API Version: 2
The FrostUtil script is the primary way most mods should interact with Frostfall and contains many helpful functions. To call any of the following functions, download the SDK and in your script include the line:
import FrostUtil
Alternatively, you can call FrostUtil.FunctionName() without importing FrostUtil.
Use the table of contents below, or Ctrl+F in your browser to jump to a function.
Functions
- GetAPIVersion
- GetFrostfallVersion
- IsPlayerNearFire
- GetPlayerHeatSourceLevel
- GetPlayerHeatSourceDistance
- IsPlayerTakingShelter
- IsNearFastTravelException
- GetCurrentTemperature
- GetCurrentWeatherActual
- GetWeatherClassificationActual
- IsWeatherSevere
- AddSevereWeather
- RemoveSevereWeather
- IsWeatherOvercast
- AddOvercastWeather
- RemoveOvercastWeather
- IsRefInOblivion
- IsOblivionWorldspace
- AddOblivionWorldspace
- RemoveOblivionWorldspace
- IsExposureException
- AddExposureException
- RemoveExposureException
- IsFastTravelException
- AddFastTravelException
- RemoveFastTravelException
- IsSleepException
- AddSleepException
- RemoveSleepException
- AddFastTravelWorldspaceException
- RemoveFastTravelWorldspaceException
- GetPlayerWetness
- GetPlayerWetnessLevel
- ModPlayerWetness
- GetPlayerExposure
- GetPlayerExposureLevel
- ModPlayerExposure
- GetPlayerWarmth
- GetPlayerCoverage
- GetPlayerArmorWarmth
- GetPlayerArmorCoverage
Events
Functions
GetAPIVersion
Get the FrostUtil API version number.
Api version added
1
Syntax
float function GetAPIVersion() global
Parameters
None
Return Value
The FrostUtil API version number. This is NOT the same thing as the version number of Frostfall. FrostUtil's API version number will increment only when changes have been made to the API itself.
Examples
float ver = FrostUtil.GetAPIVersion()
GetFrostfallVersion
Get the Frostfall mod version number.
Api version added
1
Syntax
float function GetFrostfallVersion() global
Parameters
None
Return Value
The Frostfall version number.
Examples
float ver = FrostUtil.GetFrostfallVersion()
IsPlayerNearFire
Whether or not the player is currently near a fire.
Api version added
1
Syntax
bool function IsPlayerNearFire() global
Parameters
None
Return Value
True if near a fire; false otherwise.
Examples
;Is the player near a fire?
bool near_fire = FrostUtil.IsPlayerNearFire()
Notes
This does NOT indicate if the player is near a heat source; there are heat sources that are not fires. Fires have special properties in Frostfall and Campfire, which include drying the player when wet, and being able to cook food using a cooking pot.
To determine if the player is near a heat source of any kind, use GetPlayerHeatSourceLevel() instead.
Keep in mind that Frostfall's Heat Source System only updates every 5 seconds. Therefore, the data returned by this function is not real-time.
GetPlayerHeatSourceLevel
The level (size) of the player's current nearby heat source.
Api version added
1
Syntax
int function GetPlayerHeatSourceLevel() global
Parameters
None
Return Value
Possible return values:
0 = Player is not near a heat source.
1 = Current heat source is "small" (e.g. bowls of burning embers, "fragile" campfires in Campfire)
2 = Current heat source is "medium" (e.g. most campfires and other fireplaces)
3 = Current heat source is "large" (e.g. giant campfires, "roaring" campfires in Campfire)
Examples
;Is the player near heat?
int heat = FrostUtil.GetPlayerHeatSourceLevel()
if heat > 0
debug.notification("Player is near a heat source!")
endif
Notes
This function does NOT determine if the heat source is a fire or not; there are heat sources that are not fires. To determine if the player is near a fire, use IsPlayerNearFire().
Keep in mind that Frostfall's Heat Source System only updates every 5 seconds. Therefore, the data returned by this function is not real-time.
