ObjectReference Script
Extends: Form Script
Script for the manipulation of object instances.
If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.
Definition
ScriptName ObjectReference extends Form
Properties
- float X [read-only]: The current X position of the reference.
- float Y [read-only]: The current Y position of the reference.
- float Z [read-only]: The current Z position of the reference.
These properties are meant to be used when calling SetMotionType:
- int Motion_Dynamic [read-only]: 1
- int Motion_SphereInertia [read-only]: 2
- int Motion_BoxInertia [read-only]: 3
- int Motion_Keyframed [read-only]: 4
- int Motion_Fixed [read-only]: 5
- int Motion_ThinBoxInertia [read-only]: 6
- int Motion_Character [read-only]: 7
Global Functions
None
Member Functions
- Activate(ObjectReference akActivator)
- Have the passed in reference activate this object.
- AddInventoryEventFilter(Form akFilter)
- Adds an inventory event filter to this reference.
- AddItem(Form akItemToAdd, Int aiCount, Bool abSilent)
- Adds the passed in item to this object's inventory.
- AddKeyIfNeeded(ObjectReference ObjectWithNeededKey)
- Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.
- AddToMap(Bool abAllowFastTravel)
- Adds this map marker to the map, optionally making it available for fast travel.
- ApplyHavokImpulse(Float afX, Float afY, Float afZ, Float afMagnitude)
- Apply a Havok impulse force to this object.
- BlockActivation(Bool abBlocked)
- Blocks normal activation processing for this reference.
- Int CalculateEncounterLevel(Int aiDifficulty)
- Calculate this object's encounter level, using the specified difficulty.
- Bool CanFastTravelToMarker()
- Can the player fast travel to this map marker?
- ClearDestruction()
- Clears all effects of destruction from this object.
- Int CountLinkedRefChain(Keyword apKeyword, Int maxExpectedLinkedRefs)
- Counts the number of linked refs that are in a linked Ref chain
- CreateDetectionEvent(Actor akOwner, Int aiSoundLevel)
- Create a detection event at this reference, with the specified owner.
- DamageObject(Float afDamage)
- Damages this object and advances the destruction stage.
- Delete()
- Deletes this object.
- DeleteWhenAble()
- Waits until this reference is out of the loaded area and then deletes it
- Disable(Bool abFadeOut)
- Disables this object.
- DisableLinkChain(Keyword apKeyword, Bool abFadeOut)
- Disables all of the references that are linked, in a chain, to this one.
- DisableNoWait(Bool abFadeOut)
- Disables this object and does not wait for the object to be disable or faded out.
- DropObject(Form akObject, Int aiCount)
- Drops the specified object from this object's inventory.
- Enable(Bool abFadeIn)
- Enables this object.
- EnableFastTravel(Bool abEnable)
- Enables or disables fast travel to this map marker.
- EnableLinkChain(Keyword apKeyword)
- Enables all of the references that are linked, in a chain, to this one.
- EnableNoWait(Bool abFadeIn)
- Enables this object and does not wait for the object to be enabled or faded in.
- ForceAddRagdollToWorld()
- Forcibly adds the ragdoll of a reference to the world
- ForceRemoveRagdollFromWorld()
- Forcibly removes the ragdoll of a reference from the world
- ActorBase GetActorOwner()
- Obtains the actor base that owns this object.
- Float GetAngleX()
- Obtains this object's rotation around the x axis.
- Float GetAngleY()
- Obtains this object's rotation around the y axis.
- Float GetAngleZ()
- Obtains this object's rotation around the z axis.
- Bool GetAnimationVariableBool(String asVariableName)
- Fetches the value of a variable on the reference's animation graph (bool version).
- Float GetAnimationVariableFloat(String asVariableName)
- Fetches the value of a variable on the reference's animation graph (float version).
- Int GetAnimationVariableInt(String asVariableName)
- Fetches the value of a variable on the reference's animation graph (int version).
