[WIPz] Skyrim Script Extender (SKSE)

Post » Wed May 16, 2012 8:43 am

Since they are using HTML for the UI (from what I read in DarN posts), maybe they are using a javascript VM for Skyrim, has everything you mention. Also it would be logical and simpler.


They're using Flash for the UI, not HTML. Not quite the same thing.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Wed May 16, 2012 10:24 am

They're using Flash for the UI, not HTML. Not quite the same thing.

Consequently, ActionScript 3, not JavaScript. Almost the same, but not quite. :)
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed May 16, 2012 7:31 am

They're using Flash for the UI, not HTML. Not quite the same thing.

Yes saw it on the "Modifying the GUI" thread. DarN wrote a sample of resizing the fonts, seemed very HTML to me, I was wrong. I wonder why would Bethesda use Flash for the gui instead of using HTML? Adobe is actually killing Flash in all platforms (except PC) and most people are moving to HTML5. Even MS is killing its flash wannabe (Silverlight) and is supporting HTML5.

PS: I know Flash/Silverlight are actually java wannabees, but java on the browser died a long time ago (although some zombies remain)
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed May 16, 2012 1:50 pm

Yes saw it on the "Modifying the GUI" thread. DarN wrote a sample of resizing the fonts, seemed very HTML to me, I was wrong. I wonder why would Bethesda use Flash for the gui instead of using HTML? Adobe is actually killing Flash in all platforms (except PC) and most people are moving to HTML5. Even MS is killing its flash wannabe (Silverlight) and is supporting HTML5.

PS: I know Flash/Silverlight are actually java wannabees, but java on the browser died a long time ago (although some zombies remain)

Adobe actually just announced to donate the Flex SDK (which includes a flash compiler, but also a ton of UI components and other code) to the open source.
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Wed May 16, 2012 2:06 pm

Since they are using HTML for the UI (from what I read in DarN posts), maybe they are using a javascript VM for Skyrim, has everything you mention. Also it would be logical and simpler.
They aren't, it's custom. JavaScript isn't really a good match for games anyway as there isn't a standard for compiled code, and you want to be running as little as possible at runtime. JS is also a horrible language. Compiled AS3 would be better, but overly complicated for what they need, and I was under the impression that Scaleform compiles scripts down to its own custom language anyway. For games it's usually Lua or custom languages only (and yes I can think of counterexamples off the top of my head too).

I, uh, made the mistake of playing the game. It's actually pretty fun, but I ended up spending more time playing more than coding over the weekend. Despite the simpler higher-level gameplay changes (what everyone talks about as "streamlining") and the *horrible* console UI, the content feels a lot more varied and deeper than Oblivion. I like it.

Anyway, I've tried out adding my own native functions (currently just reusing the existing parameter tables) and hot-patching classes, and it all *appears* to work. This part will be the core of SKSE, so getting it right is going to be really important. It seems like stuff is just slotting in as easily as expected. Need to decode the base class for native function wrappers, and can't actually try it out until the CS is released unless I go through and hack up an existing script in a hex editor so it calls my code, though.

Not sure if anyone will actually care, but I've set things up so that they can run SKSE either with Steam or without Steam. Note for overzealous people: I'm not bypassing any copy protection to do this; TESV.exe is unprotected. Effectively the only differences are that achievements still work and it tracks the time you spend in-game in the proper category instead of in the custom non-steam app you set up. For people who don't care about Steam, this will not have an effect on anything, continue to run skse_loader as normal.
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Wed May 16, 2012 3:53 pm

Ian, what's your avatar? I've always been curious. It reminds me somewhat of the Zanarkand symbol from Final Fantasy X, or a Dragonmark from Eberron, but I know it's not either of those things.

Anyway, I think you of all people have earned a break to play these games! Hehe.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Wed May 16, 2012 12:40 pm

It's the Soul Eater rune from http://en.wikipedia.org/wiki/Suikoden_%28video_game%29, which is my favorite JRPG series.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed May 16, 2012 9:35 am

I've been playing the game rather than looking at code as well. Though my specialty in this racket is the decoding of classes, which really needs the info from the CK. I am enjoying the game and really like some of the general improvements. I even like the UI for the most part. But I can't wait to get my hands on the CS and start to put together the new functions.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Wed May 16, 2012 1:48 am

Couldn't find my original tool for writing out the class inheritance hierarchy, so rewrote it in Python. It's now dramatically slower but still works. Interesting bits follow.

ExtraData:
Spoiler
BsixtraData	ExtraGhost	ExtraPackageStartLocation	ExtraRegionList	ExtraFavorCost	ExtraLinkedRef	ExtraLocationRefType	ExtraAshPileRef	ExtraRoom	ExtraMultiBoundRef	ExtraTresPassPackage	ExtraOcclusionPlaneRefData	ExtraAliasInstanceArray	ExtraLargeRefOwnerCells	ExtraSceneData	NonActorMagicCaster	ExtraHavok	ExtraCellMusicType	ExtraCellAcousticSpace	ExtraCellImageSpace	ExtraCellWaterType	ExtraProcessMiddleLow	ExtraSeenData	ExtraNorthRotation	ExtraDetachTime	ExtraEditorID	ExtraPrimitive	ExtraFollower	ExtraOpenCloseActivateRef	ExtraHealthPerc	ExtraScale	ExtraLock	ExtraFromAlias	ExtraUniqueID	ExtraTeleport	ExtraWeaponAttackSound	ExtraOwnership	ExtraGlobal	ExtraRank	ExtraCount	ExtraHealth	ExtraFlags	ExtraTimeLeft	ExtraCharge	ExtraHotkey	ExtraReferenceHandle	ExtraEditorLocation	ExtraCell3D	ExtraLightData	ExtraLeveledItem	ExtraOutfitItem	ExtraAttachRef	ExtraAttachRefChildren	ExtraReflectedRefs	ExtraReflectorRefs	ExtraWaterLightRefs	ExtraLitWaterRefs	ExtraPoison	ExtraEnchantment	ExtraHeadingTarget	ExtraShouldWear	ExtraHasNoRumors	ExtraObjectHealth	ExtraTerminalState	ExtraNavMeshPortal	ExtraModelSwap	ExtraRadius	ExtraActorCause	ExtraAmmo	ExtraRadioData	ExtraCombatStyle	ExtraPatrolRefData	ExtraPortalRefData	ExtraRoomRefData	ExtraPackageData	ExtraCollisionData	ExtraMissingRefIDs	ExtraTextDisplayData	ExtraAttachedArrows3D	NonActorMagicTarget	ExtraForcedTarget	ExtraForcedLandingMarker	ExtraCellSkyRegion	ExtraCellWaterEnvMap	ExtraBadPosition	ExtraHeadTrackingWeight	ExtraAlphaCutoff	ExtraHorse	ExtraWaterCurrentZoneData	ExtraGIDBuffer	ExtraAnimGraphManager	ExtraDismemberedLimbs	ExtraStartingPosition	ExtraLight	ExtraGuardedRefData	ExtraLeveledCreature	ExtraMapMarker	ExtraAction	ExtraContainerChanges	ExtraWorn	ExtraWornLeft	ExtraCannotWear	ExtraInfoGeneralTopic	ExtraSeed	ExtraLocation	ExtraAnimNoteReceiver	ExtraPackage	ExtraPlayerCrimeList	ExtraqersistentCell	ExtraRagDollData	ExtraEncounterZone	ExtraUsedMarkers	ExtraReservedMarkers	ExtraRunOncePacks	ExtraDistantData	ExtraEnableStateParent	ExtraEnableStateChildren	ExtraStartingWorldOrCell	ExtraRandomTeleportMarker	ExtraWaterData	ExtraLinkedRefChildren	ExtraLeveledItemBase	ExtraActivateRefChildren	ExtraGroupConstraint	ExtraActivateRef	ExtraLevCreaModifier	ExtraLastFinishedSequence	ExtraSpawnContainer	ExtraEmittanceSource	ExtraMultiBoundData	ExtraMultiBound	ExtraOcclusionShape	ExtraPortal	ExtraItemDropper	ExtraDroppedItemList	ExtraSavedAnimation	ExtraSavedHavokData	ExtraFriendHits	ExtraTeleportName	ExtraRefractionProperty	ExtraEditorRefMoveData	ExtraSound	ExtraCreatureAwakeSound	ExtraWeaponIdleSound	ExtraOriginalReference	ExtraActivateLoopSound	ExtraCanTalkToPlayer	ExtraFactionChanges	ExtraSayTopicInfoOnceADay	ExtraSayToTopicInfo	ExtraIgnoredBySandbox	ExtraPatrolRefInUseData	ExtraFollowerSwimBreadcrumbs	ExtraPromotedRef	ExtraDecalGroup	ExtraRefrPath	ExtraLockList	ExtraInteraction	ExtraCellGrassData	ExtraScriptedAnimDependence	ExtraCachedScale	ExtraRaceData	ExtraSoul

NetImmerse and apparently part of the combat system that gets picked up because it uses NetImmerse's refcounting class:
Spoiler
NiRefObject	BSNavmeshReferenceObstacleArray	BSPortalGraph	BSParticleShaderEmitter		BSParticleShaderCubeEmitter			BSParticleShaderSnowEmitter			BSParticleShaderRainEmitter		BSParticleShaderObjectEmitter			BSParticleShaderGeometryEmitter			BSParticleShaderCollisionEmitter			BSParticleShaderRayEmitter	NiObject		BSMultiBound		BSReference		BSNodeReferences		NiPixelData		NiPSysModifier			NiPSysEmitter				NiPSysVolumeEmitter					BSPSysArrayEmitter					NiPSysCylinderEmitter					NiPSysSphereEmitter					NiPSysBoxEmitter				NiPSysMeshEmitter			BSPSysScaleModifier			BSPSysSubTexModifier			BSPSysStripUpdateModifier			BSParentVelocityModifier			NiPSysBoundUpdateModifier			BSWindModifier			NiPSysMeshUpdateModifier				BSPSysHavokUpdateModifier			BSPSysInheritVelocityModifier			BSPSysRecycleBoundModifier			NiPSysFieldModifier				NiPSysTurbulenceFieldModifier				NiPSysVortexFieldModifier				NiPSysRadialFieldModifier				NiPSysGravityFieldModifier				NiPSysDragFieldModifier				NiPSysAirFieldModifier			NiPSysSpawnModifier			NiPSysRotationModifier			NiPSysPositionModifier			NiPSysGrowFadeModifier			NiPSysDragModifier			NiPSysColorModifier			NiPSysColliderManager			NiPSysBombModifier			NiPSysAgeDeathModifier			NiPSysGravityModifier		NiObjectNET			NiProperty				NiShadeProperty				NiAlphaProperty				NiFogProperty			NiAVObject				NiNode					BSNiNode						BSMultiBoundNode							BSMultiBoundRoom						BSValueNode						BSRangeNode							BSBlastNode							BSDebrisNode							BSDamageStage					BSTempNode					BSTempNodeManager					BSPortalSharedNode					BSParticleSystemManager					BSSceneGraph						SceneGraph					BSMasterParticleSystem					NiBillboardNode					BSFaceGenNiNode					NiSwitchNode					BSFlattenedBoneTree					BGSDecalNode					NiBSPNode				NiCamera				NiGeometry					NiTriBasedGeom						NiTriShape							BSMultiIndexTriShape								BSLODMultiIndexTriShape							BSInstanceTriShape								BSMultiStreamInstanceTriShape							BSSegmentedTriShape							NiScreenElements							BSLODTriShape						NiTriStrips					NiLines					NiParticles						NiParticleSystem							NiMeshParticleSystem							BSStripParticleSystem						NiParticleMeshes				NiLight					NiAmbientLight					NiPointLight						NiSpotLight					NiDirectionalLight			NiSequenceStreamHelper		NiAdditionalGeometryData			BSPackedAdditionalGeometryData		ImageSpaceModifierInstance			ImageSpaceModifierInstanceForm			ImageSpaceModifierInstanceTemp				ImageSpaceModifierInstanceDOF				ImageSpaceModifierInstanceRB		BSMultiBoundShape			BSMultiBoundAABB				BSMultiBoundOBB			BSMultiBoundSphere			BSMultiBoundCapsule		NiColorData		NiFloatData		NiPSysEmitterCtlrData		NiRenderTargetGroup		NiUVData		BSOcclusionShape			BSOcclusionBox			BSOcclusionPlane				BSPortal		NiTimeController			TESObjectREFRSync::REFRSyncController			NiFloatController				NiRollController			NiBSBoneLODController			BSLagBoneController			NiBoneLODController			NiUVController			NiControllerManager			NiInterpController				BSProceduralLightningController				BSMultiTargetTreadTransfController				NiGeomMorpherController				NiSingleInterpController					NiPSysModifierCtlr						NiPSysEmitterCtlr							BSPSysMultiTargetEmitterCtlr						NiPSysModifierBoolCtlr							NiPSysModifierActiveCtlr						NiPSysModifierFloatCtlr							NiPSysEmitterLifeSpanCtlr							NiPSysEmitterDeclinationCtlr							NiPSysInitialRotSpeedCtlr							NiPSysInitialRotAngleVarCtlr							NiPSysInitialRotAngleCtlr							NiPSysGravityStrengthCtlr							NiPSysFieldMaxDistanceCtlr							NiPSysFieldMagnitudeCtlr							NiPSysFieldAttenuationCtlr							NiPSysEmitterSpeedCtlr							NiPSysEmitterPlanarAngleVarCtlr							NiPSysEmitterPlanarAngleCtlr							NiPSysEmitterInitialRadiusCtlr							NiPSysEmitterDeclinationVarCtlr							NiPSysAirFieldSpreadCtlr							NiPSysAirFieldInheritVelocityCtlr							NiPSysAirFieldAirFrictionCtlr							NiPSysInitialRotSpeedVarCtlr					NiExtraDataController						NiFloatExtraDataController						NiFloatsixtraDataPoint3Controller						NiFloatsixtraDataController						NiColorExtraDataController					NiTransformController					NiFloatInterpController						BSFrustumFOVController						NiLightDimmerController					NiBoolInterpController						NiVisController					NiPoint3InterpController						NiLightColorController				NiMultiTargetTransformController			NiPathController			NiLookAtController			BSSimpleScaleController			NiPSysUpdateCtlr			NiPSysResetOnLoopCtlr			NiKeyframeManager			BSPlayerDistanceCheckController		NiControllerSequence			BSAnimGroupSequence		NiExtraData			BGSAddonNodeSoundHandleExtra			PArrayPoint			BSFaceGenModelExtraData			BSNonUniformScaleExtraData			BSBodyMorphOffsetsixtraData			BSBehaviorGraphExtraData			BSFurnitureMarkerNode			BSBoneMap			BSAnimInteractionMarker			BSBoneLODExtraData			BSInvMarker			NiColorExtraData			BSTextureData			BSSplatterExtraData			BSFaceGenBaseMorphExtraData			NiTextKeyExtraData			BSFaceGenAnimationData			NiStringsixtraData			NiStringExtraData			NiFloatsixtraData			NiVertWeightsixtraData			NiVectorExtraData			NiSwitchStringExtraData			BSBound			NiIntegersixtraData				BSWArray			NiIntegerExtraData				BSXFlags				BSDecalPlacementVectorExtraData			NiFloatExtraData			NiBinaryExtraData			NiBooleanExtraData		NiPosData		NiTexture::RendererData			NiPersistentSrcTextureRendererData		Ni2DBuffer			NiDepthStencilBuffer		NiSkinInstance			BSDismemberSkinInstance		NiShaderDeclaration		NiMorphData		NiTransformData		NiCollisionObject		BSAnimNotes		NiStringPalette		NiSequence		NiRotData		NiBSplineData		NiBSplineBasisData		NiBoolData		BSTempEffect			BSTempEffectWeaponBlood			BSTempEffectDebris			BSTempEffectSPG			BSTempEffectGeometryDecal			BSTempEffectParticle			ReferenceEffect				ModelReferenceEffect				ShaderReferenceEffect				SummonPlacementEffect			BSTempEffectSimpleDecal			BSTerrainEffect		NiRenderer		NiPSysCollider			NiPSysPlanarCollider			NiPSysSphericalCollider		NiTexture			NiRenderedTexture				NiRenderedCubeMap			NiSourceTexture				NiSourceCubeMap		NiSkinPartition		NiSkinData		NiPalette		NiGeometryData			NiTriBasedGeomData				NiTriStripsData					NiTriStripsDynamicData				NiTriShapeData					BSSharedVertexesTriShapeData					BSMultiIndexTriShapeData					NiScreenElementsData					NiTriShapeDynamicData			NiLinesData			NiParticlesData				NiParticleMeshesData				NiPSysData					BSStripPSysData					NiMeshPSysData		NiInterpolator			NiBlendInterpolator				NiBlendAccumTransformInterpolator				NiBlendPoint3Interpolator				NiBlendTransformInterpolator				NiBlendFloatInterpolator				BSBlendTreadTransfInterpolator				NiBlendQuaternionInterpolator				NiBlendColorInterpolator				NiBlendBoolInterpolator			NiKeyBasedInterpolator				NiFloatInterpolator				NiColorInterpolator				NiPathInterpolator				NiTransformInterpolator					BSRotAccumTransfInterpolator				BSTreadTransfInterpolator				NiQuaternionInterpolator				NiPoint3Interpolator				NiBoolInterpolator					NiBoolTimelineInterpolator			NiLookAtInterpolator			NiBSplineInterpolator				NiBSplineTransformInterpolator					NiBSplineCompTransformInterpolator				NiBSplinePoint3Interpolator					NiBSplineCompPoint3Interpolator				NiBSplineFloatInterpolator					NiBSplineCompFloatInterpolator				NiBSplineColorInterpolator					NiBSplineCompColorInterpolator		NiAccumulator			NiBackToFrontAccumulator				NiAlphaAccumulator		BSTextureSet			BSShaderTextureSet	DetectionListener		DetectionCollector			DisguiseEffect::DetectionChecker		CombatGroupDetectionListener		'anonymous namespace'::StandardDetectionListener	BSFaceGenModelMap::Entry	ActorKnowledge	DetectionState	BSHandleRefObject	CombatObject		CombatAimControllerBase			CombatAimController				CombatTrackTargetAimController					CombatMeleeAimController				CombatDisableAimController				CombatProjectileAimController		CombatArea			CombatAreaRadius				CombatAreaStandard				CombatAreaReference					CombatAreaHoldPosition		CombatTargetLocation		CombatTargetLocationSearch		CombatTargetLocationSearchResult		CombatDisableActionController		CombatCoverLocation		CombatPath			CombatPathT,class CombatPathDestinationNone>			CombatPathT			CombatPathT			CombatPathT			CombatPathT			CombatPathT			CombatPathT			CombatPathT,class CombatPathDestinationNone>			CombatPathT,class CombatPathDestinationNone>			CombatPathT			CombatPathT,class CombatPathDestinationRef>			CombatPathT,class CombatPathDestinationLocation>			CombatPathT,class CombatPathDestinationNone>			CombatPathT,class CombatPathDestinationNone>			CombatPathT,class CombatPathDestinationNone>			CombatPathT,class CombatPathDestinationNone>			CombatPathT			CombatPathT,class CombatPathDestinationRef>			CombatPathT			CombatPathT			CombatPathT,class CombatPathDestinationLocation>			CombatPathT			CombatPathT			CombatPathT,class CombatPathDestinationNone>			CombatPathT			CombatPathT		CombatInventoryItem			CombatInventoryItemMelee			CombatInventoryItemComposite				CombatInventoryItemRanged			CombatInventoryItemShield				CombatInventoryItemOneHandedBlock			CombatInventoryItemTorch			CombatInventoryItemMagic				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemStaff					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemShout					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT				CombatInventoryItemPotion					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT				CombatInventoryItemScroll					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT					CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT				CombatInventoryItemMagicT		CombatTargetSelector			CombatTargetSelectorFixed			CombatTargetSelectorStandard		CombatThreat		CombatMagicCaster			CombatMagicCasterTargetEffect			CombatMagicCasterSummon			CombatMagicCasterStagger			CombatMagicCasterParalyze			CombatMagicCasterScript			CombatMagicCasterCloak			CombatMagicCasterLight			CombatMagicCasterRestore			CombatMagicCasterReanimate			CombatMagicCasterBoundItem			CombatMagicCasterInvisibility			CombatMagicCasterOffensive			CombatMagicCasterWard			CombatMagicCasterArmor			CombatMagicCasterDisarm		CombatCoverSearch		CombatCoverSearchResult		CombatFlankingSearchData		CombatPathSpeedController			DiveBombSpeedController			CombatApproachTargetSpeedController		CombatPathingDebugData		CombatCoverSearchDebugData	LoadedAreaBound	WaterMaterialData	BSTableCurve	TESWaterObject	TESWaterNormals	WaterNormalsData	TESWaterDisplacement	TESWaterReflections	BSFaceGenModel	BSFaceGenMorphData		BSFaceGenMorphDataHead		BSFaceGenMorphDataHair	CombatBehaviorResource	BGSAttackData	BGSAttackDataMap	WaterDisplacementData	CellMopp	WaterReflectionData	BSPortalGraphEntry	NiPSysMeshEmitter::NiSkinnedEmitterData	NiImageConverter		NiDevImageConverter

Magic effects:
Spoiler
ActiveEffect	DetectLifeEffect	StaggerEffect		DisarmEffect	SpawnHazardEffect	LightEffect	WerewolfEffect	ValueModifierEffect		TargetValueModifierEffect			CalmEffect			RallyEffect			DemoralizeEffect				BanishEffect				TurnUndeadEffect			FrenzyEffect		ValueAndConditionsEffect		PeakValueModifierEffect		NightEyeEffect		AbsorbEffect		AccumulatingValueModifierEffect		DarknessEffect		DualValueModifierEffect			EnhanceWeaponEffect		InvisibilityEffect		ParalysisEffect	BoundItemEffect	CloakEffect	CommandEffect		ReanimateEffect	CommandSummonedEffect	CureEffect	DisguiseEffect	DispelEffect	EtherealizationEffect	GuideEffect	LockEffect	OpenEffect	ScriptEffect		ScriptedRefEffect		SlowTimeEffect	SoulTraqeffect	SummonCreatureEffect	TelekinesisEffect	WerewolfFeedEffect

Forms (note that these heavily use multiple inheritance which I can't really express well here):
Spoiler
BaseFormComponent	BGSBipedObjectForm	BGSBlockBashData	TESEnchantableForm	BGSOverridePackCollection	BGSPerkRankArray	BGSSkinForm	TESActorBaseData	TESAIForm	TESAttackDamageForm	TESBipedModelForm	TESContainer	TESImageSpaceModifiableForm	TESProduceForm	TESQualityForm	TESRaceForm	TESReactionForm	TESSpellList	TESForm		TESClass		BGSMusicType		TESEyes		TESFaction		TESHair		TESIdleForm		BGSLightingTemplate		BGSLocation		BGSReferenceEffect		TESWaterForm		TESClimate		TESImageSpace		TESEffectShader		TESImageSpaceModifier		TESTopic		TESTopicInfo		TESObjectREFR			Hazard			Actor				Character					PlayerCharacter			Projectile				MissileProjectile					ArrowProjectile				BeamProjectile				ConeProjectile				FlameProjectile				GrenadeProjectile				BarrierProjectile			Explosion				ChainExplosion		TESWeather		TESWorldSpace		TESObject			TESBoundObject				BGSCloudClusterForm				TESAmmo				TESObjectBOOK				TESLevItem				MagicItem					AlchemyItem					EnchantmentItem					SpellItem						ScrollItem					IngredientItem				BGSAcousticSpace				BGSDualCastData				BGSAddonNode				TESObjectMISC					TESSoulGem					BGSApparatus					TESKey				BGSArtObject				BGsixplosion				BGSHazard				BGSProjectile				BGSStaticCollection				BGSTextureSet				TESBoundAnimObject					TESActorBase						TESNPC					TESObjectACTI						TESFlora						TESFurniture						BGSTalkingActivator					TESLevCharacter					TESSound					TESObjectLIGH					TESObjectCONT					TESObjectDOOR				TESObjectSTAT				TESGrass				TESLevSpell				TESObjectARMO				BGSIdleMarker				BGSNote				TESObjectTREE				TESObjectWEAP			TESObjectARMA		BGSCameraPath		BGSCameraShot		BGSKeyword			BGSLocationRefType			BGSAction		BGSCollisionLayer		BGSDefaultObjectManager		BGSFootstep		BGSImpactData		TESRegion		BGSImpactDataSet		NavMesh		BGSListForm		BGSMaterialObject		BGSShaderParticleGeometryData		BGSMenuIcon		BGSMessage		ActorValueInfo		BGSConstructibleObject		BGSMusicTrackFormWrapper		BGSDebris		BGSReverbParameters		BGSSoundCategory		BGSColorForm		BGSSoundOutput		BGSOutfit		BGSRagdoll		TESPackage			FleePackage			AlarmPackage			SpectatorPackage			TrespassPackage			DialoguePackage		TESGlobal		BGSStoryManagerTreeForm			TESQuest			BGSStoryManagerNodeBase				BGSStoryManagerBranchNode					BGSStoryManagerEventNode				BGSStoryManagerQuestNode		TESLoadScreen		Script		TESCombatStyle		TESObjectCELL		BGSFootstepSet		BGSEncounterZone		TESRace		TESShout		BGSScene		TESWordOfPower		EffectSetting		BGSAssociationType		BGSDialogueBranch		TESObjectANIO		NavMeshInfoMap		BGSMaterialType		BGSEquipSlot		BGSHeadPart		BGSMovementType		BGSPerk		BGSRelationship		BGSSoundDescriptorForm		BGSBodyPartData		TESObjectLAND		TESLandTexture		BGSVoiceType	TESLeveledList	BGSKeywordForm	TESFullName		BGSMovableStatic	TESModel		BGSTextureModel		BGSBehaviorGraphModel		TESModelRDT		TESModelTextureSwap		TESModelPSA		TESModelTri	TESTexture		TESTexture1024		TESIcon	BGSMessageIcon	TESWeightForm	BGSPickupPutdownSounds	BGSMenuDisplayObject	BGSDestructibleObjectForm	TESValueForm	BGSPreloadable	TESDescription	BGSEquipType	BGSIdleCollection	BGSAttackDataForm
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Wed May 16, 2012 12:23 pm

Since we're talking about taking apart the executable here, can someone run http://www.wheaty.net/downloads.htm (or similar) and post the results of it? In particular, I'd like to know how the imports table looks like, to see which (external) libraries the game is already using, and which parts of it.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Wed May 16, 2012 3:45 am

Everything interesting is statically linked. They use xinput, d3d9, d3dx9, dinput, and x3daudio. There are winsock-related imports, but they are only used by the Havok debugger.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Wed May 16, 2012 12:57 pm

Everything interesting is statically linked. They use xinput, d3d9, d3dx9, dinput, and x3daudio. There are winsock-related imports, but they are only used by the Havok debugger.

Yeah, figures. I'm just trying to make sure the aren't any "special" versions or something; this is what I've got from a friend who's using the German version from Steam ...

(skipping KERNEL32.dll and USER32.dll, since they seem to be your standard Windows software stuff)
Spoiler
  GDI32.dll  OrigFirstThunk:  01014D44 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20024  Ordn  Name   205  DeleteDC   287  ExtEscape   500  GetStockObject    47  CreateDCA  ADVAPI32.dll  OrigFirstThunk:  01014D20 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20000  Ordn  Name   631  RegSetValueExA   615  RegQueryValueExA   602  RegOpenKeyExA   562  RegCreateKeyExA   554  RegCloseKey   350  GetUserNameA  SHELL32.dll  OrigFirstThunk:  01014FBC (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E2029C  Ordn  Name   276  ShellExecuteA   188  SHGetFolderPathA  ole32.dll  OrigFirstThunk:  01015148 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20428  Ordn  Name   102  CoTaskMemAlloc   103  CoTaskMemFree    16  CoCreateInstance    62  CoInitializeEx   107  CoUninitialize    61  CoInitialize  steam_api.dll  OrigFirstThunk:  01015164 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20444  Ordn  Name     5  SteamAPI_Init    11  SteamAPI_RunCallbacks     9  SteamAPI_RegisterCallback    50  SteamUserStats    17  SteamAPI_UnregisterCallback  X3DAudio1_7.dll  OrigFirstThunk:  010150B0 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20390  Ordn  Name     0  X3DAudioCalculate     1  X3DAudioInitialize  d3dx9_42.dll  OrigFirstThunk:  010150FC (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E203DC  Ordn  Name   147  D3DXGetImageInfoFromFileInMemory    96  D3DXCreateTextureFromFileInMemory    40  D3DXCreateCubeTextureFromFileInMemory   110  D3DXCreateVolumeTextureFromFileInMemory    13  D3DXCompileShader   146  D3DXGetImageInfoFromFileA    94  D3DXCreateTextureFromFileExA   315  D3DXVec3TransformCoord   199  D3DXMatrixMultiplyTranspose   317  D3DXVec3TransformNormal   310  D3DXVec3Normalize   183  D3DXLoadSurfaceFromSurface   198  D3DXMatrixMultiply   195  D3DXMatrixInverse   222  D3DXMatrixTranspose   228  D3DXPlaneNormalize   229  D3DXPlaneTransform   180  D3DXLoadSurfaceFromMemory  WSOCK32.dll  OrigFirstThunk:  01015058 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20338  Ordn  Name     9   111    16    19     4    10   101    18    12    23    21    11    15     1   151    57    13     2   115     3    52  DINPUT8.dll  OrigFirstThunk:  01014D3C (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E2001C  Ordn  Name     0  DirectInput8Create  WINMM.dll  OrigFirstThunk:  01015050 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E20330  Ordn  Name   148  timeGetTime  binkw32.dll  OrigFirstThunk:  010150CC (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E203AC  Ordn  Name    20  _BinkCopyToBufferRect@44    74  _BinkWait@4    66  _BinkSetSoundSystem@8    46  _BinkOpenDirectSound@4    52  _BinkPause@8    44  _BinkNextFrame@4    15  _BinkClose@4    45  _BinkOpen@8    24  _BinkDoFrame@4  d3d9.dll  OrigFirstThunk:  010150F4 (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E203D4  Ordn  Name     5  D3DPERF_SetOptions  XINPUT1_3.dll  OrigFirstThunk:  010150BC (Unbound IAT)  TimeDateStamp:   00000000 -> Thu Jan 01 01:00:00 1970  ForwarderChain:  00000000  First thunk RVA: 00E2039C  Ordn  Name     4     2     3

Strange thing is ... why does the game need ShellExecuteA()??? Also, still using Bink, how cute ...
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Wed May 16, 2012 1:22 am

We also will continue to support only the official versions of the game from Steam, so please don't bother posting or emailing about how to get the project up and running with a pirated version. It is not going to happen.
That part is really funny :) I don't even know why there was the need to mention it.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed May 16, 2012 3:43 pm

What is a script extender?
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Wed May 16, 2012 4:31 am

That part is really funny :) I don't even know why there was the need to mention it.
Because obviously people have done exactly that now or in the past with previous games.
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Wed May 16, 2012 3:08 pm

Strange thing is ... why does the game need ShellExecuteA()??? Also, still using Bink, how cute ...
When you make a verbose save dump, the game automatically opens the created log file for you.

What is a script extender?
In previous Bethesda games, the scripting language built in to the game has been lacking for anyone trying to do a complex mod. We add new functionality to the language that wasn't there before, letting people make mods that wouldn't have previously been possible to do. For Skyrim, the core language appears to be much more complete, so mostly we'll be adding things in the API area (access to data from script-land, etc).
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Wed May 16, 2012 4:37 am

Did a little digging into the exe, here is complete list of Skyrim natives with script and engine declarations
Spoiler
/*******************************************************
TESV: Skyrim script natives list
Format:
Class::Method
Script representation;
Engine code representation;

© Alexander Blade 2011
*******************************************************/


Game::AddAchievement
script : void Game::AddAchievement(int aiAchievementID);
engine : void BSScript::StaticFunctionTag::AddAchievement(int aiAchievementID);

Game::AdvanceSkill
script : void Game::AdvanceSkill(string asSkillName, float afMagnitude);
engine : void BSScript::StaticFunctionTag::AdvanceSkill(BSFixedString const & asSkillName, float afMagnitude);

Game::AddHavokBallAndSocketConstraint
script : bool Game::AddHavokBallAndSocketConstraint(ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ);
engine : bool BSScript::StaticFunctionTag::AddHavokBallAndSocketConstraint(TESObjectREFR * arRefA, BSFixedString const & arRefANode, TESObjectREFR * arRefB, BSFixedString const & arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ);

Game::RemoveHavokConstraints
script : bool Game::RemoveHavokConstraints(ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName);
engine : bool BSScript::StaticFunctionTag::RemoveHavokConstraints(TESObjectREFR * arFirstRef, BSFixedString const & arFirstRefNodeName, TESObjectREFR * arSecondRef, BSFixedString const & arSecondRefNodeName);

Game::CalculateFavorCost
script : int Game::CalculateFavorCost(int aiFavorPrice);
engine : uint BSScript::StaticFunctionTag::CalculateFavorCost(uint aiFavorPrice);

Game::ClearTempEffects
script : void Game::ClearTempEffects();
engine : void BSScript::StaticFunctionTag::ClearTempEffects();

Game::ClearPrison
script : void Game::ClearPrison();
engine : void BSScript::StaticFunctionTag::ClearPrison();

Game::DisablePlayerControls
script : void Game::DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType);
engine : void BSScript::StaticFunctionTag::DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, uint aiDisablePOVType);

Game::EnablePlayerControls
script : void Game::EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType);
engine : void BSScript::StaticFunctionTag::EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, uint aiDisablePOVType);

Game::EnableFastTravel
script : void Game::EnableFastTravel(bool abEnable);
engine : void BSScript::StaticFunctionTag::EnableFastTravel(bool abEnable);

Game::FadeOutGame
script : void Game::FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration);
engine : void BSScript::StaticFunctionTag::FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration);

Game::FastTravel
script : void Game::FastTravel(ObjectReference akDestination);
engine : void BSScript::StaticFunctionTag::FastTravel(TESObjectREFR * akDestination);

Game::FindClosestReferenceOfType
script : ObjectReference Game::FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindClosestReferenceOfType(TESForm * arBaseObject, float afX, float afY, float afZ, float afRadius);

Game::FindClosestReferenceOfAnyTypeInList
script : ObjectReference Game::FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindClosestReferenceOfAnyTypeInList(BGSListForm * arBaseObjects, float afX, float afY, float afZ, float afRadius);

Game::FindRandomReferenceOfType
script : ObjectReference Game::FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindRandomReferenceOfType(TESForm * arBaseObject, float afX, float afY, float afZ, float afRadius);

Game::FindRandomReferenceOfAnyTypeInList
script : ObjectReference Game::FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindRandomReferenceOfAnyTypeInList(BGSListForm * arBaseObjects, float afX, float afY, float afZ, float afRadius);

Game::FindClosestActor
script : Actor Game::FindClosestActor(float afX, float afY, float afZ, float afRadius);
engine : Actor * BSScript::StaticFunctionTag::FindClosestActor(float afX, float afY, float afZ, float afRadius);

Game::FindRandomActor
script : Actor Game::FindRandomActor(float afX, float afY, float afZ, float afRadius);
engine : Actor * BSScript::StaticFunctionTag::FindRandomActor(float afX, float afY, float afZ, float afRadius);

Game::ForceThirdPerson
script : void Game::ForceThirdPerson();
engine : void BSScript::StaticFunctionTag::ForceThirdPerson();

Game::ForceFirstPerson
script : void Game::ForceFirstPerson();
engine : void BSScript::StaticFunctionTag::ForceFirstPerson();

Game::ShowFirstPersonGeometry
script : void Game::ShowFirstPersonGeometry(bool abShow);
engine : void BSScript::StaticFunctionTag::ShowFirstPersonGeometry(bool abShow);

Game::GetForm
script : Form Game::GetForm(int aiFormID);
engine : TESForm * BSScript::StaticFunctionTag::GetForm(uint aiFormID);

Game::GetGameSettingFloat
script : float Game::GetGameSettingFloat(string asGameSetting);
engine : float BSScript::StaticFunctionTag::GetGameSettingFloat(BSFixedString const & asGameSetting);

Game::GetGameSettingInt
script : int Game::GetGameSettingInt(string asGameSetting);
engine : int BSScript::StaticFunctionTag::GetGameSettingInt(BSFixedString const & asGameSetting);

Game::GetGameSettingString
script : string Game::GetGameSettingString(string asGameSetting);
engine : bool BSScript::StaticFunctionTag::GetGameSettingString(BSFixedString const & asGameSetting);

Game::GetPlayer
script : Actor Game::GetPlayer();
engine : Actor * BSScript::StaticFunctionTag::GetPlayer();

Game::GetPlayerGrabbedRef
script : ObjectReference Game::GetPlayerGrabbedRef();
engine : TESObjectREFR * BSScript::StaticFunctionTag::GetPlayerGrabbedRef();

Game::GetPlayersLastRiddenHorse
script : Actor Game::GetPlayersLastRiddenHorse();
engine : Actor * BSScript::StaticFunctionTag::GetPlayersLastRiddenHorse();

Game::GetRealHoursPassed
script : float Game::GetRealHoursPassed();
engine : float BSScript::StaticFunctionTag::GetRealHoursPassed();

Game::IncrementSkill
script : void Game::IncrementSkill(string asSkillName);
engine : void BSScript::StaticFunctionTag::IncrementSkill(BSFixedString const & asSkillName);

Game::IncrementSkillBy
script : void Game::IncrementSkillBy(string asSkillName, int aiCount);
engine : void BSScript::StaticFunctionTag::IncrementSkillBy(BSFixedString const & asSkillName, uint aiCount);

