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tes3activator⚓︎

An activator game object.

This type inherits the following: tes3physicalObject, tes3object, tes3baseObject

Properties⚓︎

blocked⚓︎

The blocked state of the object.

Returns:

  • result (boolean)

boundingBox⚓︎

The bounding box for the object.

Returns:


deleted⚓︎

Read-only. The deleted state of the object.

Returns:

  • result (boolean)

disabled⚓︎

Read-only. The disabled state of the object.

Returns:

  • result (boolean)

id⚓︎

Read-only. The unique identifier for the object.

Returns:

  • result (string)

isLocationMarker⚓︎

True if this object is an editor marker for a gameplay location. These include travel, intervention, prison, door, and interior north markers. Markers are invisible in-game.

Returns:

  • result (boolean)

mesh⚓︎

The path to the object's mesh.

Returns:

  • result (string)

modified⚓︎

The modification state of the object since the last save.

Returns:

  • result (boolean)

name⚓︎

The player-facing name for the object.

Returns:

  • result (string)

nextInCollection⚓︎

The next object in parent collection's list.

Returns:


objectFlags⚓︎

Read-only. The raw flags of the object.

Returns:

  • result (number)

objectType⚓︎

Read-only. The type of object. Maps to values in tes3.objectType.

Returns:


owningCollection⚓︎

The collection responsible for holding this object.

Returns:


persistent⚓︎

The persistent flag of the object.

Returns:

  • result (boolean)

previousInCollection⚓︎

The previous object in parent collection's list.

Returns:


scale⚓︎

The object's scale. The value range is (0, 10).

Returns:

  • result (number)

sceneCollisionRoot⚓︎

The scene graph node for this object's physics collision, if its mesh has a root collision node.

Returns:


sceneNode⚓︎

The scene graph node for this object.

Returns:


script⚓︎

The script that runs on the object.

Returns:


sourceless⚓︎

The soruceless flag of the object.

Returns:

  • result (boolean)

sourceMod⚓︎

Read-only. The filename (including the extension) of the mod that owns this object. It has nil value if the object was anything other than loaded from an ESP or ESM file.

Returns:

  • result (string)

stolenList⚓︎

A list of actors that the object has been stolen from.

Returns:


supportsLuaData⚓︎

If true, references of this object can store temporary or persistent lua data.

Returns:

  • result (boolean)

Methods⚓︎

__tojson⚓︎

Serializes the object to json.

local string = myObject:__tojson()

Returns:

  • string (string)

createCopy⚓︎

Creates a copy of this object.

local newObject = myObject:createCopy({ id = ..., addToObjectList = ..., sourceless = ... })

Parameters:

  • params (table)
    • id (string): Optional. The new object's ID. If one is not provided, a randomly generated one will be used.
    • addToObjectList (boolean): Default: true. If true, the object will be added to the data handler. If this is false, the new object may not have a randomly generated ID. Do not use this without knowing the implications.
    • sourceless (boolean): Default: false. If true, the object will be made sourceless, and will not be serialized to the save game. If the object is copied outside of a save game, the object will always be sourceless.

Returns: