Harvey2112 Posted June 14, 2012 Share Posted June 14, 2012 (edited) I have a mod that uses a standard chest NIF as an activator to open a remotely located container. I do this so I can have multiple access points to my storage. I am having problems with the animation behavior on the chest. When the activator is triggered, the remote chest inventory opens properly. Upon exiting the inventory, the chest object opens and stays open. On the next activation, same behavior except it closes. I'd like to either suppress the animation or fully cycle it. I've tried a number of approaches but I'm just flailing here. Here is the basic function Scriptname xGSxGeneralStores extends ObjectReference {Unsorted remote container opening. Use properties to select container.} Import Game Import Utility Import Debug ObjectReference Property xGSxPotionsREF Auto Event OnActivate (ObjectReference akActionRef) ; BlockActivation() <------BlockActivation here prevents subsequent animation, but not the initial opening IF akActionRef == Game.GetPlayer() OpenStores (xGSxPotionsREF) EndIF EndEvent Function OpenStores (ObjectReference akActionRef) xGSxPotionsREF.Activate(Game.GetPlayer()) EndFunction Any thoughts? Edited June 14, 2012 by Harvey2112 Link to comment Share on other sites More sharing options...
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