foamyesque Posted October 2, 2018 Share Posted October 2, 2018 I haven't found a better solution than a unplayable (hence invisible) token item myself. You may wish to police it against removal by other scripts, as well, since it will be found by inventory walking and/or RemoveAll commands. The only other candidate is IsInList, but if memory serves me it only works with base objects, so while it's okay w.r.t unique actors, it'll fail to do what you want with generic containers. Link to comment Share on other sites More sharing options...
PeterMartyr Posted October 3, 2018 Share Posted October 3, 2018 States...... all I am gonna say. Link to comment Share on other sites More sharing options...
corrado33 Posted October 3, 2018 Author Share Posted October 3, 2018 States...... all I am gonna say.I did that, but how do you disable the initial activation without using "DisableActivation()"? My first working script used states. Then I was told using "DisableActivation()" was frowned upon. Link to comment Share on other sites More sharing options...
PeterMartyr Posted October 5, 2018 Share Posted October 5, 2018 Onload Event self Ref of some sort.DisableActivation() the initial activation will be blocked, then uses state to achieve what you want. If you want the initial activation blocked every time, consider Auto State & doing something cool with papyrus to get your desired result. attaching the script directly to the ObjectReference Event Onload self.BlockActivation() EndEventOn a Alias use this Event Onload self.GetReference().BlockActivation() EndEvent Wow you made me say more.... :tongue: https://www.creationkit.com/index.php?title=BlockActivation_-_ObjectReference Link to comment Share on other sites More sharing options...
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