Morrowind Mod:Activate
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Activate
Activate, [player] Where: player = Optional player ID which forces the object to be activated by the player no matter where the object/player is. Undocumented. Type: Object Returns: none Example: If ( OnActivate == 1 ) Activate endif Scripts: Dagoth_doors Bittercup
This function tells the object to do its default activation.
Object Type Activation NPC Dialogue Works Container Opens Works Door Opens Doesn't Work? Book/Scroll Reads Works Weapon Picks Up Works Armor Picks Up Works Misc, etc... Picks Up Works
There is an undocumented feature in the Activate function by specifying the player after the function, for example:
begin RemoteContainer short OnPCEquip if ( OnPCEquip == 1 ) set OnPCEquip to 0 "dh_remote_chest_01"->Activate, player endif end
If the container is persistent (references persist) this script should open the container wherever the player is. This is a great way to create 'carryable' containers by attaching a script similar to the above to a ring or similar item.
Note: This only works if the container is flagged as persistent AND the container is currently loaded in memory (i.e., you've activated it or somehow forced it to load within the last 72 game hours).