OBSE v0011 Command Documentation

OBSE @ Oblivion Construction Set Wiki

Table of Contents

Function Syntax Format
    (returnValueName:returnValueType)    reference.FunctionName parameter1:type parameter2:type

optional
- optional parameters or references are in italics

Parameter Types: designated after colon
  float    a positive or negative decimal number
  long     a positve whole number with large values   
  short    a positive whole number with smaller values
  ref      a ref (usually an objectID)
  chars    a 4 character magic effect code (for example: FIDG, Z001)
  string   a set of characters in quotes
  bool     a short with only 2 values: 1 for true and 0 for false
  

Function Calling Conventions:

By Reference or ObjectID
reference.FunctionName someParameters objectID:ref
Examples:
    (health:long) reference.GetObjectHealth objectID:ref
    (oldEnchantment:ref) reference.SetEnchantment nuEnchantment:ref objectID:ref

These functions can either be called on a reference or have an objectID passed in as an argument.  If an objectID is passed in, it takes precedence over a calling reference.

By Reference only:
reference.FunctionName someParameters
Examples:
    (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref

These functions must be called on a reference.

By ObjectID only
FunctionName someParamters objectID:ref

    (masterLevel:short) GetSpellMasteryLevel spell:ref
    (effectCode:long) GetNthEffectItemCode magicItem:ref whichEffect:long

Qualities
Qualities are a set of related values and functions which apply to multiple Oblivion object types.  For documentation purposes I have gathered the related values together.  Any type which has a given quality has all of values listed and all of the quality's functions may be applied to the type.
Attacking
Types with this quality are used for attacks.
Values:
    Attack Damage - long the base damage of the type; used in a forumla with the appropriate skill to determine damage actually done
    Speed - float the speed factor of the type; used in a forumla to determine the rate of attack
    Ignores Resistance flag - bool determines whether the type will ignore normal damage resistance.
Functions:   
    GetAttackDamage - returns the base attack damage
        (damage:long) reference.GetAttackDamage objectID:ref
    SetAttackDamage - sets the base attack damage
        (nothing) reference.SetAttackDamage nuDamage:long objectID:ref
    ModAttackDamage - modifies the base attack damage up or down
        (nothing) reference.ModAttackDamage modifyBy:float objectID:ref
    GetWeaponSpeed - returns the weapon speed
        (speed:float) reference.GetWeaponSpeed objectID:ref
    SetWeaponSpeed - sets the weapon speed
        (nothing) reference.SetWeaponSpeed nuSpeed:float obejctID:ref
    ModWeaponSpeed - modifies the weapon speed up or down
        (nothing) reference.ModWeaponSpeed modifyBy:float obejctID:ref
    GetIgnoresResistance - returns whether the object ignores normal damage resistance
        (ignores:bool) reference.GetIgnoresResistance objectID:ref
    SetIgnoresResistance - sets whether the object ignores normal damage resistance
        (nothing) reference.SetIgnoresResistance shouldIgnore:bool objectID:ref

Breakable
Types with this quality can be broken.
Values:
    Health - long the base health of the object.  Cannot be negative.
    Current Health - float the current health of the object.  the object is damaged when the current value is less than the base object value and is broken when the current health reaches 0.  The effectiveness of the object may be decreased as damage increases.
Functions:
    GetObjectHealth - returns the base object health
        (health:long) reference.GetObjectHealth objectID:ref
    SetObjectHealth - sets the base object health
        (nothing) reference.SetObjectHealth nuHealth:long objectID:ref
    ModObjectHealth - modifies the base object health up or down
        (nothing) reference.ModObjectHealth modifyBy:float objectID:ref
    GetCurrentHealth - returns the current health of the calling reference
        (health:float) reference.GetCurrentHealth
    GetEquippedCurrentHealth - gets the current health of the object in the specified equipment slot
        (health:float) reference.GetEquippedCurrentHealth slot:short
    SetEquippedCurrentHealth - sets the current health of the object in the specified equipment slot
        (nothing) reference.SetEquippedCurrentHealth nuHealth:long slot:short
    ModEquippedCurrentHealth - modifies the current health of the object in the specified equipment slot up or down
        (nothing) reference.ModEquippedCurrentHealth modifyBy:float slot:short

Class
Types with this quality have a player class.
Values:
    Attributes - short the two attributes of the class
    Skills - short the five major skills of the class
    Specialization - short the specialization of the class
Functions:
    GetClass - returns the class of the NPC
        (class:ref) reference.GetClass
    GetClassAttribute - returns the Nth attribute of the class.  If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (attribute:short) reference.GetClassAttribute whichAttribute:short class:ref
    GetClassSkill - returns the Nth skill of the class. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (skill:short
reference.GetClassSkill whichSkill:short class:ref
    GetClassSpecialization - returns the class specialization. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (specialization:shortreference.GetClassSpecialization class:ref
    IsClassSkill - returns whether the passed skill is a skill of the class. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (isClassSkill:bool) reference.IsClassSkill  skill:short class:ref
        (isClassSkill:bool) reference.IsMajor  skill:short class:ref
    IsClassAttribute - returns whether the passed attribute is an attribute of the class. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence. (available in v0011)
        (isClassAttribute:bool) reference.IsClassAttribute attribute:short class:ref

Container
Something that holds inventory items.
Functions:
    GetNumItems - returns the number of different object types in the container
        (count:long) reference.GetNumItems
    GetInventoryObject - returns the objectID of the Nth item type in the container
        (objectID:ref) reference.GetInventoryObject whichObject:long
    IsContainer - returns whether the reference or passed objectID is a container
        (isContainer:bool) reference.IsContainer objectID:ref

   
Edible
Types with this quality may be considered food.
Values:
    Is Food flag - bool is the object considered to be food
Functions:
    IsFood - returns whether the object is considered to be food
        (isFood:bool) reference.IsFood objectID:ref
    SetIsFood - sets whether the object is considered to be food
        (nothing) reference.IsFood isFood:bool objectID:ref

Enchantable
Types with this quality may be enchanted.  A couple notes:  Enchantments and the ranges of their effects need to be appropriate for the enchantable object's type.  The Enchantment Type needs to match the object the enchantment applies to.  Also, when adding an enchantment to an object, be sure that the object has a charge, or the enchantment cannot work.  If the object was not previously enchanted, call SetObjectCharge to assign a charge to the object.
Values:
    Enchantment - ref the specific enchantment on the enchantable item
    Charge - long the maximum charge available on the enchantable item
    Current Charge - float the current charge of the enchantable item
Functions:
    GetEnchantment - returns the specific enchantment on the object
        (enchantment:ref) reference.GetEnchantment objectID:ref
    SetEnchantment - sets the specific enchantment on the object and returns any previous enchantment
        (oldEnchantment:ref) reference.SetEnchantment nuEnchantment:ref objectID:ref
    RemoveEnchantment - removes the enchantment from the object and returns any previous enchantment
        (oldEnchantment:ref) reference.RemoveEnchantment objectID:ref
    GetObjectCharge - returns the max charge of the object
        (charge:long) reference.GetObjectCharge objectID:ref
    SetObjectCharge - sets the max charge of the object
        (nothing) refernce.SetObjectCharge nuCharge:long objectID:ref
    ModObjectCharge - modifies the max charge of the object up or down
        (nothing) reference.ModObjectCharge modifyBy:float objectID:ref
    GetCurrentCharge - returns the current charge of the calling reference
        (charge:float) reference.GetCurrentCharge
    GetEquippedCurrentCharge - returns the current charge of the object in the specified slot
        (charge:float) reference.GetEquippedCurrentCharge slot:short
    SetEquippedCurrentCharge - sets the current charge of the object in the specified slot
        (nothing) reference.SetEquippedCurrentCharge nuCharge:long slot:short
    ModEquippedCurrentCharge - modifies the current charge of the object in the specified slot up or down
        (nothing) reference.ModEquippedCurrentCharge modifyBy:float slot:short

Equippable
Types with this quality can be equipped by a character.
Values:
    Slot - short the equipment slot of the object
Functions:
    GetEquipmentSlot - returns the equipment slot of the object
        (slot:short) reference.GetEquipmentSlot objectID:ref
    GetEquippedObject

Inventory
Types with this quality are objects that can be either stored in an inventory or exist as a reference outside of an inventory.
Values:
    Object - long the base object id of a reference
    Weapon Type- short the type of weapon
    Weight - float the weight of one object of this type
    Gold Value - long the gold value of one object of this type.  this value may not match the value displayed in the interface as that could include additional value from an enchantment.
    Is Quest Item flag - bool whether the type is a quest item.  quest items cannot be activated and cannot be dropped.
Functions:
    GetBaseObject - returns the base object of the reference
        (objectID:ref) reference.GetBaseObject
    GetObjectType - returns a type code for each type of object
        (type:long) reference.GetObjectType objectID:ref
    IsWeapon - returns whether the object is a weapon
        (isWeapon:bool) reference.IsWeapon objectID:ref
    IsAmmo - returns whether the object is ammunition
        (isAmmo:bool) reference.IsAmmo objectID:ref
    IsArmor - returns whether the object is armor
        (isArmor:bool) reference.IsArmor objectID:ref
    IsBook - returns whether the object is a book
        (isBook:bool) reference.IsBook objectID:ref
    IsClothing - returns whether the object is clothing
        (isClothing:bool) reference.IsClothing objectID:ref
    IsIngredient - returns whether the object is an ingredient
        (isIngredient:bool) reference.IsIngredient objectID:ref
    IsKey - returns whether the object is a key
        (isKey:bool) reference.IsKey objectID:ref
    IsAlchemyItem - returns whether the object is an alchemy item
        (isAlchemyItem:bool) reference.IsAlchemyItem objectID:ref
    IsApparatus - returns whether the object is an alchemy apparatus
        (isApparatus:bool) reference.IsApparatus objectID:ref
    IsSoulGem - returns whether the object is a soul gem
        (isSoulGem:bool) reference.IsSoulGem objectID:ref
    IsSigilStone - returns whether the object is a sigil stone
        (isSigilStone:bool) reference.IsSigilStone objectID:ref
    IsLight - returns whether the object is a light source
        (isLight:bool) reference.IsLight objectID:ref
    GetWeight - returns the weight of the type
        (weight:float) reference.GetWeight objectID:ref
    SetWeight - sets the weight of the type
        (nothing) reference.SetWeight nuWeight:float objectID:ref
    ModWeight - modifies the weight of the type up or down
        (nothing) reference.ModWeight modifyBy:float objectID:ref
    GetGoldValue - returns the base gold value of the type
        (goldValue:long) reference.GetGoldValue objectID:ref
    SetGoldValue - sets the base gold value of the type
        (nothing) reference.SetGoldValue nuGoldValue:long objectID:ref
    ModGoldValue - modifies the base gold value of the type up or down
        (nothing) reference.ModGoldValue modifyBy:float objectID:ref
    IsQuestItem - returns whether the type is a quest item
        (isQuestItem:bool) reference.IsQuestItem objectID:ref
    SetQuestItem - sets whether the type is a quest item
        (nothing) reference.SetQuestItem isQuestItem:bool objectID:ref

