string" ; modifies both string1 and string2
...both
string1 and string2 end up containing "Second string." If this is not
desired behavior, use sv_Construct to copy the contents of one string
to another, i.e.:
set string2 to sv_Construct "%z" string1 ; copies string1's contents to string2
set string2 to player.GetName
; modifies only string2
String
variables persist in the savegame until they are explicitly destroyed
or until the mod from which they originate is removed from the user's
mod list. In general, string variables should be destroyed after use
unless it is necessary to save their values permanently. In the
following example, the string variable is used each time the scripted
object is activated:
string_var refName
ref activatingRef
begin onActivate
set activatingRef to GetActionRef
set refName to activatingRef.GetName
if (sv_Count "e" refName > 0)
Message "Your name contains the letter e"
endif
set refName to sv_Destruct
end
Because the value of the string variable is only needed temporarily, sv_Destruct is used to prevent it from being saved.
String Functions:
sv_Construct* - constructs a string from a format string and set of variables and assigns the result to a string variable. Important:
The script compiler in the construction set suffers from a bug which
causes it to crash if a long string is included in a Set statement. If
you want to initialize a string variable to a long string, construct
the variable with a shorter string (perhaps "%e" for an empty string),
then use sv_Set to change its contents.
(string_var) sv_Construct formatString:string var1 var2 ... var20
sv_Set*
- sets the contents of a string variable to the specified string.
Unlike sv_Construct, the string variable is passed as an argument. The
variable must first be initialized with sv_Construct.
(nothing) sv_Construct formatString:string var1 var2 ... var20 variableToSet:string_var
sv_Destruct*
- destroys a string variable, setting its value to zero and preventing
its contents from being saved in the savegame.
(string_var) sv_Destruct
sv_Length* - returns the number of characters in a string variable.
(length:short) sv_Length variable:string_var
sv_Compare*
- compares a string to a formatted string. Performs a case-insensitive
comparison by default. Returns 0 if the strings are equal, 1 if the
string variable occurs alphabetically before the formatted string, -1
if the string variable occurs alphabetically after the formatted string, or -2 if the comparison fails.
(comparison:short) sv_Compare formatString:string var1 var2 ... var20 variable:string_var caseSensitive:bool
sv_Erase* - erases the specified number of characters from a string starting at the specified position. If omitted, startPos = 0. Omitting numToErase erases all characters from startPos to the end of the string.
(nothing) sv_Erase variable:string_var startPos:short numToErase:short
sv_Substring* - returns a portion of a string as a new string.
(string_var) sv_SubString sourceString:string_var startPos:short numToInclude:short
sv_ToNumeric*
- attempts to convert the contents of a string variable to a number.
Valid characters include digits, a leading sign, and an e to indicate
scientific notation. Conversion halts at the first invalid character.
(float) sv_ToNumeric sourceString:string_var
sv_GetChar* - returns the character at position pos in a string as an integer ASCII code, where 0 <= pos < string length.
(character:short) sv_GetChar variable:string_var pos:short
sv_Find*
- returns the index of the first occurrence of a substring within a
string variable, starting at the specified position and only including
occurrences contained completely within the range [startPos, startPos + searchLen]. Omit the arguments to search the entire string without regard to case
(index:short) sv_Find subString:formatString formatVars source:string_var startPos:short searchLen:short caseSensitive:bool
sv_Count* - returns the number of occurrences of a substring within a string variable, using the same arguments as sv_Find.
(count:short) sv_Count subString:formatString formatVars source:string_var startPos:short searchLen:short
sv_Replace*
- replaces occurrences of a string1 with string2 within a string
variable. Both the text to replace and that with which to replace it
are passed in a single format string separated by a pipe character as
in "toReplace|replaceWith" (when calling from the console, use '@' in
place of the pipe character). You can specify a range to search and
case-sensitivity as in sv_Find, plus an additional final argument
specify how many occurrences to replace. By default, the command
replaces all occurrences.
(numReplaced:short) sv_Replace subString:formatString formatVars source:string_var startPos:short searchLen:short caseSensitive:bool numToReplace:short
sv_Insert*
- inserts a substring into a string at the specified position, provided
the position is less than the length of the string, or prepends it if
no position is specified.
(nothing) sv_Insert subString:formatString formatVars targetString:string_var insertPos:short
Character
Functions: a single character is represented by an integer with a value
from 0 to 127 corresponding to its ASCII code. sv_GetChar returns
characters.
IsDigit* - returns 1 if the character is a digit.
(isDigit:bool) IsDigit character:short
IsPunctuation* - returns 1 if the character is punctuation.
(isPunctuation:bool) IsPunctuation character:short
IsUppercase* - returns 1 if the character is an uppercase letter.
(isUpper:bool) IsUppercase character:short
IsPrintable* - returns 1 if the character is printable (not a non-printable control character)
(isPrint:bool) IsPrintable character:short
IsLetter* - returns 1 if the character is alphabetic.
(isLetter:bool) IsLetter character:short
CharToASCII* - returns the ASCII code of a character passed as a string. Additional characters in the string are ignored.
(character:short) CharToASCII character:string
ToUpper* - returns the ASCII code of a character converted to uppercase.
