Mod Local Data Functions
Do statins target both types of cholesterol or just the bad? IsCasting - returns 1 if the calling actor is casting a spell isCasting: IsStaggered - returns 1 if the calling actor is staggered isStaggered: From Heart UK audited accounts http: See the " equipment slot bit assignments " list for more info. Does not include summoned creatures. GetHorse - returns the horse currently ridden by the calling NPC.
Table of Contents
I will definitely give it the heave ho now but the issue of high vs low fat and high vs low cholesterol is a big worry for me. I would say in retrospect that prior to getting my stents my diet contained a lot of things like sticky buns, pies, cakes and the like which is what I have thought may have cumulatively over a number of years led to my CVD. I have cut sugar down to a minimum now and exercise every day at least one brisk 30 minute walk.
My mum is 95 and my dad died at 90 so I should have good genes. Hi Paul The more you read — of the right stuff — the less confused you should become. This is the true association between cholesterol and deaths — for men and women — CHD and all deaths http: Your genes are encouraging. Cholesterol is a healing tool — not a cause of anything. Alas, nothing again, about us who have HeFH. I think I was the only person with the disease in the whole world who went onto LCHF with dramatic results which astounded my doctors.
None of the information ever feature us and we are a fantastic group for a scientist with a pioneering spirit. We would give you all a very good idea about LCHF, but no-one wants to take a chance with us. Hi Zoe, interesting article. His GP discovered his cholesterol level was at 9. On changing his diet to a predominantly fish based one plus reducing his alcohol intake, in just 3 months he reduced his levels to 4. What amazes me here is that none of you have been to med school or are medical Doctors,yet you seem to have it all worked out?.
When you consider all the other things that they do eat……. The industry is still pitching the big lie about how healthy margarine is. It is not only fraudulent, it is deadly. How can a company get away with making such false claims about therapeutic benefits. If this were a drug there would be disclaimers galore and hell to pay for deceptive practices. Mind you, I am sure ladies would love a dishsoap which actually DID that.
I have been post menopausal for 15 months and in the past few weeks I have felt sick, dizzy,ill,bloated,developed enormous painful breasts and now have the start of a very weak period after feeling ovulation occur!
I have STOPPED eating all these products and symptoms are dying down although this forced me to go to the doctor I am not a regular who has referred me for a womb scan etc. My cholesterol as 6. Hi Michael — Flora does lower cholesterol but why would you want to do that? Links in the post above and you need to know how Flora lowers cholesterol also above. Best wishes — Zoe. Available in Netto, it went by the name of:.
I was absolutely appalled — how do they get away with stating so blatantly, several times, that high cholesterol is a risk factor in the development of heart disease when this has never been proved and as is now known, over a certain age you lower your cholesterol at your peril. Apart from being downright dangerous, does this not contravene the Advertising Standards?
At the age of 70 I am slim, fit and healthy with cholesterol of 5. I only wish I could increase it!!! Needless to say I am continuing to eat cream, lard and butter and will not be touching statins or Flora Pro-Activ with a bargepole. I take Simvastatin, bisoprolol fumerate, aspirin and perindopril relatively small doses.
I do get patches of tiredness and my bones seem to ache a lot but I have been putting it down to my age. Having been a smoker, one thing I found out before I quit was that smoking interferes with the production of HDL cholesterol good.
Wish I had known that years ago. Apparently, it is the balance between the two which is more important rather than the overall cholesterol figure. Is this the case? Do statins target both types of cholesterol or just the bad?
Where can I find out about this as all the mixed messages we get today are confusing and worrying. By the way, I love butter and really want to get off the Flora junk I have been eating for so long.
Hi Lyn Well done to you for looking into this further and asking questions. This is just another game by the drug pushers to get you to take lucrative medication for life. This is what statins actually do http: Hopefully these posts help your understanding. Try anything on here also: Hi Zoe I am 6 ft slim 73 kilos had an event 17 years ago, fixed with angeo plaste no stent, have been on statins ever since.
At time of the event cholesterol was 13 has been about 3 ever since then. I am active exercising, walking and golf twice a week. Now I feel pretty good, and very lucky to be having good health. I can see merit in your theory but there is also merit in my history. After 4 attempts to get blood which was coagulating in the machine I finally got the result 5.
