Thanks for the info, WhiteWolf. I may well give that a go. Probably a naive question, but is that sort of workaround way suitably efficient that if I ever release it into the world (admittedly as a noob to modding) I'm unlikely to get complaints of script bloat and similar? I did try to look into the quest fragment stuff, and it did look promising, however as far as I know I need to use the GetActorBase() function to be able to set the target as protected, and that is a function in Actor and I couldn't find a way to add a alias of or reference to the target which the fragments would be able to use, and which extended Actor. That could well just be my naivete in all this modding, though. Anyway, I'll give that a go and see if I can get it working that way.