(upperCharacter:short) ToUpper character:short
ToLower* - returns the ASCII code of a character converted to lowercase.
(lowerCharacter:short) ToUpper character:short
Examples:
Copying a string:
set string2 to sv_construct "%z" string1
Concatenating two strings::
set string2 to sv_construct "%z%z" string1 string2
Format Specifiers
Some OBSE commands take a format string
as a parameter. Format strings are actually a collection of arguments
consisting of a string followed by zero to twenty variables and/or
numbers. The string specifies how the command should use the rest of
the arguments to construct a new string. Within the format string,
percent signs are used to indicate special characters.
The format specifiers recognized by OBSE commands include all of those
recognized by vanilla Oblivion script commands like MessageBox as well
as several extended specifiers:
%a - replaced by the character matching the ASCII code passed as an integer.
%c - replaced with the name of a component within another object. Takes two
arguments - an object (ref) and the index of the component you want to
access (short). Supported object types:
Magic Item - prints the name of the nth effect item.
Faction - prints the male rank title of the nth rank.
%e - replaced by nothing.
Useful for passing an empty string as an argument, as the script
compiler will not accept an empty string.
%i - is replaced by the formID of a reference or object passed in a ref variable
%k - replaced by a string representing the key associated with a DirectInput scan code
%n - replaced with the name of a reference or object passed in a ref variable
%p - replaced with a pronoun based on the gender of the object parameter passed in a ref variable:
%po - objective (he, she, it)
%pp - possessive (his, her, its)
%ps - subjective (him, her, it)
%q - replaced with a double quote character (takes no arguments)
%r - replaced by a new-line character (takes no arguments)
%v - replaced by the name of an actor value passed as an integer actor value code.
%x - replaced with an integer in hexadecimal format. An optional digit from
0-9 immediately following this specifier indicates the minimum width of
the displayed value. For example, MessageEx "%x4" 255 will display "00FF".
%z - replaced by the contents of a string variable.
%{ .. %} - Conditionally omits a portion of the format string based on
a boolean value. The left bracket accepts a variable; if the value of
the variable is zero, all text up to the right bracket will be ignored,
and any parameters supplied to format specifiers within the omitted
substring will be skipped.
Additional format specifiers used by the C function printf() may work
as well. Due to the fact that integer script variables are stored as
floats, specifiers expecting integers may not display the expected output.
Type Codes
Form Type IDs
0: None
1:
TES4
2:
Group
3:
GMST
4:
Global
5:
Class
6:
Faction
7:
Hair
8:
Eyes
9:
Race
10:
Sound
11:
Skill
12:
Effect
13:
Script
14:
LandTexture
15:
Enchantment
16:
Spell
17:
BirthSign
18:
Activator
19:
Apparatus
20:
Armor
21:
Book
22:
Clothing
23:
Container
24:
Door
25:
Ingredient
26:
Light
27:
Misc
28:
Stat
29:
Grass
30:
Tree
31:
Flora
32:
Furniture
33:
Weapon
34:
Ammo
35:
NPC
36:
Creature
37:
LeveledCreature
38:
SoulGem
39:
Key
40:
AlchemyItem
41:
SubSpace
42:
SigilStone
43:
LeveledItem
44:
SNDG
45:
Weather
46:
Climate
47:
Region
48:
Cell
49:
REFR
50:
ACHR
51:
ACRE
52:
PathGrid
53:
WorldSpace
54:
Land
55:
TLOD
56:
Road
57:
Dialog
58:
DialogInfo
59:
Quest
60:
Idle
61:
Package
62:
CombatStyle
63:
LoadScreen
64:
LeveledSpell
65:
ANIO
66:
WaterForm
67:
EffectShader
68:
TOFT
69: Actors
70: Inventory items
Equipment Slot IDs
0:
head
1:
hair
2:
upper
body
3:
lower
body
4:
hand
5:
foot
6:
right
ring
7:
left
ring
8:
amulet
9:
weapon
10:
back
weapon
11:
side
weapon
12:
quiver
13:
shield
14:
torch
15:
tail
16:
weapon
17:
ammo
18:
lower and upper body
19:
lower and upper and foot
20:
lower, upper, hand and foot
Return values only
Equipment slot bit assignments:
0x00000001 1 Head
0x00000002 2 Hair
0x00000004 4 UpperBody
0x00000008 8 LowerBody
0x00000010 16 Hand
0x00000020 32 Foot
0x00000040 64 RightRing
0x00000080 128 LeftRing
0x00000100 256 Amulet
0x00000200 512 Weapon
