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Talk:RemoveScript

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Does this remove enough to make a scripted object safe to have a companion NPC equip / hold it and then activate them?

There are a couple of possibilities, so you'd just have to try it. To be honest, though, there are a number of workarounds, and the only time it's a problem is when you use NPCRef.Activate player, 1 from an object script.
Also, in the future, please sign your edits with --~~~~--Haama 00:49, 29 April 2008 (EDT)