Scriptname Alias Hidden ; Returns the quest that owns this alias Quest Function GetOwningQuest() native ; Register for the specified animation event from the specified object - returns true if it successfully registered bool Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName) native ; Register for LOS gain and lost events between the viewer and the target ; A loss or gain event will be sent immediately, depending on whether or not the viewer is already looking at the target or not ; If the viewer is not the player, the target must be another actor Function RegisterForLOS(Actor akViewer, ObjectReference akTarget) native ; Register for only the first LOS gain event between the viewer and the target ; If the viewer is already looking at the target, an event will be received almost immediately ; If the viewer is not the player, the target must be another actor Function RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget) native ; Register for only the first LOS lost event between the viewer and the target ; If the viewer is already not looking at the target, an event will be received almost immediately ; If the viewer is not the player, the target must be another actor Function RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget) native ; Register for a single OnUpdate event, in afInterval seconds. All scripts attached to this alias will get the update events ; Of course, this means you don't need to call UnregisterForUpdate() ; If you find yourself doing this: ; Event OnUpdate() ; UnregisterForUpdate() ; {Do some stuff} ; endEvent ; Then you should use RegisterForSingleUpdate instead Function RegisterForSingleUpdate(float afInterval) native ; Register for OnUpdate events, every X seconds, where X is the interval. All scripts attached to this alias will get the update events Function RegisterForUpdate(float afInterval) native ; Register for OnUpdateGameTime events, every X hours of game time, where X is the interval. All scripts attached to this alias will get the update events Function RegisterForUpdateGameTime(float afInterval) native ; Register for a single OnUpdateGameTime event, in afInterval hours of game time. All scripts attached to this alias will get the update events Function RegisterForSingleUpdateGameTime(float afInterval) native ; Registers this alias to receive events when the player sleeps and wakes up Function RegisterForSleep() native ; Registers this alias to receive events when tracked stats are updated Function RegisterForTrackedStatsEvent() native ; Turns on profiling for this specific object and all scripts attached to it - setting doesn't persist across saves ; Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off Function StartObjectProfiling() native ; Turns off profiling for this specific object and all scripts attached to it - setting doesn't persist across saves ; Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off Function StopObjectProfiling() native ; Unregister for any LOS events between the viewer and target Function UnregisterForLOS(Actor akViewer, ObjectReference akTarget) native ; Unregister for the specified animation event from the specified object Function UnregisterForAnimationEvent(ObjectReference akSender, string asEventName) native ; Unregisters this alias to receive events when the player sleeps and wakes up Function UnregisterForSleep() native ; Unregisters this alias from receiving events when tracked stats are updated Function UnregisterForTrackedStatsEvent() native ; Unregister for OnUpdate events, all attached scripts will stop getting update events Function UnregisterForUpdate() native ; Unregister for OnUpdateGameTime events, all attached scripts will stop getting update game time events Function UnregisterForUpdateGameTime() native ; Animation event, sent when an object we are listening to hits one of the events we are listening for Event OnAnimationEvent(ObjectReference akSource, string asEventName) EndEvent ; Event sent when you have been unregistered from receiving an animation event because the target ; object's animation graph has been unloaded Event OnAnimationEventUnregistered(ObjectReference akSource, string asEventName) EndEvent ; LOS event, sent whenever the viewer first sees the target (after registering) Event OnGainLOS(Actor akViewer, ObjectReference akTarget) EndEvent ; Lost LOS event, sent whenever the viewer first loses sight of the target (after registering) Event OnLostLOS(Actor akViewer, ObjectReference akTarget) EndEvent ; Received when the player sleeps. Start and desired end time are in game time days (after registering) Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime) EndEvent ; Received when the player stops sleeping - whether naturally or interrupted (after registering) Event OnSleepStop(bool abInterrupted) EndEvent ; Event received when a tracked stat is updated for the player Event OnTrackedStatsEvent(string arStatName, int aiStatValue) EndEvent ; Update event, sent every X seconds while this alias is registered for them Event OnUpdate() EndEvent ; Update event, sent every X hours of game time while this alias is registered for them Event OnUpdateGameTime() EndEvent ; SKSE 64 additions built 2020-07-29 17:24:48.495000 UTC ; return the name of the alias string Function GetName() native ; return the id of the alias int Function GetID() native ; Registers for OnKeyDown and OnKeyUp events for the given keycode. Function RegisterForKey(int keyCode) native Function UnregisterForKey(int keyCode) native Function UnregisterForAllKeys() native Event OnKeyDown(int keyCode) EndEvent Event OnKeyUp(int keyCode, float holdTime) EndEvent ; Registers for OnControlDown and OnControlUp events for the given control. ; For a list of valid controls, see Input.psc. Function RegisterForControl(string control) native Function UnregisterForControl(string control) native Function UnregisterForAllControls() native Event OnControlDown(string control) EndEvent Event OnControlUp(string control, float holdTime) EndEvent ; Registers for OnMenuOpen and OnMenuClose events for the given menu. ; Registrations have to be refreshed after each game load. ; For a list of valid menu names, see UI.psc. Function RegisterForMenu(string menuName) native Function UnregisterForMenu(string menuName) native Function UnregisterForAllMenus() native Event OnMenuOpen(string menuName) endEvent Event OnMenuClose(string menuName) endEvent ; Registers a custom event callback for given event name. ; Registrations have to be refreshed after each game load. ; ; Examples: ; RegisterForModEvent("myCustomEvent", "MyModEventCallback") ; ; Event signature of custom event callbacks: ; Event MyModEventCallback(string eventName, string strArg, float numArg, Form sender) ; endEvent ; Function RegisterForModEvent(string eventName, string callbackName) native Function UnregisterForModEvent(string eventName) native Function UnregisterForAllModEvents() native ; Sends custom event with given generic parameters. Function SendModEvent(string eventName, string strArg = "", float numArg = 0.0) native ; See Form.psc Function RegisterForCameraState() native Function UnregisterForCameraState() native Event OnPlayerCameraState(int oldState, int newState) EndEvent ; See Form.psc Function RegisterForCrosshairRef() native Function UnregisterForCrosshairRef() native Event OnCrosshairRefChange(ObjectReference ref) EndEvent ; See Form.psc Function RegisterForActorAction(int actionType) native Function UnregisterForActorAction(int actionType) native Event OnActorAction(int actionType, Actor akActor, Form source, int slot) EndEvent ; Registers the script for when a QueueNiNodeUpdate is called Function RegisterForNiNodeUpdate() native Function UnregisterForNiNodeUpdate() native Event OnNiNodeUpdate(ObjectReference akActor) EndEvent