Game::IncrementStat
script : void Game::IncrementStat(string asStatName, int aiModAmount);
engine : void BSScript::StaticFunctionTag::IncrementStat(BSFixedString const & asStatName, int aiModAmount);

Game::IsActivateControlsEnabled
script : bool Game::IsActivateControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsActivateControlsEnabled();

Game::IsCamSwitchControlsEnabled
script : bool Game::IsCamSwitchControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsCamSwitchControlsEnabled();

Game::IsFastTravelEnabled
script : bool Game::IsFastTravelEnabled();
engine : bool BSScript::StaticFunctionTag::IsFastTravelEnabled();

Game::IsFightingControlsEnabled
script : bool Game::IsFightingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsFightingControlsEnabled();

Game::IsJournalControlsEnabled
script : bool Game::IsJournalControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsJournalControlsEnabled();

Game::IsLookingControlsEnabled
script : bool Game::IsLookingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsLookingControlsEnabled();

Game::IsMenuControlsEnabled
script : bool Game::IsMenuControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsMenuControlsEnabled();

Game::IsMovementControlsEnabled
script : bool Game::IsMovementControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsMovementControlsEnabled();

Game::IsSneakingControlsEnabled
script : bool Game::IsSneakingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsSneakingControlsEnabled();

Game::IsWordUnlocked
script : bool Game::IsWordUnlocked(WordOfPower akWord);
engine : bool BSScript::StaticFunctionTag::IsWordUnlocked(TESWordOfPower * akWord);

Game::PlayBink
script : void Game::PlayBink(string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox);
engine : void BSScript::StaticFunctionTag::PlayBink(BSFixedString const & asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox);

Game::PrecacheCharGen
script : void Game::PrecacheCharGen();
engine : void BSScript::StaticFunctionTag::PrecacheCharGen();

Game::PrecacheCharGenClear
script : void Game::PrecacheCharGenClear();
engine : void BSScript::StaticFunctionTag::PrecacheCharGenClear();

Game::QueryStat
script : int Game::QueryStat(string asStat);
engine : int BSScript::StaticFunctionTag::QueryStat(BSFixedString const & asStat);

Game::QuitToMainMenu
script : void Game::QuitToMainMenu();
engine : void BSScript::StaticFunctionTag::QuitToMainMenu();

Game::RequestAutosave
script : unused;
engine : void BSScript::StaticFunctionTag::RequestAutosave();

Game::RequestModel
script : void Game::RequestModel(string asModelName);
engine : void BSScript::StaticFunctionTag::RequestModel(BSFixedString const & asModelName);

Game::RequestSave
script : void Game::RequestSave();
engine : void BSScript::StaticFunctionTag::RequestSave();

Game::SendWereWolfTransformation
script : void Game::SendWereWolfTransformation();
engine : void BSScript::StaticFunctionTag::SendWereWolfTransformation();

Game::ServeTime
script : void Game::ServeTime();
engine : void BSScript::StaticFunctionTag::ServeTime();

Game::SetBeastForm
script : void Game::SetBeastForm(bool abEntering);
engine : void BSScript::StaticFunctionTag::SetBeastForm(bool abEntering);

Game::SetCameraTarget
script : void Game::SetCameraTarget(Actor arTarget);
engine : void BSScript::StaticFunctionTag::SetCameraTarget(Actor * arTarget);

Game::SetHudCartMode
script : void Game::SetHudCartMode(bool abSetCartMode);
engine : void BSScript::StaticFunctionTag::SetHudCartMode(bool abSetCartMode);

Game::SetInChargen
script : void Game::SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage);
engine : void BSScript::StaticFunctionTag::SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage);

Game::SetPlayerAIDriven
script : void Game::SetPlayerAIDriven(bool abAIDriven);
engine : void BSScript::StaticFunctionTag::SetPlayerAIDriven(bool abAIDriven);

Game::SetPlayerReportCrime
script : void Game::SetPlayerReportCrime(bool abReportCrime);
engine : void BSScript::StaticFunctionTag::SetPlayerReportCrime(bool abReportCrime);

Game::SetSittingRotation
script : void Game::SetSittingRotation(float afValue);
engine : void BSScript::StaticFunctionTag::SetSittingRotation(float afValue);

Game::ShakeCamera
script : void Game::ShakeCamera(ObjectReference akSource, float afStrength, float afDuration);
engine : void BSScript::StaticFunctionTag::ShakeCamera(TESObjectREFR * akSource, float afStrength, float afDuration);

Game::ShakeController
script : void Game::ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration);
engine : void BSScript::StaticFunctionTag::ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration);

Game::ShowTitleSequenceMenu
script : void Game::ShowTitleSequenceMenu();
engine : void BSScript::StaticFunctionTag::ShowTitleSequenceMenu();

Game::HideTitleSequenceMenu
script : void Game::HideTitleSequenceMenu();
engine : void BSScript::StaticFunctionTag::HideTitleSequenceMenu();

Game::StartTitleSequence
script : void Game::StartTitleSequence(string asSequenceName);
engine : void BSScript::StaticFunctionTag::StartTitleSequence(BSFixedString const & asSequenceName);

Game::ShowRaceMenu
script : void Game::ShowRaceMenu();
engine : void BSScript::StaticFunctionTag::ShowRaceMenu();

Game::ShowTrainingMenu
script : void Game::ShowTrainingMenu(Actor aTrainer);
engine : void BSScript::StaticFunctionTag::ShowTrainingMenu(Actor * aTrainer);

Game::TeachWord
script : void Game::TeachWord(WordOfPower akWord);
engine : void BSScript::StaticFunctionTag::TeachWord(TESWordOfPower * akWord);

Game::TriggerScreenBlood
script : void Game::TriggerScreenBlood(int aiValue);
engine : void BSScript::StaticFunctionTag::TriggerScreenBlood(uint aiValue);

Game::UnlockWord
script : void Game::UnlockWord(WordOfPower akWord);
engine : void BSScript::StaticFunctionTag::UnlockWord(TESWordOfPower * akWord);

Game::UsingGamepad
script : bool Game::UsingGamepad();
engine : bool BSScript::StaticFunctionTag::UsingGamepad();

Utility::GameTimeToString
script : string Utility::GameTimeToString(float afGameTime);
engine : bool BSScript::StaticFunctionTag::GameTimeToString(float afGameTime);

Utility::GetCurrentGameTime
script : float Utility::GetCurrentGameTime();
engine : float BSScript::StaticFunctionTag::GetCurrentGameTime();

Utility::GetCurrentRealTime
script : float Utility::GetCurrentRealTime();
engine : float BSScript::StaticFunctionTag::GetCurrentRealTime();

Utility::IsInMenuMode
script : bool Utility::IsInMenuMode();
engine : bool BSScript::StaticFunctionTag::IsInMenuMode();

Utility::RandomInt
script : int Utility::RandomInt(int aiMin, int aiMax);
engine : int BSScript::StaticFunctionTag::RandomInt(int aiMin, int aiMax);

Utility::RandomFloat
script : float Utility::RandomFloat(float afMin, float afMax);
engine : float BSScript::StaticFunctionTag::RandomFloat(float afMin, float afMax);

Utility::SetINIBool
script : void Utility::SetINIBool(string ini, bool value);
engine : void BSScript::StaticFunctionTag::SetINIBool(BSFixedString const & ini, bool value);

Utility::SetINIFloat
script : void Utility::SetINIFloat(string ini, float value);
engine : void BSScript::StaticFunctionTag::SetINIFloat(BSFixedString const & ini, float value);

Utility::SetINIInt
script : void Utility::SetINIInt(string ini, int value);
engine : void BSScript::StaticFunctionTag::SetINIInt(BSFixedString const & ini, int value);

Utility::SetINIString
script : void Utility::SetINIString(string ini, string value);
engine : void BSScript::StaticFunctionTag::SetINIString(BSFixedString const & ini, BSFixedString const & value);

Utility::Wait
script : void Utility::Wait(float afSeconds);
engine : bool BSScript::StaticFunctionTag::Wait(float afSeconds);

Utility::WaitGameTime
script : void Utility::WaitGameTime(float afHours);
engine : bool BSScript::StaticFunctionTag::WaitGameTime(float afHours);

Utility::WaitMenuMode
script : void Utility::WaitMenuMode(float afSeconds);
engine : bool BSScript::StaticFunctionTag::WaitMenuMode(float afSeconds);

Debug::CenterOnCell
script : void Debug::CenterOnCell(string asCellname);
engine : void BSScript::StaticFunctionTag::CenterOnCell(BSFixedString const & asCellname);

Debug::CenterOnCellAndWait
script : float Debug::CenterOnCellAndWait(string asCellname);
engine : bool BSScript::StaticFunctionTag::CenterOnCellAndWait(BSFixedString const & asCellname);

Debug::PlayerMoveToAndWait
script : float Debug::PlayerMoveToAndWait(string asDestRef);
engine : bool BSScript::StaticFunctionTag::PlayerMoveToAndWait(BSFixedString const & asDestRef);

Debug::CloseUserLog
script : void Debug::CloseUserLog(string asLogName);
engine : void BSScript::StaticFunctionTag::CloseUserLog(BSFixedString const & asLogName);

Debug::DebugChannelNotify
script : void Debug::DebugChannelNotify(string channel, string message);
engine : void BSScript::StaticFunctionTag::DebugChannelNotify(BSFixedString const & channel, BSFixedString const & message);

Debug::DumpAliasData
script : void Debug::DumpAliasData(Quest akQuest);
engine : void BSScript::StaticFunctionTag::DumpAliasData(TESQuest * akQuest);

Debug::GetConfigName
script : string Debug::GetConfigName();
engine : bool BSScript::StaticFunctionTag::GetConfigName();

Debug::GetPlatformName
script : string Debug::GetPlatformName();
engine : bool BSScript::StaticFunctionTag::GetPlatformName();

Debug::GetVersionNumber
script : string Debug::GetVersionNumber();
engine : bool BSScript::StaticFunctionTag::GetVersionNumber();

Debug::MessageBox
script : void Debug::MessageBox(string asMessageBoxText);
engine : void BSScript::StaticFunctionTag::MessageBox(BSFixedString const & asMessageBoxText);

Debug::Notification
script : void Debug::Notification(string asNotificationText);
engine : void BSScript::StaticFunctionTag::Notification(BSFixedString const & asNotificationText);

Debug::OpenUserLog
script : bool Debug::OpenUserLog(string asLogName);
engine : bool BSScript::StaticFunctionTag::OpenUserLog(BSFixedString const & asLogName);

Debug::QuitGame
script : void Debug::QuitGame();
engine : void BSScript::StaticFunctionTag::QuitGame();

Debug::SendAnimationEvent
script : void Debug::SendAnimationEvent(ObjectReference arRef, string asEventName);
engine : void BSScript::StaticFunctionTag::SendAnimationEvent(TESObjectREFR * arRef, BSFixedString const & asEventName);

Debug::SetFootIK
script : void Debug::SetFootIK(bool abFootIK);
engine : void BSScript::StaticFunctionTag::SetFootIK(bool abFootIK);

Debug::SetGodMode
script : void Debug::SetGodMode(bool abGodMode);
engine : void BSScript::StaticFunctionTag::SetGodMode(bool abGodMode);

Debug::StartScriptProfiling
script : void Debug::StartScriptProfiling(string asScriptName);
engine : void BSScript::StaticFunctionTag::StartScriptProfiling(BSFixedString const & asScriptName);

Debug::StartStackProfiling
script : void Debug::StartStackProfiling();
engine : void BSScript::StaticFunctionTag::StartStackProfiling();

Debug::StopScriptProfiling
script : void Debug::StopScriptProfiling(string asScriptName);
engine : void BSScript::StaticFunctionTag::StopScriptProfiling(BSFixedString const & asScriptName);

Debug::StopStackProfiling
script : void Debug::StopStackProfiling();
engine : void BSScript::StaticFunctionTag::StopStackProfiling();

Debug::TakeScreenshot
script : void Debug::TakeScreenshot(string asFilename);
engine : void BSScript::StaticFunctionTag::TakeScreenshot(BSFixedString const & asFilename);

Debug::ToggleAI
script : void Debug::ToggleAI();
engine : void BSScript::StaticFunctionTag::ToggleAI();

Debug::ToggleCollisions
script : void Debug::ToggleCollisions();
engine : void BSScript::StaticFunctionTag::ToggleCollisions();

Debug::ToggleMenus
script : void Debug::ToggleMenus();
engine : void BSScript::StaticFunctionTag::ToggleMenus();

Debug::Trace
script : void Debug::Trace(string asTextToPrint, int aiSeverity);
engine : void BSScript::StaticFunctionTag::Trace(BSFixedString const & asTextToPrint, uint aiSeverity);

Debug::TraceStack
script : void Debug::TraceStack(string asTextToPrint, int aiSeverity);
engine : void BSScript::StaticFunctionTag::TraceStack(BSFixedString const & asTextToPrint, uint aiSeverity);

Debug::TraceUser
script : bool Debug::TraceUser(string asUserLog, string asTextToPrint, int aiSeverity);
engine : bool BSScript::StaticFunctionTag::TraceUser(BSFixedString const & asUserLog, BSFixedString const & asTextToPrint, uint aiSeverity);

Math::abs
script : float Math::abs(float afValue);
engine : float BSScript::StaticFunctionTag::abs(float afValue);

Math::acos
script : float Math::acos(float afValue);
engine : float BSScript::StaticFunctionTag::acos(float afValue);

Math::asin
script : float Math::asin(float afValue);
engine : float BSScript::StaticFunctionTag::asin(float afValue);

Math::atan
script : float Math::atan(float afValue);
engine : float BSScript::StaticFunctionTag::atan(float afValue);

Math::Ceiling
script : int Math::Ceiling(float afValue);
engine : int BSScript::StaticFunctionTag::Ceiling(float afValue);

Math::cos
script : float Math::cos(float afValue);
engine : float BSScript::StaticFunctionTag::cos(float afValue);

Math::DegreesToRadians
script : float Math::DegreesToRadians(float afDegrees);
engine : float BSScript::StaticFunctionTag::DegreesToRadians(float afDegrees);

Math::Floor
script : int Math::Floor(float afValue);
engine : int BSScript::StaticFunctionTag::Floor(float afValue);

Math::pow
script : float Math::pow(float x, float y);
engine : float BSScript::StaticFunctionTag::pow(float x, float y);

Math::RadiansToDegrees
script : float Math::RadiansToDegrees(float afRadians);
engine : float BSScript::StaticFunctionTag::RadiansToDegrees(float afRadians);

Math::sin
script : float Math::sin(float afValue);
engine : float BSScript::StaticFunctionTag::sin(float afValue);

Math::sqrt
script : float Math::sqrt(float afValue);
engine : float BSScript::StaticFunctionTag::sqrt(float afValue);

Math::tan
script : float Math::tan(float afValue);
engine : float BSScript::StaticFunctionTag::tan(float afValue);

Form::GetFormID
script : int Form::GetFormID();
engine : uint TESForm::GetFormID();

Form::GetGoldValue
script : int Form::GetGoldValue();
engine : int TESForm::GetGoldValue();

Form::HasKeyword
script : bool Form::HasKeyword(Keyword akKeyword);
engine : bool TESForm::HasKeyword(BGSKeyword * akKeyword);

Form::PlayerKnows
script : bool Form::PlayerKnows();
engine : bool TESForm::PlayerKnows();

Form::RegisterForAnimationEvent
script : bool Form::RegisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : bool TESForm::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Form::RegisterForLOS
script : None Form::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Form::RegisterForSingleLOSGain
script : None Form::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);

Form::RegisterForSingleLOSLost
script : None Form::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);

Form::RegisterForSingleUpdate
script : None Form::RegisterForSingleUpdate(float afInterval);
engine : void TESForm::RegisterForSingleUpdate(float afInterval);

Form::RegisterForSingleUpdateGameTime
script : None Form::RegisterForSingleUpdateGameTime(float afInterval);
engine : void TESForm::RegisterForSingleUpdateGameTime(float afInterval);

Form::RegisterForSleep
script : None Form::RegisterForSleep();
engine : void TESForm::RegisterForSleep();

Form::RegisterForTrackedStatsEvent
script : None Form::RegisterForTrackedStatsEvent();
engine : void TESForm::RegisterForTrackedStatsEvent();

Form::RegisterForUpdate
script : None Form::RegisterForUpdate(float afInterval);
engine : void TESForm::RegisterForUpdate(float afInterval);

Form::RegisterForUpdateGameTime
script : None Form::RegisterForUpdateGameTime(float afInterval);
engine : void TESForm::RegisterForUpdateGameTime(float afInterval);

Form::StartObjectProfiling
script : None Form::StartObjectProfiling();
engine : void TESForm::StartObjectProfiling();

Form::StopObjectProfiling
script : None Form::StopObjectProfiling();
engine : void TESForm::StopObjectProfiling();

Form::UnregisterForAnimationEvent
script : None Form::UnregisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : void TESForm::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Form::UnregisterForLOS
script : None Form::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Form::UnregisterForSleep
script : None Form::UnregisterForSleep();
engine : void TESForm::UnregisterForSleep();

Form::UnregisterForTrackedStatsEvent
script : None Form::UnregisterForTrackedStatsEvent();
engine : void TESForm::UnregisterForTrackedStatsEvent();

Form::UnregisterForUpdate
script : None Form::UnregisterForUpdate();
engine : void TESForm::UnregisterForUpdate();

Form::UnregisterForUpdateGameTime
script : None Form::UnregisterForUpdateGameTime();
engine : void TESForm::UnregisterForUpdateGameTime();

Keyword::SendStoryEvent
script : None Keyword::SendStoryEvent(Location akLoc, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2);
engine : void BGSKeyword::SendStoryEvent(BGSLocation * akLoc, TESObjectREFR * akRef1, TESObjectREFR * akRef2, uint aiValue1, uint aiValue2);

Keyword::SendStoryEventAndWait
script : bool Keyword::SendStoryEventAndWait(Location akLoc, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2);
engine : bool BGSKeyword::SendStoryEventAndWait(BGSLocation * akLoc, TESObjectREFR * akRef1, TESObjectREFR * akRef2, uint aiValue1, uint aiValue2);

Location::GetKeywordData
script : float Location::GetKeywordData(Keyword akKeyword);
engine : float BGSLocation::GetKeywordData(BGSKeyword * akKeyword);

Location::GetRefTypeAliveCount
script : int Location::GetRefTypeAliveCount(LocationRefType akRefType);
engine : uint BGSLocation::GetRefTypeAliveCount(BGSLocationRefType * akRefType);

Location::GetRefTypeDeadCount
script : int Location::GetRefTypeDeadCount(LocationRefType akRefType);
engine : uint BGSLocation::GetRefTypeDeadCount(BGSLocationRefType * akRefType);

Location::HasCommonParent
script : bool Location::HasCommonParent(Location akOther, Keyword akFilter);
engine : bool BGSLocation::HasCommonParent(BGSLocation * akOther, BGSKeyword * akFilter);

Location::HasRefType
script : bool Location::HasRefType(LocationRefType akRefType);
engine : bool BGSLocation::HasRefType(BGSLocationRefType * akRefType);

Location::IsChild
script : bool Location::IsChild(Location akOther);
engine : bool BGSLocation::IsChild(BGSLocation * akOther);

Location::IsCleared
script : bool Location::IsCleared();
engine : bool BGSLocation::IsCleared();

Location::IsLoaded
script : bool Location::IsLoaded();
engine : bool BGSLocation::IsLoaded();

Location::SetCleared
script : void Location::SetCleared(bool abCleared);
engine : void BGSLocation::SetCleared(bool abCleared);

Location::SetKeywordData
script : void Location::SetKeywordData(Keyword akKeyword, float afData);
engine : void BGSLocation::SetKeywordData(BGSKeyword * akKeyword, float afData);

Message::Show
script : int Message::Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9);
engine : bool BGSMessage::Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9);

Message::ShowAsHelpMessage
script : void Message::ShowAsHelpMessage(string asEvent, float afDuration, float afInterval, int aiMaxTimes);
engine : void BGSMessage::ShowAsHelpMessage(BSFixedString const & asEvent, float afDuration, float afInterval, int aiMaxTimes);

Message::ResetHelpMessage
script : void Message::ResetHelpMessage(string asEvent);
engine : void BSScript::StaticFunctionTag::ResetHelpMessage(BSFixedString const & asEvent);

MusicType::Add
script : None MusicType::Add();
engine : void BGSMusicType::Add();

MusicType::Remove
script : None MusicType::Remove();
engine : void BGSMusicType::Remove();

VisualEffect::Play
script : void VisualEffect::Play(ObjectReference akObject, float afTime, ObjectReference akFacingObject);
engine : void BGSReferenceEffect::Play(TESObjectREFR * akObject, float afTime, TESObjectREFR * akFacingObject);

VisualEffect::Stop
script : void VisualEffect::Stop(ObjectReference akObject);
engine : void BGSReferenceEffect::Stop(TESObjectREFR * akObject);

Scene::ForceStart
script : void Scene::ForceStart();
engine : void BGSScene::ForceStart();

Scene::GetOwningQuest
script : Quest Scene::GetOwningQuest();
engine : TESQuest * BGSScene::GetOwningQuest();

Scene::IsActionComplete
script : bool Scene::IsActionComplete(int aiActionID);
engine : bool BGSScene::IsActionComplete(uint aiActionID);

Scene::IsPlaying
script : bool Scene::IsPlaying();
engine : bool BGSScene::IsPlaying();

Scene::Start
script : void Scene::Start();
engine : void BGSScene::Start();

Scene::Stop
script : void Scene::Stop();
engine : void BGSScene::Stop();

ShaderParticleGeometry::Apply
script : void ShaderParticleGeometry::Apply(float afFadeTime);
engine : void BGSShaderParticleGeometryData::Apply(float afFadeTime);

ShaderParticleGeometry::Remove
script : void ShaderParticleGeometry::Remove(float afFadeTime);
engine : void BGSShaderParticleGeometryData::Remove(float afFadeTime);

SoundCategory::Pause
script : void SoundCategory::Pause();
engine : void BGSSoundCategory::Pause();

SoundCategory::UnPause
script : void SoundCategory::UnPause();
engine : void BGSSoundCategory::UnPause();

SoundCategory::Mute
script : void SoundCategory::Mute();
engine : void BGSSoundCategory::Mute();

SoundCategory::UnMute
script : void SoundCategory::UnMute();
engine : void BGSSoundCategory::UnMute();

SoundCategory::SetVolume
script : void SoundCategory::SetVolume(float afVolume);
engine : void BGSSoundCategory::SetVolume(float afVolume);

SoundCategory::SetFrequency
script : void SoundCategory::SetFrequency(float afFrequencyCoeffecient);
engine : void BGSSoundCategory::SetFrequency(float afFrequencyCoeffecient);

MagicEffect::GetAssociatedSkill
script : string MagicEffect::GetAssociatedSkill();
engine : bool EffectSetting::GetAssociatedSkill();

EffectShader::Play
script : void EffectShader::Play(ObjectReference akObject, float afDuration);
engine : void TESEffectShader::Play(TESObjectREFR * akObject, float afDuration);

EffectShader::Stop
script : void EffectShader::Stop(ObjectReference akObject);
engine : void TESEffectShader::Stop(TESObjectREFR * akObject);

Faction::CanPayCrimeGold
script : bool Faction::CanPayCrimeGold();
engine : bool TESFaction::CanPayCrimeGold();

Faction::GetCrimeGold
script : int Faction::GetCrimeGold();
engine : uint TESFaction::GetCrimeGold();

Faction::GetCrimeGoldNonViolent
script : int Faction::GetCrimeGoldNonViolent();
engine : uint TESFaction::GetCrimeGoldNonViolent();

Faction::GetCrimeGoldViolent
script : int Faction::GetCrimeGoldViolent();
engine : uint TESFaction::GetCrimeGoldViolent();

Faction::GetInfamy
script : int Faction::GetInfamy();
engine : uint TESFaction::GetInfamy();

Faction::GetInfamyNonViolent
script : int Faction::GetInfamyNonViolent();
engine : uint TESFaction::GetInfamyNonViolent();

Faction::GetInfamyViolent
script : int Faction::GetInfamyViolent();
engine : uint TESFaction::GetInfamyViolent();

Faction::GetReaction
script : int Faction::GetReaction(Faction akOther);
engine : int TESFaction::GetReaction(TESFaction * akOther);

Faction::GetStolenItemValueCrime
script : int Faction::GetStolenItemValueCrime();
engine : uint TESFaction::GetStolenItemValueCrime();

Faction::GetStolenItemValueNoCrime
script : int Faction::GetStolenItemValueNoCrime();
engine : uint TESFaction::GetStolenItemValueNoCrime();

Faction::IsFactionInCrimeGroup
script : bool Faction::IsFactionInCrimeGroup(Faction akOther);
engine : bool TESFaction::IsFactionInCrimeGroup(TESFaction * akOther);

Faction::IsPlayerExpelled
script : bool Faction::IsPlayerExpelled();
engine : bool TESFaction::IsPlayerExpelled();

Faction::ModCrimeGold
script : void Faction::ModCrimeGold(int aiAmount, bool abViolent);
engine : void TESFaction::ModCrimeGold(int aiAmount, bool abViolent);

Faction::ModReaction
script : void Faction::ModReaction(Faction akOther, int aiAmount);
engine : void TESFaction::ModReaction(TESFaction * akOther, int aiAmount);

Faction::PlayerPayCrimeGold
script : void Faction::PlayerPayCrimeGold(bool abRemoveStolenItems, bool abGoToJail);
engine : void TESFaction::PlayerPayCrimeGold(bool abRemoveStolenItems, bool abGoToJail);

Faction::SendAssaultAlarm
script : void Faction::SendAssaultAlarm();
engine : void TESFaction::SendAssaultAlarm();

Faction::SendPlayerToJail
script : void Faction::SendPlayerToJail(bool abRemoveInventory, bool abRealJail);
engine : bool TESFaction::SendPlayerToJail(bool abRemoveInventory, bool abRealJail);

Faction::SetAlly
script : void Faction::SetAlly(Faction akOther, bool abSelfIsFriendToOther, bool abOtherIsFriendToSelf);
engine : void TESFaction::SetAlly(TESFaction * akOther, bool abSelfIsFriendToOther, bool abOtherIsFriendToSelf);

Faction::SetCrimeGold
script : void Faction::SetCrimeGold(int aiGold);
engine : void TESFaction::SetCrimeGold(uint aiGold);

Faction::SetCrimeGoldViolent
script : void Faction::SetCrimeGoldViolent(int aiGold);
engine : void TESFaction::SetCrimeGoldViolent(uint aiGold);

Faction::SetEnemy
script : void Faction::SetEnemy(Faction akOther, bool abSelfIsNeutralToOther, bool abOtherIsNeutralToSelf);
engine : void TESFaction::SetEnemy(TESFaction * akOther, bool abSelfIsNeutralToOther, bool abOtherIsNeutralToSelf);

Faction::SetPlayerEnemy
script : void Faction::SetPlayerEnemy(bool abIsEnemy);
engine : void TESFaction::SetPlayerEnemy(bool abIsEnemy);

Faction::SetPlayerExpelled
script : void Faction::SetPlayerExpelled(bool abIsixpelled);
engine : void TESFaction::SetPlayerExpelled(bool abIsixpelled);

Faction::SetReaction
script : void Faction::SetReaction(Faction akOther, int aiNewValue);
engine : void TESFaction::SetReaction(TESFaction * akOther, int aiNewValue);

GlobalVariable::GetValue
script : float GlobalVariable::GetValue();
engine : float TESGlobal::GetValue();

GlobalVariable::SetValue
script : void GlobalVariable::SetValue(float afNewValue);
engine : void TESGlobal::SetValue(float afNewValue);

ImageSpaceModifier::Apply
script : void ImageSpaceModifier::Apply(float afStrength);
engine : void TESImageSpaceModifier::Apply(float afStrength);

ImageSpaceModifier::ApplyCrossFade
script : void ImageSpaceModifier::ApplyCrossFade(float afFadeDuration);
engine : void TESImageSpaceModifier::ApplyCrossFade(float afFadeDuration);

ImageSpaceModifier::PopTo
script : void ImageSpaceModifier::PopTo(ImageSpaceModifier akNewModifier, float afStrength);
engine : void TESImageSpaceModifier::PopTo(TESImageSpaceModifier * akNewModifier, float afStrength);

ImageSpaceModifier::Remove
script : void ImageSpaceModifier::Remove();
engine : void TESImageSpaceModifier::Remove();

ImageSpaceModifier::RemoveCrossFade
script : void ImageSpaceModifier::RemoveCrossFade(float afFadeDuration);
engine : void BSScript::StaticFunctionTag::RemoveCrossFade(float afFadeDuration);

LeveledActor::AddForm
script : void LeveledActor::AddForm(Form apForm, int aiLevel);
engine : void TESLevCharacter::AddForm(TESForm * apForm, uint aiLevel);

LeveledActor::Revert
script : void LeveledActor::Revert();
engine : void TESLevCharacter::Revert();

LeveledItem::AddForm
script : void LeveledItem::AddForm(Form apForm, int aiLevel, int aiCount);
engine : void TESLevItem::AddForm(TESForm * apForm, uint aiLevel, uint aiCount);

LeveledItem::Revert
script : void LeveledItem::Revert();
engine : void TESLevItem::Revert();

LeveledSpell::AddForm
script : void LeveledSpell::AddForm(Form apForm, int aiLevel);
engine : void TESLevSpell::AddForm(TESForm * apForm, uint aiLevel);

LeveledSpell::Revert
script : void LeveledSpell::Revert();
engine : void TESLevSpell::Revert();

ActorBase::GetClass
script : Class ActorBase::GetClass();
engine : TESClass * TESNPC::GetClass();

ActorBase::GetDeadCount
script : int ActorBase::GetDeadCount();
engine : int TESNPC::GetDeadCount();

ActorBase::GetGiftFilter
script : FormList ActorBase::GetGiftFilter();
engine : BGSListForm * TESNPC::GetGiftFilter();

ActorBase::GetRace
script : Race ActorBase::GetRace();
engine : TESRace * TESNPC::GetRace();

ActorBase::Getsix
script : int ActorBase::Getsix();
engine : int TESNPC::Getsix();

ActorBase::IsEssential
script : bool ActorBase::IsEssential();
engine : bool TESNPC::IsEssential();

ActorBase::IsInvulnerable
script : bool ActorBase::IsInvulnerable();
engine : bool TESNPC::IsInvulnerable();

ActorBase::IsProtected
script : bool ActorBase::IsProtected();
engine : bool TESNPC::IsProtected();

ActorBase::IsUnique
script : bool ActorBase::IsUnique();
engine : bool TESNPC::IsUnique();

ActorBase::SetEssential
script : void ActorBase::SetEssential(bool abEssential);
engine : void TESNPC::SetEssential(bool abEssential);

ActorBase::SetInvulnerable
script : void ActorBase::SetInvulnerable(bool abInvulnerable);
engine : void TESNPC::SetInvulnerable(bool abInvulnerable);

ActorBase::SetProtected
script : void ActorBase::SetProtected(bool abProtected);
engine : void TESNPC::SetProtected(bool abProtected);

ActorBase::SetOutfit
script : void ActorBase::SetOutfit(Outfit akOutfit, bool abSleepOutfit);
engine : void TESNPC::SetOutfit(BGSOutfit * akOutfit, bool abSleepOutfit);

Cell::GetActorOwner
script : ActorBase Cell::GetActorOwner();
engine : TESNPC * TESObjectCELL::GetActorOwner();

Cell::GetFactionOwner
script : Faction Cell::GetFactionOwner();
engine : TESFaction * TESObjectCELL::GetFactionOwner();

Cell::IsAttached
script : bool Cell::IsAttached();
engine : bool TESObjectCELL::IsAttached();

Cell::IsInterior
script : bool Cell::IsInterior();
engine : bool TESObjectCELL::IsInterior();

Cell::Reset
script : void Cell::Reset();
engine : void TESObjectCELL::Reset();

Cell::SetActorOwner
script : void Cell::SetActorOwner(ActorBase akActor);
engine : void TESObjectCELL::SetActorOwner(TESNPC * akActor);

Cell::SetFactionOwner
script : void Cell::SetFactionOwner(Faction akFaction);
engine : void TESObjectCELL::SetFactionOwner(TESFaction * akFaction);

Cell::SetFogColor
script : void Cell::SetFogColor(int aiNearRed, int aiNearGreen, int aiNearBlue, int aiFarRed, int aiFarGreen, int aiFarBlue);
engine : void TESObjectCELL::SetFogColor(uint aiNearRed, uint aiNearGreen, uint aiNearBlue, uint aiFarRed, uint aiFarGreen, uint aiFarBlue);

Cell::SetFogPlanes
script : void Cell::SetFogPlanes(float afNear, float afFar);
engine : void TESObjectCELL::SetFogPlanes(float afNear, float afFar);

Cell::SetFogPower
script : void Cell::SetFogPower(float afPower);
engine : void TESObjectCELL::SetFogPower(float afPower);

Cell::SetPublic
script : void Cell::SetPublic(bool abPublic);
engine : void TESObjectCELL::SetPublic(bool abPublic);

ObjectReference::Activate
script : bool ObjectReference::Activate(ObjectReference akActivator, bool abDefaultProcessingOnly);
engine : bool TESObjectREFR::Activate(TESObjectREFR * akActivator, bool abDefaultProcessingOnly);

ObjectReference::AddInventoryEventFilter
script : void ObjectReference::AddInventoryEventFilter(Form akFilter);
engine : void TESObjectREFR::AddInventoryEventFilter(TESForm * akFilter);

ObjectReference::TetherToHorse
script : void ObjectReference::TetherToHorse(ObjectReference akHorse);
engine : void TESObjectREFR::TetherToHorse(TESObjectREFR * akHorse);

ObjectReference::AddDependentAnimatedObjectReference
script : bool ObjectReference::AddDependentAnimatedObjectReference(ObjectReference akDependent);
engine : bool TESObjectREFR::AddDependentAnimatedObjectReference(TESObjectREFR * akDependent);

ObjectReference::AddItem
script : void ObjectReference::AddItem(Form akItemToAdd, int aiCount, bool abSilent);
engine : bool TESObjectREFR::AddItem(TESForm * akItemToAdd, uint aiCount, bool abSilent);

ObjectReference::AddToMap
script : void ObjectReference::AddToMap(bool abAllowFastTravel);
engine : void TESObjectREFR::AddToMap(bool abAllowFastTravel);

ObjectReference::ApplyHavokImpulse
script : void ObjectReference::ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude);
engine : bool TESObjectREFR::ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude);

ObjectReference::BlockActivation
script : void ObjectReference::BlockActivation(bool abBlocked);
engine : void TESObjectREFR::BlockActivation(bool abBlocked);

ObjectReference::CalculateEncounterLevel
script : int ObjectReference::CalculateEncounterLevel(int aiDifficulty);
engine : uint TESObjectREFR::CalculateEncounterLevel(uint aiDifficulty);

ObjectReference::CanFastTravelToMarker
script : bool ObjectReference::CanFastTravelToMarker();
engine : bool TESObjectREFR::CanFastTravelToMarker();

ObjectReference::ClearDestruction
script : void ObjectReference::ClearDestruction();
engine : void TESObjectREFR::ClearDestruction();

ObjectReference::CreateDetectionEvent
script : void ObjectReference::CreateDetectionEvent(Actor akOwner, int aiSoundLevel);
engine : void TESObjectREFR::CreateDetectionEvent(Actor * akOwner, uint aiSoundLevel);

ObjectReference::DamageObject
script : void ObjectReference::DamageObject(float afDamage);
engine : bool TESObjectREFR::DamageObject(float afDamage);

ObjectReference::Delete
script : void ObjectReference::Delete();
engine : bool TESObjectREFR::Delete();

ObjectReference::Disable
script : void ObjectReference::Disable(bool abFadeOut);
engine : bool TESObjectREFR::Disable(bool abFadeOut);

ObjectReference::DisableNoWait
script : void ObjectReference::DisableNoWait(bool abFadeOut);
engine : void TESObjectREFR::DisableNoWait(bool abFadeOut);

ObjectReference::DropObject
script : ObjectReference ObjectReference::DropObject(Form akObject, int aiCount);
engine : bool TESObjectREFR::DropObject(TESForm * akObject, uint aiCount);

ObjectReference::Enable
script : void ObjectReference::Enable(bool abFadeIn);
engine : bool TESObjectREFR::Enable(bool abFadeIn);

ObjectReference::EnableFastTravel
script : void ObjectReference::EnableFastTravel(bool abEnable);
engine : void TESObjectREFR::EnableFastTravel(bool abEnable);

ObjectReference::EnableNoWait
script : void ObjectReference::EnableNoWait(bool abFadeIn);
engine : void TESObjectREFR::EnableNoWait(bool abFadeIn);

ObjectReference::ForceAddRagdollToWorld
script : void ObjectReference::ForceAddRagdollToWorld();
engine : bool TESObjectREFR::ForceAddRagdollToWorld();

ObjectReference::ForceRemoveRagdollFromWorld
script : void ObjectReference::ForceRemoveRagdollFromWorld();
engine : bool TESObjectREFR::ForceRemoveRagdollFromWorld();

ObjectReference::GetActorOwner
script : ActorBase ObjectReference::GetActorOwner();
engine : TESNPC * TESObjectREFR::GetActorOwner();

ObjectReference::GetAngleX
script : float ObjectReference::GetAngleX();
engine : float TESObjectREFR::GetAngleX();

ObjectReference::GetAngleY
script : float ObjectReference::GetAngleY();
engine : float TESObjectREFR::GetAngleY();

ObjectReference::GetAngleZ
script : float ObjectReference::GetAngleZ();
engine : float TESObjectREFR::GetAngleZ();

