OBSE v0011
Command Documentation
OBSE
@ Oblivion Construction Set Wiki
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.
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
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
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
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
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
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
objectID:ref
(magicItemType:short) GetMIType
objectID:ref
GetMagicItemEffectCount
- returns the
number of magic effect items
(count:long) GetMagicItemEffectCount
objectID:ref
(count:long) GetMIECount objectID: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.
(hasEffect:bool) MagicItemHasEffect
effect:chars
(hasEffect:bool) MagicHasEffect
effect: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.
(hasEffect:bool) MagicItemHasEffectCode
effect:chars
(hasEffect:bool) MagicHasEffectC
effect:chars
GetNthEffectItemCode
- returns the magic
effect code of the specified effect item
(code:long) GetNthEffectItemCode
objectID:ref whichEffect:short
(code:long) GetNthEICode objectID:ref
whichEffect:short
GetNthEffectItemMagnitude
- returns the
magnitude of the specified effect item
(magnitude:long)
GetNthEffectItemMagnitude objectID:ref whichEffect:short
(magnitude:long) GetNthEIMagnitude
objectID:ref whichEffect:short
SetNthEffectItemMagnitude
- sets the
magnitude of the specified effect item
(nothing) SetNthEffectItemMagnitude
nuMagnitude:long objectID:ref whichEffect:short
(nothing) SetNthEIMagnitude
nuMagnitude:long objectID:ref whichEffect:short
ModNthEffectItemMagnitude
- modifies the
magnitude of the specified effect item up or down
(nothing) ModNthEffectItemMagnitude
modifyBy:float objectID:ref whichEffect:short
(nothing)
ModNthEIMagnitude modifyBy:float objectID:ref whichEffect:short
GetNthEffectItemArea
- returns the area
of the specified effect item
(area:long) GetNthEffectItemArea
objectID:ref whichEffect:short
(area:long) GetNthEIArea objectID:ref
whichEffect:short
SetNthEffectItemArea
- sets the area of
the specified effect item
(nothing) SetNthEffectItemArea
nuArea:long objectID:ref whichEffect:short
(nothing) SetNthEIArea nuArea:long
objectID:ref whichEffect:short
ModNthEffectItemArea
- modifies the
effect area of the specified effect item up or down
(nothing) ModNthEffectItemArea
modifyBy:float objectID:ref whichEffect:short
(nothing) ModNthEIArea modifyBy:float
objectID:ref whichEffect:short
GetNthEffectItemDuration
- returns the
duration of the specified effect item
(duration:long) GetNthEffectItemDuration
objectID:ref whichEffect:short
(duration:long) GetNthEIDuration
objectID:ref whichEffect:short
SetNthEffectItemDuration
- sets the
duration of the specified effect item
(nothing) SetNthEffectItemDuration
nuDuration:long objectID:ref whichEffect:short
(nothing) SetNthEIDuration
nuDuration:long objectID:ref whichEffect:short
ModNthEffectItemDuration
- modifies the
duration of the specified effect item up or down
(nothing) ModNthEffectItemDuration
modifyBy:float objectID:ref whichEffect:short
(nothing) ModNthEIDuration
modifyBy:float objectID:ref whichEffect:short
GetNthEffectItemRange
- gets the range
of the specified effect item
(range:short)
GetNthEffectItemrange
objectID:ref whichEffect:short
(range:short) GetNthEIRange objectID:ref
whichEffect:short
SetNthEffectItemRange
- sets the range
of the specified effect item
(nothing) SetNthEffectItemRange
nuRange:short
objectID:ref whichEffect:short
(nothing) SetNthEIRange nuRange:short
objectID:ref whichEffect:short
GetNthEffectItemActorValue
- gets the
actor value of the specified effect item
(actorValueCode:long)
GetNthEffectItemActorValue objectID:ref whichEffect:short
(actorValueCode:long)
GetNthEIAV
objectID:ref whichEffect:short
SetNthEffectItemActorValue
- sets the
actor values of the specified effect item
(nothing) SetNthEffectItemActorValue
nuActorValue:long
objectID:ref whichEffect:short
(nothing) SetNthEIAV nuActorValue:long
objectID:ref whichEffect:short
RemoveNthEffectItem
-
removes the specified effect item
(nothing) RemoveNthEffectItem
objectID:ref whichEffect:short
(nothing) RemoveNthEffect objectID:ref
whichEffect:short
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 objectID:ref
(index:short) AddEffectItemC
nuEffectCode:long objectID: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
(index:short) AddFullEffectItemC
nuEffectCode:long magnitude:long area:long duration:long range:short
IsMagicItemAutoCalc
- returns 1 if the MagicItem determines magicka cost by
autocalculation. Currently works on Spells, AlchemyItems and
Ingredients. Does not currently work on Enchantments.