0x00000400 1024 BackWeapon
0x00000800 2048 SideWeapon
0x00001000 4096 Quiver
0x00002000 8192 Shield
0x00004000 16384 Torch
0x00008000 32768 Tail
0x00010000 65536 Weapon
0x00020000 131072 Ammo
0x00040000 262144 Ranged Weapon
Weapon
Type
0: Blade1H
1: Blade2H
2: Blunt1H
3: Blunt2H
4: Staff
5: Bow
Apparatus Type
0:
Mortar & Pestle
1: Alembic
2: Calcinator
3: Retort
Apparatus Quality Levels
.10: Novice
.25:
Apprentice
.50:
Journeyman
.75:
Expert
1.0: Master
Armor
Type
0: Light Armor
1: Heavy Armor
Soul
Level
0: None
1: Petty
2: Lesser
3: Common
4: Greater
5: Grand
Magic
Item Type
0: Not a Magic Item
1: Spell
2: Enchantment
3: Alchemy Item
4: Ingredient
Magic Effect Range
0: Self
1: Touch
2: Target
Spell
Type
0: Spell
1: Disease
2: Power
3: Lesser Power
4: Ability
Spell Mastery Level
0: Novice
1: Apprentice
2: Journeymand
3: Expert
4: Master
Enchantment
Type
0: Scroll
1: Staff
2: Weapon
3: Apparel
Magic
Schools
0: Alteration
1: Conjuration
2: Destruction
3: Illusion
4: Mysticism
5: Restoration
Actor Value Codes
0: Strength
1:
Intelligence
2:
Willpower
3:
Agility
4:
Speed
5:
Endurance
6:
Personality
7:
Luck
8:
Health
9:
Magicka
10:
Fatigue
11:
Encumbrance
12:
Armorer
13:
Athletics
14:
Blade
15:
Block
16:
Blunt
17:
HandToHand
18:
HeavyArmor
19:
Alchemy
20:
Alteration
21:
Conjuration
22:
Destruction
23:
Illusion
24:
Mysticism
25:
Restoration
26:
Acrobatics
27:
LightArmor
28:
Marksman
29:
Mercantile
30:
Security
31:
Sneak
32:
Speechcraft
33:
Aggression
34:
Confidence
35:
Energy
36:
Responsibility
37:
Bounty
38:
Fame
39:
Infamy
40:
MagickaMultiplier
41:
NightEyeBonus
42:
AttackBonus
43:
DefendBonus
44:
CastingPenalty
45:
Blindness
46:
Chameleon
47:
Invisibility
48:
Paralysis
49:
Silence
50:
Confusion
51:
DetectItemRange
52:
SpellAbsorbChance
53:
SpellReflectChance
54:
SwimSpeedMultiplier
55:
WaterBreathing
56:
WaterWalking
57:
StuntedMagicka
58:
DetectLifeRange
59:
ReflectDamage
60:
Telekinesis
61:
ResistFire
62:
ResistFrost
63:
ResistDisease
64:
ResistMagic
65:
ResistNormalWeapons
68:
ResistParalysis
67:
ResistPoison
68:
ResistShock
69:
Vampirism
70:
Darkness
71:
ResistWaterDamage
256:
No Actor Value
Class Specialization
Codes
0: Combat
1: Magic
2: Stealth
Input Control IDs
0:
Forward
1:
Back
2:
Slide Left
3:
Slide Right
4:
Use
5:
Activate
6:
Block
7:
Cast
8:
Ready Item
9:
Crouch/Sneak
10:
Run
11:
Always Run
12:
Auto Move
13:
Jump
14:
Toggle POV
15:
Menu Mode
16:
Rest
17:
Quick Menu
18:
Quick1
19:
Quick2
20:
Quick3
21:
Quick4
22:
Quick5
23:
Quick6
24:
Quick7
25:
Quick8
26:
QuickSave
27:
QuickLoad
28:
Grab
Creature Type
0: Creature
1: Daedra
2: Undead
3: Humanoid
4: Horse
5: Giant
HDR Value
0: Eye Adapt
1: Blur Radius
2: Blur Passes
3: Emissive Mult
4: Target LUM
5: Upper LUM Clamp
6: Bright Scale
7: Bright Clamp
8: LUM Ramp No Tex
9: LUM Ramp Min
10: LUM Ramp Max
11: Sunlight Dimmer
12: Grass Dimmer
13: Tree Dimmer
Weather Color
0: Sky Upper
1: Fog
2: Clouds Lower
3: Ambient
4: Sunlight
5: Sun
6: Stars
7: Sky Lower
8: Horizon
9: Clouds Upper
10: Lightning
Weather Time
0: Sunrise
1: Day
2: Sunset
3: Night
RGB Value
0: Red
1: Green
2: Blue
Music Type
0: Default
1: Public
2: Dungeon
Projectile Type
0: Arrow
1: Magic Ball
2: Magic Fog
3: Magic Bolt
Actor Sound
0: LeftFoot
1: RightFoot
2: LeftBack
3: RightBack
4: Idle
5: Aware
6: Attack
7: Hit
8: Death
9: Weapon
Detection State
0: Lost
1: Unseen
2: Noticed
3: Seen
Animation Group
Note: Functions expecting an Animation Group parameter will accept the string associated with that group.
0: Idle
1: DynamicIdle,
2: SpecialIdle,
3: Forward,
4: Backward,
5: Left,
6: Right,
7: FastForward,
8: FastBackward,
9: FastLeft,
10: FastRight,
11: DodgeForward,
12: DodgeBack,
13: DodgeLeft,
14: DodgeRight,
15: TurnLeft,
16: TurnRight,
17: Equip,
18: Unequip,
19: AttackBow,
20: AttackLeft,
21: AttackRight,
22: AttackPower,
23: AttackForwardPower,
24: AttackBackPower,
25: AttackLeftPower,
26: AttackRightPower,
27: BlockIdle,
28: BlockHit,
29: BlockAttack,
30: Recoil,
31: Stagger,
32: Death,
33: TorchIdle,
34: CastSelf,
35: CastTouch,
36: CastTarget,
37: CastSelfAlt,
38: CastTouchAlt,
39: CastTargetAlt,
40: JumpStart,
41: JumpLoop,
42: JumpLand,
Service Flags
Note: Add two or more flags together to specify a group of services offered by an NPC.
