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https://en.uesp.net/wiki/Tes3Mod:PlayGroup
Tes3Mod:PlayGroup
{{Morrowind Modding Functions Trail}} '''PlayGroup''' <pre> PlayGroup, GroupName, [Flags] Where: GroupName = Animation group to play. Flags = Optional parameter indicating when the animation should start. 0 = Normal, the current animation will finish it's full cycle, and the new animation will start from its beginning. 1 = Immediate Start, the current animation will stop regardless of the frame it is on, and the new animation will start from its beginning. 2 = Immediate Loop, the current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle. Type: Animation Returns: none Example: PlayGroup, Idle2 "taren andoren"-&gt;PlayGroup, Idle, 0 "Black Dart Malar"-&gt;PlayGroup "Death1" Scripts: AzuraEnd rockSlide drowned </pre> Plays the animation group defined by GroupName. Optional flags can be used to start the group in different ways. The various group names can be found by viewing the animation menu options in the Character menu in the Construction Set or [[Morrowind Mod:Animation Groups|Animation Groups]] on this site. See Also: [[Morrowind Mod:LoopGroup|LoopGroup]], [[Morrowind Mod:Animation Groups|Animation Groups]]
2,307,427
2021-01-07T23:46:19Z
HoodBot
PlayGroup Plays the animation group defined by GroupName. Optional flags can be used to start the group in different ways. The various group names can be found by viewing the animation menu options in the Character menu in the Construction Set or Animation Groups on this site. See Also: LoopGroup, Animation Groups
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https://en.uesp.net/wiki/Tes3Mod:LoopGroup
Tes3Mod:LoopGroup
{{Morrowind Modding Functions Trail}} '''LoopGroup''' <pre> Loopgroup, GroupName, Number, [Flags] Where: GroupName = Animation group to play. Number = The number of times to play the animation. Flags = Optional parameter indicating when the animation should start. 0 = Normal, the current animation will finish it's full cycle, and the new animation will start from its beginning. 1 = Immediate Start, the current animation will stop regardless of the frame it is on, and the new animation will start from its beginning. 2 = Immediate Loop, the current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle. Type: Animation Returns: none Example: LoopGroup, Idle3, 5 Scripts: OutsideBanner sotha_machine1 </pre> Plays the animation group defined by GroupName the number of times specified. Optional flags can be used to start the group in different ways. The various group names for NPCs can be found by viewing the animation menu options in the Character menu in the Construction Set or [[Morrowind Mod:Animation Groups|Animation Groups]] on this site. See Also: [[Morrowind Mod:PlayGroup|PlayGroup]], [[Morrowind Mod:Animation Groups|Animation Groups]]
2,307,245
2021-01-07T23:44:51Z
HoodBot
LoopGroup Plays the animation group defined by GroupName the number of times specified. Optional flags can be used to start the group in different ways. The various group names for NPCs can be found by viewing the animation menu options in the Character menu in the Construction Set or Animation Groups on this site. See Also: PlayGroup, Animation Groups
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https://en.uesp.net/wiki/Tes3Mod:LowerRank
Tes3Mod:LowerRank
{{Morrowind Modding Functions Trail}} '''LowerRank''' <pre> LowerRank Type: Faction Returns: none Example: LowerRank player-&gt;LowerRank "tedryn brenur"-&gt;LowerRank Scripts: Not Used, only used in dialogue? </pre> Lowers the object's rank in its current faction. See Also: [[Morrowind Mod:RaiseRank|RaiseRank]], [[Morrowind Mod:PCLowerRank|PCLowerRank]]
2,307,246
2021-01-07T23:44:52Z
HoodBot
LowerRank Lowers the object's rank in its current faction. See Also: RaiseRank, PCLowerRank
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https://en.uesp.net/wiki/Tes3Mod:Short
Tes3Mod:Short
{{Morrowind Modding Functions Trail}} '''Short''' <pre> Short Type: System Example: short LocalVar Scripts: </pre> This is one of the three types of the scripting language. Short variables are signed and can range from -32,768 to 32,767. Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore. See Also: [[Morrowind Mod:Float|Float]], [[Morrowind Mod:Long|Long]]
2,307,542
2021-01-07T23:47:11Z
HoodBot
Short This is one of the three types of the scripting language. Short variables are signed and can range from -32,768 to 32,767. Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore. See Also: Float, Long
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https://en.uesp.net/wiki/Tes3Mod:Float
Tes3Mod:Float
{{Morrowind Modding Functions Trail}} '''Float''' <pre> Float Type: System Example: float LocalVar Scripts: </pre> This is the largest and one of the three types of the scripting language. Float variables can range from 3.4e+38 to 3.4e-38 and has 7 digits of precision. Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore. See Also: [[Morrowind Mod:Long|Long]], [[Morrowind Mod:Short|Short]]
2,307,101
2021-01-07T23:43:50Z
HoodBot
Float This is the largest and one of the three types of the scripting language. Float variables can range from 3.4e+38 to 3.4e-38 and has 7 digits of precision. Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore. See Also: Long, Short
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https://en.uesp.net/wiki/Tes3Mod:PCLowerRank
Tes3Mod:PCLowerRank
{{Morrowind Modding Functions Trail}} '''PCLowerRank''' <pre> PCLowerRank, [FactionID] Where: FactionID = Optional faction for the player to join. Type: Faction Returns: none Example: PCLowerRank, "Mages Guild" PCLowerRank, Nerevarine PCLowerRank (uses the caller's faction) Scripts: Not Used </pre> Lowers the player's rank in the given faction. See Also: [[Morrowind Mod:LowerRank|LowerRank]], [[Morrowind Mod:PCJoinFaction|PCJoinFaction]], [[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
2,307,419
2021-01-07T23:46:16Z
HoodBot
PCLowerRank Lowers the player's rank in the given faction. See Also: LowerRank, PCJoinFaction, PCRaiseRank
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https://en.uesp.net/wiki/Tes3Mod:RaiseRank
Tes3Mod:RaiseRank
{{Morrowind Modding Functions Trail}} '''RaiseRank''' <pre> RaiseRank Type: Faction Returns: none Example: RaiseRank player-&gt;RaiseRank "tedryn brenur"-&gt;RaiseRank Scripts: Not Used, only used in dialogue? </pre> Raises the object's rank in its current faction. See Also: [[Morrowind Mod:LowerRank|LowerRank]], [[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
2,307,441
2021-01-07T23:46:24Z
HoodBot
RaiseRank Raises the object's rank in its current faction. See Also: LowerRank, PCRaiseRank
122
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https://en.uesp.net/wiki/Tes3Mod:PCRaiseRank
Tes3Mod:PCRaiseRank
{{Morrowind Modding Functions Trail}} '''PCRaiseRank''' <pre> PCRaiseRank, [FactionID] Where: FactionID = Optional faction for the player to join. Type: Faction Returns: none Example: PCRaiseRank, "Mages Guild" PCRaiseRank, Nerevarine PCRaiseRank (uses the caller's faction) Scripts: sjoringScript </pre> Raises the player's rank in the given faction. If the player is not a member of the faction, the player is joined and their rank set to 1. See Also: [[Morrowind Mod:PCJoinFaction|PCJoinFaction]], [[Morrowind Mod:PCLowerRank|PCLowerRank]], [[Morrowind Mod:RaiseRank|RaiseRank]]
2,307,420
2021-01-07T23:46:16Z
HoodBot
PCRaiseRank Raises the player's rank in the given faction. If the player is not a member of the faction, the player is joined and their rank set to 1. See Also: PCJoinFaction, PCLowerRank, RaiseRank
122
1,502
https://en.uesp.net/wiki/Tes3Mod:PCJoinFaction
Tes3Mod:PCJoinFaction
{{Morrowind Modding Functions Trail}} '''PCJoinFaction''' <pre> PCJoinFaction, [FactionID] Where: FactionID = Optional faction for the player to join. Type: Faction Returns: none Example: PCJoinFaction, "Mages Guild" PCJoinFaction, Nerevarine PCJoinFaction (uses the caller's faction) Scripts: MoonAndStar </pre> Joins the player to the given (or the caller's) faction. See Also: [[Morrowind Mod:PCLowerRank|PCLowerRank]], [[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
2,307,418
2021-01-07T23:46:16Z
HoodBot
PCJoinFaction Joins the player to the given (or the caller's) faction. See Also: PCLowerRank, PCRaiseRank
122
1,503
https://en.uesp.net/wiki/Tes3Mod:MenuMode
Tes3Mod:MenuMode
{{Morrowind Modding Functions Trail}} '''MenuMode''' <pre> MenuMode Type: Misc Returns: short Example: if ( MenuMode == 1 ) Scripts: anoScript AzuraEnd </pre> Returns 1 if the player is currently in menu mode (i.e., has any inventory/magic menus open thus pausing the game). It is a good idea to separate your script logic into processing of commands in and out of menumode. Certain actions like using items are done when in menu mode.
531,822
2010-01-30T09:59:09Z
RoBoT
MenuMode Returns 1 if the player is currently in menu mode (i.e., has any inventory/magic menus open thus pausing the game). It is a good idea to separate your script logic into processing of commands in and out of menumode. Certain actions like using items are done when in menu mode.
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https://en.uesp.net/wiki/Tes3Mod:MenuTest
Tes3Mod:MenuTest
{{Morrowind Modding Functions Trail}} '''MenuTest''' <pre> MenuTest, short_enum Type: Console/script, Undocumented Returns: none Example: if ( OnPCEquip == 1 ) set OnPCEquip to 0 coc Balmora MenuTest endif Scripts: </pre> When called, MenuTest closes certain types of inventory menus, including Player, NPC and containers. It doesn't work for dialogue, enchanting, alchemy, spell or armorer menus. It works from the console as well as from a script. It also takes parameters: menutest or menutest 0: for closing menu menutest 3: open stats menu or focus on it menutest 4: open inventory menu or focus on it menutest 5: open spell menu or focus on it menutest 6: open map menu or focus on it menutest 9: logs the unique identifier and text labels of every piece of the user interface{{Ref|While this is designed to log the unique identifier and text labels of every piece of the user interface, it only works in debug builds. The debug logging function is empty in the retail version, so nothing actually happens. There is a long pause because it waits 1ms between each item. See [http://forums.bethsoft.com/topic/1543348-repairing-the-cogs-of-morrowind-34-mcp/page-2#entry24536646 Hrnchamd's post] describing this feature.}} for menutest 3,4,5,6, it's like clicking on the upper right button of the menu. {{Reflist}}
1,845,436
2018-09-23T02:17:26Z
HotnBOThered
MenuTest When called, MenuTest closes certain types of inventory menus, including Player, NPC and containers. It doesn't work for dialogue, enchanting, alchemy, spell or armorer menus. It works from the console as well as from a script. It also takes parameters: menutest or menutest 0: for closing menu menutest 3: open stats menu or focus on it menutest 4: open inventory menu or focus on it menutest 5: open spell menu or focus on it menutest 6: open map menu or focus on it menutest 9: logs the unique identifier and text labels of every piece of the user interface for menutest 3,4,5,6, it's like clicking on the upper right button of the menu.
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https://en.uesp.net/wiki/Tes3Mod:MessageBox
Tes3Mod:MessageBox
{{Morrowind Modding Functions Trail}} '''MessageBox''' <pre> MessageBox, "Message", [Var1], [Var2, ...], ["button1"], ["button2"], ... Where: Message = String message to display Var1, 2, ... = Optional variables to insert into message Button1, ... = Optional button texts for displaying choices Type: Misc Returns: none Example: Scripts: </pre> The MessageBox function has two main abilities, to display simple text messages to the player at the bottom of the screen and to display a list of choices to the player. To display a message use the function like the following: <pre> MessageBox, "This is a simple message" ; Simple text message MessageBox, "GameHour = %.2f", GameHour ; Display a float value with 2 decimal points MessageBox, "Long/Short = %G", 101 ; Display a short/long value, not %D as in the help file! MessageBox, "String = %S", "SomeString" ; Display a string value, kinda useless, might not work </pre> Use the optional variables to display numbers/strings in the message text. When displaying float values you must specify the number of decimals places to use. You can also use the %.0f format to display short/long variables. Although the help file only shows 1 or 2 optional variables, there can be more than 2. To display a list of choices to the user, use the format: <pre> MessageBox, "Press ok to continue...", "Ok" ; One choice MessageBox, "What is your answer?", "Yes", "No" ; Two choices MessageBox, "Choose a number", "1", "2", "3", "4", "5" ; Five choices </pre> There are also a number of special strings which can be used within the MessageBox string. They all begin with the ^ and not the % character as written in the help file: <pre> ^PCName The player's name. ^PCClass The player's class. ^PCRace The player's race. ^PCRank The player's rank in the speaker's faction. ^NextPCRank The player's next rank in the speaker's faction. ^Cell The cell the player is currently in. ^Global Any global variable value (ex: ^Day). Floats display with 1 decimal. </pre> To return the user's choice, use the GetButtonPressed function, for example: <pre> begin TestMessageScript short MessageOn short Button ; Display message when the player activates the object if ( OnActivate == 1 ) set MessageOn to 1 endif ; Display the choices to the user if ( messageOn == 1 ) MessageBox, "Do you wish to drink from the Bitter Cup or to pick it up?", "Drink", "Pick it up" Set messageOn to 2 endif if ( messageOn == 2 ) set Button to GetButtonPressed if ( Button == -1 ) ; Nothing return; endif if ( Button == 0 ) ; drink it Disable player-&gt;ModStrength, 20 Set MessageOn to 0 return endif if ( Button == 1 ) ; pick it up Activate Set MessageOn to 0 return endif endif end </pre> Use a similar setup for asking the user other choices. If you pop up a message box with an 'ok' button when a saved game is loaded immediately after running Morrowind, you won't have a mouse pointer to click on the 'ok' button to get rid of the message box. The game also keeps running while the message box is displayed; it doesn't pause as it normally does. You can right-click to get into Menu mode, and then you'll have a mouse pointer to clear the box with. This only happens the first time you load a save after running Morrowind; if you load a save from within the game, you do get a mouse pointer to click the 'ok' button with. So apparently it's some sort of initialization problem. See Also: [[Morrowind Mod:GetButtonPressed|GetButtonPressed]]
2,307,251
2021-01-07T23:44:53Z
HoodBot
MessageBox The MessageBox function has two main abilities, to display simple text messages to the player at the bottom of the screen and to display a list of choices to the player. To display a message use the function like the following: Use the optional variables to display numbers/strings in the message text. When displaying float values you must specify the number of decimals places to use. You can also use the %.0f format to display short/long variables. Although the help file only shows 1 or 2 optional variables, there can be more than 2. To display a list of choices to the user, use the format: There are also a number of special strings which can be used within the MessageBox string. They all begin with the ^ and not the % character as written in the help file: To return the user's choice, use the GetButtonPressed function, for example: Use a similar setup for asking the user other choices. If you pop up a message box with an 'ok' button when a saved game is loaded immediately after running Morrowind, you won't have a mouse pointer to click on the 'ok' button to get rid of the message box. The game also keeps running while the message box is displayed; it doesn't pause as it normally does. You can right-click to get into Menu mode, and then you'll have a mouse pointer to clear the box with. This only happens the first time you load a save after running Morrowind; if you load a save from within the game, you do get a mouse pointer to click the 'ok' button with. So apparently it's some sort of initialization problem. See Also: GetButtonPressed
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https://en.uesp.net/wiki/Tes3Mod:GetButtonPressed
Tes3Mod:GetButtonPressed
{{Morrowind Modding Functions Trail}} '''GetButtonPressed''' <pre> GetButtonPressed Type: Misc Returns: short Example: short Button set Button to GetButtonPressed Scripts: bittercup playscript </pre> Returns the user's choice from the previous MessageBox function. If the user hasn't made a choice yet the function returns -1. The first button will return a value of 0, the second 1, and so on. See Also: [[Morrowind Mod:MessageBox|MessageBox]]
2,307,125
2021-01-07T23:43:59Z
HoodBot
