Is there an alternative? Some script function that can tell me when there's a UI active or something?
ScriptName BorgAlembicScript extends ObjectReferenceInt iCountImport DebugImport UtilityImport GameArmor Property BorgAlembicARMO AutoObjectReference Property BorgAlembicREF AutoObjectReference Property BorgBagOfHoldingREF AutoObjectReference Property QASmokeAlchemyStationREF AutoQuest Property BorgAlembicQUST AutoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer If akOldContainer If (akNewContainer == BorgBagOfHoldingREF) ElseIf (akOldContainer == Game.GetPlayer()) akNewContainer.RemoveItem(BorgAlembicARMO, 1, True, akOldContainer) EndIf ElseIf (akNewContainer == Game.GetPlayer()) iCount = akNewContainer.GetItemCount(BorgAlembicARMO) If (iCount > 1) iCount -= 1 akNewContainer.RemoveItem(BorgAlembicARMO, iCount, True) EndIf EndIf ElseIf !akNewContainer Game.GetPlayer().AddItem(BorgAlembicARMO, 1, True) Disable() Delete() EndIfEndEvent;=================================Event OnEquipped(Actor akActor) If (akActor == Game.GetPlayer()) akActor.EquipItem(BorgAlembicARMO, True, True) Utility.Wait(0.1) akActor.UnequipItem(BorgAlembicARMO, False, True) QASmokeAlchemyStationREF.Activate(Game.GetPlayer()) Game.ForceFirstPerson() ; Would disable player controls here until done crafting, but could not find any way to determine when to re-enable EndIfEndEvent