GetPlayerHeatSourceDistance
The distance from the player to the player's current nearby heat source.
Api version added
1
Syntax
float function GetPlayerHeatSourceDistance() global
Parameters
None
Return Value
0.0 to 600.0 - The distance from the player to the heat source. Frostfall does not detect heat sources more than 600 units away.
-1.0 - No current heat source detected.
Examples
;How far away is the heat source?
float dist = FrostUtil.GetPlayerHeatSourceDistance()
if dist <= 300.0
debug.notification("The player is really close to the heat source!")
endif
Notes
Keep in mind that Frostfall's Heat Source System only updates every 5 seconds. Therefore, the data returned by this function is not real-time.
IsPlayerTakingShelter
Whether or not the player is taking shelter underneath an outcropping / building. If the player is "sheltered", the player will dry off if wet, regardless of current weather conditions.
Api version added
1
Syntax
bool function IsPlayerTakingShelter() global
Parameters
None
Return Value
True if taking shelter, false if not.
Examples
;Is the player underneath something?
bool sheltered = FrostUtil.IsPlayerTakingShelter()
Notes
This function does not return true if the player is inside a Campfire-based tent; it only returns true if a ray emitting upward from the player's head collides with an obstruction. For tent detection, use CampUtil.GetCurrentTent().
IsNearFastTravelException
Whether or not the player near a "fast travel exception". If a player is nearby one of these objects, the Exposure System will re-enable the player's Fast Travel controls. This is used in cases where there is an expectation for Fast Travel be enabled when near these objects (like Apocrypha's Black Books.)
Api version added
1
Syntax
bool function IsNearFastTravelException() global
Parameters
None
Return Value
True if near a "fast travel exception" object, false if not.
Examples
;Is the player near a fast travel exception?
bool near_ft_exception = FrostUtil.IsNearFastTravelException()
GetCurrentTemperature
Returns the current area temperature, based on location, weather, weather severity, and time of day.
Api version added
1
Syntax
int function GetCurrentTemperature() global
Parameters
None
Return Value
Greater than 10: A "warm" area. Exposure will decrease. The higher the number, the faster it will decrease.
10: A "neutral" area. Exposure will not increase or decrease.
Less than 10: A "cold" area. Exposure will increase. The lower the number, the faster it will increase.
Examples
int temp = FrostUtil.GetCurrentTemperature()
if temp < 10
debug.notification("It's cold!")
endif
Notes
The return values of this function correspond very roughly with degrees celsius.
GetCurrentWeatherActual
Returns the current weather somewhat more accurately than the default GetCurrentWeather() function. This function returns the outgoing weather if the weather is currently transitioning out (and thus is still currently visible). Otherwise, returns the current weather.
Api version added
1
Syntax
Weather function GetCurrentWeatherActual() global
Parameters
None
Return Value
The current weather.
Examples
;What is the current weather, really?
Weather wthr = FrostUtil.GetCurrentWeatherActual()
GetWeatherClassificationActual
Returns the classification of the weather returned by GetCurrentWeatherActual().
Api version added
1
Syntax
int function GetWeatherClassificationActual(Weather akWeather) global
Parameters
- akWeather: The Weather to check.
Return Value
The current weather classification.
Examples
;What is the current weather classification, really?
int class = FrostUtil.GetWeatherClassificationActual()
IsWeatherSevere
True if this weather is in the severe weather list that Frostfall maintains, false if not.
Api version added
1
Syntax
bool function IsWeatherSevere(Weather akWeather) global
Parameters
- akWeather: The Weather to check.
Return Value
Whether or not this weather is severe.
Examples
if FrostUtil.IsWeatherSevere(FrostUtil.GetCurrentWeatherActual())
debug.notification("Better stay indoors!")
endif
AddSevereWeather
Adds a weather to the severe weather list that Frostfall maintains.