1: Weapons
2: Armor
4: Clothing
8: Books
16: Ingredients
128: Lights
256: Apparatus
1024: Misc
2048: Spells
4096: MagicItems
8192: Potions
16384: Training
65536: Recharge
131072: Repair
Biped Path Codes
Specifies icon/model paths associated with biped objects, i.e. clothing and armor
0: Male Biped Path
1: Female Biped Path
2: Male Ground Path
3: Female Ground Path
Process Level
For actors, the level at which the game processes their AI
0: High
1: Middle-high
2: Middle-low
3: Low
Menu Code
1001: Message
1002: Inventory
1003: Stats
1004: HUDMain
1005: HUDInfo
1006: HUDReticle
1007: Loading
1008: Container, Barter
1009: Dialog
1010: HUDSubtitle
1011: Generic
1012: SleepWait
1013: Pause
1014: LockPick
1015: Options
1016: Quantity
1017: Audio
1018: Video
1019: VideoDisplay
1020: Gameplay
1021: Controls
1022: Magic
1023: Map
1024: MagicPopup
1025: Negotiate
1026: Book
1027: LevelUp
1028: Training
1029: BirthSign
1030: Class
1031: Attributes
1032: Skills
1033: Specilization
1034: Persuasion
1035: Repair
1036: RaceSex
1037: SpellPurchase
1038: Load
1039: Save
1040: Alchemy
1041: SpellMaking
1042: Enchantment
1043: EffectSetting
1044: Main
1045: Breath
1046: QuickKeys
1047: Credits
1048: SigilStone
1049: Recharge
1051: TextEdit
Menu Filter Code
Magic Menu:
1: Target
2: Touch
3: Self
7: All
8: Active Effects
Container/Barter/Inventory Menu:
1: Weapons
2: Armor/Clothing
3: Alchemy
4: Miscellaneous
31: All
Alchemy Apparatus
0: Mortar and Pestle
1: Retort
2: Alembic
3: Calcinator
Map Marker Types
1: Camp
2: Cave
3: City
4: Elven Ruin
5: Fort Ruin
6: Mine
7: Landmark
8: Tavern
9: Settlement
10: Daedric Shrine
11: Oblivion Gate
Function
Index
- functions follwed by a number in subscript
were introduced in that release (10: v0010, 11: v0011)
Abs
ACos
AddEffectItem10
AddEffectItemC10
AddFullEffectItem11
AddFullEffectItemC11
AddItemNS15
AddSpellNS15
AddToLeveledList13
AHammerKey
AnimPathIncludes15
AppendToName11
ASin
ATan
ATan2
CalcLeveledItem13
CalcLeveledItemNR15
CanCorpseCheck14
CanTravelToMapMarker16
Ceil
CharToAscii16
ClearHotKey15
ClearLeveledList15
ClickMenuButton16
CloneForm
CloseAllMenus15
CloseTextInput16
CompareFemaleBipedPath10
CompareFemaleGroundPath10
CompareFemaleIconPath10
CompareIconPath10
CompareMaleBipedPath10
CompareMaleGroundPath10
CompareMaleIconPath10
CompareModelPath10
CompareName10
CompareNames13
CompareScripts15
con_CAL10
con_GetINISetting
con_HairTint
con_LoadGame13
con_ModWaterShader
con_PlayerSpellBook14
con_QuitGame11
con_RefreshINI
con_RunMemoryPass
con_Save10
con_SaveINI11
con_SetCameraFOV
con_SetClipDist
con_SetFog
con_SetGameSetting
con_SetGamma
con_SetHDRParam
con_SetImageSpaceGlow
con_SetINISetting
con_SetSkyParam
con_SetTargetRefraction
con_SetTargetRefractionFire
con_SexChange
con_Show1stPerson16
con_TCL10
con_TFC12
con_TGM11
con_ToggleAI10
con_ToggleCombatAI10
con_ToggleDetection
con_ToggleMapMarkers14
con_ToggleMenus10
con_WaterDeepColor
con_WaterReflectionColor
con_WaterShallowColor
CopyEyes13
CopyFemaleBipedPath10
CopyFemaleGroundPath10
CopyFemaleIconPath10
CopyHair13
CopyIconPath10
CopyMaleBipedPath10
CopyMaleGroundPath10
CopyMaleIconPath10
CopyModelPath10
CopyName10
CopyNthEffectItem10
CopyAllEffectItems10
Cos
Cosh
CreatureHasNoHead14
CreatureHasNoLeftArm14
CreatureHasNoMovement14
CreatureHasNoRightArm14
CreatureNoCombatInWater14
CreatureUsesWeaponAndShield14
DebugPrint16
DeleteFromInputText 16
DisableControl13
DisableKey
DisableMouse
EnableControl13
EnableKey
EnableMouse
EquipItemNS15
Exp
FactionHasSpecialCombat14
FileExists15
Floor
Fmod10
GetActiveEffectCount13
GetActiveMenuFilter15
GetActiveMenuMode15
