Difference between revisions of "Default Scripts List"
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This is a full list of all default scripts included in vanilla Skyrim. | This is a full list of all default scripts included in vanilla Skyrim. | ||
Defaults scripts are pre-created and compiled scripts written by the Bethesda developers, made with the intention of saving the time of a modder spent writing scripts to perform common tasks. They can be added to any record by going to Scripts>Add, filtering by "default" and choosing one of the scripts to add. Often, they contain properties that should be filled in order for the script to function properly. | Defaults scripts are pre-created and compiled scripts written by the Bethesda developers, made with the intention of saving the time of a developer or modder spent writing scripts to perform common tasks. They can be added to any record by going to Scripts>Add, filtering by "default" and choosing one of the scripts to add. Often, they contain properties that should be filled in order for the script to function properly. | ||
See the [[Glossary]] for more information on specific terms. | See the [[Glossary]] for more information on specific terms. |
Latest revision as of 00:46, 12 April 2015
What are Default Scripts?[edit | edit source]
This is a full list of all default scripts included in vanilla Skyrim.
Defaults scripts are pre-created and compiled scripts written by the Bethesda developers, made with the intention of saving the time of a developer or modder spent writing scripts to perform common tasks. They can be added to any record by going to Scripts>Add, filtering by "default" and choosing one of the scripts to add. Often, they contain properties that should be filled in order for the script to function properly.
See the Glossary for more information on specific terms.
List of Default Scripts[edit | edit source]
If a script is not specified as for triggerboxes, reference aliases, etc. it will NOT work for them. Examples are provided when possible.
default2StateActivator
This script will cause the activator it's placed on to open or close depending on its current state. It will only work properly on activators that can open and close. I.e. having the script on a custom portcullis.
defaultActivateActivateLinkedRefOnce
This script will cause the activator to activate its linked reference when activated, and then go to an empty state where the script will do nothing upon activation. I.e. an activator triggering a one-time trap.
defaultActivateDelayedToggleLinkedRef
This script will cause the activator to change the enable state of the linked reference when activated after a variable amount of time has passed since activation. You can set the DelayTime to 0 for no delay. I.e. a manual light switch script.
defaultActivateDeleteLinkedRef
This script will delete the linked reference of the activator upon activation. Be sure to read Delete_-_ObjectReference, particularly Notes and the initial section. I.e. when a chain is pulled, removing a wall.
defaultActivateLinkDoOnceSCRIPT
This script will cause the trigger to activate its linked reference when it is entered. This only works for trigger boxes! I.e. triggering a trap when the player walks past it.
defaultActivateLinkedRefOnAttacked
This script will activate the linked reference of the actor once the actor has been hit the specified number of times. I.e. activating a trap to drop you onto spikes once you've hit an NPC enough.
defaultActivateLinkedRefOnceOnDeath
This script will activate the linked reference of the actor when they die, then go to an empty state wherein nothing will happen upon death. I.e. turning off swinging axes a door when a boss dies.
defaultActivateOnLoad
This script will activate the linked reference of the reference when their 3D is loaded. Read the OnLoad - ObjectReference page for more info. This script is not recommended for use, as OnLoad is somewhat unreliable.
defaultActivateOpenLinkedRef
This script will open its linked reference when activated, and then go to an empty state wherein activation will do nothing. Only works when the linked reference is openable. I.e. releasing many animals from cages after pressing a button.
defaultActivateSelf
This script will activate itself when entered, with many optional parameters for what can enter and what to do after. Only works on triggerboxes. I.e. activating self when trigger is entered, thus causing OnActivate to spawn a hostile NPC at the triggerer's location.
defaultActivateToggleLinkedRef
This script will toggle the enable state of its linked reference. I.e. enabling a fire when you activate a shrine, then disabling it if the fire is enabled.
defaultActivateToggleLinkedRefOnce
This script will toggle the enable state of its linked reference, and then go to a state wherein activation does nothing (unless the variable reset is true, in which case it can be reset). I.e. activating a somewhat broken light switch.
defaultActorEnableDisableLinkedRef
This script will enable or disable, variably, the linked reference the first time it is entered by a specified actor. This script only works on triggerboxes. I.e. enabling invisible walls when the player enters the trigger.
