Netruk44/uesp-wiki-content huggingface dataset:
Tes3Mod:HitOnMe

HitAttemptOnMe 
HitOnMe
 

Returns 1 if a hit on the calling NPC is attempted (HitAttemptOnMe) or hit (HitOnMe) by ObjectID in melee. For example, player-&gt;HitOnMe, "chitin dagger" will return 1 if the player is hit by a chitin dagger.
Tes3Mod:GetWeaponDrawn

GetWeaponDrawn
 

Returns 1 if the calling actor has a weapon drawn ready to attack, or 0 otherwise.
Tes3Mod:GetTarget

GetTarget
 

Returns 1 if the target of the NPC is the given actor.  Returns 0 otherwise.
Tes3Mod:GetWerewolfKills

GetWerewolfKills
 

Returns the number of kills the player (?) has done since they last turned into a werewolf (unconfirmed).
Tes3Mod:Goodbye

Goodbye
 

This function immediately ends the players conversation with the NPC, forcing the user to click the Goodbye option to end dialogue. Used only in dialogue results (unsure if it can be used in a regular script when dialogue is closed or not). It can be used in a script if dialogue window is open. 

Note - The use of Goodbye will make every Choice exit dialogue.
Tes3Mod:GetWindSpeed

GetWindSpeed
 

Undocumented function that returns the current wind speed.  Generally values are around 0 to 2 for average conditions. Depending on the wind speed, scripted moving objects (such as signs) are affected. 0 is no movement and 2 is a lot of movement.


GetWindSpeed example of use

returned result precision seems to be limited to 2 decimal digits, so don't rely on something like if ( GetWindSpeed  

Here is an example on how to use GetWindSpeed to detect if we are NOT in a cell with weather/day/night cycle enabled. It will not correctly detect foggy weather (windspeed = 0) in interior set to behave like exterior, but it should be safe in all other cases.

 short hasWeather
set hasWeather to 1
if ( GetInterior == 1 )
  if ( GetWindSpeed
Tes3Mod:GoToJail

GotoJail
 

Sends the player to prison.
Tes3Mod:GetWeaponType

GetWeaponType
 

Returns the weapon type of the actor's current weapon.

See Also: GetArmorType
Tes3Mod:GetArmorType

GetArmorType
 

Returns the armor weight class of the actor's armor at the given location.

See Also: GetWeaponType
Tes3Mod:GetControlsDisabled

GetPlayerControlsDisabled 
GetPlayerFightingDisabled 
GetPlayerJumpingDisabled 
GetPlayerMagicDisabled 
GetPlayerLookingDisabled 
GetPlayerViewSwitch 
GetVanityModeDisabled
 

Returns 1 if the associated player control/mode is disabled, or 0 otherwise.  Note that the GetPlayerViewSwitch function appears to be broken.

See Also: DisablePlayerControls, DisablePlayerFighting, DisablePlayerJumping, DisablePlayerLooking, DisablePlayerMagic, DisablePlayerViewSwitch, DisableVanityMode
Tes3Mod:DisableControls

DisablePlayerControls 
DisablePlayerFighting 
DisablePlayerJumping 
DisablePlayerLooking 
DisablePlayerMagic 
DisablePlayerViewSwitch 
DisableVanityMode
 

Stops the player from using various parts of the interface.  Used during character creation and during in-game cut scenes mostly.

See Also: EnablePlayerControls, EnablePlayerFighting, EnablePlayerJumping, EnablePlayerLooking, 
EnablePlayerMagic, EnablePlayerViewSwitch, EnableVanityMode
Tes3Mod:EnableControls

EnablePlayerControls 
EnablePlayerFighting 
EnablePlayerJumping 
EnablePlayerLooking 
EnablePlayerMagic 
EnablePlayerViewSwitch 
EnableVanityMode
 

Allows the player to using various parts of the interface disabled from a previous call to one of the Disable... functions.