GetActiveMenuRef15
GetActiveMenuObject15
GetActiveMenuSelection15
GetActiveUIComponentID16
GetActiveUIComponentFullName16
GetActiveUIComponentName16
GetActorLightAmount
GetActorMaxLevel14
GetActorMinLevel14
GetActorSoulLevel14
GetActorValueC14
GetAlchMenuIngredient15
GetAlchMenuIngredientCount15
GetAlchMenuApparatus15
GetAltControl215
GetApparatusType10
GetArmorAR
GetArmorType
GetArrowProjectileEnchantment15
GetArrowProjectileBowEnchantment15
GetArrowProjectilePoison15
GetAttackDamage
GetBaseObject
GetBipedIconPath16
GetBipedModelPath16
GetBipedSlotMask16
GetBookCantBeTaken10
GetBookIsScroll10
GetBookSkillTaught10
GetBookText16
GetCalcAllLevels15
GetCalcEachInCount15
GetChanceNone15
GetCellMusicType14
GetClass
GetClassAttribute
GetClassSkill
GetClassSpecialization
GetClimateSunriseBegin12
GetClimateSunriseEnd12
GetClimateSunsetBegin12
GetClimateSunsetEnd12
GetClimateVolatility13
GetCloseSound15
GetContainerMenuView15
GetContainerRespawns13
GetControl
GetCreatureBaseScale13
GetCreatureCombatSkill10
GetCreatureFlies14
GetCreatureMagicSkill10
GetCreatureReach13
GetCreatureSoulLevel13
GetCreatureSound15
GetCreatureSoundBase14
GetCreatureStealthSkill10
GetCreatureSwims14
GetCreatureType10
GetCreatureWalks14
GetCurrentCharge10
GetCurrentClimateID12
GetCursorPos16
GetCrosshairRef14
GetCurrentHealth10
GetCurrentSoulLevel10
GetCurrentWeatherID12
GetDebugSelection13
GetEnchantment
GetEnchMenuEnchItem15
GetEnchMenuSoulgem15
GetEnchantmentCharge
GetEnchantmentCost
GetEnchantmentType
GetEquipmentSlot
GetEquipmentSlotMask10
GetEquippedCurrentCharge
GetEquippedCurrentHealth
GetEquippedObject
GetEquippedWeaponPoison
GetEyes15
GetFallTimer15
GetFirstRef13
GetFirstRefInCell16
GetFormFromMod16
GetFPS10
GetFullGoldValue15
GetGameLoaded
GetGameRestarted13
GetGodMode15
GetGoldValue
GetHair15
GetHairColor15
GetHidesAmulet16
GetHidesRings16
GetHotKeyItem15
GetHorse14
GetIconPath16
GetIgnoresResistance
GetIngredient16
GetIngredientChance16
GetInputText16
GetInventoryObject
GetKeyPress
GetLastCreatedPotion16
GetLastCreatedSpell16
GetLastEnchantedItem16
GetLastUniqueCreatedPotion16
GetLevItemByLevel15
GetLevItemIndexByForm16
GetLevItemIndexByLevel16
GetLightRadius14
GetLinkedDoor13
GetLoopSound15
GetMagicEffectBarterFactor
GetMagicEffectBaseCost
GetMagicEffectCode
GetMagicEffectEnchantFactor
GetMagicEffectOtherActorValue10
GetMagicEffectOtherActorValueC10
GetMagicEffectProjectileSpeed
GetMagicEffectSchool
GetMagicEffectUsedObject10
GetMagicEffectUsedObjectC10
GetMagicItemEffectCount
GetMagicItemType
GetMagicProjectileSpell15
GetMapMarkerType16
GetMenuFloatValue16
GetMenuHasTrait16
GetMenuStringValue16
GetMerchantContainer12
GetModelPath16
GetModIndex15
GetMouseButtonPress
GetName16
GetNextRef13
GetNthActiveEffectCaster13
GetNthActiveEffectCode13
GetNthActiveEffectData13
GetNthActiveEffectDuration13
GetNthActiveEffectMagicItem13
GetNthActiveEffectMagicItemIndex13
GetNthActiveEffectMagnitude13
GetNthActiveEffectTimeElapsed13
GetNthChildRef14
GetNthDetectedActor15
GetNthEffectItemActorValue
GetNthEffectItemArea
GetNthEffectItemCode
GetNthEffectItemDuration
GetNthEffectItemMagnitude
GetNthEffectItemRange
GetNthEffectItemScript10
GetNthEffectItemScriptName16
GetNthEffectItemScriptSchool10
GetNthEffectItemScriptVisualEffect10
GetNthExplicitRef16
GetNthFaction14
GetNthFactionRankName16
GetNthFollower14
GetNthLevItem
GetNthLevItemCount15
GetNthLevItemLevel15
GetNthModName16
GetNthPackage15
GetNthPlayerSpell10
GetNthRaceBonusSkill12
GetNthRaceSpell14
GetNumLoadedMods15
GetNumRanks14
GetNumChildRefs14
GetNumDetectedActors15
GetNumericINISetting