defaultActSelfOnEnterOnLeave
This script will activate itself when entered and left. This script only works on triggerboxes.
defaultAddBookScript
This script will add the certain amount of books required to itself OnLoad - ObjectReference. This script can only add one type of thing.
defaultAddEffectShaderScript
This script will play an effect shader on itself OnLoad - ObjectReference, until it is unloaded. I.e. having a glowing statue.
defaultAddItemAliasScript
This script will set a stage in a quest when this ReferenceAlias is added to the inventory of someone/thing. This script will only work when placed on a ReferenceAlias. I.e. completing a stage when you pick up an heirloom.
defaultAddItemArmorScript
This script will add the piece of armor to the reference the script is placed on in a reset-safe way. I.e. adding armor to a mannequin.
defaultAddItemKeyScript
This script will add the key to the reference the script is placed on in a reset-safe way. I.e. adding a key to an NPC.
defaultAddItemNoteToLinkOnLoad
This script will add the reference the script is on to its linked reference. I.e. placing a note at an items linked reference.
defaultAddItemPotionScript
This script will add the potion to the reference the script is placed on in a reset-safe way.
defaultAddItemScript
This script is the framework for all other defaultAddItem scripts. It's not directly useable on its own.
defaultAddItemWeaponScript
This script will add the weapon to the reference the script is placed on in a reset-safe way. I.e. equipping a gladiator with a sword.
defaultAddMapMarkerOnCloseBookNotAlias
This script will add the map marker(s) specified to the map once the book the script is on has been closed, optionally with fast travel enabled. This will only work on books, and NOT aliases. I.e. discovering a location via book.
defaultAddMiscItemSCRIPT
This script will add the misc object to the reference the script is placed on in a reset-safe way.
defaultAddMusicOnActivate
This script will play the specified music when the player activates the reference, and then go to a state wherein activation does nothing. I.e. playing music when you activate a pedestal.
defaultAddMusicSCRIPT
This script will play the specified music when the player enters the triggerbox, and then go to a state wherein activation does nothing. Works on triggerboxes only. I.e. playing music when you enter a battle scene through gate.
defaultAddSpell
Does not appear to be functional. Script contains nothing.
defaultAddToFactionOnLoad
This script will add the actor to the specified faction OnLoad - ObjectReference. I.e. adding an actor to the Stormcloaks.
defaultAddToLinkonLoadSCRIPT
This script will add the reference to the linked reference OnLoad - ObjectReference.
defaultAliasChangeOutfit
This script will change the alias' outfit when they enter or leave the specified location. This only works on Reference Aliases. I.e. changing an alias' outfit after they leave a dressing room.
defaultAliasModAggression
This script allows you to modify and reset the alias' aggression to the specified aggression. This only works on Reference Aliases. This script does nothing on its own - you must call the functions within it externally. I.e. making a boss aggressive after speaking to him.
defaultAliasOnDeathScript
This script will set the specified stage on the parent (owning) quest of the alias when they die. This only works on Reference Aliases. You cannot specify quests other than the owning quest. I.e. completing the quest when an NPC dies.
defaultAliasOnUnload
This script will set the specified stage on the parent (owning) quest of the alias OnUnload - ObjectReference. This only works on Reference Aliases. Note the possible unreliability of UnLoad on its page. I.e. setting a stage when you leave an NPCs home.
defaultAliasRespawnScript
This script will attempt to respawn the alias the script is on OnDeath - Actor, with an optional property to turn off auto-spawning (which you can [externally]). This only works on Reference Aliases. You MUST attach defaultQuestRespawnScript to the alias' quest in order for this to work. I.e. a boss that constantly respawns until you activate a switch.
defaultAllowPCDialogueScript
This script will allow the actor to talk to the player OnLoad - ObjectReference.
defaultAOEpushOnActivateDoOnce
This script will cause an explosion to be placed at the reference when activated. If the reference is openable, it will also open before exploding. Then, it will go to a state wherein activation does nothing. I.e. a trapped door that explodes and then opens.
defaultAutosaveScript
This script will autosave when the trigger is entered. The trigger will be auto-saveable again OnReset - ObjectReference. This only works on triggerboxes. I.e. autosaving before entering a big boss fight.
