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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).