- Form GetBaseObject()
- Obtains this reference's base object.
- Int GetCurrentDestructionStage()
- Gets the object's current stage of destruction.
- Location GetCurrentLocation()
- Obtains this reference's current location.
- Scene GetCurrentScene()
- Obtains the scene that this reference is currently participating in, if any.
- Float GetDistance(ObjectReference akOther)
- Calculates the distance between this object and the passed in one.
- Location GetEditorLocation()
- Obtains this reference's editor location.
- Faction GetFactionOwner()
- Gets the faction that owns this reference.
- Float GetHeadingAngle(ObjectReference akOther)
- Gets the angle between this object's heading, and the direction the other object is in.
- Float GetHeight()
- Gets the height of this object
- Int GetItemCount(Form akItem)
- Returns how many of the specified item is in this object's inventory.
- Float GetItemHealthPercent()
- Returns the item health percent of this object (1.0 == 100%).
- Key GetKey()
- Obtains the key that unlocks this object (if any).
- Float GetLength()
- Obtains the length of this object.
- ObjectReference GetLinkedRef(Keyword apKeyword)
- Returns our linked reference for the given Keyword, if any.
- Int GetLockLevel()
- Obtains the level of the lock on this object.
- Float GetMass()
- Obtains this object's mass in Havok.
- ObjectReference GetNthLinkedRef(Int aiLinkedRef)
- Obtains the nth linked ref from this object.
- Int GetOpenState()
- Obtains this object's current "open state".
- Cell GetParentCell()
- Obtains the cell this object is currently in.
- Float GetPositionX()
- Returns this object's current X position.
- Float GetPositionY()
- Returns this object's current Y position.
- Float GetPositionZ()
- Returns this object's current Z position.
- Float GetScale()
- Get this object's current scale.
- Int GetTriggerObjectCount()
- Returns the number of objects inside this trigger volume.
- VoiceType GetVoiceType()
- Obtains the VoiceType for this actor or talking activator.
- Float GetWidth()
- Get the current width of the object.
- Worldspace GetWorldSpace()
- Returns the worldspace this reference is in.
- Bool HasEffectKeyword(Keyword akKeyword)
- Returns if this reference has an active effect coming from a magic effect with the specified keyword attached
- Bool HasNode(String asNodeName)
- Returns if this reference has the specified name node in its 3D.
- Bool HasRefType(LocationRefType akRefType)
- Returns if this reference has the specified LocationRefType attached.
- IgnoreFriendlyHits(Bool abIgnore)
- Flags this reference as ignoring (or not ignoring) friendly hits
- InterruptCast()
- Interrupts any spellcasting this object may be doing.
- Bool IsActivateChild(ObjectReference akChild)
- Returns whether the passed in reference is an activate child of this reference.
- Bool IsActivationBlocked()
- Returns whether normal activation processing is currently blocked on this reference or not.
- Bool Is3DLoaded()
- Checks to see if this reference's 3D data is currently loaded or not.
- Bool IsDeleted()
- Checks to see if this object is currently flagged for delete.
- Bool IsDisabled()
- Is this object currently disabled?
- Bool IsEnabled()
- Is this object currently enabled?
- Bool IsFurnitureInUse(Bool abIgnoreReserved)
- Is any furniture marker on this object in use?
- Bool IsFurnitureMarkerInUse(Int aiMarker, Bool abIgnoreReserved)
- Is the specified furniture marker on this object in use?
- Bool IsIgnoringFriendlyHits()
- Is this object ignoring friendly hits?
- Bool IsInDialogueWithPlayer()
- Is this actor or talking activator currently talking to the player?
- Bool IsInInterior()
- Returns true if the object is in an interior cell.
- Bool IsInLocation(Location akLocation)
- Returns true if the object is currently in that location or a child of that location.
- Bool IsLocked()
- Is the lock on this object locked?