defaultBiPressurePlate
This script governs all actions of a pressure plate - the animations, states, etc. It will activate itself when the pressure plate goes down. This only works on triggerboxes (placed over a pressure plate static/piece). You will have to pair this with another script to do something when activated. I.e. causing a pressure plate to work.
defaultBlockActivation
This script blocks activation of the reference OnLoad - ObjectReference.
defaultBlockFollowerActivation
This script prevents the reference from being activated (via favor) by followers OnLoad - ObjectReference. I.e. a trap only meant for the player.
defaultBloodPoolScript
This script fills the reference with blood when activated or optionally OnLoad - ObjectReference. Should only work on references with the animation defined. See Talk for PlayAnimation. I.e. filling a pool with blood.
defaultButtonSCRIPT
This script manages the animations of the button, and then activates itself (the button). In order to actually do something, you'll need a separate script with an OnActivate event to receive that activation. I.e. a button.
defaultCastAtLinkOnTriggerSCRIPT
This script will cast the specified spell from the trigger's linked ref at the triggering actor. This only works for triggerboxes! I.e. a trap that casts spells at you from a stone when you enter the area.
defaultCastFromLinkOnActivateSCRIPT
This script will cast the specified spell from the reference's linked ref at the triggering actor. I.e. when a chest is opened firing a spell at you.
defaultCastFromLinkOnTriggerSCRIPT
Same as defaultCastAtLinkOnTriggerSCRIPT but with commented out debug.traces. Only works on triggerboxes.
defaultCastOnTriggerSCRIPT
Same as defaultCastAtLinkOnTriggerScript. Only works on triggerboxes.
defaultCityEndGateSceneScript
This script will set the specified stage on the specified quest if the previously specified stage has NOT been completed when the reference's cell is loaded. I.e. setting the end stage when the player enters the reference's cell, the city.
defaultClearLocationOnActivate
This script will clear the current location of the reference when activated.
defaultClearLocationOnDeath
This script will clear the current location of the reference when the reference dies. I.e. clearing a location when the boss dies.
defaultClearLocationOnDeathRefAlias
This script will clear the current location of the alias when the alias dies. Only works on Reference Aliases. I.e. clearing a location when an NPC dies.
defaultCounter
This script is a simple counter, to be placed on a reference. Then increment with another script (such as defaultCounterIncrementOnDeath). When the target value is reached (or, optionally, exceeded), the counter activates itself and can optionally set a quest stage and/or perform a specified action (activate, toggle enable state, enable, or disable) on a specified linked reference. I.e. activating a pull chain to open a door after you've pressed all the buttons in a puzzle (each with the defaultCounterIncrementOnActivate script).
defaultCounterIncrementOnActivate
This script will increment the script on the reference's linked reference when activated. Optionally, you can make the script increment when activated then decrement the next time. There is no option to decrement every time activated. I.e. incremented the count with buttons.
defaultCounterIncrementOnDeath
This script will increment the script on the actor's linked reference when the actor dies. There is no option to decrement. I.e. incrementing the count on an object when you kill each actor, then setting the stage when enough have been killed.
defaultDeleteSelfOnReset
This script will disable and then delete the reference when the reference's cell is attached. Note from the script comments: DOESN'T DO WHAT IT'S NAME IMPLIES. IT'S HAD CHANGES MADE TO IT SPECIFICALLY FOR FIXING A NIRNROOT GLOW ISSUE.
defaultDisableExitEnableEnter
This script will disable the triggerbox's linked references when the player exits the triggerbox, then enables them when the player enters the triggerbox. This script will only work on triggerboxes. Only 5 linked references can be recognized. I.e. enabling a path forward when the player gets close enough.
defaultDisableHavokOnLoad
This script will disable the havok of the item OnLoad - ObjectReference, so it can't be knocked over or moved (like a static). If you don't want an object to move, you should add this script AND disable havok on the item directly. Doing just the latter doesn't always work properly. I.e. making an object like a static.
defaultDisableLinkedRefOnLoad
This script will disable the reference's linked reference OnLoad - ObjectReference. The reference must be activated first, however, to allow for the disabling. I.e. useful for enable-state swapping on cell loads.
