Are you trying to replace the pipboy glove with another custom type and still have a pipboy attached, or remove it entirely? In either case, if you are creating a custom outfit/armor you will setup its armor addons which will determine what gloves (pipboy or otherwise) and pipboy (should such be part of the outfit) and as such, there is really no need for the "OnEquip" part, unless you are adding a custom pipboy, in which case you'll want to add a 'resetpipboymanager' statement. The primary thing you want to worry about in custom armor scripts is the part dealing with when you Unequip it, so anything else you put on will have it's normal pipboy interface added and initialized properly on the switch (and since most default armor and outfits already come with associated pipboy gloves for player-wearing, you only need to allow for re-equipping and initiating the pipboy when switching which, I think, also takes care of its associated pipboy glove as well. For example, a script for armor with a custom textured pipboy (already added to the armor addon-list for the outfit along with the pipboyglove and right hand glove): scn VriskaClothesPipboyGlove
Begin OnEquip
resetpipboymanager
end
Begin OnUnequip
player.EquipItem PipBoy 1
resetpipboymanager
End Or, if you are making an outfit with the default pipboy but no pipboy glove (remember, both of these are setup in the armor addon-list and not in scripts as far as what is equipped by default when you put the outfit on) and you want to make sure when you put somehing else on that everything goes back to the normal defaults for said new outfit: scn VriskaClothesPipboyGlove
Begin OnUnequip
player.EquipItem PipBoyGlove 1
End Keep in mind I'm just going by memory here as I'm at work and can't check my scripts at home from my mods that deal with such things so.....but thats basically what works for me.