GetButtonPressed Returns the user's choice from the previous MessageBox function. If the user hasn't made a choice yet the function returns -1. The first button will return a value of 0, the second 1, and so on. See Also: MessageBox
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https://en.uesp.net/wiki/Tes3Mod:ModFactionReaction
Tes3Mod:ModFactionReaction
{{Morrowind Modding Functions Trail}} '''ModFactionReaction''' <pre> ModFactionReaction, FactionID1, FactionID2, Value Where: FactionID1 = FactionID source FactionID2 = FactionID target Value = Value to modify the faction reaction by. Type: Faction Returns: none Example: ModFactionReaction, "Thieves Guild", "Temple", -2 modFactionReaction, "Redoran", "Nerevarine", 4 Scripts: MoonAndStar </pre> Modifies the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example, <pre> ModFactionReaction, "Thieves Guild", "Temple", -2 </pre> will cause all thieves guild members to increase their dislike of all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild). See Also: [[Morrowind Mod:GetFactionReaction|GetFactionReaction]], [[Morrowind Mod:SetFactionReaction|SetFactionReaction]]
2,307,306
2021-01-07T23:45:24Z
HoodBot
ModFactionReaction Modifies the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example, will cause all thieves guild members to increase their dislike of all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild). See Also: GetFactionReaction, SetFactionReaction
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https://en.uesp.net/wiki/Tes3Mod:ModRegion
Tes3Mod:ModRegion
{{Morrowind Modding Functions Trail}} '''ModRegion''' <pre> ModRegion, RegionID, Clear, Cloudy, Foggy, Overcast, Rain, Thunder, Ash, Blight, Unknown1, Unknown2 Where: RegionID = Region to change the weather in Clear = Chance of clear weather (percent, 0 to 100, float) Cloudy = Chance of cloudy weather (percent, 0 to 100, float) Foggy = Chance of fog (percent, 0 to 100, float) Overcast = Chance of overcast weather (percent, 0 to 100, float) Rain = Chance of rain (percent, 0 to 100, float) Thunder = Chance of thunder storms (percent, 0 to 100, float) Ash = Chance of ash storms (percent, 0 to 100, float) Blight = Chance of blight storms (percent, 0 to 100, float) Unknown1 = Chance of snow (percent, 0 to 100, float) (Bloodmoon) Unknown2 = Chance of blizzard (percent, 0 to 100, float) (Bloodmoon) Type: Weather Returns: none Example: ModRegion, "Weather Machine", 0, 100, 0, 0, 0, 0, 0, 0, 0, 0 ModRegion, "Red Mountain Region", 50, 50, 0, 0, 0, 0, 0, 0, 0, 0 Scripts: weatherScript Endgame </pre> Changes the weather chances for the RegionID. Used to get rid of, or add weathers to an area permanently. The values must add up to 100 or you will get odd results. Note that the last two weather types are undocumented and currently unknown but presumably are the two new snow/blizzard weather types added with Bloodmoon. See Also: [[Morrowind Mod:ChangeWeather|ChangeWeather]]
2,307,331
2021-01-07T23:45:35Z
HoodBot
ModRegion Changes the weather chances for the RegionID. Used to get rid of, or add weathers to an area permanently. The values must add up to 100 or you will get odd results. Note that the last two weather types are undocumented and currently unknown but presumably are the two new snow/blizzard weather types added with Bloodmoon. See Also: ChangeWeather
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https://en.uesp.net/wiki/Tes3Mod:ModPCFacRep
Tes3Mod:ModPCFacRep
{{Morrowind Modding Functions Trail}} '''ModPCFacRep''' <pre> ModPCFacRep, Value, [FactionID] Where: Value = Value to modify the faction reputation by. FactionID = Optional faction ID to modify. Type: Faction Returns: none Example: ModPCFacRep, 10, "Thieves Guild" ModPCFacRep, 25, "Temple" "tedryn brenur"-&gt;ModPCFacRep, -5 Scripts: MaduraFollow shrineAldDaedroth </pre> Modifies the [[Morrowind:Reputation#Faction_Reputation|reputation modifier]] for members of the specified faction towards the PC. See Also: [[Morrowind Mod:GetPCFacRep|GetPCFacRep]], [[Morrowind Mod:SetPCFacRep|SetPCFacRep]]
2,307,328
2021-01-07T23:45:33Z
HoodBot
ModPCFacRep Modifies the reputation modifier for members of the specified faction towards the PC. See Also: GetPCFacRep, SetPCFacRep
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https://en.uesp.net/wiki/Tes3Mod:MoveOneToOne
Tes3Mod:MoveOneToOne
{{Morrowind Modding Functions Trail}} '''MoveOneToOne (MOTO)''' <pre> MoveOneToOne (MOTO) Type: Console Returns: none Example: Scripts: </pre> Unknown console function that appears to have something to do with animation.
531,909
2010-01-30T10:02:19Z
RoBoT
MoveOneToOne (MOTO) Unknown console function that appears to have something to do with animation.
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1,511
https://en.uesp.net/wiki/Tes3Mod:Move
Tes3Mod:Move
{{Morrowind Modding Functions Trail}} '''Move'''<BR> '''MoveWorld''' <pre> Move, Axis, Speed MoveWorld, Axis, Speed Where: Axis = X, Y or Z Speed = Movement speed in world units per second. Type: Movement Returns: none Example: Move, X, 10 MoveWorld, Y, 12 Scripts: </pre> These functions cause the referenced object to move at the given speed. The Move function uses the object's axes while the MoveWorld always uses the world axes (positive Z is upwards). Note that the exact speed is affected slightly by the speed of the system the game is being played. Thus, where an exact final position is required it is recommended to test for distance rather than time.
531,908
2010-01-30T10:02:16Z
RoBoT
Move MoveWorld These functions cause the referenced object to move at the given speed. The Move function uses the object's axes while the MoveWorld always uses the world axes (positive Z is upwards). Note that the exact speed is affected slightly by the speed of the system the game is being played. Thus, where an exact final position is required it is recommended to test for distance rather than time.
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https://en.uesp.net/wiki/Tes3Mod:StreamMusic
Tes3Mod:StreamMusic
{{Morrowind Modding Functions Trail}} '''StreamMusic''' <pre> StreamMusic, "Filename" Where: Filename = Name of the music file to play Type: Sound Returns: none Example: StreamMusic, "conantheme.mp3" Scripts: GnisisWarpDoor GnisisEggmineDoor </pre> Plays the given music file. (Doesn't need to be mp3, wav or mid will work as well.)
532,097
2010-01-30T10:16:05Z
RoBoT
StreamMusic Plays the given music file. (Doesn't need to be mp3, wav or mid will work as well.)
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https://en.uesp.net/wiki/Tes3Mod:StopScript
Tes3Mod:StopScript
{{Morrowind Modding Functions Trail}} '''StopScript''' <pre> StopScript, ScriptName Where: ScriptName = Name of the script to stop Type: Script Returns: none Example: StopScript, CharGen Scripts: CharGen EndGame </pre> This stops a currently running global script started previously with StartScript. Using StopScript resets any local variables used by that script. A StopScript will not immediately terminate the script when it is called. Instead, the script continues executing to the End statement, and then terminates. Use the [[Morrowind Mod:Return|Return]] command to immediately stop a script for the current frame if desired. If a Tribunal Start Script is terminated with StopScript, it will start up again the next time the game is loaded. See Also: [[Morrowind Mod:ScriptRunning|ScriptRunning]], [[Morrowind Mod:StartScript|StartScript]]
2,307,553
2021-01-07T23:47:15Z
HoodBot
StopScript This stops a currently running global script started previously with StartScript. Using StopScript resets any local variables used by that script. A StopScript will not immediately terminate the script when it is called. Instead, the script continues executing to the End statement, and then terminates. Use the Return command to immediately stop a script for the current frame if desired. If a Tribunal Start Script is terminated with StopScript, it will start up again the next time the game is loaded. See Also: ScriptRunning, StartScript
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https://en.uesp.net/wiki/Tes3Mod:StopCombat
Tes3Mod:StopCombat
{{Morrowind Modding Functions Trail}} '''StopCombat''' <pre> StopCombat Type: Combat Returns: none Example: "Drores Arvel"-&gt;StopCombat StopCombat Scripts: cattleScript fightStopOrdinators </pre> The calling actor will stop attacking (whether or not they actually are currently attacking anything). Note that using this function can result in NPCs not to defend themselves or attack at all. See Also: [[Morrowind Mod:StartCombat|StartCombat]]
2,307,552
2021-01-07T23:47:15Z
HoodBot
StopCombat The calling actor will stop attacking (whether or not they actually are currently attacking anything). Note that using this function can result in NPCs not to defend themselves or attack at all. See Also: StartCombat
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https://en.uesp.net/wiki/Tes3Mod:StartScript
Tes3Mod:StartScript
{{Morrowind Modding Functions Trail}} '''StartScript''' <pre> StartScript, ScriptName Where: ScriptName = Name of the script to start Type: Script Returns: none Example: StartScript, CharGen Scripts: Main MoonAndStar </pre> This function starts a script running as a global script. It is not attached to any object, so functions like moving, rotating, checking distances and such have no bearing in a global script (which means you must specify object IDs explicitly). Note this isn't exactly true as if you start a global script it will use the calling script object by default (i.e., if you started a global script from within the NPC Bob's script, the global script would use Bob as the default object). Global scripts are good for running complex quests, checking variables, or setting timers. Each global script is run every frame so take care not to run too many at one or the game's speed will be reduced. You can target a global script using either ObjectID-&gt;StartScript, or calling StartScript from the dialogue results box. While both are true, they don't quite work as expected when used together. From the results box, ObjectID-&gt;StartScript seems to attach the script to the NPC calling the dialogue and not the referenced object. When you use a targeted global script any function call in the script will use the target object (you don't need to explicitly specify the object unless you need/want to). See Also: [[Morrowind Mod:ScriptRunning|ScriptRunning]], [[Morrowind Mod:StopScript|StopScript]]
2,307,550
2021-01-07T23:47:14Z
HoodBot
StartScript This function starts a script running as a global script. It is not attached to any object, so functions like moving, rotating, checking distances and such have no bearing in a global script (which means you must specify object IDs explicitly). Note this isn't exactly true as if you start a global script it will use the calling script object by default (i.e., if you started a global script from within the NPC Bob's script, the global script would use Bob as the default object). Global scripts are good for running complex quests, checking variables, or setting timers. Each global script is run every frame so take care not to run too many at one or the game's speed will be reduced. You can target a global script using either ObjectID-&gt;StartScript, or calling StartScript from the dialogue results box. While both are true, they don't quite work as expected when used together. From the results box, ObjectID-&gt;StartScript seems to attach the script to the NPC calling the dialogue and not the referenced object. When you use a targeted global script any function call in the script will use the target object (you don't need to explicitly specify the object unless you need/want to). See Also: ScriptRunning, StopScript
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https://en.uesp.net/wiki/Tes3Mod:ScriptRunning
Tes3Mod:ScriptRunning
{{Morrowind Modding Functions Trail}} '''ScriptRunning''' <pre> ScriptRunning, ScriptName Where: ScriptName = Name of the script to check Type: Script Returns: short Example: if ( ScriptRunning, CharGen == 1 ) Scripts: Main </pre> Returns 1 if the given script is running as a global script, or 0 otherwise. See Also: [[Morrowind Mod:StartScript|StartScript]], [[Morrowind Mod:StopScript|StopScript]]
2,307,459
2021-01-07T23:46:34Z
HoodBot
ScriptRunning Returns 1 if the given script is running as a global script, or 0 otherwise. See Also: StartScript, StopScript
122
1,517
https://en.uesp.net/wiki/Tes3Mod:Return
Tes3Mod:Return
{{Morrowind Modding Functions Trail}} '''Return''' <pre> Return Type: System Returns: none Example: return Scripts: </pre> Use this to stop processing a script before the end. This is particularly useful for long scripts that may take some time to fully process. For example: <pre> begin TestScript if ( MenuMode == 1 ) return endif ; Do stuff end </pre>
531,981
2010-01-30T10:09:50Z
RoBoT
Return Use this to stop processing a script before the end. This is particularly useful for long scripts that may take some time to fully process. For example:
122
1,518
https://en.uesp.net/wiki/Tes3Mod:StopSound
Tes3Mod:StopSound
{{Morrowind Modding Functions Trail}} '''StopSound''' <pre> StopSound, SoundID Where: SoundID = The sound to stop playing Type: Sound Returns: none Example: StopSound "Sound Test Loop" Scripts: SoundTest PlagueRock1 </pre> Stops the given sound if it is playing and previously starting with PlayLoopSound. See Also: [[Morrowind Mod:PlaySound|PlayLoopSound]]
2,307,554
2021-01-07T23:47:15Z
HoodBot
StopSound Stops the given sound if it is playing and previously starting with PlayLoopSound. See Also: PlayLoopSound
122
1,519
https://en.uesp.net/wiki/Tes3Mod:StartCombat
Tes3Mod:StartCombat
{{Morrowind Modding Functions Trail}} '''StartCombat''' <pre> StartCombat, ActorID Where: ActorID = The actor with which to start combat with. Type: Combat Returns: none Example: "drals indobar"-&gt;StartCombat Player StartCombat Player Scripts: almaScript avSlaveHunter </pre> The calling NPC will start combat with the given ActorID. Should only be called once (not continuously) or you may experience unintended results (such as the NPC not attacking at all). Once combat is started, the NPC is subject to the usual AI rules (such as fleeing). See Also: [[Morrowind Mod:StopCombat|StopCombat]]
2,307,549
2021-01-07T23:47:13Z
HoodBot
StartCombat The calling NPC will start combat with the given ActorID. Should only be called once (not continuously) or you may experience unintended results (such as the NPC not attacking at all). Once combat is started, the NPC is subject to the usual AI rules (such as fleeing). See Also: StopCombat
122
1,520
https://en.uesp.net/wiki/Tes3Mod:PlaySound
Tes3Mod:PlaySound
{{Morrowind Modding Functions Trail}} '''PlayLoopSound3D'''<BR> '''PlayLoopSound3DVP'''<BR> '''PlaySound'''<BR> '''PlaySoundVP'''<BR> '''PlaySound3D'''<BR> '''PlaySound3DVP''' <pre> PlayLoopSound3D, "SoundID" PlayLoopSound3DVP, "SoundID", Volume, Pitch PlaySound, "SoundID" PlaySoundVP, "SoundID", Volume, Pitch PlaySound3D, "SoundID" PlaySound3DVP, "SoundID", Volume, Pitch Where: SoundID = The sound to play Volume = Float value to adjust the volume, 0 is none, 1 is full Pitch = Float value to adjust the pitch Type: Sound Returns: none Example: PlaySound, "Crowd Boo" PlayLoopSound3DVP. "Sound Test Loop", 1.0, 1.0 Scripts: SoundTest GG_OpenGate1 </pre> These functions play sound with a variety of options. The PlaySound function will play the sound at full volume, sounding like it comes from directly at the player's location. The 3D functions will cause the sound to be played from the calling object's location in the game (so it will be dimmer the farther the player is away from it). The VP functions allow you to adjust the volume and pitch of the sound, although whenever the functions are used only 1 for both volume and pitch are used. The PlayLoop functions will play the sound continuously until a StopSound function is called. See Also: [[Morrowind Mod:StopSound|StopSound]]
2,307,430
2021-01-07T23:46:20Z
HoodBot
PlayLoopSound3D PlayLoopSound3DVP PlaySound PlaySoundVP PlaySound3D PlaySound3DVP These functions play sound with a variety of options. The PlaySound function will play the sound at full volume, sounding like it comes from directly at the player's location. The 3D functions will cause the sound to be played from the calling object's location in the game (so it will be dimmer the farther the player is away from it). The VP functions allow you to adjust the volume and pitch of the sound, although whenever the functions are used only 1 for both volume and pitch are used. The PlayLoop functions will play the sound continuously until a StopSound function is called. See Also: StopSound
122
1,521
https://en.uesp.net/wiki/Tes3Mod:StayOutside
Tes3Mod:StayOutside
{{Morrowind Modding Functions Trail}} '''StayOutside''' <pre> StayOutside Type: Undocuments, Variable, Bloodmoon Example: short StayOutside set StayOutside to 1 Scripts: Not Used </pre> When used in script, it causes whoever it's assigned to to automatically remain (and wait) outside of any interior the player may enter (automatically rejoins upon return).