defaultDisableLinkRefOnDestruction
This script will disable the reference's linked reference when the reference reaches the specified destruction stage. The reference must be a destructible object to work properly. I.e. disabling part of a wall when you break another part.
defaultDisableOnCellAttachOtherCond
This script disables its object OnReset - ObjectReference if the location has been cleared once. Note that this script requires a LinkedReference to an XMarker in the same cell to track this state. Bethesda provides more information on XMarkers in its dungeon tutorial).
defaultDisableOnLoadAfterTrig
This script will disable the triggerbox its on OnLoad - ObjectReference after the player has walked through it once. This script only works on triggerboxes. I.e. a one-time use triggerbox.
defaultDisableOnloadAfterWait
This script disables its object a set time after OnLoad - ObjectReference. I.e. showing something to the player for a little before removal.
defaultDisableOnReset
This script will cause the reference to be disabled once its cell resets.
defaultDisableOnResetIfLocWasCleared
This script is identical to defaultDisableOnCellAttachOtherCond.
defaultDisableOnResetOtherCondition
This script disables its reference OnReset - ObjectReference if the location has been cleared once. Optionally, you can enable/disable up to 5 other objects. The reference must have an XMarker linked reference in the cell. I.e. disabling the boss' object.
defaultDisableOtherObjectOnActivate
This script disables another object, as set in the property, when this object is activated. This is meant for use with cell reset enabling/disabling.
defaultDisableOtherObjectWhenTaken
This script will disable the specified object when the reference the script is on is taken by the player, and then go to a state wherein being taken again does nothing. I.e. disabling a pressure plate's triggerbox when you've taken the item resting on it.
defaultDisableSelfOnActivate
This script is used to disable itself when activated.
defaultDisableSelfOnLoad
This script will disable its reference when its cell is loaded. Optionally, it will only disable itself if the specified stage of a quest is completed. I.e. disabling a quest-specific object once you've passed a certain part in the quest.
defaultDragonSetLandingMarker
This script places a dragon landing marker OnLoad at the reference's linked reference.
defaultDweButtonScript
This script governs the animations and sounds of a Dwemer button when pressed. I.e. for use on a Dwemer button.
defaultDweGearScript
The script governs the animation of a Dwemer gear OnLoad and OnActivate. I.e. for use on a Dwemer gear.
defaultEnableDisableLinkedRef
This script will, variably, enable or disable the reference's linked reference when activated or entered. This can work for triggerboxes OR activators. I.e. enabling an entrance-blocking pile of rocks after explosion.
defaultEnableDisableLinkOnOpenClose
This script will enable its linked reference when the door or container the script is on is closed, and disable it when opened. Must be on an openable/closable object for proper use. I.e. enabling a vampire coffin when the door is closed, blocking sunlight, and disabling when opened.
defaultEnableEncLinkedRef
This script will enable the reference's linked reference when the player enters it, provided the players level is bigger than or equal to a global variable. Then, it will go to a state wherein triggering will do nothing. I.e. a random encounter with a hagraven in the wild.
defaultEnableLinkedRefOnActivate
This script will, variably, disable or enable the reference's linked reference when activated, and then go to a state wherein activation does nothing. I.e. disabling a door when a button is pressed.
defaultEnableLinkedRefOnDeath
This script will, variably, enable or disable the actor's linked reference when the actor dies. I.e. enabling treasure when the boss dies.
defaultEnableLinkedRefOnLostLOS
This script will, variably, disable or enable the reference's linked reference when the player loses line of sight of the reference the script is on. I.e enabling and disabling a ghost as you lose sight of your follower.
defaultEnableOnReset
This script enables OR disables the reference the script is on OnReset - ObjectReference.
defaultEnableTrigScript
This script will disable the triggerbox it is on when entered. Note from script: Trigger Box script used to enable/disable objects linked to this.
defaultEquipItemOnLoad
This script causes the Actor to equip the specified item OnLoad.
defaultFakeHarvestableScript
This script is added on an activator to fake an object being harvestable. It mimics the normal harvest behavior and allows you to specify an ingredient to pick, potion to add, sound, days before it is restored, message, and if it deletes itself when harvested. I.e. a fake harvestable cup dispensing potions.