- Bool IsMapMarkerVisible()
- Is this map marker visible to the player?
- Bool IsNearPlayer()
- A quick-and-dirty function to tell if this object is safe to enable or disable
- KnockAreaEffect(Float afMagnitude, Float afRadius)
- Executes a knock effect to an area
- Lock(Bool abLock, Bool abAsOwner)
- Locks or unlocks this object.
- MoveTo(ObjectReference akTarget, Float afXOffset, Float afYOffset, Float afZOffset, Bool abMatchRotation)
- Moves this object to the same location as the passed-in reference, offset by the specified amount.
- Bool MoveToIfUnloaded(ObjectReference akTarget, Float afXOffset, Float afYOffset, Float afZOffset)
- Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.
- MoveToInteractionLocation(ObjectReference akTarget)
- Moves this object to the specified object's interaction location.
- MoveToMyEditorLocation()
- Moves this object to its own editor location.
- MoveToNode(ObjectReference akTarget, String asNodeName)
- Moves this object to the position (and rotation) of the specified node on the specified object's 3D
- Actor PlaceActorAtMe(ActorBase akActorToPlace, Int aiLevelMod, EncounterZone akZone)
- Create an actor at this object's location.
- ObjectReference PlaceAtMe(Form akFormToPlace, Int aiCount)
- Places x copies of the passed in form at this object's current position, returning the last one created.
- Bool PlayAnimation(String asAnimation)
- Plays the specified animation on this object, returning immediately.
- Bool PlayAnimationAndWait(String asAnimation, String asEventName)
- Plays the specified animation on this object and waits for the specified event before returning. (latent)
- Bool PlayGamebryoAnimation(String asAnimation, Bool abStartOver, Float afEaseInTime)
- Plays a legacy nif file based animation
- Bool PlayImpactEffect(ImpactDataSet akImpactEffect, String asNodeName, Float afPickDirX, Float afPickDirY, Float afPickDirZ, Float afPickLength, Bool abApplyNodeRotation, Bool abUseNodeLocalRotation)
- Plays an impact effect.
- Bool PlaySyncedAnimationAndWaitSS(String asAnimation1, String asEvent1, ObjectReference akObj2, String asAnimation2, String asEvent2)
- Plays two animations simultaneously, waiting for events from both.
- Bool PlaySyncedAnimationSS(String asAnimation1, ObjectReference akObj2, String asAnimation2)
- Plays two animations simultaneously.
- PlayTerrainEffect(String asEffectModelName, String asAttachBoneName)
- Plays a terrain effect.
- ProcessTrapHit(ObjectReference akTrap, Float afDamage, Float afPushback, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Float afStagger)
- Tells this object to handle the specified trap object hitting it.
- PushActorAway(Actor akActorToPush, Int aiKnockbackDamage)
- Pushes the other actor away from this object as if hit by the specified amount of knockback damage.
- Bool RampRumble(Float power, Float duration, Float falloff)
- Shakes cam/controller based on distance from player
- RemoveAllInventoryEventFilters()
- Remove all inventory event filters on this reference.
- RemoveAllItems(ObjectReference akTransferTo, Bool abKeepOwnership, Bool abSilent)
- Removes all items from this container, optionall transferring them to another one.
- RemoveInventoryEventFilter(Form akFilter)
- Remove a specific inventory event filter.
- RemoveItem(Form akItemToRemove, Int aiCount, Bool abSilent, ObjectReference akOtherContainer)
- Removes the passed in item from this object's inventory.
- Reset(ObjectReference akTarget)
- Resets this object reference, optionally placing the object at the new target.
- Say(Topic akTopicToSay, Actor akActorToSpeakAs, Bool abSpeakInPlayersHead)
- Causes this reference to speak a topic as if it were the specified actor.
- SendStealAlarm(Actor akThief)
- Sends a steal alarm as if this reference had just been stolen by the actor.
- SetActorCause(Actor akActor)
- Sets this actor as this object's actor cause.
