when trying out some ways to do this I had thought that maybe i could check to see if the weapon was equipped and if it was, unequip it (and hope that maybe they would be nice enough to re-equip it if they got involved in combat or if need be script them to re-equip it when their combatstate changed etc etc) but it kept returning that it wasnt equipped so I put in a debug output with GetEquippedWeapon() to see what value was actually coming up but it always returns "NONE" even when i can clearly see the weapon on the NPC's side (does it only count as 'equipped' if they have it drawn???)
also i was checking for the equipped weapon on the "OnPackageStart" event, but im thinking maybe my script is wrong... basically this is what I what using to try and debug it (the script is run on the actor entry for the NPC):
Scriptname diamondScriptKaviUnequip extends ActorWeapon WeapDataEvent OnPackageStart(Package akNewPackage) WeapData = http://forums.bethsoft.com/topic/1350325-hide-weapon-when-not-drawn/Self.GetEquippedWeapon() Debug.Notification("package start -- equipped weapon " + WeapData + "")endEvent