Api version added
2
Syntax
function AddSevereWeather(Weather akWeather) global
Parameters
None
Return Value
None
Examples
;Add my custom blizzard to the severe weather list
FrostUtil.AddSevereWeather(my_crazy_blizzard)
RemoveSevereWeather
Removes a weather from the severe weather list that Frostfall maintains. Only weather forms added to the list via AddSevereWeather can be removed.
Api version added
2
Syntax
function RemoveSevereWeather(Weather akWeather) global
Parameters
None
Return Value
None
Examples
;Remove my custom blizzard to the severe weather list
FrostUtil.RemoveSevereWeather(my_crazy_blizzard)
IsWeatherOvercast
True if this weather is in the overcast weather list that Frostfall maintains, false if not.
Api version added
1
Syntax
bool function IsWeatherOvercast(Weather akWeather) global
Parameters
- akWeather: The Weather to check.
Return Value
Whether or not this weather is Overcast.
Examples
if FrostUtil.IsWeatherOvercast(FrostUtil.GetCurrentWeatherActual())
debug.notification("Man, it's dreary out.")
endif
Notes
Weather in the overcast weather list must be marked with the "Cloudy" classification. This list is necessary because the base Skyrim game often uses the "Cloudy" classification to denote fog weathers instead of cloudy weathers, and Frostfall needs to be able to differentiate between them.
AddOvercastWeather
Adds a weather to the overcast weather list that Frostfall maintains.
Api version added
2
Syntax
function AddOvercastWeather(Weather akWeather) global
Parameters
None
Return Value
None
Examples
;Add my custom weather to the overcast weather list
FrostUtil.AddOvercastWeather(my_dreary_weather)
Notes
Weather in the overcast weather list must be marked with the "Cloudy" classification. This list is necessary because the base Skyrim game often uses the "Cloudy" classification to denote fog weathers instead of cloudy weathers, and Frostfall needs to be able to differentiate between them.
RemoveOvercastWeather
Removes a weather from the overcast weather list that Frostfall maintains. Only weather forms added to the list via AddOvercastWeather can be removed.
Api version added
2
Syntax
function RemoveOvercastWeather(Weather akWeather) global
Parameters
None
Return Value
None
Examples
;Remove my custom weather from the overcast weather list
FrostUtil.RemoveOvercastWeather(my_dreary_weather)
Notes
Weather in the overcast weather list must be marked with the "Cloudy" classification. This list is necessary because the base Skyrim game often uses the "Cloudy" classification to denote fog weathers instead of cloudy weathers, and Frostfall needs to be able to differentiate between them.
IsRefInOblivion
Whether or not the reference is in a base game or DLC Oblivion worldspace.
Api version added
1
Syntax
bool function IsRefInOblivion(ObjectReference akReference) global
Parameters
- akReference: The object reference to check.
Return Value
True if the reference is in Oblivion.
Examples
;Is the box in Oblivion?
if IsRefInOblivion(Box)
Debug.Trace("Box is in Oblivion!")
endif
Notes
The following Worldspaces are considered Oblivion worldspaces:
Soul Cairn
Apocrypha
IsOblivionWorldspace
Whether or not the worldspace is a base game or DLC Oblivion worldspace.
Api version added
1
Syntax
bool function IsOblivionWorldspace(Worldspace akWorldspace) global
Parameters
- akWorldspace: The worldspace to check.
Return Value
True if the worldspace is a plane of Oblivion.
Examples
;Is the box in Oblivion?
if IsOblivionWorldspace(infernal_realm)
Debug.Trace("This is a plane of Oblivion!")
endif
Notes
The following Worldspaces are considered Oblivion worldspaces by default:
Soul Cairn
Apocrypha
AddOblivionWorldspace
Adds a worldspace to the Oblivion worldspace list that Frostfall maintains. The player does not gain exposure when in planes of Oblivion.
Api version added
2
Syntax
function AddOblivionWorldspace(Worldspace akWorldspace) global
Parameters
None
Return Value
None
Examples
;Add my custom worldspace to the Oblivion worldspace list
FrostUtil.AddOblivionWorldspace(my_infernal_realm)
RemoveOblivionWorldspace
Removes a worldspace from the Oblivion worldspace list that Frostfall maintains. The player does not gain exposure when in planes of Oblivion. Only Worldspace forms added to the list via AddOblivionWorldspace can be removed.