ObjectReference::GetAnimationVariableBool
script : bool ObjectReference::GetAnimationVariableBool(string arVariableName);
engine : bool TESObjectREFR::GetAnimationVariableBool(BSFixedString const & arVariableName);

ObjectReference::GetAnimationVariableInt
script : int ObjectReference::GetAnimationVariableInt(string arVariableName);
engine : int TESObjectREFR::GetAnimationVariableInt(BSFixedString const & arVariableName);

ObjectReference::GetAnimationVariableFloat
script : float ObjectReference::GetAnimationVariableFloat(string arVariableName);
engine : float TESObjectREFR::GetAnimationVariableFloat(BSFixedString const & arVariableName);

ObjectReference::GetBaseObject
script : Form ObjectReference::GetBaseObject();
engine : TESForm * TESObjectREFR::GetBaseObject();

ObjectReference::GetCurrentDestructionStage
script : int ObjectReference::GetCurrentDestructionStage();
engine : int TESObjectREFR::GetCurrentDestructionStage();

ObjectReference::GetCurrentLocation
script : location ObjectReference::GetCurrentLocation();
engine : BGSLocation * TESObjectREFR::GetCurrentLocation();

ObjectReference::GetCurrentScene
script : Scene ObjectReference::GetCurrentScene();
engine : BGSScene * TESObjectREFR::GetCurrentScene();

ObjectReference::GetDistance
script : float ObjectReference::GetDistance(ObjectReference akOther);
engine : float TESObjectREFR::GetDistance(TESObjectREFR * akOther);

ObjectReference::GetEditorLocation
script : location ObjectReference::GetEditorLocation();
engine : BGSLocation * TESObjectREFR::GetEditorLocation();

ObjectReference::GetFactionOwner
script : Faction ObjectReference::GetFactionOwner();
engine : TESFaction * TESObjectREFR::GetFactionOwner();

ObjectReference::GetHeadingAngle
script : float ObjectReference::GetHeadingAngle(ObjectReference akOther);
engine : float TESObjectREFR::GetHeadingAngle(TESObjectREFR * akOther);

ObjectReference::GetHeight
script : float ObjectReference::GetHeight();
engine : float TESObjectREFR::GetHeight();

ObjectReference::GetItemCount
script : int ObjectReference::GetItemCount(Form akItem);
engine : uint TESObjectREFR::GetItemCount(TESForm * akItem);

ObjectReference::GetItemHealthPercent
script : float ObjectReference::GetItemHealthPercent();
engine : float TESObjectREFR::GetItemHealthPercent();

ObjectReference::GetKey
script : Key ObjectReference::GetKey();
engine : TESKey * TESObjectREFR::GetKey();

ObjectReference::GetLength
script : float ObjectReference::GetLength();
engine : float TESObjectREFR::GetLength();

ObjectReference::GetLinkedRef
script : ObjectReference ObjectReference::GetLinkedRef(Keyword apKeyword);
engine : TESObjectREFR * TESObjectREFR::GetLinkedRef(BGSKeyword * apKeyword);

ObjectReference::GetLockLevel
script : int ObjectReference::GetLockLevel();
engine : int TESObjectREFR::GetLockLevel();

ObjectReference::GetMass
script : float ObjectReference::GetMass();
engine : float TESObjectREFR::GetMass();

ObjectReference::GetNthLinkedRef
script : ObjectReference ObjectReference::GetNthLinkedRef(int aiLinkedRef);
engine : TESObjectREFR * TESObjectREFR::GetNthLinkedRef(int aiLinkedRef);

ObjectReference::GetOpenState
script : int ObjectReference::GetOpenState();
engine : uint TESObjectREFR::GetOpenState();

ObjectReference::GetParentCell
script : cell ObjectReference::GetParentCell();
engine : TESObjectCELL * TESObjectREFR::GetParentCell();

ObjectReference::GetPositionX
script : float ObjectReference::GetPositionX();
engine : float TESObjectREFR::GetPositionX();

ObjectReference::GetPositionY
script : float ObjectReference::GetPositionY();
engine : float TESObjectREFR::GetPositionY();

ObjectReference::GetPositionZ
script : float ObjectReference::GetPositionZ();
engine : float TESObjectREFR::GetPositionZ();

ObjectReference::GetScale
script : float ObjectReference::GetScale();
engine : float TESObjectREFR::GetScale();

ObjectReference::GetTriggerObjectCount
script : int ObjectReference::GetTriggerObjectCount();
engine : uint TESObjectREFR::GetTriggerObjectCount();

ObjectReference::GetVoiceType
script : VoiceType ObjectReference::GetVoiceType();
engine : BGSVoiceType * TESObjectREFR::GetVoiceType();

ObjectReference::GetWidth
script : float ObjectReference::GetWidth();
engine : float TESObjectREFR::GetWidth();

ObjectReference::GetWorldSpace
script : WorldSpace ObjectReference::GetWorldSpace();
engine : TESWorldSpace * TESObjectREFR::GetWorldSpace();

ObjectReference::HasEffectKeyword
script : bool ObjectReference::HasEffectKeyword(Keyword akKeyword);
engine : bool TESObjectREFR::HasEffectKeyword(BGSKeyword * akKeyword);

ObjectReference::HasNode
script : bool ObjectReference::HasNode(string asNodeName);
engine : bool TESObjectREFR::HasNode(BSFixedString const & asNodeName);

ObjectReference::HasRefType
script : bool ObjectReference::HasRefType(LocationRefType akRefType);
engine : bool TESObjectREFR::HasRefType(BGSLocationRefType * akRefType);

ObjectReference::IgnoreFriendlyHits
script : void ObjectReference::IgnoreFriendlyHits(bool abIgnore);
engine : void TESObjectREFR::IgnoreFriendlyHits(bool abIgnore);

ObjectReference::InterruptCast
script : void ObjectReference::InterruptCast();
engine : void TESObjectREFR::InterruptCast();

ObjectReference::Is3DLoaded
script : bool ObjectReference::Is3DLoaded();
engine : bool TESObjectREFR::Is3DLoaded();

ObjectReference::IsActivateChild
script : bool ObjectReference::IsActivateChild(ObjectReference akChild);
engine : bool TESObjectREFR::IsActivateChild(TESObjectREFR * akChild);

ObjectReference::IsActivationBlocked
script : bool ObjectReference::IsActivationBlocked();
engine : bool TESObjectREFR::IsActivationBlocked();

ObjectReference::IsDisabled
script : bool ObjectReference::IsDisabled();
engine : bool TESObjectREFR::IsDisabled();

ObjectReference::IsFurnitureInUse
script : bool ObjectReference::IsFurnitureInUse(bool abIgnoreReserved);
engine : bool TESObjectREFR::IsFurnitureInUse(bool abIgnoreReserved);

ObjectReference::IsFurnitureMarkerInUse
script : bool ObjectReference::IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved);
engine : bool TESObjectREFR::IsFurnitureMarkerInUse(uint aiMarker, bool abIgnoreReserved);

ObjectReference::IsIgnoringFriendlyHits
script : bool ObjectReference::IsIgnoringFriendlyHits();
engine : bool TESObjectREFR::IsIgnoringFriendlyHits();

ObjectReference::IsInDialogueWithPlayer
script : bool ObjectReference::IsInDialogueWithPlayer();
engine : bool TESObjectREFR::IsInDialogueWithPlayer();

ObjectReference::IsLockBroken
script : bool ObjectReference::IsLockBroken();
engine : bool TESObjectREFR::IsLockBroken();

ObjectReference::IsLocked
script : bool ObjectReference::IsLocked();
engine : bool TESObjectREFR::IsLocked();

ObjectReference::IsMapMarkerVisible
script : bool ObjectReference::IsMapMarkerVisible();
engine : bool TESObjectREFR::IsMapMarkerVisible();

ObjectReference::KnockAreaEffect
script : void ObjectReference::KnockAreaEffect(float afMagnitude, float afRadius);
engine : void TESObjectREFR::KnockAreaEffect(float afMagnitude, float afRadius);

ObjectReference::Lock
script : void ObjectReference::Lock(bool abLock, bool abAsOwner);
engine : void TESObjectREFR::Lock(bool abLock, bool abAsOwner);

ObjectReference::MoveTo
script : void ObjectReference::MoveTo(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation);
engine : bool TESObjectREFR::MoveTo(TESObjectREFR * akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation);

ObjectReference::MoveToInteractionLocation
script : void ObjectReference::MoveToInteractionLocation(ObjectReference akTarget);
engine : bool TESObjectREFR::MoveToInteractionLocation(TESObjectREFR * akTarget);

ObjectReference::MoveToMyEditorLocation
script : void ObjectReference::MoveToMyEditorLocation();
engine : bool TESObjectREFR::MoveToMyEditorLocation();

ObjectReference::MoveToNode
script : void ObjectReference::MoveToNode(ObjectReference akTarget, string asNodeName);
engine : bool TESObjectREFR::MoveToNode(TESObjectREFR * akTarget, BSFixedString const & asNodeName);

ObjectReference::PlaceAtMe
script : ObjectReference ObjectReference::PlaceAtMe(Form akFormToPlace, int aiCount, bool abForcePersist, bool abInitiallyDisabled);
engine : TESObjectREFR * TESObjectREFR::PlaceAtMe(TESForm * akFormToPlace, uint aiCount, bool abForcePersist, bool abInitiallyDisabled);

ObjectReference::PlaceActorAtMe
script : Actor ObjectReference::PlaceActorAtMe(ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone);
engine : Actor * TESObjectREFR::PlaceActorAtMe(TESNPC * akActorToPlace, uint aiLevelMod, BGSEncounterZone * akZone);

ObjectReference::PlayAnimation
script : bool ObjectReference::PlayAnimation(string asAnimation);
engine : bool TESObjectREFR::PlayAnimation(BSFixedString const & asAnimation);

ObjectReference::PlayAnimationAndWait
script : bool ObjectReference::PlayAnimationAndWait(string asAnimation, string asEventName);
engine : bool TESObjectREFR::PlayAnimationAndWait(BSFixedString const & asAnimation, BSFixedString const & asEventName);

ObjectReference::PlayGamebryoAnimation
script : bool ObjectReference::PlayGamebryoAnimation(string asAnimation, bool abStartOver, float afEaseInTime);
engine : bool TESObjectREFR::PlayGamebryoAnimation(BSFixedString const & asAnimation, bool abStartOver, float afEaseInTime);

ObjectReference::PlayImpactEffect
script : bool ObjectReference::PlayImpactEffect(ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation);
engine : bool TESObjectREFR::PlayImpactEffect(BGSImpactDataSet * akImpactEffect, BSFixedString const & asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation);

ObjectReference::PlaySyncedAnimationSS
script : bool ObjectReference::PlaySyncedAnimationSS(string asAnimation1, ObjectReference akObj2, string asAnimation2);
engine : bool TESObjectREFR::PlaySyncedAnimationSS(BSFixedString const & asAnimation1, TESObjectREFR * akObj2, BSFixedString const & asAnimation2);

ObjectReference::PlaySyncedAnimationAndWaitSS
script : bool ObjectReference::PlaySyncedAnimationAndWaitSS(string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2);
engine : bool TESObjectREFR::PlaySyncedAnimationAndWaitSS(BSFixedString const & asAnimation1, BSFixedString const & asEvent1, TESObjectREFR * akObj2, BSFixedString const & asAnimation2, BSFixedString const & asEvent2);

ObjectReference::PlayTerrainEffect
script : void ObjectReference::PlayTerrainEffect(string asEffectModelName, string asAttachBoneName);
engine : void TESObjectREFR::PlayTerrainEffect(BSFixedString const & asEffectModelName, BSFixedString const & asAttachBoneName);

ObjectReference::ProcessTrapHit
script : void ObjectReference::ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger);
engine : void TESObjectREFR::ProcessTrapHit(TESObjectREFR * akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger);

ObjectReference::PushActorAway
script : void ObjectReference::PushActorAway(Actor akActorToPush, float aiKnockbackForce);
engine : void TESObjectREFR::PushActorAway(Actor * akActorToPush, float aiKnockbackForce);

ObjectReference::RemoveAllInventoryEventFilters
script : void ObjectReference::RemoveAllInventoryEventFilters();
engine : void TESObjectREFR::RemoveAllInventoryEventFilters();

ObjectReference::RemoveAllItems
script : void ObjectReference::RemoveAllItems(ObjectReference akTransferTo, bool abKeepOwnership, bool abRemoveQuestItems);
engine : void TESObjectREFR::RemoveAllItems(TESObjectREFR * akTransferTo, bool abKeepOwnership, bool abRemoveQuestItems);

ObjectReference::RemoveDependentAnimatedObjectReference
script : bool ObjectReference::RemoveDependentAnimatedObjectReference(ObjectReference akDependent);
engine : bool TESObjectREFR::RemoveDependentAnimatedObjectReference(TESObjectREFR * akDependent);

ObjectReference::RemoveInventoryEventFilter
script : void ObjectReference::RemoveInventoryEventFilter(Form akFilter);
engine : void TESObjectREFR::RemoveInventoryEventFilter(TESForm * akFilter);

ObjectReference::RemoveItem
script : void ObjectReference::RemoveItem(Form akItemToRemove, int aiCount, bool abSilent, ObjectReference akOtherContainer);
engine : void TESObjectREFR::RemoveItem(TESForm * akItemToRemove, uint aiCount, bool abSilent, TESObjectREFR * akOtherContainer);

ObjectReference::Reset
script : void ObjectReference::Reset(ObjectReference akTarget);
engine : bool TESObjectREFR::Reset(TESObjectREFR * akTarget);

ObjectReference::Say
script : void ObjectReference::Say(Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead);
engine : void TESObjectREFR::Say(TESTopic * akTopicToSay, Actor * akActorToSpeakAs, bool abSpeakInPlayersHead);

ObjectReference::SendStealAlarm
script : void ObjectReference::SendStealAlarm(Actor akThief);
engine : void TESObjectREFR::SendStealAlarm(Actor * akThief);

ObjectReference::SetActorCause
script : void ObjectReference::SetActorCause(Actor akActor);
engine : void TESObjectREFR::SetActorCause(Actor * akActor);

ObjectReference::SetActorOwner
script : void ObjectReference::SetActorOwner(ActorBase akActorBase);
engine : void TESObjectREFR::SetActorOwner(TESNPC * akActorBase);

ObjectReference::SetAngle
script : void ObjectReference::SetAngle(float afXAngle, float afYAngle, float afZAngle);
engine : bool TESObjectREFR::SetAngle(float afXAngle, float afYAngle, float afZAngle);

ObjectReference::SetAnimationVariableBool
script : void ObjectReference::SetAnimationVariableBool(string arVariableName, bool abNewValue);
engine : void TESObjectREFR::SetAnimationVariableBool(BSFixedString const & arVariableName, bool abNewValue);

ObjectReference::SetAnimationVariableInt
script : void ObjectReference::SetAnimationVariableInt(string arVariableName, int aiNewValue);
engine : void TESObjectREFR::SetAnimationVariableInt(BSFixedString const & arVariableName, int aiNewValue);

ObjectReference::SetAnimationVariableFloat
script : void ObjectReference::SetAnimationVariableFloat(string arVariableName, float afNewValue);
engine : void TESObjectREFR::SetAnimationVariableFloat(BSFixedString const & arVariableName, float afNewValue);

ObjectReference::SetDestroyed
script : void ObjectReference::SetDestroyed(bool abDestroyed);
engine : void TESObjectREFR::SetDestroyed(bool abDestroyed);

ObjectReference::SetScale
script : void ObjectReference::SetScale(float afScale);
engine : bool TESObjectREFR::SetScale(float afScale);

ObjectReference::SetFactionOwner
script : void ObjectReference::SetFactionOwner(Faction akFaction);
engine : void TESObjectREFR::SetFactionOwner(TESFaction * akFaction);

ObjectReference::SetLockLevel
script : void ObjectReference::SetLockLevel(int aiLockLevel);
engine : void TESObjectREFR::SetLockLevel(uint aiLockLevel);

ObjectReference::SetMotionType
script : void ObjectReference::SetMotionType(int aeMotionType, bool abAllowActivate);
engine : bool TESObjectREFR::SetMotionType(uint aeMotionType, bool abAllowActivate);

ObjectReference::SetNoFavorAllowed
script : void ObjectReference::SetNoFavorAllowed(bool abNoFavor);
engine : void TESObjectREFR::SetNoFavorAllowed(bool abNoFavor);

ObjectReference::SetOpen
script : void ObjectReference::SetOpen(bool abOpen);
engine : void TESObjectREFR::SetOpen(bool abOpen);

ObjectReference::SetPosition
script : void ObjectReference::SetPosition(float afX, float afY, float afZ);
engine : bool TESObjectREFR::SetPosition(float afX, float afY, float afZ);

ObjectReference::TranslateTo
script : float ObjectReference::TranslateTo();
engine : void TESObjectREFR::TranslateTo(float|float|float|float|float|float|float|float);

ObjectReference::SplineTranslateTo
script : void ObjectReference::SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
engine : void TESObjectREFR::SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);

ObjectReference::SplineTranslateToRefNode
script : void ObjectReference::SplineTranslateToRefNode(ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
engine : void TESObjectREFR::SplineTranslateToRefNode(TESObjectREFR * arTarget, BSFixedString const & arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);

ObjectReference::StopTranslation
script : void ObjectReference::StopTranslation();
engine : void TESObjectREFR::StopTranslation();

ObjectReference::WaitForAnimationEvent
script : bool ObjectReference::WaitForAnimationEvent(string asEventName);
engine : bool TESObjectREFR::WaitForAnimationEvent(BSFixedString const & asEventName);

Weapon::Fire
script : None Weapon::Fire(ObjectReference akSource, Ammo akAmmo);
engine : void TESObjectWEAP::Fire(TESObjectREFR * akSource, TESAmmo * akAmmo);

Package::GetOwningQuest
script : Quest Package::GetOwningQuest();
engine : TESQuest * TESPackage::GetOwningQuest();

Package::GetTemplate
script : Package Package::GetTemplate();
engine : TESPackage const * TESPackage::GetTemplate();

Quest::CompleteAllObjectives
script : None Quest::CompleteAllObjectives();
engine : void TESQuest::CompleteAllObjectives();

Quest::CompleteQuest
script : None Quest::CompleteQuest();
engine : void TESQuest::CompleteQuest();

Quest::FailAllObjectives
script : None Quest::FailAllObjectives();
engine : void TESQuest::FailAllObjectives();

Quest::GetAlias
script : Alias Quest::GetAlias(int aiAliasID);
engine : BGSBaseAlias * TESQuest::GetAlias(uint aiAliasID);

Quest::GetCurrentStageID
script : int Quest::GetCurrentStageID();
engine : uint TESQuest::GetCurrentStageID();

Quest::IsActive
script : bool Quest::IsActive();
engine : bool TESQuest::IsActive();

Quest::IsCompleted
script : bool Quest::IsCompleted();
engine : bool TESQuest::IsCompleted();

Quest::IsObjectiveCompleted
script : bool Quest::IsObjectiveCompleted(int aiObjective);
engine : bool TESQuest::IsObjectiveCompleted(uint aiObjective);

Quest::IsObjectiveDisplayed
script : bool Quest::IsObjectiveDisplayed(int aiObjective);
engine : bool TESQuest::IsObjectiveDisplayed(uint aiObjective);

Quest::IsObjectiveFailed
script : bool Quest::IsObjectiveFailed(int aiObjective);
engine : bool TESQuest::IsObjectiveFailed(uint aiObjective);

Quest::IsRunning
script : bool Quest::IsRunning();
engine : bool TESQuest::IsRunning();

Quest::IsStageDone
script : bool Quest::IsStageDone(int aiStage);
engine : bool TESQuest::IsStageDone(uint aiStage);

Quest::IsStarting
script : bool Quest::IsStarting();
engine : bool TESQuest::IsStarting();

Quest::IsStopping
script : bool Quest::IsStopping();
engine : bool TESQuest::IsStopping();

Quest::IsStopped
script : bool Quest::IsStopped();
engine : bool TESQuest::IsStopped();

Quest::Reset
script : None Quest::Reset();
engine : void TESQuest::Reset();

Quest::SetActive
script : None Quest::SetActive(bool abActive);
engine : void TESQuest::SetActive(bool abActive);

Quest::SetCurrentStageID
script : bool Quest::SetCurrentStageID(int aiStageID);
engine : bool TESQuest::SetCurrentStageID(uint aiStageID);

Quest::SetObjectiveCompleted
script : None Quest::SetObjectiveCompleted(int aiObjective, bool abCompleted);
engine : void TESQuest::SetObjectiveCompleted(uint aiObjective, bool abCompleted);

Quest::SetObjectiveDisplayed
script : None Quest::SetObjectiveDisplayed(int aiObjective, bool abDisplayed, bool abForce);
engine : void TESQuest::SetObjectiveDisplayed(uint aiObjective, bool abDisplayed, bool abForce);

Quest::SetObjectiveFailed
script : None Quest::SetObjectiveFailed(int aiObjective, bool abFailed);
engine : void TESQuest::SetObjectiveFailed(uint aiObjective, bool abFailed);

Quest::Start
script : bool Quest::Start();
engine : bool TESQuest::Start();

Quest::Stop
script : None Quest::Stop();
engine : void TESQuest::Stop();

Quest::UpdateCurrentInstanceGlobal
script : bool Quest::UpdateCurrentInstanceGlobal(GlobalVariable aUpdateGlobal);
engine : bool TESQuest::UpdateCurrentInstanceGlobal(TESGlobal * aUpdateGlobal);

Sound::Play
script : int Sound::Play(ObjectReference akSource);
engine : uint TESSound::Play(TESObjectREFR * akSource);

Sound::PlayAndWait
script : bool Sound::PlayAndWait(ObjectReference akSource);
engine : bool TESSound::PlayAndWait(TESObjectREFR * akSource);

Sound::StopInstance
script : void Sound::StopInstance(int aiPlaybackInstance);
engine : void BSScript::StaticFunctionTag::StopInstance(uint aiPlaybackInstance);

Sound::SetInstanceVolume
script : void Sound::SetInstanceVolume(int aiPlaybackInstance, float afVolume);
engine : void BSScript::StaticFunctionTag::SetInstanceVolume(uint aiPlaybackInstance, float afVolume);

Topic::Add
script : None Topic::Add();
engine : void TESTopic::Add();

TopicInfo::GetOwningQuest
script : Quest TopicInfo::GetOwningQuest();
engine : TESQuest * TESTopicInfo::GetOwningQuest();

Actor::AddPerk
script : void Actor::AddPerk(Perk akPerk);
engine : void Actor::AddPerk(BGSPerk * akPerk);

Actor::AddShout
script : bool Actor::AddShout(Shout akShout);
engine : bool Actor::AddShout(TESShout * akShout);

Actor::AddSpell
script : bool Actor::AddSpell(Spell akSpell, bool abVerbose);
engine : bool Actor::AddSpell(SpellItem * akSpell, bool abVerbose);

Actor::AllowBleedoutDialogue
script : void Actor::AllowBleedoutDialogue(bool abCanTalk);
engine : void Actor::AllowBleedoutDialogue(bool abCanTalk);

Actor::AllowPCDialogue
script : void Actor::AllowPCDialogue(bool abTalk);
engine : void Actor::AllowPCDialogue(bool abTalk);

Actor::AttachAshPile
script : void Actor::AttachAshPile(Form akAshPileBase);
engine : void Actor::AttachAshPile(TESForm * akAshPileBase);

Actor::ClearArrested
script : void Actor::ClearArrested();
engine : void Actor::ClearArrested();

Actor::ClearExtraArrows
script : void Actor::ClearExtraArrows();
engine : void Actor::ClearExtraArrows();

Actor::ClearKeepOffsetFromActor
script : void Actor::ClearKeepOffsetFromActor();
engine : void Actor::ClearKeepOffsetFromActor();

Actor::ClearLookAt
script : void Actor::ClearLookAt();
engine : void Actor::ClearLookAt();

Actor::DamageActorValue
script : void Actor::DamageActorValue(string asValueName, float afDamage);
engine : void Actor::DamageActorValue(BSFixedString const & asValueName, float afDamage);

Actor::DispelAllSpells
script : void Actor::DispelAllSpells();
engine : void Actor::DispelAllSpells();

Actor::DispelSpell
script : bool Actor::DispelSpell(Spell akSpell);
engine : bool Actor::DispelSpell(SpellItem * akSpell);

Actor::DoCombatSpellApply
script : void Actor::DoCombatSpellApply(Spell akSpell, ObjectReference akTarget);
engine : void Actor::DoCombatSpellApply(SpellItem & akSpell, TESObjectREFR * akTarget);

Actor::EnableAI
script : void Actor::EnableAI(bool abEnable);
engine : void Actor::EnableAI(bool abEnable);

Actor::EquipItem
script : void Actor::EquipItem(Form akItem, bool abPreventRemoval, bool abSilent);
engine : void Actor::EquipItem(TESForm * akItem, bool abPreventRemoval, bool abSilent);

Actor::EquipShout
script : void Actor::EquipShout(Shout akShout);
engine : void Actor::EquipShout(TESShout * akShout);

Actor::EquipSpell
script : void Actor::EquipSpell(Spell akSpell, int aiSource);
engine : void Actor::EquipSpell(SpellItem * akSpell, uint aiSource);

Actor::EvaluatePackage
script : void Actor::EvaluatePackage();
engine : void Actor::EvaluatePackage();

Actor::ForceActorValue
script : void Actor::ForceActorValue(string asValueName, float afNewValue);
engine : void Actor::ForceActorValue(BSFixedString const & asValueName, float afNewValue);

Actor::GetActorValue
script : float Actor::GetActorValue(string asValueName);
engine : float Actor::GetActorValue(BSFixedString const & asValueName);

Actor::GetActorValuePercentage
script : float Actor::GetActorValuePercentage(string asValueName);
engine : float Actor::GetActorValuePercentage(BSFixedString const & asValueName);

Actor::GetBaseActorValue
script : float Actor::GetBaseActorValue(string asValueName);
engine : float Actor::GetBaseActorValue(BSFixedString const & asValueName);

Actor::GetBribeAmount
script : int Actor::GetBribeAmount();
engine : uint Actor::GetBribeAmount();

Actor::GetCrimeFaction
script : Faction Actor::GetCrimeFaction();
engine : TESFaction * Actor::GetCrimeFaction();

Actor::GetCombatState
script : int Actor::GetCombatState();
engine : uint Actor::GetCombatState();

Actor::GetCombatTarget
script : Actor Actor::GetCombatTarget();
engine : Actor * Actor::GetCombatTarget();

Actor::GetCurrentPackage
script : Package Actor::GetCurrentPackage();
engine : TESPackage * Actor::GetCurrentPackage();

Actor::GetDialogueTarget
script : Actor Actor::GetDialogueTarget();
engine : Actor * Actor::GetDialogueTarget();

Actor::GetEquippedShout
script : Shout Actor::GetEquippedShout();
engine : TESShout * Actor::GetEquippedShout();

Actor::GetEquippedSpell
script : Spell Actor::GetEquippedSpell(int aiSource);
engine : SpellItem * Actor::GetEquippedSpell(uint aiSource);

Actor::GetEquippedWeapon
script : Weapon Actor::GetEquippedWeapon(bool abLeftHand);
engine : TESObjectWEAP * Actor::GetEquippedWeapon(bool abLeftHand);

Actor::GetEquippedShield
script : Armor Actor::GetEquippedShield();
engine : TESObjectARMO * Actor::GetEquippedShield();

Actor::GetEquippedItemType
script : int Actor::GetEquippedItemType(int aiHand);
engine : int Actor::GetEquippedItemType(uint aiHand);

Actor::GetFactionRank
script : int Actor::GetFactionRank(Faction akFaction);
engine : int Actor::GetFactionRank(TESFaction * akFaction);

Actor::GetFactionReaction
script : int Actor::GetFactionReaction(Actor akOther);
engine : uint Actor::GetFactionReaction(Actor * akOther);

Actor::GetFlyingState
script : int Actor::GetFlyingState();
engine : uint Actor::GetFlyingState();

Actor::GetGoldAmount
script : int Actor::GetGoldAmount();
engine : int Actor::GetGoldAmount();

Actor::GetHighestRelationshipRank
script : int Actor::GetHighestRelationshipRank();
engine : int Actor::GetHighestRelationshipRank();

Actor::GetKiller
script : Actor Actor::GetKiller();
engine : Actor * Actor::GetKiller();

Actor::GetForcedLandingMarker
script : ObjectReference Actor::GetForcedLandingMarker();
engine : TESObjectREFR * Actor::GetForcedLandingMarker();

Actor::GetLevel
script : int Actor::GetLevel();
engine : uint Actor::GetLevel();

Actor::GetLeveledActorBase
script : actorbase Actor::GetLeveledActorBase();
engine : TESNPC * Actor::GetLeveledActorBase();

Actor::GetLightLevel
script : float Actor::GetLightLevel();
engine : float Actor::GetLightLevel();

Actor::GetLowestRelationshipRank
script : int Actor::GetLowestRelationshipRank();
engine : int Actor::GetLowestRelationshipRank();

Actor::GetNoBleedoutRecovery
script : bool Actor::GetNoBleedoutRecovery();
engine : bool Actor::GetNoBleedoutRecovery();

Actor::GetPlayerControls
script : bool Actor::GetPlayerControls();
engine : bool Actor::GetPlayerControls();

Actor::GetRace
script : Race Actor::GetRace();
engine : TESRace * Actor::GetRace();

Actor::GetRelationshipRank
script : int Actor::GetRelationshipRank(Actor akOther);
engine : int Actor::GetRelationshipRank(Actor * akOther);

Actor::GetSitState
script : int Actor::GetSitState();
engine : uint Actor::GetSitState();

Actor::GetSleepState
script : int Actor::GetSleepState();
engine : uint Actor::GetSleepState();

Actor::GetVoiceRecoveryTime
script : float Actor::GetVoiceRecoveryTime();
engine : float Actor::GetVoiceRecoveryTime();

Actor::HasAssociation
script : bool Actor::HasAssociation(AssociationType akAssociation, Actor akOther);
engine : bool Actor::HasAssociation(BGSAssociationType * akAssociation, Actor * akOther);

Actor::HasFamilyRelationship
script : bool Actor::HasFamilyRelationship(Actor akOther);
engine : bool Actor::HasFamilyRelationship(Actor * akOther);

Actor::HasLOS
script : bool Actor::HasLOS(ObjectReference akOther);
engine : bool Actor::HasLOS(TESObjectREFR * akOther);

Actor::HasMagicEffect
script : bool Actor::HasMagicEffect(MagicEffect akEffect);
engine : bool Actor::HasMagicEffect(EffectSetting * akEffect);

Actor::HasMagicEffectWithKeyword
script : bool Actor::HasMagicEffectWithKeyword(Keyword akKeyword);
engine : bool Actor::HasMagicEffectWithKeyword(BGSKeyword * akKeyword);

Actor::HasParentRelationship
script : bool Actor::HasParentRelationship(Actor akOther);
engine : bool Actor::HasParentRelationship(Actor * akOther);

Actor::HasPerk
script : bool Actor::HasPerk(Perk akPerk);
engine : bool Actor::HasPerk(BGSPerk * akPerk);

Actor::HasSpell
script : bool Actor::HasSpell(Form akForm);
engine : bool Actor::HasSpell(TESForm * akForm);

Actor::IsAlarmed
script : bool Actor::IsAlarmed();
engine : bool Actor::IsAlarmed();

Actor::IsAlerted
script : bool Actor::IsAlerted();
engine : bool Actor::IsAlerted();

Actor::IsAllowedToFly
script : bool Actor::IsAllowedToFly();
engine : bool Actor::IsAllowedToFly();

Actor::IsArrested
script : bool Actor::IsArrested();
engine : bool Actor::IsArrested();

Actor::IsArrestingTarget
script : bool Actor::IsArrestingTarget();
engine : bool Actor::IsArrestingTarget();

Actor::IsBleedingOut
script : bool Actor::IsBleedingOut();
engine : bool Actor::IsBleedingOut();

Actor::IsBribed
script : bool Actor::IsBribed();
engine : bool Actor::IsBribed();

Actor::IsChild
script : bool Actor::IsChild();
engine : bool Actor::IsChild();

Actor::IsCommandedActor
script : bool Actor::IsCommandedActor();
engine : bool Actor::IsCommandedActor();

Actor::IsDead
script : bool Actor::IsDead();
engine : bool Actor::IsDead();

Actor::IsDetectedBy
script : bool Actor::IsDetectedBy(Actor akOther);
engine : bool Actor::IsDetectedBy(Actor * akOther);

Actor::IsDoingFavor
script : bool Actor::IsDoingFavor();
engine : bool Actor::IsDoingFavor();

Actor::IsEquipped
script : bool Actor::IsEquipped(Form akItem);
engine : bool Actor::IsEquipped(TESForm * akItem);

Actor::IsEssential
script : bool Actor::IsEssential();
engine : bool Actor::IsEssential();

Actor::IsFlying
script : bool Actor::IsFlying();
engine : bool Actor::IsFlying();

Actor::IsGhost
script : bool Actor::IsGhost();
engine : bool Actor::IsGhost();

Actor::IsGuard
script : bool Actor::IsGuard();
engine : bool Actor::IsGuard();

Actor::IsHostileToActor
script : bool Actor::IsHostileToActor(Actor akActor);
engine : bool Actor::IsHostileToActor(Actor * akActor);

Actor::IsInCombat
script : bool Actor::IsInCombat();
engine : bool Actor::IsInCombat();

Actor::IsInFaction
script : bool Actor::IsInFaction(Faction akFaction);
engine : bool Actor::IsInFaction(TESFaction * akFaction);

Actor::IsInKillMove
script : bool Actor::IsInKillMove();
engine : bool Actor::IsInKillMove();

Actor::IsIntimidated
script : bool Actor::IsIntimidated();
engine : bool Actor::IsIntimidated();

Actor::IsPlayersLastRiddenHorse
script : bool Actor::IsPlayersLastRiddenHorse();
engine : bool Actor::IsPlayersLastRiddenHorse();

Actor::IsPlayerTeammate
script : bool Actor::IsPlayerTeammate();
engine : bool Actor::IsPlayerTeammate();

Actor::IsRunning
script : bool Actor::IsRunning();
engine : bool Actor::IsRunning();

Actor::IsSneaking
script : bool Actor::IsSneaking();
engine : bool Actor::IsSneaking();

Actor::IsSprinting
script : bool Actor::IsSprinting();
engine : bool Actor::IsSprinting();

Actor::IsTrespassing
script : bool Actor::IsTrespassing();
engine : bool Actor::IsTrespassing();

Actor::IsUnconscious
script : bool Actor::IsUnconscious();
engine : bool Actor::IsUnconscious();

Actor::IsWeaponDrawn
script : bool Actor::IsWeaponDrawn();
engine : bool Actor::IsWeaponDrawn();

Actor::KeepOffsetFromActor
script : void Actor::KeepOffsetFromActor(Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius);
engine : void Actor::KeepOffsetFromActor(Actor * arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius);

Actor::KillSilent
script : void Actor::KillSilent(Actor akKiller);
engine : void Actor::KillSilent(Actor * akKiller);

Actor::Kill
script : void Actor::Kill(Actor akKiller);
engine : void Actor::Kill(Actor * akKiller);

Actor::ModActorValue
script : void Actor::ModActorValue(string asValueName, float afAmount);
engine : void Actor::ModActorValue(BSFixedString const & asValueName, float afAmount);

Actor::ModFactionRank
script : void Actor::ModFactionRank(Faction akFaction, int aiMod);
engine : void Actor::ModFactionRank(TESFaction * akFaction, int aiMod);

Actor::MoveToPackageLocation
script : void Actor::MoveToPackageLocation();
engine : bool Actor::MoveToPackageLocation();

Actor::OpenInventory
script : void Actor::OpenInventory(bool abForceOpen);
engine : void Actor::OpenInventory(bool abForceOpen);

Actor::PathToReference
script : bool Actor::PathToReference(ObjectReference aTarget, float afWalkRunPercent);
engine : bool Actor::PathToReference(TESObjectREFR * aTarget, float afWalkRunPercent);

Actor::PlayIdle
script : bool Actor::PlayIdle(Idle akIdle);
engine : bool Actor::PlayIdle(TESIdleForm * akIdle);

Actor::PlayIdleWithTarget
script : bool Actor::PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget);
engine : bool Actor::PlayIdleWithTarget(TESIdleForm * akIdle, TESObjectREFR * akTarget);

Actor::PlaySubGraphAnimation
script : void Actor::PlaySubGraphAnimation(string asEventName);
engine : void Actor::PlaySubGraphAnimation(BSFixedString const & asEventName);

Actor::RemoveFromFaction
script : void Actor::RemoveFromFaction(Faction akFaction);
engine : void Actor::RemoveFromFaction(TESFaction * akFaction);

Actor::RemoveFromAllFactions
script : void Actor::RemoveFromAllFactions();
engine : void Actor::RemoveFromAllFactions();

Actor::RemovePerk
script : void Actor::RemovePerk(Perk akPerk);
engine : void Actor::RemovePerk(BGSPerk * akPerk);

Actor::RemoveShout
script : bool Actor::RemoveShout(Shout akShout);
engine : bool Actor::RemoveShout(TESShout * akShout);

Actor::RemoveSpell
script : bool Actor::RemoveSpell(Spell akSpell);
engine : bool Actor::RemoveSpell(SpellItem * akSpell);

Actor::ResetHealthAndLimbs
script : void Actor::ResetHealthAndLimbs();
engine : void Actor::ResetHealthAndLimbs();

Actor::Resurrect
script : void Actor::Resurrect();
engine : bool Actor::Resurrect();

Actor::RestoreActorValue
script : void Actor::RestoreActorValue(string asValueName, float afAmount);
engine : void Actor::RestoreActorValue(BSFixedString const & asValueName, float afAmount);

