I agree about the first one. It was pretty much the nuclear option for me. Technically works, but it would probably be incompatible with creature mods. As for the second, I don't know how I missed GetParentCell and GetParentWorldspace. They might be just what I was looking for. Though the Destroyed flag is supposed to prevent interaction, you can still loot destroyed creatures. When you target them, the search prompt doesn't appear (just the name), but you can still loot. I checked all of the creature scripts, and don't remember seeing any that set one to disabled. Some specific creatures and NPCs are set to unconscious or disabled after certain events (for example, the NCR deserters in Primm are disabled if you convince them to run), but not destroyed. I originally put the leveled creatures part in the code just to cover all the bases, but I think that part could be removed. I would have to think about which checks to use. I'm not sure what's causing the bug in the first place, so I don't want to add a check that makes the script miss creatures. And just to clarify, all the Destroyed flag does is prevent the player from interacting with something. Even if a creature was supposed to be destroyed and my script changed that, I think at worst you'd just get an empty corpse. I'll have a look through some quest scripts to see if this could ever be a problem, but I doubt it will be. FNV tends to use the Essential, Quest, Ghost and Unconscious flags when it wants a creature to be in the world, but immune or non-interactive. Maybe I can think of a way to check for something along those lines. Thanks for the tip. If those functions work like they hope I do, I might be able to make this much cleaner.