(isAutocalc:bool) IsMagicItemAutoCalc
objectID:ref
SetMagicItemAutoCalc
- sets whether the Magic Item determines cost by autocalculation.
Currently works for Spells, AlchemyItems and Ingredients.
Does not currently work on Enchantments. Broken in v0010. Will
be fixed in v0010a.
(nothing) SetMagicItemAutoCalc
isAutocalc:bool objectID:ref
IsNthEffectItemScripted
- returns whether the specified effect item is scripted
(isScriptEffect:bool)
IsNthEffectItemScripted objectID:ref whichEffect:short
GetNthEffectItemScript
- returns the refID of the script associated with the specified
scripted effect
(script:ref) GetNthEffectItemScript
objectID:ref whichEffect:short
SetNthEffectItemScript
- sets the script for the specified scripted effect item
(nothing) SetNthEffectItemScript
objectID:ref whichEffect:short
GetNthEffectItemScriptVisualEffect
- returns the magic effect code for the scripted effect item's visual
effect
(magicEffectCode:long)
GetNthEffectItemScriptVisualEffect objectID:ref whichEffect:short
SetNthEffectItemScriptVisualEffect
- sets the scrited effect item's visual effect
(nothing)
SetNthEffectItemScriptVisualEffect
magicEffect:chars objectID:ref whichEffect:short
(nothing)
SetNthEffectItemScriptVisualEffectC
magicEffectCode:long objectID:ref whichEffect:short
GetNthEffectItemScriptSchool
- returns the school of the scripted effect item
(magicSchool:short)
GetNthEffectItemScriptSchool objectID:ref whichEffect:short
SetNthEffectItemScriptSchool
- sets the school of the scripted effect item
(nothing) SetNthEffectItemScriptSchool
objectID:ref whichEffect:short
IsNthEffectItemScriptHostile
- returns whether the scripted effect is hostile
(isHostile:bool)
IsNthEffectItemScriptHostile objectID:ref whichEffect:short
SetNthEffectItemScriptHostile
- sets whether the scripted effect is hostile
(nothing) SetNthEffectItemScriptHostile
objectID:ref whichEffect:short
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
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
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.
(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
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 objectID: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
SetIconPath
- sets the icon
path for the type
(nothing) reference.SetIconPath iconPath:string
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..
(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.
(nothing) reference.ModIconPath
toReplaceAndReplaceWith:string toObject: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
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.
(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
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.
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
Clothing
Clothing is any wearable object that does not provide armor protection.
Includes amulets and rings.
Qualities: Enchantable, Inventory, Named,
Wearable
Creature
Qualities: Attacking (only attack damage), Inventory
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
Functions:
IsCreature
- returns whether the reference or passed id is a creature
(isCreature:bool) reference.IsCreature objectID:ref
GetCreatureType
- returns the type of the creature (Undead, Humanoid,
Daedrea etc)
(creatureType:short) reference.GetCreatureType objectID:ref
GetCreatureCombatSkill
- returns the combat skill for the creature
(combatSkill:short) reference.GetCreatureCombatSkill objectID:ref
GetCreatureMagicSkill
- returns the magic skill for the creature
(magicSkill:short) reference.GetCreatureCombatSkill objectID:ref
GetCreatureStealthSkill
- returns the stealth skill for the creature
(stealthSkill:short) reference.GetCreatureCombatSkill objectID:ref
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
Ingredient
Ingredients are items that may be used to create Alchemy Items.