Api version added
2
Syntax
function RemoveOblivionWorldspace(Worldspace akWorldspace) global
Parameters
None
Return Value
None
Examples
;Remove my custom worldspace from the Oblivion worldspace list
FrostUtil.RemoveOblivionWorldspace(my_infernal_realm)
IsExposureException
True if this form is in the exposure exception list that Frostfall maintains, false if not. When the player goes near this object (600 units or less), the player will not gain or lose exposure.
Api version added
2
Syntax
bool function IsExposureException(Form akBaseObject) global
Parameters
- akBaseObject: The form to check.
Return Value
Whether or not this form is an exposure exception.
Examples
;Will I turn off exposure mechanics near the dragon?
if FrostUtil.IsExposureException(SuperDragon)
debug.notification("Guess I won't freeze to death near the Super Dragon.")
endif
AddExposureException
Adds a form to the list of exposure exception objects that Frostfall maintains. When the player goes near this object (600 units or less), the player will not gain or lose exposure.
Api version added
2
Syntax
function AddExposureException(Form akBaseObject) global
Parameters
None
Return Value
None
Examples
;Suspend exposure gain and loss near the power stone
FrostUtil.AddExposureException(power_stone)
RemoveExposureException
Removes a form from the list of exposure exception objects that Frostfall maintains. Only forms added to the list via AddExposureException can be removed.
Api version added
2
Syntax
function RemoveExposureException(Form akBaseObject) global
Parameters
None
Return Value
None
Examples
;No longer suspend exposure near the power stone
FrostUtil.RemoveExposureException(power_stone)
IsFastTravelException
True if this form is in the fast travel exception list that Frostfall maintains, false if not. When the player goes near this object (600 units or less), fast travel controls will be re-enabled regardless of their fast travel settings.
Api version added
2
Syntax
bool function IsFastTravelException(Form akBaseObject) global
Parameters
- akBaseObject: The form to check.
Return Value
Whether or not this form is a fast travel exception.
Examples
;Will I enable fast travel near the carriage?
if FrostUtil.IsFastTravelException(carriage)
debug.notification("Sally forth!")
endif
AddFastTravelException
Adds a form to the list of fast travel exception objects that Frostfall maintains. When the player goes near this object (600 units or less), fast travel controls will be re-enabled regardless of their fast travel settings.
Api version added
2
Syntax
function AddFastTravelException(Form akBaseObject) global
Parameters
None
Return Value
None
Examples
;Enable fast travel when near the horse.
FrostUtil.AddFastTravelException(my_horse)
RemoveFastTravelException
Removes a form from the list of fast travel exception objects that Frostfall maintains. Only forms added to the list via AddFastTravelException can be removed.
Api version added
2
Syntax
function RemoveFastTravelException(Form akBaseObject) global
Parameters
None
Return Value
None
Examples
;No longer enable fast travel near the horse
FrostUtil.RemoveFastTravelException(my_horse)
IsSleepException
True if this form is in the sleep exception list that Frostfall maintains, false if not.
Api version added
2
Syntax
bool function IsSleepException(Form akBaseObject) global
Parameters
- akBaseObject: The form to check.
Return Value
Whether or not this weather is Overcast.
Examples
if FrostUtil.IsSleepException(my_bedroll)
debug.notification("Time to hit the sack!")
endif
Notes
When the player goes near this object (600 units or less), the player will be able to sleep. This is important if the player has "Disable Waiting Outdoors" enabled, which prevents sleeping unless near an object in this list.
Tents created with the Campfire Dev Kit are automatically sleep exception objects. Conjured shelters are not and must be added using AddSleepException().