Magic
Types with this quality have a group of magical effects
Values:
    Magic Item Type - short the type of magic item (Spell, Enchantment, AlchemyItem, Ingredient)
    Effect Count - long the number of magic effect items in the type
    IsAutocalc - bool whether the cost is autocalculated or set to a specific amount
    EffectItem Code - long the magic effect code for the effect item
    EffectItem Magnitude - long the magnitude of the magic effect item
    EffectItem Area - long the area affected by the magic effect item
    EffectItem Duration - long the time in seconds the magic effect lasts
    EffectItem Range - short the range of the effect (Self, Touch, Target)
    EffectItem Actor Value - long a code for the attribute or skill affected by the effect item
    EffectItemScripted - bool whether the effect item is a ScriptEffect (SEFF)
    EffectItemScript - refID the refID of the script used by the scripted effect item
    EffectItemScriptVisualEffect - long the magic effect code used for the visual effects of the scripted effect item
    EffectItemScriptSchool -  short the magic school assigned to the scripted effect
    EffectItemScriptIsHostile - bool whether the scripted effect is hostile
Functions:
    GetMagicItemType - returns the magic item type
        (magicItemType:short) GetMagicItemType objectID:ref
        (magicItemType:short) GetMIType objectID:ref       
    GetMagicItemEffectCount - returns the number of magic effect items
        (count:long) GetMagicItemEffectCount objectID:ref
        (count:long) GetMIECount objectID:ref
    MagicItemHasEffect - returns whether the magic item has an effect item with the specifed effect.  Uses the 4 letter codes for the magic effects listed in the CS.
        (hasEffect:bool) MagicItemHasEffect effect:chars
        (hasEffect:bool) MagicHasEffect effect:chars
    MagicItemHasEffectCode - returns whether the magic item has an effect item with the specified effect code. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.
        (hasEffect:bool) MagicItemHasEffectCode effect:chars
        (hasEffect:bool) MagicHasEffectC effect:chars
    GetNthEffectItemCode - returns the magic effect code of the specified effect item
        (code:long) GetNthEffectItemCode objectID:ref whichEffect:short
        (code:long) GetNthEICode objectID:ref whichEffect:short
    GetNthEffectItemMagnitude - returns the magnitude of the specified effect item
        (magnitude:long) GetNthEffectItemMagnitude objectID:ref whichEffect:short
        (magnitude:long) GetNthEIMagnitude objectID:ref whichEffect:short
    SetNthEffectItemMagnitude - sets the magnitude of the specified effect item
        (nothing) SetNthEffectItemMagnitude nuMagnitude:long objectID:ref whichEffect:short
        (nothing) SetNthEIMagnitude nuMagnitude:long objectID:ref whichEffect:short
    ModNthEffectItemMagnitude - modifies the magnitude of the specified effect item up or down
        (nothing) ModNthEffectItemMagnitude modifyBy:float objectID:ref whichEffect:short
        (nothing) ModNthEIMagnitude modifyBy:float objectID:ref whichEffect:short
    GetNthEffectItemArea - returns the area of the specified effect item
        (area:long) GetNthEffectItemArea objectID:ref whichEffect:short
        (area:long) GetNthEIArea objectID:ref whichEffect:short
    SetNthEffectItemArea - sets the area of the specified effect item
        (nothing) SetNthEffectItemArea nuArea:long objectID:ref whichEffect:short
        (nothing) SetNthEIArea nuArea:long objectID:ref whichEffect:short
    ModNthEffectItemArea - modifies the effect area of the specified effect item up or down
        (nothing) ModNthEffectItemArea modifyBy:float objectID:ref whichEffect:short
        (nothing) ModNthEIArea modifyBy:float objectID:ref whichEffect:short
    GetNthEffectItemDuration - returns the duration of the specified effect item
        (duration:long) GetNthEffectItemDuration objectID:ref whichEffect:short
        (duration:long) GetNthEIDuration objectID:ref whichEffect:short
    SetNthEffectItemDuration - sets the duration of the specified effect item
        (nothing) SetNthEffectItemDuration nuDuration:long objectID:ref whichEffect:short
        (nothing) SetNthEIDuration nuDuration:long objectID:ref whichEffect:short
    ModNthEffectItemDuration - modifies the duration of the specified effect item up or down
        (nothing) ModNthEffectItemDuration modifyBy:float objectID:ref whichEffect:short
        (nothing) ModNthEIDuration modifyBy:float objectID:ref whichEffect:short
    GetNthEffectItemRange - gets the range of the specified effect item
        (range:short) GetNthEffectItemrange objectID:ref whichEffect:short
        (range:short) GetNthEIRange objectID:ref whichEffect:short
    SetNthEffectItemRange - sets the range of the specified effect item
        (nothing) SetNthEffectItemRange nuRange:short objectID:ref whichEffect:short
        (nothing) SetNthEIRange nuRange:short objectID:ref whichEffect:short
    GetNthEffectItemActorValue - gets the actor value of the specified effect item
        (actorValueCode:long) GetNthEffectItemActorValue objectID:ref whichEffect:short
        (actorValueCode:long) GetNthEIAV objectID:ref whichEffect:short
    SetNthEffectItemActorValue - sets the actor values of the specified effect item
        (nothing) SetNthEffectItemActorValue nuActorValue:long objectID:ref whichEffect:short
        (nothing) SetNthEIAV nuActorValue:long objectID:ref whichEffect:short
    RemoveNthEffectItem - removes the specified effect item
        (nothing) RemoveNthEffectItem objectID:ref whichEffect:short
        (nothing) RemoveNthEffect objectID:ref whichEffect:short
    CopyNthEffectItem - copies the specified effect item from one magic item to another
        (index:short) CopyNthEffectItem fromObjectID:ref toObjectID:ref whichEffect:short
    CopyAllEffectItems - copies all effect items from one magic item to another
        (nothing) CopyAllEffectItems fromObjectID:ref toObjectId:ref
    AddEffectItem - adds a basic, empty EffectItem of the specified MagicEffect to the magic item
        (index:short) AddEffectItem nuEffect:chars objectID:ref
        (index:short) AddEffectItemC nuEffectCode:long objectID:ref
    AddFullEffectItem - adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range
        (index:short) AddFullEffectItem nuEffect:chars magnitude:long area:long duration:long range:short
        (index:short) AddFullEffectItemC nuEffectCode:long magnitude:long area:long duration:long range:short

    IsMagicItemAutoCalc - returns 1 if the MagicItem determines magicka cost by autocalculation.  Currently works on Spells, AlchemyItems and Ingredients.  Does not currently work on Enchantments.
        (isAutocalc:bool) IsMagicItemAutoCalc objectID:ref
    SetMagicItemAutoCalc - sets whether the Magic Item determines cost by autocalculation.  Currently works for Spells, AlchemyItems and Ingredients.  Does not currently work on Enchantments.  Broken in v0010.  Will be fixed in v0010a.
        (nothing) SetMagicItemAutoCalc isAutocalc:bool objectID:ref
    IsNthEffectItemScripted - returns whether the specified effect item is scripted
        (isScriptEffect:bool) IsNthEffectItemScripted objectID:ref whichEffect:short
    GetNthEffectItemScript - returns the refID of the script associated with the specified scripted effect
        (script:ref) GetNthEffectItemScript objectID:ref whichEffect:short
    SetNthEffectItemScript - sets the script for the specified scripted effect item
        (nothing) SetNthEffectItemScript objectID:ref whichEffect:short
    GetNthEffectItemScriptVisualEffect - returns the magic effect code for the scripted effect item's visual effect
        (magicEffectCode:long) GetNthEffectItemScriptVisualEffect objectID:ref whichEffect:short
    SetNthEffectItemScriptVisualEffect - sets the scrited effect item's visual effect
        (nothing) SetNthEffectItemScriptVisualEffect magicEffect:chars objectID:ref whichEffect:short
        (nothing) SetNthEffectItemScriptVisualEffectC magicEffectCode:long objectID:ref whichEffect:short
    GetNthEffectItemScriptSchool - returns the school of the scripted effect item
        (magicSchool:short) GetNthEffectItemScriptSchool objectID:ref whichEffect:short
    SetNthEffectItemScriptSchool - sets the school of the scripted effect item
        (nothing) SetNthEffectItemScriptSchool objectID:ref whichEffect:short
    IsNthEffectItemScriptHostile  - returns whether the scripted effect is hostile
        (isHostile:bool) IsNthEffectItemScriptHostile objectID:ref whichEffect:short
    SetNthEffectItemScriptHostile - sets whether the scripted effect is hostile
        (nothing) SetNthEffectItemScriptHostile objectID:ref whichEffect:short

       
Named
Types with this quality have a setable name
Values:
    Name - string the display name of the type
Functions:
    SetName - sets the display name of the type.  SetName is a special function.  It is defined to work on Inventory items, but it can be used with any form.  To use with a non-Inventory item you must first assign the objectID to a ref.  For most forms the name is part of the base form and changing the name will change it for all instances of the type.
        (nothing) reference.SetName name:string objectID:ref
    CompareName - returns 1 if stringToFindInName is found in the name if the object
        (nameContainsString) reference.CompareName toFindInName:string objectID:ref
        (nameContainsString) reference.NameIncludes toFindInName:string objectID:ref
    CopyName - copies the name from the source to the target.  It is defined to work on Inventory items, but it can be used with any form. To use with a non-Inventory item you must first assign the objectID to a ref.  For most forms the name is part of the base form and changing the name will change it for all instances of the type.
        (nothing) CopyName srcObjectID:ref targetObjectID:ref
    ModName - modifies the name of the calling reference or passed objectID.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.  If there is nothing before the | character, the replaceWith string is prepended to the name.
        (nothing) reference.ModName toReplaceAndReplaceWith:string toObject:ref
    AppendToName - appends the passed string to the end of the name of the calling reference or passed objectID.
        (nothing) reference.AppendToName toAppend:string toObject:ref