Qualities: Edible, Inventory, Magic, Named,
Simple
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
NPC
Qualities: Class, Container
Values:
Equipped Items - NPC can equip and use
items
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
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 NPC has the specified spell
(hasSpell:bool) reference.HasSpell
spell:ref
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.GetActorLightAmout
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
objectID:ref
SetSpellType
- sets the spell type
(nothing) SetSpellType nuType:short
objectID: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
objectID:ref
SetSpellMagickaCost*
- sets the magicka
casting cost
(nothing) SetSpellMagickaCost
nuMagickaCost:long objectID:ref
ModSpellMagickaCost*
- modifies the
magicka casting cost up or down
(nothing) ModSpellMagickaCost
modifyBy:float objectID:ref
GetSpellMasteryLevel
- returns the
mastery level of the spell
(masteryLevel:short)
GetSpellMasteryLevel objectID: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
objectID:ref
* these values can be changed but have no effect if the spell is marked
AutoCalc. See IsMagicItemAutocalc
and SetMagicItemAutocalc.
Skill
(Available in v0011)
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
IncrementPlayerSkillUse
- records some additional uses of one of the skill actuons
GetSkillUseIncrement
- gets the experience point increase for one use of a skill action
SetSkillUseIncrement
- sets the experience point increase for one use of a skill action
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
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
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.
(spell:ref) GetNthPlayerSpell
whichSpell:long
(spell:ref) GetNthSpell whichSpell:long
GetGameLoaded
- returns 1 if the game
was loaded since the last time this call was made
(gameLoaded:bool) GetGameLoaded
GetOBSEVersion
- returns the version
number of OBSE
(obseVersion:long) GetOBSEVersion
GetParentCell
- returns the objectID of
the parent cell of the calling reference
(parentCell:ref) reference.GetParentCell
PrintToConsole
- prints a message to the
console in the same format as Message
(nothing)
PrintToConsole formatString:string var1 var2 etc
SetNumericGameSetting
- sets the
specified game setting to the following variable or direct value
(nothing)
SetNumericGameSetting gameSettingName:string value:float
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
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
(nothing) RunBatchScript
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
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_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_TGM
con_ToggleAI
con_ToggleCombatAI
con_ToggleDetection
con_ToggleMenus
con_WaterDeepColor
con_WaterReflectionColor
con_WaterShallowColor
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
GetAltControl - returns
the dx scancode of the alternate key used for the specified control
(dxScanCode:long) GetAltControl 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
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
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