What am I to make of that ,cant be more active! Cant eat more healthily. Leven zonder medicijnen diabetesforum. Hi Zoe, I found your article very interesting. I was on statins for about 2 years with varying side effects. The first statins made me very dizzy after a few days so I was put on a different make. The side effects of these were very subtle and took a period of time to appear.
I made several trips to my doctors who did several blood tests which revealed nothing. At this time neither of us suspected the statins. After some research on the internet where I found that my symptoms could be side effects of the statins I returned to the doctors as we decided that I would stop taking the statins and reduce my cholesterol by diet and exercise. Within a week the tiredness and joint ache disappeared.
So I then decided to use a cholesterol reducing spread which seemed ok. The first spread I used was Benecol light and then changed to Flora pro active light.
Just recently my joint aches came back. After reading your article I have decided not to use these spreads at all. I will let you know if my aching joints disappear. A bit simplistic maybe, but is this wrong? Hello Zoe, been on statins low dose for years my level is. Have just come across this site, interested as I have been refusing to take statins as no family history of heart problems, have low blood pressure and no other health issues at the age of I do have serum cholesterol level 7.
Nurse at a heart review worked out a ratio of 3. The article seems to suggest the body knows what is good for it. At height 5foot, weight Even your weight is great for your age — it is ideal for humans to be carrying some in reserve for situations of illness. The scrawny died young in times gone by — those with some coverage survived the harsh times. My 79 yr old mum had an emergency appendectomy in January and lost about 20lb during the crisis.
Thank goodness she had about 20lb to lose! You may find this post interesting too: The graphs are particularly striking for women. Show that to your nurse. Your nurse is shockingly unaware of studies showing that cholesterol is particularly important in older people — lower cholesterol is strongly associated with higher deaths for good reason — because cholesterol is so utterly life vital.
Your body is making the right amount — food has nothing to do with it and never has. Since cholesterol is the essence of every cell in the body, as we age, we need more to repair and protect. We have put the pre list of companies in administration into the Section on Previous Reports.
Companies failing Stores Affected Employees Affected to August 28 2, 38, 12 months 44 1, 12, 12 months 30 1, 26, 12 months 25 6, 12 months 43 1, 12, 12 months 49 2, 25, 12 months 54 3, 48, 12 months 31 2, 24, 12 months 26 10, 12 months 37 6, 26, 12 months 54 5, 74, 12 months 25 2, 14, The Centre has analysed the main retail failures in the period since the recession. There are 32, with 12, stores affected and , employees. Woolworths was the biggest casualty in this period with stores and 30, staff, BHS was the second largest in terms of stores and House of Fraser the second largest in terms of staff.
These figures are based on the CRR's own research over this period. Further details can be downloaded here. SetRaceAlias - creates an alias for a race. If a race has an alias, then calling GetIsRace aliasRace will return true for any actor of that race.
However, Argonians will not be recognized as Nords. The third argument defaults to 1; pass 0 to clear a previously created alias. GetRaceVoice - returns the race which is used to provide the voice of the specified race and gender. Pass 0 for male or 1 for female. SetRaceVoice - changes the voice of a race to the specified race. Specify 0 for male, 1 for female, or 2 for both genders.
SetRacePlayable - flags a race as playable or unplayable. Unplayable races cannot speak most of the dialog defined in the game. IsRacePlayable - returns 1 if the specified race is flagged as playable in the editor. The target and from races are declared as NPCs, but you can also place a Race name into a ref variable and pass those in.
GetRaceScale - returns the default scale of the male or female members of the specified race. SetRaceScale - sets the scale for male or female members of the specified race. GetRaceWeight - returns the default weight for male or female members of the specified race as defined in the editor. SetRaceWeight - sets the weight for male or female members of the specified race. GetRaceDefaultHair - returns the default hair for male or female members of the specified race.
GetRaceHairs - returns an Array of all hairs male and female available to actors of the specified race as defined in the editor.
GetRaceEyes - returns an Array of all eyes available to actors of the specified race as defined in the editor. IsScripted - returns whether the scriptable object has a script attached to it or not. GetScript - returns the refID of the script attached to the object script: RemoveScript - removes and returns the script attached to the object. The object is no longer scripted script: SetScript - sets the specified script onto the calling object and returns any previous script. Note that Oblivion doesn't have a script variable type so you must assign the script to a ref variable for this to work.