defaultFakeNPCLoadTRIG
This script disables an NPC when that NPC enters a trigger. This script can be used with quests to set a stage and request a prerequisite stage for the trigger to function. I.e. faking a load door.
defaultfakerezspell
This script "fakes" resurrecting and re-killing actors. It will resurrect/summon the NPC when the actor is activated. Banishing must be called externally from other scripts by calling Banish() on the script to kill the actor. I.e. for use with undead.
defaultFakeSummonSpell
This is used to fake summoning and banishing Actors. By default, this script only summons on activation but has optional functions like banishing.
defaultFireWeaponScript
This script will fire the specified projectile from the reference as long as it is enabled/loaded and the optional quest stage requirement is met. You cannot specify a specific reference to fire at.
defaultForceEvaluatePackageTrigger
This script will cause an actor or alias to evaluate their package when the trigger is entered. Only works for triggerboxes! Works on both actors and aliases. I.e. making an actor evaluate their package when they leave a room.
defaultGhostScript
This script will make the actor have all ghost-related qualities. I.e. making someone a ghost.
defaultGhostScriptRefAlias
This script will make the alias have all ghost-related qualities. This only works on Reference Aliases! I.e. making someone a ghost.
defaultIfAlivePlaySoundScript
This script will play a specified sound at a specified marker if the specified actor is alive when the player enters the triggerbox. Then, it will go to a state wherein nothing will happen when entered again. Only works for triggerboxes!
defaultIgnoreFriendlyHits
This script will make the actor it's on always ignore friendly hits. I.e. making sure your follower won't mind if you hit him/her.
defaultImodAreaTrig
This script will apply the specified imagespace modifier when entered. This script only works for triggerboxes! This script does NOT remove the iMod when left! I.e. darkening the player's vision after entering a vampire den.
defaultInteriorDoorShutScript
This script will close the door behind any actor that isn't the player who open the reference (door), 3 seconds after opening. I.e. automatically closing doors.
defaultLearnWordonAct
This script will cause the player to learn the specified Word of Power upon activation, then go to a state where the player will be informed they already have the word upon activation. I.e. for activators teaching Words of Power.
defaultLinkRefStartCombatPlayer
This script will cause the linked reference of the triggerbox to attack the player when entered, then it will delete the triggerbox and go to an empty state. This script only works on triggerboxes! I.e. triggering an ambush.
defaultMasterPackageWeaponDrawnScript
This script sets the actor value Variable10 to 1. It's used to decide if an actor is going to use the "Weapon Drawn" version of the DefaultMasterPackage.
defaultMoveActorTriggerScript
This script will move any actor that enters it to a marker, with the exception of one, optional, actor. You can optionally dispel all spells from the actor before moving them, and set a stage if the actor is the correct actor.
defaultNoEnemiesFollowDoorScript
This script will block the activation of the door for everyone except for the player, followers, and actors from the specified faction(s). I.e. a door only the chosen may enter.
defaultNoFastTravelTriggerScript
This script will disable fast travel while the player is in the triggerbox. This script will only work on triggerboxes. I.e. being trapped in a cell.
defaultNoFavorOnLoad
This script will disallow followers from performing favor actions on the item OnLoad - ObjectReference.
defaultNoFollowDoorScript
This script will stop NPCs, including followers, from entering the door unless they are the player or part of the specified faction(s), or the specified stage in the specified stage is done. I.e. stopping followers from entering Sovnegarde with you.
defaultNPCrunToTRIG
??? Note from script: Linked NPC(s) on defaultMasterPackage will check out their linked runToWhenTriggered ref(s).
defaultObjectManager
Native-function declaring script. Contains list of valid keys for functions GetForm - Game and SetForm - Game.
defaultOnActivateBlockActivation
This script will block activation on the reference when it is activated.
defaultOnActivateBlockPlayerActivate
Does not appear to be functional. Script contains nothing. See above?
defaultOnActivateDisableLinkedRef
This script will disable the reference's linked reference when activated. I.e. a lever that disables a barrier when activated.