Actor::SendAssaultAlarm
script : void Actor::SendAssaultAlarm();
engine : void Actor::SendAssaultAlarm();

Actor::SendTrespassAlarm
script : void Actor::SendTrespassAlarm(Actor akCriminal);
engine : void Actor::SendTrespassAlarm(Actor * akCriminal);

Actor::SetActorValue
script : void Actor::SetActorValue(string asValueName, float afValue);
engine : void Actor::SetActorValue(BSFixedString const & asValueName, float afValue);

Actor::SetAlert
script : void Actor::SetAlert(bool abAlerted);
engine : void Actor::SetAlert(bool abAlerted);

Actor::SetAllowFlying
script : void Actor::SetAllowFlying(bool abAllowed);
engine : void Actor::SetAllowFlying(bool abAllowed);

Actor::SetAlpha
script : void Actor::SetAlpha(float afTargetAlpha, bool abFade);
engine : void Actor::SetAlpha(float afTargetAlpha, bool abFade);

Actor::SetAttackActorOnSight
script : void Actor::SetAttackActorOnSight(bool abAttackOnSight);
engine : void Actor::SetAttackActorOnSight(bool abAttackOnSight);

Actor::SetBribed
script : void Actor::SetBribed(bool abBribe);
engine : void Actor::SetBribed(bool abBribe);

Actor::SetCrimeFaction
script : void Actor::SetCrimeFaction(Faction akFaction);
engine : void Actor::SetCrimeFaction(TESFaction * akFaction);

Actor::SetCriticalStage
script : void Actor::SetCriticalStage(int aiStage);
engine : void Actor::SetCriticalStage(uint aiStage);

Actor::SetDoingFavor
script : void Actor::SetDoingFavor(bool abDoingFavor);
engine : void Actor::SetDoingFavor(bool abDoingFavor);

Actor::SetFactionRank
script : void Actor::SetFactionRank(Faction akFaction, int aiRank);
engine : void Actor::SetFactionRank(TESFaction * akFaction, int aiRank);

Actor::SetGhost
script : void Actor::SetGhost(bool abIsGhost);
engine : void Actor::SetGhost(bool abIsGhost);

Actor::SetHeadTracking
script : void Actor::SetHeadTracking(bool abEnable);
engine : void Actor::SetHeadTracking(bool abEnable);

Actor::SetForcedLandingMarker
script : void Actor::SetForcedLandingMarker(ObjectReference aMarker);
engine : void Actor::SetForcedLandingMarker(TESObjectREFR * aMarker);

Actor::SetIntimidated
script : void Actor::SetIntimidated(bool abIntimidate);
engine : void Actor::SetIntimidated(bool abIntimidate);

Actor::SetLookAt
script : void Actor::SetLookAt(ObjectReference akTarget, bool abPathingLookAt);
engine : void Actor::SetLookAt(TESObjectREFR * akTarget, bool abPathingLookAt);

Actor::SetNoBleedoutRecovery
script : void Actor::SetNoBleedoutRecovery(bool abAllowed);
engine : void Actor::SetNoBleedoutRecovery(bool abAllowed);

Actor::SetNotShowOnStealthMeter
script : void Actor::SetNotShowOnStealthMeter(bool abNotShow);
engine : void Actor::SetNotShowOnStealthMeter(bool abNotShow);

Actor::SetOutfit
script : void Actor::SetOutfit(Outfit akOutfit, bool abSleepOutfit);
engine : void Actor::SetOutfit(BGSOutfit * akOutfit, bool abSleepOutfit);

Actor::SetPlayerControls
script : void Actor::SetPlayerControls(bool abControls);
engine : void Actor::SetPlayerControls(bool abControls);

Actor::SetPlayerResistingArrest
script : void Actor::SetPlayerResistingArrest();
engine : void Actor::SetPlayerResistingArrest();

Actor::SetPlayerTeammate
script : void Actor::SetPlayerTeammate(bool abTeammate, bool abCanDoFavor);
engine : void Actor::SetPlayerTeammate(bool abTeammate, bool abCanDoFavor);

Actor::SetRace
script : void Actor::SetRace(Race akRace);
engine : void Actor::SetRace(TESRace * akRace);

Actor::SetRelationshipRank
script : void Actor::SetRelationshipRank(Actor akOther, int aiRank);
engine : void Actor::SetRelationshipRank(Actor * akOther, int aiRank);

Actor::SetRestrained
script : void Actor::SetRestrained(bool abRestrained);
engine : void Actor::SetRestrained(bool abRestrained);

Actor::SetUnconscious
script : void Actor::SetUnconscious(bool abUnconscious);
engine : void Actor::SetUnconscious(bool abUnconscious);

Actor::SetVehicle
script : void Actor::SetVehicle(ObjectReference akVehicle);
engine : void Actor::SetVehicle(TESObjectREFR * akVehicle);

Actor::SetVoiceRecoveryTime
script : void Actor::SetVoiceRecoveryTime(float afTime);
engine : void Actor::SetVoiceRecoveryTime(float afTime);

Actor::ShowBarterMenu
script : void Actor::ShowBarterMenu();
engine : void Actor::ShowBarterMenu();

Actor::ShowGiftMenu
script : int Actor::ShowGiftMenu(bool abGivingGift, FormList apFilterList, bool abShowStolenItems, bool abUseFavorPoints);
engine : bool Actor::ShowGiftMenu(bool abGivingGift, BGSListForm * apFilterList, bool abShowStolenItems, bool abUseFavorPoints);

Actor::StartCannibal
script : void Actor::StartCannibal(Actor akTarget);
engine : void Actor::StartCannibal(Actor * akTarget);

Actor::StartCombat
script : void Actor::StartCombat(Actor akTarget);
engine : void Actor::StartCombat(Actor * akTarget);

Actor::StartVampireFeed
script : void Actor::StartVampireFeed(Actor akTarget);
engine : void Actor::StartVampireFeed(Actor * akTarget);

Actor::StopCombat
script : void Actor::StopCombat();
engine : void Actor::StopCombat();

Actor::StopCombatAlarm
script : int Actor::StopCombatAlarm();
engine : void Actor::StopCombatAlarm();

Actor::TrapSoul
script : bool Actor::TrapSoul(Actor akTarget);
engine : bool Actor::TrapSoul(Actor * akTarget);

Actor::UnequipAll
script : void Actor::UnequipAll();
engine : void Actor::UnequipAll();

Actor::UnequipItem
script : void Actor::UnequipItem(Form akItem, bool abPreventEquip, bool abSilent);
engine : void Actor::UnequipItem(TESForm * akItem, bool abPreventEquip, bool abSilent);

Actor::UnequipShout
script : void Actor::UnequipShout(Shout akShout);
engine : void Actor::UnequipShout(TESShout * akShout);

Actor::UnequipSpell
script : void Actor::UnequipSpell(Spell akSpell, int aiSource);
engine : void Actor::UnequipSpell(SpellItem * akSpell, uint aiSource);

Actor::UnlockOwnedDoorsInCell
script : unused;
engine : void Actor::UnlockOwnedDoorsInCell();

Actor::WillIntimidateSucceed
script : bool Actor::WillIntimidateSucceed();
engine : bool Actor::WillIntimidateSucceed();

Actor::WornHasKeyword
script : bool Actor::WornHasKeyword(Keyword akKeyword);
engine : bool Actor::WornHasKeyword(BGSKeyword * akKeyword);

Alias::GetOwningQuest
script : Quest Alias::GetOwningQuest();
engine : TESQuest * BGSBaseAlias::GetOwningQuest();

Alias::RegisterForAnimationEvent
script : bool Alias::RegisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : bool BGSBaseAlias::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Alias::RegisterForLOS
script : None Alias::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Alias::RegisterForSingleLOSGain
script : None Alias::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);

Alias::RegisterForSingleLOSLost
script : None Alias::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);

Alias::RegisterForSingleUpdate
script : None Alias::RegisterForSingleUpdate(float afInterval);
engine : void BGSBaseAlias::RegisterForSingleUpdate(float afInterval);

Alias::RegisterForSingleUpdateGameTime
script : None Alias::RegisterForSingleUpdateGameTime(float afInterval);
engine : void BGSBaseAlias::RegisterForSingleUpdateGameTime(float afInterval);

Alias::RegisterForSleep
script : None Alias::RegisterForSleep();
engine : void BGSBaseAlias::RegisterForSleep();

Alias::RegisterForTrackedStatsEvent
script : None Alias::RegisterForTrackedStatsEvent();
engine : void BGSBaseAlias::RegisterForTrackedStatsEvent();

Alias::RegisterForUpdate
script : None Alias::RegisterForUpdate(float afInterval);
engine : void BGSBaseAlias::RegisterForUpdate(float afInterval);

Alias::RegisterForUpdateGameTime
script : None Alias::RegisterForUpdateGameTime(float afInterval);
engine : void BGSBaseAlias::RegisterForUpdateGameTime(float afInterval);

Alias::StartObjectProfiling
script : None Alias::StartObjectProfiling();
engine : void BGSBaseAlias::StartObjectProfiling();

Alias::StopObjectProfiling
script : None Alias::StopObjectProfiling();
engine : void BGSBaseAlias::StopObjectProfiling();

Alias::UnregisterForAnimationEvent
script : None Alias::UnregisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : void BGSBaseAlias::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Alias::UnregisterForLOS
script : None Alias::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Alias::UnregisterForSleep
script : None Alias::UnregisterForSleep();
engine : void BGSBaseAlias::UnregisterForSleep();

Alias::UnregisterForTrackedStatsEvent
script : None Alias::UnregisterForTrackedStatsEvent();
engine : void BGSBaseAlias::UnregisterForTrackedStatsEvent();

Alias::UnregisterForUpdate
script : None Alias::UnregisterForUpdate();
engine : void BGSBaseAlias::UnregisterForUpdate();

Alias::UnregisterForUpdateGameTime
script : None Alias::UnregisterForUpdateGameTime();
engine : void BGSBaseAlias::UnregisterForUpdateGameTime();

ReferenceAlias::AddInventoryEventFilter
script : void ReferenceAlias::AddInventoryEventFilter(Form akFilter);
engine : void BGSRefAlias::AddInventoryEventFilter(TESForm * akFilter);

ReferenceAlias::Clear
script : void ReferenceAlias::Clear();
engine : void BGSRefAlias::Clear();

ReferenceAlias::GetReference
script : ObjectReference ReferenceAlias::GetReference();
engine : TESObjectREFR * BGSRefAlias::GetReference();

ReferenceAlias::ForceRefTo
script : void ReferenceAlias::ForceRefTo(ObjectReference akNewRef);
engine : void BGSRefAlias::ForceRefTo(TESObjectREFR * akNewRef);

ReferenceAlias::RemoveAllInventoryEventFilters
script : void ReferenceAlias::RemoveAllInventoryEventFilters();
engine : void BGSRefAlias::RemoveAllInventoryEventFilters();

ReferenceAlias::RemoveInventoryEventFilter
script : void ReferenceAlias::RemoveInventoryEventFilter(Form akFilter);
engine : void BGSRefAlias::RemoveInventoryEventFilter(TESForm * akFilter);

LocationAlias::Clear
script : void LocationAlias::Clear();
engine : void BGSLocAlias::Clear();

LocationAlias::GetLocation
script : Location LocationAlias::GetLocation();
engine : BGSLocation * BGSLocAlias::GetLocation();

LocationAlias::ForceLocationTo
script : void LocationAlias::ForceLocationTo(Location akNewLocation);
engine : void BGSLocAlias::ForceLocationTo(BGSLocation * akNewLocation);

FormList::AddForm
script : void FormList::AddForm(Form apForm);
engine : void BGSListForm::AddForm(TESForm * apForm);

FormList::RemoveAddedForm
script : void FormList::RemoveAddedForm(Form apForm);
engine : void BGSListForm::RemoveAddedForm(TESForm * apForm);

FormList::GetAt
script : Form FormList::GetAt(int aiIndex);
engine : TESForm * BGSListForm::GetAt(uint aiIndex);

FormList::GetSize
script : int FormList::GetSize();
engine : uint BGSListForm::GetSize();

FormList::HasForm
script : bool FormList::HasForm(Form akForm);
engine : bool BGSListForm::HasForm(TESForm * akForm);

FormList::Revert
script : void FormList::Revert();
engine : void BGSListForm::Revert();

Spell::Cast
script : None Spell::Cast(ObjectReference akSource, ObjectReference akTarget);
engine : bool SpellItem::Cast(TESObjectREFR * akSource, TESObjectREFR * akTarget);

Spell::RemoteCast
script : None Spell::RemoteCast(ObjectReference akSource, Actor akBlameActor, ObjectReference akTarget);
engine : bool SpellItem::RemoteCast(TESObjectREFR * akSource, Actor * akBlameActor, TESObjectREFR * akTarget);

Spell::IsHostile
script : bool Spell::IsHostile();
engine : bool SpellItem::IsHostile();

Scroll::Cast
script : None Scroll::Cast(ObjectReference akSource, ObjectReference akTarget);
engine : bool ScrollItem::Cast(TESObjectREFR * akSource, TESObjectREFR * akTarget);

ActiveMagicEffect::AddInventoryEventFilter
script : void ActiveMagicEffect::AddInventoryEventFilter(Form akFilter);
engine : void ActiveEffect::AddInventoryEventFilter(TESForm * akFilter);

ActiveMagicEffect::Dispel
script : void ActiveMagicEffect::Dispel();
engine : void ActiveEffect::Dispel();

ActiveMagicEffect::GetBaseObject
script : MagicEffect ActiveMagicEffect::GetBaseObject();
engine : EffectSetting * ActiveEffect::GetBaseObject();

ActiveMagicEffect::GetCasterActor
script : Actor ActiveMagicEffect::GetCasterActor();
engine : Actor * ActiveEffect::GetCasterActor();

ActiveMagicEffect::GetTargetActor
script : Actor ActiveMagicEffect::GetTargetActor();
engine : Actor * ActiveEffect::GetTargetActor();

ActiveMagicEffect::RegisterForAnimationEvent
script : bool ActiveMagicEffect::RegisterForAnimationEvent(ObjectReference akSender, string asEventName);
engine : bool ActiveEffect::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

ActiveMagicEffect::RegisterForLOS
script : void ActiveMagicEffect::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::RegisterForSingleLOSGain
script : void ActiveMagicEffect::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::RegisterForSingleLOSLost
script : void ActiveMagicEffect::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::RegisterForSingleUpdate
script : void ActiveMagicEffect::RegisterForSingleUpdate(float afInterval);
engine : void ActiveEffect::RegisterForSingleUpdate(float afInterval);

ActiveMagicEffect::RegisterForSingleUpdateGameTime
script : void ActiveMagicEffect::RegisterForSingleUpdateGameTime(float afInterval);
engine : void ActiveEffect::RegisterForSingleUpdateGameTime(float afInterval);

ActiveMagicEffect::RegisterForSleep
script : void ActiveMagicEffect::RegisterForSleep();
engine : void ActiveEffect::RegisterForSleep();

ActiveMagicEffect::RegisterForTrackedStatsEvent
script : void ActiveMagicEffect::RegisterForTrackedStatsEvent();
engine : void ActiveEffect::RegisterForTrackedStatsEvent();

ActiveMagicEffect::RegisterForUpdate
script : void ActiveMagicEffect::RegisterForUpdate(float afInterval);
engine : void ActiveEffect::RegisterForUpdate(float afInterval);

ActiveMagicEffect::RegisterForUpdateGameTime
script : void ActiveMagicEffect::RegisterForUpdateGameTime(float afInterval);
engine : void ActiveEffect::RegisterForUpdateGameTime(float afInterval);

ActiveMagicEffect::RemoveAllInventoryEventFilters
script : void ActiveMagicEffect::RemoveAllInventoryEventFilters();
engine : void ActiveEffect::RemoveAllInventoryEventFilters();

ActiveMagicEffect::RemoveInventoryEventFilter
script : void ActiveMagicEffect::RemoveInventoryEventFilter(Form akFilter);
engine : void ActiveEffect::RemoveInventoryEventFilter(TESForm * akFilter);

ActiveMagicEffect::StartObjectProfiling
script : void ActiveMagicEffect::StartObjectProfiling();
engine : void ActiveEffect::StartObjectProfiling();

ActiveMagicEffect::StopObjectProfiling
script : void ActiveMagicEffect::StopObjectProfiling();
engine : void ActiveEffect::StopObjectProfiling();

ActiveMagicEffect::UnregisterForAnimationEvent
script : void ActiveMagicEffect::UnregisterForAnimationEvent(ObjectReference akSender, string asEventName);
engine : void ActiveEffect::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

ActiveMagicEffect::UnregisterForLOS
script : void ActiveMagicEffect::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::UnregisterForSleep
script : void ActiveMagicEffect::UnregisterForSleep();
engine : void ActiveEffect::UnregisterForSleep();

ActiveMagicEffect::UnregisterForTrackedStatsEvent
script : void ActiveMagicEffect::UnregisterForTrackedStatsEvent();
engine : void ActiveEffect::UnregisterForTrackedStatsEvent();

ActiveMagicEffect::UnregisterForUpdate
script : void ActiveMagicEffect::UnregisterForUpdate();
engine : void ActiveEffect::UnregisterForUpdate();

ActiveMagicEffect::UnregisterForUpdateGameTime
script : void ActiveMagicEffect::UnregisterForUpdateGameTime();
engine : void ActiveEffect::UnregisterForUpdateGameTime();

Weather::ReleaseOverride
script : void Weather::ReleaseOverride();
engine : void BSScript::StaticFunctionTag::ReleaseOverride();

Weather::GetCurrentWeather
script : Weather Weather::GetCurrentWeather();
engine : TESWeather * BSScript::StaticFunctionTag::GetCurrentWeather();

Weather::GetOutgoingWeather
script : Weather Weather::GetOutgoingWeather();
engine : TESWeather * BSScript::StaticFunctionTag::GetOutgoingWeather();

Weather::GetCurrentWeatherTransition
script : float Weather::GetCurrentWeatherTransition();
engine : float BSScript::StaticFunctionTag::GetCurrentWeatherTransition();

Weather::GetSkyMode
script : int Weather::GetSkyMode();
engine : uint BSScript::StaticFunctionTag::GetSkyMode();

Weather::FindWeather
script : Weather Weather::FindWeather(int auiType);
engine : TESWeather * BSScript::StaticFunctionTag::FindWeather(uint auiType);

Weather::ForceActive
script : void Weather::ForceActive(bool abOverride);
engine : void TESWeather::ForceActive(bool abOverride);

Weather::SetActive
script : void Weather::SetActive(bool abOverride, bool abAccelerate);
engine : void TESWeather::SetActive(bool abOverride, bool abAccelerate);

Weather::GetClassification
script : int Weather::GetClassification();
engine : int TESWeather::GetClassification();

Ingredient::IsHostile
script : bool Ingredient::IsHostile();
engine : bool IngredientItem::IsHostile();

Ingredient::LearnEffect
script : void Ingredient::LearnEffect(int aiIndex);
engine : void IngredientItem::LearnEffect(uint aiIndex);

Ingredient::LearnNextEffect
script : int Ingredient::LearnNextEffect();
engine : uint IngredientItem::LearnNextEffect();

Ingredient::LearnAllEffects
script : void Ingredient::LearnAllEffects();
engine : void IngredientItem::LearnAllEffects();

Potion::IsHostile
script : bool Potion::IsHostile();
engine : bool AlchemyItem::IsHostile();

Enchantment::IsHostile
script : bool Enchantment::IsHostile();
engine : bool EnchantmentItem::IsHostile();
U can dl this list here http://alexander.sannybuilder.com/Files/tes/class_method__script__engine.txt

I think that other stuff described below may be useful for someone :P
Target exe vesion is 1.1.21.0
List of the native_registration_func:native_name
Spoiler
reg func addr | script class | native
0x00A67AA0 Game AddAchievement
0x00A67BC0 Game AdvanceSkill
0x00A6A2C0 Game AddHavokBallAndSocketConstraint
0x00A6A500 Game RemoveHavokConstraints
0x00A68020 Game CalculateFavorCost
0x00A62620 Game ClearTempEffects
0x00A62620 Game ClearPrison
0x00A68140 Game DisablePlayerControls
0x00A68140 Game EnablePlayerControls
0x00A62840 Game EnableFastTravel
0x00A684B0 Game FadeOutGame
0x00A686A0 Game FastTravel
0x00A687C0 Game FindClosestReferenceOfType
0x00A68A10 Game FindClosestReferenceOfAnyTypeInList
0x00A687C0 Game FindRandomReferenceOfType
0x00A68A10 Game FindRandomReferenceOfAnyTypeInList
0x00A68C60 Game FindClosestActor
0x00A68C60 Game FindRandomActor
0x00A62620 Game ForceThirdPerson
0x00A62620 Game ForceFirstPerson
0x00A62840 Game ShowFirstPersonGeometry
0x00A68E60 Game GetForm
0x00A68F80 Game GetGameSettingFloat
0x00A690A0 Game GetGameSettingInt
0x00A621E0 Game GetGameSettingString
0x00A69220 Game GetPlayer
0x00A692F0 Game GetPlayerGrabbedRef
0x00A69220 Game GetPlayersLastRiddenHorse
0x00A693C0 Game GetRealHoursPassed
0x00A5D040 Game IncrementSkill
0x00A62960 Game IncrementSkillBy
0x00A69490 Game IncrementStat
0x00A62C50 Game IsActivateControlsEnabled
0x00A62C50 Game IsCamSwitchControlsEnabled
0x00A62C50 Game IsFastTravelEnabled
0x00A62C50 Game IsFightingControlsEnabled
0x00A62C50 Game IsJournalControlsEnabled
0x00A62C50 Game IsLookingControlsEnabled
0x00A62C50 Game IsMenuControlsEnabled
0x00A62C50 Game IsMovementControlsEnabled
0x00A62C50 Game IsSneakingControlsEnabled
0x00A695E0 Game IsWordUnlocked
0x00A69700 Game PlayBink
0x00A62620 Game PrecacheCharGen
0x00A62620 Game PrecacheCharGenClear
0x00A690A0 Game QueryStat
0x00A62620 Game QuitToMainMenu
0x00A62620 Game RequestAutosave
0x00A5D040 Game RequestModel
0x00A62620 Game RequestSave
0x00A62620 Game SendWereWolfTransformation
0x00A62620 Game ServeTime
0x00A62840 Game SetBeastForm
0x00A69940 Game SetCameraTarget
0x00A62840 Game SetHudCartMode
0x00A69A60 Game SetInChargen
0x00A62840 Game SetPlayerAIDriven
0x00A62840 Game SetPlayerReportCrime
0x00A69C00 Game SetSittingRotation
0x00A69D20 Game ShakeCamera
0x00A69ED0 Game ShakeController
0x00A62620 Game ShowTitleSequenceMenu
0x00A62620 Game HideTitleSequenceMenu
0x00A5D040 Game StartTitleSequence
0x00A62620 Game ShowRaceMenu
0x00A69940 Game ShowTrainingMenu
0x00A6A080 Game TeachWord
0x00A6A1A0 Game TriggerScreenBlood
0x00A6A080 Game UnlockWord
0x00A62C50 Game UsingGamepad
0x00A968E0 Utility GameTimeToString
0x00A693C0 Utility GetCurrentGameTime
0x00A693C0 Utility GetCurrentRealTime
0x00A62C50 Utility IsInMenuMode
0x00A965B0 Utility RandomInt
0x00A6D6F0 Utility RandomFloat
0x00A96700 Utility SetINIBool
0x00A67BC0 Utility SetINIFloat
0x00A69490 Utility SetINIInt
0x00A62300 Utility SetINIString
0x00A968E0 Utility Wait
0x00A968E0 Utility WaitGameTime
0x00A968E0 Utility WaitMenuMode
0x00A5D040 Debug CenterOnCell
0x00A621E0 Debug CenterOnCellAndWait
0x00A621E0 Debug PlayerMoveToAndWait
0x00A5D040 Debug CloseUserLog
0x00A62300 Debug DebugChannelNotify
0x00A62450 Debug DumpAliasData
0x00A62C50 Debug GetConfigName
0x00A62C50 Debug GetPlatformName
0x00A62C50 Debug GetVersionNumber
0x00A5D040 Debug MessageBox
0x00A5D040 Debug Notification
0x00A621E0 Debug OpenUserLog
0x00A62620 Debug QuitGame
0x00A626F0 Debug SendAnimationEvent
0x00A62840 Debug SetFootIK
0x00A62840 Debug SetGodMode
0x00A5D040 Debug StartScriptProfiling
0x00A62620 Debug StartStackProfiling
0x00A5D040 Debug StopScriptProfiling
0x00A62620 Debug StopStackProfiling
0x00A5D040 Debug TakeScreenshot
0x00A62620 Debug ToggleAI
0x00A62620 Debug ToggleCollisions
0x00A62620 Debug ToggleMenus
0x00A62960 Debug Trace
0x00A62960 Debug TraceStack
0x00A62AB0 Debug TraceUser
0x00A6D4B0 Math abs
0x00A6D4B0 Math acos
0x00A6D4B0 Math asin
0x00A6D4B0 Math atan
0x00A6D5D0 Math Ceiling
0x00A6D4B0 Math cos
0x00A6D4B0 Math DegreesToRadians
0x00A6D5D0 Math Floor
0x00A6D6F0 Math pow
0x00A6D4B0 Math RadiansToDegrees
0x00A6D4B0 Math sin
0x00A6D4B0 Math sqrt
0x00A6D4B0 Math tan
0x00A73A90 Form GetFormID
0x00A73B60 Form GetGoldValue
0x00A73BE0 Form HasKeyword
0x00A73D00 Form PlayerKnows
0x00A73DD0 Form RegisterForAnimationEvent
0x00A73F20 Form RegisterForLOS
0x00A73F20 Form RegisterForSingleLOSGain
0x00A73F20 Form RegisterForSingleLOSLost
0x00A74070 Form RegisterForSingleUpdate
0x00A74070 Form RegisterForSingleUpdateGameTime
0x00A74190 Form RegisterForSleep
0x00A74190 Form RegisterForTrackedStatsEvent
0x00A74070 Form RegisterForUpdate
0x00A74070 Form RegisterForUpdateGameTime
0x00A74190 Form StartObjectProfiling
0x00A74190 Form StopObjectProfiling
0x00A74260 Form UnregisterForAnimationEvent
0x00A73F20 Form UnregisterForLOS
0x00A74190 Form UnregisterForSleep
0x00A74190 Form UnregisterForTrackedStatsEvent
0x00A74190 Form UnregisterForUpdate
0x00A74190 Form UnregisterForUpdateGameTime
0x00A59FF0 Keyword SendStoryEvent
0x00A5A390 Keyword SendStoryEventAndWait
0x00A5B680 Location GetKeywordData
0x00A5B7A0 Location GetRefTypeAliveCount
0x00A5B7A0 Location GetRefTypeDeadCount
0x00A5B8C0 Location HasCommonParent
0x00A5BA10 Location HasRefType
0x00A5BB30 Location IsChild
0x00A5BC70 Location IsCleared
0x00A5BC70 Location IsLoaded
0x00A5BD40 Location SetCleared
0x00A5BE60 Location SetKeywordData
0x00A5D160 Message Show
0x00A5CE50 Message ShowAsHelpMessage
0x00A5D040 Message ResetHelpMessage
0x00A5D760 MusicType Add
0x00A5D760 MusicType Remove
0x00A5EA50 VisualEffect Play
0x00A5EBF0 VisualEffect Stop
0x00A5F2C0 Scene ForceStart
0x00A5F390 Scene GetOwningQuest
0x00A5F460 Scene IsActionComplete
0x00A5F580 Scene IsPlaying
0x00A5F2C0 Scene Start
0x00A5F2C0 Scene Stop
0x00A5FAD0 ShaderParticleGeometry Apply
0x00A5FAD0 ShaderParticleGeometry Remove
0x00A601B0 SoundCategory Pause
0x00A601B0 SoundCategory UnPause
0x00A601B0 SoundCategory Mute
0x00A601B0 SoundCategory UnMute
0x00A60280 SoundCategory SetVolume
0x00A60280 SoundCategory SetFrequency
0x00A634A0 MagicEffect GetAssociatedSkill
0x00A6FCD0 EffectShader Play
0x00A6FE30 EffectShader Stop
0x00A713B0 Faction CanPayCrimeGold
0x00A71480 Faction GetCrimeGold
0x00A71480 Faction GetCrimeGoldNonViolent
0x00A71480 Faction GetCrimeGoldViolent
0x00A71480 Faction GetInfamy
0x00A71480 Faction GetInfamyNonViolent
0x00A71480 Faction GetInfamyViolent
0x00A71550 Faction GetReaction
0x00A71480 Faction GetStolenItemValueCrime
0x00A71480 Faction GetStolenItemValueNoCrime
0x00A71670 Faction IsFactionInCrimeGroup
0x00A713B0 Faction IsPlayerExpelled
0x00A71790 Faction ModCrimeGold
0x00A718E0 Faction ModReaction
0x00A71A30 Faction PlayerPayCrimeGold
0x00A71B80 Faction SendAssaultAlarm
0x00A72110 Faction SendPlayerToJail
0x00A71D30 Faction SetAlly
0x00A71ED0 Faction SetCrimeGold
0x00A71ED0 Faction SetCrimeGoldViolent
0x00A71D30 Faction SetEnemy
0x00A71FF0 Faction SetPlayerEnemy
0x00A71FF0 Faction SetPlayerExpelled
0x00A718E0 Faction SetReaction
0x00A74890 GlobalVariable GetValue
0x00A74960 GlobalVariable SetValue
0x00A74FC0 ImageSpaceModifier Apply
0x00A74FC0 ImageSpaceModifier ApplyCrossFade
0x00A750E0 ImageSpaceModifier PopTo
0x00A75240 ImageSpaceModifier Remove
0x00A69C00 ImageSpaceModifier RemoveCrossFade
0x00A75850 LeveledActor AddForm
0x00A759A0 LeveledActor Revert
0x00A75E60 LeveledItem AddForm
0x00A76000 LeveledItem Revert
0x00A764C0 LeveledSpell AddForm
0x00A76610 LeveledSpell Revert
0x00A76F90 ActorBase GetClass
0x00A77060 ActorBase GetDeadCount
0x00A77130 ActorBase GetGiftFilter
0x00A77200 ActorBase GetRace
0x00A77060 ActorBase Getsix
0x00A772D0 ActorBase IsEssential
0x00A772D0 ActorBase IsInvulnerable
0x00A772D0 ActorBase IsProtected
0x00A772D0 ActorBase IsUnique
0x00A773A0 ActorBase SetEssential
0x00A773A0 ActorBase SetInvulnerable
0x00A773A0 ActorBase SetProtected
0x00A774C0 ActorBase SetOutfit
0x00A787A0 Cell GetActorOwner
0x00A78870 Cell GetFactionOwner
0x00A78940 Cell IsAttached
0x00A78940 Cell IsInterior
0x00A78A10 Cell Reset
0x00A78AE0 Cell SetActorOwner
0x00A78C00 Cell SetFactionOwner
0x00A78D20 Cell SetFogColor
0x00A78FB0 Cell SetFogPlanes
0x00A79110 Cell SetFogPower
0x00A79230 Cell SetPublic
0x00A85F10 ObjectReference Activate
0x00A86060 ObjectReference AddInventoryEventFilter
0x00A86180 ObjectReference TetherToHorse
0x00A862A0 ObjectReference AddDependentAnimatedObjectReference
0x00A8B480 ObjectReference AddItem
0x00A864C0 ObjectReference AddToMap
0x00A8B580 ObjectReference ApplyHavokImpulse
0x00A864C0 ObjectReference BlockActivation
0x00A86710 ObjectReference CalculateEncounterLevel
0x00A86830 ObjectReference CanFastTravelToMarker
0x00A86900 ObjectReference ClearDestruction
0x00A869D0 ObjectReference CreateDetectionEvent
0x00A8B6B0 ObjectReference DamageObject
0x00A86830 ObjectReference Delete
0x00A86CB0 ObjectReference Disable
0x00A864C0 ObjectReference DisableNoWait
0x00A8B760 ObjectReference DropObject
0x00A86CB0 ObjectReference Enable
0x00A864C0 ObjectReference EnableFastTravel
0x00A864C0 ObjectReference EnableNoWait
0x00A86830 ObjectReference ForceAddRagdollToWorld
0x00A86830 ObjectReference ForceRemoveRagdollFromWorld
0x00A86EB0 ObjectReference GetActorOwner
0x00A86F80 ObjectReference GetAngleX
0x00A86F80 ObjectReference GetAngleY
0x00A86F80 ObjectReference GetAngleZ
0x00A87050 ObjectReference GetAnimationVariableBool
0x00A87170 ObjectReference GetAnimationVariableInt
0x00A87290 ObjectReference GetAnimationVariableFloat
0x00A873B0 ObjectReference GetBaseObject
0x00A87480 ObjectReference GetCurrentDestructionStage
0x00A87500 ObjectReference GetCurrentLocation
0x00A875D0 ObjectReference GetCurrentScene
0x00A876A0 ObjectReference GetDistance
0x00A87500 ObjectReference GetEditorLocation
0x00A877C0 ObjectReference GetFactionOwner
0x00A876A0 ObjectReference GetHeadingAngle
0x00A86F80 ObjectReference GetHeight
0x00A87890 ObjectReference GetItemCount
0x00A86F80 ObjectReference GetItemHealthPercent
0x00A879B0 ObjectReference GetKey
0x00A86F80 ObjectReference GetLength
0x00A87A80 ObjectReference GetLinkedRef
0x00A87480 ObjectReference GetLockLevel
0x00A86F80 ObjectReference GetMass
0x00A87BA0 ObjectReference GetNthLinkedRef
0x00A87CC0 ObjectReference GetOpenState
0x00A87D90 ObjectReference GetParentCell
0x00A86F80 ObjectReference GetPositionX
0x00A86F80 ObjectReference GetPositionY
0x00A86F80 ObjectReference GetPositionZ
0x00A86F80 ObjectReference GetScale
0x00A87CC0 ObjectReference GetTriggerObjectCount
0x00A87E60 ObjectReference GetVoiceType
0x00A86F80 ObjectReference GetWidth
0x00A87F30 ObjectReference GetWorldSpace
0x00A88000 ObjectReference HasEffectKeyword
0x00A87050 ObjectReference HasNode
0x00A88120 ObjectReference HasRefType
0x00A864C0 ObjectReference IgnoreFriendlyHits
0x00A86900 ObjectReference InterruptCast
0x00A86830 ObjectReference Is3DLoaded
0x00A862A0 ObjectReference IsActivateChild
0x00A86830 ObjectReference IsActivationBlocked
0x00A86830 ObjectReference IsDisabled
0x00A86CB0 ObjectReference IsFurnitureInUse
0x00A88240 ObjectReference IsFurnitureMarkerInUse
0x00A86830 ObjectReference IsIgnoringFriendlyHits
0x00A86830 ObjectReference IsInDialogueWithPlayer
0x00A86830 ObjectReference IsLockBroken
0x00A86830 ObjectReference IsLocked
0x00A86830 ObjectReference IsMapMarkerVisible
0x00A88390 ObjectReference KnockAreaEffect
0x00A884F0 ObjectReference Lock
0x00A8B830 ObjectReference MoveTo
0x00A862A0 ObjectReference MoveToInteractionLocation
0x00A86830 ObjectReference MoveToMyEditorLocation
0x00A8B990 ObjectReference MoveToNode
0x00A888C0 ObjectReference PlaceAtMe
0x00A88AB0 ObjectReference PlaceActorAtMe
0x00A87050 ObjectReference PlayAnimation
0x00A8BA60 ObjectReference PlayAnimationAndWait
0x00A88D30 ObjectReference PlayGamebryoAnimation
0x00A88ED0 ObjectReference PlayImpactEffect
0x00A891F0 ObjectReference PlaySyncedAnimationSS
0x00A8BB30 ObjectReference PlaySyncedAnimationAndWaitSS
0x00A894D0 ObjectReference PlayTerrainEffect
0x00A89620 ObjectReference ProcessTrapHit
0x00A89A30 ObjectReference PushActorAway
0x00A86900 ObjectReference RemoveAllInventoryEventFilters
0x00A89B90 ObjectReference RemoveAllItems
0x00A862A0 ObjectReference RemoveDependentAnimatedObjectReference
0x00A86060 ObjectReference RemoveInventoryEventFilter
0x00A89D30 ObjectReference RemoveItem
0x00A862A0 ObjectReference Reset
0x00A89F20 ObjectReference Say
0x00A8A0C0 ObjectReference SendStealAlarm
0x00A8A0C0 ObjectReference SetActorCause
0x00A8A1E0 ObjectReference SetActorOwner
0x00A8BC90 ObjectReference SetAngle
0x00A8A410 ObjectReference SetAnimationVariableBool
0x00A8A560 ObjectReference SetAnimationVariableInt
0x00A8A6B0 ObjectReference SetAnimationVariableFloat
0x00A864C0 ObjectReference SetDestroyed
0x00A8B6B0 ObjectReference SetScale
0x00A8A810 ObjectReference SetFactionOwner
0x00A8A930 ObjectReference SetLockLevel
0x00A88240 ObjectReference SetMotionType
0x00A864C0 ObjectReference SetNoFavorAllowed
0x00A864C0 ObjectReference SetOpen
0x00A8BC90 ObjectReference SetPosition
0x00A8AAB0 ObjectReference TranslateTo
0x00A8ADE0 ObjectReference SplineTranslateTo
0x00A8B160 ObjectReference SplineTranslateToRefNode
0x00A86900 ObjectReference StopTranslation
0x00A87050 ObjectReference WaitForAnimationEvent
0x00A90510 Weapon Fire
0x00A90BC0 Package GetOwningQuest
0x00A90C90 Package GetTemplate
0x00A92230 Quest CompleteAllObjectives
0x00A92230 Quest CompleteQuest
0x00A92230 Quest FailAllObjectives
0x00A92300 Quest GetAlias
0x00A92420 Quest GetCurrentStageID
0x00A924F0 Quest IsActive
0x00A924F0 Quest IsCompleted
0x00A925C0 Quest IsObjectiveCompleted
0x00A925C0 Quest IsObjectiveDisplayed
0x00A925C0 Quest IsObjectiveFailed
0x00A924F0 Quest IsRunning
0x00A925C0 Quest IsStageDone
0x00A924F0 Quest IsStarting
0x00A924F0 Quest IsStopping
0x00A924F0 Quest IsStopped
0x00A92230 Quest Reset
0x00A926E0 Quest SetActive
0x00A925C0 Quest SetCurrentStageID
0x00A92860 Quest SetObjectiveCompleted
0x00A929B0 Quest SetObjectiveDisplayed
0x00A92860 Quest SetObjectiveFailed
0x00A924F0 Quest Start
0x00A92230 Quest Stop
0x00A92BB0 Quest UpdateCurrentInstanceGlobal
0x00A93AB0 Sound Play
0x00A93E60 Sound PlayAndWait
0x00A6A1A0 Sound StopInstance
0x00A93CA0 Sound SetInstanceVolume
0x00A94300 Topic Add
0x00A94520 TopicInfo GetOwningQuest
0x00A4FB80 Actor AddPerk
0x00A4FCA0 Actor AddShout
0x00A4FDC0 Actor AddSpell
0x00A4FF50 Actor AllowBleedoutDialogue
0x00A4FF50 Actor AllowPCDialogue
0x00A50070 Actor AttachAshPile
0x00A50190 Actor ClearArrested
0x00A50190 Actor ClearExtraArrows
0x00A50190 Actor ClearKeepOffsetFromActor
0x00A50190 Actor ClearLookAt
0x00A50260 Actor DamageActorValue
0x00A50190 Actor DispelAllSpells
0x00A503C0 Actor DispelSpell
0x00A504E0 Actor DoCombatSpellApply
0x00A4FF50 Actor EnableAI
0x00A50630 Actor EquipItem
0x00A507D0 Actor EquipShout
0x00A508F0 Actor EquipSpell
0x00A50190 Actor EvaluatePackage
0x00A50260 Actor ForceActorValue
0x00A50AC0 Actor GetActorValue
0x00A50AC0 Actor GetActorValuePercentage
0x00A50AC0 Actor GetBaseActorValue
0x00A50BE0 Actor GetBribeAmount
0x00A50C60 Actor GetCrimeFaction
0x00A50BE0 Actor GetCombatState
0x00A50D30 Actor GetCombatTarget
0x00A50E00 Actor GetCurrentPackage
0x00A50D30 Actor GetDialogueTarget
0x00A50ED0 Actor GetEquippedShout
0x00A50FA0 Actor GetEquippedSpell
0x00A510C0 Actor GetEquippedWeapon
0x00A511E0 Actor GetEquippedShield
0x00A512B0 Actor GetEquippedItemType
0x00A513D0 Actor GetFactionRank
0x00A514F0 Actor GetFactionReaction
0x00A50BE0 Actor GetFlyingState
0x00A51610 Actor GetGoldAmount
0x00A51610 Actor GetHighestRelationshipRank
0x00A50D30 Actor GetKiller
0x00A516E0 Actor GetForcedLandingMarker
0x00A50BE0 Actor GetLevel
0x00A517B0 Actor GetLeveledActorBase
0x00A51880 Actor GetLightLevel
0x00A51610 Actor GetLowestRelationshipRank
0x00A51950 Actor GetNoBleedoutRecovery
0x00A51950 Actor GetPlayerControls
0x00A51A20 Actor GetRace
0x00A51AF0 Actor GetRelationshipRank
0x00A50BE0 Actor GetSitState
0x00A50BE0 Actor GetSleepState
0x00A51880 Actor GetVoiceRecoveryTime
0x00A51BA0 Actor HasAssociation
0x00A51CF0 Actor HasFamilyRelationship
0x00A51E10 Actor HasLOS
0x00A51F30 Actor HasMagicEffect
0x00A52050 Actor HasMagicEffectWithKeyword
0x00A51CF0 Actor HasParentRelationship
0x00A52170 Actor HasPerk
0x00A52290 Actor HasSpell
0x00A51950 Actor IsAlarmed
0x00A51950 Actor IsAlerted
0x00A51950 Actor IsAllowedToFly
0x00A51950 Actor IsArrested
0x00A51950 Actor IsArrestingTarget
0x00A51950 Actor IsBleedingOut
0x00A51950 Actor IsBribed
0x00A51950 Actor IsChild
0x00A51950 Actor IsCommandedActor
0x00A51950 Actor IsDead
0x00A51CF0 Actor IsDetectedBy
0x00A51950 Actor IsDoingFavor
0x00A52290 Actor IsEquipped
0x00A51950 Actor IsEssential
0x00A51950 Actor IsFlying
0x00A51950 Actor IsGhost
0x00A51950 Actor IsGuard
0x00A51CF0 Actor IsHostileToActor
0x00A51950 Actor IsInCombat
0x00A523B0 Actor IsInFaction
0x00A51950 Actor IsInKillMove
0x00A51950 Actor IsIntimidated
0x00A51950 Actor IsPlayersLastRiddenHorse
0x00A51950 Actor IsPlayerTeammate
0x00A51950 Actor IsRunning
0x00A51950 Actor IsSneaking
0x00A51950 Actor IsSprinting
0x00A51950 Actor IsTrespassing
0x00A51950 Actor IsUnconscious
0x00A51950 Actor IsWeaponDrawn
0x00A524D0 Actor KeepOffsetFromActor
0x00A52850 Actor KillSilent
0x00A52850 Actor Kill
0x00A50260 Actor ModActorValue
0x00A52970 Actor ModFactionRank
0x00A51950 Actor MoveToPackageLocation
0x00A4FF50 Actor OpenInventory
0x00A53DB0 Actor PathToReference
0x00A52C60 Actor PlayIdle
0x00A52D80 Actor PlayIdleWithTarget
0x00A52ED0 Actor PlaySubGraphAnimation
0x00A52FF0 Actor RemoveFromFaction
0x00A50190 Actor RemoveFromAllFactions
0x00A4FB80 Actor RemovePerk
0x00A4FCA0 Actor RemoveShout
0x00A503C0 Actor RemoveSpell
0x00A50190 Actor ResetHealthAndLimbs
0x00A51950 Actor Resurrect
0x00A50260 Actor RestoreActorValue
0x00A50190 Actor SendAssaultAlarm
0x00A52850 Actor SendTrespassAlarm
0x00A50260 Actor SetActorValue
0x00A4FF50 Actor SetAlert
0x00A4FF50 Actor SetAllowFlying
0x00A53110 Actor SetAlpha
0x00A4FF50 Actor SetAttackActorOnSight
0x00A4FF50 Actor SetBribed
0x00A52FF0 Actor SetCrimeFaction
0x00A53270 Actor SetCriticalStage
0x00A4FF50 Actor SetDoingFavor
0x00A52970 Actor SetFactionRank
0x00A4FF50 Actor SetGhost
0x00A4FF50 Actor SetHeadTracking
0x00A53390 Actor SetForcedLandingMarker
0x00A4FF50 Actor SetIntimidated
0x00A534B0 Actor SetLookAt
0x00A4FF50 Actor SetNoBleedoutRecovery
0x00A4FF50 Actor SetNotShowOnStealthMeter
0x00A53600 Actor SetOutfit
0x00A4FF50 Actor SetPlayerControls
0x00A50190 Actor SetPlayerResistingArrest
0x00A53750 Actor SetPlayerTeammate
0x00A538A0 Actor SetRace
0x00A539C0 Actor SetRelationshipRank
0x00A4FF50 Actor SetRestrained
0x00A4FF50 Actor SetUnconscious
0x00A53390 Actor SetVehicle
0x00A53B10 Actor SetVoiceRecoveryTime
0x00A50190 Actor ShowBarterMenu
0x00A53E80 Actor ShowGiftMenu
0x00A52850 Actor StartCannibal
0x00A52850 Actor StartCombat
0x00A52850 Actor StartVampireFeed
0x00A50190 Actor StopCombat
0x00A50190 Actor StopCombatAlarm
0x00A51CF0 Actor TrapSoul
0x00A50190 Actor UnequipAll
0x00A50630 Actor UnequipItem
0x00A507D0 Actor UnequipShout
0x00A508F0 Actor UnequipSpell
0x00A50190 Actor UnlockOwnedDoorsInCell
0x00A51950 Actor WillIntimidateSucceed
0x00A52050 Actor WornHasKeyword
0x00A590D0 Alias GetOwningQuest
0x00A591A0 Alias RegisterForAnimationEvent
0x00A592F0 Alias RegisterForLOS
0x00A592F0 Alias RegisterForSingleLOSGain
0x00A592F0 Alias RegisterForSingleLOSLost
0x00A59440 Alias RegisterForSingleUpdate
0x00A59440 Alias RegisterForSingleUpdateGameTime
0x00A59560 Alias RegisterForSleep
0x00A59560 Alias RegisterForTrackedStatsEvent
0x00A59440 Alias RegisterForUpdate
0x00A59440 Alias RegisterForUpdateGameTime
0x00A59560 Alias StartObjectProfiling
0x00A59560 Alias StopObjectProfiling
0x00A59630 Alias UnregisterForAnimationEvent
0x00A592F0 Alias UnregisterForLOS
0x00A59560 Alias UnregisterForSleep
0x00A59560 Alias UnregisterForTrackedStatsEvent
0x00A59560 Alias UnregisterForUpdate
0x00A59560 Alias UnregisterForUpdateGameTime
0x00A5E0C0 ReferenceAlias AddInventoryEventFilter
0x00A5E1E0 ReferenceAlias Clear
0x00A5E2B0 ReferenceAlias GetReference
0x00A5E380 ReferenceAlias ForceRefTo
0x00A5E1E0 ReferenceAlias RemoveAllInventoryEventFilters
0x00A5E0C0 ReferenceAlias RemoveInventoryEventFilter
0x00A5AA70 LocationAlias Clear
0x00A5AB40 LocationAlias GetLocation
0x00A5AC10 LocationAlias ForceLocationTo
0x00A6C2E0 FormList AddForm
0x00A6C2E0 FormList RemoveAddedForm
0x00A6C400 FormList GetAt
0x00A6C520 FormList GetSize
0x00A6C5F0 FormList HasForm
0x00A6C710 FormList Revert
0x00A6F5C0 Spell Cast
0x00A6F690 Spell RemoteCast
0x00A6F4F0 Spell IsHostile
0x00A6E050 Scroll Cast
0x00A45E50 ActiveMagicEffect AddInventoryEventFilter
0x00A45F80 ActiveMagicEffect Dispel
0x00A46050 ActiveMagicEffect GetBaseObject
0x00A46120 ActiveMagicEffect GetCasterActor
0x00A46120 ActiveMagicEffect GetTargetActor
0x00A461F0 ActiveMagicEffect RegisterForAnimationEvent
0x00A463B0 ActiveMagicEffect RegisterForLOS
0x00A463B0 ActiveMagicEffect RegisterForSingleLOSGain
0x00A463B0 ActiveMagicEffect RegisterForSingleLOSLost
0x00A46500 ActiveMagicEffect RegisterForSingleUpdate
0x00A46500 ActiveMagicEffect RegisterForSingleUpdateGameTime
0x00A45F80 ActiveMagicEffect RegisterForSleep
0x00A45F80 ActiveMagicEffect RegisterForTrackedStatsEvent
0x00A46500 ActiveMagicEffect RegisterForUpdate
0x00A46500 ActiveMagicEffect RegisterForUpdateGameTime
0x00A45F80 ActiveMagicEffect RemoveAllInventoryEventFilters
0x00A45E50 ActiveMagicEffect RemoveInventoryEventFilter
0x00A45F80 ActiveMagicEffect StartObjectProfiling
0x00A45F80 ActiveMagicEffect StopObjectProfiling
0x00A46670 ActiveMagicEffect UnregisterForAnimationEvent
0x00A463B0 ActiveMagicEffect UnregisterForLOS
0x00A45F80 ActiveMagicEffect UnregisterForSleep
0x00A45F80 ActiveMagicEffect UnregisterForTrackedStatsEvent
0x00A45F80 ActiveMagicEffect UnregisterForUpdate
0x00A45F80 ActiveMagicEffect UnregisterForUpdateGameTime
0x00A62620 Weather ReleaseOverride
0x00A94CB0 Weather GetCurrentWeather
0x00A94CB0 Weather GetOutgoingWeather
0x00A693C0 Weather GetCurrentWeatherTransition
0x00A94D80 Weather GetSkyMode
0x00A94E50 Weather FindWeather
0x00A94F70 Weather ForceActive
0x00A95090 Weather SetActive
0x00A951E0 Weather GetClassification
0x00A6B8D0 Ingredient IsHostile
0x00A6B9A0 Ingredient LearnEffect
0x00A6BAC0 Ingredient LearnNextEffect
0x00A6BB90 Ingredient LearnAllEffects
0x00A57B70 Potion IsHostile
0x00A63650 Enchantment IsHostile
Dl http://alexander.sannybuilder.com/Files/tes/nativeregaddr_nativeclass_nativename.txt