If the specified object already has a script attached to it, after changing the script the stored values of local variables for references to that object will not match the variables in the new script. If called on a reference, the variable list for the calling reference will be updated to match the new script, but other references to the same base object will not be updated.
SetScript is safe to use with quests, with previously unscripted objects, and on unique references for which no other references exist to the same base object. Using the command on base objects for which non-unique references exist may result in undefined behavior. IsFormValid - returns 1 if the specified ref variable contains a valid object or reference. IsReference - returns 1 if the specified ref variable contains a reference, as opposed to a base object.
HasVariable - returns 1 if the calling reference or specified quest has a variable with the specified name. GetVariable - returns the value of a numeric variable by name, either from the calling reference's script or the specified quest. GetRefVariable - returns the reference stored in a ref variable by name, either from the calling reference's script or the specified quest.
GetArrayVariable GetArrayVar - returns the value of an array variable by name, either from the calling reference's script or the specified quest. CompareScripts - compares the compiled code of two scripts and returns 1 if they are identical. Note that this doesn't mean the text of the scripts are identical, only that they call the same functions in the same order with the same parameters. ResetAllVariables - sets all variables in the calling script to zero.
GetNumExplicitRefs - returns the number of explicit references in the calling object's script or in the passed script object. Explicit references are any objects mentioned by name in the script; for instance, if a script contains an "OnHit Player" block or a "Player. AddItem" command, its explicit references will include the player. GetNthExplicitRef - returns the n th explicit ref in the calling object's script or the passed script object.
See GetNumExplicitRefs are a description of explicit references. GetCurrentScript - returns the script which is currently executing. SetModelPath - sets the model path for the type. GetModelPath - returns the model path for the object. SetIconPath - sets the icon path for the type. GetIconPath - returns the icon path for the object. CompareModelPath - returns whether the passed string is part of the model path.
This is a case insensitive search. CompareIconPath - returns whether the passed string is part of the icon path. CopyModelPath - sets the model path of the calling reference or passed objectID to the model path offromObject nothing reference. CopyIconPath - sets the icon path of the calling reference or passed objectID to the icon path of fromObject nothing reference.
ModModelPath - modifies the model path of the calling reference or passed objectID. ModModelPath will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.
If there is nothing before the character, the replaceWith string is prepended to the model path. ModIconPath - modifies the icon path of the calling reference or passed objectID.
ModIconPath will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion. If there is nothing before the character, the replaceWith string is prepended to the icon path. GetTexturePath - returns the texture path of an object. This command is identical to GetIconPath, but also works for other object types such as skills, classes, and miscellaneous objects.
SetTexturePath - sets the texture path of an object. GetEditorSize - returns the value contained in the hidden 'size' field of the editor's object window for the specified object. This is a rough scalar approximation of the dimensions of the object.
Return value is typically similar to that of GetBoundingRadius. The game only calculates and stores this value for objects for which at least one reference exists in the game world.
Types with this quality can be worn by actors and can have different models and textures for males and females. SetMaleGroundPath - sets the male model path when dropped nothing reference. SetFemaleGroundPath - sets the female model path when dropped nothing reference. SetMaleIconPath - sets the male icon texture nothing reference. SetFemaleIconPath - sets the female icon texture nothing reference. ModXXXPath will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.
If there is nothing before the character, the replaceWith string is prepended to the specified path. This does a case insensitive search. IsPlayable - returns whether the specified object is playable or not. Returns true only if the object is of a type which can be flagged as playable in the editor. SetIsPlayable - specifies whether the object can be used by the player nothing reference. IsPlayable2 - returns whether the specified object is playable or not. If the object is of a type which cannot be flagged as playable in the editor, this function returns true.
GetBipedModelPath - returns the file path of one of the models for the specified biped object. GetBipedIconPath - returns the file path of one of the icons for the specified biped object. GetHidesRings - returns 1 if the "hides rings" flag is set for the biped object. GetHidesAmulet - returns 1 if the "hides amulet" flag is set for the biped object. SetHidesRings - modifies the "hides rings" flag. SetHidesAmulet - modifies the "hides amulet" flag. GetBipedSlotMask - returns the slots occupied by a biped object.
SetBipedSlotMask - sets the slots occupied by a biped object. 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.
