SKKmods Posted November 16, 2021 Share Posted November 16, 2021 Yes I am sure and this is exaclty why mods that make large numbers of actors persistent are just as toxic and cancerous to games as breaking precombines. If a quest conditional fill can not find objects or actors in game THEY ARE NOT PERSISTENT - UNDISPUTABLE FACT. I now give up and shall move on. Link to comment Share on other sites More sharing options...
LarannKiar Posted November 16, 2021 Share Posted November 16, 2021 Yes I am sure and this is exaclty why mods that make large numbers of actors persistent are just as toxic and cancerous to games as breaking precombines. Then I guess it's good I've never made such mods. If a quest conditional fill can not find objects or actors in game THEY ARE NOT PERSISTENT - UNDISPUTABLE FACT. This is exactly what I meant. Spawned settlers always can be picked up alias fill conditions, that's why I though they were persistent. I didn't want to question your knowledge about these things.. Link to comment Share on other sites More sharing options...
Minuos Posted November 17, 2021 Author Share Posted November 17, 2021 (edited) I sincerely hope my mod doesn't give anyone cancer. At any rate, I got what I wanted by using the following line in an activate perk entry fragment: (akTargetRef as Actor).Activate(akTargetRef) Standard activation is blocked, so no pickpocketing occurs. The NPC essentially activates itself, triggering the OnActivate event in its own script. As an added bonus, I can set the activate label to whatever I like. Edited November 17, 2021 by Minuos Link to comment Share on other sites More sharing options...
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