Scriptable
Types with this quality can have a script associated with them.
Functions:
    IsScripted - returns whether the scriptable object has a script attached to it or not
        (isScripted:bool) reference.IsScripted objectID:ref

Simple

Types with this quality have a single model path and a single icon texture
Values:
    Model Path - string the path to the NIF model for the type
    Icon Path - string the path to the DDS icon texture for the type
Functions:
    SetModelPath - sets the model path for the type
        (nothing) reference.SetModelPath modelPath:string objectID:ref
    SetIconPath  - sets the icon path for the type
        (nothing) reference.SetIconPath iconPath:string objectID:ref
    CompareModelPath - returns whether the passed string is part of the model path.  This is a case insensitive search.
        (found:bool) reference.CompareModelPath toFind:string objectID:ref
        (found:bool) reference.ModelPathIncludes toFind:string objectID:ref
    CompareIconPath - returns whether the passed string is part of the icon path.  This is a case insensitive search.
        (found:bool) reference.CompareIconPath toFind:string objectID:ref
        (found:bool) reference.IconPathIncludes toFind:string objectID:ref
    CopyModelPath - sets the model path of the calling reference or passed objectID to the model path of fromObject
        (nothing) reference.CopyModelPath fromObject:ref toObject:ref
    CopyIconPath - sets the icon path of the calling reference or passed objectID to the icon path of fromObject
        (nothing) reference.CopyIconPath fromObject:ref toObject:ref
    ModModelPath - modifies the model path of the calling reference or passed objectID.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.    If there is nothing before the | character, the replaceWith string is prepended to the model path..
        (nothing) reference.ModModelPath toReplaceAndReplaceWith:string toObject:ref
    ModIconPath - modifies the icon path of the calling reference or passed objectID.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.  If there is nothing before the | character, the replaceWith string is prepended to the icon path.
        (nothing) reference.ModIconPath toReplaceAndReplaceWith:string toObject:ref

Wearable
Types with this quality can be worn by actors and can have different models and textures for males and females
Values
    Slot - short the equipment slot or slots taken by the object
    Male Model Path - string the path to the NIF file for the male or only model while worn
    Female Model Path - string the path to the NIF file for the female model while worn
    Male Ground Path - string the path to the NIF for the male or only model when dropped
    Female Ground Path - string the path to the NIF for the female  model when dropped
    Male Icon Path - string the path to the DDS icon file for the male or only model
    Female Icon Path - string the path to the DDS icon file for the female model
Functions:
    GetEquipmentSlot - returns the equipment slot or slots taken by the object
        (slot:short) reference.GetEquipentSlot objectID:ref
    SetEquipmentSlot - sets the equipment slot or slots taken by the object
        (nothing) reference.SetEquipmentSlot slot:short objectID:ref
    SetMaleBipedPath - sets the male NIF model path when worn
        (nothing) reference.SetMaleModelPath modelPath:string objectID:ref
    SetFemaleBipedPath - sets the female NIF model path when worn
        (nothing) reference.SetFemaleModelPath modelPath:string objectID:ref
    SetMaleGroundPath - sets the male model path when dropped
        (nothing) reference.SetMaleGroundPath modelPath:string objectID:ref
    SetFemaleGroundPath - sets the female model path when dropped
        (nothing) reference.SetFemaleGroundPath modelPath:string objectID:ref
    SetMaleIconPath - sets the male icon texture
        (nothing) reference.SetMaleIconPath iconPath:string objectID:ref
    SetFemaleIconPath - sets the female icon texture
        (nothing) reference.SetFemaleIconPath iconPath:string objectID:ref
    ModXXXPath - modifies the specified path of the calling reference or passed obectID.   The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.  If there is nothing before the | character, the replaceWith string is prepended to the specified path.
        (nothing) reference.ModMaleBipedPath toReplaceAndReplaceWith:string toObject:ref
        (nothing) reference.ModFemaleBipedPath toReplaceAndReplaceWith:string toObject:ref
        (nothing) reference.ModMaleGroundPath toReplaceAndReplaceWith:string toObject:ref
        (nothing) reference.ModFemaleGroundPath toReplaceAndReplaceWith:string toObject:ref
        (nothing) reference.ModMaleIconPath toReplaceAndReplaceWith:string toObject:ref
        (nothing) reference.ModFemaleIconPath toReplaceAndReplaceWith:string toObject:ref
    CompareXXXPath - returns whether the specified path of the calling reference or objectID contains the toFind string.  This does a case insensitive search.
        (found:bool) reference.CompareMaleBipedPath toFind:string objectID:ref
        (found:bool) reference.CompareFemaleBipedPath toFind:string objectID:ref
        (found:bool) reference.CompareMaleGroundPath toFind:string objectID:ref
        (found:bool) reference.CompareFemaleGroundPath toFind:string objectID:ref
        (found:bool) reference.CompareMaleIconPath toFind:string objectID:ref
        (found:bool) reference.CompareFemaleIconPath toFind:string objectID:ref
        (found:bool) reference.MaleBipedPathIncludes toFind:string objectID:ref
        (found:bool) reference.FemaleBipedPathIncludes toFind:string objectID:ref
        (found:bool) reference.MaleGroundPathIncludes toFind:string objectID:ref
        (found:bool) reference.FemaleGroundPathIncludes toFind:string objectID:ref
        (found:bool) reference.MaleIconPathIncludes toFind:string objectID:ref
        (found:bool) reference.FemaleIconPathIncludes toFind:string objectID:ref
    CopyXXXPath - sets the specified path of the calling reference or objectID to the same path from the fromObject.
        (nothing) reference.CopyMaleBipedPath fromObject:ref toObject:ref
        (nothing) reference.CopyFemaleBipedPath fromObject:ref toObject:ref
        (nothing) reference.CopyMaleGroundPath fromObject:ref toObject:ref
        (nothing) reference.CopyFemaleGroundPath fromObject:ref toObject:ref
        (nothing) reference.CopyMaleIconPath fromObject:ref toObject:ref
        (nothing) reference.CopyFemaleIconPath fromObject:ref toObject:ref

Oblivion Types
Oblivion Types are the various forms available to fill out in the CS.  They correspond to real objects or concepts in Oblivion.   Types are a collection of values and functions which can be applied to them.  Frequently they have Qualities which encapsulate common values and functions across the various types.  If a type has a quality listed, that type has all of the values and functions of that quality in addition to any listed directly with the type itself.
Alchemy Item
Alchemy Items are potions and poisons.
Qualities: Edible, InventoryMagic, Named, Simple
Values:
    Is Poison Flag- bool whether the alchemy item is considered a poison.  A poison is an alchemy item with all hostile effects. An alchemy item with even a single non-hostile effect is not a poison.
Functions:
    IsPoison - returns whether the alchemy item is a poison.
        (isPoison:bool) reference.IsPoison objectID:ref

Ammo
Ammo includes all ammunition like arrows.
Qualities: Attacking, Enchantable, Equippable, Inventory, Named, Simple

Apparatus
Apparatus are used for Alchemy and the creation of alchemy items.
Values:
    Type - short the type of alchemy apparatus
    Quality - float the level of the alchemy apparatus quality.  The Apparatus Quality list shows the basic levels, but any value between 0 and 1.0 is valid.
Functions:
    GetApparatusType - returns the alchemy apparatus type of the calling reference or passed objectID
        (apparatusType:short) reference.GetApparatusType objectID:ref
    SetApparatusType - sets the alchemy type of the calling reference or passed objectID
        (nothing) reference.SetApparatusType apparatusType:short objectID:ref
    GetQuality - returns the quality level of the calling reference or passed objectID
        (quality:float) reference.GetQuality objectID:ref
    SetQuality - sets the quality level of the calling reference or passed objectID
        (nothing) reference.SetQuality quality:float objectID:ref
    ModQuality - modifies the quality of the calling reference or passed objectID
        (nothing) reference.ModQuality modQualityBy:float objectID:ref


Armor
Armor is any type of wearable object that provides protection against damage
Qualities: Breakable, Enchantable, Inventory, Named, Wearable
Values:
    Armor Rating - long the value of protection provided by the armor
    Armor Type - short the type of the armor. Armor Type Codes.
Functions:
    GetArmorAR - returns the armor rating of the object
        (armorRating:long) reference.GetArmorAR objectID:ref
    SetArmorAR - sets the armor rating of the object
        (nothing) reference.SetArmorAR nuArmorRating:long objectID:ref
    ModArmorAR - modifies the armor rating of the object up or down
        (nothing) reference.ModArmorAR modifyBy:float objectID:ref
    GetArmorType - returns 0 if light armor and 1 if heavy armor
        (armorType:short) reference.GetArmorType objectID:ref
    SetArmorType - sets whether the armor is heavy or light
        (nothing) reference.SetArmorType nuArmorType:short objectID:ref

Book
Qualities: Inventory
Values:
    Can Be Taken - bool whether the book can be taken
    IsScroll - bool whether the book is a scroll
    SkillTaught - bool whether the book teaches a skill or not
Functions:
    GetBookCantBeTaken - returns 1 if the book cannot be taken
        (cantBeTaken:bool) reference.GetBookCantBeTaken objectID:ref
    GetBookIsScroll - returns whether the book is a scroll or not
        (isScroll:bool) reference.GetBookIsScroll objectID:ref
    GetBookSkillTaught - returns the skill taught by the book.  If no skill is taught, returns 255.
        (skillTaught:short) reference.GetBookSkillTaught objectID:ref
    SetBookCantBeTaken - sets whether the book can be taken
        (nothing) reference.SetBookCantBeTaken cantBeTaken:bool objectID:ref
    SetBookIsScroll - sets whether the book is a scroll
        (nothing) reference.SetBookIsScroll isScroll:bool objectID:ref
    SetBookSkillTaught - sets the skill the book teaches.  The the skillTaught value is not one of the skills, sets the value to 255.
        (nothing) reference.SetBookSkillTaught skillTaught:short objectID:ref


Clothing
Clothing is any wearable object that does not provide armor protection.  Includes amulets and rings.
Qualities: Enchantable, Inventory, Named, Wearable