Native registration func variations
Spoiler
native ref func addr | game class , ret type , params ...
oups , post is too long , follow the dl link
Dl http://alexander.sannybuilder.com/Files/tes/nativeregaddr_nativeparams.txt
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed May 16, 2012 5:29 pm

Since we can't do much until the editor is released and a script compiler is available, I've been taking a look at the UI. Currently we can add a custom native function to the Flash interpreter and read the arguments (simple types only, haven't decoded the object format yet). Discussion may be on the http://www.gamesas.com/index.php?/topic/1275750-modding-the-gui/page__view__findpost__p__19375382 or here, either way. As usual, http://i.imgur.com/vcqPP.png. That's kind of the most basic "hello world" for flash -> native code execution.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Wed May 16, 2012 4:55 am

I seem to remember there being said by a developer that things like script extenders are being kept in mind for Skyrim, and either they'll be easier to implement, or not needed.

Cant remember who or when (it was earlier in the year), can someone else remember?
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Wed May 16, 2012 10:02 am

Good news. skse... should we pronounce it "sixy"? :D

NERD ALERT!

Following the usual nomenclature for something like this, the letters are paired together and pronounced following the rules of grammar/spelling,
so, TECHNICALLY, this would be pronounced the same way that SCSI is...

Skuzzy
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Wed May 16, 2012 8:14 am

It's the Soul Eater rune from http://en.wikipedia.org/wiki/Suikoden_%28video_game%29, which is my favorite JRPG series.
Glad somebody did not forget about Suikoden i thought was one of the rune's form the 103 stars miss that series i know they will never come back with a new game but i wish they would remake the first.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Wed May 16, 2012 2:06 pm

The new scripting language is orders of magnitude better than the old one, however it's mostly tailored for use by what the developers needed. This means that instead of needing to go through and add basic programming language features like arrays and loops, we're going to be going through and adding more access to data that wasn't needed to make vanilla Skyrim. Bethesda didn't need script access to almost any information about items/enchantments/spells/etc, so that isn't there - we can add that.

As far as making it easier goes, it's mostly just different and more modern. Instead of copying a huge list of functions, we can just insert new items in to hash tables. Bridging from script to native code is less ugly. Of course, the old language is still there, so we may need to do some work, but I'm hoping that for the most part we can totally deprecate it.

edit: Konami is actually making another Suikoden game. It doesn't appear to be following the 1-5 universe canon, but it appears that they've basically just given the license to Tri-Ace, which is either going to be *awesome* or a train wreck. I hope for awesome.

edit2 offtopic: Star Ocean 4 is a byproduct of Tri-Ace trying to get out of their contract with Square Enix. Then again, if Frontier Gate (their next game) isn't good, then we'll have a problem.
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Wed May 16, 2012 11:06 am

The new scripting language is orders of magnitude better than the old one, however it's mostly tailored for use by what the developers needed. This means that instead of needing to go through and add basic programming language features like arrays and loops, we're going to be going through and adding more access to data that wasn't needed to make vanilla Skyrim. Bethesda didn't need script access to almost any information about items/enchantments/spells/etc, so that isn't there - we can add that.

As far as making it easier goes, it's mostly just different and more modern. Instead of copying a huge list of functions, we can just insert new items in to hash tables. Bridging from script to native code is less ugly. Of course, the old language is still there, so we may need to do some work, but I'm hoping that for the most part we can totally deprecate it.

edit: Konami is actually making another Suikoden game. It doesn't appear to be following the 1-5 universe canon, but it appears that they've basically just given the license to Tri-Ace, which is either going to be *awesome* or a train wreck. I hope for awesome.
Tri-Ace man i did not like the last Star Ocean game hopefully they can do some good with the game cause Suikoden was one of all-time favorite i remember back in 95' that game had me faking sick to beat.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Wed May 16, 2012 3:04 am

Did a little digging into the exe, here is complete list of Skyrim natives with script and engine declarations
Spoiler
/*******************************************************
TESV: Skyrim script natives list
Format:
Class::Method
Script representation;
Engine code representation;

© Alexander Blade 2011
*******************************************************/


Game::AddAchievement
script : void Game::AddAchievement(int aiAchievementID);
engine : void BSScript::StaticFunctionTag::AddAchievement(int aiAchievementID);

Game::AdvanceSkill
script : void Game::AdvanceSkill(string asSkillName, float afMagnitude);
engine : void BSScript::StaticFunctionTag::AdvanceSkill(BSFixedString const & asSkillName, float afMagnitude);

Game::AddHavokBallAndSocketConstraint
script : bool Game::AddHavokBallAndSocketConstraint(ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ);
engine : bool BSScript::StaticFunctionTag::AddHavokBallAndSocketConstraint(TESObjectREFR * arRefA, BSFixedString const & arRefANode, TESObjectREFR * arRefB, BSFixedString const & arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ);

Game::RemoveHavokConstraints
script : bool Game::RemoveHavokConstraints(ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName);
engine : bool BSScript::StaticFunctionTag::RemoveHavokConstraints(TESObjectREFR * arFirstRef, BSFixedString const & arFirstRefNodeName, TESObjectREFR * arSecondRef, BSFixedString const & arSecondRefNodeName);

Game::CalculateFavorCost
script : int Game::CalculateFavorCost(int aiFavorPrice);
engine : uint BSScript::StaticFunctionTag::CalculateFavorCost(uint aiFavorPrice);

Game::ClearTempEffects
script : void Game::ClearTempEffects();
engine : void BSScript::StaticFunctionTag::ClearTempEffects();

Game::ClearPrison
script : void Game::ClearPrison();
engine : void BSScript::StaticFunctionTag::ClearPrison();

Game::DisablePlayerControls
script : void Game::DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType);
engine : void BSScript::StaticFunctionTag::DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, uint aiDisablePOVType);

Game::EnablePlayerControls
script : void Game::EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType);
engine : void BSScript::StaticFunctionTag::EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, uint aiDisablePOVType);

Game::EnableFastTravel
script : void Game::EnableFastTravel(bool abEnable);
engine : void BSScript::StaticFunctionTag::EnableFastTravel(bool abEnable);

Game::FadeOutGame
script : void Game::FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration);
engine : void BSScript::StaticFunctionTag::FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration);

Game::FastTravel
script : void Game::FastTravel(ObjectReference akDestination);
engine : void BSScript::StaticFunctionTag::FastTravel(TESObjectREFR * akDestination);

Game::FindClosestReferenceOfType
script : ObjectReference Game::FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindClosestReferenceOfType(TESForm * arBaseObject, float afX, float afY, float afZ, float afRadius);

Game::FindClosestReferenceOfAnyTypeInList
script : ObjectReference Game::FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindClosestReferenceOfAnyTypeInList(BGSListForm * arBaseObjects, float afX, float afY, float afZ, float afRadius);

Game::FindRandomReferenceOfType
script : ObjectReference Game::FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindRandomReferenceOfType(TESForm * arBaseObject, float afX, float afY, float afZ, float afRadius);

Game::FindRandomReferenceOfAnyTypeInList
script : ObjectReference Game::FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius);
engine : TESObjectREFR * BSScript::StaticFunctionTag::FindRandomReferenceOfAnyTypeInList(BGSListForm * arBaseObjects, float afX, float afY, float afZ, float afRadius);

Game::FindClosestActor
script : Actor Game::FindClosestActor(float afX, float afY, float afZ, float afRadius);
engine : Actor * BSScript::StaticFunctionTag::FindClosestActor(float afX, float afY, float afZ, float afRadius);

Game::FindRandomActor
script : Actor Game::FindRandomActor(float afX, float afY, float afZ, float afRadius);
engine : Actor * BSScript::StaticFunctionTag::FindRandomActor(float afX, float afY, float afZ, float afRadius);

Game::ForceThirdPerson
script : void Game::ForceThirdPerson();
engine : void BSScript::StaticFunctionTag::ForceThirdPerson();

Game::ForceFirstPerson
script : void Game::ForceFirstPerson();
engine : void BSScript::StaticFunctionTag::ForceFirstPerson();

Game::ShowFirstPersonGeometry
script : void Game::ShowFirstPersonGeometry(bool abShow);
engine : void BSScript::StaticFunctionTag::ShowFirstPersonGeometry(bool abShow);

Game::GetForm
script : Form Game::GetForm(int aiFormID);
engine : TESForm * BSScript::StaticFunctionTag::GetForm(uint aiFormID);

Game::GetGameSettingFloat
script : float Game::GetGameSettingFloat(string asGameSetting);
engine : float BSScript::StaticFunctionTag::GetGameSettingFloat(BSFixedString const & asGameSetting);

Game::GetGameSettingInt
script : int Game::GetGameSettingInt(string asGameSetting);
engine : int BSScript::StaticFunctionTag::GetGameSettingInt(BSFixedString const & asGameSetting);

Game::GetGameSettingString
script : string Game::GetGameSettingString(string asGameSetting);
engine : bool BSScript::StaticFunctionTag::GetGameSettingString(BSFixedString const & asGameSetting);

Game::GetPlayer
script : Actor Game::GetPlayer();
engine : Actor * BSScript::StaticFunctionTag::GetPlayer();

Game::GetPlayerGrabbedRef
script : ObjectReference Game::GetPlayerGrabbedRef();
engine : TESObjectREFR * BSScript::StaticFunctionTag::GetPlayerGrabbedRef();

Game::GetPlayersLastRiddenHorse
script : Actor Game::GetPlayersLastRiddenHorse();
engine : Actor * BSScript::StaticFunctionTag::GetPlayersLastRiddenHorse();

Game::GetRealHoursPassed
script : float Game::GetRealHoursPassed();
engine : float BSScript::StaticFunctionTag::GetRealHoursPassed();

Game::IncrementSkill
script : void Game::IncrementSkill(string asSkillName);
engine : void BSScript::StaticFunctionTag::IncrementSkill(BSFixedString const & asSkillName);

Game::IncrementSkillBy
script : void Game::IncrementSkillBy(string asSkillName, int aiCount);
engine : void BSScript::StaticFunctionTag::IncrementSkillBy(BSFixedString const & asSkillName, uint aiCount);

Game::IncrementStat
script : void Game::IncrementStat(string asStatName, int aiModAmount);
engine : void BSScript::StaticFunctionTag::IncrementStat(BSFixedString const & asStatName, int aiModAmount);

Game::IsActivateControlsEnabled
script : bool Game::IsActivateControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsActivateControlsEnabled();

Game::IsCamSwitchControlsEnabled
script : bool Game::IsCamSwitchControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsCamSwitchControlsEnabled();

Game::IsFastTravelEnabled
script : bool Game::IsFastTravelEnabled();
engine : bool BSScript::StaticFunctionTag::IsFastTravelEnabled();

Game::IsFightingControlsEnabled
script : bool Game::IsFightingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsFightingControlsEnabled();

Game::IsJournalControlsEnabled
script : bool Game::IsJournalControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsJournalControlsEnabled();

Game::IsLookingControlsEnabled
script : bool Game::IsLookingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsLookingControlsEnabled();

Game::IsMenuControlsEnabled
script : bool Game::IsMenuControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsMenuControlsEnabled();

Game::IsMovementControlsEnabled
script : bool Game::IsMovementControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsMovementControlsEnabled();

Game::IsSneakingControlsEnabled
script : bool Game::IsSneakingControlsEnabled();
engine : bool BSScript::StaticFunctionTag::IsSneakingControlsEnabled();

Game::IsWordUnlocked
script : bool Game::IsWordUnlocked(WordOfPower akWord);
engine : bool BSScript::StaticFunctionTag::IsWordUnlocked(TESWordOfPower * akWord);

Game::PlayBink
script : void Game::PlayBink(string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox);
engine : void BSScript::StaticFunctionTag::PlayBink(BSFixedString const & asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox);

Game::PrecacheCharGen
script : void Game::PrecacheCharGen();
engine : void BSScript::StaticFunctionTag::PrecacheCharGen();

Game::PrecacheCharGenClear
script : void Game::PrecacheCharGenClear();
engine : void BSScript::StaticFunctionTag::PrecacheCharGenClear();

Game::QueryStat
script : int Game::QueryStat(string asStat);
engine : int BSScript::StaticFunctionTag::QueryStat(BSFixedString const & asStat);

Game::QuitToMainMenu
script : void Game::QuitToMainMenu();
engine : void BSScript::StaticFunctionTag::QuitToMainMenu();

Game::RequestAutosave
script : unused;
engine : void BSScript::StaticFunctionTag::RequestAutosave();

Game::RequestModel
script : void Game::RequestModel(string asModelName);
engine : void BSScript::StaticFunctionTag::RequestModel(BSFixedString const & asModelName);

Game::RequestSave
script : void Game::RequestSave();
engine : void BSScript::StaticFunctionTag::RequestSave();

Game::SendWereWolfTransformation
script : void Game::SendWereWolfTransformation();
engine : void BSScript::StaticFunctionTag::SendWereWolfTransformation();

Game::ServeTime
script : void Game::ServeTime();
engine : void BSScript::StaticFunctionTag::ServeTime();

Game::SetBeastForm
script : void Game::SetBeastForm(bool abEntering);
engine : void BSScript::StaticFunctionTag::SetBeastForm(bool abEntering);

Game::SetCameraTarget
script : void Game::SetCameraTarget(Actor arTarget);
engine : void BSScript::StaticFunctionTag::SetCameraTarget(Actor * arTarget);

Game::SetHudCartMode
script : void Game::SetHudCartMode(bool abSetCartMode);
engine : void BSScript::StaticFunctionTag::SetHudCartMode(bool abSetCartMode);

Game::SetInChargen
script : void Game::SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage);
engine : void BSScript::StaticFunctionTag::SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage);

Game::SetPlayerAIDriven
script : void Game::SetPlayerAIDriven(bool abAIDriven);
engine : void BSScript::StaticFunctionTag::SetPlayerAIDriven(bool abAIDriven);

Game::SetPlayerReportCrime
script : void Game::SetPlayerReportCrime(bool abReportCrime);
engine : void BSScript::StaticFunctionTag::SetPlayerReportCrime(bool abReportCrime);

Game::SetSittingRotation
script : void Game::SetSittingRotation(float afValue);
engine : void BSScript::StaticFunctionTag::SetSittingRotation(float afValue);

Game::ShakeCamera
script : void Game::ShakeCamera(ObjectReference akSource, float afStrength, float afDuration);
engine : void BSScript::StaticFunctionTag::ShakeCamera(TESObjectREFR * akSource, float afStrength, float afDuration);

Game::ShakeController
script : void Game::ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration);
engine : void BSScript::StaticFunctionTag::ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration);

Game::ShowTitleSequenceMenu
script : void Game::ShowTitleSequenceMenu();
engine : void BSScript::StaticFunctionTag::ShowTitleSequenceMenu();

Game::HideTitleSequenceMenu
script : void Game::HideTitleSequenceMenu();
engine : void BSScript::StaticFunctionTag::HideTitleSequenceMenu();

Game::StartTitleSequence
script : void Game::StartTitleSequence(string asSequenceName);
engine : void BSScript::StaticFunctionTag::StartTitleSequence(BSFixedString const & asSequenceName);

Game::ShowRaceMenu
script : void Game::ShowRaceMenu();
engine : void BSScript::StaticFunctionTag::ShowRaceMenu();

Game::ShowTrainingMenu
script : void Game::ShowTrainingMenu(Actor aTrainer);
engine : void BSScript::StaticFunctionTag::ShowTrainingMenu(Actor * aTrainer);

Game::TeachWord
script : void Game::TeachWord(WordOfPower akWord);
engine : void BSScript::StaticFunctionTag::TeachWord(TESWordOfPower * akWord);

Game::TriggerScreenBlood
script : void Game::TriggerScreenBlood(int aiValue);
engine : void BSScript::StaticFunctionTag::TriggerScreenBlood(uint aiValue);

Game::UnlockWord
script : void Game::UnlockWord(WordOfPower akWord);
engine : void BSScript::StaticFunctionTag::UnlockWord(TESWordOfPower * akWord);

Game::UsingGamepad
script : bool Game::UsingGamepad();
engine : bool BSScript::StaticFunctionTag::UsingGamepad();

Utility::GameTimeToString
script : string Utility::GameTimeToString(float afGameTime);
engine : bool BSScript::StaticFunctionTag::GameTimeToString(float afGameTime);

Utility::GetCurrentGameTime
script : float Utility::GetCurrentGameTime();
engine : float BSScript::StaticFunctionTag::GetCurrentGameTime();

Utility::GetCurrentRealTime
script : float Utility::GetCurrentRealTime();
engine : float BSScript::StaticFunctionTag::GetCurrentRealTime();

Utility::IsInMenuMode
script : bool Utility::IsInMenuMode();
engine : bool BSScript::StaticFunctionTag::IsInMenuMode();

Utility::RandomInt
script : int Utility::RandomInt(int aiMin, int aiMax);
engine : int BSScript::StaticFunctionTag::RandomInt(int aiMin, int aiMax);

Utility::RandomFloat
script : float Utility::RandomFloat(float afMin, float afMax);
engine : float BSScript::StaticFunctionTag::RandomFloat(float afMin, float afMax);

Utility::SetINIBool
script : void Utility::SetINIBool(string ini, bool value);
engine : void BSScript::StaticFunctionTag::SetINIBool(BSFixedString const & ini, bool value);

Utility::SetINIFloat
script : void Utility::SetINIFloat(string ini, float value);
engine : void BSScript::StaticFunctionTag::SetINIFloat(BSFixedString const & ini, float value);

Utility::SetINIInt
script : void Utility::SetINIInt(string ini, int value);
engine : void BSScript::StaticFunctionTag::SetINIInt(BSFixedString const & ini, int value);

Utility::SetINIString
script : void Utility::SetINIString(string ini, string value);
engine : void BSScript::StaticFunctionTag::SetINIString(BSFixedString const & ini, BSFixedString const & value);

Utility::Wait
script : void Utility::Wait(float afSeconds);
engine : bool BSScript::StaticFunctionTag::Wait(float afSeconds);

Utility::WaitGameTime
script : void Utility::WaitGameTime(float afHours);
engine : bool BSScript::StaticFunctionTag::WaitGameTime(float afHours);

Utility::WaitMenuMode
script : void Utility::WaitMenuMode(float afSeconds);
engine : bool BSScript::StaticFunctionTag::WaitMenuMode(float afSeconds);

Debug::CenterOnCell
script : void Debug::CenterOnCell(string asCellname);
engine : void BSScript::StaticFunctionTag::CenterOnCell(BSFixedString const & asCellname);

Debug::CenterOnCellAndWait
script : float Debug::CenterOnCellAndWait(string asCellname);
engine : bool BSScript::StaticFunctionTag::CenterOnCellAndWait(BSFixedString const & asCellname);

Debug::PlayerMoveToAndWait
script : float Debug::PlayerMoveToAndWait(string asDestRef);
engine : bool BSScript::StaticFunctionTag::PlayerMoveToAndWait(BSFixedString const & asDestRef);

Debug::CloseUserLog
script : void Debug::CloseUserLog(string asLogName);
engine : void BSScript::StaticFunctionTag::CloseUserLog(BSFixedString const & asLogName);

Debug::DebugChannelNotify
script : void Debug::DebugChannelNotify(string channel, string message);
engine : void BSScript::StaticFunctionTag::DebugChannelNotify(BSFixedString const & channel, BSFixedString const & message);

Debug::DumpAliasData
script : void Debug::DumpAliasData(Quest akQuest);
engine : void BSScript::StaticFunctionTag::DumpAliasData(TESQuest * akQuest);

Debug::GetConfigName
script : string Debug::GetConfigName();
engine : bool BSScript::StaticFunctionTag::GetConfigName();

Debug::GetPlatformName
script : string Debug::GetPlatformName();
engine : bool BSScript::StaticFunctionTag::GetPlatformName();

Debug::GetVersionNumber
script : string Debug::GetVersionNumber();
engine : bool BSScript::StaticFunctionTag::GetVersionNumber();

Debug::MessageBox
script : void Debug::MessageBox(string asMessageBoxText);
engine : void BSScript::StaticFunctionTag::MessageBox(BSFixedString const & asMessageBoxText);

Debug::Notification
script : void Debug::Notification(string asNotificationText);
engine : void BSScript::StaticFunctionTag::Notification(BSFixedString const & asNotificationText);

Debug::OpenUserLog
script : bool Debug::OpenUserLog(string asLogName);
engine : bool BSScript::StaticFunctionTag::OpenUserLog(BSFixedString const & asLogName);

Debug::QuitGame
script : void Debug::QuitGame();
engine : void BSScript::StaticFunctionTag::QuitGame();

Debug::SendAnimationEvent
script : void Debug::SendAnimationEvent(ObjectReference arRef, string asEventName);
engine : void BSScript::StaticFunctionTag::SendAnimationEvent(TESObjectREFR * arRef, BSFixedString const & asEventName);

Debug::SetFootIK
script : void Debug::SetFootIK(bool abFootIK);
engine : void BSScript::StaticFunctionTag::SetFootIK(bool abFootIK);

Debug::SetGodMode
script : void Debug::SetGodMode(bool abGodMode);
engine : void BSScript::StaticFunctionTag::SetGodMode(bool abGodMode);

Debug::StartScriptProfiling
script : void Debug::StartScriptProfiling(string asScriptName);
engine : void BSScript::StaticFunctionTag::StartScriptProfiling(BSFixedString const & asScriptName);

Debug::StartStackProfiling
script : void Debug::StartStackProfiling();
engine : void BSScript::StaticFunctionTag::StartStackProfiling();

Debug::StopScriptProfiling
script : void Debug::StopScriptProfiling(string asScriptName);
engine : void BSScript::StaticFunctionTag::StopScriptProfiling(BSFixedString const & asScriptName);

Debug::StopStackProfiling
script : void Debug::StopStackProfiling();
engine : void BSScript::StaticFunctionTag::StopStackProfiling();

Debug::TakeScreenshot
script : void Debug::TakeScreenshot(string asFilename);
engine : void BSScript::StaticFunctionTag::TakeScreenshot(BSFixedString const & asFilename);

Debug::ToggleAI
script : void Debug::ToggleAI();
engine : void BSScript::StaticFunctionTag::ToggleAI();

Debug::ToggleCollisions
script : void Debug::ToggleCollisions();
engine : void BSScript::StaticFunctionTag::ToggleCollisions();

Debug::ToggleMenus
script : void Debug::ToggleMenus();
engine : void BSScript::StaticFunctionTag::ToggleMenus();

Debug::Trace
script : void Debug::Trace(string asTextToPrint, int aiSeverity);
engine : void BSScript::StaticFunctionTag::Trace(BSFixedString const & asTextToPrint, uint aiSeverity);

Debug::TraceStack
script : void Debug::TraceStack(string asTextToPrint, int aiSeverity);
engine : void BSScript::StaticFunctionTag::TraceStack(BSFixedString const & asTextToPrint, uint aiSeverity);

Debug::TraceUser
script : bool Debug::TraceUser(string asUserLog, string asTextToPrint, int aiSeverity);
engine : bool BSScript::StaticFunctionTag::TraceUser(BSFixedString const & asUserLog, BSFixedString const & asTextToPrint, uint aiSeverity);

Math::abs
script : float Math::abs(float afValue);
engine : float BSScript::StaticFunctionTag::abs(float afValue);

Math::acos
script : float Math::acos(float afValue);
engine : float BSScript::StaticFunctionTag::acos(float afValue);

Math::asin
script : float Math::asin(float afValue);
engine : float BSScript::StaticFunctionTag::asin(float afValue);

Math::atan
script : float Math::atan(float afValue);
engine : float BSScript::StaticFunctionTag::atan(float afValue);

Math::Ceiling
script : int Math::Ceiling(float afValue);
engine : int BSScript::StaticFunctionTag::Ceiling(float afValue);

Math::cos
script : float Math::cos(float afValue);
engine : float BSScript::StaticFunctionTag::cos(float afValue);

Math::DegreesToRadians
script : float Math::DegreesToRadians(float afDegrees);
engine : float BSScript::StaticFunctionTag::DegreesToRadians(float afDegrees);

Math::Floor
script : int Math::Floor(float afValue);
engine : int BSScript::StaticFunctionTag::Floor(float afValue);

Math::pow
script : float Math::pow(float x, float y);
engine : float BSScript::StaticFunctionTag::pow(float x, float y);

Math::RadiansToDegrees
script : float Math::RadiansToDegrees(float afRadians);
engine : float BSScript::StaticFunctionTag::RadiansToDegrees(float afRadians);

Math::sin
script : float Math::sin(float afValue);
engine : float BSScript::StaticFunctionTag::sin(float afValue);