See Also: DisablePlayerControls, DisablePlayerFighting, DisablePlayerJumping, DisablePlayerLooking, DisablePlayerMagic, DisablePlayerViewSwitch, DisableVanityMode
Tes3Mod:EnableDisable

Disable 
Enable
 

Used to enable/disable objects within the game.  A disabled object is saved but not visible or processed within the game (though any scripts attached to it will still work). There also appears to be some minor issues involved with disabling lights (disabling light objects that don't have a model may leave their effects on the environment when loading different saves, so the position of these lights should be moved rather than just disabling them).

There are many possibilities allowed with these functions.  For example, the game strongholds are initially disabled and are only enabled once the player performs the appropriate quests

See Also: GetDisabled
Tes3Mod:GetDisabled

GetDisabled
 

Returns 1 if the calling object is currently disabled, or 0 otherwise.

See Also: Disable, Enable
Tes3Mod:Drop

Drop
 

The calling NPC drops the given number of the item into world at his feet.  Presumably it only works if the calling actor has enough of the item to drop.  There does appear to be some problems dropping items from NPCs where the item is dropped at the player's feet instead of the NPCs (works in the slave script though).
Tes3Mod:EnableDisableTeleporting

DisableTeleporting 
EnableTeleporting
 

Enables or disables the use of teleportation magic in the game.  Use to force the player to remain in a particular area or prevent easy escape.
Tes3Mod:EnableDisableLevitation

DisableLevitation 
EnableLevitation
 

Enables/disables the use of levitation magic. After you call DisableLevitation, levitation is impossible until you call EnableLevitation. Therefore, if you use that feature in your mod, you need to make sure to call EnableLevitation at a later time.

Note, that Bethesda messed that up in TribunalMain. If you want to use this together with Tribunal, you have to fix TribunalMain first.
Tes3Mod:EnableCharacterMenus

EnableBirthMenu 
EnableClassMenu 
EnableNameMenu 
EnableRaceMenu 
EnableStatReviewMenu
 

These undocumented functions display the various windows used during character creation.  You should be able to use these at any time to change/modify your character.  A common use of these is to change the character creation process.  See all the CharGen... scripts for more details. EnableRaceMenu allows you to choose your race, EnableBirthMenu your birthsign, EnableClassMenu your class, etc...
Tes3Mod:EnableControlsMenus

EnableInventoryMenu 
EnableMagicMenu 
EnableMapMenu 
EnableStatsMenu 
 

These undocumented functions enable the various menus and are used during character creation to limit what the player has access too.
Tes3Mod:EnableLevelUpRest

EnableLevelUpMenu 
EnableRest
 

Enables the rest/levelup windows to allow the user to rest and increase their levels normally.
Note that these functions do not appear to have an associated Disable... function.
Tes3Mod:ExplodeSpell

ExplodeSpell
 

Makes the calling object cast the given spell at itself. If an area effect touch range spell is used, this can make the reference 'explode'.
Tes3Mod:Equip

Equip
 

Equips the given item on its owner.  Note that this function does not work as intended some of the time. Equipping items on the player often does not work, although I had successfully equipped repair hammers from a script.  Similarly with NPCs, equipping weapons/armor may not be possible although it is possible to force the player and NPCs to drink potions they have in their inventory. 

Note that this function appears to be broken in the original Morrowind game (you may receive a bad function code error in the game or things simply will not work) but is fixed with the Tribunal expansion. In Tribunal you can successfully get NPCs to equip weapons/armor as well as on the player.
Tes3Mod:GetAttacked

GetAttacked
 

Returns 0 if the actor has never been attacked and 1 if he has been attacked.
Tes3Mod:GetDisease

GetBlightDisease 
GetCommonDisease
 

Returns 1 if the calling object has a common or blight disease, or 0 otherwise.
Tes3Mod:GetColliding

GetCollidingActor 
GetCollidingPC
 

GetCollidingPC returns 1 if the player is colliding with it.  Similarly, GetCollidingActor returns 1 if ANY actor (including PC) is colliding on it. The functions returns 0 otherwise.  