724,203
2011-09-21T08:31:23Z
Rpeh
StayOutside When used in script, it causes whoever it's assigned to to automatically remain (and wait) outside of any interior the player may enter (automatically rejoins upon return).
122
1,522
https://en.uesp.net/wiki/Tes3Mod:SkipAnim
Tes3Mod:SkipAnim
{{Morrowind Modding Functions Trail}} '''SkipAnim''' <pre> SkipAnim Type: Animation Returns: none Example: SkipAnim "taren andoren"-&gt;SkipAnim Scripts: Not Used </pre> Causes the current animation to not be played for this frame. One of the useful things to do with this is to create armor dummies for displaying armor and clothing. Simply create a new NPC, set its health to 0, and attach to it a script like the following: <pre> begin test_dummy SkipAnim; end </pre> When you insert the NPC into the game it will die (since it has no hitpoints) but it will not 'fall over' since all its animations are disabled. You can then access its inventory (since it's dead) and any armor that you place in the dead body will be automatically equipped. Unfortunately, it appears that weapons are not automatically equipped in the same manner. See Also: [[Morrowind Mod:LoopGroup|LoopGroup]], [[Morrowind Mod:PlayGroup|PlayGroup]]
2,307,545
2021-01-07T23:47:12Z
HoodBot
SkipAnim Causes the current animation to not be played for this frame. One of the useful things to do with this is to create armor dummies for displaying armor and clothing. Simply create a new NPC, set its health to 0, and attach to it a script like the following: When you insert the NPC into the game it will die (since it has no hitpoints) but it will not 'fall over' since all its animations are disabled. You can then access its inventory (since it's dead) and any armor that you place in the dead body will be automatically equipped. Unfortunately, it appears that weapons are not automatically equipped in the same manner. See Also: LoopGroup, PlayGroup
122
1,523
https://en.uesp.net/wiki/Tes3Mod:ShowRestMenu
Tes3Mod:ShowRestMenu
{{Morrowind Modding Functions Trail}} '''ShowRestMenu''' <pre> ShowRestMenu Type: Console Returns: none Example: ShowRestMenu Scripts: BedStandard CharGenBed </pre> Displays the standard rest/sleep menu allowing the player to choose the amount of time they wish to rest.
532,084
2010-01-30T10:15:11Z
RoBoT
ShowRestMenu Displays the standard rest/sleep menu allowing the player to choose the amount of time they wish to rest.
122
1,524
https://en.uesp.net/wiki/Tes3Mod:ShowSceneGraph
Tes3Mod:ShowSceneGraph
{{Morrowind Modding Functions Trail}} '''ShowSceneGraph (SSG)''' <pre> ShowSceneGraph SSG Type: Console Example: Scripts: n/a </pre> When you use this command the game will freeze for a short time (30 seconds or so). When the command is finished it will actually create a new Window on the desktop with all the game renderer's information (use Alt-Tab or Alt-Esc to temporarily exit the game and view the other window). The information is displayed via a tree control and those familiar with hacking NIF files may recognize some of the information. The world objects can be found under the World Scene Graph--WorldRoot--WorldObjectRoot and then under the currently loaded cells. You can view the various rendering information under each object. This probably won't be much use to most people but only those performing low-level hacking/editing of Morrowind or it's data files (such as NIF files).
1,184,819
2013-05-03T22:06:26Z
Jeancey
ShowSceneGraph (SSG) When you use this command the game will freeze for a short time (30 seconds or so). When the command is finished it will actually create a new Window on the desktop with all the game renderer's information (use Alt-Tab or Alt-Esc to temporarily exit the game and view the other window). The information is displayed via a tree control and those familiar with hacking NIF files may recognize some of the information. The world objects can be found under the World Scene Graph--WorldRoot--WorldObjectRoot and then under the currently loaded cells. You can view the various rendering information under each object. This probably won't be much use to most people but only those performing low-level hacking/editing of Morrowind or it's data files (such as NIF files).
122
1,525
https://en.uesp.net/wiki/Tes3Mod:ShowTargets
Tes3Mod:ShowTargets
{{Morrowind Modding Functions Trail}} '''ShowTargets (ST)''' <pre> ShowTargets ST Type: Console Example: Scripts: </pre> Console command that shows the selected actor's target group members.
532,087
2010-01-30T10:15:17Z
RoBoT
ShowTargets (ST) Console command that shows the selected actor's target group members.
122
1,526
https://en.uesp.net/wiki/Tes3Mod:ShowVars
Tes3Mod:ShowVars
{{Morrowind Modding Functions Trail}} '''ShowVars (SV)''' <pre> ShowVars SV Type: Console Example: Scripts: </pre> Console command that lists all the global and/or local variables. If no object is currently selected in the console (shown by the console title) SV will list all global variables and values. If an object is selected SV will list all the object's script variables and values (if it has any). This console command is invaluable for debugging purposes.
532,088
2010-01-30T10:15:47Z
RoBoT
ShowVars (SV) Console command that lists all the global and/or local variables. If no object is currently selected in the console (shown by the console title) SV will list all global variables and values. If an object is selected SV will list all the object's script variables and values (if it has any). This console command is invaluable for debugging purposes.
122
1,527
https://en.uesp.net/wiki/Tes3Mod:ShowMap
Tes3Mod:ShowMap
{{Morrowind Modding Functions Trail}} '''ShowMap''' <pre> ShowMap, CellID Where: CellID = Partial or complete cell name to show on world map Type: Misc Returns: none Example: ShowMap "Gnisis" ShowMap "Vivec" Scripts: BookPilgrimsPath </pre> Shows the given cell name on the world map. Will match complete or partial cells, so ''ShowMap, "Vivec"'' will show cells ''Vivec'' and ''Vivec, Fred's House'' as well.
532,083
2010-01-30T10:15:09Z
RoBoT
ShowMap Shows the given cell name on the world map. Will match complete or partial cells, so ShowMap, "Vivec" will show cells Vivec and ''Vivec, Fred's House'' as well.
122
1,528
https://en.uesp.net/wiki/Tes3Mod:ShowGroup
Tes3Mod:ShowGroup
{{Morrowind Modding Functions Trail}} '''ShowGroup (SG)''' <pre> ShowGroup SG Type: Console Example: Scripts: </pre> Unknown console command.
532,082
2010-01-30T10:15:07Z
RoBoT
ShowGroup (SG) Unknown console command.
122
1,529
https://en.uesp.net/wiki/Tes3Mod:Show
Tes3Mod:Show
{{Morrowind Modding Functions Trail}} '''Show''' <pre> Show Type: Console Returns: Unknown, most likely Float Example: Show "Variable_Name" Scripts: </pre> Unknown console command (similar to [[Morrowind Mod:ShowVars|ShowVars]]?). If you use this in a script it will prevent the script from being compiled (you'll get no errors in the editor but the compiled script data is not saved to the plugin). This function is used to return the value of the specific variable.
2,307,543
2021-01-07T23:47:11Z
HoodBot
Show Unknown console command (similar to ShowVars?). If you use this in a script it will prevent the script from being compiled (you'll get no errors in the editor but the compiled script data is not saved to the plugin). This function is used to return the value of the specific variable.
122
1,530
https://en.uesp.net/wiki/Tes3Mod:ShowAnim
Tes3Mod:ShowAnim
{{Morrowind Modding Functions Trail}} '''ShowAnim (SA)''' <pre> ShowAnim SA Type: Console, Undocumented Example: Scripts: </pre> Unknown console command.
532,081
2010-01-30T10:15:05Z
RoBoT
ShowAnim (SA) Unknown console command.
122
1,531
https://en.uesp.net/wiki/Tes3Mod:SetPos
Tes3Mod:SetPos
{{Morrowind Modding Functions Trail}} '''SetPos''' <pre> SetPos, Axis, Position Where: Axis = World axis to set the object's position (X, Y, or Z) Position = Position in game units to set (float). In Tribunal the function can accept variable floats as well as literal values. Type: Movement Returns: none Example: SetPos, X, 45.0 "Act_banner_Tel_Vos"-&gt;SetPos, Z, -1002.0 SetPos, Y, GetStartingPos, Y SetPos, Y, fValue (Tribunal only) Scripts: shrineGnisisSecret PlagueRock1 </pre> Sets the position of the object in game units (70 units per meter) using the given world axis. In Tribunal the function also accepts local float variables in addition to literal values (does not accept globals). This function does modify the player's position. Unfortunately there are problems when you use SetPos to change the current cell. The cell's contents are not always loaded correctly. In this case you may need to use the COE (CenterOnExterior) function to change the current cell and then the SetPos to modify the player's position. An easier method is to use a [[Morrowind Mod:FixMe|FixMe]] function call after the player's position has changed. A related problem is in exteriors the function will only work in the currently loaded area (the current cell plus 2-3 cells around the current cell). It can't be used to move something to an arbitrary exterior cell. It's also worth noting that an object's new x,y,z co-ordinates are not stored in save game files. Any scripts that need to permanently alter an object's position in the game world need to store the new co-ordinates in local variables and update the object's position accordingly. See Also: [[Morrowind Mod:GetPos|GetPos]]
2,307,511
2021-01-07T23:47:00Z
HoodBot
SetPos Sets the position of the object in game units (70 units per meter) using the given world axis. In Tribunal the function also accepts local float variables in addition to literal values (does not accept globals). This function does modify the player's position. Unfortunately there are problems when you use SetPos to change the current cell. The cell's contents are not always loaded correctly. In this case you may need to use the COE (CenterOnExterior) function to change the current cell and then the SetPos to modify the player's position. An easier method is to use a FixMe function call after the player's position has changed. A related problem is in exteriors the function will only work in the currently loaded area (the current cell plus 2-3 cells around the current cell). It can't be used to move something to an arbitrary exterior cell. It's also worth noting that an object's new x,y,z co-ordinates are not stored in save game files. Any scripts that need to permanently alter an object's position in the game world need to store the new co-ordinates in local variables and update the object's position accordingly. See Also: GetPos
122
1,532
https://en.uesp.net/wiki/Tes3Mod:SetPCFacRep
Tes3Mod:SetPCFacRep
{{Morrowind Modding Functions Trail}} '''SetPCFacRep''' <pre> SetPCFacRep, Value, [FactionID] Where: Value = Value to set the faction reputation to. FactionID = Optional faction ID to modify. Type: Faction Returns: none Example: SetPCFacRep, 10, "Thieves Guild" SetPCFacRep, 25, "Temple" "tedryn brenur"-&gt;ModPCFacRep, 5 Scripts: Not Used </pre> Defines the reaction modifier for members of the specified faction towards the PC. See Also: [[Morrowind Mod:GetPCFacRep|GetPCFacRep]], [[Morrowind Mod:ModPCFacRep|ModPCFacRep]]
2,307,508
2021-01-07T23:46:59Z
HoodBot
SetPCFacRep Defines the reaction modifier for members of the specified faction towards the PC. See Also: GetPCFacRep, ModPCFacRep
122
1,533
https://en.uesp.net/wiki/Tes3Mod:SetJournalIndex
Tes3Mod:SetJournalIndex
{{Morrowind Modding Functions Trail}} '''SetJournalIndex''' <pre> SetJournalIndex, JournalID, Index Where: JournalID = Journal entry to add or modify. Index = Value to set the journal entry to. Type: Dialogue Returns: none Example: SetJournalIndex, "A2_4_MiloGone", 10 (???) Scripts: Not Used </pre> Sets the Journal to that index. Can move up or down. Not used so I'm not sure what purpose or use this function is. Although it is supposedly included in the original game, it only works in Tribunal or later versions. SetJournalIndex is primarily useful to set a Journal to an entry without displaying any journal text. This can be used as a form of a quest variable without being forced to actually create a global variable to govern that quest -- for example, to display something to the player, and then set a special flag for that quest you can set the index to 46, and then check to see if the dialogue entry is 46 instead of 45 to have the NPC do something different when reacting to the player. Essentially, it's a way of tracking the player's shenanigans without tipping off the player with a journal entry. You can set the journal index to values where a journal index doesn't actually exist, as well. Whether or not you can use SetJournalIndex to repeatedly display the same journal entry over and over, I haven't tried. See Also: [[Morrowind Mod:Journal|Journal]]
2,307,496
2021-01-07T23:46:54Z
HoodBot
SetJournalIndex Sets the Journal to that index. Can move up or down. Not used so I'm not sure what purpose or use this function is. Although it is supposedly included in the original game, it only works in Tribunal or later versions. SetJournalIndex is primarily useful to set a Journal to an entry without displaying any journal text. This can be used as a form of a quest variable without being forced to actually create a global variable to govern that quest -- for example, to display something to the player, and then set a special flag for that quest you can set the index to 46, and then check to see if the dialogue entry is 46 instead of 45 to have the NPC do something different when reacting to the player. Essentially, it's a way of tracking the player's shenanigans without tipping off the player with a journal entry. You can set the journal index to values where a journal index doesn't actually exist, as well. Whether or not you can use SetJournalIndex to repeatedly display the same journal entry over and over, I haven't tried. See Also: Journal
122
1,534
https://en.uesp.net/wiki/Tes3Mod:SetFactionReaction
Tes3Mod:SetFactionReaction
{{Morrowind Modding Functions Trail}} '''SetFactionReaction''' <pre> SetFactionReaction, FactionID1, FactionID2, Value Where: FactionID1 = FactionID source FactionID2 = FactionID target Value = Value to modify the faction reaction by. Type: Faction Returns: none Example: SetFactionReaction, "Thieves Guild", "Temple", -2 SetFactionReaction, "Redoran", "Nerevarine", 4 Scripts: MoonAndStar </pre> Defines the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example, <pre> SetFactionReaction, "Thieves Guild", "Temple", -2 </pre> will cause all thieves guild members to dislike all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild). See Also: [[Morrowind Mod:GetFactionReaction|GetFactionReaction]], [[Morrowind Mod:ModFactionReaction|ModFactionReaction]]
2,307,484
2021-01-07T23:46:50Z
HoodBot
SetFactionReaction Defines the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example, will cause all thieves guild members to dislike all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild). See Also: GetFactionReaction, ModFactionReaction
122
1,535
https://en.uesp.net/wiki/Tes3Mod:SetAngle
Tes3Mod:SetAngle
{{Morrowind Modding Functions Trail}} '''SetAngle''' <pre> SetAngle, Axis, Angle Where: Axis = World axis to set the object's angle (X, Y, or Z) Angle = Angle in degrees to set (float). In Tribunal the function can accept variable floats as well as literal values. Type: Movement Returns: none Example: SetAngle, X, 45.0 "Act_banner_Tel_Vos"-&gt;SetAngle, Z, 90 SetAngle, Y, GetStartingAngle, Y SetAngle, Y, fValue (Tribunal only) Scripts: SignRotate Dagoth_doors </pre> Sets the angle of the object in degrees using the given world axis. In Tribunal the function also accepts float variables in addition to literal values. Setangle does not appear to work with actors. Consider using [[Morrowind Mod:Face|Face]] instead.