AddSleepException
Adds a form to the list of sleep exception objects that Frostfall maintains. When the player goes near this object (600 units or less), the player will be able to sleep. This is important if the player has "Disable Waiting Outdoors" enabled, which prevents sleeping unless near an object in this list.
Api version added
2
Syntax
function AddSleepException(Form akBaseObject) global
Parameters
- akBaseObject: The form to add.
Return Value
None
Examples
;Enable ability to sleep near my bedroll.
FrostUtil.AddSleepException(my_bedroll)
RemoveSleepException
Removes a form from the list of sleep exception objects that Frostfall maintains. Only forms added to the list via AddSleepException can be removed.
Api version added
2
Syntax
function RemoveSleepException(Form akBaseObject) global
Parameters
- akBaseObject: The form to remove.
Return Value
None
Examples
;No longer enable fast travel near the horse
FrostUtil.RemoveSleepException(my_horse)
AddFastTravelWorldspaceException
Adds a worldspace to the list of worldspaces that Frostfall maintains where fast travel controls should always be enabled.
Api version added
2
Syntax
function AddFastTravelWorldspaceException(Worldspace akWorldspace) global
Parameters
None
Return Value
None
Examples
;Add my custom worldspace to the fast travel exception worldspace list
FrostUtil.AddFastTravelWorldspaceException(my_realm)
RemoveFastTravelWorldspaceException
Adds a worldspace to the list of worldspaces that Frostfall maintains where fast travel controls should always be enabled. Only Worldspace forms added to the list via AddFastTravelWorldspaceException can be removed.
Api version added
2
Syntax
function RemoveFastTravelWorldspaceException(Worldspace akWorldspace) global
Parameters
None
Return Value
None
Examples
;Remove my custom worldspace from the fast travel exception worldspace list
FrostUtil.RemoveFastTravelWorldspaceException(my_realm)
GetPlayerWetness
Return the player's current wetness value.
Api version added
1
Syntax
float function GetPlayerWetness() global
Parameters
None
Return Value
The player's current wetness value.
0.0 = Not wet
>0.0 - 199.9 = Damp
200.0 - 549.9 = Wet
550.0 - 750.0 = Drenched
Examples
float wetness = FrostUtil.GetPlayerWetness()
GetPlayerWetnessLevel
Return the player's current wetness level. May be easier to use than GetPlayerWetness() if you don't need to know the actual wetness value.
Api version added
1
Syntax
int function GetPlayerWetnessLevel() global
Parameters
None
Return Value
The player's current wetness level.
0 = Not wet
1 = Damp
2 = Wet
3 = Drenched
Examples
;Is the player drenched?
int wet_level = FrostUtil.GetPlayerWetnessLevel()
if wet_level == 3
debug.notification("You're soaked!")
endif
ModPlayerWetness
Modify the player's current wetness by the given amount. Using this function will correctly process the wetness change and notify the UI layer (meters, etc) of the change and display them as appropriate. Using this function is the only safe method of directly modifying the player's wetness value.
Api version added
2
Syntax
function ModPlayerWetness(float amount, float limit = -1.0) global
Parameters
amount: The amount to modify the player's wetness by. Positive numbers increase wetness, negative values decrease wetness.
limit (optional): The value at which you should stop the wetness change, if this value is reached. A value of -1.0 indicates that there is no limit. (Example: calling FrostUtil.ModPlayerWetness(35.0, 50.0) when the player's current wetness is 40.0 will increase the player's wetness to 50.0, not 75.0)
Return Value
None
Examples
;The player did something that should make them dry off.
FrostUtil.ModPlayerWetness(-15.0)
;The player did something that should make them dry off, but not below "Wet".
FrostUtil.ModPlayerWetness(-15.0, 200.0)
;The player did something that should make them wetter.
FrostUtil.ModPlayerWetness(20.0)
;The player did something that should make them wetter, but not above "Wet".
FrostUtil.ModPlayerWetness(20.0, 200.0)
GetPlayerExposure
Return the player's current exposure value.
Api version added
1
Syntax
float function GetPlayerExposure() global
Parameters
None
Return Value
The player's current exposure.