A reference to a creature or NPC in the game world. Actor references have AI, animations, and havok states.
GetNumDetectedActors - returns the number of other actors of which the calling actor may detect. This includes actors detected at "Lost" or "Unseen" level. GetNthDetectedActor - returns the Nth actor in the calling actor's detection list actor: SetDetectionState - sets the detection state of the calling actor toward the specified actor reference.
Note that Oblivion recalculates this value frequently for actors in high process; the function's main purpose is to reset the detection state of unconscious actors.
IsBlocking - returns 1 if the calling actor is blocking isBlocking: IsAttacking - returns 1 if the calling actor is attacking isAttacking: IsRecoiling - returns 1 if the calling actor is recoiling isRecoiling: IsDodging - returns 1 if the calling actor is dodging isDodging: IsStaggered - returns 1 if the calling actor is staggered isStaggered: IsMovingForward - returns 1 if the calling actor is attempting to move forward, even if his path is blocked.
IsMovingLeft - returns 1 if the calling actor is attempting to strafe left isMovingLeft: IsMovingRight - returns 1 if the calling actor is attempting to strafe right isMovingRight: IsMovingBackward - returns 1 if the calling actor is attempting to move backwards isMovingBackwards: IsTurningLeft - returns 1 if the calling actor is turning left isTurningLeft: IsTurningRight - returns 1 if the calling actor is turning right isTurningRight: IsInAir - returns 1 if the calling actor is airborne, whether jumping or falling isInAir: IsJumping - returns 1 if the calling actor is beginning to jump playing the JumpStart anim group isJumping: IsOnGround - returns 1 if the calling actor is on the ground isOnGround: IsFlying - returns 1 if the calling actor is flying.
Only creatures can fly. IsPowerAttacking - returns 1 if the calling actor is executing a power attack isPowerAttacking: IsCasting - returns 1 if the calling actor is casting a spell isCasting: GetFallTimer - returns the length of time for which the actor has been falling fallTimer: IsAnimGroupPlaying - returns 1 if the specified animation group is currently being played by the calling actor playing: AnimPathIncludes - returns 1 if one of the calling actor's currently playing animation paths includes the specified substring includes: GetProcessLevel - returns the actor's current process level, or -1 if called on a non-actor.
Process level determines how frequently the game updates an actor's AI. In general, high process actors are in the same cell as the player, while more distant actors are kept at a lower process level. GetEquippedItems - returns an array containing all items currently equipped by the calling actor items: GetSpells - returns an array containing all of the spells in an actor's spell list.
GetActorAlpha - actor references can be made more or less opaque or transparent by changing their alpha property via SetActorAlpha. This function returns the calling actor's current alpha as a floating point number between 0. GetAllies - for an actor in combat, returns an Array of other actors which the game considers allies of the calling actor at that particular moment.
GetTargets - for an actor in combat, returns an Array of actors which the game considers potential targets of the calling actor at that particular moment.
GetSelectedSpells - for an actor in combat, returns an Array containing zero to seven spells which the actor has selected from his full spell list including spells resolved from leveled spell lists for use.
The list contains a maximum of one spell from each of the following categories: GetCombatSpells - for an actor in combat, returns an Array of all the spells in the actor's spellbook, including spells resolved from leveled spells lists which are resolved into actual spells when the actor enters combat. The actor will use a subset of these spells during combat; use GetSelectedSpells to determine which of these spells have been selected for use.
PlayIdle - attempts to make the calling actor play the specified idle animation. Pass 1 for the forceIdle parameter to force the actor to play the idle regardless of any other animations currently playing. A set of information defining actor behavior. Commands which modify AI packages operate on the base package and may have no effect or unpredictable effects on actor references currently executing that package.
SetPackageTarget - sets the target of the specified package. Target can be of several types, leading to several syntaxes for this command. The first listed usage sets the target to a specific reference. The second sets it to a particular base object with a specified quantity; when the package executes the actor will look for references to that base object to use as the target s.
The third usage sets the target to a code representing the type s of objects to be used as targets, along with a quantity. This command does not change the targets of actor references currently executing the package unless they re-evaluate their package after the change has been made.
GetPackageData - returns a stringmap containing info about a package. The returned stringmap contains the following keys: GetPackageScheduleData - returns a stringmap containing info about a package schedule.