2,307,466
2021-01-07T23:46:37Z
HoodBot
SetAngle Sets the angle of the object in degrees using the given world axis. In Tribunal the function also accepts float variables in addition to literal values. Setangle does not appear to work with actors. Consider using Face instead.
122
1,536
https://en.uesp.net/wiki/Tes3Mod:SetAtStart
Tes3Mod:SetAtStart
{{Morrowind Modding Functions Trail}} '''SetAtStart''' <pre> SetAtStart Type: Movement Returns: none Example: SetAtStart "ex_gg_portcullis_01"-&gt;SetAtStart Scripts: BarDoor GG_OpenGate1 </pre> This resets the object to the original position and orientation it was given in the editor, before any movement or rotation occurred. Be warned that this function doesn't always seem to do exactly as it should. Objects are not necessarily reset to their editor-defined position.
1,995,858
2019-08-10T06:17:30Z
Dillonn241
SetAtStart This resets the object to the original position and orientation it was given in the editor, before any movement or rotation occurred. Be warned that this function doesn't always seem to do exactly as it should. Objects are not necessarily reset to their editor-defined position.
122
1,537
https://en.uesp.net/wiki/Tes3Mod:SetDelete
Tes3Mod:SetDelete
{{Morrowind Modding Functions Trail}} '''SetDelete''' <pre> SetDelete, Flag Where: Flag = 1 to delete object, 0 to clear Type: Misc, Tribunal Returns: none Example: SetDelete, 1 Scripts: trapProjScript explosion_pushout </pre> The SetDelete function can be used in combination with Disable to remove an object more completely. SetDelete 1 marks a reference for deletion while SetDelete, 0 clears that flag. If the reference was placed in-game (e.g., by the player dropping an item, or by a [[Morrowind Mod:PlaceAt|PlaceAtPC]] script command), then it will be deleted immediately. But if the reference was placed by an esm or esp file, then it will be marked as deleted, and will not display nor have its scripts run. If you delete from the console you will notice this as in the title of the console: for an ingame reference, the title will revert back to "Console", while for an esp/esm reference the title will continue to match the reference id, and you will be able to setdelete 0, if you wish. ====Tips==== Always disable the object at least one frame before deleting it. The main thing is to not delete the object while it is still actively engaged in some other activity. Example code (near beginning of script): <pre> if ( deleteobj = 1 ) ;Local variable, set when you want to delete if ( deletetimer == 0 ) Disable endif if ( deletetimer < 10 ) set deletetimer to ( deletetimer + 1 ) endif if ( deletetimer == 10 ) "my_object_01"->SetDelete, 1 endif Return endif </pre> That way, with the return, it stops the rest of the script if it's up near the top of it (below where you setup the variables though), and disables it, and gives it a bit of time before it's deleted. It may not need 10 frames, but that's not long, and it worked in my scripts. It can be quite a useful function in scripting things, as it allows for a script to use PlaceAtPC or PlaceItem scripts or such to create items within the world, at different locations, or different situations, where you may want to delete such items after. Other useful tips for successfully using SetDelete are: #Always disable the object at least one frame ahead of time. #After entering a cell or using a cast spell or explode spell, wait two seconds before deleting. #Always call setDelete from a local script. #Never SetDelete if the object is in an inventory. See Also: [[Morrowind Mod:DontSaveObject|DontSaveObject]]
2,307,479
2021-01-07T23:46:48Z
HoodBot
SetDelete The SetDelete function can be used in combination with Disable to remove an object more completely. SetDelete 1 marks a reference for deletion while SetDelete, 0 clears that flag. If the reference was placed in-game (e.g., by the player dropping an item, or by a PlaceAtPC script command), then it will be deleted immediately. But if the reference was placed by an esm or esp file, then it will be marked as deleted, and will not display nor have its scripts run. If you delete from the console you will notice this as in the title of the console: for an ingame reference, the title will revert back to "Console", while for an esp/esm reference the title will continue to match the reference id, and you will be able to setdelete 0, if you wish. Tips Always disable the object at least one frame before deleting it. The main thing is to not delete the object while it is still actively engaged in some other activity. Example code (near beginning of script): if ( deleteobj = 1 ) ;Local variable, set when you want to delete if ( deletetimer == 0 ) Disable endif if ( deletetimer That way, with the return, it stops the rest of the script if it's up near the top of it (below where you setup the variables though), and disables it, and gives it a bit of time before it's deleted. It may not need 10 frames, but that's not long, and it worked in my scripts. It can be quite a useful function in scripting things, as it allows for a script to use PlaceAtPC or PlaceItem scripts or such to create items within the world, at different locations, or different situations, where you may want to delete such items after. Other useful tips for successfully using SetDelete are: #Always disable the object at least one frame ahead of time. #After entering a cell or using a cast spell or explode spell, wait two seconds before deleting. #Always call setDelete from a local script. #Never SetDelete if the object is in an inventory. See Also: DontSaveObject
122
1,538
https://en.uesp.net/wiki/Tes3Mod:DontSaveObject
Tes3Mod:DontSaveObject
{{Morrowind Modding Functions Trail}} '''DontSaveObject''' <pre> DontSaveObject Type: Misc Returns: none Example: DontSaveObject Scripts: diseaseAscended, all other disease scripts SignRotate </pre> Call when you do not want to save any changes in the calling object to the player's save game. Although this has been said to be a new function with Tribunal, it also appears to work fine in the original game (such as in the diseaseAscended script which is in the original game). See Also: [[Morrowind Mod:SetDelete|SetDelete]]
2,307,053
2021-01-07T23:43:32Z
HoodBot
DontSaveObject Call when you do not want to save any changes in the calling object to the player's save game. Although this has been said to be a new function with Tribunal, it also appears to work fine in the original game (such as in the diseaseAscended script which is in the original game). See Also: SetDelete
122
1,539
https://en.uesp.net/wiki/Tes3Mod:SameFaction
Tes3Mod:SameFaction
{{Morrowind Modding Functions Trail}} '''SameFaction''' <pre> SameFaction Type: Faction Returns: short Example: if ( "Shunari Eye-Fly"-&gt;SameFaction == 1 ) Scripts: Not Used, only used in dialogue </pre> Returns 1 if player is in the faction of the calling NPC, or 0 otherwise.
531,990
2010-01-30T10:10:09Z
RoBoT
SameFaction Returns 1 if player is in the faction of the calling NPC, or 0 otherwise.
122
1,540
https://en.uesp.net/wiki/Tes3Mod:Set
Tes3Mod:Set
{{Morrowind Modding Functions Trail}} '''Set''' <pre> Set <variable> to <expression> Where: <variable> = Local, global, or external variable to set <expression> = Mathematical expression which can include locals, globals literal numbers, functions and the operators +, -, *, and /. Type: System Returns: none Example: set LocalVar to ( 3.14159 * Radius * Radius ) set GlobalVar to ( ( player-&gt;GetStrength ) / 10 + 1 ) set GlobalScript.LocalVar to GlobalVar set Object.LocalVar to ( -60 + ( GetPos, X ) / 1024 ) Scripts: - </pre> Use <code>set</code> to store a value or expression to a variable. The expression can be a complex mathematical expression including numbers, functions, and variables. When using the <code>set</code> command, you should make use of spaces to surround all operators and variables. You should also surround all functions with brackets (if you do not use brackets some functions will not compile correctly). Note that you can have multiple functions in the <code>set</code> expression, however they must all apply to the same object reference. For example: <pre> set LocalVar to ( player-&gt;GetPos, X ) + ( player-&gt;GetPos, Y ) set LocalVar to ( player-&gt;GetPos, X ) + ( GetPos, Y ) ; Same as the previous set. set LocalVar to ( player-&gt;GetPos, X ) + ( aengoth-&gt;GetPos, Y ) ; Will not work; use two separate set commands. </pre>
1,635,773
2017-06-02T10:39:29Z
Darklocq
Set Set to Where: = Local, global, or external variable to set Use to store a value or expression to a variable. The expression can be a complex mathematical expression including numbers, functions, and variables. When using the command, you should make use of spaces to surround all operators and variables. You should also surround all functions with brackets (if you do not use brackets some functions will not compile correctly). Note that you can have multiple functions in the expression, however they must all apply to the same object reference. For example:
122
1,541
https://en.uesp.net/wiki/Tes3Mod:SayDone
Tes3Mod:SayDone
{{Morrowind Modding Functions Trail}} '''SayDone''' <pre> SayDone Type: Sound Returns: short Example: if ( SayDone == 1 ) if ( Player-&gt;SayDone == 1 ) Scripts: DaedraAzura TribEnd </pre> Returns 1 if the object is not saying anything, or 0 otherwise. See Also: [[Morrowind Mod:Say|Say]]
2,307,454
2021-01-07T23:46:30Z
HoodBot
SayDone Returns 1 if the object is not saying anything, or 0 otherwise. See Also: Say
122
1,542
https://en.uesp.net/wiki/Tes3Mod:Say
Tes3Mod:Say
{{Morrowind Modding Functions Trail}} '''Say''' <pre> Say, "Filename", "Text" Where: Filename = WAV Sound file to play Text = Text used for dialog captions. Type: Sound Returns: none Example: Say, "Vo\Misc\tr_almgreet1.mp3", "Many Blessings upon you, my loyal servant." "hels_assassin1"-&gt;Say, "Vo\Misc\helsass1.wav", "...supposed to be here somewhere..." Scripts: almaScript barassScript </pre> Makes the subject say the given WAV file, only works on animating objects. See Also: [[Morrowind Mod:SayDone|SayDone]]
2,307,453
2021-01-07T23:46:29Z
HoodBot
Say Makes the subject say the given WAV file, only works on animating objects. See Also: SayDone
122
1,543
https://en.uesp.net/wiki/Tes3Mod:Rotate
Tes3Mod:Rotate
{{Morrowind Modding Functions Trail}} '''Rotate'''<BR> '''RotateWorld''' <pre> Rotate, Axis, Angle/sec RotateWorld, Axis, Angle/sec Where: Axis = The world or object axis to rotate about (X, Y, or Z). Angle/sec = The rotation speed to rotate the object (degrees per second). Type: Movement Returns: none Example: Rotate, X, 0.5 "Act_banner_Khuul"-&gt;RotateWorld, Z, 1 Scripts: float BarDoor </pre> Rotates the object along the specified world (RotateWorld) or object (Rotate) axis at the specified number of degrees per second. To be used properly, the function should be called continuously while rotation is desired, for example: <pre> begin test_RotateScript short RotatingItem if ( OnActivate == 1 ) if ( RotatingItem == 0 ) set RotatingItem to 1 else set RotatingItem to 0 endif endif if ( RotatingItem == 1 ) RotateWorld, Z, 0.5 endif end </pre> which should start rotating an object up when it is activated and stop when it is activated again.
531,982
2010-01-30T10:09:53Z
RoBoT
Rotate RotateWorld Rotates the object along the specified world (RotateWorld) or object (Rotate) axis at the specified number of degrees per second. To be used properly, the function should be called continuously while rotation is desired, for example: which should start rotating an object up when it is activated and stop when it is activated again.
122
1,544
https://en.uesp.net/wiki/Tes3Mod:Resurrect
Tes3Mod:Resurrect
{{Morrowind Modding Functions Trail}} '''Resurrect''' <pre> Resurrect Type: Stats Returns: none Example: gateway_haunt-&gt;Resurrect Scripts: KarrodScript ResurrectHaunt </pre> Brings actor back to life. When you do this any changes made to the actor in game (stats, inventory, etc...) will be reset to their original value. I have experienced game crashes when using this function from the console sometimes (not consistent).
531,980
2010-01-30T10:09:48Z
RoBoT
Resurrect Brings actor back to life. When you do this any changes made to the actor in game (stats, inventory, etc...) will be reset to their original value. I have experienced game crashes when using this function from the console sometimes (not consistent).
122
1,545
https://en.uesp.net/wiki/Tes3Mod:ResetActors
Tes3Mod:ResetActors
{{Morrowind Modding Functions Trail}} '''ResetActors (RA)''' <pre> ResetActors RA Type: Console, Undocumented Returns: none Example: Scripts: </pre> Console command that moves all actors to their starting positions and sets their AI package to the default.
531,979
2010-01-30T10:09:46Z
RoBoT
ResetActors (RA) Console command that moves all actors to their starting positions and sets their AI package to the default.
122
1,546
https://en.uesp.net/wiki/Tes3Mod:RemoveSoulGem
Tes3Mod:RemoveSoulGem
{{Morrowind Modding Functions Trail}} '''RemoveSoulGem''' <pre> RemoveSoulGem, CreatureID Where CreatureID = Creature whose soulgem we wish to remove Type: Magic Returns: none Example: Player-&gtRemoveSoulGem, "atronach_storm" RemoveSoulGem, "golden saint_staada" Scripts: SkinkSoul2 StrongSoulRemove </pre> Removes one soulgem containing the given creature's soul from the calling actor's inventory. Note that some references incorrectly mention an optional 'Count' argument where you can specify the number of the soulgem to remove (confirmed in script output with Bloodmoon and latest patch).
531,975
2010-01-30T10:09:37Z
RoBoT
RemoveSoulGem Removes one soulgem containing the given creature's soul from the calling actor's inventory. Note that some references incorrectly mention an optional 'Count' argument where you can specify the number of the soulgem to remove (confirmed in script output with Bloodmoon and latest patch).
122
1,547
https://en.uesp.net/wiki/Tes3Mod:RepairedOnMe
Tes3Mod:RepairedOnMe
{{Morrowind Modding Functions Trail}} '''RepairedOnMe''' <pre> RepairedOnMe, ObjectID Where: ObjectID = The repair object to check for Type: Object Returns: short Example: if ( daedric_shield-&gt;RepairedOnMe, repair_master_01 == 1 ) if ( "DarkBrotherhood Boots"-&gt;RepairedOnMe, "repair_grandmaster_01" == 1 ) Scripts: Not Used </pre> Returns 1 if the calling object is repaired by given object, or 0 otherwise. For example, <pre> if ( "banhammer_unique"-&gt;RepairedOnMe, "repair_journeyman_01" == 1 ) </pre> checks against a Banhammer being repaired by a journeyman's hammer. Obviously, the ObjectID should be a valid repair item and the calling item should be a weapon or armor.
531,978
2010-01-30T10:09:43Z
RoBoT
RepairedOnMe Returns 1 if the calling object is repaired by given object, or 0 otherwise. For example, checks against a Banhammer being repaired by a journeyman's hammer. Obviously, the ObjectID should be a valid repair item and the calling item should be a weapon or armor.
