Tes3Mod: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 persistant (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 persistant 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).

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