Mod:Creation Kit/Game Script

Collection of game-specific global functions.

Definition
ScriptName Game Native Hidden

Properties
None

Structs
None

F4SE Structs

 * Struct PluginInfo
 * A structure that holds information about a plugin.

Global Functions

 * Function AddAchievement(int aiAchievementID)
 * Adds the specified achievement/trophy to the player's gamer profile.
 * Function AddPerkPoints(int aiPerkPoints)
 * Adds the given number of perk points to the player. Clamped at 255.
 * Function AdvanceSkill(string asSkillName, float afMagnitude)
 * Advance the given skill on the player by the provided amount of skill usage
 * Function ClearPrison
 * Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
 * Function ClearTempEffects
 * Clears all temp effects (such as terrain effects) in the game.
 * Function EnablePipboyHDRMask(bool abEnable)
 * Enables/disables the HDR mask for the pipboy screen.
 * Function Error(string asMessage)
 * Emits an error and stack trace to the papyrus log and the game warning system (not removed by compiler in release builds)
 * Function FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration, bool abStayFaded)
 * Fades the game in and out with the specified parameters.
 * Function FastTravel(ObjectReference akDestination)
 * Fast-travels the player to the specified object's location.
 * Actor Function FindClosestActor(float afX, float afY, float afZ, float afRadius)
 * Finds the closest actor within a given radius of a location
 * Actor Function FindClosestActorFromRef(ObjectReference arCenter, float afRadius)
 * Finds the closest actor within a given radius of a reference
 * ObjectReference Function FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
 * Finds the closest reference of any of the base objects in the list within a given radius of a location
 * ObjectReference Function FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius)
 * Finds the closest reference of any of the base objects in the list within a given radius of a reference
 * ObjectReference Function FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius)
 * Finds the closest reference of a given base object within a given radius of a location
 * ObjectReference Function FindClosestReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius)
 * Finds the closest reference of a given base object within a given radius of a reference
 * Actor Function FindRandomActor(float afX, float afY, float afZ, float afRadius)
 * Finds a random actor within a given radius of a location
 * Actor Function FindRandomActorFromRef(ObjectReference arCenter, float afRadius)
 * Finds a random actor within a given radius of a reference
 * ObjectReference Function FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
 * Finds a random reference of any of the base objects in the list within a given radius of a location
 * ObjectReference Function FindRandomReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius)
 * Finds a random reference of any of the base objects in the list within a given radius of a reference
 * ObjectReference Function FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius)
 * Finds a random reference of a given base object within a given radius of a location
 * ObjectReference Function FindRandomReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius)
 * Finds a random reference of a given base object within a given radius of a reference
 * Function ForceDisableSSRGodraysDirLight(bool abDisableSSR, bool abDisableGodrays, bool abDisableDirLight)
 * Selectively disable certain rendering effects.
 * Function ForceFirstPerson
 * Forces the player camera into 1st-person.
 * Function ForceThirdPerson
 * Forces the player camera into 3rd-person.
 * ActorValue Function GetAggressionAV
 * Get the Aggression Actor Value
 * ActorValue Function GetAgilityAV
 * Get the Agility Actor Value
 * MiscObject Function GetCaps
 * Get the base Caps001 object, the basic unit of money in the game.
 * ActorValue Function GetCharismaAV
 * Get the Charisma Actor Value
 * ActorValue Function GetConfidenceAV
 * Get the Confidence Actor Value
 * int Function GetDifficulty
 * Returns the game's current difficulty setting.
 * ActorValue Function GetEnduranceAV
 * Get the Endurance Actor Value
 * Form Function GetForm(int aiFormID)
 * Obtains a Form from the game by its form ID number.
 * Form Function GetFormFromFile(int aiFormID, string asFilename)