defaultOnActivateEnableScript
This script will enable the specified reference when activated. I.e. a lever that enables light when activated.
defaultOnActivateEvaluatePackage
This script will cause the actor the script is on to have their package evaluated when activated.
defaultOnActivateNonPlayerEnableScript
This script will enable the specified object when activated.
defaultOnCellAttachEnable
This script will enable the reference the script is on OnCellAttach - ObjectReference.
defaultOnDeathUnequipAll
This script will cause the actor to unequip everything when they die. I.e. magical armor disappearing on death.
defaultOnEnter
This script will trigger itself when the amount of actors in the triggerbox reaches the specified value. triggerme() does nothing but disable the triggerbox. This will only work on triggerboxes.
defaultOnHitActivateLinkedRef
This script will activate the linked reference of the actor when they're hit. I.e. activating a trap when the actor is hit.
defaultOnHitChangeAggression
This script will change the actor's aggression when they're hit. I.e. making the actor placid after they've been hit.
defaultOnHitSetAV
This script will change any of the actor's actor values when they're hit. I.e. making an actor gain 50 magicka every time they're hit.
defaultOnHitSetAVRefAlias
This script will change any of the alias' actor values when they're hit. This only works on Reference Aliases. I.e. making an alias lose 50 stamina every time they're hit.
defaultOnLoadRemoveWeapons
This script will remove all of the specified weapons from the actor OnLoad - ObjectReference. There are up to 30 properties, but only 25 are acted upon.
defaultOnReadSetQuestStage
This script will set a quest stage when a book is read. This only works on Reference Alias books. I.e. starting a quest when you've read a journal.
defaultOnReadSetQuestStageNotAlias
This script will set a quest stage when a book is read. I.e. completing a quest when you read a manuscript.
defaultOnResetTestAndDisable
This script will disable the reference OnReset - ObjectReference, optionally only happening if the right quest stage has been met.
defaultOpenLinkedRefTrigger
This script will open the trigger's linked reference when entered. Only works for triggerboxes. I.e. opening a door as you walk up to it.
defaultOwnZombie
This script will make the specified reference(s) the zombies of the actor the script is on. When the owning actor dies, it will kill all zombies. I.e. making somebody the master of many slaves.
defaultPillarPuzzleLever
This script governs the pillar-puzzles (like in Bleak Falls Barrow, with the darts), and should be placed on the lever meant to open the door. All pillars must have the lever as a linked reference. I.e. for pillar-puzzles.
defaultPillarPuzzleLeverNoFurn
This script is the same as defaultPillarPuzzleLever, but with animations for both pushing and pulling the lever.
defaultPillarPuzzlePullBarNoFurn
This script is the same as defaultPillarPuzzleLeverNoFurn, but with an animation that pushes and then resets, rather than pushing and pulling as two separate actions.
defaultPlaceAtMeOnActivate
This script will place the specified reference at the reference the script is on upon activation. An optional explosion can also be placed. I.e. placing an exploding rabbit at the player upon a button's activation.
defaultPlayEffectOnActivate
This script will play the specified animation(s) on the reference upon activation. I.e. raising a bridge animation from a lever being pulled.
defaultPlayerEnableDisableLinkedRef
This script enables or disables, variably, the trigger or object's linked reference when entered or activated by the player, whichever is first. Works for both triggerboxes and activators. I.e. enabling a door when the player enters a space.
defaultPlaySoundAtLinkSCRIPT
This script will play the specified sound at the object's linked reference when entered, with modifiable sound. This only works for triggerboxes. I.e. playing an ominous sound in a haunted house.
defaultPrisonerDoorSCRIPT
This script governs the factions of a prisoner linked to the door, as well as any specified prisoners. OnLoad - ObjectReference the prisoner(s) will be added to the prisoner faction, and if the door is opened, the prisoners will be removed from the faction. I.e. for use in a prison.
defaultPuzzlePillarNoFurn
This script is for use on the rotating pillars themselves. It will turn the pillars to the appropriate positions when activated, and allow you to set the initial state of the pillar. All pillars must be linked to the lever, so the appropriate variables can be incremented when each pillar is solved. Must be used with a lever with defaultPillarPuzzleNoFurn. I.e. for use on pillar puzzle pillars.