GetPackageLocationData - returns a stringmap containing info about a package location. GetPackageTargetData - returns a stringmap containing info about a package target.
It accepts a stringmap consisting of one or more stringmaps with keys "Location", "Target", or "Schedule", each following the formats listed above. If any data is omitted, the existing package data will be retained. SetPackageTargetData - sets the target of a package. Accepts a stringmap of the same format as that returned by GetPackageTargetData. Omitted fields retain their existing values. SetPackageLocationData - sets the location of a package based on the passed stringmap of the same format as that returned by GetPackageLocationData.
SetPackageScheduleData - sets the schedule of a package. Accepts a stringmap of the same format as that returned by GetPackageScheduleData. Package Flag Commands - gets or sets the state of one of the flags on the specified package.
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. IsPoison - returns whether the alchemy item is a poison. MatchPotion - Oblivion keeps track of potions created by the player and reuses them if another potion is created with the same effects as one created previously. This command takes a potion and returns a previously-created potion bearing the same effects, if one exists.
Note that in some cases it may return the same potion that was passed as the argument. Mainly useful during potion creation in the Alchemy menu, or when dynamically modifying potion effects via script. Type short - the type of alchemy apparatus Quality float - the level of the alchemy apparatus quality. The ApparatusQuality list shows the basic levels, but any value between 0 and 1. GetApparatusType - returns the alchemy apparatus type of the calling reference or passed objectID apparatusType: SetApparatusType - sets the alchemy type of the calling reference or passed objectID nothing reference.
GetQuality - returns the quality level of the calling reference or passed objectID quality: SetQuality - sets the quality level of the calling reference or passed objectID nothing reference. ModQuality - modifies the quality of the calling reference or passed objectID nothing reference.
Breakable , Enchantable , Inventory , Named , Wearable. Armor Rating long - the value of protection provided by the armor Armor Type short - the type of the armor. GetArmorAR - returns the armor rating of the object armorRating: SetArmorAR - sets the armor rating of the object nothing reference.
ModArmorAR - modifies the armor rating of the object up or down nothing reference. GetArmorType - returns 0 if light armor and 1 if heavy armor armorType: SetArmorType - sets whether the armor is heavy or light nothing reference.
GetBirthsignSpells - returns an Array containing the spells associated with the specified birthsign spells: Inventory , Description , Enchantable , Named , Simple.
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. GetBookIsScroll - returns whether the book is a scroll or not isScroll: GetBookSkillTaught - returns the skill taught by the book. If no skill is taught, returns SetBookCantBeTaken - sets whether the book can be taken nothing reference.
SetBookIsScroll - sets whether the book is a scroll nothing reference. SetBookSkillTaught - sets the skill the book teaches. The the skillTaught value is not one of the skills, sets the value to GetBookText - returns the text of a book as a string. The result must be assigned to a string variable. GetBookLength - returns the number of characters in a book's text.
There are two types of cells: Exterior cells exist as parts of worldspaces and often inherit the name of their parent worldspace. Interior cells are isolated from other parts of the world and have their own names. When the player visits and then exits an interior cell, the game records the number of total hours elapsed in the game at the moment the player exits; this value is the cell's "detach time.
Music Type short - the music type for the cell. GetCellMusicType - returns the music type of the player's current cell. SetCellWaterHeight - changes the water height of the specified cell. If used to alter the water height in a loaded cell, the water shader will reflect the new height and actors will switch between swimming and walking animations appropriately.
However, floating physics and the water surface will not be updated until the cell is reloaded. This command has no effect in exteriors or in cells which have no water. GetCellDetachTime - returns the cell's detach time, described above. GetCellResetHours - returns the number of hours which must pass in the game before the cell is reset.
SetCellResetHours - sets the number of hours which mustpass before the cell is reset. This value must be less than the game setting iHoursToRespawnCell. Using this function to modify the reset hours for the current cell, or for exterior cells, has no effect. GetCellBehavesAsExterior - returns true if the "behaves as exterior" cell is checked for the specified interior cell. IsCellPublic - returns 1 if the cell is marked as 'public'.
SetCellIsPublic - sets the 'public' flag for the cell. SetCellHasWater - sets the flag indicating whether or not the interior cell has water. Only affects interior cells, and changes are not visible until the cell is reloaded.
