Thank you all of you for reply! I wasn't specific enough. HeyYou, It was the base problem, can't access an object from another, unloaded cell. TobiaszPL, You're right, I need to explain better. Your mod are great, I've read the scripts too, and maybe I want something like the Script of recive soda. Although, it should be a Fallout mod too :D So my idea, create an immersive, more realistic cooking mechanism than Skyrim has. There are two main things, First is drag and drop, you need to grab the ingredients, and drop into the pot. Here is the problem, Skyrim has a lot of cooking spits, and need to be compatible with most of big mods, like Campfire, so I can't place the triggers manual. The Second thing is the cooking of every ingredient have time. When you done, resets your inventory and give you only the ingredients you cooked, and opens the cooking craft menu. Well, this last one not too nice solution, but i'm not here yet. So my problem now, I spawn one trigger from the base object, but it doesn't work. What i know? - When it spawns, the script works.
Event OnInit()
Debug.Notification("Collision works")
EndEvent
Works right. - It has the right position in every cell by GetPositionX..Y..Z. - It has 10x10 sizes by GetLength, GetWidth
Event OnTriggerEnter(ObjectReference akActionRef)
Debug.Notification("Something works!")
...
EndEvent
But this event not works, not triggered by actors or items. NexusComa I have the IsCooking global variable, this for to create/delete the actual triggers. I will need an 'saveable' array for the ingredients, because I don't want lose every dropped ingredients when restarted the game. If you have solutions, or different ideas, share with me pls!