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
Function
Index
- functions follwed by a number in subscript
were introduced in that release (10 = v0010, 11 = v0011)
Abs
ACos
AddEffectItem10
AddEffectItemC10
AddFullEffectItem11
AddFullEffectItemC11
AHammerKey
AppendToName11
ASin
ATan
ATan2
Ceil
CloneForm
CompareFemaleBipedPath10
CompareFemaleGroundPath10
CompareFemaleIconPath10
CompareIconPath10
CompareMaleBipedPath10
CompareMaleGroundPath10
CompareMaleIconPath10
CompareModelPath10
CompareName10
con_CAL10
con_GetINISetting
con_HairTint
con_ModWaterShader
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_TCL10
con_TGM11
con_ToggleAI10
con_ToggleCombatAI10
con_ToggleDetection
con_ToggleMenus10
con_WaterDeepColor
con_WaterReflectionColor
con_WaterShallowColor
CopyFemaleBipedPath10
CopyFemaleGroundPath10
CopyFemaleIconPath10
CopyIconPath10
CopyMaleBipedPath10
CopyMaleGroundPath10
CopyMaleIconPath10
CopyModelPath10
CopyName10
CopyNthEffectItem10
CopyAllEffectItems10
Cos
Cosh
DisableKey
DisableMouse
EnableKey
EnableMouse
Exp
Floor
Fmod10
GetPlayerSpell
GetActorLightAmount
GetAltControl
GetApparatusType10
GetArmorAR
GetArmorType
GetAttackDamage
GetBaseObject
GetBookCantBeTaken10
GetBookIsScroll10
GetBookSkillTaught10
GetClass
GetClassAttribute
GetClassSkill
GetClassSpecialization
GetControl
GetCreatureCombatSkill10
GetCreatureMagicSkill10
GetCreatureStealthSkill10
GetCreatureType10
GetCurrentCharge10
GetCurrentHealth10
GetCurrentSoulLevel10
GetEnchantment
GetEnchantmentCharge
GetEnchantmentCost
GetEnchantmentType
GetEquipmentSlot
GetEquipmentSlotMask10
GetEquippedCurrentCharge
GetEquippedCurrentHealth
GetEquippedObject
GetEquippedWeaponPoison
GetFPS10
GetGameLoaded
GetGoldValue
GetIgnoresResistance
GetInventoryObject
GetKeyPress
GetMagicEffectBarterFactor
GetMagicEffectBaseCost
GetMagicEffectCode
GetMagicEffectEnchantFactor
GetMagicEffectOtherActorValue10
GetMagicEffectOtherActorValueC10
GetMagicEffectProjectileSpeed
GetMagicEffectSchool
GetMagicEffectUsedObject10
GetMagicEffectUsedObjectC10
GetMagicItemEffectCount
GetMagicItemType
GetMouseButtonPress
GetNthEffectItemActorValue
GetNthEffectItemArea
GetNthEffectItemCode
GetNthEffectItemDuration
GetNthEffectItemMagnitude
GetNthEffectItemRange
GetNthEffectItemScript10
GetNthEffectItemScriptSchool10
GetNthEffectItemScriptVisualEffect10
GetNthPlayerSpell10
GetNumericINISetting
GetNumItems
GetNumKeysPressed
GetNumMouseButtonsPressed
GetObjectCharge
GetObjectHealth
GetOBSEVersion
GetParentCell
GetPlayerSkillUse11
GetPlayerSpellCount10
GetQuality10
GetSkillUseIncrement11
GetSoulGemCapacity
GetSoulLevel
GetSpellMagickaCost
GetSpellMasteryLevel
GetSpellSchool10
GetSpellType
GetType
GetWeaponReach
GetWeaponSpeed
GetWeaponType
GetWeight
Goto
HammerKey
HasSpell
HoldKey
IncrementPlayerSkillUse11
IsActivator
IsAlchemyItem
IsAmmo
IsApparatus
IsArmor
IsBook
IsClassAttribute11
IsClassSkill
IsClonedForm
IsClothing
IsContainer
IsCreature
IsDoor
IsFood
IsFurniture
IsGlobalCollisionDisabled11
IsIngredient
IsKey
IsKeyPressed
IsKeyPressed2
IsLight
IsMagicEffectCanRecover10
IsMagicEffectCanRecoverC10
IsMagicEffectDetrimental10
IsMagicEffectDetrimentalC10
IsMagicEffectForEnchanting10
IsMagicEffectForEnchantingC10
