Category:Savebaked Functions
From GECK
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Functions whose effects can persist in saves. "Save-baked" means that once the function is called, its effects are "baked" into the save, thus making them persist whenever the save is loaded back.
- This is not counting how Script variables can be persistent, and how they can be used to store the result of functions in a "save-baked" way.
Temporary / Session-Wide Functions
If a function's effects do not persist, then they persist until the end of the "session" (until the game is closed).
- To make these functions pseudo-persistent, GetGameLoaded can be used to reset the function's temporary effects, and then re-apply them based on savebaked factors such as Variables.
Pages in category "Savebaked Functions"
The following 79 pages are in this category, out of 79 total.
A
- Activate
- AddCardToPlayer
- AddCreatureToLeveledList
- AddFormToFormList
- AddItem
- AddItemAlt
- AddItemHealthPercent
- AddItemHealthPercentOwner
- AddItemOwnership
- AddItemToLeveledList
- AddNote
- AddNoteNS
- AddNPCToLeveledList
- AddPerk
- AddReputation
- AddReputationExact
- AddScriptVariable
- AddSPECIALPoints
- AddTagSkills
- AdvancePCLevel
- AgeRace
- AttachAshPile
- AttachAshPileEx
- AuxiliaryVariableErase
- AuxiliaryVariableEraseAll
- AuxiliaryVariableSetFloat
- AuxiliaryVariableSetFromArray
- AuxiliaryVariableSetRef
- AuxiliaryVariableSetString
- AuxTimerPaused
- AuxTimerStart
- AuxTimerStop
- AuxTimerTimeElapsed
- AuxTimerTimeLeft
- AuxTimerTimeToCountdown
C
- CastImmediate
- CastImmediateOnSelf
- CenterOnCell
- CenterOnExterior
- CenterOnWorld
- ClearActiveQuest
- ClearAllHotkeys
- ClearDeadActors
- ClearFactionPlayerEnemyFlag
- ClearHotkey
- ClearJIPSavedData
- ClearOwnership
- ClearShowoffSavedData
- CompleteAllObjectives
- CompleteAllQuestStages
- CompleteQuest
- CopyFaceGenFrom
- CrippleLimb