Are new functions introduced in the Tribunal expansion.
Tes3Mod:GetDeadCount

GetDeadCount
 

Returns the number of times the given actor has been killed.
Tes3Mod:GetCurrentWeather

GetCurrentWeather
 

Returns the current weather conditions.
Tes3Mod:GetCurrentTime

GetCurrentTime
 

Returns the gamehour in 24 hour format to two decimal places. 
The difference in speed between using the global "gamehour" and GetCurrentTime is unknown.
Tes3Mod:GetSecondsPassed

GetSecondsPassed
 

Returns the time in seconds since the script was last run.  Very useful for timing events in scripts, for example:
Tes3Mod:GetDistance

GetDistance
 
		GetDistance, ObjectID

       Where:	ObjectID = Object to get the distance to.

	Type:	Movement

     Returns:	float

     Example:	if ( GetDistance, denegor  

Returns a float value for the distance between the calling object and the given ObjectID (in game units).  If one of the objects is not unique, the first instance of that object is used (thus you should only use the function with unique objects).  Also, if you move one of the objects using Move or MoveWorld, GetDistance will still report the original distance (use GetPos in this situation).
Tes3Mod:GetDetected

GetDetected
 

Checks to see if the calling NPC can detect the given actor (returns 1 if it can). If not, then the given actor is invisible in some form (such as sneaking, chameleon, or invisibility). The TES help file says that this is a slow function that should not be called too often.
Tes3Mod:GetEffect

GetEffect
 

Returns 1 if the given spell effect is currently on the calling object.  Do not confuse effects and spells (effects are what make up the spells).  You can also use an exact literal value for the EffectID if you know it.

See Also: GetSpell, GetSpellEffects

Bugs
See the discussion tab on this page for notes on a bug encountered when testing OnDeath & GetEffect in the same frame. 
Appears to be broken for fatigue related effects? 
object->getEffect, sEffectSoultrap always returns 0.00 
object->getEffect, sEffectTurnUndead also returns 0.00
Tes3Mod:GetFactionReaction

GetFactionReaction
 

Returns the reaction adjustment for the two given factions. Can only be used in the console (unconfirmed)?

See Also: ModFactionReaction, SetFactionReaction
Tes3Mod:GetSpell

GetSpell
 

Returns 1 if the calling object has the spell in their inventory, or 0 otherwise. This may work in a similar manner to AddSpell and RemoveSpell where if the spell is a normal one, it merely checks if the calling actor knows it.  If the spell is a disease or curse, however, it may check if the calling actor is under the spell's effect.

See Also: GetEffect, GetSpellEffects
Tes3Mod:GetSpellEffects

GetSpellEffects
 

Returns 1 if the calling object is under the effect of the given spell, or 0 otherwise.

See Also: GetEffect, GetSpell
Tes3Mod:GetSpellReadied

GetSpellReadied
 

Returns 1 if the calling actor has a spell ready to be cast, or 0 otherwise.
Tes3Mod:GetStartingAngle

GetStartingAngle
 

Returns a float value of the object's original orientation (in degrees) along the given world axis.

See Also: GetStartingPos
Tes3Mod:GetStartingPos

GetStartingPos
 

Returns a float value of the object's original position (in game units) along the given world axis.

