Hi, just in case it helps anyone. I figured out another method for opening/locking doors using a spell that doesn't use quest alias or SKSE in case anyone else is still wanting to do this. Basically i do these steps. Have the magic effect shoot a projectile, with a custom explosionHave the explosions "placed object" be a custom xmarkerHave a script on the base form of the custom xmarker that on Event OnLoad() enables and moves a trigger box objectreference to itself.The triggerbox objectreference starts disabled in a blank interior cell and has a script (on the reference) to unlock/lock whatever enters it, then it moves back to the blank interior cell and disables itselfThe triggerbox reference has a custom collision layer in the primitive tab that allows it to detect statics or anything else.That's the overview of how it works, and you can add more to the trigger box script such as a condition that its akActionRef must be a certain type of form. What i did was make a form list and add all the the doors, and one for all the containers, then if the akActionRef was in the formlist the triggerbox would also place visual effects, and a debug.notifcation either "door unlocked" or "container unlocked". This method should also work to unlock doors introduced from mods, but if you use a form list for the visual effects they will only work on the doors/ containers in the list. The actual code to unlock/lock, as well as get lock level can run on any objects, and will only actually do anything on a door/container so it doesn't need a condition to run on an akActionRef. On another note you can also use a trigger box in this way to have spells that act on items and statics aswell,