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1,548
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_RMEnableDungeon
Tes2Mod:DFRemake/Resource - RMEnableDungeon
{{Trail|DFRemake}} == RMEnableDungeon ( ) == === Inputs === None === Outputs === None === Description === Shows and enables the processing for the current dungeon. === Example === RMEnableDungeon() === See Also === *[[Daggerfall:DFRemake/Resource - RMDisableDungeon|RMDisableDungeon]] __NOTOC__
2,439,231
2021-07-12T20:33:45Z
Dcsg
RMEnableDungeon ( ) Inputs None Outputs None Description Shows and enables the processing for the current dungeon. Example RMEnableDungeon() See Also RMDisableDungeon
156
1,549
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_RMDisableDungeon
Tes2Mod:DFRemake/Resource - RMDisableDungeon
{{Trail|DFRemake}} == RMDisableDungeon ( ) == === Inputs === None === Outputs === None === Description === Hides and disables the processing for the current dungeon. === Example === RMDisableDungeon() === See Also === *[[Daggerfall:DFRemake/Resource - RMEnableDungeon|RMEnableDungeon]] __NOTOC__
2,439,227
2021-07-12T20:33:45Z
Dcsg
RMDisableDungeon ( ) Inputs None Outputs None Description Hides and disables the processing for the current dungeon. Example RMDisableDungeon() See Also RMEnableDungeon
156
1,553
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_Regions
Tes2Mod:DFRemake/Resource - Regions
{{Trail|DFRemake}} Daggerfall is divided into 61 regions (12? unused and empty), sometimes called provinces or counties, which locations are organized into. == Design Notes == *Nothing special will be done with 'empty' regions. == Public Constants == *'''DF_NUM_REGIONS''': The number of regions (61 by default). The first region is 0. == Public Functions ==
2,439,257
2021-07-12T20:33:47Z
Dcsg
Daggerfall is divided into 61 regions (12? unused and empty), sometimes called provinces or counties, which locations are organized into. Design Notes Nothing special will be done with 'empty' regions. Public Constants DF_NUM_REGIONS: The number of regions (61 by default). The first region is 0. Public Functions
156
1,554
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEIsValidRegion
Tes2Mod:DFRemake/DFEIsValidRegion
{{Trail|DFRemake}} == integer DFEIsValidRegion ( DWORD RegionIndex ) == === Inputs === *'''RegionIndex''': The index of the region to check. === Outputs === Returns 1 if the given region is valid, and 0 otherwise. === Description === Checks if the given region is a valid region index. Although regions are pretty much hard-coded at 61, this provides a useful sanity check for region indices. === Example === Local Result as integer Result = DFEIsValidRegion(17) if (not Result) then End __NOTOC__
2,439,167
2021-07-12T20:33:38Z
Dcsg
integer DFEIsValidRegion ( DWORD RegionIndex ) Inputs RegionIndex: The index of the region to check. Outputs Returns 1 if the given region is valid, and 0 otherwise. Description Checks if the given region is a valid region index. Although regions are pretty much hard-coded at 61, this provides a useful sanity check for region indices. Example Local Result as integer Result = DFEIsValidRegion(17) if (not Result) then End
156
1,555
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetRegionName
Tes2Mod:DFRemake/DFEGetRegionName
{{Trail|DFRemake}} == string DFEGetRegionName ( DWORD RegionIndex ) == === Inputs === *'''RegionIndex''': The region to get the name of. === Outputs === Returns the given region name. === Description === Use this function to access the name of a region. If available, the appropriate language will be used. === Example === RegionName$ = DFEGetRegionName(15) __NOTOC__
2,439,163
2021-07-12T20:33:38Z
Dcsg
string DFEGetRegionName ( DWORD RegionIndex ) Inputs RegionIndex: The region to get the name of. Outputs Returns the given region name. Description Use this function to access the name of a region. If available, the appropriate language will be used. Example RegionName$ = DFEGetRegionName(15)
156
1,556
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetFirstRegionLocation
Tes2Mod:DFRemake/DFEGetFirstRegionLocation
{{Trail|DFRemake}} == integer DFEGetFirstRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex ) == === Inputs === *'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes. *'''RegionIndex''': The region index to start iterating locations in. === Outputs === Returns 0 if there are no locations in the given region (or on any error). Returns 1 on success. === Description === Use this function to start iterating through all locations in a given region. See [[Daggerfall:DFRemake/DFEGetNextRegionLocation|DFEGetNextRegionLocation]] for a description of the memblock data format. === Example === Local Result as integer make memblock 1, 256 Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19) === See Also === *DFEGetNextRegionLocation __NOTOC__
2,439,147
2021-07-12T20:33:37Z
Dcsg
integer DFEGetFirstRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex ) Inputs MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes. RegionIndex: The region index to start iterating locations in. Outputs Returns 0 if there are no locations in the given region (or on any error). Returns 1 on success. Description Use this function to start iterating through all locations in a given region. See DFEGetNextRegionLocation for a description of the memblock data format. Example Local Result as integer make memblock 1, 256 Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19) See Also DFEGetNextRegionLocation
156
1,557
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetNextRegionLocation
Tes2Mod:DFRemake/DFEGetNextRegionLocation
{{Trail|DFRemake}} == integer DFEGetNextRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex ) == === Inputs === *'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes. *'''RegionIndex''': The region index to start iterating locations in. === Outputs === Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success. === Description === Use this function to continue iterating through all locations in a given region after an initial call to [[Daggerfall:DFRemake/DFEGetFirstRegionLocation|DFEGetFirstRegionLocation]]. The memblock format is as follows: {| border="1" cellpadding="2" cellspacing="0" align="center" |- !Field !Type !Byte Pos !Description |- |align="center" |XPos |align="center" |float |align="center" |0 |X position of the location in the world |- |align="center" |YPos |align="center" |float |align="center" |4 |Y position of the location in the world |- |align="center" |Type |align="center" |DWORD |align="center" |8 |Type of location (see [[Daggerfall:DFRemake/Resource - Location Types|Location Types]]). |} === Example === Local Result as integer Local XPos as float Local YPos as float Local Type as DWORD make memblock 1, 256 Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19) while (Result) XPos = memblock float(1, 0) YPos = memblock float(1, 4) Type = memblock DWORD(1, 8) print "Found location at ", XPos, ", ", YPos, " of type ", Type Result = DFEGetNextRegionLocation(get memblock ptr(1), 19) endwhile === See Also === *[[Daggerfall:DFRemake/DFEGetFirstRegionLocation|DFEGetFirstRegionLocation]] *[[Daggerfall:DFRemake/Resource - Location Types|Location Types]] __NOTOC__
2,439,351
2021-07-12T21:25:59Z
Legoless
integer DFEGetNextRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex ) Inputs MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes. RegionIndex: The region index to start iterating locations in. Outputs Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success. Description Use this function to continue iterating through all locations in a given region after an initial call to DFEGetFirstRegionLocation. The memblock format is as follows: Example Local Result as integer Local XPos as float Local YPos as float Local Type as DWORD make memblock 1, 256 Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19) while (Result) XPos = memblock float(1, 0) YPos = memblock float(1, 4) Type = memblock DWORD(1, 8) print "Found location at ", XPos, ", ", YPos, " of type ", Type Result = DFEGetNextRegionLocation(get memblock ptr(1), 19) endwhile See Also DFEGetFirstRegionLocation Location Types
156
1,558
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_Location_Types
Tes2Mod:DFRemake/Resource - Location Types
{{Trail|DFRemake}} These are a list of the predefined location types. Note that the location type is a bit field with the low 4-bits being the basic location type and the high 4-bits any additional flags. {| border="1" cellpadding="2" cellspacing="0" align="center" width="90%" |- !style="background: #999999;" |Constant !style="background: #999999;" |Value !style="background: #999999;" |Description |- align="center" |DF_LOCTYPE_LARGETOWN |0x00 |Light Rose |- align="center" |DF_LOCTYPE_MEDIUMTOWN |0x01 |Medium Rose |- align="center" |DF_LOCTYPE_SMALLTOWN |0x02 |Medium Rose |- align="center" |DF_LOCTYPE_FARM |0x03 |Medium Rose |- align="center" |DF_LOCTYPE_LARGEDUNGEON |0x04 |Orange |- align="center" |DF_LOCTYPE_TEMPLE |0x05 |Light Blue |- align="center" |DF_LOCTYPE_TAVERN |0x06 |Dark Rose |- align="center" |DF_LOCTYPE_MEDIUMDUNGEON |0x07 |Dark Orange |- align="center" |DF_LOCTYPE_MANOR |0x08 |Light Pink |- align="center" |DF_LOCTYPE_SHRINE |0x09 |Dark Blue |- align="center" |DF_LOCTYPE_SMALLDUNGEON |0x0A |Medium Red |- align="center" |DF_LOCTYPE_SHACK |0x0B |Dark Pink |- align="center" |DF_LOCTYPE_GRAVEYARD |0x0C |Red |- align="center" |DF_LOCTYPE_COVEN |0x0D |Black |- align="center" |DF_LOCTYPE_SHIP |0x0E |Location of the player's ship |- align="center" |Unknown |0x0F |Never used |- align="center" |DF_LOCFLAG_HIDESTART |0x80 |align="left" |It is unsure exactly what this flag means, but most of these locations will be hidden when the player starts a new game. |- align="center" |DF_LOCFLAG_SHOWALWAYS |0x20 |align="left" |When this flag is set the location is always shown on the players map. This overrides the DF_LOCFLAG_SHOWSTART flag. Unconfirmed whether this flag value should be 0xA0 instead. The two flags are always combined. |} It has been confirmed that these flags and types include everything used in Maps.bsa.
2,439,213
2021-07-12T20:33:44Z
Dcsg
These are a list of the predefined location types. Note that the location type is a bit field with the low 4-bits being the basic location type and the high 4-bits any additional flags. It has been confirmed that these flags and types include everything used in Maps.bsa.
156
1,559
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetFirstRegionDungeon
Tes2Mod:DFRemake/DFEGetFirstRegionDungeon
{{Trail|DFRemake}} == integer DFEGetFirstRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex ) == === Inputs === *'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes. *'''RegionIndex''': The region index to start iterating dungeons in. === Outputs === Returns 0 if there are no dungeon in the given region (or on any error). Returns 1 on success. === Description === Use this function to start iterating through all dungeons in a given region. See [[Daggerfall:DFRemake/DFEGetNextRegionDungeon|DFEGetNextRegionDungeon]] for a description of the memblock data format used. === Example === Local Result as integer make memblock 1, 256 Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19) === See Also === *[[Daggerfall:DFRemake/DFEGetNextRegionDungeon|RMGetNextRegionDungeon]] __NOTOC__
2,439,145
2021-07-12T20:33:36Z
Dcsg
integer DFEGetFirstRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex ) Inputs MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes. RegionIndex: The region index to start iterating dungeons in. Outputs Returns 0 if there are no dungeon in the given region (or on any error). Returns 1 on success. Description Use this function to start iterating through all dungeons in a given region. See DFEGetNextRegionDungeon for a description of the memblock data format used. Example Local Result as integer make memblock 1, 256 Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19) See Also RMGetNextRegionDungeon
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1,560
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetNextRegionDungeon
Tes2Mod:DFRemake/DFEGetNextRegionDungeon
{{Trail|DFRemake}} == integer DFEGetNextRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex ) == === Inputs === *'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes. *'''RegionIndex''': The region index to continue iterating dungeons in. === Outputs === Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success. === Description === Use this function to continue iterating through all dungeons in a given region after an initial call to [[Daggerfall:DFRemake/DFEGetFirstRegionDungeon|DFEGetFirstRegionDungeon]]. The memblock format is as follows: {| border="1" cellpadding="2" cellspacing="0" align="center" |- !Field !Type !Byte Pos !Description |- |align="center" |XPos |align="center" |float |align="center" |0 |X position of the dungeon in the world |- |align="center" |YPos |align="center" |float |align="center" |4 |Y position of the dungeon in the world |} === Example === Local Result as integer Local XPos as float Local YPos as float make memblock 1, 256 Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19) while (Result) XPos = memblock float(1, 0) YPos = memblock float(1, 4) print "Found dungeon at ", XPos, ", ", YPos Result = DFEGetNextRegionDungeon(get memblock ptr(1), 19) endwhile === See Also === *[[Daggerfall:DFRemake/DFEGetFirstRegionDungeon|DFEGetFirstRegionDungeon]] __NOTOC__
2,439,159
2021-07-12T20:33:38Z
Dcsg
integer DFEGetNextRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex ) Inputs MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes. RegionIndex: The region index to continue iterating dungeons in. Outputs Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success. Description Use this function to continue iterating through all dungeons in a given region after an initial call to DFEGetFirstRegionDungeon. The memblock format is as follows: Example Local Result as integer Local XPos as float Local YPos as float make memblock 1, 256 Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19) while (Result) XPos = memblock float(1, 0) YPos = memblock float(1, 4) print "Found dungeon at ", XPos, ", ", YPos Result = DFEGetNextRegionDungeon(get memblock ptr(1), 19) endwhile See Also DFEGetFirstRegionDungeon
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1,561
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Exterior_Water
Tes2Mod:DFRemake/Exterior Water
{{Trail|DFRemake}} == Like Original Water == Originally in DF the exterior water was just a flat plane upon which you sunk slightly and had reduced movement (felt like walking in mud).This is a very simple approach to implement as the landscape mesh will just be made flat, textured with water, and the appropriate adjustments made to the camera position and movement. While this is a simple design and faithfully reproduces the original game, it may be better to try to create a better system. {| border="1" cellpadding="2" cellspacing="0" align="center" |- !Advantages !Disadvantages |- | *Very simple to implement *Faithful to the original game *Consistent water appearance at sea and in-land (uses the same textures). | *Not very interesting from a player's perspective *Not realistic |} == Separate Water Plane == This is a more complex design but is one seen in a variety of games (such as Morrowind). For this approach the base land generation is the same underwater as it is above water. A semi-transparent water plane is created, typically at Z=0 for convienence. When the player is under the water plane their movement is adjusted appropriately along with basic display effects (a blue fog, bubbles, and blue tint for instance). {| border="1" cellpadding="2" cellspacing="0" align="center" |- !Advantages !Disadvantages |- | *Allows underwater exploration *Relatively simple (only requires the addition of a water plane and water effects). | *There is nothing underwater to explore in the original game (there are some underwater flats I believe though). *Extra work would need to be done to add underwater features. *The shoreline created by this method may not be adequate (depends on the landscape creation and how DB clips the water/land). *Possible performance issues (as there would be more polygons required for water surface). *Cannot created dynamic water above sea-level (no rivers or lakes other than the major ones). |} == Adjustable Water Plane == This is an extension from the previous design with the change that the water plane is not held to a constant Z=0 position, but can vary as we go in-land. This creates the possibility of more realistic in-land lakes and rivers (as opposed to the fake textured water tiles as used in DF). There are a few ways the water level can be adjusted. One is to have the water flat on the sea but be at a slight angle underneath the land. This is relatively simple but does require the engine have some knowledge of where the land and sea is. Another idea would be to have the water level simply mirror the average land level, offset by a set amount (like a water table). This is actually quite easy to do and the offset can be adjusted a variety of ways to create different shore lines (for example, in the desert the water table would be much lower than the land while in the jungle it would be much closer and for towns it could be adjusted down as needed). {| border="1" cellpadding="2" cellspacing="0" align="center" |- !Advantages !Disadvantages |- | *In-land lakes/rivers become a possibility (they are still random and depend on the landscape generation however). | *Exactly how to adjust the in-land water level may be difficult (likely would require a good deal of tweaking to perfect). *In-land water may tend to bury locations/town. Land or water height under towns would have to be adjusted. Underwater dungeon entrances might actually be a good thing. *May have possibly issues with shore line quality. *More of a performance issue since water is everywhere (land quality may have to be reduced to compensate). |} == Dynamic Water Effects == If we decide to use a separate water plane, it will rather boring to just have it static. Real water has waves and undulates rather than sitting still. There are a few ways we can achieve this. *Move Water Plane Up/Down: This is the simplest design and is easy to do, though the quality of the animation may not be very impressive. *Create Waves: A much more involved process which would require the adjustment of water vertices up/down to simulate waves. This can result in a very good effect but requires a good deal of processing power. There is also the problem of not being able to directly manipulate mesh vertices in DB (recreating the water plane each frame from a memblock is likely too slow). == Pixel Shader Effects == It is likely possible to apply some simple pixel shader effects to the water to make it more realistic (like in Morrowind for example). More experience with DB's shader capabilities is needed to determine how effective and possible this is. == In-Land Water Texture Tiles == Originally, DF simply used basic textures to simulate water in-land. If the in-land water effects work well with a water plane, these textures can be ignored, making landscape texturing a little easier. Otherwise, a method of creating a consistent pattern of water textures in-land will have to be devised. == ToDo == *Test how a water plane intersects with land to see the shore line quality. *How good/bad does simply moving a water plane up/down look? *How difficult is it to adjust the water plane vertices to create waves? How long does it take? *What is the effect on performance of a seperate water plane (both transparent and not)? *Experiment with pixel shader water effects (including some performance metrics for comparison).