See Also: GetStartingAngle
Tes3Mod:GetStanding

GetStandingActor 
GetStandingPC
 

Returns 1 if any actor (or PC) is standing on the calling object, or 0 otherwise.  GetStandingActor checks for any actor including the player.
Tes3Mod:GetSquareRoot

GetSquareRoot
 
		GetSquareRoot, Value

       Where:	Value = Value to compute the square root for, can be a literal or float variable

	Type: 	Misc, Tribunal

     Returns:	float

     Example:	if ( GetSquareRoot, fValue  

Computes the square root of the given float value or variable.
Tes3Mod:GetRace

GetRace
 

Returns 1 if the calling NPC is of the given race, or 0 otherwise.  The following is a list
of the default races available to the player.
Tes3Mod:GetSoundPlaying

GetSoundPlaying
 

Returns 1 if the given sound is currently being played by the calling object, or 0 otherwise.  Sound IDs can be found from the Gameplay-Sounds menu in the Construction Set. You can use this function to determine the current action of the player/actor, such as whether they are casting a spell, or swinging a weapon.
Tes3Mod:GetPos

GetPos
 
		GetPos, Axis

       Where:	Axis = Which world axis to get the object's position (X, Y, or Z).
				
	Type:	Movement

     Returns:	float

     Example:	if ( misc_com_wood_bowl_02-&gt;GetPos, Z >= 400 )
		if ( GetPos, Y  

Returns a float value of the calling object's current position in the world along the specified axis.  Does not always return the object's position if the object is not in the same cell (or close to) the player (returns 0 instead). In such a case, it is better to store the object's position when you know the player is close by (such as when the item is dropped) and use them later.

When used with the fix operator, the function will return the position of the first instance of the object (regardless of whether that object has been disabled or deleted). So, use with the fix operator should be restricted to unique objects (e.g., unique NPCs, creatures, etc. (Which means that it should not be used with any object thhat can be picked up, since such objects are inherently non-unique.)

See Also: SetPos
Tes3Mod:GetMoonPhase

GetMasserPhase 
GetSecundaPhase
 

Returns the current phase of the two moons of Tamriel.  Note that the GetSecundaPhase function is incorrectly referred to as GetSecundusPhase in the Construction Set help. Another thing that should be pointed out that the moons return whether or not they're full even during the day time, when logically the moons are invisible.

This isn't confirmed, but in practice, experimenting with both functions almost always resulted in both moons being full immediately upon loading a saved game, and both moons remaining at the precise same phase as one another throughout their rotation. 

When the player is in an interior these functions will return the phase when you were last in an exterior cell.
Tes3Mod:GetPCTraveling

GetPCTraveling
 

Returns 1 if the player is currently fast travelling (silt strider or boat), or 0 otherwise.
Tes3Mod:GetPCSleep

GetPCSleep
 

Returns 1 if the player is currently sleeping, or 0 otherwise.
Tes3Mod:GetPCInJail

GetPCInJail
 

Returns 1 if the player is currently in jail, or 0 otherwise.
Tes3Mod:GetPCCell

GetPCCell
 

Returns 1 if the player is in the given cell.  Can also check for partial matches, i.e., GetPCCell, "Vivec" will return 1 if the player is in a cell named Vivec or ''Vivec, Fred's House.

Note that this only works, if the partial match is itself a valid cell. GetPCCell, "Grytewake"'' in a script will compile, but crash on execution. There is no cell "Grytewake", only "Grytewake, Cabin", etc.
Tes3Mod:GetPCSneaking

GetPCSneaking
 

Returns 1 if the player is currently sneaking, or 0 otherwise.

See Also: GetPCJumping, GetPCRunning
Tes3Mod:GetPCRunning

GetPCRunning
 

Returns 1 if the player is currently running, or 0 otherwise.

See Also: GetPCJumping, GetPCSneaking
Tes3Mod:GetPCJumping

GetPCJumping
 

Returns 1 if the player is currently jumping, or 0 otherwise.

See Also: GetPCRunning, GetPCSneaking
Tes3Mod:GetPCFacRep

GetPCFacRep
 

Returns the player's faction modifier towards the calling NPC's faction, or of the supplied FactionID.

See Also: ModPCFacRep, SetPCFacRep
Tes3Mod:GetPCRank

GetPCRank

 

Returns the player's rank in faction. This will default to the actor's faction if FactionID is not defined.  Returns 0-9 and -1 if not a member.