 * Obtains a Form from the game by its form ID number and expected file.
 * float Function GetGameSettingFloat(string asGameSetting)
 * Obtains the value of a float game setting.
 * float Function GetGameSettingInt(string asGameSetting)
 * Obtains the value of an int game setting.
 * float Function GetGameSettingString(string asGameSetting)
 * Obtains the value of a string game setting.
 * ActorValue Function GetHealthAV
 * Get the Health Actor Value
 * ActorValue Function GetIntelligenceAV
 * Get the Intelligence Actor Value
 * ActorValue Function GetLuckAV
 * Get the Luck Actor Value
 * ActorValue Function GetPerceptionAV
 * Get the Perception Actor Value
 * Actor Function GetPlayer
 * Obtains the Actor that represents the player.
 * Actor[] Function GetPlayerFollowers
 * Returns an array of the player's followers.
 * ObjectReference Function GetPlayerGrabbedRef
 * Obtains the ObjectReference the player is currently grabbing.
 * float Function GetPlayerRadioFrequency
 * Returns the frequency the player's radio is currently set at.
 * Actor Function GetPlayersLastRiddenHorse
 * Gets the player's last ridden horse, if any.
 * int Function GetPlayerLevel
 * Returns the player's current level
 * float Function GetRealHoursPassed
 * Returns the number of real-life hours that have passed playing the game.
 * ActorValue Function GetSuspiciousAV
 * Get the Suspicious Actor Value
 * ActorValue Function GetStrengthAV
 * Get the Strength Actor Value
 * int Function GetXPForLevel(int auiLevel)
 * Obtains the total amount of XP necessary to obtain the passed-in level
 * Function GivePlayerCaps(int nCaps)
 * Gives the player X caps
 * Function HideTitleSequenceMenu
 * Hides the title sequence menu.
 * Function IncrementSkill(ActorValue akActorValue, int aiCount)
 * Advances the provided Skill by the given number of points (for the player only).
 * Function IncrementStat(string asStatName, int aiModAmount)
 * Modifies the specified MiscStat by the given amount
 * Function InitializeMarkerDistances
 * Called to tell the Compass displays to refresh after gamesettings are updated related to hardcore mode
 * bool Function IsActivateControlsEnabled
 * Are the activation controls enabled?
 * bool Function IsCamSwitchControlsEnabled
 * Are the camera switch controls enabled?
 * bool Function IsFastTravelControlsEnabled
 * Are fast travel controls enabled?
 * bool Function IsFastTravelEnabled
 * Is fast travel enabled?
 * bool Function IsFavoritesControlsEnabled
 * Is the favorites controls enabled?
 * bool Function IsFightingControlsEnabled
 * Are the fighting controls enabled?
 * bool Function IsJournalControlsEnabled
 * Are the journal menu controls enabled?
 * bool Function IsJumpingControlsEnabled
 * Are the jumping controls enabled?
 * bool Function IsLookingControlsEnabled
 * Are the looking controls enabled?
 * bool Function IsMenuControlsEnabled
 * Are the menu controls enabled?
 * bool Function IsMovementControlsEnabled
 * Are the movement controls enabled?
 * bool Function IsPluginInstalled(string asName)
 * Checks to see if the specified plugin is installed and activated
 * bool Function IsPlayerInRadioRange(float afFrequency)
 * Returns whether the player is within the outer radius of a transmitter using the given frequency.
 * bool Function IsPlayerListening(float afFrequency)
 * Returns whether the player actively listening to a transmitter that uses the given frequency.
 * bool Function IsPlayerRadioOn
 * Is the player's radio currently turned on?
 * bool Function IsSneakingControlsEnabled
 * Are the sneaking controls enabled?
 * bool Function IsVATSControlsEnabled
 * Are the VATS controls enabled?
 * bool Function IsVATSPlaybackActive
 * Is VATS playback currently running?
 * Function PassTime(int aiHours)
 * Pass the given number of hours as if the player waited.
 * Function PlayBink(string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox, bool abIsNewGameBink)
 * Plays a bink video
 * Function PlayEventCamera(CameraShot akCamera, ObjectReference akRef)
 * Plays an event camera attached to the given reference
 * Function PrecacheCharGen
 * Precaches all the data used by character gen to avoid hitches with file I/O.
 * Function PrecacheCharGenClear
 * Clears all the previously cached data used by character gen.
 * int Function QueryStat(string asStat)
 * Queries the given stat and returns its value.
 * Function QuitToMainMenu
 * Forces the game back to the main menu.