2,439,199
2021-07-12T20:33:43Z
Dcsg
Like Original Water Originally in DF the exterior water was just a flat plane upon which you sunk slightly and had reduced movement (felt like walking in mud).This is a very simple approach to implement as the landscape mesh will just be made flat, textured with water, and the appropriate adjustments made to the camera position and movement. While this is a simple design and faithfully reproduces the original game, it may be better to try to create a better system. Separate Water Plane This is a more complex design but is one seen in a variety of games (such as Morrowind). For this approach the base land generation is the same underwater as it is above water. A semi-transparent water plane is created, typically at Z=0 for convienence. When the player is under the water plane their movement is adjusted appropriately along with basic display effects (a blue fog, bubbles, and blue tint for instance). Adjustable Water Plane This is an extension from the previous design with the change that the water plane is not held to a constant Z=0 position, but can vary as we go in-land. This creates the possibility of more realistic in-land lakes and rivers (as opposed to the fake textured water tiles as used in DF). There are a few ways the water level can be adjusted. One is to have the water flat on the sea but be at a slight angle underneath the land. This is relatively simple but does require the engine have some knowledge of where the land and sea is. Another idea would be to have the water level simply mirror the average land level, offset by a set amount (like a water table). This is actually quite easy to do and the offset can be adjusted a variety of ways to create different shore lines (for example, in the desert the water table would be much lower than the land while in the jungle it would be much closer and for towns it could be adjusted down as needed). Dynamic Water Effects If we decide to use a separate water plane, it will rather boring to just have it static. Real water has waves and undulates rather than sitting still. There are a few ways we can achieve this. Move Water Plane Up/Down: This is the simplest design and is easy to do, though the quality of the animation may not be very impressive. Create Waves: A much more involved process which would require the adjustment of water vertices up/down to simulate waves. This can result in a very good effect but requires a good deal of processing power. There is also the problem of not being able to directly manipulate mesh vertices in DB (recreating the water plane each frame from a memblock is likely too slow). Pixel Shader Effects It is likely possible to apply some simple pixel shader effects to the water to make it more realistic (like in Morrowind for example). More experience with DB's shader capabilities is needed to determine how effective and possible this is. In-Land Water Texture Tiles Originally, DF simply used basic textures to simulate water in-land. If the in-land water effects work well with a water plane, these textures can be ignored, making landscape texturing a little easier. Otherwise, a method of creating a consistent pattern of water textures in-land will have to be devised. ToDo Test how a water plane intersects with land to see the shore line quality. How good/bad does simply moving a water plane up/down look? How difficult is it to adjust the water plane vertices to create waves? How long does it take? What is the effect on performance of a seperate water plane (both transparent and not)? Experiment with pixel shader water effects (including some performance metrics for comparison).
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https://en.uesp.net/wiki/Tes2Mod:DFRemake/Definitions
Tes2Mod:DFRemake/Definitions
{{Trail|DFRemake}} The following are definitions of common terms used throughout the project documentation. __NOTOC__ ;3d Object: Small Daggerfall object models stored in Arch3d.bsa. Typical objects include houses, a piece of a dungeon (hallway, room) or smaller construction pieces. ;Block: A collection of Daggerfall 3d objects that builds part of a dungeon or town. Block data is stored in Blocks.bsa in the form of RDB files (dungeon) and RMB (town and other exterior pieces). ;DFELibrary: The DLL, written in Visual C++ v6, which adds Daggerfall related commands to DarkBasic. ;Flat: A 2D plane which always faces the player. Also known as a decal. ;Landscape Block: The landscape design used in DarkBasic splits the entire land into small, more manageable blocks. Each block is a square grid of planes and is large enough to hold a single town. ;Landscape Pixel: The original DF map is divided into 1000x500 pixels. Each pixel contains basic information such as average height, climate, and texture set. ;Object ID: The value DarkBasic uses to identify objects. ;Object Value: The value used by Daggerfall to identify basic 3d objects in Arch3d.bsa.
2,439,195
2021-07-12T20:33:43Z
Dcsg
The following are definitions of common terms used throughout the project documentation. ;3d Object: Small Daggerfall object models stored in Arch3d.bsa. Typical objects include houses, a piece of a dungeon (hallway, room) or smaller construction pieces. ;Block: A collection of Daggerfall 3d objects that builds part of a dungeon or town. Block data is stored in Blocks.bsa in the form of RDB files (dungeon) and RMB (town and other exterior pieces). ;DFELibrary: The DLL, written in Visual C++ v6, which adds Daggerfall related commands to DarkBasic. ;Flat: A 2D plane which always faces the player. Also known as a decal. ;Landscape Block: The landscape design used in DarkBasic splits the entire land into small, more manageable blocks. Each block is a square grid of planes and is large enough to hold a single town. ;Landscape Pixel: The original DF map is divided into 1000x500 pixels. Each pixel contains basic information such as average height, climate, and texture set. ;Object ID: The value DarkBasic uses to identify objects. ;Object Value: The value used by Daggerfall to identify basic 3d objects in Arch3d.bsa.
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https://en.uesp.net/wiki/Tes2Mod:DFRemake/Fractal_Roads
Tes2Mod:DFRemake/Fractal Roads
{{Trail|DFRemake}} Wilderness exploration in the original DF was relatively unexciting. One idea would be to link towns with some sort of road system which would at least link the towns together and help improve the overall state of the wild. While this is certainly an 'extra' in the remake development, if such as system is relatively simple to implement, it should be considered. == Simple Linear Linking == A basic road system would simply be straight lines from a given town to its closest neighbours. This would be something done before-hand (since its relatively time consuming) and stored externally for later use. During landscape creation, this road data would be accessed in order to appropriately texture the land with roads. This has the advantage of being quite simple to implement but creates boring roads with no overall structure. == Noisy Linear Linking == This builds upon the previous concept but adds some random noise into the road position to provide variety. Any sort of random variations from a straight line would be fine, as long as the start and end locations remain the same. This still has the disadvantage of not having any overall structure. == Size Based Linking == This is again built off the previous concepts with the change of linking towns is based on their size. The pre-computed road linkage would be performed over several iterations. The first run would link major towns together, the capitol of each region for instance. These roads would be considered as major roads. In subsequent runs, roads would be created to join up smaller sized towns. Roads would not only join towns to towns, but towns to nearby towns as well. In this manner an overall road network is created and would hopefully make it more realistic. The implementation of such a system would be similar to the previous designs. The road network would be pre-computed and stored in an external file. Only the start and end of each road segments would need to be stored (along with possibly the road size and a random seed). For the 10,000 locations in DF this would result in a file size in the order of 1 MB (assuming an average of 3 roads per town which is generous). If we stored the road data on a block-by-block basis (making it easier to create them) this would increase to the order of 100 MB. If we only used the medium-large towns to the create the roads, these values could be much smaller (10-50%).
2,439,201
2021-07-12T20:33:43Z
Dcsg
Wilderness exploration in the original DF was relatively unexciting. One idea would be to link towns with some sort of road system which would at least link the towns together and help improve the overall state of the wild. While this is certainly an 'extra' in the remake development, if such as system is relatively simple to implement, it should be considered. Simple Linear Linking A basic road system would simply be straight lines from a given town to its closest neighbours. This would be something done before-hand (since its relatively time consuming) and stored externally for later use. During landscape creation, this road data would be accessed in order to appropriately texture the land with roads. This has the advantage of being quite simple to implement but creates boring roads with no overall structure. Noisy Linear Linking This builds upon the previous concept but adds some random noise into the road position to provide variety. Any sort of random variations from a straight line would be fine, as long as the start and end locations remain the same. This still has the disadvantage of not having any overall structure. Size Based Linking This is again built off the previous concepts with the change of linking towns is based on their size. The pre-computed road linkage would be performed over several iterations. The first run would link major towns together, the capitol of each region for instance. These roads would be considered as major roads. In subsequent runs, roads would be created to join up smaller sized towns. Roads would not only join towns to towns, but towns to nearby towns as well. In this manner an overall road network is created and would hopefully make it more realistic. The implementation of such a system would be similar to the previous designs. The road network would be pre-computed and stored in an external file. Only the start and end of each road segments would need to be stored (along with possibly the road size and a random seed). For the 10,000 locations in DF this would result in a file size in the order of 1 MB (assuming an average of 3 roads per town which is generous). If we stored the road data on a block-by-block basis (making it easier to create them) this would increase to the order of 100 MB. If we only used the medium-large towns to the create the roads, these values could be much smaller (10-50%).
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https://en.uesp.net/wiki/Tes3Mod:PurgeTextures
Tes3Mod:PurgeTextures
{{Morrowind Modding Functions Trail}} '''PurgeTextures (PT)''' <pre> PurgeTextures PT Type: Console, Undocumented Returns: none Example: Scripts: </pre> Console command that presumably unloads all textures currently being used. Caution, may freeze game.
1,184,892
2013-05-03T23:09:03Z
Jeancey
PurgeTextures (PT) Console command that presumably unloads all textures currently being used. Caution, may freeze game.
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https://en.uesp.net/wiki/Tes3Mod:Position
Tes3Mod:Position
{{Morrowind Modding Functions Trail}} '''Position'''<BR> '''PositionCell''' <pre> Position, X, Y, Z, ZRot PositionCell, X, Y, Z, ZRot, "CellID" Where: X,Y,Z = Exterior/interior location to move to the object to (float). ZRot = World Z-axis orientation of the object (degrees for the player, minutes otherwise (0=North, clockwise), float) CellID = Interior cell name Type: Movement Returns: none Example: Player-&gt;Position, -1005, 165018, 100 "Salyni Nelvayn"-&gt;PositionCell, 106, 1241, -105, "Assurdirapal, Shrine" PositionCell, 8090, 698, -500, 270, "Vivec, St. Olms Haunted Manor" Scripts: CharGen gardingScript </pre> Sets the position of the calling object to the given exterior (Position) or interior (PositionCell) location. If you try to teleport to an unsafe place (clipping with an object or out in the void), you will instead be placed at the next safe location. Some people have noticed bugs using the Position function (NPCs disappearing) and recommend using the PositionCell function instead, which can be outside if an exterior cell name is given. Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south = 10800, west = 16200) except for when you position the player, then degrees must be used (north = 0, east = 90, south = 180, west = 270). See "Morrowind Scripting for Dummies (9th Edition)"[http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail] pages 50 and 54 for reference. If you PositionCell something you have never met into your current cell then its local script will not start running (until you leave the area and return anyways). A common application of this function is to create a teleportation item (though, since variables are not accepted, you can only teleport to set locations), for example: <pre> Begin TestTeleport_Script short button short messageOn short reset short OnPcEquip if ( OnPCEquip == 0 ) set reset to 0 endif if ( reset == 1 ) return endif if ( OnPCEquip == 1 ) if ( reset == 0 ) Set OnPCEquip to 0 MessageBox "Use the Mazedband to teleport where?" "Vivec" "Mournhold" "Sotha Sil" "Nowhere" set messageOn to 1 endif endif if ( messageOn == 1 ) set button to GetButtonPressed if ( button >= 0 ) set messageOn to 0 endif ; Vivec if ( button == 0 ) playsound "conjuration hit" Player-&gt;PositionCell 12, 219, -501, 0 "Vivec, High Fane" set reset to 1 ; Mournhold elseif ( button == 1 ) playsound "conjuration hit" Player-&gt;PositionCell 0, -478, -645, 0 "Mournhold Temple: High Chapel" set reset to 1 ; Sotha sil elseif ( button == 2 ) playsound "conjuration hit" Player-&gt;PositionCell 3976, 4179, 12310, 0 "Sotha Sil, Dome of Sotha Sil" set reset to 1 return ; Nothing elseif ( button == 3 ) set reset to 1 return endif endif End </pre> You should not use either function from dialogue results as it can cause the game to crash. Instead, create a script to peform the teleporting and use a [[Morrowind Mod:StartScript|StartScript]] to start it from the dialogue result. See Also: [[Morrowind Mod:PlaceItem|PlaceItem]], [[Morrowind Mod:PlaceItem|PlaceItemCell]]
2,307,434
2021-01-07T23:46:21Z
HoodBot
Position PositionCell Sets the position of the calling object to the given exterior (Position) or interior (PositionCell) location. If you try to teleport to an unsafe place (clipping with an object or out in the void), you will instead be placed at the next safe location. Some people have noticed bugs using the Position function (NPCs disappearing) and recommend using the PositionCell function instead, which can be outside if an exterior cell name is given. Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south = 10800, west = 16200) except for when you position the player, then degrees must be used (north = 0, east = 90, south = 180, west = 270). See "Morrowind Scripting for Dummies (9th Edition)"[ pages 50 and 54 for reference. If you PositionCell something you have never met into your current cell then its local script will not start running (until you leave the area and return anyways). A common application of this function is to create a teleportation item (though, since variables are not accepted, you can only teleport to set locations), for example: You should not use either function from dialogue results as it can cause the game to crash. Instead, create a script to peform the teleporting and use a StartScript to start it from the dialogue result. See Also: PlaceItem, PlaceItemCell
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https://en.uesp.net/wiki/Tes3Mod:PlayBink
Tes3Mod:PlayBink
{{Morrowind Modding Functions Trail}} '''PlayBink''' <pre> PlayBink, "Filename", Flag Where: Filename = Movie filename Flag = 0 or 1 (1 if you want player to be able to escape movie) Type: Misc Returns: none Example: PlayBink, "mw_cavern.bik", 1 Scripts: AzuraEnd MoonAndStar </pre> Plays the given BIK movie file.
531,949
2010-01-30T10:03:56Z
RoBoT
PlayBink Plays the given BIK movie file.