defaultPuzzlePillarPullBarNoFurn
Functionally identical to defaultPuzzlePillarNoFurn. Must be used with a lever with defaultPillarPuzzlePullBarNoFurn.
defaultPuzzlePillarScript
Functionally identical to defaultPuzzlePillarNoFurn. Must be used with a lever with defaultPillarPuzzleScript.
defaultQuestRespawnScript
This script is used to respawn aliases. The functions must be externally called.
defaultRagdollAttachPointSCRIPT
???
defaultResetReferenceOnUnload
This script will reset the specified reference when the alias is unloaded.
defaultRumbleOnActivate
This script will shake the camera/controller upon activation of the reference. I.e. starting an earthquake when activating.
defaultSealedDoor
This script will "seal" the door when loaded, with a shader placed on the door and activation blocked. To unseal it, you must call the function Unseal externally on the script. I.e. a door magically sealed by a necromancer.
defaultSetAVonActivate
This script will change the specified actor value to the specified value on the actor upon activation.
defaultSetAVOnLoad
This script will change the specified actor value to the specified value on the actor OnLoad - ObjectReference.
defaultSetEnableStateOnReset
This script will enable or disable, variably, the reference OnReset - ObjectReference.
defaultSetEnableStateOnResetLinkedRef
This script will enable or disable, variably, the linked reference of the object OnReset - ObjectReference. I.e. enabling an item when a cell first resets.
defaultSetLinkAVVar
This script will set the specified actor value to the specified value on the linked reference of the trigger when entered. Only works on triggerboxes.
defaultSetMultiAVTriggerScript
This script will set the specified actor value to the specified value on the specified actor(s) when entered. Only works on triggerboxes. I.e. make multiple actors aggressive when you enter their territory.
defaultsetMultiStageAliasScript
This script will set the specified stage (2 possible) if the owning quest is at the specified stage (2 possible) when the alias is activated, dies, is hit, or the trigger is entered - depending on a property set. The script will then go to a state wherein nothing will happen in any of those events. This script will only work for Reference Aliases.
defaultSetStageActorRefScript
This script will set the specified stage on the specified quest (with optional prerequisite stage) if the proper event is called on the actor. Possible events are OnActivate, OnDeath, OnHit, OnTriggerEnter, OnEquipped, OnCombatBegin, OnCellLoad, self added to player inventory, self removed from player inventory, OnOpen, or OnRead.
defaultsetStageActRefAliasScript
This script will set the specified stage of the quest upon activation, with an optional prerequisite stage, after a modifiable delay. Then, it enters a state wherein activation does nothing. This only works for Reference Aliases. I.e. activating a shrine and setting a stage.
defaultsetStageActSCRIPT
This script will set the specified stage of the quest upon activation, with an optional prerequisite stage, after a modifiable delay. Then, it enters a state wherein activation does nothing.
defaultsetStageAliasScript
This script will set the specified stage on the specified quest (with optional prerequisite stage) if the proper event is called on the alias. Possible events are OnActivate, OnDeath, OnHit, OnTriggerEnter, OnEquipped, OnCombatBegin, OnCellLoad, self added to player inventory, self removed from player inventory, OnOpen, or OnRead. Only works for Reference Aliases.
defaultSetStageOnAttacked
This script will set the specified stage in the specified quest when the actor has been hit the specified number of times. I.e. complete a quest when you've hit your rival enough.
defaultSetStageOnAttackedRefAlias
This script will set the specified stage in the specified quest when the alias has been hit the specified number of times.Only works for Reference Aliases. I.e. complete a quest when you've hit your rival enough.
defaultSetStageOnCloseBook
This script will set the specified stage in the owning quest when you read (NOT close, open) the book this alias references. Only works for Reference Aliases.
defaultSetStageOnCloseBookNotAlias
This script will set the specified stage in the specified quest when you read (NOT close, open) the book.
defaultSetStageOnDeath
This script will set the specified stage in the specified quest when this actor dies. I.e. setting a new stage when the boss dies.
defaultSetStageOnDeathRefAlias
This script will set the specified stage in the specified quest when this alias dies. I.e. failing the quest when the main quest character dies.