0.0 - 19.9 = Warm
20.0 - 39.9 = Comfortable
40.0 - 59.9 = Cold
60.0 - 79.9 = Very Cold
80.0 - 99.9 = Freezing
100.0 - 120.0 = Freezing to Death
Examples
;Is the player cold?
float exp = FrostUtil.GetPlayerExposure()
if exp >= 40.0
debug.notification("Brrr!")
endif
GetPlayerExposureLevel
Return the player's current exposure level. May be easier to use than GetPlayerExposure() if you don't need to know the actual exposure value.
Api version added
1
Syntax
int function GetPlayerExposureLevel() global
Parameters
None
Return Value
The player's current exposure level.
-1 = Completely Warm
0 = Warm
1 = Comfortable
2 = Cold
3 = Very Cold
4 = Freezing
5 = Freezing to Death
6 = Maximum Exposure
Examples
;Is the player cold?
float exp_level = FrostUtil.GetPlayerExposureLevel()
if exp_level >= 2
debug.notification("Brrr!")
endif
ModPlayerExposure
Modify the player's current exposure by the given amount. Using this function will correctly process the exposure change and notify the UI layer (meters, etc) of the change and display them as appropriate. Using this function is the only safe method of directly modifying the player's exposure value.
Api version added
1
Syntax
function ModPlayerExposure(float amount, float limit = -1.0) global
Parameters
amount: The amount to modify the player's exposure by. Positive numbers increase exposure, negative values decrease exposure.
limit (optional): The value at which you should stop the exposure change, if this value is reached. A value of -1.0 indicates that there is no limit. (Example: calling FrostUtil.ModPlayerExposure(35.0, 50.0) when the player's current exposure is 40.0 will increase the player's exposure to 50.0, not 75.0)
Return Value
None
Examples
;The player did something that should make them warmer.
FrostUtil.ModPlayerExposure(-15.0)
;The player did something that should make them warmer, but not below "Cold".
FrostUtil.ModPlayerExposure(-15.0, 40.0)
;The player did something that should make them colder.
FrostUtil.ModPlayerExposure(20.0)
;The player did something that should make them colder, but not above "Freezing".
FrostUtil.ModPlayerExposure(20.0, 80.0)
GetPlayerWarmth
Returns the player's total Warmth value.
Api version added
1
Syntax
int function GetPlayerWarmth() global
Parameters
None
Return Value
The player's Warmth value.
Examples
;How bundled up is the player?
int warmth = FrostUtil.GetPlayerWarmth()
GetPlayerCoverage
Returns the player's total Coverage value.
Api version added
1
Syntax
int function GetPlayerCoverage() global
Parameters
None
Return Value
The player's Coverage value.
Examples
;How covered is the player?
int coverage = FrostUtil.GetPlayerCoverage()
GetPlayerArmorWarmth
Returns the sum of the Warmth values of all gear worn by the player.
Api version added
1
Syntax
int function GetPlayerArmorWarmth() global
Parameters
None
Return Value
The total Warmth of all player worn gear.
Examples
;How warm are the player's clothes?
int gear_warmth = FrostUtil.GetPlayerArmorWarmth()
Notes
There are many different sources of Warmth, so this function does not return the player's total Warmth value. If you want the total Warmth, use GetPlayerWarmth() instead.
GetPlayerArmorCoverage
Returns the sum of the Coverage values of all gear worn by the player.
Api version added
1
Syntax
int function GetPlayerArmorCoverage() global
Parameters
None
Return Value
The total Coverage of all player worn gear.
Examples
;How warm are the player's clothes?
int gear_coverage = FrostUtil.GetPlayerArmorCoverage()
Notes
There are many different sources of Coverage, so this function does not return the player's total Coverage value. If you want the total Coverage, use GetPlayerCoverage() instead.
Events
Frostfall_OnPlayerStartSwimming
An SKSE Mod Event that is raised when the player begins swimming.