GetNumExplicitRefs16
GetNumFactions14
GetNumFollowers14
GetNumItems
GetNumKeysPressed
GetNumLevItems15
GetNumMouseButtonsPressed
GetNumPackages15
GetNumRefs13
GetNumRefsInCell16
GetObjectCharge
GetObjectHealth
GetOBSERevision15
GetOBSEVersion
GetOpenKey13
GetOpenSound15
GetOwner13
GetOwningFactionRank13
GetParentCell
GetParentCellOwner13
GetParentCellOwningFactionRank13
GetParentCellWaterHeight13
GetPCAttributeBonus15
GetPCMajorSkillUps15
GetPCSpellEffectivenessModifier16
GetPCTrainingSessionsUsed16
GetPlayerSkillUse11
GetPlayerSpell
GetPlayerSpellCount10
GetPlayersLastActivatedLoadDoor14
GetPlayersLastRiddenHorse14
GetPluginVersion13
GetProcessLevel15
GetProjectile16
GetProjectileDistanceTraveled16
GetProjectileLifetime16
GetProjectileSource15
GetProjectileSpeed16
GetProjectileType15
GetQuality10
GerRace14
GetRefCount15
GetRefVariable15
GetRaceAttribute12
GetRaceAttributeC12
GetRaceSkillBonus12
GetRaceSkillBonusC12
GetRaceSpellCount14
GetRider14
GetScript12
GetScriptActiveEffectIndex13
GetServicesMask15
GetSkillUseIncrement11
GetSoulGemCapacity
GetSoulLevel
GetSoundPlaying15
GetSourceModIndex15
GetSpellEffectiveness16
GetSpellExplodesWithNoTarget12
GetSpellMagickaCost
GetSpellMasteryLevel
GetSpellSchool10
GetSpellType
GetStringGameSetting16
GetStringIniSetting16
GetTeleportCell13
GetTextInputControlPressed16
GetTotalActiveEffectMagnitude13
GetTotalAEAbilityMagnitude13
GetTotalAEAlchemyMagnitude13
GetTotalAEAllSpellsMagnitude13
GetTotalAEDiseaseMagnitude13
GetTotalAEEnchantmentMagnitude13
GetTotalAELesserPowerMagnitude13
GetTotalAENonAbilityMagnitude13
GetTotalAEPowerMagnitude13
GetTotalAESpellMagnitude13
GetTotalPCAttributeBonus15
GetTrainerLevel15
GetTrainerSkill15
GetTravelHorse13
GetObjectType
GetVariable15
GetWeaponReach
GetWeaponSpeed
GetWeaponType
GetWeatherCloudSpeedLower13
GetWeatherCloudSpeedUpper13
GetWeatherColor13
GetWeatherFogDayFar13
GetWeatherFogDayNear13
GetWeatherFogNightFar13
GetWeatherFogNightNear13
GetWeatherHDRValue13
GetWeatherLightningFrequency13
GetWeatherSunDamage13
GetWeatherSunGlare13
GetWeatherTransDelta13
GetWeatherWindSpeed13
GetWeight
Goto
HammerKey
HasBeenPickedUp14
HasLowLevelProcessing14
HasModel14
HasName14
HasNoPersuasion14
HasSpell
HasVariable15
HoldKey
IncrementPlayerSkillUse11
InsertInInputText16
IsActivatable14
IsActivator
IsActorRespawning14
IsAlchemyItem
IsAmmo
IsAnimGroupPlaying15
IsApparatus
IsArmor
IsAttacking15
IsBarterMenuActive15
IsBipedModelPathValid15
IsBipedIconPathValid15
IsBlocking15
IsBook
IsCasting15
IsClassAttribute11
IsClassSkill
IsClonedForm
IsClothing
IsConsoleOpen16
IsContainer
IsControl16
IsControlPressed13
IsCreature
IsCreatureBiped14
IsDigit16
IsDodging15
IsDoor
IsFactionEvil14
IsFactionHidden14
IsFlora16
IsFlying15
IsFood
IsFormValid15
IsFurniture
IsGlobalCollisionDisabled11
IsHarvested14
IsIconPathValid15
IsInAir15
IsIngredient
IsJumping15
IsKey
IsKeyPressed
IsKeyPressed2
IsKeyPressed313
IsLetter16
IsLight
IsLoadDoor13
IsLightCarriable14
IsMagicEffectCanRecover10
IsMagicEffectCanRecoverC10
IsMagicEffectDetrimental10
IsMagicEffectDetrimentalC10
IsMagicEffectForEnchanting10
IsMagicEffectForEnchantingC10
IsMagicEffectMagnitudePercent10
IsMagicEffectMagnitudePercentC10
IsMagicEffectOnSelfAllowed10
IsMagicEffectOnSelfAllowedC10
IsMagicEffectForSpellmaking10
IsMagicEffectForSpellmakingC10
IsMagicEffectHostile
IsMagicEffectOnTargetAllowed10
IsMagicEffectOnTargetAllowedC10
IsMagicEffectOnTouchAllowed10
IsMagicEffectOnTouchAllowedC10
IsMagicItemAutoCalc10
IsMapMarkerVisible16
IsModelPathValid15
IsModLoaded14
IsMovingBackward15
IsMovingForward15
IsMovingLeft15
IsMovingRight15