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1,567
https://en.uesp.net/wiki/Tes3Mod:PlaceItem
Tes3Mod:PlaceItem
{{Morrowind Modding Functions Trail}} '''PlaceItem'''<BR> '''PlaceItemCell''' <pre> PlaceItem, ObjectID, X, Y, Z, ZRot PlaceItemCell, ObjectID, CelID, X, Y, Z, ZRot Where: ObjectID = Object to place into world CelID = Cell name where to place the item X,Y,Z = Exterior/interior location to place the item, can be a literal value as well as float variables. ZRot = World Z-axis orientation of the item (in degrees) Type: Movement, Tribunal Returns: none Example: PlaceItem, "false_sunder", 10, -5006, 0, 0 PlaceItemCell, "daedric_god_helm", "Assernerairan, Shrine", NewX, NewY, NewZ, 45 Scripts: dulniScript projectileMine </pre> New functions added in Tribunal to create new item references into the world. PlaceItem will create a new item in the exterior while PlaceItemCell does the same for an interior cell. With either function, if the target cell for the reference is an exterior cell and the given coordinate is outside of that cell, then the reference will be added to the cell containing the coordinate. This is a nice addition that allows you to add things to the world without previously placing them in the editor. There seems to be a bug with PlaceItemCell in that items added with the function disappear if you save, exit, and reload. This seems to depend on the order in which things occur. For instance if you add an NPC to the clothier to a cell that the player has never visited the NPC will be there. However, if you save the game after the NPC has been added, reload that save and then visit the cell the NPC will not be there. See Also: [[Morrowind Mod:PlaceAt|PlaceAtPC]]
2,307,424
2021-01-07T23:46:18Z
HoodBot
PlaceItem PlaceItemCell New functions added in Tribunal to create new item references into the world. PlaceItem will create a new item in the exterior while PlaceItemCell does the same for an interior cell. With either function, if the target cell for the reference is an exterior cell and the given coordinate is outside of that cell, then the reference will be added to the cell containing the coordinate. This is a nice addition that allows you to add things to the world without previously placing them in the editor. There seems to be a bug with PlaceItemCell in that items added with the function disappear if you save, exit, and reload. This seems to depend on the order in which things occur. For instance if you add an NPC to the clothier to a cell that the player has never visited the NPC will be there. However, if you save the game after the NPC has been added, reload that save and then visit the cell the NPC will not be there. See Also: PlaceAtPC
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https://en.uesp.net/wiki/Tes3Mod:PlaceAt
Tes3Mod:PlaceAt
{{Morrowind Modding Functions Trail}} '''PlaceAtMe'''<br> '''PlaceAtPC''' <pre> PlaceAtMe, ObjectID, Count, Distance, Direction PlaceAtPC, ObjectID, Count, Distance, Direction Where: ObjectID = Object to place into world Count = Number of the object to add Distance = Distance from the player in game units Direction = Initial orientation of the object 0 = front 1 = back 2 = left 3 = right Type: Movement PlaceAtMe, Bloodmoon Returns: none Example: PlaceAtPC, "delte fyr", 1, 120, 0 (just in front of player) PlaceAtPC, "Dremora_lord", 1, 128, 1 (sneak attack behind player) PlaceAtMe, "activator_01", 1, 500, 3 Scripts: karrodScript BILL_MarksDaedraSummon </pre> Places the object at the player (PlaceAtPC) or another object/activator (PlaceAtMe), in the direction you specify and the distance. If that location is not safe (in the air, in a wall, etc), the object will be placed at one of the other axis or at the player's exact location (feet). It is used most often to spawn NPCs/creatures near the player/object for a coordinated and timed attack. See Also: [[Morrowind Mod:PlaceItem|PlaceItem]], [[Morrowind Mod:PlaceItem|PlaceItemCell]]
2,307,421
2021-01-07T23:46:16Z
HoodBot
PlaceAtMe PlaceAtPC Places the object at the player (PlaceAtPC) or another object/activator (PlaceAtMe), in the direction you specify and the distance. If that location is not safe (in the air, in a wall, etc), the object will be placed at one of the other axis or at the player's exact location (feet). It is used most often to spawn NPCs/creatures near the player/object for a coordinated and timed attack. See Also: PlaceItem, PlaceItemCell
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https://en.uesp.net/wiki/Tes3Mod:PCSkipEquip
Tes3Mod:PCSkipEquip
{{Morrowind Modding Functions Trail}} '''PCSkipEquip''' <pre> PCSkipEquip Type: Inventory Returns: none Example: short PCSkipEquip set PCSkipEquip to 1 set PCSkipEquip to 0 Scripts: sealedTreasuryOrders sealedTreasuryReport </pre> Not a function but must be defined as a short variable in order to be used. When defined, set this to 1 to skip equipping the object, or 0 otherwise. Good for popping up messages for breaking seals on books and such.
531,938
2010-01-30T10:03:30Z
RoBoT
PCSkipEquip Not a function but must be defined as a short variable in order to be used. When defined, set this to 1 to skip equipping the object, or 0 otherwise. Good for popping up messages for breaking seals on books and such.
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https://en.uesp.net/wiki/Tes3Mod:PCVampire
Tes3Mod:PCVampire
{{Morrowind Modding Functions Trail}} '''PCVampire''' <pre> PCVampire Type: Global Returns: short Example: Scripts: </pre> A global variable that gives the state of the player's vampire status. <pre> -1 = Has been cured 0 = Not a vampire 1 = Currently a vampire </pre>
531,939
2010-01-30T10:03:32Z
RoBoT
PCVampire A global variable that gives the state of the player's vampire status.
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1,571
https://en.uesp.net/wiki/Tes3Mod:PCRace
Tes3Mod:PCRace
{{Morrowind Modding Functions Trail}} '''PCRace''' <pre> PCRace Type: Global Returns: short Example: Scripts: </pre> A global variable that holds a numeric value for the player's race. <pre> 1 = Argonian 2 = Breton 3 = Dark Elf 4 = High Elf 5 = Imperial 6 = Khajiit 7 = Nord 8 = Orc 9 = Redguard 10 = Woodelf </pre> It is unknown what happens for a newly created race.
531,936
2010-01-30T10:03:25Z
RoBoT
PCRace A global variable that holds a numeric value for the player's race. It is unknown what happens for a newly created race.
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1,572
https://en.uesp.net/wiki/Tes3Mod:PCGet3rdPerson
Tes3Mod:PCGet3rdPerson
{{Morrowind Modding Functions Trail}} '''PCGet3rdPerson''' <pre> PCGet3rdPerson Type: Player Controls Returns: short Example: if (PCGet3rdPerson == 1) set sValue to PCGet3rdPerson Scripts: Not Used </pre> Returns 1 if in 3rd person mode, or 0 otherwise. See Also: [[Morrowind Mod:PCForce3rdPerson|PCForce3rdPerson]], [[Morrowind Mod:PCForce1stPerson|PCForce1stPerson]]
2,307,417
2021-01-07T23:46:15Z
HoodBot
PCGet3rdPerson Returns 1 if in 3rd person mode, or 0 otherwise. See Also: PCForce3rdPerson, PCForce1stPerson
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https://en.uesp.net/wiki/Tes3Mod:PCForce3rdPerson
Tes3Mod:PCForce3rdPerson
{{Morrowind Modding Functions Trail}} '''PCForce3rdPerson''' <pre> PCForce3rdPerson Type: Player Controls Returns: none Example: PCForce3rdPerson Scripts: Not Used </pre> Queue the change to 3rd person mode (this may have to wait for the current animation to finish). See Also: [[Morrowind Mod:PCGet3rdPerson|PCGet3rdPerson]], [[Morrowind Mod:PCForce1stPerson|PCForce1stPerson]]
2,307,416
2021-01-07T23:46:15Z
HoodBot
PCForce3rdPerson Queue the change to 3rd person mode (this may have to wait for the current animation to finish). See Also: PCGet3rdPerson, PCForce1stPerson
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1,574
https://en.uesp.net/wiki/Tes3Mod:PCForce1stPerson
Tes3Mod:PCForce1stPerson
{{Morrowind Modding Functions Trail}} '''PCForce1stPerson''' <pre> PCForce1stPerson Type: Player Controls Returns: none Example: PCForce1stPerson Scripts: Not Used </pre> Queue the change to 1st person mode (this may have to wait for the current animation to finish). See Also: [[Morrowind Mod:PCGet3rdPerson|PCGet3rdPerson]], [[Morrowind Mod:PCForce3rdPerson|PCForce3rdPerson]]
2,307,415
2021-01-07T23:46:14Z
HoodBot
PCForce1stPerson Queue the change to 1st person mode (this may have to wait for the current animation to finish). See Also: PCGet3rdPerson, PCForce3rdPerson
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1,575
https://en.uesp.net/wiki/Tes3Mod:PayFine
Tes3Mod:PayFine
{{Morrowind Modding Functions Trail}} '''PayFine'''<BR> '''PayFineThief''' <pre> PayFine PayFineThief (undocumented) Type: Misc Returns: none Example: PayFine Scripts: TGDiscountScript </pre> Pays the player's fine for committing any crimes and resets the game's AI so that guards and NPCs don't hate the player any more. PayFine is used by the game to clear the AI after the player pays a fine to a guard or other law enforced. It removes any stolen merchandise from the player's inventory and puts it into the evidence chests around the island. PayFineThief is similarly used when the player uses the Thieves Guild to remove any bounty on their head but does not remove any stolen items.
1,184,805
2013-05-03T21:51:22Z
Jeancey
PayFine PayFineThief Pays the player's fine for committing any crimes and resets the game's AI so that guards and NPCs don't hate the player any more. PayFine is used by the game to clear the AI after the player pays a fine to a guard or other law enforced. It removes any stolen merchandise from the player's inventory and puts it into the evidence chests around the island. PayFineThief is similarly used when the player uses the Thieves Guild to remove any bounty on their head but does not remove any stolen items.
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https://en.uesp.net/wiki/Tes3Mod:PCClearExpelled
Tes3Mod:PCClearExpelled
{{Morrowind Modding Functions Trail}} '''PCClearExpelled''' <pre> PCClearExpelled, [FactionID] Where: FactionID = Optional faction to clear the player's expelled flag. Type: Faction Returns: none Example: PCClearExpelled, "Imperial Legion" PCClearExpelled (call from a dialogue, uses the actor's faction) Scripts: expelledMG </pre> Clears the player's expelled flag for the given faction. If no faction is specified, the caller's faction is used. Faction names for Great Houses are just the unique part of the house name, ie "Hlaalu". Faction names for the three imperial-sponsored guilds are formatted like "Thieves Guild". Note: The Mages guild will not give you more duties if you use pcclearexpelled, because it uses a second variable called ExpMagesGuild to track how long you've been expelled. The code you need is <b>Set ExpMagesGuild to 31</b> (Alternatively, use both <b>PCClearExpelled "Mages Guild"</b> and <b>Set ExpMagesGuild to 0</b>.) See Also: [[Morrowind Mod:PCExpell|PCExpell]], [[Morrowind Mod:PCExpelled|PCExpelled]]
2,307,412
2021-01-07T23:46:13Z
HoodBot
PCClearExpelled Clears the player's expelled flag for the given faction. If no faction is specified, the caller's faction is used. Faction names for Great Houses are just the unique part of the house name, ie "Hlaalu". Faction names for the three imperial-sponsored guilds are formatted like "Thieves Guild". Note: The Mages guild will not give you more duties if you use pcclearexpelled, because it uses a second variable called ExpMagesGuild to track how long you've been expelled. The code you need is (Alternatively, use both and .) See Also: PCExpell, PCExpelled
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1,577
https://en.uesp.net/wiki/Tes3Mod:PCExpell
Tes3Mod:PCExpell
{{Morrowind Modding Functions Trail}} '''PCExpell''' <pre> PCExpell, [FactionID] Where: FactionID = Optional faction to expell the player from. Type: Faction Returns: none Example: PCExpell, "Mages Guild" PCExpell (call from a dialogue, uses the actor's faction) Scripts: Not Used (only in dialogue) </pre> Expells the player from the given faction. See Also: [[Morrowind Mod:PCClearExpelled|PCClearExpelled]], [[Morrowind Mod:PCExpelled|PCExpelled]]
2,307,413
2021-01-07T23:46:14Z
HoodBot
PCExpell Expells the player from the given faction. See Also: PCClearExpelled, PCExpelled
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https://en.uesp.net/wiki/Tes3Mod:PCExpelled
Tes3Mod:PCExpelled
{{Morrowind Modding Functions Trail}} '''PCExpelled''' <pre> PCExpelled, [FactionID] Where: FactionID = Optional faction to check the player's expelled flag. Type: Faction Returns: none Example: if (PCExpelled, "Mages Guild" == 1) if (PCExpelled == 1 ) ( uses the caller's faction) Scripts: Not Used (only in dialogue) </pre> Returns 1 if the player is currently expelled from the given faction, or 0 otherwise. See Also: [[Morrowind Mod:PCClearExpelled|PCClearExpelled]], [[Morrowind Mod:PCExpell|PCExpell]]
2,307,414
2021-01-07T23:46:14Z
HoodBot
PCExpelled Returns 1 if the player is currently expelled from the given faction, or 0 otherwise. See Also: PCClearExpelled, PCExpell
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1,579
https://en.uesp.net/wiki/Tes3Mod:Output
Tes3Mod:Output
{{Morrowind Modding Functions Trail}} '''OutputObjCounts'''<BR> '''OutputRefCounts'''<BR> '''OutputRefInfos''' <pre> OutputObjCounts OutputRefCounts OutputRefInfo Type: Console, Undocumented Returns: none Example: Scripts: </pre> Console only commands that output object/reference info. *'''OutputObjCounts''': Shows the number of all objects in the current savegame sorted by categories. Lists also the number of all clones made from one base object, e.g. an imperial guard. *'''OutputRefCounts''': Shows the number of all references in the current savegame sorted by categories. Lists also the number of references that are cloned, persistent, have been moved from their original location etc. *'''OutputRefInfos''' Using this command on an object creates an output like this:<br> Reference - ''ReferenceID''<br> sourceid ''Reference-Index1''<br> targetid ''Reference-Index2''<br> file - ''Master/Plugin name''<br> cell - ''Cell name'' ''ReferenceID'': The reference's id as shown in the console when clicking on it with the mouse.<br> ''Reference-Index1'': The index of the reference. If a plugin file modifies a reference in a master file, then the reference-index of the plugin file is shown here. If the reference in a master file is not modified, or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown instead.<br> ''Reference-Index2'': This is the reference-index of the original master/plugin file which introduces the reference into the game. Reference-Indices are given as a hexadecimal value. Every reference-index has the form xxXXXXXX. xx is the esm/esp file's number in the current load order, eg. 01 for Morrowind.esm, 02 for Tribunal.esm and so on. And XXXXXX is the reference's index in the master/plugin file. Note: The Construction Set does not display any values at all, you must use a third party application like MWEdit or the TESCMD to actually see these reference-indices and note that the TESCMD converts hexadecimal numbers into decimal numbers when dumping information from a master/plugin file to the command-line console. ''Master/Plugin name'': The name of the master/plugin file which makes the last modification to the original reference. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game.<br> ''Cell name'': The name of the cell the reference is currently located, including path-grid coordinates if the current cell is an exterior cell. For non-reference objects (items placed into the game by any other method than using a game editor, e.g. dropping an item or using the [[Morrowind Mod:PlaceAt|PlaceAtMe]] command) the ''sourceid'' and ''targetid'' are always 00000000 and the name of the file is always "None", ''ReferenceID'' and ''cell'' are still shown. For leveled creatures/items the "ori" output looks a little different. It comes in this form:<br> Reference - ''ReferenceID''<br> sourceid 00000000<br> targetid 00000000<br> file - None<br> cell - ''Cell name''<br> LevelCrea - ''Leveled List''<br> (or LevelItem - ''Leveled List'')<br> sourceid ''Reference-Index1''<br> targetid ''Reference-Index2''<br> file - ''Master/Plugin name''<br> cell - ''Cell name'' The object spawned by the leveled list is treated as a non-reference object, therefore only the ''ReferenceID'' is valid, ''sourceid'' and ''targetid'' are 00000000 and ''file'' is "None", the current cell is shown. ''Leveled List'': If the spawned object belongs to a leveled creature/item list, then the ObjectID, as shown as in the Construction Set, of this list is displayed.<br> ''Reference-Index1'': Reference-Index of the spawn point as a hexadecimal value where the leveled object has been created. If the original reference of a master file is modified by a plugin file, then the reference of the plugin file is shown. If the original reference in a master file is not modified or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown. <br> ''Reference-Index2'': The reference-index of the original master/plugin file which introduces the reference of the spawn point into the game.<br> ''Master/Plugin name'': The name of the master/plugin file which makes the last modification to the original reference of the spawn point. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game.<br> Cell name: The name of the cell the reference is located, including path-grid coordinates if the current cell is an exterior cell. ''Final note'': Only a reference located in a master file can be altered by a plugin file, altering a reference from a plugin file with another plugin file does not work but will always cause a doubling of this reference.