Api version added
1
Syntax
Event Frostfall_OnPlayerStartSwimming()
Parameters
None
Examples
Event OnInit()
RegisterForModEvent("Frostfall_OnPlayerStartSwimming", "Frostfall_OnPlayerStartSwimming")
endEvent
Event Frostfall_OnPlayerStartSwimming()
debug.notification("The player started swimming!")
endEvent
Frostfall_OnPlayerStopSwimming
An SKSE Mod Event that is raised when the player stops swimming.
Api version added
1
Syntax
Event Frostfall_OnPlayerStopSwimming()
Parameters
None
Examples
Event OnInit()
RegisterForModEvent("Frostfall_OnPlayerStopSwimming", "Frostfall_OnPlayerStopSwimming")
endEvent
Event Frostfall_OnPlayerStopSwimming()
debug.notification("The player stopped swimming!")
endEvent
Frostfall_Loaded
An SKSE Mod Event that is raised when Frostfall is finished starting up, or after loading a save game with Frostfall enabled.
Api version added
1
Syntax
Event Frostfall_Loaded()
Parameters
None
Examples
Event OnInit()
RegisterForModEvent("Frostfall_Loaded", "Frostfall_Loaded")
endEvent
Event Frostfall_Loaded()
debug.notification("Frostfall has finished starting up!")
endEvent
Notes
This event will only be raised if Frostfall is enabled. Therefore, don't rely on this event at game start-up for a critical function as you will not receive it until the player starts up Frostfall or loads a game with Frostfall already enabled.
Frost_OnRescuePlayer
An SKSE Mod Event that is raised when the player is rescued when using the Max Exposure Rescue mechanic.
Api version added
1
Syntax
Event Frost_OnRescuePlayer(bool in_water)
Parameters
- in_water: Whether or not the player was swimming when they were rescued (mainly used by the rescue system to select a suitable destination).
Examples
Event OnInit()
RegisterForModEvent("Frost_OnRescuePlayer", "Frost_OnRescuePlayer")
endEvent
Event Frost_OnRescuePlayer(bool in_water)
debug.notification("The player was just rescued!")
endEvent
Frost_OnTamrielRegionChange
An SKSE Mod Event that is raised when the player moves from one tracked region to another.
Api version added
1
Syntax
Event OnTamrielRegionChange(int region, bool in_region)
Parameters
region: The ID of the region. See Notes for region IDs.
in_region: If True, the player is entering this region. If False, the player is leaving it.
Examples
Event OnInit()
RegisterForModEvent("Frost_OnTamrielRegionChange", "Frost_OnTamrielRegionChange")
endEvent
Event Frost_OnTamrielRegionChange(int region, bool in_region)
if in_region && region == 11
debug.notification("The player just entered Solstheim!")
endif
endEvent
Notes
The following are possible region IDs:
REGION_UNKNOWN = -1
REGION_PINEFOREST = 1
REGION_VOLCANICTUNDRA = 2
REGION_FALLFOREST = 3
REGION_REACH = 4
REGION_TUNDRA = 5
REGION_TUNDRAMARSH = 6
REGION_COAST = 7
REGION_SNOW = 8
REGION_OBLIVION = 9
REGION_FALMERVALLEY = 10
REGION_SOLSTHEIM = 11
REGION_WYRMSTOOTH = 20
REGION_DARKEND = 21
Frost_OnInnerFireMeditate
An SKSE Mod Event that is raised when the player begins or ends using the Inner Fire ability.
Api version added
1
Syntax
Event Frost_OnInnerFireMeditate(bool abMeditating)
Parameters
- abMeditating: If True, the player entered the Inner Fire state. If False, they have just left it.
Examples
Event OnInit()
RegisterForModEvent("Frost_OnInnerFireMeditate", "Frost_OnInnerFireMeditate")
endEvent
Event Frost_OnInnerFireMeditate(bool abMeditating)
if abMeditating
debug.notification("The player began meditating using Inner Fire!")
endif
endEvent