Math::sqrt
script : float Math::sqrt(float afValue);
engine : float BSScript::StaticFunctionTag::sqrt(float afValue);

Math::tan
script : float Math::tan(float afValue);
engine : float BSScript::StaticFunctionTag::tan(float afValue);

Form::GetFormID
script : int Form::GetFormID();
engine : uint TESForm::GetFormID();

Form::GetGoldValue
script : int Form::GetGoldValue();
engine : int TESForm::GetGoldValue();

Form::HasKeyword
script : bool Form::HasKeyword(Keyword akKeyword);
engine : bool TESForm::HasKeyword(BGSKeyword * akKeyword);

Form::PlayerKnows
script : bool Form::PlayerKnows();
engine : bool TESForm::PlayerKnows();

Form::RegisterForAnimationEvent
script : bool Form::RegisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : bool TESForm::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Form::RegisterForLOS
script : None Form::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Form::RegisterForSingleLOSGain
script : None Form::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);

Form::RegisterForSingleLOSLost
script : None Form::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);

Form::RegisterForSingleUpdate
script : None Form::RegisterForSingleUpdate(float afInterval);
engine : void TESForm::RegisterForSingleUpdate(float afInterval);

Form::RegisterForSingleUpdateGameTime
script : None Form::RegisterForSingleUpdateGameTime(float afInterval);
engine : void TESForm::RegisterForSingleUpdateGameTime(float afInterval);

Form::RegisterForSleep
script : None Form::RegisterForSleep();
engine : void TESForm::RegisterForSleep();

Form::RegisterForTrackedStatsEvent
script : None Form::RegisterForTrackedStatsEvent();
engine : void TESForm::RegisterForTrackedStatsEvent();

Form::RegisterForUpdate
script : None Form::RegisterForUpdate(float afInterval);
engine : void TESForm::RegisterForUpdate(float afInterval);

Form::RegisterForUpdateGameTime
script : None Form::RegisterForUpdateGameTime(float afInterval);
engine : void TESForm::RegisterForUpdateGameTime(float afInterval);

Form::StartObjectProfiling
script : None Form::StartObjectProfiling();
engine : void TESForm::StartObjectProfiling();

Form::StopObjectProfiling
script : None Form::StopObjectProfiling();
engine : void TESForm::StopObjectProfiling();

Form::UnregisterForAnimationEvent
script : None Form::UnregisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : void TESForm::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Form::UnregisterForLOS
script : None Form::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void TESForm::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Form::UnregisterForSleep
script : None Form::UnregisterForSleep();
engine : void TESForm::UnregisterForSleep();

Form::UnregisterForTrackedStatsEvent
script : None Form::UnregisterForTrackedStatsEvent();
engine : void TESForm::UnregisterForTrackedStatsEvent();

Form::UnregisterForUpdate
script : None Form::UnregisterForUpdate();
engine : void TESForm::UnregisterForUpdate();

Form::UnregisterForUpdateGameTime
script : None Form::UnregisterForUpdateGameTime();
engine : void TESForm::UnregisterForUpdateGameTime();

Keyword::SendStoryEvent
script : None Keyword::SendStoryEvent(Location akLoc, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2);
engine : void BGSKeyword::SendStoryEvent(BGSLocation * akLoc, TESObjectREFR * akRef1, TESObjectREFR * akRef2, uint aiValue1, uint aiValue2);

Keyword::SendStoryEventAndWait
script : bool Keyword::SendStoryEventAndWait(Location akLoc, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2);
engine : bool BGSKeyword::SendStoryEventAndWait(BGSLocation * akLoc, TESObjectREFR * akRef1, TESObjectREFR * akRef2, uint aiValue1, uint aiValue2);

Location::GetKeywordData
script : float Location::GetKeywordData(Keyword akKeyword);
engine : float BGSLocation::GetKeywordData(BGSKeyword * akKeyword);

Location::GetRefTypeAliveCount
script : int Location::GetRefTypeAliveCount(LocationRefType akRefType);
engine : uint BGSLocation::GetRefTypeAliveCount(BGSLocationRefType * akRefType);

Location::GetRefTypeDeadCount
script : int Location::GetRefTypeDeadCount(LocationRefType akRefType);
engine : uint BGSLocation::GetRefTypeDeadCount(BGSLocationRefType * akRefType);

Location::HasCommonParent
script : bool Location::HasCommonParent(Location akOther, Keyword akFilter);
engine : bool BGSLocation::HasCommonParent(BGSLocation * akOther, BGSKeyword * akFilter);

Location::HasRefType
script : bool Location::HasRefType(LocationRefType akRefType);
engine : bool BGSLocation::HasRefType(BGSLocationRefType * akRefType);

Location::IsChild
script : bool Location::IsChild(Location akOther);
engine : bool BGSLocation::IsChild(BGSLocation * akOther);

Location::IsCleared
script : bool Location::IsCleared();
engine : bool BGSLocation::IsCleared();

Location::IsLoaded
script : bool Location::IsLoaded();
engine : bool BGSLocation::IsLoaded();

Location::SetCleared
script : void Location::SetCleared(bool abCleared);
engine : void BGSLocation::SetCleared(bool abCleared);

Location::SetKeywordData
script : void Location::SetKeywordData(Keyword akKeyword, float afData);
engine : void BGSLocation::SetKeywordData(BGSKeyword * akKeyword, float afData);

Message::Show
script : int Message::Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9);
engine : bool BGSMessage::Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9);

Message::ShowAsHelpMessage
script : void Message::ShowAsHelpMessage(string asEvent, float afDuration, float afInterval, int aiMaxTimes);
engine : void BGSMessage::ShowAsHelpMessage(BSFixedString const & asEvent, float afDuration, float afInterval, int aiMaxTimes);

Message::ResetHelpMessage
script : void Message::ResetHelpMessage(string asEvent);
engine : void BSScript::StaticFunctionTag::ResetHelpMessage(BSFixedString const & asEvent);

MusicType::Add
script : None MusicType::Add();
engine : void BGSMusicType::Add();

MusicType::Remove
script : None MusicType::Remove();
engine : void BGSMusicType::Remove();

VisualEffect::Play
script : void VisualEffect::Play(ObjectReference akObject, float afTime, ObjectReference akFacingObject);
engine : void BGSReferenceEffect::Play(TESObjectREFR * akObject, float afTime, TESObjectREFR * akFacingObject);

VisualEffect::Stop
script : void VisualEffect::Stop(ObjectReference akObject);
engine : void BGSReferenceEffect::Stop(TESObjectREFR * akObject);

Scene::ForceStart
script : void Scene::ForceStart();
engine : void BGSScene::ForceStart();

Scene::GetOwningQuest
script : Quest Scene::GetOwningQuest();
engine : TESQuest * BGSScene::GetOwningQuest();

Scene::IsActionComplete
script : bool Scene::IsActionComplete(int aiActionID);
engine : bool BGSScene::IsActionComplete(uint aiActionID);

Scene::IsPlaying
script : bool Scene::IsPlaying();
engine : bool BGSScene::IsPlaying();

Scene::Start
script : void Scene::Start();
engine : void BGSScene::Start();

Scene::Stop
script : void Scene::Stop();
engine : void BGSScene::Stop();

ShaderParticleGeometry::Apply
script : void ShaderParticleGeometry::Apply(float afFadeTime);
engine : void BGSShaderParticleGeometryData::Apply(float afFadeTime);

ShaderParticleGeometry::Remove
script : void ShaderParticleGeometry::Remove(float afFadeTime);
engine : void BGSShaderParticleGeometryData::Remove(float afFadeTime);

SoundCategory::Pause
script : void SoundCategory::Pause();
engine : void BGSSoundCategory::Pause();

SoundCategory::UnPause
script : void SoundCategory::UnPause();
engine : void BGSSoundCategory::UnPause();

SoundCategory::Mute
script : void SoundCategory::Mute();
engine : void BGSSoundCategory::Mute();

SoundCategory::UnMute
script : void SoundCategory::UnMute();
engine : void BGSSoundCategory::UnMute();

SoundCategory::SetVolume
script : void SoundCategory::SetVolume(float afVolume);
engine : void BGSSoundCategory::SetVolume(float afVolume);

SoundCategory::SetFrequency
script : void SoundCategory::SetFrequency(float afFrequencyCoeffecient);
engine : void BGSSoundCategory::SetFrequency(float afFrequencyCoeffecient);

MagicEffect::GetAssociatedSkill
script : string MagicEffect::GetAssociatedSkill();
engine : bool EffectSetting::GetAssociatedSkill();

EffectShader::Play
script : void EffectShader::Play(ObjectReference akObject, float afDuration);
engine : void TESEffectShader::Play(TESObjectREFR * akObject, float afDuration);

EffectShader::Stop
script : void EffectShader::Stop(ObjectReference akObject);
engine : void TESEffectShader::Stop(TESObjectREFR * akObject);

Faction::CanPayCrimeGold
script : bool Faction::CanPayCrimeGold();
engine : bool TESFaction::CanPayCrimeGold();

Faction::GetCrimeGold
script : int Faction::GetCrimeGold();
engine : uint TESFaction::GetCrimeGold();

Faction::GetCrimeGoldNonViolent
script : int Faction::GetCrimeGoldNonViolent();
engine : uint TESFaction::GetCrimeGoldNonViolent();

Faction::GetCrimeGoldViolent
script : int Faction::GetCrimeGoldViolent();
engine : uint TESFaction::GetCrimeGoldViolent();

Faction::GetInfamy
script : int Faction::GetInfamy();
engine : uint TESFaction::GetInfamy();

Faction::GetInfamyNonViolent
script : int Faction::GetInfamyNonViolent();
engine : uint TESFaction::GetInfamyNonViolent();

Faction::GetInfamyViolent
script : int Faction::GetInfamyViolent();
engine : uint TESFaction::GetInfamyViolent();

Faction::GetReaction
script : int Faction::GetReaction(Faction akOther);
engine : int TESFaction::GetReaction(TESFaction * akOther);

Faction::GetStolenItemValueCrime
script : int Faction::GetStolenItemValueCrime();
engine : uint TESFaction::GetStolenItemValueCrime();

Faction::GetStolenItemValueNoCrime
script : int Faction::GetStolenItemValueNoCrime();
engine : uint TESFaction::GetStolenItemValueNoCrime();

Faction::IsFactionInCrimeGroup
script : bool Faction::IsFactionInCrimeGroup(Faction akOther);
engine : bool TESFaction::IsFactionInCrimeGroup(TESFaction * akOther);

Faction::IsPlayerExpelled
script : bool Faction::IsPlayerExpelled();
engine : bool TESFaction::IsPlayerExpelled();

Faction::ModCrimeGold
script : void Faction::ModCrimeGold(int aiAmount, bool abViolent);
engine : void TESFaction::ModCrimeGold(int aiAmount, bool abViolent);

Faction::ModReaction
script : void Faction::ModReaction(Faction akOther, int aiAmount);
engine : void TESFaction::ModReaction(TESFaction * akOther, int aiAmount);

Faction::PlayerPayCrimeGold
script : void Faction::PlayerPayCrimeGold(bool abRemoveStolenItems, bool abGoToJail);
engine : void TESFaction::PlayerPayCrimeGold(bool abRemoveStolenItems, bool abGoToJail);

Faction::SendAssaultAlarm
script : void Faction::SendAssaultAlarm();
engine : void TESFaction::SendAssaultAlarm();

Faction::SendPlayerToJail
script : void Faction::SendPlayerToJail(bool abRemoveInventory, bool abRealJail);
engine : bool TESFaction::SendPlayerToJail(bool abRemoveInventory, bool abRealJail);

Faction::SetAlly
script : void Faction::SetAlly(Faction akOther, bool abSelfIsFriendToOther, bool abOtherIsFriendToSelf);
engine : void TESFaction::SetAlly(TESFaction * akOther, bool abSelfIsFriendToOther, bool abOtherIsFriendToSelf);

Faction::SetCrimeGold
script : void Faction::SetCrimeGold(int aiGold);
engine : void TESFaction::SetCrimeGold(uint aiGold);

Faction::SetCrimeGoldViolent
script : void Faction::SetCrimeGoldViolent(int aiGold);
engine : void TESFaction::SetCrimeGoldViolent(uint aiGold);

Faction::SetEnemy
script : void Faction::SetEnemy(Faction akOther, bool abSelfIsNeutralToOther, bool abOtherIsNeutralToSelf);
engine : void TESFaction::SetEnemy(TESFaction * akOther, bool abSelfIsNeutralToOther, bool abOtherIsNeutralToSelf);

Faction::SetPlayerEnemy
script : void Faction::SetPlayerEnemy(bool abIsEnemy);
engine : void TESFaction::SetPlayerEnemy(bool abIsEnemy);

Faction::SetPlayerExpelled
script : void Faction::SetPlayerExpelled(bool abIsixpelled);
engine : void TESFaction::SetPlayerExpelled(bool abIsixpelled);

Faction::SetReaction
script : void Faction::SetReaction(Faction akOther, int aiNewValue);
engine : void TESFaction::SetReaction(TESFaction * akOther, int aiNewValue);

GlobalVariable::GetValue
script : float GlobalVariable::GetValue();
engine : float TESGlobal::GetValue();

GlobalVariable::SetValue
script : void GlobalVariable::SetValue(float afNewValue);
engine : void TESGlobal::SetValue(float afNewValue);

ImageSpaceModifier::Apply
script : void ImageSpaceModifier::Apply(float afStrength);
engine : void TESImageSpaceModifier::Apply(float afStrength);

ImageSpaceModifier::ApplyCrossFade
script : void ImageSpaceModifier::ApplyCrossFade(float afFadeDuration);
engine : void TESImageSpaceModifier::ApplyCrossFade(float afFadeDuration);

ImageSpaceModifier::PopTo
script : void ImageSpaceModifier::PopTo(ImageSpaceModifier akNewModifier, float afStrength);
engine : void TESImageSpaceModifier::PopTo(TESImageSpaceModifier * akNewModifier, float afStrength);

ImageSpaceModifier::Remove
script : void ImageSpaceModifier::Remove();
engine : void TESImageSpaceModifier::Remove();

ImageSpaceModifier::RemoveCrossFade
script : void ImageSpaceModifier::RemoveCrossFade(float afFadeDuration);
engine : void BSScript::StaticFunctionTag::RemoveCrossFade(float afFadeDuration);

LeveledActor::AddForm
script : void LeveledActor::AddForm(Form apForm, int aiLevel);
engine : void TESLevCharacter::AddForm(TESForm * apForm, uint aiLevel);

LeveledActor::Revert
script : void LeveledActor::Revert();
engine : void TESLevCharacter::Revert();

LeveledItem::AddForm
script : void LeveledItem::AddForm(Form apForm, int aiLevel, int aiCount);
engine : void TESLevItem::AddForm(TESForm * apForm, uint aiLevel, uint aiCount);

LeveledItem::Revert
script : void LeveledItem::Revert();
engine : void TESLevItem::Revert();

LeveledSpell::AddForm
script : void LeveledSpell::AddForm(Form apForm, int aiLevel);
engine : void TESLevSpell::AddForm(TESForm * apForm, uint aiLevel);

LeveledSpell::Revert
script : void LeveledSpell::Revert();
engine : void TESLevSpell::Revert();

ActorBase::GetClass
script : Class ActorBase::GetClass();
engine : TESClass * TESNPC::GetClass();

ActorBase::GetDeadCount
script : int ActorBase::GetDeadCount();
engine : int TESNPC::GetDeadCount();

ActorBase::GetGiftFilter
script : FormList ActorBase::GetGiftFilter();
engine : BGSListForm * TESNPC::GetGiftFilter();

ActorBase::GetRace
script : Race ActorBase::GetRace();
engine : TESRace * TESNPC::GetRace();

ActorBase::Getsix
script : int ActorBase::Getsix();
engine : int TESNPC::Getsix();

ActorBase::IsEssential
script : bool ActorBase::IsEssential();
engine : bool TESNPC::IsEssential();

ActorBase::IsInvulnerable
script : bool ActorBase::IsInvulnerable();
engine : bool TESNPC::IsInvulnerable();

ActorBase::IsProtected
script : bool ActorBase::IsProtected();
engine : bool TESNPC::IsProtected();

ActorBase::IsUnique
script : bool ActorBase::IsUnique();
engine : bool TESNPC::IsUnique();

ActorBase::SetEssential
script : void ActorBase::SetEssential(bool abEssential);
engine : void TESNPC::SetEssential(bool abEssential);

ActorBase::SetInvulnerable
script : void ActorBase::SetInvulnerable(bool abInvulnerable);
engine : void TESNPC::SetInvulnerable(bool abInvulnerable);

ActorBase::SetProtected
script : void ActorBase::SetProtected(bool abProtected);
engine : void TESNPC::SetProtected(bool abProtected);

ActorBase::SetOutfit
script : void ActorBase::SetOutfit(Outfit akOutfit, bool abSleepOutfit);
engine : void TESNPC::SetOutfit(BGSOutfit * akOutfit, bool abSleepOutfit);

Cell::GetActorOwner
script : ActorBase Cell::GetActorOwner();
engine : TESNPC * TESObjectCELL::GetActorOwner();

Cell::GetFactionOwner
script : Faction Cell::GetFactionOwner();
engine : TESFaction * TESObjectCELL::GetFactionOwner();

Cell::IsAttached
script : bool Cell::IsAttached();
engine : bool TESObjectCELL::IsAttached();

Cell::IsInterior
script : bool Cell::IsInterior();
engine : bool TESObjectCELL::IsInterior();

Cell::Reset
script : void Cell::Reset();
engine : void TESObjectCELL::Reset();

Cell::SetActorOwner
script : void Cell::SetActorOwner(ActorBase akActor);
engine : void TESObjectCELL::SetActorOwner(TESNPC * akActor);

Cell::SetFactionOwner
script : void Cell::SetFactionOwner(Faction akFaction);
engine : void TESObjectCELL::SetFactionOwner(TESFaction * akFaction);

Cell::SetFogColor
script : void Cell::SetFogColor(int aiNearRed, int aiNearGreen, int aiNearBlue, int aiFarRed, int aiFarGreen, int aiFarBlue);
engine : void TESObjectCELL::SetFogColor(uint aiNearRed, uint aiNearGreen, uint aiNearBlue, uint aiFarRed, uint aiFarGreen, uint aiFarBlue);

Cell::SetFogPlanes
script : void Cell::SetFogPlanes(float afNear, float afFar);
engine : void TESObjectCELL::SetFogPlanes(float afNear, float afFar);

Cell::SetFogPower
script : void Cell::SetFogPower(float afPower);
engine : void TESObjectCELL::SetFogPower(float afPower);

Cell::SetPublic
script : void Cell::SetPublic(bool abPublic);
engine : void TESObjectCELL::SetPublic(bool abPublic);

ObjectReference::Activate
script : bool ObjectReference::Activate(ObjectReference akActivator, bool abDefaultProcessingOnly);
engine : bool TESObjectREFR::Activate(TESObjectREFR * akActivator, bool abDefaultProcessingOnly);

ObjectReference::AddInventoryEventFilter
script : void ObjectReference::AddInventoryEventFilter(Form akFilter);
engine : void TESObjectREFR::AddInventoryEventFilter(TESForm * akFilter);

ObjectReference::TetherToHorse
script : void ObjectReference::TetherToHorse(ObjectReference akHorse);
engine : void TESObjectREFR::TetherToHorse(TESObjectREFR * akHorse);

ObjectReference::AddDependentAnimatedObjectReference
script : bool ObjectReference::AddDependentAnimatedObjectReference(ObjectReference akDependent);
engine : bool TESObjectREFR::AddDependentAnimatedObjectReference(TESObjectREFR * akDependent);

ObjectReference::AddItem
script : void ObjectReference::AddItem(Form akItemToAdd, int aiCount, bool abSilent);
engine : bool TESObjectREFR::AddItem(TESForm * akItemToAdd, uint aiCount, bool abSilent);

ObjectReference::AddToMap
script : void ObjectReference::AddToMap(bool abAllowFastTravel);
engine : void TESObjectREFR::AddToMap(bool abAllowFastTravel);

ObjectReference::ApplyHavokImpulse
script : void ObjectReference::ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude);
engine : bool TESObjectREFR::ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude);

ObjectReference::BlockActivation
script : void ObjectReference::BlockActivation(bool abBlocked);
engine : void TESObjectREFR::BlockActivation(bool abBlocked);

ObjectReference::CalculateEncounterLevel
script : int ObjectReference::CalculateEncounterLevel(int aiDifficulty);
engine : uint TESObjectREFR::CalculateEncounterLevel(uint aiDifficulty);

ObjectReference::CanFastTravelToMarker
script : bool ObjectReference::CanFastTravelToMarker();
engine : bool TESObjectREFR::CanFastTravelToMarker();

ObjectReference::ClearDestruction
script : void ObjectReference::ClearDestruction();
engine : void TESObjectREFR::ClearDestruction();

ObjectReference::CreateDetectionEvent
script : void ObjectReference::CreateDetectionEvent(Actor akOwner, int aiSoundLevel);
engine : void TESObjectREFR::CreateDetectionEvent(Actor * akOwner, uint aiSoundLevel);

ObjectReference::DamageObject
script : void ObjectReference::DamageObject(float afDamage);
engine : bool TESObjectREFR::DamageObject(float afDamage);

ObjectReference::Delete
script : void ObjectReference::Delete();
engine : bool TESObjectREFR::Delete();

ObjectReference::Disable
script : void ObjectReference::Disable(bool abFadeOut);
engine : bool TESObjectREFR::Disable(bool abFadeOut);

ObjectReference::DisableNoWait
script : void ObjectReference::DisableNoWait(bool abFadeOut);
engine : void TESObjectREFR::DisableNoWait(bool abFadeOut);

ObjectReference::DropObject
script : ObjectReference ObjectReference::DropObject(Form akObject, int aiCount);
engine : bool TESObjectREFR::DropObject(TESForm * akObject, uint aiCount);

ObjectReference::Enable
script : void ObjectReference::Enable(bool abFadeIn);
engine : bool TESObjectREFR::Enable(bool abFadeIn);

ObjectReference::EnableFastTravel
script : void ObjectReference::EnableFastTravel(bool abEnable);
engine : void TESObjectREFR::EnableFastTravel(bool abEnable);

ObjectReference::EnableNoWait
script : void ObjectReference::EnableNoWait(bool abFadeIn);
engine : void TESObjectREFR::EnableNoWait(bool abFadeIn);

ObjectReference::ForceAddRagdollToWorld
script : void ObjectReference::ForceAddRagdollToWorld();
engine : bool TESObjectREFR::ForceAddRagdollToWorld();

ObjectReference::ForceRemoveRagdollFromWorld
script : void ObjectReference::ForceRemoveRagdollFromWorld();
engine : bool TESObjectREFR::ForceRemoveRagdollFromWorld();

ObjectReference::GetActorOwner
script : ActorBase ObjectReference::GetActorOwner();
engine : TESNPC * TESObjectREFR::GetActorOwner();

ObjectReference::GetAngleX
script : float ObjectReference::GetAngleX();
engine : float TESObjectREFR::GetAngleX();

ObjectReference::GetAngleY
script : float ObjectReference::GetAngleY();
engine : float TESObjectREFR::GetAngleY();

ObjectReference::GetAngleZ
script : float ObjectReference::GetAngleZ();
engine : float TESObjectREFR::GetAngleZ();

ObjectReference::GetAnimationVariableBool
script : bool ObjectReference::GetAnimationVariableBool(string arVariableName);
engine : bool TESObjectREFR::GetAnimationVariableBool(BSFixedString const & arVariableName);

ObjectReference::GetAnimationVariableInt
script : int ObjectReference::GetAnimationVariableInt(string arVariableName);
engine : int TESObjectREFR::GetAnimationVariableInt(BSFixedString const & arVariableName);

ObjectReference::GetAnimationVariableFloat
script : float ObjectReference::GetAnimationVariableFloat(string arVariableName);
engine : float TESObjectREFR::GetAnimationVariableFloat(BSFixedString const & arVariableName);

ObjectReference::GetBaseObject
script : Form ObjectReference::GetBaseObject();
engine : TESForm * TESObjectREFR::GetBaseObject();

ObjectReference::GetCurrentDestructionStage
script : int ObjectReference::GetCurrentDestructionStage();
engine : int TESObjectREFR::GetCurrentDestructionStage();

ObjectReference::GetCurrentLocation
script : location ObjectReference::GetCurrentLocation();
engine : BGSLocation * TESObjectREFR::GetCurrentLocation();

ObjectReference::GetCurrentScene
script : Scene ObjectReference::GetCurrentScene();
engine : BGSScene * TESObjectREFR::GetCurrentScene();

ObjectReference::GetDistance
script : float ObjectReference::GetDistance(ObjectReference akOther);
engine : float TESObjectREFR::GetDistance(TESObjectREFR * akOther);

ObjectReference::GetEditorLocation
script : location ObjectReference::GetEditorLocation();
engine : BGSLocation * TESObjectREFR::GetEditorLocation();

ObjectReference::GetFactionOwner
script : Faction ObjectReference::GetFactionOwner();
engine : TESFaction * TESObjectREFR::GetFactionOwner();

ObjectReference::GetHeadingAngle
script : float ObjectReference::GetHeadingAngle(ObjectReference akOther);
engine : float TESObjectREFR::GetHeadingAngle(TESObjectREFR * akOther);

ObjectReference::GetHeight
script : float ObjectReference::GetHeight();
engine : float TESObjectREFR::GetHeight();

ObjectReference::GetItemCount
script : int ObjectReference::GetItemCount(Form akItem);
engine : uint TESObjectREFR::GetItemCount(TESForm * akItem);

ObjectReference::GetItemHealthPercent
script : float ObjectReference::GetItemHealthPercent();
engine : float TESObjectREFR::GetItemHealthPercent();

ObjectReference::GetKey
script : Key ObjectReference::GetKey();
engine : TESKey * TESObjectREFR::GetKey();

ObjectReference::GetLength
script : float ObjectReference::GetLength();
engine : float TESObjectREFR::GetLength();

ObjectReference::GetLinkedRef
script : ObjectReference ObjectReference::GetLinkedRef(Keyword apKeyword);
engine : TESObjectREFR * TESObjectREFR::GetLinkedRef(BGSKeyword * apKeyword);

ObjectReference::GetLockLevel
script : int ObjectReference::GetLockLevel();
engine : int TESObjectREFR::GetLockLevel();

ObjectReference::GetMass
script : float ObjectReference::GetMass();
engine : float TESObjectREFR::GetMass();

ObjectReference::GetNthLinkedRef
script : ObjectReference ObjectReference::GetNthLinkedRef(int aiLinkedRef);
engine : TESObjectREFR * TESObjectREFR::GetNthLinkedRef(int aiLinkedRef);

ObjectReference::GetOpenState
script : int ObjectReference::GetOpenState();
engine : uint TESObjectREFR::GetOpenState();

ObjectReference::GetParentCell
script : cell ObjectReference::GetParentCell();
engine : TESObjectCELL * TESObjectREFR::GetParentCell();

ObjectReference::GetPositionX
script : float ObjectReference::GetPositionX();
engine : float TESObjectREFR::GetPositionX();

ObjectReference::GetPositionY
script : float ObjectReference::GetPositionY();
engine : float TESObjectREFR::GetPositionY();

ObjectReference::GetPositionZ
script : float ObjectReference::GetPositionZ();
engine : float TESObjectREFR::GetPositionZ();

ObjectReference::GetScale
script : float ObjectReference::GetScale();
engine : float TESObjectREFR::GetScale();

ObjectReference::GetTriggerObjectCount
script : int ObjectReference::GetTriggerObjectCount();
engine : uint TESObjectREFR::GetTriggerObjectCount();

ObjectReference::GetVoiceType
script : VoiceType ObjectReference::GetVoiceType();
engine : BGSVoiceType * TESObjectREFR::GetVoiceType();

ObjectReference::GetWidth
script : float ObjectReference::GetWidth();
engine : float TESObjectREFR::GetWidth();

ObjectReference::GetWorldSpace
script : WorldSpace ObjectReference::GetWorldSpace();
engine : TESWorldSpace * TESObjectREFR::GetWorldSpace();

ObjectReference::HasEffectKeyword
script : bool ObjectReference::HasEffectKeyword(Keyword akKeyword);
engine : bool TESObjectREFR::HasEffectKeyword(BGSKeyword * akKeyword);

ObjectReference::HasNode
script : bool ObjectReference::HasNode(string asNodeName);
engine : bool TESObjectREFR::HasNode(BSFixedString const & asNodeName);

ObjectReference::HasRefType
script : bool ObjectReference::HasRefType(LocationRefType akRefType);
engine : bool TESObjectREFR::HasRefType(BGSLocationRefType * akRefType);

ObjectReference::IgnoreFriendlyHits
script : void ObjectReference::IgnoreFriendlyHits(bool abIgnore);
engine : void TESObjectREFR::IgnoreFriendlyHits(bool abIgnore);

ObjectReference::InterruptCast
script : void ObjectReference::InterruptCast();
engine : void TESObjectREFR::InterruptCast();

ObjectReference::Is3DLoaded
script : bool ObjectReference::Is3DLoaded();
engine : bool TESObjectREFR::Is3DLoaded();

ObjectReference::IsActivateChild
script : bool ObjectReference::IsActivateChild(ObjectReference akChild);
engine : bool TESObjectREFR::IsActivateChild(TESObjectREFR * akChild);

ObjectReference::IsActivationBlocked
script : bool ObjectReference::IsActivationBlocked();
engine : bool TESObjectREFR::IsActivationBlocked();

ObjectReference::IsDisabled
script : bool ObjectReference::IsDisabled();
engine : bool TESObjectREFR::IsDisabled();

ObjectReference::IsFurnitureInUse
script : bool ObjectReference::IsFurnitureInUse(bool abIgnoreReserved);
engine : bool TESObjectREFR::IsFurnitureInUse(bool abIgnoreReserved);

ObjectReference::IsFurnitureMarkerInUse
script : bool ObjectReference::IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved);
engine : bool TESObjectREFR::IsFurnitureMarkerInUse(uint aiMarker, bool abIgnoreReserved);

ObjectReference::IsIgnoringFriendlyHits
script : bool ObjectReference::IsIgnoringFriendlyHits();
engine : bool TESObjectREFR::IsIgnoringFriendlyHits();

ObjectReference::IsInDialogueWithPlayer
script : bool ObjectReference::IsInDialogueWithPlayer();
engine : bool TESObjectREFR::IsInDialogueWithPlayer();

ObjectReference::IsLockBroken
script : bool ObjectReference::IsLockBroken();
engine : bool TESObjectREFR::IsLockBroken();

ObjectReference::IsLocked
script : bool ObjectReference::IsLocked();
engine : bool TESObjectREFR::IsLocked();

ObjectReference::IsMapMarkerVisible
script : bool ObjectReference::IsMapMarkerVisible();
engine : bool TESObjectREFR::IsMapMarkerVisible();

ObjectReference::KnockAreaEffect
script : void ObjectReference::KnockAreaEffect(float afMagnitude, float afRadius);
engine : void TESObjectREFR::KnockAreaEffect(float afMagnitude, float afRadius);

ObjectReference::Lock
script : void ObjectReference::Lock(bool abLock, bool abAsOwner);
engine : void TESObjectREFR::Lock(bool abLock, bool abAsOwner);

ObjectReference::MoveTo
script : void ObjectReference::MoveTo(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation);
engine : bool TESObjectREFR::MoveTo(TESObjectREFR * akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation);

ObjectReference::MoveToInteractionLocation
script : void ObjectReference::MoveToInteractionLocation(ObjectReference akTarget);
engine : bool TESObjectREFR::MoveToInteractionLocation(TESObjectREFR * akTarget);

ObjectReference::MoveToMyEditorLocation
script : void ObjectReference::MoveToMyEditorLocation();
engine : bool TESObjectREFR::MoveToMyEditorLocation();

ObjectReference::MoveToNode
script : void ObjectReference::MoveToNode(ObjectReference akTarget, string asNodeName);
engine : bool TESObjectREFR::MoveToNode(TESObjectREFR * akTarget, BSFixedString const & asNodeName);

ObjectReference::PlaceAtMe
script : ObjectReference ObjectReference::PlaceAtMe(Form akFormToPlace, int aiCount, bool abForcePersist, bool abInitiallyDisabled);
engine : TESObjectREFR * TESObjectREFR::PlaceAtMe(TESForm * akFormToPlace, uint aiCount, bool abForcePersist, bool abInitiallyDisabled);

ObjectReference::PlaceActorAtMe
script : Actor ObjectReference::PlaceActorAtMe(ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone);
engine : Actor * TESObjectREFR::PlaceActorAtMe(TESNPC * akActorToPlace, uint aiLevelMod, BGSEncounterZone * akZone);

ObjectReference::PlayAnimation
script : bool ObjectReference::PlayAnimation(string asAnimation);
engine : bool TESObjectREFR::PlayAnimation(BSFixedString const & asAnimation);

ObjectReference::PlayAnimationAndWait
script : bool ObjectReference::PlayAnimationAndWait(string asAnimation, string asEventName);
engine : bool TESObjectREFR::PlayAnimationAndWait(BSFixedString const & asAnimation, BSFixedString const & asEventName);

ObjectReference::PlayGamebryoAnimation
script : bool ObjectReference::PlayGamebryoAnimation(string asAnimation, bool abStartOver, float afEaseInTime);
engine : bool TESObjectREFR::PlayGamebryoAnimation(BSFixedString const & asAnimation, bool abStartOver, float afEaseInTime);

ObjectReference::PlayImpactEffect
script : bool ObjectReference::PlayImpactEffect(ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation);
engine : bool TESObjectREFR::PlayImpactEffect(BGSImpactDataSet * akImpactEffect, BSFixedString const & asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation);

ObjectReference::PlaySyncedAnimationSS
script : bool ObjectReference::PlaySyncedAnimationSS(string asAnimation1, ObjectReference akObj2, string asAnimation2);
engine : bool TESObjectREFR::PlaySyncedAnimationSS(BSFixedString const & asAnimation1, TESObjectREFR * akObj2, BSFixedString const & asAnimation2);

ObjectReference::PlaySyncedAnimationAndWaitSS
script : bool ObjectReference::PlaySyncedAnimationAndWaitSS(string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2);
engine : bool TESObjectREFR::PlaySyncedAnimationAndWaitSS(BSFixedString const & asAnimation1, BSFixedString const & asEvent1, TESObjectREFR * akObj2, BSFixedString const & asAnimation2, BSFixedString const & asEvent2);

ObjectReference::PlayTerrainEffect
script : void ObjectReference::PlayTerrainEffect(string asEffectModelName, string asAttachBoneName);
engine : void TESObjectREFR::PlayTerrainEffect(BSFixedString const & asEffectModelName, BSFixedString const & asAttachBoneName);

ObjectReference::ProcessTrapHit
script : void ObjectReference::ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger);
engine : void TESObjectREFR::ProcessTrapHit(TESObjectREFR * akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger);

ObjectReference::PushActorAway
script : void ObjectReference::PushActorAway(Actor akActorToPush, float aiKnockbackForce);
engine : void TESObjectREFR::PushActorAway(Actor * akActorToPush, float aiKnockbackForce);

ObjectReference::RemoveAllInventoryEventFilters
script : void ObjectReference::RemoveAllInventoryEventFilters();
engine : void TESObjectREFR::RemoveAllInventoryEventFilters();

ObjectReference::RemoveAllItems
script : void ObjectReference::RemoveAllItems(ObjectReference akTransferTo, bool abKeepOwnership, bool abRemoveQuestItems);
engine : void TESObjectREFR::RemoveAllItems(TESObjectREFR * akTransferTo, bool abKeepOwnership, bool abRemoveQuestItems);

ObjectReference::RemoveDependentAnimatedObjectReference
script : bool ObjectReference::RemoveDependentAnimatedObjectReference(ObjectReference akDependent);
engine : bool TESObjectREFR::RemoveDependentAnimatedObjectReference(TESObjectREFR * akDependent);

ObjectReference::RemoveInventoryEventFilter
script : void ObjectReference::RemoveInventoryEventFilter(Form akFilter);
engine : void TESObjectREFR::RemoveInventoryEventFilter(TESForm * akFilter);

ObjectReference::RemoveItem
script : void ObjectReference::RemoveItem(Form akItemToRemove, int aiCount, bool abSilent, ObjectReference akOtherContainer);
engine : void TESObjectREFR::RemoveItem(TESForm * akItemToRemove, uint aiCount, bool abSilent, TESObjectREFR * akOtherContainer);

ObjectReference::Reset
script : void ObjectReference::Reset(ObjectReference akTarget);
engine : bool TESObjectREFR::Reset(TESObjectREFR * akTarget);

ObjectReference::Say
script : void ObjectReference::Say(Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead);
engine : void TESObjectREFR::Say(TESTopic * akTopicToSay, Actor * akActorToSpeakAs, bool abSpeakInPlayersHead);

ObjectReference::SendStealAlarm
script : void ObjectReference::SendStealAlarm(Actor akThief);
engine : void TESObjectREFR::SendStealAlarm(Actor * akThief);

ObjectReference::SetActorCause
script : void ObjectReference::SetActorCause(Actor akActor);
engine : void TESObjectREFR::SetActorCause(Actor * akActor);

ObjectReference::SetActorOwner
script : void ObjectReference::SetActorOwner(ActorBase akActorBase);
engine : void TESObjectREFR::SetActorOwner(TESNPC * akActorBase);

ObjectReference::SetAngle
script : void ObjectReference::SetAngle(float afXAngle, float afYAngle, float afZAngle);
engine : bool TESObjectREFR::SetAngle(float afXAngle, float afYAngle, float afZAngle);

ObjectReference::SetAnimationVariableBool
script : void ObjectReference::SetAnimationVariableBool(string arVariableName, bool abNewValue);
engine : void TESObjectREFR::SetAnimationVariableBool(BSFixedString const & arVariableName, bool abNewValue);