2,307,406
2021-01-07T23:46:11Z
HoodBot
OutputObjCounts OutputRefCounts OutputRefInfos Console only commands that output object/reference info. OutputObjCounts: Shows the number of all objects in the current savegame sorted by categories. Lists also the number of all clones made from one base object, e.g. an imperial guard. OutputRefCounts: Shows the number of all references in the current savegame sorted by categories. Lists also the number of references that are cloned, persistent, have been moved from their original location etc. OutputRefInfos Using this command on an object creates an output like this: Reference - ReferenceID sourceid Reference-Index1 targetid Reference-Index2 file - Master/Plugin name cell - Cell name ReferenceID: The reference's id as shown in the console when clicking on it with the mouse. Reference-Index1: The index of the reference. If a plugin file modifies a reference in a master file, then the reference-index of the plugin file is shown here. If the reference in a master file is not modified, or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown instead. Reference-Index2: This is the reference-index of the original master/plugin file which introduces the reference into the game. Reference-Indices are given as a hexadecimal value. Every reference-index has the form xxXXXXXX. xx is the esm/esp file's number in the current load order, eg. 01 for Morrowind.esm, 02 for Tribunal.esm and so on. And XXXXXX is the reference's index in the master/plugin file. Note: The Construction Set does not display any values at all, you must use a third party application like MWEdit or the TESCMD to actually see these reference-indices and note that the TESCMD converts hexadecimal numbers into decimal numbers when dumping information from a master/plugin file to the command-line console. Master/Plugin name: The name of the master/plugin file which makes the last modification to the original reference. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game. Cell name: The name of the cell the reference is currently located, including path-grid coordinates if the current cell is an exterior cell. For non-reference objects (items placed into the game by any other method than using a game editor, e.g. dropping an item or using the PlaceAtMe command) the sourceid and targetid are always 00000000 and the name of the file is always "None", ReferenceID and cell are still shown. For leveled creatures/items the "ori" output looks a little different. It comes in this form: Reference - ReferenceID sourceid 00000000 targetid 00000000 file - None cell - Cell name LevelCrea - Leveled List (or LevelItem - Leveled List) sourceid Reference-Index1 targetid Reference-Index2 file - Master/Plugin name cell - Cell name The object spawned by the leveled list is treated as a non-reference object, therefore only the ReferenceID is valid, sourceid and targetid are 00000000 and file is "None", the current cell is shown. Leveled List: If the spawned object belongs to a leveled creature/item list, then the ObjectID, as shown as in the Construction Set, of this list is displayed. Reference-Index1: Reference-Index of the spawn point as a hexadecimal value where the leveled object has been created. If the original reference of a master file is modified by a plugin file, then the reference of the plugin file is shown. If the original reference in a master file is not modified or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown. Reference-Index2: The reference-index of the original master/plugin file which introduces the reference of the spawn point into the game. Master/Plugin name: The name of the master/plugin file which makes the last modification to the original reference of the spawn point. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game. Cell name: The name of the cell the reference is located, including path-grid coordinates if the current cell is an exterior cell. Final note: Only a reference located in a master file can be altered by a plugin file, altering a reference from a plugin file with another plugin file does not work but will always cause a doubling of this reference.
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https://en.uesp.net/wiki/Tes3Mod:OnPCSoulGemUse
Tes3Mod:OnPCSoulGemUse
{{Morrowind Modding Functions Trail}} '''OnPCSoulGemUse''' <pre> OnPCSoulGemUse Type: Inventory, Variable Returns: short Example: short OnPCSoulGemUse if ( OnPCSoulGemUse == 1 ) Player-&gt;additem, "Misc_soulgem_Azura", 1 endif Scripts: AzuraStarScript </pre> Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player uses a soul gem for enchanting or recharging an item. Should be manually reset if you wish to check for additional soul gem uses.
531,921
2010-01-30T10:02:45Z
RoBoT
OnPCSoulGemUse Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player uses a soul gem for enchanting or recharging an item. Should be manually reset if you wish to check for additional soul gem uses.
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https://en.uesp.net/wiki/Tes3Mod:OnPCEquip
Tes3Mod:OnPCEquip
{{Morrowind Modding Functions Trail}} '''OnPCEquip''' <pre> OnPCEquip Type: Inventory, Variable Returns: short Example: short OnPCEquip if ( OnPCEquip == 1 ) set OnPCEquip to 0 endif Scripts: bladeScript disguisedArmor </pre> Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player equips the item, and remain 1 while the player has it equipped (unless manually reset) and is 0 otherwise.
531,918
2010-01-30T10:02:38Z
RoBoT
OnPCEquip Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player equips the item, and remain 1 while the player has it equipped (unless manually reset) and is 0 otherwise.
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https://en.uesp.net/wiki/Tes3Mod:OnPCHitMe
Tes3Mod:OnPCHitMe
{{Morrowind Modding Functions Trail}} '''OnPCHitMe''' <pre> OnPCHitMe Type: Combat, Variable Returns: short Example: short OnPCHitMe if ( OnPCHitMe == 1 ) StartCombat Player Set OnPCHitMe to 0 endif Scripts: almaScript cattleScript </pre> This is not a function but must be defined as a short variable in the script to be used. When the player hits the object, the variable will be set to 1. It must be reset to 0 when testing for it, such as in the above example script.
531,919
2010-01-30T10:02:41Z
RoBoT
OnPCHitMe This is not a function but must be defined as a short variable in the script to be used. When the player hits the object, the variable will be set to 1. It must be reset to 0 when testing for it, such as in the above example script.
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https://en.uesp.net/wiki/Tes3Mod:OnRepair
Tes3Mod:OnRepair
{{Morrowind Modding Functions Trail}} '''OnRepair''' <pre> OnRepair Type: Object, Broken Returns: short Example: short OnRepair if ( OnRepair == 1 ) Scripts: Not Used </pre> Not a function but must be defined as a short variable in order to be used. Returns 1 if calling object has been attempted to be repaired, or 0 otherwise. This function is currently broken and does not work. See Also: [[Morrowind Mod:OnPCRepair|OnPCRepair]]
2,307,403
2021-01-07T23:46:10Z
HoodBot
OnRepair Not a function but must be defined as a short variable in order to be used. Returns 1 if calling object has been attempted to be repaired, or 0 otherwise. This function is currently broken and does not work. See Also: OnPCRepair
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1,584
https://en.uesp.net/wiki/Tes3Mod:OnActivate
Tes3Mod:OnActivate
{{Morrowind Modding Functions Trail}} '''OnActivate''' <pre> OnActivate Type: Object Returns: short Example: if ( OnActivate == 1 ) Activate endif Scripts: Alen_note BarDoor </pre> Returns 1 if calling object is activated, or 0 otherwise. An object is activated when you approach it in the game and press the spacebar (by default).
531,912
2010-01-30T10:02:25Z
RoBoT
OnActivate Returns 1 if calling object is activated, or 0 otherwise. An object is activated when you approach it in the game and press the spacebar (by default).
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https://en.uesp.net/wiki/Tes3Mod:OnPCAdd
Tes3Mod:OnPCAdd
{{Morrowind Modding Functions Trail}} '''OnPCAdd''' <pre> OnPCAdd Type: Inventory, Variable Returns: short Example: short OnPCAdd if ( OnPCAdd == 1 ) Scripts: CharGenStatsSheet CharGen_ring_keley </pre> Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player adds the calling item to their inventory. Should be manually reset if you wish to check for additional item additions.
531,916
2010-01-30T10:02:34Z
RoBoT
OnPCAdd Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player adds the calling item to their inventory. Should be manually reset if you wish to check for additional item additions.
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1,586
https://en.uesp.net/wiki/Tes3Mod:OnPCDrop
Tes3Mod:OnPCDrop
{{Morrowind Modding Functions Trail}} '''OnPCDrop''' <pre> OnPCDrop Type: Inventory, Variable Returns: short Example: short OnPCDrop if ( OnPCDrop == 1 ) Scripts: Not Used </pre> Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player drops the calling item from their inventory. Should be manually reset if you wish to check for additional item drops.
531,917
2010-01-30T10:02:37Z
RoBoT
OnPCDrop Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player drops the calling item from their inventory. Should be manually reset if you wish to check for additional item drops.
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1,587
https://en.uesp.net/wiki/Tes3Mod:HurtStandingActor
Tes3Mod:HurtStandingActor
{{Morrowind Modding Functions Trail}} '''HurtStandingActor''' <pre> HurtStandingActor, Value Where: Value = Number of hit points per second to damage any actor standing on it (float). Value should be negative for damage, or positive for healing. This value can be literal or a variable. Type: Collison Returns: none Example: HurtStandingActor, 1 (heal 1 hitpoint per second) HurtStandingActor, -10 (hurt 10 hitpoints per second) HurtStandingActor, fDmgValue (use a variable value) Scripts: lava SothaHotOil </pre> Damages any actor standing on the object the given number of health points per second. As mentioned above, a positive value will heal the actor, and a negative value will damage them. The value can not only be a literal number, but also a variable (local or global). See Also: [[Morrowind Mod:HurtCollidingActor|HurtCollidingActor]]
2,307,233
2021-01-07T23:44:46Z
HoodBot
HurtStandingActor Damages any actor standing on the object the given number of health points per second. As mentioned above, a positive value will heal the actor, and a negative value will damage them. The value can not only be a literal number, but also a variable (local or global). See Also: HurtCollidingActor
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1,588
https://en.uesp.net/wiki/Tes3Mod:HurtCollidingActor
Tes3Mod:HurtCollidingActor
{{Morrowind Modding Functions Trail}} '''HurtCollidingActor''' <pre> HurtCollidingActor, Value Where: Value = Number of hit points per second to damage any colliding actor (float). Type: Collison, Tribunal Returns: none Example: HurtCollidingActor 100 HurtCollidingActor 9999999 (kill any NPCs that collide with it) Scripts: Collide_damage_100 Collide_damage_kill </pre> Damages colliding actor the given number of health points per second. This function requires Tribunal. See Also: [[Morrowind Mod:HurtStandingActor|HurtStandingActor]]
2,307,232
2021-01-07T23:44:46Z
HoodBot
HurtCollidingActor Damages colliding actor the given number of health points per second. This function requires Tribunal. See Also: HurtStandingActor
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1,589
https://en.uesp.net/wiki/Tes3Mod:HasItemEquipped
Tes3Mod:HasItemEquipped
{{Morrowind Modding Functions Trail}} '''HasItemEquipped''' <pre> HasItemEquipped, ObjectID Where: ObjectID = Object to check being equipped on the calling actor. Type: Object, Tribunal Returns: short Example: if ( HasItemEquipped, "ebony spear" == 1 ) if ( player-&gt;HasItemEquipped, fireblade != 0 ) if ( "alvis teri"-&gt;HasItemEquipped, "expensive_belt_01" == 1 ) Scripts: Not Used </pre> Returns 1 if the given item is currently equipped on the calling actor, or 0 otherwise.
531,806
2010-01-30T09:58:33Z
RoBoT
HasItemEquipped Returns 1 if the given item is currently equipped on the calling actor, or 0 otherwise.
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1,590
https://en.uesp.net/wiki/Tes3Mod:HasSoulGem
Tes3Mod:HasSoulGem
{{Morrowind Modding Functions Trail}} '''HasSoulGem''' <pre> HasSoulGem, CreatureID Where: CreatureID = Creature to check for a soul gem Type: Magic Returns: short Example: if ( Player-&gt;HasSoulGem, "atronach_storm" > 1 ) set sValue to ( HasSoulGem, lich_relvel ) Scripts: SkinkSoul1 StrongSoulCheck </pre> Returns 1 if the calling object has the given creature's soul gem in their inventory, or 0 otherwise.
1,620,349
2017-04-15T06:11:37Z
Dillonn241
HasSoulGem Returns 1 if the calling object has the given creature's soul gem in their inventory, or 0 otherwise.
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1,591
https://en.uesp.net/wiki/Tes3Mod:Help
Tes3Mod:Help
{{Morrowind Modding Functions Trail}} '''Help''' <pre> Help Type: Console Example: Scripts: </pre> Console-only command that lists some of the console specific functions.
1,194,187
2013-05-25T18:35:11Z
Jeancey
Help Console-only command that lists some of the console specific functions.
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1,592
https://en.uesp.net/wiki/Tes3Mod:HitOnMe
Tes3Mod:HitOnMe
{{Morrowind Modding Functions Trail}} '''HitAttemptOnMe'''<BR> '''HitOnMe''' <pre> HitAttemptOnMe, ObjectID HitOnMe, ObjectID Where: ObjectID = specified weapon identifier Type: Combat Returns: short Example: Set keeningHit to HitOnMe Keening player-&gt;HitOnMe, "chitin dagger" Scripts: LorkhanHeart (HitOnMe) Not Used (HitAttemptOnMe) </pre> Returns 1 if a hit on the calling NPC is attempted (HitAttemptOnMe) or hit (HitOnMe) by ObjectID in melee. For example, ''player-&gt;HitOnMe, "chitin dagger"'' will return 1 if the player is hit by a chitin dagger.
1,395,036
2014-10-02T10:08:33Z
null
HitAttemptOnMe HitOnMe Returns 1 if a hit on the calling NPC is attempted (HitAttemptOnMe) or hit (HitOnMe) by ObjectID in melee. For example, player-&gt;HitOnMe, "chitin dagger" will return 1 if the player is hit by a chitin dagger.
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1,593
https://en.uesp.net/wiki/Tes3Mod:GetWeaponDrawn
Tes3Mod:GetWeaponDrawn
{{Morrowind Modding Functions Trail}} '''GetWeaponDrawn''' <pre> GetWeaponDrawn Type: Object, Tribunal Returns: short Example: if ( GetWeaponDrawn == 1 ) set sValue to ( "shat gro-shazog"-&gt;GetWeaponDrawn ) Scripts: BladeScript </pre> Returns 1 if the calling actor has a weapon drawn ready to attack, or 0 otherwise.
531,798
2010-01-30T09:58:18Z
RoBoT
GetWeaponDrawn Returns 1 if the calling actor has a weapon drawn ready to attack, or 0 otherwise.
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1,594
https://en.uesp.net/wiki/Tes3Mod:GetTarget
Tes3Mod:GetTarget
{{Morrowind Modding Functions Trail}} '''GetTarget''' <pre> GetTarget, ActorID Where: ActorID = NPC ID to check against the source actor's current target. Type: Combat Returns: short Example: if ( GetTarget, "taren andoren" == 1 ) if ( GetTarget Player == 1 ) Scripts: nartiseGuards nemindaScript </pre> Returns 1 if the target of the NPC is the given actor. Returns 0 otherwise.
531,792
2010-01-30T09:58:05Z
RoBoT
GetTarget Returns 1 if the target of the NPC is the given actor. Returns 0 otherwise.
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1,595
https://en.uesp.net/wiki/Tes3Mod:GetWerewolfKills
Tes3Mod:GetWerewolfKills
{{Morrowind Modding Functions Trail}} '''GetWerewolfKills''' <pre> GetWerewolfKills Type: Werewolf, Bloodmoon Returns: float? Example: if ( GetWerewolfKills > 1 ) Scripts: </pre> Returns the number of kills the player (?) has done since they last turned into a werewolf (unconfirmed).
531,801
2010-01-30T09:58:22Z
RoBoT
GetWerewolfKills Returns the number of kills the player (?) has done since they last turned into a werewolf (unconfirmed).
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1,596
https://en.uesp.net/wiki/Tes3Mod:Goodbye
Tes3Mod:Goodbye
{{Morrowind Modding Functions Trail}} '''Goodbye''' <pre> Goodbye Type: Dialogue Returns: none Example: Goodbye Scripts: Only in dialogue results </pre> This function immediately ends the players conversation with the NPC, forcing the user to click the Goodbye option to end dialogue. Used only in dialogue results (unsure if it can be used in a regular script when dialogue is closed or not). It can be used in a script if dialogue window is open. Note - The use of Goodbye will make every [[Morrowind Mod:Choice|Choice]] exit dialogue.
2,357,233
2021-03-10T11:45:45Z
null
Goodbye This function immediately ends the players conversation with the NPC, forcing the user to click the Goodbye option to end dialogue. Used only in dialogue results (unsure if it can be used in a regular script when dialogue is closed or not). It can be used in a script if dialogue window is open. Note - The use of Goodbye will make every Choice exit dialogue.