Creature
Qualities: Attacking (only attack damage), Inventory
Value:
    Creature Type - short the type of creature
    Combat Skill - short the value for all combat skills for the creature
    Magic Skill - short the value for all magic skills for the creature
    Stealth Skill - short the value for all stealth skills for the creature
Functions:
    IsCreature - returns whether the reference or passed id is a creature
        (isCreature:bool) reference.IsCreature objectID:ref
    GetCreatureType - returns the type of the creature (Undead, Humanoid, Daedrea etc)
        (creatureType:short) reference.GetCreatureType  objectID:ref
    GetCreatureCombatSkill - returns the combat skill for the creature
        (combatSkill:short) reference.GetCreatureCombatSkill objectID:ref
    GetCreatureMagicSkill - returns the magic skill for the creature
        (magicSkill:short) reference.GetCreatureCombatSkill objectID:ref
    GetCreatureStealthSkill - returns the stealth skill for the creature
        (stealthSkill:short) reference.GetCreatureCombatSkill objectID:ref

Enchantment
An Enchantment is a group of magical effects that can be applied to enchantable objects.
Qualities: Named, Magic
Value:
    Enchantment Type - short the type of object to which an enchantment may be applied
     Charge - long the charge of the enchantment.  Of unknown and dubious use - the number sometimes does not correspond to the value listed in the CS.  The CS seems to list cost and charge both from the Cost value on the enchantment item.
    Cost - long the cost in magicka charge consumed by each use of the enchantment
Functions:
    GetEnchantmentType - returns the type of the enchantment
        (enchantType:short) GetEnchantmentType objectID:ref
    SetEnchantmentType - sets the type of the enchantment
        (nothing) SetEnchantmentType enchantType:short objectID:ref
    GetEnchantmentCharge - returns the charge of the enchantment.  Of unknown and dubious use.
        (charge:long) GetEnchantmentCharge objectID:ref
    SetEnchantmentCharge - sets the charge of the enchantment.  Of unknown and dubious use.
        (nothing) SetEnchantmentCharge nuCharge:long objectID:ref
    ModEnchantmentCharge - modifies the charge of the enchantment.  Of unknown and dubious use.
        (nothing) ModEnchantmentCharge modifyBy:float objectID:ref
    GetEnchantmentCost - returns the magicka charge cost for using the enchantment
        (cost:long) GetEnchantmentCost objectID:ref
    SetEnchantmentCost - sets the cost for using the enchantment
        (nothing) SetEnchantmentCost nuCost:long objectID:ref
    ModEnchantmentCost - modifies the cost for using the enchantment up or down
        (nothing) ModEnchantmentCost modifyBy:float objectID:ref

Ingredient
Ingredients are items that may be used to create Alchemy Items.
Qualities: Edible, InventoryMagic, Named, Simple

Magic Effect Setting
Values:
    Code - chars or long the magic effect code.  In the CS this is a 4 character code (like FIDG or Z001).  As a return value from OBSE functions it is a long with the same numerical value.
    Base Cost - float the base cost multiplier for the effect
    School - short the spell skill controlling the effect
    Projectile Speed - float the projectile speed of the magic effect
    Enchant Factor - float the constant effect enchantment factor which helps determine the maximum magnitude of the effect when enchanting
    Barter Factor - float the constant effect barter factor which helps determine the increase in value when enchanting
    Is Hostile flag - bool determines if the effect is hostile. Only hostile effects may be in a poison.
Functions:
    GetMagicEffectCode - returns the magic effect code of the effect.
        (magicEffectCode:long) GetMagicEffectCode effect:chars
        (magicEffectCode:long) GetMECode effect:chars
    GetMagicEffectBaseCost - returns the base cost of the magic effect
        (baseCost:float) GetMagicEffectBaseCost effect:chars
        (baseCost:float) GetMEBaseCost effect:chars
        (baseCost:float) GetMagicEffectBaseCostC effect:long
        (baseCost:float) GetMEBaseCostC effect:long
    GetMagicEffectSchool - returns the controlling school of the magic effect
        (magicSchool:short) GetMagicEffectSchool effect:chars
        (magicSchool:short) GetMESchool effect:chars
        (magicSchool:short) GetMagicEffectSchoolC effect:long
        (magicSchool:short) GetMESchoolC effect:long
    GetMagicEffectProjectileSpeed - returns the projectile speed of the magic effect
        (projectileSpeed:float) GetMagicEffectProjectileSpeed effect:chars
        (projectileSpeed:float) GetMEProjSpeed effect:chars
        (projectileSpeed:float) GetMagicEffectProjectileSpeedC effect:long
        (projectileSpeed:float) GetMEProjSpeedC effect:long
    GetMagicEffectEnchantFactor - returns the constant effect enchantment factor of the magic effect
        (enchantFactor:float) GetMagicEffectEnchantFactor effect:chars
        (enchantFactor:float) GetMEEnchant effect:chars
        (enchantFactor:float) GetMagicEffectEnchantFactorC effect:long
        (enchantFactor:float) GetMEEnchantC effect:long
    GetMagicEffectBarterFactor - returns the constant effect barter factor of the magic effect
        (enchantFactor:float) GetMagicEffectBarterFactor effect:chars
        (enchantFactor:float) GetMEEBarter effect:chars
        (enchantFactor:float) GetMagicEffectBarterFactorC effect:long
        (enchantFactor:float) GetMEBarterC effect:long
    IsMagicEffectHostile - returns whether the magic effect is hostile
        (isHostile:bool) IsMagicEffectHostile effect:chars
        (isHostile:bool) IsMEHostile effect:chars
        (isHostile:bool) IsMagicEffectHostileC effect:long
        (isHostile:bool) IsMEHostileC effect:long
    IsMagicEffectForSpellmaking - returns whether the magic effect can be used for spell making
        (isForSpellMaking:bool) IsMagicEffectForSpellmaking effect:chars
        (isForSpellMaking:bool) IsMEForSpellmaking effect:chars
        (isForSpellMaking:bool) IsMagicEffectForSpellmakingC effect:long
        (isForSpellMaking:bool) IsMEForSpellmakingC effect:long
    IsMagicEffectForEnchanting - returns whether the magic effect can be used when enchanting
        (isForEnchanting:bool) IsMEForEnchanting effect:chars
        (isForEnchanting:bool) IsMagicEffectForEnchantingC effect:long
        (isForEnchanting:bool) IsMEForEnchantingC effect:long
    IsMagicEffectDetrimental - returns whether the magic effect harms the receipient
        (isDetrimental:bool) IsMagicEffectDetrimental effect:chars
        (isDetrimental:bool) IsMEDetrimental effect:chars
        (isDetrimental:bool) IsMagicEffectDetrimentalC effect:long
        (isDetrimental:bool) IsMEDetrimentalC effect:long
    IsMagicEffectCanRecover - returns whether the target can recover from the effect
        (isCanRecover:bool) IsMagicEffectCanRecover effect:chars
        (isCanRecover:bool) IsMECanRecover effect:chars
        (isCanRecover:bool) IsMagicEffectCanRecoverC effect:long
        (isCanRecover:bool) IsMECanRecoverC effect:long
    IsMagicEffectMagnitudePercent - returns whether the magic effect's magnitude is a percentage
        (isMagPercent:bool) IsMagicEffectMagnitudePercent effect:chars
        (isMagPercent:bool) IsMEMagnitudePercent effect:chars
        (isMagPercent:bool) IsMagicEffectMagnitudePercentC effect:long
        (isMagPercent:bool) IsMEMagnitudePercentC effect:long
    MagicEffectFXPersists - returns whether the magic effect's graphics effects persist
        (FXPersists:bool) MagicEffectFXPersists effect:chars
        (FXPersists:bool) MagicEffectFXPersistsC effect:long
    IsMagicEffectOnSelfAllowed - returns whether the magic effect can be cast on self
        (onSelfAllowed:bool) IsMagicEffectOnSelfAllowed effect:chars
        (onSelfAllowed:bool) IsMEOnSelfAllowed effect:chars
        (onSelfAllowed:bool) IsMagicEffectOnSelfAllowedC effect:long
        (onSelfAllowed:bool) IsEOnSelfAllowedC effect:long
    IsMagicEffectOnTouchAllowed - returns whether the magic effect can be cast on touch
        (onTouchAllowed:bool) IsMagicEffectOnTouchAllowed effect:chars
        (onTouchAllowed:bool) IsMagicEffectOnTouchAllowed effect:chars
        (onTouchAllowed:bool) IsMagicEffectOnTouchAllowedC effect:long
        (onTouchAllowed:bool) IsMagicEffectOnTouchAllowedC effect:long
    IsMagicEffectOnTargetAllowed - returns whether the magic effect can be cast on target
        (onTargetAllowed:bool) IsMagicEffectOnTargetAllowed effect:chars
        (onTargetAllowed:bool) IsMEOnTargetAllowed effect:chars
        (onTargetAllowed:bool) IsMagicEffectOnTargetAllowedC effect:long
        (onTargetAllowed:bool) IsMEOnTargetAllowedC effect:long
    MagicEffectHasNoDuration - returns whether the magic effect doesn't use the duration value
        (hasNoDuration:bool) MagicEffectHasNoDuration effect:chars
        (hasNoDuration:bool) MEHasNoDuration effect:chars
        (hasNoDuration:bool) MagicEffectHasNoDurationC effect:long
        (hasNoDuration:bool) MEHasNoDurationC effect:long
    MagicEffectHasNoMagnitude - returns whether the magic effect doesn't use the magnitude value
        (hasNoMag:bool) MagicEffectHasNoMagnitude effect:chars
        (hasNoMag:bool) MEHasNoMagnitude effect:chars
        (hasNoMag:bool) MagicEffectHasNoMagnitudeC effect:long
        (hasNoMag:bool) MEHasNoMagnitudeC effect:long
    MagicEffectHasNoArea - returns whether the magic effect doesn't use the area value
        (hasNoArea:bool) MagicEffectHasNoArea effect:chars
        (hasNoArea:bool) MEHasNoAreaC effect:long
        (hasNoArea:bool) MagicEffectHasNoArea effect:chars
        (hasNoArea:bool) MEHasNoAreaC effect:long
    MagicEffectHasNoIngredient - returns whether the magic effect has no ingredient
        (hasNoIngredient:bool) MagicEffectHasNoIngredient effect:chars
        (hasNoIngredient:bool) MEHasNoIngredient effect:chars
        (hasNoIngredient:bool) MagicEffectHasNoIngredientC effect:long
        (hasNoIngredient:bool) MEHasNoIngredientC effect:long
    MagicEffectHasNoHitEffect - returns whether the magic effect has a graphic effect when it hits
        (hasNoHitEffect:bool) MagicEffectHasNoHitEffect effect:chars
        (hasNoHitEffect:bool) MEHasNoHitEffect effect:chars
        (hasNoHitEffect:bool) MagicEffectHasNoHitEffectC effect:long
        (hasNoHitEffect:bool) MEHasNoHitEffectC effect:long
    MagicEffectUsesWeapon - returns whether the magic effect summons a weapon
        (usesWeapon:bool) MagicEffectUsesWeapon effect:chars
        (usesWeapon:bool) MEUsesWeapon effect:chars
        (usesWeapon:bool) MagicEffectUsesWeaponC effect:long
        (usesWeapon:bool) MEUsesWeaponC effect:long
    MagicEffectUsesArmor - returns whether the magic effect summons armor
        (usesArmor:bool) MagicEffectUsesArmor effect:chars
        (usesArmor:bool) MEUsesArmorC effect:long
        (usesArmor:bool) MagicEffectUsesArmor effect:chars
        (usesArmor:bool) MEUsesArmorC effect:long
    MagicEffectUsesCreature - returns whether the magic effect summons a creature
        (usesCreature:bool) MagicEffectUsesCreature effect:chars
        (usesCreature:bool) MEUsesCreature effect:chars
        (usesCreature:bool) MagicEffectUsesCreatureC effect:long
        (usesCreature:bool) MEUsesCreatureC effect:long
    MagicEffectUsesSkill - returns whether the magic effect affects a skill
        (usesSkill:bool) MagicEffectUsesSkill effect:chars
        (usesSkill:bool) MagicEffectUsesSkillC effect:long
        (usesSkill:bool) MagicEffectUsesSkill effect:chars
        (usesSkill:bool) MagicEffectUsesSkillC effect:long
    MagicEffectUsesAttribute - returns whether the magic effect affects an attribute
        (usesAttribute:bool) MagicEffectUsesAttribute effect:chars
        (usesAttribute:bool) MEUsesAttribute effect:chars
        (usesAttribute:bool) MagicEffectUsesAttributeC effect:long
        (usesAttribute:bool) MEUsesAttributeC effect:long
    MagicEffectUsesOtherActorValue - returns whether the magic effect affects an actor value that is not a skill or an attribute
        (usesOtherActorVal:bool) MagicEffectUsesOtherActorValue effect:chars
        (usesOtherActorVal:bool) MEUsesOtherActorValue effect:chars
        (usesOtherActorVal:bool) MagicEffectUsesOtherActorValueC effect:long
        (usesOtherActorVal:bool) MEUsesOtherActorValueC effect:long
    GetMagicEffectOtherActorValue - returns the actor value (skill, attribute or other) affected by the magic effect
        (actorValue:short) GetMagicEffectOtherActorValue effect:chars