ObjectReference::SetAnimationVariableInt
script : void ObjectReference::SetAnimationVariableInt(string arVariableName, int aiNewValue);
engine : void TESObjectREFR::SetAnimationVariableInt(BSFixedString const & arVariableName, int aiNewValue);

ObjectReference::SetAnimationVariableFloat
script : void ObjectReference::SetAnimationVariableFloat(string arVariableName, float afNewValue);
engine : void TESObjectREFR::SetAnimationVariableFloat(BSFixedString const & arVariableName, float afNewValue);

ObjectReference::SetDestroyed
script : void ObjectReference::SetDestroyed(bool abDestroyed);
engine : void TESObjectREFR::SetDestroyed(bool abDestroyed);

ObjectReference::SetScale
script : void ObjectReference::SetScale(float afScale);
engine : bool TESObjectREFR::SetScale(float afScale);

ObjectReference::SetFactionOwner
script : void ObjectReference::SetFactionOwner(Faction akFaction);
engine : void TESObjectREFR::SetFactionOwner(TESFaction * akFaction);

ObjectReference::SetLockLevel
script : void ObjectReference::SetLockLevel(int aiLockLevel);
engine : void TESObjectREFR::SetLockLevel(uint aiLockLevel);

ObjectReference::SetMotionType
script : void ObjectReference::SetMotionType(int aeMotionType, bool abAllowActivate);
engine : bool TESObjectREFR::SetMotionType(uint aeMotionType, bool abAllowActivate);

ObjectReference::SetNoFavorAllowed
script : void ObjectReference::SetNoFavorAllowed(bool abNoFavor);
engine : void TESObjectREFR::SetNoFavorAllowed(bool abNoFavor);

ObjectReference::SetOpen
script : void ObjectReference::SetOpen(bool abOpen);
engine : void TESObjectREFR::SetOpen(bool abOpen);

ObjectReference::SetPosition
script : void ObjectReference::SetPosition(float afX, float afY, float afZ);
engine : bool TESObjectREFR::SetPosition(float afX, float afY, float afZ);

ObjectReference::TranslateTo
script : float ObjectReference::TranslateTo();
engine : void TESObjectREFR::TranslateTo(float|float|float|float|float|float|float|float);

ObjectReference::SplineTranslateTo
script : void ObjectReference::SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
engine : void TESObjectREFR::SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);

ObjectReference::SplineTranslateToRefNode
script : void ObjectReference::SplineTranslateToRefNode(ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);
engine : void TESObjectREFR::SplineTranslateToRefNode(TESObjectREFR * arTarget, BSFixedString const & arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed);

ObjectReference::StopTranslation
script : void ObjectReference::StopTranslation();
engine : void TESObjectREFR::StopTranslation();

ObjectReference::WaitForAnimationEvent
script : bool ObjectReference::WaitForAnimationEvent(string asEventName);
engine : bool TESObjectREFR::WaitForAnimationEvent(BSFixedString const & asEventName);

Weapon::Fire
script : None Weapon::Fire(ObjectReference akSource, Ammo akAmmo);
engine : void TESObjectWEAP::Fire(TESObjectREFR * akSource, TESAmmo * akAmmo);

Package::GetOwningQuest
script : Quest Package::GetOwningQuest();
engine : TESQuest * TESPackage::GetOwningQuest();

Package::GetTemplate
script : Package Package::GetTemplate();
engine : TESPackage const * TESPackage::GetTemplate();

Quest::CompleteAllObjectives
script : None Quest::CompleteAllObjectives();
engine : void TESQuest::CompleteAllObjectives();

Quest::CompleteQuest
script : None Quest::CompleteQuest();
engine : void TESQuest::CompleteQuest();

Quest::FailAllObjectives
script : None Quest::FailAllObjectives();
engine : void TESQuest::FailAllObjectives();

Quest::GetAlias
script : Alias Quest::GetAlias(int aiAliasID);
engine : BGSBaseAlias * TESQuest::GetAlias(uint aiAliasID);

Quest::GetCurrentStageID
script : int Quest::GetCurrentStageID();
engine : uint TESQuest::GetCurrentStageID();

Quest::IsActive
script : bool Quest::IsActive();
engine : bool TESQuest::IsActive();

Quest::IsCompleted
script : bool Quest::IsCompleted();
engine : bool TESQuest::IsCompleted();

Quest::IsObjectiveCompleted
script : bool Quest::IsObjectiveCompleted(int aiObjective);
engine : bool TESQuest::IsObjectiveCompleted(uint aiObjective);

Quest::IsObjectiveDisplayed
script : bool Quest::IsObjectiveDisplayed(int aiObjective);
engine : bool TESQuest::IsObjectiveDisplayed(uint aiObjective);

Quest::IsObjectiveFailed
script : bool Quest::IsObjectiveFailed(int aiObjective);
engine : bool TESQuest::IsObjectiveFailed(uint aiObjective);

Quest::IsRunning
script : bool Quest::IsRunning();
engine : bool TESQuest::IsRunning();

Quest::IsStageDone
script : bool Quest::IsStageDone(int aiStage);
engine : bool TESQuest::IsStageDone(uint aiStage);

Quest::IsStarting
script : bool Quest::IsStarting();
engine : bool TESQuest::IsStarting();

Quest::IsStopping
script : bool Quest::IsStopping();
engine : bool TESQuest::IsStopping();

Quest::IsStopped
script : bool Quest::IsStopped();
engine : bool TESQuest::IsStopped();

Quest::Reset
script : None Quest::Reset();
engine : void TESQuest::Reset();

Quest::SetActive
script : None Quest::SetActive(bool abActive);
engine : void TESQuest::SetActive(bool abActive);

Quest::SetCurrentStageID
script : bool Quest::SetCurrentStageID(int aiStageID);
engine : bool TESQuest::SetCurrentStageID(uint aiStageID);

Quest::SetObjectiveCompleted
script : None Quest::SetObjectiveCompleted(int aiObjective, bool abCompleted);
engine : void TESQuest::SetObjectiveCompleted(uint aiObjective, bool abCompleted);

Quest::SetObjectiveDisplayed
script : None Quest::SetObjectiveDisplayed(int aiObjective, bool abDisplayed, bool abForce);
engine : void TESQuest::SetObjectiveDisplayed(uint aiObjective, bool abDisplayed, bool abForce);

Quest::SetObjectiveFailed
script : None Quest::SetObjectiveFailed(int aiObjective, bool abFailed);
engine : void TESQuest::SetObjectiveFailed(uint aiObjective, bool abFailed);

Quest::Start
script : bool Quest::Start();
engine : bool TESQuest::Start();

Quest::Stop
script : None Quest::Stop();
engine : void TESQuest::Stop();

Quest::UpdateCurrentInstanceGlobal
script : bool Quest::UpdateCurrentInstanceGlobal(GlobalVariable aUpdateGlobal);
engine : bool TESQuest::UpdateCurrentInstanceGlobal(TESGlobal * aUpdateGlobal);

Sound::Play
script : int Sound::Play(ObjectReference akSource);
engine : uint TESSound::Play(TESObjectREFR * akSource);

Sound::PlayAndWait
script : bool Sound::PlayAndWait(ObjectReference akSource);
engine : bool TESSound::PlayAndWait(TESObjectREFR * akSource);

Sound::StopInstance
script : void Sound::StopInstance(int aiPlaybackInstance);
engine : void BSScript::StaticFunctionTag::StopInstance(uint aiPlaybackInstance);

Sound::SetInstanceVolume
script : void Sound::SetInstanceVolume(int aiPlaybackInstance, float afVolume);
engine : void BSScript::StaticFunctionTag::SetInstanceVolume(uint aiPlaybackInstance, float afVolume);

Topic::Add
script : None Topic::Add();
engine : void TESTopic::Add();

TopicInfo::GetOwningQuest
script : Quest TopicInfo::GetOwningQuest();
engine : TESQuest * TESTopicInfo::GetOwningQuest();

Actor::AddPerk
script : void Actor::AddPerk(Perk akPerk);
engine : void Actor::AddPerk(BGSPerk * akPerk);

Actor::AddShout
script : bool Actor::AddShout(Shout akShout);
engine : bool Actor::AddShout(TESShout * akShout);

Actor::AddSpell
script : bool Actor::AddSpell(Spell akSpell, bool abVerbose);
engine : bool Actor::AddSpell(SpellItem * akSpell, bool abVerbose);

Actor::AllowBleedoutDialogue
script : void Actor::AllowBleedoutDialogue(bool abCanTalk);
engine : void Actor::AllowBleedoutDialogue(bool abCanTalk);

Actor::AllowPCDialogue
script : void Actor::AllowPCDialogue(bool abTalk);
engine : void Actor::AllowPCDialogue(bool abTalk);

Actor::AttachAshPile
script : void Actor::AttachAshPile(Form akAshPileBase);
engine : void Actor::AttachAshPile(TESForm * akAshPileBase);

Actor::ClearArrested
script : void Actor::ClearArrested();
engine : void Actor::ClearArrested();

Actor::ClearExtraArrows
script : void Actor::ClearExtraArrows();
engine : void Actor::ClearExtraArrows();

Actor::ClearKeepOffsetFromActor
script : void Actor::ClearKeepOffsetFromActor();
engine : void Actor::ClearKeepOffsetFromActor();

Actor::ClearLookAt
script : void Actor::ClearLookAt();
engine : void Actor::ClearLookAt();

Actor::DamageActorValue
script : void Actor::DamageActorValue(string asValueName, float afDamage);
engine : void Actor::DamageActorValue(BSFixedString const & asValueName, float afDamage);

Actor::DispelAllSpells
script : void Actor::DispelAllSpells();
engine : void Actor::DispelAllSpells();

Actor::DispelSpell
script : bool Actor::DispelSpell(Spell akSpell);
engine : bool Actor::DispelSpell(SpellItem * akSpell);

Actor::DoCombatSpellApply
script : void Actor::DoCombatSpellApply(Spell akSpell, ObjectReference akTarget);
engine : void Actor::DoCombatSpellApply(SpellItem & akSpell, TESObjectREFR * akTarget);

Actor::EnableAI
script : void Actor::EnableAI(bool abEnable);
engine : void Actor::EnableAI(bool abEnable);

Actor::EquipItem
script : void Actor::EquipItem(Form akItem, bool abPreventRemoval, bool abSilent);
engine : void Actor::EquipItem(TESForm * akItem, bool abPreventRemoval, bool abSilent);

Actor::EquipShout
script : void Actor::EquipShout(Shout akShout);
engine : void Actor::EquipShout(TESShout * akShout);

Actor::EquipSpell
script : void Actor::EquipSpell(Spell akSpell, int aiSource);
engine : void Actor::EquipSpell(SpellItem * akSpell, uint aiSource);

Actor::EvaluatePackage
script : void Actor::EvaluatePackage();
engine : void Actor::EvaluatePackage();

Actor::ForceActorValue
script : void Actor::ForceActorValue(string asValueName, float afNewValue);
engine : void Actor::ForceActorValue(BSFixedString const & asValueName, float afNewValue);

Actor::GetActorValue
script : float Actor::GetActorValue(string asValueName);
engine : float Actor::GetActorValue(BSFixedString const & asValueName);

Actor::GetActorValuePercentage
script : float Actor::GetActorValuePercentage(string asValueName);
engine : float Actor::GetActorValuePercentage(BSFixedString const & asValueName);

Actor::GetBaseActorValue
script : float Actor::GetBaseActorValue(string asValueName);
engine : float Actor::GetBaseActorValue(BSFixedString const & asValueName);

Actor::GetBribeAmount
script : int Actor::GetBribeAmount();
engine : uint Actor::GetBribeAmount();

Actor::GetCrimeFaction
script : Faction Actor::GetCrimeFaction();
engine : TESFaction * Actor::GetCrimeFaction();

Actor::GetCombatState
script : int Actor::GetCombatState();
engine : uint Actor::GetCombatState();

Actor::GetCombatTarget
script : Actor Actor::GetCombatTarget();
engine : Actor * Actor::GetCombatTarget();

Actor::GetCurrentPackage
script : Package Actor::GetCurrentPackage();
engine : TESPackage * Actor::GetCurrentPackage();

Actor::GetDialogueTarget
script : Actor Actor::GetDialogueTarget();
engine : Actor * Actor::GetDialogueTarget();

Actor::GetEquippedShout
script : Shout Actor::GetEquippedShout();
engine : TESShout * Actor::GetEquippedShout();

Actor::GetEquippedSpell
script : Spell Actor::GetEquippedSpell(int aiSource);
engine : SpellItem * Actor::GetEquippedSpell(uint aiSource);

Actor::GetEquippedWeapon
script : Weapon Actor::GetEquippedWeapon(bool abLeftHand);
engine : TESObjectWEAP * Actor::GetEquippedWeapon(bool abLeftHand);

Actor::GetEquippedShield
script : Armor Actor::GetEquippedShield();
engine : TESObjectARMO * Actor::GetEquippedShield();

Actor::GetEquippedItemType
script : int Actor::GetEquippedItemType(int aiHand);
engine : int Actor::GetEquippedItemType(uint aiHand);

Actor::GetFactionRank
script : int Actor::GetFactionRank(Faction akFaction);
engine : int Actor::GetFactionRank(TESFaction * akFaction);

Actor::GetFactionReaction
script : int Actor::GetFactionReaction(Actor akOther);
engine : uint Actor::GetFactionReaction(Actor * akOther);

Actor::GetFlyingState
script : int Actor::GetFlyingState();
engine : uint Actor::GetFlyingState();

Actor::GetGoldAmount
script : int Actor::GetGoldAmount();
engine : int Actor::GetGoldAmount();

Actor::GetHighestRelationshipRank
script : int Actor::GetHighestRelationshipRank();
engine : int Actor::GetHighestRelationshipRank();

Actor::GetKiller
script : Actor Actor::GetKiller();
engine : Actor * Actor::GetKiller();

Actor::GetForcedLandingMarker
script : ObjectReference Actor::GetForcedLandingMarker();
engine : TESObjectREFR * Actor::GetForcedLandingMarker();

Actor::GetLevel
script : int Actor::GetLevel();
engine : uint Actor::GetLevel();

Actor::GetLeveledActorBase
script : actorbase Actor::GetLeveledActorBase();
engine : TESNPC * Actor::GetLeveledActorBase();

Actor::GetLightLevel
script : float Actor::GetLightLevel();
engine : float Actor::GetLightLevel();

Actor::GetLowestRelationshipRank
script : int Actor::GetLowestRelationshipRank();
engine : int Actor::GetLowestRelationshipRank();

Actor::GetNoBleedoutRecovery
script : bool Actor::GetNoBleedoutRecovery();
engine : bool Actor::GetNoBleedoutRecovery();

Actor::GetPlayerControls
script : bool Actor::GetPlayerControls();
engine : bool Actor::GetPlayerControls();

Actor::GetRace
script : Race Actor::GetRace();
engine : TESRace * Actor::GetRace();

Actor::GetRelationshipRank
script : int Actor::GetRelationshipRank(Actor akOther);
engine : int Actor::GetRelationshipRank(Actor * akOther);

Actor::GetSitState
script : int Actor::GetSitState();
engine : uint Actor::GetSitState();

Actor::GetSleepState
script : int Actor::GetSleepState();
engine : uint Actor::GetSleepState();

Actor::GetVoiceRecoveryTime
script : float Actor::GetVoiceRecoveryTime();
engine : float Actor::GetVoiceRecoveryTime();

Actor::HasAssociation
script : bool Actor::HasAssociation(AssociationType akAssociation, Actor akOther);
engine : bool Actor::HasAssociation(BGSAssociationType * akAssociation, Actor * akOther);

Actor::HasFamilyRelationship
script : bool Actor::HasFamilyRelationship(Actor akOther);
engine : bool Actor::HasFamilyRelationship(Actor * akOther);

Actor::HasLOS
script : bool Actor::HasLOS(ObjectReference akOther);
engine : bool Actor::HasLOS(TESObjectREFR * akOther);

Actor::HasMagicEffect
script : bool Actor::HasMagicEffect(MagicEffect akEffect);
engine : bool Actor::HasMagicEffect(EffectSetting * akEffect);

Actor::HasMagicEffectWithKeyword
script : bool Actor::HasMagicEffectWithKeyword(Keyword akKeyword);
engine : bool Actor::HasMagicEffectWithKeyword(BGSKeyword * akKeyword);

Actor::HasParentRelationship
script : bool Actor::HasParentRelationship(Actor akOther);
engine : bool Actor::HasParentRelationship(Actor * akOther);

Actor::HasPerk
script : bool Actor::HasPerk(Perk akPerk);
engine : bool Actor::HasPerk(BGSPerk * akPerk);

Actor::HasSpell
script : bool Actor::HasSpell(Form akForm);
engine : bool Actor::HasSpell(TESForm * akForm);

Actor::IsAlarmed
script : bool Actor::IsAlarmed();
engine : bool Actor::IsAlarmed();

Actor::IsAlerted
script : bool Actor::IsAlerted();
engine : bool Actor::IsAlerted();

Actor::IsAllowedToFly
script : bool Actor::IsAllowedToFly();
engine : bool Actor::IsAllowedToFly();

Actor::IsArrested
script : bool Actor::IsArrested();
engine : bool Actor::IsArrested();

Actor::IsArrestingTarget
script : bool Actor::IsArrestingTarget();
engine : bool Actor::IsArrestingTarget();

Actor::IsBleedingOut
script : bool Actor::IsBleedingOut();
engine : bool Actor::IsBleedingOut();

Actor::IsBribed
script : bool Actor::IsBribed();
engine : bool Actor::IsBribed();

Actor::IsChild
script : bool Actor::IsChild();
engine : bool Actor::IsChild();

Actor::IsCommandedActor
script : bool Actor::IsCommandedActor();
engine : bool Actor::IsCommandedActor();

Actor::IsDead
script : bool Actor::IsDead();
engine : bool Actor::IsDead();

Actor::IsDetectedBy
script : bool Actor::IsDetectedBy(Actor akOther);
engine : bool Actor::IsDetectedBy(Actor * akOther);

Actor::IsDoingFavor
script : bool Actor::IsDoingFavor();
engine : bool Actor::IsDoingFavor();

Actor::IsEquipped
script : bool Actor::IsEquipped(Form akItem);
engine : bool Actor::IsEquipped(TESForm * akItem);

Actor::IsEssential
script : bool Actor::IsEssential();
engine : bool Actor::IsEssential();

Actor::IsFlying
script : bool Actor::IsFlying();
engine : bool Actor::IsFlying();

Actor::IsGhost
script : bool Actor::IsGhost();
engine : bool Actor::IsGhost();

Actor::IsGuard
script : bool Actor::IsGuard();
engine : bool Actor::IsGuard();

Actor::IsHostileToActor
script : bool Actor::IsHostileToActor(Actor akActor);
engine : bool Actor::IsHostileToActor(Actor * akActor);

Actor::IsInCombat
script : bool Actor::IsInCombat();
engine : bool Actor::IsInCombat();

Actor::IsInFaction
script : bool Actor::IsInFaction(Faction akFaction);
engine : bool Actor::IsInFaction(TESFaction * akFaction);

Actor::IsInKillMove
script : bool Actor::IsInKillMove();
engine : bool Actor::IsInKillMove();

Actor::IsIntimidated
script : bool Actor::IsIntimidated();
engine : bool Actor::IsIntimidated();

Actor::IsPlayersLastRiddenHorse
script : bool Actor::IsPlayersLastRiddenHorse();
engine : bool Actor::IsPlayersLastRiddenHorse();

Actor::IsPlayerTeammate
script : bool Actor::IsPlayerTeammate();
engine : bool Actor::IsPlayerTeammate();

Actor::IsRunning
script : bool Actor::IsRunning();
engine : bool Actor::IsRunning();

Actor::IsSneaking
script : bool Actor::IsSneaking();
engine : bool Actor::IsSneaking();

Actor::IsSprinting
script : bool Actor::IsSprinting();
engine : bool Actor::IsSprinting();

Actor::IsTrespassing
script : bool Actor::IsTrespassing();
engine : bool Actor::IsTrespassing();

Actor::IsUnconscious
script : bool Actor::IsUnconscious();
engine : bool Actor::IsUnconscious();

Actor::IsWeaponDrawn
script : bool Actor::IsWeaponDrawn();
engine : bool Actor::IsWeaponDrawn();

Actor::KeepOffsetFromActor
script : void Actor::KeepOffsetFromActor(Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius);
engine : void Actor::KeepOffsetFromActor(Actor * arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius);

Actor::KillSilent
script : void Actor::KillSilent(Actor akKiller);
engine : void Actor::KillSilent(Actor * akKiller);

Actor::Kill
script : void Actor::Kill(Actor akKiller);
engine : void Actor::Kill(Actor * akKiller);

Actor::ModActorValue
script : void Actor::ModActorValue(string asValueName, float afAmount);
engine : void Actor::ModActorValue(BSFixedString const & asValueName, float afAmount);

Actor::ModFactionRank
script : void Actor::ModFactionRank(Faction akFaction, int aiMod);
engine : void Actor::ModFactionRank(TESFaction * akFaction, int aiMod);

Actor::MoveToPackageLocation
script : void Actor::MoveToPackageLocation();
engine : bool Actor::MoveToPackageLocation();

Actor::OpenInventory
script : void Actor::OpenInventory(bool abForceOpen);
engine : void Actor::OpenInventory(bool abForceOpen);

Actor::PathToReference
script : bool Actor::PathToReference(ObjectReference aTarget, float afWalkRunPercent);
engine : bool Actor::PathToReference(TESObjectREFR * aTarget, float afWalkRunPercent);

Actor::PlayIdle
script : bool Actor::PlayIdle(Idle akIdle);
engine : bool Actor::PlayIdle(TESIdleForm * akIdle);

Actor::PlayIdleWithTarget
script : bool Actor::PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget);
engine : bool Actor::PlayIdleWithTarget(TESIdleForm * akIdle, TESObjectREFR * akTarget);

Actor::PlaySubGraphAnimation
script : void Actor::PlaySubGraphAnimation(string asEventName);
engine : void Actor::PlaySubGraphAnimation(BSFixedString const & asEventName);

Actor::RemoveFromFaction
script : void Actor::RemoveFromFaction(Faction akFaction);
engine : void Actor::RemoveFromFaction(TESFaction * akFaction);

Actor::RemoveFromAllFactions
script : void Actor::RemoveFromAllFactions();
engine : void Actor::RemoveFromAllFactions();

Actor::RemovePerk
script : void Actor::RemovePerk(Perk akPerk);
engine : void Actor::RemovePerk(BGSPerk * akPerk);

Actor::RemoveShout
script : bool Actor::RemoveShout(Shout akShout);
engine : bool Actor::RemoveShout(TESShout * akShout);

Actor::RemoveSpell
script : bool Actor::RemoveSpell(Spell akSpell);
engine : bool Actor::RemoveSpell(SpellItem * akSpell);

Actor::ResetHealthAndLimbs
script : void Actor::ResetHealthAndLimbs();
engine : void Actor::ResetHealthAndLimbs();

Actor::Resurrect
script : void Actor::Resurrect();
engine : bool Actor::Resurrect();

Actor::RestoreActorValue
script : void Actor::RestoreActorValue(string asValueName, float afAmount);
engine : void Actor::RestoreActorValue(BSFixedString const & asValueName, float afAmount);

Actor::SendAssaultAlarm
script : void Actor::SendAssaultAlarm();
engine : void Actor::SendAssaultAlarm();

Actor::SendTrespassAlarm
script : void Actor::SendTrespassAlarm(Actor akCriminal);
engine : void Actor::SendTrespassAlarm(Actor * akCriminal);

Actor::SetActorValue
script : void Actor::SetActorValue(string asValueName, float afValue);
engine : void Actor::SetActorValue(BSFixedString const & asValueName, float afValue);

Actor::SetAlert
script : void Actor::SetAlert(bool abAlerted);
engine : void Actor::SetAlert(bool abAlerted);

Actor::SetAllowFlying
script : void Actor::SetAllowFlying(bool abAllowed);
engine : void Actor::SetAllowFlying(bool abAllowed);

Actor::SetAlpha
script : void Actor::SetAlpha(float afTargetAlpha, bool abFade);
engine : void Actor::SetAlpha(float afTargetAlpha, bool abFade);

Actor::SetAttackActorOnSight
script : void Actor::SetAttackActorOnSight(bool abAttackOnSight);
engine : void Actor::SetAttackActorOnSight(bool abAttackOnSight);

Actor::SetBribed
script : void Actor::SetBribed(bool abBribe);
engine : void Actor::SetBribed(bool abBribe);

Actor::SetCrimeFaction
script : void Actor::SetCrimeFaction(Faction akFaction);
engine : void Actor::SetCrimeFaction(TESFaction * akFaction);

Actor::SetCriticalStage
script : void Actor::SetCriticalStage(int aiStage);
engine : void Actor::SetCriticalStage(uint aiStage);

Actor::SetDoingFavor
script : void Actor::SetDoingFavor(bool abDoingFavor);
engine : void Actor::SetDoingFavor(bool abDoingFavor);

Actor::SetFactionRank
script : void Actor::SetFactionRank(Faction akFaction, int aiRank);
engine : void Actor::SetFactionRank(TESFaction * akFaction, int aiRank);

Actor::SetGhost
script : void Actor::SetGhost(bool abIsGhost);
engine : void Actor::SetGhost(bool abIsGhost);

Actor::SetHeadTracking
script : void Actor::SetHeadTracking(bool abEnable);
engine : void Actor::SetHeadTracking(bool abEnable);

Actor::SetForcedLandingMarker
script : void Actor::SetForcedLandingMarker(ObjectReference aMarker);
engine : void Actor::SetForcedLandingMarker(TESObjectREFR * aMarker);

Actor::SetIntimidated
script : void Actor::SetIntimidated(bool abIntimidate);
engine : void Actor::SetIntimidated(bool abIntimidate);

Actor::SetLookAt
script : void Actor::SetLookAt(ObjectReference akTarget, bool abPathingLookAt);
engine : void Actor::SetLookAt(TESObjectREFR * akTarget, bool abPathingLookAt);

Actor::SetNoBleedoutRecovery
script : void Actor::SetNoBleedoutRecovery(bool abAllowed);
engine : void Actor::SetNoBleedoutRecovery(bool abAllowed);

Actor::SetNotShowOnStealthMeter
script : void Actor::SetNotShowOnStealthMeter(bool abNotShow);
engine : void Actor::SetNotShowOnStealthMeter(bool abNotShow);

Actor::SetOutfit
script : void Actor::SetOutfit(Outfit akOutfit, bool abSleepOutfit);
engine : void Actor::SetOutfit(BGSOutfit * akOutfit, bool abSleepOutfit);

Actor::SetPlayerControls
script : void Actor::SetPlayerControls(bool abControls);
engine : void Actor::SetPlayerControls(bool abControls);

Actor::SetPlayerResistingArrest
script : void Actor::SetPlayerResistingArrest();
engine : void Actor::SetPlayerResistingArrest();

Actor::SetPlayerTeammate
script : void Actor::SetPlayerTeammate(bool abTeammate, bool abCanDoFavor);
engine : void Actor::SetPlayerTeammate(bool abTeammate, bool abCanDoFavor);

Actor::SetRace
script : void Actor::SetRace(Race akRace);
engine : void Actor::SetRace(TESRace * akRace);

Actor::SetRelationshipRank
script : void Actor::SetRelationshipRank(Actor akOther, int aiRank);
engine : void Actor::SetRelationshipRank(Actor * akOther, int aiRank);

Actor::SetRestrained
script : void Actor::SetRestrained(bool abRestrained);
engine : void Actor::SetRestrained(bool abRestrained);

Actor::SetUnconscious
script : void Actor::SetUnconscious(bool abUnconscious);
engine : void Actor::SetUnconscious(bool abUnconscious);

Actor::SetVehicle
script : void Actor::SetVehicle(ObjectReference akVehicle);
engine : void Actor::SetVehicle(TESObjectREFR * akVehicle);

Actor::SetVoiceRecoveryTime
script : void Actor::SetVoiceRecoveryTime(float afTime);
engine : void Actor::SetVoiceRecoveryTime(float afTime);

Actor::ShowBarterMenu
script : void Actor::ShowBarterMenu();
engine : void Actor::ShowBarterMenu();

Actor::ShowGiftMenu
script : int Actor::ShowGiftMenu(bool abGivingGift, FormList apFilterList, bool abShowStolenItems, bool abUseFavorPoints);
engine : bool Actor::ShowGiftMenu(bool abGivingGift, BGSListForm * apFilterList, bool abShowStolenItems, bool abUseFavorPoints);

Actor::StartCannibal
script : void Actor::StartCannibal(Actor akTarget);
engine : void Actor::StartCannibal(Actor * akTarget);

Actor::StartCombat
script : void Actor::StartCombat(Actor akTarget);
engine : void Actor::StartCombat(Actor * akTarget);

Actor::StartVampireFeed
script : void Actor::StartVampireFeed(Actor akTarget);
engine : void Actor::StartVampireFeed(Actor * akTarget);

Actor::StopCombat
script : void Actor::StopCombat();
engine : void Actor::StopCombat();

Actor::StopCombatAlarm
script : int Actor::StopCombatAlarm();
engine : void Actor::StopCombatAlarm();

Actor::TrapSoul
script : bool Actor::TrapSoul(Actor akTarget);
engine : bool Actor::TrapSoul(Actor * akTarget);

Actor::UnequipAll
script : void Actor::UnequipAll();
engine : void Actor::UnequipAll();

Actor::UnequipItem
script : void Actor::UnequipItem(Form akItem, bool abPreventEquip, bool abSilent);
engine : void Actor::UnequipItem(TESForm * akItem, bool abPreventEquip, bool abSilent);

Actor::UnequipShout
script : void Actor::UnequipShout(Shout akShout);
engine : void Actor::UnequipShout(TESShout * akShout);

Actor::UnequipSpell
script : void Actor::UnequipSpell(Spell akSpell, int aiSource);
engine : void Actor::UnequipSpell(SpellItem * akSpell, uint aiSource);

Actor::UnlockOwnedDoorsInCell
script : unused;
engine : void Actor::UnlockOwnedDoorsInCell();

Actor::WillIntimidateSucceed
script : bool Actor::WillIntimidateSucceed();
engine : bool Actor::WillIntimidateSucceed();

Actor::WornHasKeyword
script : bool Actor::WornHasKeyword(Keyword akKeyword);
engine : bool Actor::WornHasKeyword(BGSKeyword * akKeyword);

Alias::GetOwningQuest
script : Quest Alias::GetOwningQuest();
engine : TESQuest * BGSBaseAlias::GetOwningQuest();

Alias::RegisterForAnimationEvent
script : bool Alias::RegisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : bool BGSBaseAlias::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Alias::RegisterForLOS
script : None Alias::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Alias::RegisterForSingleLOSGain
script : None Alias::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);

Alias::RegisterForSingleLOSLost
script : None Alias::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);

Alias::RegisterForSingleUpdate
script : None Alias::RegisterForSingleUpdate(float afInterval);
engine : void BGSBaseAlias::RegisterForSingleUpdate(float afInterval);

Alias::RegisterForSingleUpdateGameTime
script : None Alias::RegisterForSingleUpdateGameTime(float afInterval);
engine : void BGSBaseAlias::RegisterForSingleUpdateGameTime(float afInterval);

Alias::RegisterForSleep
script : None Alias::RegisterForSleep();
engine : void BGSBaseAlias::RegisterForSleep();

Alias::RegisterForTrackedStatsEvent
script : None Alias::RegisterForTrackedStatsEvent();
engine : void BGSBaseAlias::RegisterForTrackedStatsEvent();

Alias::RegisterForUpdate
script : None Alias::RegisterForUpdate(float afInterval);
engine : void BGSBaseAlias::RegisterForUpdate(float afInterval);

Alias::RegisterForUpdateGameTime
script : None Alias::RegisterForUpdateGameTime(float afInterval);
engine : void BGSBaseAlias::RegisterForUpdateGameTime(float afInterval);

Alias::StartObjectProfiling
script : None Alias::StartObjectProfiling();
engine : void BGSBaseAlias::StartObjectProfiling();

Alias::StopObjectProfiling
script : None Alias::StopObjectProfiling();
engine : void BGSBaseAlias::StopObjectProfiling();

Alias::UnregisterForAnimationEvent
script : None Alias::UnregisterForAnimationEvent(ObjectReference akSender, String asEventName);
engine : void BGSBaseAlias::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

Alias::UnregisterForLOS
script : None Alias::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void BGSBaseAlias::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

Alias::UnregisterForSleep
script : None Alias::UnregisterForSleep();
engine : void BGSBaseAlias::UnregisterForSleep();

Alias::UnregisterForTrackedStatsEvent
script : None Alias::UnregisterForTrackedStatsEvent();
engine : void BGSBaseAlias::UnregisterForTrackedStatsEvent();

Alias::UnregisterForUpdate
script : None Alias::UnregisterForUpdate();
engine : void BGSBaseAlias::UnregisterForUpdate();

Alias::UnregisterForUpdateGameTime
script : None Alias::UnregisterForUpdateGameTime();
engine : void BGSBaseAlias::UnregisterForUpdateGameTime();

ReferenceAlias::AddInventoryEventFilter
script : void ReferenceAlias::AddInventoryEventFilter(Form akFilter);
engine : void BGSRefAlias::AddInventoryEventFilter(TESForm * akFilter);

ReferenceAlias::Clear
script : void ReferenceAlias::Clear();
engine : void BGSRefAlias::Clear();

ReferenceAlias::GetReference
script : ObjectReference ReferenceAlias::GetReference();
engine : TESObjectREFR * BGSRefAlias::GetReference();

ReferenceAlias::ForceRefTo
script : void ReferenceAlias::ForceRefTo(ObjectReference akNewRef);
engine : void BGSRefAlias::ForceRefTo(TESObjectREFR * akNewRef);

ReferenceAlias::RemoveAllInventoryEventFilters
script : void ReferenceAlias::RemoveAllInventoryEventFilters();
engine : void BGSRefAlias::RemoveAllInventoryEventFilters();

ReferenceAlias::RemoveInventoryEventFilter
script : void ReferenceAlias::RemoveInventoryEventFilter(Form akFilter);
engine : void BGSRefAlias::RemoveInventoryEventFilter(TESForm * akFilter);

LocationAlias::Clear
script : void LocationAlias::Clear();
engine : void BGSLocAlias::Clear();

LocationAlias::GetLocation
script : Location LocationAlias::GetLocation();
engine : BGSLocation * BGSLocAlias::GetLocation();

LocationAlias::ForceLocationTo
script : void LocationAlias::ForceLocationTo(Location akNewLocation);
engine : void BGSLocAlias::ForceLocationTo(BGSLocation * akNewLocation);

FormList::AddForm
script : void FormList::AddForm(Form apForm);
engine : void BGSListForm::AddForm(TESForm * apForm);

FormList::RemoveAddedForm
script : void FormList::RemoveAddedForm(Form apForm);
engine : void BGSListForm::RemoveAddedForm(TESForm * apForm);

FormList::GetAt
script : Form FormList::GetAt(int aiIndex);
engine : TESForm * BGSListForm::GetAt(uint aiIndex);

FormList::GetSize
script : int FormList::GetSize();
engine : uint BGSListForm::GetSize();

FormList::HasForm
script : bool FormList::HasForm(Form akForm);
engine : bool BGSListForm::HasForm(TESForm * akForm);

FormList::Revert
script : void FormList::Revert();
engine : void BGSListForm::Revert();

Spell::Cast
script : None Spell::Cast(ObjectReference akSource, ObjectReference akTarget);
engine : bool SpellItem::Cast(TESObjectREFR * akSource, TESObjectREFR * akTarget);

Spell::RemoteCast
script : None Spell::RemoteCast(ObjectReference akSource, Actor akBlameActor, ObjectReference akTarget);
engine : bool SpellItem::RemoteCast(TESObjectREFR * akSource, Actor * akBlameActor, TESObjectREFR * akTarget);

Spell::IsHostile
script : bool Spell::IsHostile();
engine : bool SpellItem::IsHostile();

Scroll::Cast
script : None Scroll::Cast(ObjectReference akSource, ObjectReference akTarget);
engine : bool ScrollItem::Cast(TESObjectREFR * akSource, TESObjectREFR * akTarget);

ActiveMagicEffect::AddInventoryEventFilter
script : void ActiveMagicEffect::AddInventoryEventFilter(Form akFilter);
engine : void ActiveEffect::AddInventoryEventFilter(TESForm * akFilter);

ActiveMagicEffect::Dispel
script : void ActiveMagicEffect::Dispel();
engine : void ActiveEffect::Dispel();

ActiveMagicEffect::GetBaseObject
script : MagicEffect ActiveMagicEffect::GetBaseObject();
engine : EffectSetting * ActiveEffect::GetBaseObject();

ActiveMagicEffect::GetCasterActor
script : Actor ActiveMagicEffect::GetCasterActor();
engine : Actor * ActiveEffect::GetCasterActor();

ActiveMagicEffect::GetTargetActor
script : Actor ActiveMagicEffect::GetTargetActor();
engine : Actor * ActiveEffect::GetTargetActor();

ActiveMagicEffect::RegisterForAnimationEvent
script : bool ActiveMagicEffect::RegisterForAnimationEvent(ObjectReference akSender, string asEventName);
engine : bool ActiveEffect::RegisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

ActiveMagicEffect::RegisterForLOS
script : void ActiveMagicEffect::RegisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::RegisterForSingleLOSGain
script : void ActiveMagicEffect::RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForSingleLOSGain(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::RegisterForSingleLOSLost
script : void ActiveMagicEffect::RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::RegisterForSingleLOSLost(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::RegisterForSingleUpdate
script : void ActiveMagicEffect::RegisterForSingleUpdate(float afInterval);
engine : void ActiveEffect::RegisterForSingleUpdate(float afInterval);