IsMagicEffectMagnitudePercent10
IsMagicEffectMagnitudePercentC10
IsMagicEffectOnSelfAllowed10
IsMagicEffectOnSelfAllowedC10
IsMagicEffectForSpellmaking10
IsMagicEffectForSpellmakingC10
IsMagicEffectHostile
IsMagicEffectOnTargetAllowed10
IsMagicEffectOnTargetAllowedC10
IsMagicEffectOnTouchAllowed10
IsMagicEffectOnTouchAllowedC10
IsMagicItemAutoCalc10
IsNthEffectItemScripted10
IsNthEffectItemScriptHostile10
IsPoison
IsQuestItem
IsRefEssential
IsScripted10
IsSigilStone
IsSoulGem
IsThirdPerson10
IsWeapon
Label
LeftShift10
Log
Log10
LogicalAnd10
LogicalNot10
LogicalOr10
LogicalXor10
MagicEffectFXPersists10
MagicEffectFXPersistsC10
MagicItemHasEffect
MagicItemHasEffectCode
MagicEffectHasNoArea10
MagicEffectHasNoAreaC10
MagicEffectHasNoDuration10
MagicEffectHasNoDurationC10
MagicEffectHasNoHitEffect10
MagicEffectHasNoHitEffectC10
MagicEffectHasNoIngredient10
MagicEffectHasNoIngredientC10
MagicEffectHasNoMagnitude10
MagicEffectHasNoMagnitudeC10
MagicEffectUsesAttribute10
MagicEffectUsesAttributeC10
MagicEffectUsesArmor10
MagicEffectUsesArmorC10
MagicEffectUsesCreature10
MagicEffectUsesCreatureC10
MagicEffectUsesOtherActorValue10
MagicEffectUsesOtherActorValueC10
MagicEffectUsesSkill10
MagicEffectUsesSkillC10
MagicEffectUsesWeapon10
MagicEffectUsesWeaponC10
MenuHoldKey10
MenuReleaseKey10
MenuTapKey10
ModActorValue2
ModArmorAR
ModAttackDamage
ModEnchantmentCharge
ModEnchantmentCost
ModEquippedCurrentCharge
ModEquippedCurrentHealth
ModFemaleBipedPath10
ModFemaleGroundPath10
ModFemaleIconPath10
ModGoldValue
ModIconPath10
ModMaleBipedPath10
ModMaleGroundPath10
ModMaleIconPath10
ModModelPath10
ModName11
ModNthEffectItemArea
ModNthEffectItemDuration
ModNthEffectItemMagnitude
ModObjectCharge
ModObjectHealth
ModQuality10
ModSpellMagickaCost
ModWeaponReach
ModWeaponSpeed
ModWeight
MoveMouseX
MoveMouseY
Pow
PrintToConsole
Rand
ReleaseKey
RemoveEnchantment
RemoveEquippedWeaponPoison
RemoveNthEffectItem
RestoreIP
RightShift10
RunBatchScript11
SaveIP
SetApparatusType10
SetArmorAR
SetArmorType
SetAttackDamage
SetBookCantBeTaken10
SetBookIsScroll10
SetBookSkillTaught10
SetDisableGlobalCollision11
SetEnchantment
SetEnchantmentCharge
SetEnchantmentCost
SetEnchantmentType
SetEquipmentSlot
SetEquippedCurrentCharge
SetEquippedCurrentHealth
SetEquippedWeaponPoison
SetFemaleBipedPath
SetFemaleGroundPath
SetFemaleIconPath
SetGoldValue
SetIconPath
SetIgnoresResistance
SetIsFood
SetMagicItemAutoCalc10
SetMaleBipedPath
SetMaleGroundPath
SetMaleIconPath
SetModelPath
SetMouseSpeedX
SetMouseSpeedY
SetName
SetNthEffectItemActorValue
SetNthEffectItemArea
SetNthEffectItemDuration
SetNthEffectItemMagnitude
SetNthEffectItemRange
SetNthEffectItemScript**
Not available yet
SetNthEffectItemScriptHostile**
SetNthEffectItemScriptSchool10
SetNthEffectItemScriptVisualEffect10
SetNthEffectItemScriptVisualEffectC10
SetNumericGameSetting
SetNumericINISetting
SetObjectCharge
SetObjectHealth
SetQuality10
SetQuestItem
SetRefEssential
SetSkillUseIncrement11
SetSoulGemCapacity10
SetSoulLevel10
SetSpellMagickaCost
SetSpellMasteryLevel
SetSpellType
SetWeaponReach
SetWeaponSpeed
SetWeaponType
SetWeight
Sin
Sinh
SquareRoot
Tan
Tanh
TapKey
UnHammerKey
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