        (actorValue:short) GetMEOtherActorValue effect:chars
        (actorValue:short) GetMagicEffectOtherActorValueC effect:long
        (
actorValue:short) GetMEOtherActorValueC effect:long
    GetMagicEffectUsedObject - returns the weapon, armor or creature summoned by the magic effect
        (objectID:ref) GetMagicEffectUsedObject effect:chars
        (objectID:ref) GetMEUsedObject effect:chars
        (objectID:ref) GetMagicEffectUsedObjectC effect:long
        (objectID:ref) GetMEUsedObjectC effect:long



NPC
Qualities: Class, Container
Values:
    Equipped Items - NPC can equip and use items
Functions:
    GetEquippedObject - returns the base object of the item equipped in the specified slot
        (objectID:ref) reference.GetEquippedObject slot:short   
    GetEquipmentSlotMask - Returns the base object of the first equipped object to match the specified equipment slot mask. If no 'value' parameter is specified, it is assumed to be the same value as the 'mask' parameter. For example, an object taking up the UpperBody, LowerBody, and Foot slots would have a mask of 4 + 8 + 32 = 44. See the "equipment slot bit assignments" list for more info.
        (objectID:ref) reference.GetEquipmentSlotMask slotMask:long value:long
    GetEquippedCurrentCharge
    ModEquippedCurrentCharge
    SetEquippedCurrentCharge
    GetEquippedCurrentHealth
    ModEquippedCurrentHealth
    SetEquippedCurrentHealth
    GetEquippedWeaponPoison
    SetEquippedWeaponPoison
    RemoveEquippedWeaponPoison
    IsRefEssential - returns whether the referenced actor is essential
        (isEssential:bool) reference.IsRefEssential
    SetRefEssential - sets the calling ref to be essential or not
        reference.SetRefEssential isEssential:bool
    HasSpell - returns whether the NPC has the specified spell
        (hasSpell:bool) reference.HasSpell spell:ref
    ModActorValue2 - modifies the current value without changing the base value.  Acts like a spell: a negative number reduces the value which can be restored and a positive value restores values without exceeding the maximum of the stat.
        (nothing) reference.ModActorValue2 actorValueName:string value:long
    GetActorLightAmount - returns a float describing the amount of light falling on an actor, or 100 if the actor is not in high/medium-high process.
        (lightAmount:float) reference.GetActorLightAmout

Soul Gem
Qualities: Inventory, Named, Simple
Values:
    Soul Level - the soul level currently captured in the soul gem
    Capacity - the maximum soul level that can be captured in the soul gem
Functions:
    GetSoulLevel - returns the soul level currently in the soul gem
        (soulLevel:short) GetSoulLevel objectID:ref
    GetSoulGemCapacity -  returns the max soul level the soul gem can contain
        (soulLevel:short) GetSoulGemCapacity objectID:ref
        (nothing) SetSoulLevel soulLevel:short objectID:ref
        (nothing) SetSoulGemCapacity soulLevel:short objectID:ref

    GetCurrentSoulLevel - returns the current soul level  of the calling reference
        (soulLevel:short) GetCurrentSoulLevel

Spell
Qualities: Magic, Named 
Value:
    Spell Type - short the kind of spell.  Spell Types.
    Magicka Cost - long the cost in magicka for casting the spell
    Mastery Level - short the skill mastery level needed to cast the spell.  Spell Mastery Levels.
Functions:
    GetSpellType - returns the spell type
        (spellType:short) GetSpellType objectID:ref
    SetSpellType - sets the spell type
        (nothing) SetSpellType nuType:short objectID:ref
    GetSpellMagickaCost - returns the magicka casting cost according to the Oblivion formula.  If called on a reference it will use the reference's magic skill values to determine the actual magicka cost of the spell.  Without a reference it will return the base cost of the spell as reported in the CS.
        (magickaCost:long) reference.GetSpellMagickaCost objectID:ref
    SetSpellMagickaCost* - sets the magicka casting cost
        (nothing) SetSpellMagickaCost nuMagickaCost:long objectID:ref
    ModSpellMagickaCost* - modifies the magicka casting cost up or down
        (nothing) ModSpellMagickaCost modifyBy:float objectID:ref
    GetSpellMasteryLevel - returns the mastery level of the spell
        (masteryLevel:short) GetSpellMasteryLevel objectID:ref
    SetSpellMasteryLevel* - sets the mastery level of the spell
        (nothing) SetSpellMasteryLevel masteryLevel:short objectID:ref
    GetSpellSchool - returns the school of the spell, determined by the most expensive effect item
        (magicSchool:short) GetSpellSchool objectID:ref
* these values can be changed but have no effect if the spell is marked AutoCalc.  See IsMagicItemAutocalc and SetMagicItemAutocalc.

Skill (Available in v0011)
Qualities:
Values:
    Attribute - short the controlling character attribute
    Specialization - short the corresponding specialization
    UseValue - float One of two values used to increment the experience toward the next skill level based on an action
    Experience - float the current player experience points for the skill
Functions:
    GetPlayerSkillUse - returns the current experience towards the next level of the skill
    IncrementPlayerSkillUse - records some additional uses of one of the skill actuons
    GetSkillUseIncrement - gets the experience point increase for one use of a skill action
    SetSkillUseIncrement - sets the experience point increase for one use of a skill action

Weapon
Qualities: Attacking, Breakable, Enchantable, Equippable, Inventory, Named, Simple
Values:
    Reach - float the distance from the wielder the weapon can reach
    Weapon Type - short the type of weapon
    Poison - ref the poison currently applied to the weapon
Functions:
    GetWeaponReach - returns the reach of the weapon
        (reach:float) reference.GetWeaponReach objectID:ref
    SetWeaponReach - sets the reach of the weapon
        (nothing) reference.SetWeaponReach nuReach:float objectID:ref
    ModWeaponReach - modifies the reach of the weapon up or down
        (nothing) reference.ModWeaponReach modifyBy:float objectID:ref
    GetWeaponType - retuns the weapon type
        (weaponType:short) reference.GetWeaponType objectID:ref
    SetWeaponType - sets the weapon type
        (nothing) reference.SetWeaponType weaponType:short objectID:ref
    GetEquippedWeaponPoison - returns the poison applied to the equipped weapon.  Called on the weapon holder.
        (poison:ref) reference.GetEquippedWeaponPoison
    SetEquippedWeaponPoison - sets the poison applied to the equipped weapon and returns the previous poison.  Called on the weapon holder.
        (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref
    RemoveEquippedWeaponPoison - removes and returns the poison applied to the equipped weapon.  Called on the weapon holder.
        (oldPoison:ref) reference.RemoveEquippedWeaponPoison