- SetActorOwner(ActorBase akActorBase)
- Sets this actor base as this object's owner.
- SetAngle(Float afXAngle, Float afYAngle, Float afZAngle)
- Sets this object's rotation. Angles are in degrees.
- SetAnimationVariableBool(String asVariableName, Bool abNewValue)
- Sets the value of a variable on the reference's animation graph (bool version).
- SetAnimationVariableFloat(String asVariableName, Float afNewValue)
- Sets the value of a variable on the reference's animation graph (float version).
- SetAnimationVariableInt(String asVariableName, Int aiNewValue)
- Sets the value of a variable on the reference's animation graph (int version).
- SetDestroyed(Bool abDestroyed)
- Sets or clears this object's destroyed flag.
- SetFactionOwner(Faction akFaction)
- Sets this faction as this object's owner.
- SetLockLevel(Int aiLockLevel)
- Sets the lock level on this object.
- SetMotionType(Int aiMotionType, Bool abAllowActivate)
- Sets the havok motion type on this object.
- SetNoFavorAllowed(Bool abNoFavor)
- Sets or clears this object's ability to be not used by a teammate for a favor
- SetOpen(Bool abOpen)
- Opens or closes this object.
- SetPosition(Float afX, Float afY, Float afZ)
- Sets this object's position.
- SetScale(Float afScale)
- Set the current scale of the object
- SplineTranslateTo(Float afX, Float afY, Float afZ, Float afAngleX, Float afAngleY, Float afAngleZ, Float afSplineCurve, Float afSpeed)
- Makes the object translate to the given pos/orient on a spline.
- SplineTranslateToRef(ObjectReference arTarget, Float afTangentMagnitude, Float afSpeed, Float afMaxRotationSpeed)
- Makes the reference translate to the target ref position/orient on a spline at the given speed
- SplineTranslateToRefNode(ObjectReference arTarget, String arNodeName, Float afTangentMagnitude, Float afSpeed, Float afMaxRotationSpeed)
- Makes the reference translate to the target node's position/orient on a spline at the given speed
- StopTranslation()
- Stops any translation on the object.
- TetherToHorse(ObjectReference akHorse)
- Tether a prisoner cart to the given horse.
- TranslateTo(Float afX, Float afY, Float afZ, Float afAngleX, Float afAngleY, Float afAngleZ, Float afSpeed, Float afMaxRotationSpeed)
- Makes the object translate to the given pos/orient.
- TranslateToRef(ObjectReference arTarget, Float afSpeed, Float afMaxRotationSpeed)
- Makes the reference translate to the target ref position/orient at the given speed
- Bool WaitForAnimationEvent(String asEventName)
- Waits for the animation graph to send the specified event.
SKSE Member Functions
- Form[] GetContainerForms()
- (Container only) Returns an array of the forms in a container.
- Int GetNumItems()
- (Container only) Returns the number of forms in the container.
- Form GetNthForm(Int index)
- (Container only) Returns the specified form from the container.
- Float GetTotalItemWeight()
- (Container only - perhaps Player only) Returns the total weight of all items held in the container.
- Float GetTotalArmorWeight()
- (Container only - perhaps Player only) Returns the total weight of the armor in the container.
- Bool IsHarvested()
- (Flora and Tree only) Returns whether the flora has been harvested or not.
- SetHarvested(Bool harvested)
- Sets whether the Reference has been harvested.
- SetItemHealthPercent(Float health)
- Set the item's tempering. 1.0 is no tempering, 1.6 appears to be legendary. Values below 1.0 do nothing.
- SetItemMaxCharge(Float maxCharge)
- Sets the maximum charge of the item.(Only works on player enchants)
- Float GetItemMaxCharge()
- Gets the maximum charge of the item.
- Float GetItemCharge()
- Gets the current charge of the item.
- SetItemCharge(Float charge)
- Sets the item's charge to the specified amount.
