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Script question


Harvey2112

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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 by Harvey2112
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