General Functions
    IsDoor - returns whether the calling reference or passed objectID is a door
        (isDoor:bool) reference.IsDoor objectID:ref
    IsFurniture - returns whether the calling reference or passed objectID is furniture
        (isFurniture:bool) reference.IsFurniture objectID:ref
    IsActivator - returns whether the calling reference or passed objectID is an activator
        (isActivator:bool) reference.IsActivator objectID:ref
    GetPlayerSpell - returns the objectID of the player's current spell
        (spell:ref) GetPlayerSpell
    GetPlayerSpellCount - returns the player spell count
        (count:long) GetSpellCount
    GetNthPlayerSpell - returns the nth player spell.  whichSpell is an index that starts at 0 for the first spell in the list.
        (spell:ref) GetNthPlayerSpell whichSpell:long
        (spell:ref) GetNthSpell whichSpell:long
    GetGameLoaded - returns 1 if the game was loaded since the last time this call was made
        (gameLoaded:bool) GetGameLoaded
    GetOBSEVersion - returns the version number of OBSE
        (obseVersion:long) GetOBSEVersion
    GetParentCell - returns the objectID of the parent cell of the calling reference
        (parentCell:ref) reference.GetParentCell
    PrintToConsole - prints a message to the console in the same format as Message
        (nothing) PrintToConsole formatString:string var1 var2 etc
    SetNumericGameSetting - sets the specified game setting to the following variable or direct value
        (nothing) SetNumericGameSetting gameSettingName:string value:float
    GetNumericINISetting - returns the specified ini setting
        (setting:float) GetNumericINISetting iniSettingName:string
    SetNumericINISetting - sets the specified ini setting to the following variable or direct value
        (nothing) SetNumericINISetting iniSettingName:string value:float
    GetFPS - returns the frames per second of the game
        (fps:float) GetFPS
    IsThirdPerson - returns whether the point of view is 3rd person or not
        (isThirdPerson:bool) IsThirdPerson
    IsGlobalCollisionDisabled - returns whether collision is disabled
        (isDisabled:bool) IsGlobalCollisionDisabled
    SetDisableGlobalCollision - sets whether to disable the global collision or not
        (nothing) SetDisableGlobalCollision toDisableOrNot:bool
    RunBatchScript - runs a specified text file under the Oblivion directory as a script.  Works the same as the console function bat
        (nothing) RunBatchScript

Cloning Functions

    The cloning functions are special.  They are declared as taking Inventory Objects so any inventory object can be passed as a raw name from the CS.  However you can clone any form by first assigning it to a ref and then passing that ref to CloneForm.
    CloneForm - creates and returns a new base object that is an exact copy of the passed objectID
        (clonedForm:ref) CloneForm objectID:ref
        Examples:
            ref clonedInventoryItem
            ref clonedSpell
            ref originalSpell
            set clonedInventoryItem to CloneForm WeapSteelShortsword
            set originalSpell to StandardCalmTouch1Novice
            set clonedSpell to CloneForm originalSpell

    IsClonedForm - returns whether the passed objectID is a cloned form or not.  A cloned form is saved as part of the save game.  Instances of cloned forms are player created potions, spells and enchanted items
        (isCloned:bool) IsClonedForm objectID:ref

Flow Control Functions

The flow control functions allow you to implement loops in your scripts. Because there is no built-in loop support in the Oblivion script interpreter, the syntax for the functions is somewhat strange. The first function, SaveIP or Label, will record the position of the instruction after itself in an internal list. The second function, RestoreIP or Goto, jumps back to the saved position. Here's a simple example of a loop:

begin onActivate
    ; declare a variable to keep track of the number of times we've gone through the loop
    long var
    set var to 0
   
    ; save the current instruction pointer
    ; this records that the beginning of the loop is right before the PrintToConsole command
    SaveIP ; could also use Label
   
    ; print the current loop count
    PrintToConsole "loop %f" var
   
    ; update the loop counter
    set var to var + 1
   
    ; we only want to go through the loop three times, so check the loop counter
    if var < 3
        ; jump back to the saved location
        RestoreIP ; could also use Goto
    endif
   
    ; if we get here, we're done with the loop
end

When activated, this script will print:

loop 0.0000
loop 1.0000
loop 2.0000

To support nested loops, the SaveIP and RestoreIP commands take an optional integer parameter specifying which 'slot' to save the instruction location in. If you don't specify a number, it defaults to 0. There are 256 slots in the internal list. Here's an example of nested loops:

begin onActivate
    long var
    long var2
   
    set var2 to 0
   
    SaveIP 0    ; Label 0
        ; start of outer loop
        set var to 0
       
        SaveIP 1    ; Label 1
            ; start of inner loop
            PrintToConsole "loop %f %f" var var2
           
            set var to var + 1
        if var < 3
            ; branch to the start of the inner loop
            RestoreIP 1    ; Goto 1
        endif
    set var2 to var2 + 1
    if var2 < 3
        ; branch to the start of the outer loop
        RestoreIP 0        ; Goto 0
    endif
end

The inner loop uses slot 1, and the outer loop uses slot 0.

Important notes:

It is possible to create an infinite loop using these functions, which will hang Oblivion. Also note that while the list of saved locations is technically stored globally, the locations only make sense in the context of the script that saved them, and must be treated as if they are invalidated at the end of each script. Finally, do not use SaveIP/Label or RestoreIP/Goto in a 'set' or 'if' statement. (for example, "if RestoreIP == 4"). They are of course safe to use inside the body of an if statement as demonstrated in the examples, just not in the if statement itself.

The original implementation of these functions in OBSE v0009 was broken, leading to memory corruption and crashes when a loop would run more than approximately 10 iterations. The bugfix release v0009a fixes this, however as the functions in that version should still be considered 'beta' and unsupported for use in released mods, the main version number has not been updated. These functions will be supported in v0010, so make sure that you check that GetOBSEVersion returns 10 or greater before using the functions. See the obse_readme.txt for an example of how to do this.

SaveIP - save the location of the command following the SaveIP command
        (nothing) SaveIP slot:long
        (nothing) Label slot:long
RestoreIP - jump to a previously saved location
        (nothing) RestoreIP slot:long
        (nothing) Goto slot:long

Console Functions
Some of the console commands have been exposed as scripting commands. In many cases, their functionality is not completely documented, and as they were not designed to be used via scripts, strange behavior may occur when using them. The primary thing to expect is changes not being saved in the player's savedata file.

con_CAL
con_GetINISetting
con_HairTint
con_ModWaterShader
con_QuitGame
con_RefreshINI
con_RunMemoryPass
con_Save
con_SavINI
con_SetCameraFOV
con_SetClipDist
con_SetFog
con_SetGameSetting
con_SetGamma
con_SetHDRParam
con_SetImageSpaceGlow
con_SetINISetting
con_SetSkyParam
con_SetTargetRefraction
con_SetTargetRefractionFire
con_SexChange
con_TCL
con_TGM
con_ToggleAI
con_ToggleCombatAI
con_ToggleDetection
con_ToggleMenus
con_WaterDeepColor
con_WaterReflectionColor
con_WaterShallowColor

Input Functions
IsKeyPressed - returns whether the specified key is currently pressed.  Uses standard windows key codes.
        (isKeyPressed:bool) IsKeyPressed windowsKeyCode:long
IsKeyPressed2 - returns whether the specified key is currently pressed.  Uses DX scancodes.
        (isKeyPressed:bool) IsKeyPressed2 dxScanCode:long
GetKeyPress - returns the DX scan code of the key being pressed.  If more than one key is pressed use whichIndex to choose which keycode to return.
        (keyPressed:long) GetKeyPress whichIndex:long
GetNumKeysPressed - returns the number of keys currently pressed
        (count:long) GetNumKeysPressed
DisableKey - disables the key with the specified dx scancode
        (nothing) DisableKey dxScanCode:long
EnableKey - enables the key with the specified dx scancode.  Turns off DisableKey.
        (nothing) EnableKey dxScanCode:long
HoldKey - holds down the key with the specified dx scancode
        (nothing) HoldKey dxScanCode:long
MenuHoldKey - holds down the key with the specified dx scancode when a menu is open
        (nothing) MenuHoldKey dxScanCode:long
ReleaseKey - releases a held key with the specified dx scancode
        (nothing) ReleaseKey dxScanCode:long
MenuReleaseKey - releases a held key with the specified dx scancode when a menu is open
        (nothing) ReleaseKey dxScanCode:long
TapKey - presses the key with the specidied dx scancode once
        (nothing) TapKey dxScanCode:long
MenuTapKey - presses the key with the specificed dx scancode once when a menu is open
        (nothing) MenuTapKey dxScanCode:long
HammerKey - fakes keypresses every other frame of the key with the specified dx scancode
        (nothing) HammerKey dxScanCode:long
AHammerKey -  fakes keypresses every other frame on the alternate frames from HammerKey of the key with the specified dx scancode
        (nothing) AHammerKey dxScanCode:long
UnHammerKey - stops hammering the key with the specified dx scancode
        (nothing) UnHammerKey dxScanCode:long
GetControl - returns the dx scancode of the key used for the specified control
        (dxScanCode:long) GetControl whichControl:short
GetAltControl - returns the dx scancode of the alternate key used for the specified control
        (dxScanCode:long) GetAltControl whichControl:short
GetMouseButtonPress - returns the dx scancode of the mouse button being pressed.  If more than one mouse button is pressed, use whichIndex to choose which code to return
        (dxScanCode:long) GetMouseButtonPress whichIndex:long
GetNumMouseButtonsPressed - returns the number of mouse buttons pressed.
        (count:long) GetNumMouseButtonsPressed
DisableMouse - prevents the mouse from moving
        (nothing) DisableMouse
EnableMouse - turns off DisableMouse
        (nothing) EnableMouse
MoveMouseX - moves the mouse horizontally the specified number of pixels
        (nothing) MoveMouseX pixels:long
MoveMouseY - moves the mouse veritcally the specified number of pixels
        (nothing) MoveMouseY pixels:long
SetMouseSpeedX - moves the mouse in the horizontal axis at the specified number of pixels per second
        (nothing) SetMouseSpeedX pixels:float
SetMouseSpeedY - Moves the mouse in the vertical axis at the specified number of pixels per second.
        (nothing) SetMouseSpeedY pixels:float