IsNthEffectItemScripted10
IsNthEffectItemScriptHostile10
IsOffLimits14
IsOnGround15
IsPCLevelOffset14
IsPersistent14
IsPlayable12
IsPlayable215
IsPluginInstalled13
IsPoison
IsPowerAttacking15
IsPrintable16
IsPunctuatio16n
IsQuestItem
IsRaceBonusSkill12
IsRaceBonusSkillC12
IsRecoiling15
IsReference15
IsRefEssential
IsScripted10
IsSigilStone
IsSoulGem
IsSpellHostile15
IsStaggered15
IsSummonable14
IsTextInputInUse16
IsThirdPerson10
IsTurningLeft15
IsTurningRight15
IsUnderWater13
IsUpper16
IsWeapon
Label
LeftShift10
LoadGameEx16
Log
Log10
LogicalAnd10
LogicalNot10
LogicalOr10
LogicalXor10
MagicEffectFXPersists10
MagicEffectFXPersistsC10
MagicItemHasEffect
MagicItemHasEffectCode
MagicItemHasEffectCount12
MagicItemHasEffectCountCode12
MagicEffectHasNoArea10
MagicEffectHasNoAreaC10
MagicEffectHasNoDuration10
MagicEffectHasNoDurationC10
MagicEffectHasNoHitEffect10
MagicEffectHasNoHitEffectC10
MagicEffectHasNoIngredient10
MagicEffectHasNoIngredientC10
MagicEffectHasNoMagnitude10
MagicEffectHasNoMagnitudeC10
MagicEffectUsesAttribute10
MagicEffectUsesAttributeC10
MagicEffectUsesArmor10
MagicEffectUsesArmorC10
MagicEffectUsesCreature10
MagicEffectUsesCreatureC10
MagicEffectUsesOtherActorValue10
MagicEffectUsesOtherActorValueC10
MagicEffectUsesSkill10
MagicEffectUsesSkillC10
MagicEffectUsesWeapon10
MagicEffectUsesWeaponC10
MagicItemHasEffectItemScript14
MenuHoldKey10
MenuReleaseKey10
MenuTapKey10
MessageBoxEx14
MessageEx14
ModActorValueC14
ModActorValue2
ModArmorAR
ModAttackDamage
ModEnchantmentCharge
ModEnchantmentCost
ModEquippedCurrentCharge
ModEquippedCurrentHealth
ModFemaleBipedPath10
ModFemaleGroundPath10
ModFemaleIconPath10
ModGoldValue
ModIconPath10
ModMaleBipedPath10
ModMaleGroundPath10
ModMaleIconPath10
ModModelPath10
ModName11
ModNthActiveEffectMagnitude13
ModNthEffectItemArea
ModNthEffectItemDuration
ModNthEffectItemMagnitude
ModNthEffectItemScriptName14
ModObjectCharge
ModObjectHealth
ModPCSpellEffectiveness16
ModQuality10
ModSpellMagickaCost
ModWeaponReach
ModWeaponSpeed
ModWeight
MoveMouseX
MoveMouseY
MoveTextInputCursor16
OffersWeapons15
OffersArmor15
OffersClothing15
OffersBooks15
OffersLights15
OffersIngredients15
OffersApparatus15
OffersMiscItems15
OffersMagicItems15
OffersSpells15
OffersPotions15
OffersTraining15
OffersRecharging15
OffersRepair15
OffersServicesC15
OnControlDown13
OnKeyDown13
OpenTextInput16
ParentCellHasWater13
Pow
PrintToConsole
Rand
RefreshControlMap13
RefreshCurrentClimate13
ReleaseKey
RemoveAllEffectItems12
RemoveEnchantment
RemoveEquippedWeaponPoison
RemoveFromLeveledList13
RemoveItemNS15
RemoveLevItemByLevel15
RemoveNthEffectItem
RemoveNthLevItem16
RemoveScript12
RemoveSpellNS15
ResetAllVariables16
RestoreIP
RightShift10
RunBatchScript11
RunScriptLine16
SaveIP
SetActorRespawns14
SetActorValueC14
SetAltControl15
SetApparatusType10
SetArmorAR
SetArmorType
SetArrowProjectileBowEnchantment16
SetArrowProjectileEnchantment16
SetArrowProjectilePoison16
SetAttackDamage
SetButtonPressed16
SetBaseForm16
SetBipedIconPathEX16
SetBipedModelPathEX16
SetBipedSlotMask16
SetBookCantBeTaken10
SetBookIsScroll10
SetBookSkillTaught10
SetCanCorpseCheck14
SetCanTravelToMapMarker16
SetChanceNone16
SetClimateHasMasser13
SetClimateHasSecunda13
SetClimateMoonPhaseLength13
SetClimateSunsetBegin13
SetClimateSunsetEnd13
SetClimateVolatility13
SetCloseSound15
SetContainerRespawns13
SetControl15
SetCurrentSoulLevel14
SetDebugMode16
SetDetectionState15
SetDisableGlobalCollision11
SetEnchantment
SetEnchantmentCharge
SetEnchantmentCost
SetEnchantmentType
SetEquipmentSlot
SetEquippedCurrentCharge
SetEquippedCurrentHealth
