Scriptname aaEquipRestrictScript extends ReferenceAliasKeyword Property ArmorLight Auto int armorRatingint playerArmorint newPlayerArmorEvent onInit()playerArmor = GetActorRef().getAV("DamageResist") as intendEventEvent OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference)if akBaseObject as Armor playerArmor = GetActorRef().getAV("DamageResist") as intendifendEventEvent OnObjectEquipped(Form akBaseObject, ObjectReference akReference)if akBaseObject as ArmornewPlayerArmor = GetActorRef().getAV("DamageResist") as intarmorRating = (newPlayerArmor - (playerArmor + 1)) as intif (akBaseObject.HasKeyword(ArmorLight))GetActorRef().UnequipItem(akBaseObject, false, false)endifendifendEventBasically the long term idea is to auto unequip armor and weapons if you don't have enough skill for it (ie: a light gauntlet with 4 armor rating would require you to have X light armor in order to equip)
However the problem is "if (akBaseObject.HasKeyword(ArmorLight))" always returns 0 regardless of anything, is there a workaround for this, or is it just bugged?

glad i could be some assistance