Math Functions
    Abs - returns the absolute value of the argument
        (absoluteValue:float) abs arg:float
    Ceil - returns the nearest whole number above the argument
        (ceil:float) ceil arg:float
    Exp - returns e to the power of the argument
        (exp:float) exp arg:float
    Floor - returns the nearest whole number less than the argument
        (floor:float) floor arg:float
    Log - returns the natural logarithm of the number
        (log:float) log arg:float
    Log10 - returns the base 10 logarithm of the number
        (log10:float) log10 arg:float
    Pow - returns the base raised to the exponents power
        (pow:float) pow base:float exponent:float
    Rand - returns a random number between min and max
        (rand:float) rand min:float max:float
    SquareRoot - returns the square root of the argument
        (sqrt:float) squareroot arg:float
        (sqrt:float) sqrt arg:float
    fmod - returns the floating point modulus of dividend in the given base. This differs from dividend % base in the scripting language as % is a strictly integer function. When base is positive, 0 <= result < base. The optional offset shifts the range of the result to offset <= result < base+offset.  The two most likely uses of this function are modulus angle 360 to normalize a computed angle, i.e., ensure it is >= 0< 360.0 and , and modulus angle 360 -180 which ensures the computed [change of] angle is >= -180.0 and < 180.0.  modulus n base is defined as n - base * Floor n / base. If the base is negative the direction of the inequality changes. Thus:  0 >= result > base and offset >= result > base+offset.
        (fmod:float) fmod dividend:float base: float offset:float

Trigonometry Functions
    ACos - returns the arccosine of the argument.  ACos and DACos use degrees.  RACose uses radians.
        (acos:float) acos arg:float
        (acos:float) dacos arg:float
        (acos:float) racos arg:float
    ASin - returns the arcsine of the argument.  ASin and DASin use degrees.  RASin uses radians.
        (asin:float) asin arg:float
        (asin:float) dasin arg:float
        (asin:float) rasin arg:float
    ATan - returns the arctangent of the argument.  ATan and DATan use degrees.  RATan uses radians.
        (atan:float) atan arg:float
        (atan:float) datan arg:float
        (atan:float) ratan arg:float
    ATan2 - returns the arctangent of the arguments.  ATan2 and DATan2 use degrees. RATan2 uses radians.
        (atan2:float) atan2 arg1:float arg2:float
        (atan2:float) datan2 arg1:float arg2:float
    Cos - returns the cosine of the angle.  Cos and DCos use degrees.  RCos uses radians.
        (cos:float) cos arg:float
        (cos:float) dcos arg:float
        (cos:float) rcos arg:float
    Cosh - returns the hyperbolic cosine of the angle. Cosh and DCosh use degrees.  RCosh uses radians.
        (cosh:float) cosh arg:float
        (cosh:float) dcosh arg:float
        (cosh:float) rcosh arg:float
    Sin - returns the sine of the angle. Sin and DSin use degrees.  RSinh uses radians.
        (sin:float) sin arg:float
        (sin:float) dsin arg:float
        (sin:float) rsin arg:float
    Sinh - returns the hyperbolic sine of the angle.  Sinh and DSinh use degrees.  RSinh uses radians.
        (sinh:float) sin arg:float
        (sinh:float) dsin arg:float
        (sinh:float) rsin arg:float
    Tan - returns the tangent of the angle. Tan and DTan use degrees.  RTan uses radians.
        (tan:float) tan arg:float
        (tan:float) dtan arg:float
        (tan:float) rtan arg:float
    Tanh - returns the hyperbolic tangent of the angle. Tanh and DTanh use degrees.  RTanh uses radians.
        (tanh:float) tanh arg:float
        (tanh:float) dtanh arg:float
        (tanh:float) rtanh arg:float

Bitwise Manipulation Functions
    LeftShift - Shifts the argument left by the specified number of bits. Returns zero if shiftAmount is >= 32.
        (result:long) LeftShift value:long shiftAmount:long
    RightShift - Shifts the argument right by the specified number of bits, inserting zeros on the left. Returns zero if shiftAmount is >= 32.
        (result:long) RightShift value:long shiftAmount:long
    LogicalAnd - Returns the bitwise AND of the two arguments.
        (result:long) LogicalAnd arg1:long arg2:long
    LogicalOr - Returns the bitwise OR of the two arguments.
        (result:long) LogicalOr arg1:long arg2:long
    LogicalXor - Returns the bitwise XOR of the two arguments.
        (result:long) LogicalXor arg1:long arg2:long
    LogicalNot - Returns the bitwise NOT of the argument.
        (result:long) LogicalNot arg:long
       
Type Codes

Form Type IDs

  0:    None

  1:    TES4
  2:    Group
  3:    GMST
  4:    Global
  5:    Class
  6:    Faction
  7:    Hair
  8:    Eyes
  9:    Race
 10:    Sound
 11:    Skill
 12:    Effect
 13:    Script
 14:    LandTexture
 15:    Enchantment
 16:    Spell
 17:    BirthSign
 18:    Activator
 19:    Apparatus
 20:    Armor
 21:    Book
 22:    Clothing
 23:    Container
 24:    Door
 25:    Ingredient
 26:    Light
 27:    Misc
 28:    Stat
 29:    Grass
 30:    Tree
 31:    Flora
 32:    Furniture
 33:    Weapon
 34:    Ammo
 35:    NPC
 36:    Creature
 37:    LeveledCreature
 38:    SoulGem
 39:    Key
 40:    AlchemyItem
 41:    SubSpace
 42:    SigilStone
 43:    LeveledItem
 44:    SNDG
 45:    Weather
 46:    Climate
 47:    Region
 48:    Cell
 49:    REFR
 50:    ACHR
 51:    ACRE
 52:    PathGrid
 53:    WorldSpace
 54:    Land
 55:    TLOD
 56:    Road
 57:    Dialog
 58:    DialogInfo
 59:    Quest
 60:    Idle
 61:    Package
 62:    CombatStyle
 63:    LoadScreen
 64:    LeveledSpell
 65:    ANIO
 66:    WaterForm
 67:    EffectShader
 68:    TOFT

Equipment Slot IDs
  0:    head
  1:    hair
  2:    upper body
  3:    lower body
  4:    hand
  5:    foot
  6:    right ring
  7:    left ring
  8:    amulet
  9:    weapon
 10:    back weapon
 11:    side weapon
 12:    quiver
 13:    shield
 14:    torch
 15:    tail
 16:    weapon*
 17:    ammo*
 18:    lower and upper body
 19:    lower and upper and foot
 20:    lower, upper, hand and foot
    *Return values only

Equipment slot bit assignments:
  0x00000001 1 Head
  0x00000002 2 Hair
  0x00000004 4 UpperBody
  0x00000008 8 LowerBody
  0x00000010 16 Hand
  0x00000020 32 Foot
  0x00000040 64 RightRing
  0x00000080 128 LeftRing
  0x00000100 256 Amulet
  0x00000200 512 Weapon
  0x00000400 1024 BackWeapon
  0x00000800 2048 SideWeapon
  0x00001000 4096 Quiver
  0x00002000 8192 Shield
  0x00004000 16384 Torch
  0x00008000 32768 Tail
  0x00010000 65536 Weapon
  0x00020000 131072 Ammo
  0x00040000 262144 Ranged Weapon


Weapon Type
  0:    Blade1H
  1:    Blade2H
  2:    Blunt1H
  3:    Blunt2H
  4:    Staff
  5:    Bow

Apparatus Type
  0:   Mortar & Pestle
  1:   Alembic
  2:   Calcinator
  3:   Retort

Apparatus Quality Levels
  .10:   Novice
  .25:   Apprentice
  .50:   Journeyman
  .75:   Expert
  1.0:   Master


Armor Type
  0:    Light Armor
  1:    Heavy Armor

Soul Level
  0:    None
  1:    Petty
  2:    Lesser
  3:    Common
  4:    Greater
  5:    Grand

Magic Item Type
  0:    Not a Magic Item
  1:    Spell
  2:    Enchantment
  3:    Alchemy Item
  4:    Ingredient

Magic Effect Range
  0:    Self
  1:    Touch
  2:    Target

Spell Type
  0:    Spell
  1:    Disease
  2:    Power
  3:    Lesser Power
  4:    Ability

Spell Mastery Level
  0:    Novice
  1:    Apprentice
  2:    Journeymand
  3:    Expert
  4:    Master

Enchantment Type
  0:    Scroll
  1:    Staff
  2:    Weapon
  3:    Apparel

Magic Schools
  0:    Alteration
  1:    Conjuration
  2:    Destruction
  3:    Illusion
  4:    Mysticism
  5:    Restoration

Actor Value Codes
  0:    Strength
  1:    Intelligence
  2:    Willpower
  3:    Agility
  4:    Speed
  5:    Endurance
  6:    Personality
  7:    Luck
  8:    Health
  9:    Magicka
 10:    Fatigue
 11:    Encumbrance
 12:    Armorer
 13:    Athletics
 14:    Blade
 15:    Block
 16:    Blunt
 17:    HandToHand
 18:    HeavyArmor
 19:    Alchemy
 20:    Alteration
 21:    Conjuration
 22:    Destruction
 23:    Illusion
 24:    Mysticism
 25:    Restoration
 26:    Acrobatics
 27:    LightArmor
 28:    Marksman
 29:    Mercantile
 30:    Security
 31:    Sneak
 32:    Speechcraft
 33:    Aggression
 34:    Confidence
 35:    Energy
 36:    Responsibility
 37:    Bounty
 38:    Fame
 39:    Infamy
 40:    MagickaMultiplier
 41:    NightEyeBonus
 42:    AttackBonus
 43:    DefendBonus
 44:    CastingPenalty
 45:    Blindness
 46:    Chameleon
 47:    Invisibility
 48:    Paralysis
 49:    Silence
 50:    Confusion
 51:    DetectItemRange
 52:    SpellAbsorbChance
 53:    SpellReflectChance
 54:    SwimSpeedMultiplier
 55:    WaterBreathing
 56:    WaterWalking
 57:    StuntedMagicka
 58:    DetectLifeRange
 59:    ReflectDamage
 60:    Telekinesis
 61:    ResistFire
 62:    ResistFrost
 63:    ResistDisease
 64:    ResistMagic
 65:    ResistNormalWeapons
 68:    ResistParalysis
 67:    ResistPoison
 68:    ResistShock
 69:    Vampirism
 70:    Darkness
 71:    ResistWaterDamage
256:    No Actor Value

Class Specialization Codes
  0:    Combat
  1:    Magic
  2:    Stealth

Input Control IDs
  0:    Forward
  1:    Back
  2:    Slide Left
  3:    Slide Right
  4:    Use
  5:    Activate
  6:    Block
  7:    Cast
  8:    Ready Item
  9:    Crouch/Sneak
 10:    Run
 11:    Always Run
 12:    Auto Move
 13:    Jump
 14:    Toggle POV
 15:    Menu Mode
 16:    Rest
 17:    Quick Menu
 18:    Quick1
 19:    Quick2
 20:    Quick3
 21:    Quick4
 22:    Quick5
 23:    Quick6
 24:    Quick7
 25:    Quick8
 26:    QuickSave
 27:    QuickLoad
 28:    Grab