- ResetInventory()
- Resets the References inventory.
- Bool IsOffLimits()
- String GetDisplayName()
- Returns the name of the reference (This is the name that is displayed)
- Bool SetDisplayName(String name, Bool force)
- Sets the reference's display name.
- ObjectReference GetEnableParent()
- Returns the enable parent of the object.
- Enchantment GetEnchantment()
- Returns the player-made enchantment of the object (if there is one)
- SetEnchantment(Enchantment source, Float maxCharge)
- Changes an item's player-made enchantment to another.
- CreateEnchantment(Float maxCharge, MagicEffect[] effects, Float[] magnitudes, Int[] areas, Int[] durations)
- Creates a new Enchantment on the item with the specified parameters.
- Int GetNumReferenceAliases()
- Returns the number of reference aliases holding this reference.
- ReferenceAlias GetNthReferenceAlias(Int n)
- Returns the nth Reference alias holding this reference.
Events
- OnActivate(ObjectReference akActionRef)
- Event received when this object is activated.
- OnAttachedToCell()
- Event received when this reference moves from a detached cell to an attached one.
- OnCellAttach()
- Event received when this reference's parent cell attaches.
- OnCellDetach()
- Event received when this reference's parent cell detaches.
- OnCellLoad()
- Event received when everything in the cell that holds this reference has loaded.
- OnClose(ObjectReference akActionRef)
- Event received when this object is finished closing.
- OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
- Event received when an object moves into/out of/between containers.
- OnDestructionStageChanged(Int aiOldStage, Int aiCurrentStage)
- Event received when this object's destruction stage has worsened.
- OnDetachedFromCell()
- Event received when this object moves from an attached cell to a detached cell.
- OnEquipped(Actor akActor)
- Event received when this object is equipped by an actor.
- OnGrab()
- Event received when this object is grabbed (z-keyed) by the player.
- OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked)
- Event received when this object is hit with a weapon or projectile.
- OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
- Event received when an item is inserted into this object's container.
- OnItemRemoved(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
- Event received when an item is removed from this object's container.
- OnLoad()
- Event received when this object's 3d is loaded and ready.
- OnLockStateChanged()
- Event received when the lock on this object changes its state.
- OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
- Event received when a magic effect is attempting to be applied to this reference.
- OnOpen(ObjectReference akActionRef)
- Event received when this object is fully opened.
- OnRead()
- Event received when this object is read. (Only applies to books)
- OnRelease()
- Event received when this object is released by the player (stopped z-keying).
- OnReset()
- Event received when this object is reset.
- OnSell(Actor akSeller)
- Event received when this object is sold by someone.
- OnSpellCast(Form akSpell)
- Event received when this object casts a spell.
- OnTrapHit(ObjectReference akTarget, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Bool abInitialHit, Int aeMotionType)
- Event received when this trap object hits a target.
- OnTrapHitStart(ObjectReference akTarget, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Bool abInitialHit, Int aeMotionType)
- Event received when this trap object starts colliding with a target.
- OnTrapHitStop(ObjectReference akTarget)
- Event received when this trap object stops colliding with a target.
- OnTranslationAlmostComplete()
- Event received when a translation request is almost complete.
- OnTranslationComplete()
- Event received when a translation request is complete.
- OnTranslationFailed()
- Event received when a translation request has failed.
- OnTrigger(ObjectReference akActionRef)
- Event received when this object is triggered.
- OnTriggerEnter(ObjectReference akActionRef)
- Event received when this object's volume is entered.
- OnTriggerLeave(ObjectReference akActionRef)
- Event received when this object's volume is left.
- OnUnequipped(Actor akActor)
- Event received when this object is unequipped by an actor.
- OnUnload()
- Event received when this object's 3d has been unloaded.
- OnWardHit(ObjectReference akCaster, Spell akSpell, Int aiStatus)
- Event called when the object reference is using a ward that is hit by a spell.