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tes3dataHandler⚓︎

A core game object used for storing both active and non-dynamic gameplay data.

Properties⚓︎

backgroundThread⚓︎

Read-only. A Windows handle to the background processing thread.

Returns:

  • result (number)

backgroundThreadId⚓︎

Read-only. The thread ID for the background processing thread.

Returns:

  • result (number)

backgroundThreadRunning⚓︎

Read-only. Access to the running state for the background processing thread.

Returns:

  • result (boolean)

cellChanged⚓︎

Read-only. A flag set for the frame that the player has changed cells.

Returns:

  • result (boolean)

centralGridX⚓︎

Read-only. The position of the origin horizontal grid coordinate.

Returns:

  • result (boolean)

centralGridY⚓︎

Read-only. The position of the origin longitudinal grid coordinate.

Returns:

  • result (boolean)

currentAmbientWaterSound⚓︎

Access to the current ambient water sound.

Returns:


currentCell⚓︎

Read-only. Access to the cell that the player is currently in.

Returns:


currentInteriorCell⚓︎

Read-only. Access to the current interior cell, if the player is in an interior.

Returns:


dontThreadLoad⚓︎

Access to dontThreadLoad setting.

Returns:

  • result (boolean)

exteriorCells⚓︎

Read-only. A table of nine tes3cellExteriorData objects for all loaded exterior cells.

Returns:


lastExteriorCell⚓︎

Read-only. Access to the last visited exterior cell.

Returns:


lowestZInCurrentCell⚓︎

Read-only. The Z coordinate of the lowest point in the current cell, which is the bottom of the bounding box of the lowest object. Only valid for interiors.

This is used by the engine to check for the player falling out of bounds.

Returns:

  • result (number)

mainThread⚓︎

Read-only. A Windows handle to the main execution thread.

Returns:

  • result (number)

mainThreadId⚓︎

Read-only. The thread ID for the main execution thread.

Returns:

  • result (number)

nonDynamicData⚓︎

Read-only. A child structure where core game objects are held.

Returns:


suppressThreadLoad⚓︎

Access to suppressThreadLoad setting.

Returns:

  • result (boolean)

threadSleepTime⚓︎

Read-only. No description yet available.

Returns:

  • result (number)

useCellTransitionFader⚓︎

An engine flag that controls if there is a fade in/out between cells.

Returns:

  • result (boolean)

worldLandscapeRoot⚓︎

Read-only. Access to the root of the scene graph of all the currently loaded terrain. It's nine cells in total when the player is in exterior cell. While the player is in interior cell this node is culled.

Returns:


worldObjectRoot⚓︎

Read-only. Access to the root of the scene graph containing all the static objects, and lights that can't be picked up. In addition, the player's scene graph is a child node of this root node.

Returns:


worldPickObjectRoot⚓︎

Read-only. Access to the root of the scene graph containing all the objects that can be interacted with (NPCs, items, harvestable plants, activators, doors...), but also some objects that are only rendered in the Construction Set such as sound emmiting activator objects with EditorMarker.NIF mesh.

Returns:


Methods⚓︎

updateCollisionGroupsForActiveCells⚓︎

No description yet available.

myObject:updateCollisionGroupsForActiveCells({ force = ..., isResettingData = ..., resetCollisionGroups = ... })

Parameters:

  • params (table)
    • force (boolean): Default: true.
    • isResettingData (boolean): Default: false.
    • resetCollisionGroups (boolean): Default: true.