 * Function RemovePlayerCaps(int nCaps)
 * Removes X caps from the player.
 * Function RequestAutoSave
 * Requests for an auto-save to be made.
 * Function RequestModel(string asModelName)
 * Requests the specified model.
 * Function RequestSave
 * Requests for a normal save to be made.
 * Function RewardPlayerXP(int auiXPAmount, bool abDirect)
 * Rewards the player with a certain amount of XP, optionally ignoring any XP gain modifiers.
 * Function ServeTime
 * Has the player serve their jail time.
 * Function SetCameraTarget(Actor arTarget)
 * Sets the camera target actor
 * Function SetCharGenHUDMode(int aiCGHUDMode)
 * Sets or clears CharGen-specific HUD modes.
 * Function SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage)
 * Enable/disable various functionality which we want in chargen.
 * Function SetInsideMemoryHUDMode(bool aInsideMemory)
 * Sets or clears InsideMemory HUD Mode
 * Function SetPlayerAIDriven(bool abAIDriven)
 * Enables or disables the AI driven flag on the player.
 * Function SetPlayerOnElevator|(bool abOnElevator)
 * Sets/clears the player as on an elevator
 * Function SetPlayerRadioFrequency(float afFrequency)
 * Sets the frequency the player's radio should be turned to
 * Function SetPlayerReportCrime(bool abReportCrime)
 * Set the state of the player as an actor who commits crimes
 * Function SetSittingRotation(float afValue)
 * Set the player's sitting camera offset rotation.
 * Function ShakeCamera(ObjectReference akSource, float afStrength, float afDuration)
 * Shakes the camera from the specified location with the specified strength.
 * Function ShakeController(float afLeftStrength, float afRightStrength, float afDuration)
 * Shakes the controller for the specified amount of time.
 * Function ShowAllMapMarkers
 * Shows all map markers on the world map.
 * Function ShowFatigueWarningOnHUD
 * Causes the Fatigue Warning to show on the HUD
 * Function ShowFirstPersonGeometry(bool abShow)
 * Shows or hides the first-person geometry
 * Function ShowPerkVaultBoyOnHUD(string aVaultBoySwf, Sound aSoundDescriptor = None)
 * Plays the specified Perk VaultBoy Swf and sound on the HUD.
 * Function ShowPipboyBootSequence(string asAnimationName)
 * Shows the specified pipboy boot sequence
 * Function ShowPipboyPlugin
 * Shows the pipboy plugin animation on the pipboy
 * Function ShowRaceMenu(ObjectReference akMenuTarget, int uiMode, ObjectReference akMenuSpouseFemale, ObjectReference akMenuSpouseMale, ObjectReference akVendor)
 * Shows the race/sex change menu.
 * Function ShowSPECIALMenu
 * Shows the SPECIAL change menu.
 * Function ShowTitleSequenceMenu
 * Shows the title sequence menu.
 * Function ShowTrainingMenu(Actor aActor)
 * Shows the training menu provided by actor parameter.
 * Function StartDialogueCameraOrCenterOnTarget(ObjectReference akCameraTarget)
 * Start dialogue cameras or swing first person camera to the target
 * Function StartTitleSequence(string asSequenceName)
 * Plays the specified sequence in the title menu.
 * Function StopDialogueCamera(bool abConsiderResume, bool abSwitchingTo1stP)
 * Stops all dialogue cameras
 * Function TriggerScreenBlood(int aiValue)
 * Trigger on-screen blood splatter.
 * Function TurnPlayerRadioOn(bool abRadioOn)
 * Turns the player's radio on and off.
 * bool Function UsingGamepad
 * Returns whether the player is using a gamepad or not.
 * Function Warning(string asMessage)
 * Emits a warning to the papyrus log and the game warning system.

F4SE Global Functions

 * ObjectReference Function GetCurrentConsoleRef
 * Returns the current console reference.


 * PluginInfo[] Function GetInstalledPlugins
 * Returns an array of currently installed esm and esp files.


 * PluginInfo[] Function GetInstalledLightPlugins
 * Returns an array of currently installed esl files.


 * string[] Function GetPluginDependencies(string asPluginName)
 * Returns an array of plugin dependencies for the specified plugin.


 * Function SetGameSettingBool(string asSetting, bool abValue)
 * Set the value of a boolean GameSetting.


 * Function SetGameSettingFloat(string asSetting, float afValue)
 * Set the value of a float GameSetting.


 * Function SetGameSettingInt(string asSetting, int aiValue)
 * Set the value of an int GameSetting.


 * Function SetGameSettingString(string asSetting, string asString)
 * Set the value of a string GameSetting.

Member Functions
None

F4SE Member Functions
None

Events
None