See Also: GetPCFacRep
Tes3Mod:GetHealthGetRatio

GetHealthGetRatio
 
		GetHealthGetRatio

	Type:	Stats, Undocumented

     Returns:	float

     Example:	if ( player-&gt;GetHealthGetRatio  

Returns a float value from 0.0 to 1.0 representing the calling actor's current health to maximum health ratio (i.e., 0.0 would be dead, and 1.0 would be full health).  Note that this is the correct name for the GetHealthRatio function listed in the Construction Set help.
Tes3Mod:GetInterior

GetInterior
 

Returns 1 if the current cell is interior, or 0 otherwise.
Tes3Mod:GetJournalIndex

GetJournalIndex
 
		GetJournalIndex, JournalID

       Where:	JournalID = ID of player's journal to retrieve

	Type:	Dialogue

     Returns:	short

     Example:	if ( GetJournalIndex, MG_StolenReport > 0 ) 
		if ( GetJournalIndex "MS_WhiteGuar"  

This function returns the index of the highest (or the last?) journal entry for that journal topic that the player has received. Use this to keep track of the player's current location in the quest and for scripting specific events according to the quest.
Tes3Mod:GetLineOfSight

GetLOS 
GetLineOfSight
 

Returns 1 if the calling object has a line of sight to other given ObjectID, or 0 otherwise.  May not work correctly if used on non-actor objects.  Both versions of the function should be identical.
Tes3Mod:GetLocked

GetLocked
 

Returns 1 if the calling object is locked, or 0 otherwise.
Tes3Mod:GetForceSneak

GetForceSneak
 

Returns 1 if the NPC is currently sneaking (by a previous call to ForceSneak).  Returns 0 otherwise.

See Also: ClearForceSneak, ForceSneak
Tes3Mod:GetForceRun

GetForceRun
 

Returns 1 if the calling actor is running from a previous call to ForceRun, or 0 otherwise (short value).

See Also: ClearForceRun, ForceRun
Tes3Mod:GetForceJump

GetForceJump
 

Returns 1 if the calling actor is jumping from a previous call to ForceJump, or 0 otherwise.  

See Also: ClearForceJump, ForceJump
Tes3Mod:GetForceMoveJump

GetForceMoveJump
 

Returns 1 if the calling actor is running from a previous call to ForceMoveRun, or 0 otherwise.

See Also: ClearForceMoveJump, ForceMoveJump
Tes3Mod:Face

Face 
 

Possibly makes an NPC face a direction and how fast they turn that way. Apparently interrupts current animations. I've used to on Wandering NPCs and they stop, Face wherever, then continue on wherever they were wandering to as soon as the Facing movement is over. Call only once unlike the Rotate type functions.

This function may be partially or entirely broken.
Tes3Mod:FadeTo

FadeTo
 

Fades the screen to a given amount in the set time.

See Also: FadeIn, FadeOut
Tes3Mod:FadeInOut

FadeIn 
FadeOut
 

Fades the screen in/out to/from black in the given amount of time.

See Also: FadeTo
Tes3Mod:Fall

Fall
 

USE
Makes an actor fall. This function does not work on inanimate objects.  

However, actors fall anyway if they are not supported by some object. The only place in the game where this function is used is in the bitter coast region, when this guy falls from the sky.

Notes
If you remove an object that supports an actor, it may take a moment before the actor falls. This function makes the actor fall immediately.
Tes3Mod:ForceGreeting

ForceGreeting
 

Makes the NPC start dialogue with the PC. Does not matter where the NPC is. The only exception to this appears to be that NPCs not in the current cell can only be used in a script if the player has visited the cell with the NPC within 72 hours. Note that this applies to ForceGreeting and other script functions as well. You can get around this limitation by using
a PositionCell on the NPC once per day. Even if their position is not actually changed the 72 hour limit will no longer apply (some say you do actually have to change the NPC's cell with this technique).
Tes3Mod:FixMe