Creature Type
  0:    Creature
  1:    Daedra
  2:    Undead
  3:    Humanoid
  4:    Horse
  5:    Giant


Function Index
- functions follwed by a number in subscript were introduced in that release (10 = v0010, 11 = v0011)
Abs
ACos
AddEffectItem10
AddEffectItemC10

AddFullEffectItem11
AddFullEffectItemC11
AHammerKey
AppendToName11
ASin
ATan
ATan2
Ceil
CloneForm
CompareFemaleBipedPath10
CompareFemaleGroundPath10
CompareFemaleIconPath10
CompareIconPath10
CompareMaleBipedPath10
CompareMaleGroundPath10
CompareMaleIconPath10
CompareModelPath10
CompareName10
con_CAL10
con_GetINISetting
con_HairTint
con_ModWaterShader
con_QuitGame11
con_RefreshINI
con_RunMemoryPass
con_Save10
con_SaveINI11
con_SetCameraFOV
con_SetClipDist
con_SetFog
con_SetGameSetting
con_SetGamma
con_SetHDRParam
con_SetImageSpaceGlow
con_SetINISetting
con_SetSkyParam
con_SetTargetRefraction
con_SetTargetRefractionFire
con_SexChange
con_TCL10
con_TGM11
con_ToggleAI10
con_ToggleCombatAI10

con_ToggleDetection
con_ToggleMenus10
con_WaterDeepColor
con_WaterReflectionColor
con_WaterShallowColor
CopyFemaleBipedPath10
CopyFemaleGroundPath10
CopyFemaleIconPath10
CopyIconPath10
CopyMaleBipedPath10
CopyMaleGroundPath10
CopyMaleIconPath10
CopyModelPath10
CopyName10
CopyNthEffectItem10
CopyAllEffectItems10
Cos
Cosh
DisableKey
DisableMouse
EnableKey
EnableMouse
Exp
Floor
Fmod10
GetPlayerSpell
GetActorLightAmount
GetAltControl
GetApparatusType10
GetArmorAR
GetArmorType
GetAttackDamage
GetBaseObject
GetBookCantBeTaken10
GetBookIsScroll10

GetBookSkillTaught10

GetClass
GetClassAttribute
GetClassSkill
GetClassSpecialization
GetControl
GetCreatureCombatSkill10
GetCreatureMagicSkill10

GetCreatureStealthSkill10

GetCreatureType10
GetCurrentCharge10
GetCurrentHealth10
GetCurrentSoulLevel10
GetEnchantment
GetEnchantmentCharge
GetEnchantmentCost
GetEnchantmentType
GetEquipmentSlot
GetEquipmentSlotMask10
GetEquippedCurrentCharge
GetEquippedCurrentHealth
GetEquippedObject
GetEquippedWeaponPoison
GetFPS10
GetGameLoaded
GetGoldValue
GetIgnoresResistance
GetInventoryObject
GetKeyPress
GetMagicEffectBarterFactor
GetMagicEffectBaseCost
GetMagicEffectCode
GetMagicEffectEnchantFactor
GetMagicEffectOtherActorValue10
GetMagicEffectOtherActorValueC10

GetMagicEffectProjectileSpeed
GetMagicEffectSchool
GetMagicEffectUsedObject10
GetMagicEffectUsedObjectC10

GetMagicItemEffectCount
GetMagicItemType
GetMouseButtonPress
GetNthEffectItemActorValue
GetNthEffectItemArea
GetNthEffectItemCode
GetNthEffectItemDuration
GetNthEffectItemMagnitude
GetNthEffectItemRange
GetNthEffectItemScript10
GetNthEffectItemScriptSchool10
GetNthEffectItemScriptVisualEffect10
GetNthPlayerSpell10
GetNumericINISetting
GetNumItems
GetNumKeysPressed
GetNumMouseButtonsPressed
GetObjectCharge
GetObjectHealth
GetOBSEVersion
GetParentCell
GetPlayerSkillUse11
GetPlayerSpellCount10
GetQuality10
GetSkillUseIncrement11
GetSoulGemCapacity
GetSoulLevel
GetSpellMagickaCost
GetSpellMasteryLevel
GetSpellSchool10
GetSpellType
GetType
GetWeaponReach
GetWeaponSpeed
GetWeaponType
GetWeight
Goto
HammerKey
HasSpell
HoldKey
IncrementPlayerSkillUse11
IsActivator
IsAlchemyItem
IsAmmo
IsApparatus
IsArmor
IsBook
IsClassAttribute11
IsClassSkill
IsClonedForm
IsClothing
IsContainer
IsCreature
IsDoor
IsFood
IsFurniture
IsGlobalCollisionDisabled11
IsIngredient
IsKey
IsKeyPressed
IsKeyPressed2
IsLight
IsMagicEffectCanRecover10
IsMagicEffectCanRecoverC10

IsMagicEffectDetrimental10
IsMagicEffectDetrimentalC10

IsMagicEffectForEnchanting10
IsMagicEffectForEnchantingC10

IsMagicEffectMagnitudePercent10
IsMagicEffectMagnitudePercentC10

IsMagicEffectOnSelfAllowed10
IsMagicEffectOnSelfAllowedC10

IsMagicEffectForSpellmaking10
IsMagicEffectForSpellmakingC10

IsMagicEffectHostile
IsMagicEffectOnTargetAllowed10
IsMagicEffectOnTargetAllowedC10

IsMagicEffectOnTouchAllowed10
IsMagicEffectOnTouchAllowedC10

IsMagicItemAutoCalc10
IsNthEffectItemScripted10
IsNthEffectItemScriptHostile10
IsPoison
IsQuestItem
IsRefEssential
IsScripted10
IsSigilStone
IsSoulGem
IsThirdPerson10
IsWeapon
Label
LeftShift10
Log
Log10
LogicalAnd10
LogicalNot10
LogicalOr10
LogicalXor10
MagicEffectFXPersists10
MagicEffectFXPersistsC10

MagicItemHasEffect
MagicItemHasEffectCode
MagicEffectHasNoArea10
MagicEffectHasNoAreaC10

MagicEffectHasNoDuration10
MagicEffectHasNoDurationC10

MagicEffectHasNoHitEffect10
MagicEffectHasNoHitEffectC10

MagicEffectHasNoIngredient10
MagicEffectHasNoIngredientC10

MagicEffectHasNoMagnitude10
MagicEffectHasNoMagnitudeC10

MagicEffectUsesAttribute10
MagicEffectUsesAttributeC10

MagicEffectUsesArmor10
MagicEffectUsesArmorC10

MagicEffectUsesCreature10

MagicEffectUsesCreatureC10

MagicEffectUsesOtherActorValue10
MagicEffectUsesOtherActorValueC10

MagicEffectUsesSkill10
MagicEffectUsesSkillC10

MagicEffectUsesWeapon10
MagicEffectUsesWeaponC10

MenuHoldKey10
MenuReleaseKey10
MenuTapKey10
ModActorValue2
ModArmorAR
ModAttackDamage
ModEnchantmentCharge
ModEnchantmentCost
ModEquippedCurrentCharge
ModEquippedCurrentHealth
ModFemaleBipedPath10
ModFemaleGroundPath10
ModFemaleIconPath10
ModGoldValue
ModIconPath10
ModMaleBipedPath10
ModMaleGroundPath10
ModMaleIconPath10
ModModelPath10
ModName11
ModNthEffectItemArea
ModNthEffectItemDuration
ModNthEffectItemMagnitude
ModObjectCharge
ModObjectHealth
ModQuality10
ModSpellMagickaCost
ModWeaponReach
ModWeaponSpeed
ModWeight
MoveMouseX
MoveMouseY
Pow
PrintToConsole
Rand
ReleaseKey
RemoveEnchantment
RemoveEquippedWeaponPoison
RemoveNthEffectItem
RestoreIP
RightShift10
RunBatchScript11
SaveIP
SetApparatusType10
SetArmorAR
SetArmorType
SetAttackDamage
SetBookCantBeTaken10
SetBookIsScroll10
SetBookSkillTaught10
SetDisableGlobalCollision11
SetEnchantment
SetEnchantmentCharge
SetEnchantmentCost
SetEnchantmentType
SetEquipmentSlot
SetEquippedCurrentCharge
SetEquippedCurrentHealth
SetEquippedWeaponPoison
SetFemaleBipedPath
SetFemaleGroundPath
SetFemaleIconPath
SetGoldValue
SetIconPath
SetIgnoresResistance
SetIsFood
SetMagicItemAutoCalc10
SetMaleBipedPath
SetMaleGroundPath
SetMaleIconPath
SetModelPath
SetMouseSpeedX
SetMouseSpeedY
SetName
SetNthEffectItemActorValue
SetNthEffectItemArea
SetNthEffectItemDuration
SetNthEffectItemMagnitude
SetNthEffectItemRange
SetNthEffectItemScript**   Not available yet
SetNthEffectItemScriptHostile**
SetNthEffectItemScriptSchool10
SetNthEffectItemScriptVisualEffect10
SetNthEffectItemScriptVisualEffectC10
SetNumericGameSetting
SetNumericINISetting
SetObjectCharge
SetObjectHealth
SetQuality10
SetQuestItem
SetRefEssential
SetSkillUseIncrement11
SetSoulGemCapacity10
SetSoulLevel10
SetSpellMagickaCost
SetSpellMasteryLevel
SetSpellType
SetWeaponReach
SetWeaponSpeed
SetWeaponType
SetWeight
Sin
Sinh
SquareRoot
Tan
Tanh
TapKey
UnHammerKey



Deprecated Functions
GetEquippedCurrentValue - replaced by GetEquippedCurrentHealth, GetEquippedCurrentCharge and GetEquippedWeaponPoison
GetEquippedObjectValue - replaced by GetEquippedObject and the appropriate individual value functions
GetInventoryItemType - renamed GetBaseObject
GetMagicEffectCodeValue - replaced by the individual GetMagicEffectXXXXC functions.
GetMagicEffectValue - replaced by the individual GetMagicEffect functions
GetMagicItemValue - replaced by the individual MagicItem functions
GetObjectValue - replaced by the individual value functions
SetActiveSpell - duplicate of standard SetPlayerSpell function