Has no effect if called while the player is inside the specified cell. SetCellBehavesAsExterior - sets the 'behaves like exterior' flag for the interior cell. GetCellClimate - returns the climate for the specified cell. SetCellClimate - sets the climate for the specified cell. GetCellLighting - returns a StringMap describing the lighting properties for the interior cell. SetCellLighting - alters one or more of an interior cell's lighting fields, taking a StringMap of the same format as that returned by GetCellLighting.
Include only the elements you wish to change; if a key is not found its value will not be modified. GetTerrainHeight - returns the height of the terrain mesh at the specified x and y coordinates within the current exterior worldspace.
X and Y are worldspace coordinates e. If the coordinates are outside of any loaded cells, returns 0. Note that this command does not check for collision with surfaces other than terrain.
IsOblivionInterior - returns 1 if the "Oblivion interior" flag has been checked for the specified interior cell. IsOblivionWorld - returns 1 if the "Oblivion World" flag has been checked for the specified world space. CanFastTravelFromWorld - returns 1 if the player is allowed to fast-travel from the specified world space.
GetCellWaterType - returns the Water used by the interior cell. Returns zero if the cell has no water, or if the cell uses the default water type. SetCellWaterType - sets the Water used by the interior cell. Changes will not be visible until the cell is reloaded. GetCellNorthRotation - returns the rotation on the Z axis of the north marker within the specified interior cell, if one is present.
The game uses the north marker's Z rotation to determine what direction is considered "north". Rotation returned is in degrees and is 0. Climate settings define weather, sun, and moon settings for a worldspace. Additional information about these settings can be found at the Construction Set Wiki. Sunrise Begin, Sunrise End, Sunset Begin, Sunset End short - these values are the number of 10 minute increments since midnight the given event occurs MoonPhaseLength short - the number of days in a moon's phase HasMasser, HasSecunda bool - which moons the climate will show Volatility short - the volatility of the climate, or how often the weather is likely to change.
GetClimateSunriseBegin - returns the time sunrise begins specified as a number of 10 minute units since midnight sunriseBegin: GetClimateSunriseEnd - returns the time sunrise ends specified as a number of 10 minute units since midnight sunriseEnd: GetClimateSunsetBegin - returns the time sunset begins specified as a number of 10 minute units since midnight sunsetBegin: GetClimateSunsetEnd - returns the time sunset ends specified as a number of 10 minute units since midnight sunsetEnd: GetClimateMoonPhaseLength - returns the number of days in the phase of the moons.
The total moon cycle length is 8 x PhaseLength according to the CS. SetClimateSunriseBegin - sets the time sunrise begins as a number of 10 minute units since midnight nothing SetClimateSunriseBegin time: GetClimateVolatility - returns the volatility of the climate volatility: Clothing is any wearable object that does not provide armor protection. Includes amulets and rings. Enchantable , Inventory , Named , Wearable. Actor , Attacking only attack damage , Inventory , Magic Target.
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 Reach short - the attack reach of the creature Soul Level short - the soul level of the creature Base Scale float - the base scale of the creature.
IsCreature - returns whether the reference or passed id is a creature isCreature: GetCreatureCombatSkill - returns the combat skill for the creature combatSkill: GetCreatureMagicSkill - returns the magic skill for the creature magicSkill: GetCreatureStealthSkill - returns the stealth skill for the creature stealthSkill: GetCreatureReach - returns the reach of the creature reach: GetCreatureSoulLevel - returns the soul level of the creature soulLevel: GetCreatureBaseScale - retuns the base scale of the creature scale: GetCreatureWalks - returns 1 if the Walks flag is set on the creature walks: GetCreatureSwims - returns 1 if the Swims flag is set on the creature swims: GetCreatureFlies - returns 1 if the Flies flag is set on the creature flies: IsCreatureBiped - returns 1 if the Biped flag is set on the creature biped: GetRider - returns the NPC currently riding the calling horse.
GetCreatureSoundBase - returns the creature from which the specified creature's sounds are derived, if any. SetCreatureSoundBase - "sets the creature from which the creature inherits its sounds. The inheriting creature must not itself be a sound base mustn't define its own sounds , and the creature specified as the sound base must be a sound base defining its own sounds or null.