defaultSetStageOnEnter
This script will set a stage on the specified quest when the specified reference(s) are in the triggerbox. This will only work on triggerboxes.
defaultsetStageOnHitAliasScript
This script will set a specified stage on the owning quest when the alias is hit. This will only work on Reference Aliases.
defaultSetStageOnLoad
This script will set the specified stage on the specified quest when the object's 3D is loaded,. defaultsetStageOnOpenSCRIPT
This script will set the specified stage on the specified quest when the container or door is opened. I.e. setting a stage when you open a chest containing an artifact.
defaultSetStageOnPlayerAcquire
This script will set the specified stage on the specified quest when the alias is added to the player's inventory. Then it goes to a state wherein being readded does nothing. Only works on Reference Aliases. I.e. completing a stage when you've gathered a weapon.
defaultSetStageOnPlayerAcquireItem
This script will set the specified stage on the specified quest when the item is added to the player's inventory. Then it goes to a state wherein being readded does nothing. I.e. starting a quest when you pick up a package.
defaultSetStageOnReset
This script sets the specified stage on the specified quest when the object's cell is reset, and optionally disables itself, then goes to a state wherein resets do nothing.
defaultSetStageOnUnload
This script sets the specified stage on the specified quest when the object is unloaded.
defaultsetStageRefScript
This script is functionally identical to defaultSetStageAliasScript.
defaultSetStageTrigOnLeaveSCRIPT
This script will set the specified stage on the specified quest when the trigger is left. This only works on triggerboxes. I.e. setting a stage when you leave an arena.
defaultsetStageTrigSCRIPT
This script will set the specified stage on the specified quest when the trigger is entered. This only works on triggerboxes. I.e. setting a stage when you enter a maze.
defaultSetStageTRIGSpecificActor
This script will set the specified stage on the specified quest when the trigger is entered by a specific actor. This only works on triggerboxes. I.e. setting a stage when you enter a maze.
defaultSetStageTRIGSpecificFaction
This script will set the specified stage on the specified quest when the trigger is entered by a member of a specific faction. This only works on triggerboxes. I.e. setting a stage when you enter a maze.
defaultSoundControlScript
This script contains several functions related to playing sounds by name.
defaultStartSceneAterDelayTrigScript
This script will start a scene after a customizable delay when the trigger is entered by the specified actor. This only works on triggerboxes. I.e. starting an assassination scene when you get close enough to see.
defaultStartSceneIfNoCombatTrigScript
This script will start a specified scene when the trigger is entered by the specific actor, and that actor is not in combat. This only works on triggerboxes. I.e. starting a reunion scene when the player isn't in combat, and close enough.
defaultStartSceneOnAliasDeath
This script will start a specified scene when an alias dies. This only works on Reference Aliases. I.e. a scene with a gathering of people around the dead person.
defaultStartSceneScript
This script will start a specified scene upon activation of the reference. I.e. someone coming up to and opening a gate when you pull a lever.
defaultStartSceneTrigAliasScript
This script will start the specified scene when triggered by the specified alias. Only works with triggerboxes. A specific alias MUST be defined. I.e. starting a battle when the king arrives.
defaultStartSceneTrigScript
This script will start the specified scene when triggered by the specified actor. Only works with triggerboxes. A specific actor MUST be defined. I.e. starting a verbal debate when the second contestant arrives.
defaultStopSceneOnHit
This script will stop the specified scene when the actor the script is on is hit. I.e. stopping a peace meeting if you attack one of the negotiators.
defaultTeleportAbility
Note from script: Attempt at a generic script for NPCs to teleport to markers when threatened by melee. This script should make the caster of the spell teleport to a reference more than 512 units away from the aggressor hitting them if the hits have gone above their hit tolerance. They will also teleport to a reference closer if there's no other options. Unsure if it works?
defaultToggleSelfOnActivate
This script will toggle its own enable state when activated. I.e. for use on enable parents.
defaultUnlockOnLoad
This script will unlock OnLoad - ObjectReference if the specified quest has passed the specified stage. Only works on unlockable things (containers, doors).
defaultWerewolfAttachPointSCRIPT
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