FixMe 
 

Reloads the current cell and attempts to 'unstick' the player from any object (jump 128 units away). Although this is a console function you can still call this function from a script. One use is when moving objects over long distances (across cell boundaries). Calling FixMe in this circumstance can correct certain display and clipping errors.
Tes3Mod:FillMap

FillMap
 

Shows all the town names on the world map.
Tes3Mod:FillJournal

FillJournal
 

This console function adds all the available journal entries to the character's journal. The TESCK help file says this may take a long time. The only known use of this function is for testing purposes.

  Using this command and saving your game may make it impossible to do any quests ever, as all quests will be reported as completed.  There have also been reports that this may affect all your savegames and not just the one you used this command on.  Use this command at your own risk.
Tes3Mod:Cast

Cast
 

The calling object casts the given spell onto the target (spells only).  A common use for this is to create traps that cast a spell on the player when activated.

 

In the original Morrowind release, a touch spell can be cast by any object but must be directed at a specific REFERENCE to an NPC or creature. Targeted and self spells can only be cast by an NPC or creature.

For example:
   
FXspawner is an activator, mysterious_temple_NPC is an NPC object and FX_Frost_Sphere is a spell that casts 0 frost damage over an area of 100 for 0 secs. I've found out that each NPC reference has an eight digit number after the object name to differentiate it from any other references (starting from 00000000). Player is a reference and therefore a valid target for Cast as evidenced in the shrine scripts.

It doesn't matter where the caster is, it will still activate the effect on the NPC or creature ref and glow. Only NPCs and certain creatures can cast a targeted spell. Some creatures like rats, scamps can't cast spells. Non-AI objects can cast multiple spells at once at multiple targets or a single target whereas NPCs and creatures will target the last ref targeted in the calling frame. Also, NPCs and creatures have to reset back to where they were when Cast was called before casting again.

Getting a reference to target itself is a perfect substitute in the original Morrowind for Tribunal's ExplodeSpell Command.

 

"Cast" used from a global script on player while he's ready to cast, will directly readied the called spell on player, replacing any already readied spell (same effect as the "Player"->equip function has for a weapon) ; but the readied spell icon won't be changed (until a save/reload). 
Example:  
 
will set "AnySpell" ready to be casted by player instead of "SomeSpell", but "SomeSpell" icon will still be shown. (Thanks to Lord Mortim).
Not tested on PNJs.
Tes3Mod:CellChanged

CellChanged
 

Returns 1 for one frame when the player enters a cell (but not when they leave), or 0 otherwise. Often used to disable/enable objects once the player has left the area (so they don't appear immediately out of thin air or cause script errors/crashes).
Tes3Mod:CellUpdate

CellUpdate
 
Updates the current objects cell position. This should be called when moving objects over large distances. The game keeps tracks of objects based on what cell they are in, and if an object moves a cell over from its starting position, it may not get processed correctly when running its script.

Note that this function does not appear to work correctly.  Moving items across cell boundaries (exterior) can cause them to warp or disappear and calling CellUpdate only results in a script error.
Tes3Mod:CenterOnExterior

CenterOnExterior (COE)
 

Places the player in the center of the given exterior cell.

See Also: CenterOnCell
Tes3Mod:CenterOnCell

CenterOnCell (COC)
 

Places the player in the center of the given interior or named exterior cell.

All four of the following commands are equivalent:
 CenterOnCell, "Balmora, Temple"
 CenterOnCell "Balmora, Temple"
 coc, "Balmora, Temple"
 coc "Balmora, Temple"

See Also: CenterOnExterior
Tes3Mod:ChangeWeather

ChangeWeather
 

Changes the weather in the specified region right now. The weather will begin transitioning immediately. It will reselect a new weather on the next weather update (12 hours). Effects marked with "*" work only if the Bloodmoon expansion is installed.

See Also: ModRegion