HasModel - returns 1 if the creature's model list includes the specified. The file must appear in the creature's meshes folder. String must include the ". GetCreatureSound - returns the creature's sound associated with the specified action sound: ToggleCreatureModel - toggles a model within a creature's model list on or off. The model path must be relative to the creature's model folder and include the ".
When called on a reference which is currently being rendered, the reference must be disabled and then enabled before the change is visible. GetCreatureModelPaths - returns an Array containing the set of model paths in the creature's model list. Only those models which are toggled on are included. SetCreatureSkill - sets the value of one of the creature's skills.
Pass "stealth", "magic", or "combat" as the skill name. The skill value must be between 0 and GetCombatStyle - returns the combat style assigned to the calling reference. Note that many actors are assigned no combat style in the editor i. Most of these functions get or set the values of properties defined in the Combat Style window for each combat style and follow the same syntax conventions. IsLoadDoor - returns 1 if the calling reference is a load door isLoadDoor: GetLinkedDoor - returns the door to which the calling load door is linked linkedDoor: GetTeleportCell - returns the cell to which the calling load door teleports cell: IsOblivionGate -returns true if the door is flagged as an Oblivion gate in the editor.
IsHiddenDoor - returns 1 if the "hidden" flag is set for the door. IsAutomaticDoor - returns 1 if the "Automatic" flag is set for the door. SetIsHiddenDoor - sets or clears the "hidden" flag for the door. SetIsAutomaticDoor - sets or clears the "Automatic" flag for the door. SetDoorTeleport - sets the reference, coordinates, and rotation to which the calling door teleports.
Only the reference argument is required; the values for the others will be taken from the specified reference's coordinates and rotation if omitted. The bTemporary argument specifies that the change should not be saved in the savegame; by default, or if the argument is zero, the change will be saved. GetDoorTeleportX - returns the x coordinate to which the calling door teleports. GetDoorTeleportY - returns the y coordinate to which the calling door teleports.
GetDoorTeleportZ - returns the z coordinate to which the calling door teleports. GetDoorTeleportRot - returns the rotation to which the calling door teleports. This is the angle the player will be facing after activatingthe load door.
GetTeleportCellName - when called on a teleporting door reference, returns the name of the cell or worldspace to which the door teleports cellName: 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. GetEnchantmentType - returns the type of the enchantment enchantType: GetEnchantmentCharge - returns the charge of the enchantment.
Of unknown and dubious use. SetEnchantmentCharge - sets the charge of the enchantment. ModEnchantmentCharge - modifies the charge of the enchantment. GetEnchantmentCost - returns the magicka charge cost for using the enchantment cost: IsFactionEvil - returns 1 if the faction is marked as evil isEvil: IsFactionHidden - returns 1 if the faction is not shown on the player's faction sheet isHidden: SetFactionEvil - changes the Evil flag on the faction.
Changes are saved in the savegame nothing SetFactionEvil faction: SetFactionHidden - changes the Hidden flag on the faction. Changes are saved in the savegame nothing SetFactionHidden faction: GetNumRanks - returns the number of ranks in the faction.
GetNthFactionRankName - returns the title of the nth rank in a faction. Optionally returns the female rank name. Optionally sets the female rank name. IsHarvested - returns 1 if the calling reference's ingredient has been harvested isHarvested: SetHarvested - mark or unmark the calling reference as having been harvested.
Changes are saved in the savegame. GetIngredient - returns the ingredient contained in a plant. SetIngredient - sets the ingredient contained in a plant. Omit the ingredient parameter or pass an empty ref variable to set it to "no ingredient.
Return value ranges from 0 to A list of creatures, NPCs, items, or spells. Changes made to lists using OBSE functions are not saved in the savegame, but persist for the duration of the game session after they are made. To make effectively "permanent" changes to a leveled list, include code similar to the following in a quest script:. AddToLeveledList - adds an object to a leveled creature, spell, or item list.
Count defaults to 1 if unspecified. RemoveFromLeveledList - removes all occurences of an object from a leveled list and returns the number of occurences removed. CalcLeveledItem - returns one item from a leveled item list, selected randomly for a character of the specified level.
Oblivion selects a level range from which to choose using the game setting iLevItemLevelDifferenceMax. The item chosen is within the range [minLevel This function checks the "Chance None" property of the leveled list, so it may return nothing based on that chance; pass 0 for the third parameter to override this behavior.