SetEquippedWeaponPoison
SetEyes13
SetFactionEvil14
SetFactionHidden14
SetFactionSpecialCombat14
SetFemaleBipedPath
SetFemaleGroundPath
SetFemaleIconPath
SetGoldValue
SetHair13
SetHarvested14
SetHasBeenPickedUp15
SetHidesAmulet16
SetHidesRings16
SetHotKeyItem15
SetIconPath
SetIconPathEX16
SetIgnoresResistance
SetIngredient16
SetIngredientChance16
SetIsControl16
SetIsFood
SetIsPlayable12
SetLightRadius14
SetLoopSound15
SetLowLevelProcessing14
SetMagicItemAutoCalc10
SetMagicProjectileSpell15
SetMaleBipedPath
SetMaleGroundPath
SetMaleIconPath
SetMapMarkerType16
SetMapMarkerVisible16
SetMenuFloatValue16
SetMenuStringValue16
SetMerchantContainer12
SetMessageSound15
SetMessageIcon15
SetModelPath
SetModelPathEX16
SetMouseSpeedX
SetMouseSpeedY
SetName
SetNameEx15
SetNoPersuasion14
SetNthActiveEffectMagnitude13
SetNthEffectItemActorValue
SetNthEffectItemArea
SetNthEffectItemDuration
SetNthEffectItemMagnitude
SetNthEffectItemRange
SetNthEffectItemScript12
SetNthEffectItemScriptHostile11
SetNthEffectItemScriptName12
SetNthEffectItemScriptNameEX16
SetNthEffectItemScriptSchool10
SetNthEffectItemScriptVisualEffect10
SetNthEffectItemScriptVisualEffectC10
SetNthFactionRankNameEX16
SetNumericGameSetting
SetNumericINISetting
SetObjectCharge
SetObjectHealth
SetOffersWeapons15
SetOffersArmor15
SetOffersClothing15
SetOffersBooks15
SetOffersIngredients15
SetOffersSpells15
SetOffersLights15
SetOffersMiscItems15
SetOffersMagicItems15
SetOffersApparatus15
SetOffersPotions15
SetOffersTraining15
SetOffersRecharging15
SetOffersRepair15
SetOffersServicesC15
SetOpenKey13
SetOpenSound15
SetPCAMurderer13
SetPCAttributeBonus16
SetPCLevelOffset14
SetPCMajorSkillUps16
SetPCTrainingSessionsUsed16
SetPlayerProjectile15
SetProjectileSource16
SetProjectileSpeed16
SetQuality10
SetQuestItem
SetRaceAlias16
SetRacePlayable16
SetRaceVoice16
SetRefCount15
SetRefEssential
SetScaleEX14
SetScript12
SetSkillUseIncrement11
SetSoulGemCapacity10
SetSoulLevel10
SetSpellExplodesWithNoTarget12
SetSpellHostile15
SetSpellMagickaCost
SetSpellMasteryLevel
SetSpellType
SetStringGameSettingEX16
SetStringIniSetting16
SetSummonable14
SetTrainerLevel15
SetTrainerSkill15
SetTravelHorse13
SetWeaponReach
SetWeaponSpeed
SetWeaponType
SetWeatherCloudSpeedLower13
SetWeatherCloudSpeedUpper13
SetWeatherColor13
SetWeatherFogDayFar13
SetWeatherFogDayNear13
SetWeatherFogNightFar13
SetWeatherFogNightNear13
SetWeatherHDRValue13
SetWeatherLightningFrequency13
SetWeatherSunDamage13
SetWeatherSunGlare13
SetWeatherTransDelta13
SetWeatherWindSpeed13
SetWeight
Sin
Sinh
SquareRoot
sv_Compare16
sv_Construct16
sv_Count16
sv_Destruct16
sv_Erase16
sv_Find16
sv_GetChar16
sv_Insert16
sv_Length16
sv_Replace16
sv_Set16
sv_Substring16
sv_ToNumeric16
Tan
Tanh
TapControl13
TapKey
ToggleCreatureModel15
ToggleFirstPerson16
ToLower16
ToUpper16
UnequipItemNS15
UnHammerKey
UpdateTextInput16
Deprecated Functions
GetEquippedCurrentValue - replaced by GetEquippedCurrentHealth,
GetEquippedCurrentCharge
and GetEquippedWeaponPoison
GetEquippedObjectValue - replaced by GetEquippedObject
and the appropriate individual value functions
GetInventoryItemType - renamed GetBaseObject
GetMagicEffectCodeValue - replaced by the individual GetMagicEffectXXXXC
functions.
GetMagicEffectValue - replaced by the individual GetMagicEffect
functions
GetMagicItemValue - replaced by the individual MagicItem
functions
GetObjectValue - replaced by the individual value functions
SetActiveSpell - duplicate of standard SetPlayerSpell function
RefreshControlMap - input functions are now in sync with Oblivion control bindings
GetAltControl - use GetAltControl2 instead