ActiveMagicEffect::RegisterForSingleUpdateGameTime
script : void ActiveMagicEffect::RegisterForSingleUpdateGameTime(float afInterval);
engine : void ActiveEffect::RegisterForSingleUpdateGameTime(float afInterval);

ActiveMagicEffect::RegisterForSleep
script : void ActiveMagicEffect::RegisterForSleep();
engine : void ActiveEffect::RegisterForSleep();

ActiveMagicEffect::RegisterForTrackedStatsEvent
script : void ActiveMagicEffect::RegisterForTrackedStatsEvent();
engine : void ActiveEffect::RegisterForTrackedStatsEvent();

ActiveMagicEffect::RegisterForUpdate
script : void ActiveMagicEffect::RegisterForUpdate(float afInterval);
engine : void ActiveEffect::RegisterForUpdate(float afInterval);

ActiveMagicEffect::RegisterForUpdateGameTime
script : void ActiveMagicEffect::RegisterForUpdateGameTime(float afInterval);
engine : void ActiveEffect::RegisterForUpdateGameTime(float afInterval);

ActiveMagicEffect::RemoveAllInventoryEventFilters
script : void ActiveMagicEffect::RemoveAllInventoryEventFilters();
engine : void ActiveEffect::RemoveAllInventoryEventFilters();

ActiveMagicEffect::RemoveInventoryEventFilter
script : void ActiveMagicEffect::RemoveInventoryEventFilter(Form akFilter);
engine : void ActiveEffect::RemoveInventoryEventFilter(TESForm * akFilter);

ActiveMagicEffect::StartObjectProfiling
script : void ActiveMagicEffect::StartObjectProfiling();
engine : void ActiveEffect::StartObjectProfiling();

ActiveMagicEffect::StopObjectProfiling
script : void ActiveMagicEffect::StopObjectProfiling();
engine : void ActiveEffect::StopObjectProfiling();

ActiveMagicEffect::UnregisterForAnimationEvent
script : void ActiveMagicEffect::UnregisterForAnimationEvent(ObjectReference akSender, string asEventName);
engine : void ActiveEffect::UnregisterForAnimationEvent(TESObjectREFR * akSender, BSFixedString const & asEventName);

ActiveMagicEffect::UnregisterForLOS
script : void ActiveMagicEffect::UnregisterForLOS(Actor akViewer, ObjectReference akTarget);
engine : void ActiveEffect::UnregisterForLOS(Actor * akViewer, TESObjectREFR * akTarget);

ActiveMagicEffect::UnregisterForSleep
script : void ActiveMagicEffect::UnregisterForSleep();
engine : void ActiveEffect::UnregisterForSleep();

ActiveMagicEffect::UnregisterForTrackedStatsEvent
script : void ActiveMagicEffect::UnregisterForTrackedStatsEvent();
engine : void ActiveEffect::UnregisterForTrackedStatsEvent();

ActiveMagicEffect::UnregisterForUpdate
script : void ActiveMagicEffect::UnregisterForUpdate();
engine : void ActiveEffect::UnregisterForUpdate();

ActiveMagicEffect::UnregisterForUpdateGameTime
script : void ActiveMagicEffect::UnregisterForUpdateGameTime();
engine : void ActiveEffect::UnregisterForUpdateGameTime();

Weather::ReleaseOverride
script : void Weather::ReleaseOverride();
engine : void BSScript::StaticFunctionTag::ReleaseOverride();

Weather::GetCurrentWeather
script : Weather Weather::GetCurrentWeather();
engine : TESWeather * BSScript::StaticFunctionTag::GetCurrentWeather();

Weather::GetOutgoingWeather
script : Weather Weather::GetOutgoingWeather();
engine : TESWeather * BSScript::StaticFunctionTag::GetOutgoingWeather();

Weather::GetCurrentWeatherTransition
script : float Weather::GetCurrentWeatherTransition();
engine : float BSScript::StaticFunctionTag::GetCurrentWeatherTransition();

Weather::GetSkyMode
script : int Weather::GetSkyMode();
engine : uint BSScript::StaticFunctionTag::GetSkyMode();

Weather::FindWeather
script : Weather Weather::FindWeather(int auiType);
engine : TESWeather * BSScript::StaticFunctionTag::FindWeather(uint auiType);

Weather::ForceActive
script : void Weather::ForceActive(bool abOverride);
engine : void TESWeather::ForceActive(bool abOverride);

Weather::SetActive
script : void Weather::SetActive(bool abOverride, bool abAccelerate);
engine : void TESWeather::SetActive(bool abOverride, bool abAccelerate);

Weather::GetClassification
script : int Weather::GetClassification();
engine : int TESWeather::GetClassification();

Ingredient::IsHostile
script : bool Ingredient::IsHostile();
engine : bool IngredientItem::IsHostile();

Ingredient::LearnEffect
script : void Ingredient::LearnEffect(int aiIndex);
engine : void IngredientItem::LearnEffect(uint aiIndex);

Ingredient::LearnNextEffect
script : int Ingredient::LearnNextEffect();
engine : uint IngredientItem::LearnNextEffect();

Ingredient::LearnAllEffects
script : void Ingredient::LearnAllEffects();
engine : void IngredientItem::LearnAllEffects();

Potion::IsHostile
script : bool Potion::IsHostile();
engine : bool AlchemyItem::IsHostile();

Enchantment::IsHostile
script : bool Enchantment::IsHostile();
engine : bool EnchantmentItem::IsHostile();
U can dl this list here http://alexander.sannybuilder.com/Files/tes/class_method__script__engine.txt

I think that other stuff described below may be useful for someone :P
Target exe vesion is 1.1.21.0
List of the native_registration_func:native_name
Spoiler
reg func addr | script class | native
0x00A67AA0 Game AddAchievement
0x00A67BC0 Game AdvanceSkill
0x00A6A2C0 Game AddHavokBallAndSocketConstraint
0x00A6A500 Game RemoveHavokConstraints
0x00A68020 Game CalculateFavorCost
0x00A62620 Game ClearTempEffects
0x00A62620 Game ClearPrison
0x00A68140 Game DisablePlayerControls
0x00A68140 Game EnablePlayerControls
0x00A62840 Game EnableFastTravel
0x00A684B0 Game FadeOutGame
0x00A686A0 Game FastTravel
0x00A687C0 Game FindClosestReferenceOfType
0x00A68A10 Game FindClosestReferenceOfAnyTypeInList
0x00A687C0 Game FindRandomReferenceOfType
0x00A68A10 Game FindRandomReferenceOfAnyTypeInList
0x00A68C60 Game FindClosestActor
0x00A68C60 Game FindRandomActor
0x00A62620 Game ForceThirdPerson
0x00A62620 Game ForceFirstPerson
0x00A62840 Game ShowFirstPersonGeometry
0x00A68E60 Game GetForm
0x00A68F80 Game GetGameSettingFloat
0x00A690A0 Game GetGameSettingInt
0x00A621E0 Game GetGameSettingString
0x00A69220 Game GetPlayer
0x00A692F0 Game GetPlayerGrabbedRef
0x00A69220 Game GetPlayersLastRiddenHorse
0x00A693C0 Game GetRealHoursPassed
0x00A5D040 Game IncrementSkill
0x00A62960 Game IncrementSkillBy
0x00A69490 Game IncrementStat
0x00A62C50 Game IsActivateControlsEnabled
0x00A62C50 Game IsCamSwitchControlsEnabled
0x00A62C50 Game IsFastTravelEnabled
0x00A62C50 Game IsFightingControlsEnabled
0x00A62C50 Game IsJournalControlsEnabled
0x00A62C50 Game IsLookingControlsEnabled
0x00A62C50 Game IsMenuControlsEnabled
0x00A62C50 Game IsMovementControlsEnabled
0x00A62C50 Game IsSneakingControlsEnabled
0x00A695E0 Game IsWordUnlocked
0x00A69700 Game PlayBink
0x00A62620 Game PrecacheCharGen
0x00A62620 Game PrecacheCharGenClear
0x00A690A0 Game QueryStat
0x00A62620 Game QuitToMainMenu
0x00A62620 Game RequestAutosave
0x00A5D040 Game RequestModel
0x00A62620 Game RequestSave
0x00A62620 Game SendWereWolfTransformation
0x00A62620 Game ServeTime
0x00A62840 Game SetBeastForm
0x00A69940 Game SetCameraTarget
0x00A62840 Game SetHudCartMode
0x00A69A60 Game SetInChargen
0x00A62840 Game SetPlayerAIDriven
0x00A62840 Game SetPlayerReportCrime
0x00A69C00 Game SetSittingRotation
0x00A69D20 Game ShakeCamera
0x00A69ED0 Game ShakeController
0x00A62620 Game ShowTitleSequenceMenu
0x00A62620 Game HideTitleSequenceMenu
0x00A5D040 Game StartTitleSequence
0x00A62620 Game ShowRaceMenu
0x00A69940 Game ShowTrainingMenu
0x00A6A080 Game TeachWord
0x00A6A1A0 Game TriggerScreenBlood
0x00A6A080 Game UnlockWord
0x00A62C50 Game UsingGamepad
0x00A968E0 Utility GameTimeToString
0x00A693C0 Utility GetCurrentGameTime
0x00A693C0 Utility GetCurrentRealTime
0x00A62C50 Utility IsInMenuMode
0x00A965B0 Utility RandomInt
0x00A6D6F0 Utility RandomFloat
0x00A96700 Utility SetINIBool
0x00A67BC0 Utility SetINIFloat
0x00A69490 Utility SetINIInt
0x00A62300 Utility SetINIString
0x00A968E0 Utility Wait
0x00A968E0 Utility WaitGameTime
0x00A968E0 Utility WaitMenuMode
0x00A5D040 Debug CenterOnCell
0x00A621E0 Debug CenterOnCellAndWait
0x00A621E0 Debug PlayerMoveToAndWait
0x00A5D040 Debug CloseUserLog
0x00A62300 Debug DebugChannelNotify
0x00A62450 Debug DumpAliasData
0x00A62C50 Debug GetConfigName
0x00A62C50 Debug GetPlatformName
0x00A62C50 Debug GetVersionNumber
0x00A5D040 Debug MessageBox
0x00A5D040 Debug Notification
0x00A621E0 Debug OpenUserLog
0x00A62620 Debug QuitGame
0x00A626F0 Debug SendAnimationEvent
0x00A62840 Debug SetFootIK
0x00A62840 Debug SetGodMode
0x00A5D040 Debug StartScriptProfiling
0x00A62620 Debug StartStackProfiling
0x00A5D040 Debug StopScriptProfiling
0x00A62620 Debug StopStackProfiling
0x00A5D040 Debug TakeScreenshot
0x00A62620 Debug ToggleAI
0x00A62620 Debug ToggleCollisions
0x00A62620 Debug ToggleMenus
0x00A62960 Debug Trace
0x00A62960 Debug TraceStack
0x00A62AB0 Debug TraceUser
0x00A6D4B0 Math abs
0x00A6D4B0 Math acos
0x00A6D4B0 Math asin
0x00A6D4B0 Math atan
0x00A6D5D0 Math Ceiling
0x00A6D4B0 Math cos
0x00A6D4B0 Math DegreesToRadians
0x00A6D5D0 Math Floor
0x00A6D6F0 Math pow
0x00A6D4B0 Math RadiansToDegrees
0x00A6D4B0 Math sin
0x00A6D4B0 Math sqrt
0x00A6D4B0 Math tan
0x00A73A90 Form GetFormID
0x00A73B60 Form GetGoldValue
0x00A73BE0 Form HasKeyword
0x00A73D00 Form PlayerKnows
0x00A73DD0 Form RegisterForAnimationEvent
0x00A73F20 Form RegisterForLOS
0x00A73F20 Form RegisterForSingleLOSGain
0x00A73F20 Form RegisterForSingleLOSLost
0x00A74070 Form RegisterForSingleUpdate
0x00A74070 Form RegisterForSingleUpdateGameTime
0x00A74190 Form RegisterForSleep
0x00A74190 Form RegisterForTrackedStatsEvent
0x00A74070 Form RegisterForUpdate
0x00A74070 Form RegisterForUpdateGameTime
0x00A74190 Form StartObjectProfiling
0x00A74190 Form StopObjectProfiling
0x00A74260 Form UnregisterForAnimationEvent
0x00A73F20 Form UnregisterForLOS
0x00A74190 Form UnregisterForSleep
0x00A74190 Form UnregisterForTrackedStatsEvent
0x00A74190 Form UnregisterForUpdate
0x00A74190 Form UnregisterForUpdateGameTime
0x00A59FF0 Keyword SendStoryEvent
0x00A5A390 Keyword SendStoryEventAndWait
0x00A5B680 Location GetKeywordData
0x00A5B7A0 Location GetRefTypeAliveCount
0x00A5B7A0 Location GetRefTypeDeadCount
0x00A5B8C0 Location HasCommonParent
0x00A5BA10 Location HasRefType
0x00A5BB30 Location IsChild
0x00A5BC70 Location IsCleared
0x00A5BC70 Location IsLoaded
0x00A5BD40 Location SetCleared
0x00A5BE60 Location SetKeywordData
0x00A5D160 Message Show
0x00A5CE50 Message ShowAsHelpMessage
0x00A5D040 Message ResetHelpMessage
0x00A5D760 MusicType Add
0x00A5D760 MusicType Remove
0x00A5EA50 VisualEffect Play
0x00A5EBF0 VisualEffect Stop
0x00A5F2C0 Scene ForceStart
0x00A5F390 Scene GetOwningQuest
0x00A5F460 Scene IsActionComplete
0x00A5F580 Scene IsPlaying
0x00A5F2C0 Scene Start
0x00A5F2C0 Scene Stop
0x00A5FAD0 ShaderParticleGeometry Apply
0x00A5FAD0 ShaderParticleGeometry Remove
0x00A601B0 SoundCategory Pause
0x00A601B0 SoundCategory UnPause
0x00A601B0 SoundCategory Mute
0x00A601B0 SoundCategory UnMute
0x00A60280 SoundCategory SetVolume
0x00A60280 SoundCategory SetFrequency
0x00A634A0 MagicEffect GetAssociatedSkill
0x00A6FCD0 EffectShader Play
0x00A6FE30 EffectShader Stop
0x00A713B0 Faction CanPayCrimeGold
0x00A71480 Faction GetCrimeGold
0x00A71480 Faction GetCrimeGoldNonViolent
0x00A71480 Faction GetCrimeGoldViolent
0x00A71480 Faction GetInfamy
0x00A71480 Faction GetInfamyNonViolent
0x00A71480 Faction GetInfamyViolent
0x00A71550 Faction GetReaction
0x00A71480 Faction GetStolenItemValueCrime
0x00A71480 Faction GetStolenItemValueNoCrime
0x00A71670 Faction IsFactionInCrimeGroup
0x00A713B0 Faction IsPlayerExpelled
0x00A71790 Faction ModCrimeGold
0x00A718E0 Faction ModReaction
0x00A71A30 Faction PlayerPayCrimeGold
0x00A71B80 Faction SendAssaultAlarm
0x00A72110 Faction SendPlayerToJail
0x00A71D30 Faction SetAlly
0x00A71ED0 Faction SetCrimeGold
0x00A71ED0 Faction SetCrimeGoldViolent
0x00A71D30 Faction SetEnemy
0x00A71FF0 Faction SetPlayerEnemy
0x00A71FF0 Faction SetPlayerExpelled
0x00A718E0 Faction SetReaction
0x00A74890 GlobalVariable GetValue
0x00A74960 GlobalVariable SetValue
0x00A74FC0 ImageSpaceModifier Apply
0x00A74FC0 ImageSpaceModifier ApplyCrossFade
0x00A750E0 ImageSpaceModifier PopTo
0x00A75240 ImageSpaceModifier Remove
0x00A69C00 ImageSpaceModifier RemoveCrossFade
0x00A75850 LeveledActor AddForm
0x00A759A0 LeveledActor Revert
0x00A75E60 LeveledItem AddForm
0x00A76000 LeveledItem Revert
0x00A764C0 LeveledSpell AddForm
0x00A76610 LeveledSpell Revert
0x00A76F90 ActorBase GetClass
0x00A77060 ActorBase GetDeadCount
0x00A77130 ActorBase GetGiftFilter
0x00A77200 ActorBase GetRace
0x00A77060 ActorBase Getsix
0x00A772D0 ActorBase IsEssential
0x00A772D0 ActorBase IsInvulnerable
0x00A772D0 ActorBase IsProtected
0x00A772D0 ActorBase IsUnique
0x00A773A0 ActorBase SetEssential
0x00A773A0 ActorBase SetInvulnerable
0x00A773A0 ActorBase SetProtected
0x00A774C0 ActorBase SetOutfit
0x00A787A0 Cell GetActorOwner
0x00A78870 Cell GetFactionOwner
0x00A78940 Cell IsAttached
0x00A78940 Cell IsInterior
0x00A78A10 Cell Reset
0x00A78AE0 Cell SetActorOwner
0x00A78C00 Cell SetFactionOwner
0x00A78D20 Cell SetFogColor
0x00A78FB0 Cell SetFogPlanes
0x00A79110 Cell SetFogPower
0x00A79230 Cell SetPublic
0x00A85F10 ObjectReference Activate
0x00A86060 ObjectReference AddInventoryEventFilter
0x00A86180 ObjectReference TetherToHorse
0x00A862A0 ObjectReference AddDependentAnimatedObjectReference
0x00A8B480 ObjectReference AddItem
0x00A864C0 ObjectReference AddToMap
0x00A8B580 ObjectReference ApplyHavokImpulse
0x00A864C0 ObjectReference BlockActivation
0x00A86710 ObjectReference CalculateEncounterLevel
0x00A86830 ObjectReference CanFastTravelToMarker
0x00A86900 ObjectReference ClearDestruction
0x00A869D0 ObjectReference CreateDetectionEvent
0x00A8B6B0 ObjectReference DamageObject
0x00A86830 ObjectReference Delete
0x00A86CB0 ObjectReference Disable
0x00A864C0 ObjectReference DisableNoWait
0x00A8B760 ObjectReference DropObject
0x00A86CB0 ObjectReference Enable
0x00A864C0 ObjectReference EnableFastTravel
0x00A864C0 ObjectReference EnableNoWait
0x00A86830 ObjectReference ForceAddRagdollToWorld
0x00A86830 ObjectReference ForceRemoveRagdollFromWorld
0x00A86EB0 ObjectReference GetActorOwner
0x00A86F80 ObjectReference GetAngleX
0x00A86F80 ObjectReference GetAngleY
0x00A86F80 ObjectReference GetAngleZ
0x00A87050 ObjectReference GetAnimationVariableBool
0x00A87170 ObjectReference GetAnimationVariableInt
0x00A87290 ObjectReference GetAnimationVariableFloat
0x00A873B0 ObjectReference GetBaseObject
0x00A87480 ObjectReference GetCurrentDestructionStage
0x00A87500 ObjectReference GetCurrentLocation
0x00A875D0 ObjectReference GetCurrentScene
0x00A876A0 ObjectReference GetDistance
0x00A87500 ObjectReference GetEditorLocation
0x00A877C0 ObjectReference GetFactionOwner
0x00A876A0 ObjectReference GetHeadingAngle
0x00A86F80 ObjectReference GetHeight
0x00A87890 ObjectReference GetItemCount
0x00A86F80 ObjectReference GetItemHealthPercent
0x00A879B0 ObjectReference GetKey
0x00A86F80 ObjectReference GetLength
0x00A87A80 ObjectReference GetLinkedRef
0x00A87480 ObjectReference GetLockLevel
0x00A86F80 ObjectReference GetMass
0x00A87BA0 ObjectReference GetNthLinkedRef
0x00A87CC0 ObjectReference GetOpenState
0x00A87D90 ObjectReference GetParentCell
0x00A86F80 ObjectReference GetPositionX
0x00A86F80 ObjectReference GetPositionY
0x00A86F80 ObjectReference GetPositionZ
0x00A86F80 ObjectReference GetScale
0x00A87CC0 ObjectReference GetTriggerObjectCount
0x00A87E60 ObjectReference GetVoiceType
0x00A86F80 ObjectReference GetWidth
0x00A87F30 ObjectReference GetWorldSpace
0x00A88000 ObjectReference HasEffectKeyword
0x00A87050 ObjectReference HasNode
0x00A88120 ObjectReference HasRefType
0x00A864C0 ObjectReference IgnoreFriendlyHits
0x00A86900 ObjectReference InterruptCast
0x00A86830 ObjectReference Is3DLoaded
0x00A862A0 ObjectReference IsActivateChild
0x00A86830 ObjectReference IsActivationBlocked
0x00A86830 ObjectReference IsDisabled
0x00A86CB0 ObjectReference IsFurnitureInUse
0x00A88240 ObjectReference IsFurnitureMarkerInUse
0x00A86830 ObjectReference IsIgnoringFriendlyHits
0x00A86830 ObjectReference IsInDialogueWithPlayer
0x00A86830 ObjectReference IsLockBroken
0x00A86830 ObjectReference IsLocked
0x00A86830 ObjectReference IsMapMarkerVisible
0x00A88390 ObjectReference KnockAreaEffect
0x00A884F0 ObjectReference Lock
0x00A8B830 ObjectReference MoveTo
0x00A862A0 ObjectReference MoveToInteractionLocation
0x00A86830 ObjectReference MoveToMyEditorLocation
0x00A8B990 ObjectReference MoveToNode
0x00A888C0 ObjectReference PlaceAtMe
0x00A88AB0 ObjectReference PlaceActorAtMe
0x00A87050 ObjectReference PlayAnimation
0x00A8BA60 ObjectReference PlayAnimationAndWait
0x00A88D30 ObjectReference PlayGamebryoAnimation
0x00A88ED0 ObjectReference PlayImpactEffect
0x00A891F0 ObjectReference PlaySyncedAnimationSS
0x00A8BB30 ObjectReference PlaySyncedAnimationAndWaitSS
0x00A894D0 ObjectReference PlayTerrainEffect
0x00A89620 ObjectReference ProcessTrapHit
0x00A89A30 ObjectReference PushActorAway
0x00A86900 ObjectReference RemoveAllInventoryEventFilters
0x00A89B90 ObjectReference RemoveAllItems
0x00A862A0 ObjectReference RemoveDependentAnimatedObjectReference
0x00A86060 ObjectReference RemoveInventoryEventFilter
0x00A89D30 ObjectReference RemoveItem
0x00A862A0 ObjectReference Reset
0x00A89F20 ObjectReference Say
0x00A8A0C0 ObjectReference SendStealAlarm
0x00A8A0C0 ObjectReference SetActorCause
0x00A8A1E0 ObjectReference SetActorOwner
0x00A8BC90 ObjectReference SetAngle
0x00A8A410 ObjectReference SetAnimationVariableBool
0x00A8A560 ObjectReference SetAnimationVariableInt
0x00A8A6B0 ObjectReference SetAnimationVariableFloat
0x00A864C0 ObjectReference SetDestroyed
0x00A8B6B0 ObjectReference SetScale
0x00A8A810 ObjectReference SetFactionOwner
0x00A8A930 ObjectReference SetLockLevel
0x00A88240 ObjectReference SetMotionType
0x00A864C0 ObjectReference SetNoFavorAllowed
0x00A864C0 ObjectReference SetOpen
0x00A8BC90 ObjectReference SetPosition
0x00A8AAB0 ObjectReference TranslateTo
0x00A8ADE0 ObjectReference SplineTranslateTo
0x00A8B160 ObjectReference SplineTranslateToRefNode
0x00A86900 ObjectReference StopTranslation
0x00A87050 ObjectReference WaitForAnimationEvent
0x00A90510 Weapon Fire
0x00A90BC0 Package GetOwningQuest
0x00A90C90 Package GetTemplate
0x00A92230 Quest CompleteAllObjectives
0x00A92230 Quest CompleteQuest
0x00A92230 Quest FailAllObjectives
0x00A92300 Quest GetAlias
0x00A92420 Quest GetCurrentStageID
0x00A924F0 Quest IsActive
0x00A924F0 Quest IsCompleted
0x00A925C0 Quest IsObjectiveCompleted
0x00A925C0 Quest IsObjectiveDisplayed
0x00A925C0 Quest IsObjectiveFailed
0x00A924F0 Quest IsRunning
0x00A925C0 Quest IsStageDone
0x00A924F0 Quest IsStarting
0x00A924F0 Quest IsStopping
0x00A924F0 Quest IsStopped
0x00A92230 Quest Reset
0x00A926E0 Quest SetActive
0x00A925C0 Quest SetCurrentStageID
0x00A92860 Quest SetObjectiveCompleted
0x00A929B0 Quest SetObjectiveDisplayed
0x00A92860 Quest SetObjectiveFailed
0x00A924F0 Quest Start
0x00A92230 Quest Stop
0x00A92BB0 Quest UpdateCurrentInstanceGlobal
0x00A93AB0 Sound Play
0x00A93E60 Sound PlayAndWait
0x00A6A1A0 Sound StopInstance
0x00A93CA0 Sound SetInstanceVolume
0x00A94300 Topic Add
0x00A94520 TopicInfo GetOwningQuest
0x00A4FB80 Actor AddPerk
0x00A4FCA0 Actor AddShout
0x00A4FDC0 Actor AddSpell
0x00A4FF50 Actor AllowBleedoutDialogue
0x00A4FF50 Actor AllowPCDialogue
0x00A50070 Actor AttachAshPile
0x00A50190 Actor ClearArrested
0x00A50190 Actor ClearExtraArrows
0x00A50190 Actor ClearKeepOffsetFromActor
0x00A50190 Actor ClearLookAt
0x00A50260 Actor DamageActorValue
0x00A50190 Actor DispelAllSpells
0x00A503C0 Actor DispelSpell
0x00A504E0 Actor DoCombatSpellApply
0x00A4FF50 Actor EnableAI
0x00A50630 Actor EquipItem
0x00A507D0 Actor EquipShout
0x00A508F0 Actor EquipSpell
0x00A50190 Actor EvaluatePackage
0x00A50260 Actor ForceActorValue
0x00A50AC0 Actor GetActorValue
0x00A50AC0 Actor GetActorValuePercentage
0x00A50AC0 Actor GetBaseActorValue
0x00A50BE0 Actor GetBribeAmount
0x00A50C60 Actor GetCrimeFaction
0x00A50BE0 Actor GetCombatState
0x00A50D30 Actor GetCombatTarget
0x00A50E00 Actor GetCurrentPackage
0x00A50D30 Actor GetDialogueTarget
0x00A50ED0 Actor GetEquippedShout
0x00A50FA0 Actor GetEquippedSpell
0x00A510C0 Actor GetEquippedWeapon
0x00A511E0 Actor GetEquippedShield
0x00A512B0 Actor GetEquippedItemType
0x00A513D0 Actor GetFactionRank
0x00A514F0 Actor GetFactionReaction
0x00A50BE0 Actor GetFlyingState
0x00A51610 Actor GetGoldAmount
0x00A51610 Actor GetHighestRelationshipRank
0x00A50D30 Actor GetKiller
0x00A516E0 Actor GetForcedLandingMarker
0x00A50BE0 Actor GetLevel
0x00A517B0 Actor GetLeveledActorBase
0x00A51880 Actor GetLightLevel
0x00A51610 Actor GetLowestRelationshipRank
0x00A51950 Actor GetNoBleedoutRecovery
0x00A51950 Actor GetPlayerControls
0x00A51A20 Actor GetRace
0x00A51AF0 Actor GetRelationshipRank
0x00A50BE0 Actor GetSitState
0x00A50BE0 Actor GetSleepState
0x00A51880 Actor GetVoiceRecoveryTime
0x00A51BA0 Actor HasAssociation
0x00A51CF0 Actor HasFamilyRelationship
0x00A51E10 Actor HasLOS
0x00A51F30 Actor HasMagicEffect
0x00A52050 Actor HasMagicEffectWithKeyword
0x00A51CF0 Actor HasParentRelationship
0x00A52170 Actor HasPerk
0x00A52290 Actor HasSpell
0x00A51950 Actor IsAlarmed
0x00A51950 Actor IsAlerted
0x00A51950 Actor IsAllowedToFly
0x00A51950 Actor IsArrested
0x00A51950 Actor IsArrestingTarget
0x00A51950 Actor IsBleedingOut
0x00A51950 Actor IsBribed
0x00A51950 Actor IsChild
0x00A51950 Actor IsCommandedActor
0x00A51950 Actor IsDead
0x00A51CF0 Actor IsDetectedBy
0x00A51950 Actor IsDoingFavor
0x00A52290 Actor IsEquipped
0x00A51950 Actor IsEssential
0x00A51950 Actor IsFlying
0x00A51950 Actor IsGhost
0x00A51950 Actor IsGuard
0x00A51CF0 Actor IsHostileToActor
0x00A51950 Actor IsInCombat
0x00A523B0 Actor IsInFaction
0x00A51950 Actor IsInKillMove
0x00A51950 Actor IsIntimidated
0x00A51950 Actor IsPlayersLastRiddenHorse
0x00A51950 Actor IsPlayerTeammate
0x00A51950 Actor IsRunning
0x00A51950 Actor IsSneaking
0x00A51950 Actor IsSprinting
0x00A51950 Actor IsTrespassing
0x00A51950 Actor IsUnconscious
0x00A51950 Actor IsWeaponDrawn
0x00A524D0 Actor KeepOffsetFromActor
0x00A52850 Actor KillSilent
0x00A52850 Actor Kill
0x00A50260 Actor ModActorValue
0x00A52970 Actor ModFactionRank
0x00A51950 Actor MoveToPackageLocation
0x00A4FF50 Actor OpenInventory
0x00A53DB0 Actor PathToReference
0x00A52C60 Actor PlayIdle
0x00A52D80 Actor PlayIdleWithTarget
0x00A52ED0 Actor PlaySubGraphAnimation
0x00A52FF0 Actor RemoveFromFaction
0x00A50190 Actor RemoveFromAllFactions
0x00A4FB80 Actor RemovePerk
0x00A4FCA0 Actor RemoveShout
0x00A503C0 Actor RemoveSpell
0x00A50190 Actor ResetHealthAndLimbs
0x00A51950 Actor Resurrect
0x00A50260 Actor RestoreActorValue
0x00A50190 Actor SendAssaultAlarm
0x00A52850 Actor SendTrespassAlarm
0x00A50260 Actor SetActorValue
0x00A4FF50 Actor SetAlert
0x00A4FF50 Actor SetAllowFlying
0x00A53110 Actor SetAlpha
0x00A4FF50 Actor SetAttackActorOnSight
0x00A4FF50 Actor SetBribed
0x00A52FF0 Actor SetCrimeFaction
0x00A53270 Actor SetCriticalStage
0x00A4FF50 Actor SetDoingFavor
0x00A52970 Actor SetFactionRank
0x00A4FF50 Actor SetGhost
0x00A4FF50 Actor SetHeadTracking
0x00A53390 Actor SetForcedLandingMarker
0x00A4FF50 Actor SetIntimidated
0x00A534B0 Actor SetLookAt
0x00A4FF50 Actor SetNoBleedoutRecovery
0x00A4FF50 Actor SetNotShowOnStealthMeter
0x00A53600 Actor SetOutfit
0x00A4FF50 Actor SetPlayerControls
0x00A50190 Actor SetPlayerResistingArrest
0x00A53750 Actor SetPlayerTeammate
0x00A538A0 Actor SetRace
0x00A539C0 Actor SetRelationshipRank
0x00A4FF50 Actor SetRestrained
0x00A4FF50 Actor SetUnconscious
0x00A53390 Actor SetVehicle
0x00A53B10 Actor SetVoiceRecoveryTime
0x00A50190 Actor ShowBarterMenu
0x00A53E80 Actor ShowGiftMenu
0x00A52850 Actor StartCannibal
0x00A52850 Actor StartCombat
0x00A52850 Actor StartVampireFeed
0x00A50190 Actor StopCombat
0x00A50190 Actor StopCombatAlarm
0x00A51CF0 Actor TrapSoul
0x00A50190 Actor UnequipAll
0x00A50630 Actor UnequipItem
0x00A507D0 Actor UnequipShout
0x00A508F0 Actor UnequipSpell
0x00A50190 Actor UnlockOwnedDoorsInCell
0x00A51950 Actor WillIntimidateSucceed
0x00A52050 Actor WornHasKeyword
0x00A590D0 Alias GetOwningQuest
0x00A591A0 Alias RegisterForAnimationEvent
0x00A592F0 Alias RegisterForLOS
0x00A592F0 Alias RegisterForSingleLOSGain
0x00A592F0 Alias RegisterForSingleLOSLost
0x00A59440 Alias RegisterForSingleUpdate
0x00A59440 Alias RegisterForSingleUpdateGameTime
0x00A59560 Alias RegisterForSleep
0x00A59560 Alias RegisterForTrackedStatsEvent
0x00A59440 Alias RegisterForUpdate
0x00A59440 Alias RegisterForUpdateGameTime
0x00A59560 Alias StartObjectProfiling
0x00A59560 Alias StopObjectProfiling
0x00A59630 Alias UnregisterForAnimationEvent
0x00A592F0 Alias UnregisterForLOS
0x00A59560 Alias UnregisterForSleep
0x00A59560 Alias UnregisterForTrackedStatsEvent
0x00A59560 Alias UnregisterForUpdate
0x00A59560 Alias UnregisterForUpdateGameTime
0x00A5E0C0 ReferenceAlias AddInventoryEventFilter
0x00A5E1E0 ReferenceAlias Clear
0x00A5E2B0 ReferenceAlias GetReference
0x00A5E380 ReferenceAlias ForceRefTo
0x00A5E1E0 ReferenceAlias RemoveAllInventoryEventFilters
0x00A5E0C0 ReferenceAlias RemoveInventoryEventFilter
0x00A5AA70 LocationAlias Clear
0x00A5AB40 LocationAlias GetLocation
0x00A5AC10 LocationAlias ForceLocationTo
0x00A6C2E0 FormList AddForm
0x00A6C2E0 FormList RemoveAddedForm
0x00A6C400 FormList GetAt
0x00A6C520 FormList GetSize
0x00A6C5F0 FormList HasForm
0x00A6C710 FormList Revert
0x00A6F5C0 Spell Cast
0x00A6F690 Spell RemoteCast
0x00A6F4F0 Spell IsHostile
0x00A6E050 Scroll Cast
0x00A45E50 ActiveMagicEffect AddInventoryEventFilter
0x00A45F80 ActiveMagicEffect Dispel
0x00A46050 ActiveMagicEffect GetBaseObject
0x00A46120 ActiveMagicEffect GetCasterActor
0x00A46120 ActiveMagicEffect GetTargetActor
0x00A461F0 ActiveMagicEffect RegisterForAnimationEvent
0x00A463B0 ActiveMagicEffect RegisterForLOS
0x00A463B0 ActiveMagicEffect RegisterForSingleLOSGain
0x00A463B0 ActiveMagicEffect RegisterForSingleLOSLost
0x00A46500 ActiveMagicEffect RegisterForSingleUpdate
0x00A46500 ActiveMagicEffect RegisterForSingleUpdateGameTime
0x00A45F80 ActiveMagicEffect RegisterForSleep
0x00A45F80 ActiveMagicEffect RegisterForTrackedStatsEvent
0x00A46500 ActiveMagicEffect RegisterForUpdate
0x00A46500 ActiveMagicEffect RegisterForUpdateGameTime
0x00A45F80 ActiveMagicEffect RemoveAllInventoryEventFilters
0x00A45E50 ActiveMagicEffect RemoveInventoryEventFilter
0x00A45F80 ActiveMagicEffect StartObjectProfiling
0x00A45F80 ActiveMagicEffect StopObjectProfiling
0x00A46670 ActiveMagicEffect UnregisterForAnimationEvent
0x00A463B0 ActiveMagicEffect UnregisterForLOS
0x00A45F80 ActiveMagicEffect UnregisterForSleep
0x00A45F80 ActiveMagicEffect UnregisterForTrackedStatsEvent
0x00A45F80 ActiveMagicEffect UnregisterForUpdate
0x00A45F80 ActiveMagicEffect UnregisterForUpdateGameTime
0x00A62620 Weather ReleaseOverride
0x00A94CB0 Weather GetCurrentWeather
0x00A94CB0 Weather GetOutgoingWeather
0x00A693C0 Weather GetCurrentWeatherTransition
0x00A94D80 Weather GetSkyMode
0x00A94E50 Weather FindWeather
0x00A94F70 Weather ForceActive
0x00A95090 Weather SetActive
0x00A951E0 Weather GetClassification
0x00A6B8D0 Ingredient IsHostile
0x00A6B9A0 Ingredient LearnEffect
0x00A6BAC0 Ingredient LearnNextEffect
0x00A6BB90 Ingredient LearnAllEffects
0x00A57B70 Potion IsHostile
0x00A63650 Enchantment IsHostile
Dl http://alexander.sannybuilder.com/Files/tes/nativeregaddr_nativeclass_nativename.txt

Native registration func variations
Spoiler
native ref func addr | game class , ret type , params ...
oups , post is too long , follow the dl link
Dl http://alexander.sannybuilder.com/Files/tes/nativeregaddr_nativeparams.txt

Thank you very much !
But do these lists should contain all the Skyrim scripting functions ? Cause I don't see some functions that are working from the Skyrim console like : GetWindSpeed, IsPleasant, IsCloudy, IsRaining, IsSnowing, etc...
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed May 16, 2012 9:26 am

Thanatos00
My list is related to natives only , so it is complete for current scripting engine . Natives are some sort of the script class methods with internal engine realization . All console stuff is kinda other part of the engine which isn't using in scripts , so scripts has no access to console-style funcs .
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

PreviousNext

Return to V - Skyrim