ok it works:
create a duplicate of the stair activator, and rename this to your own (if you edit the original blackreach stairs it will break them in the vanilla game)
then attach a NEW script and name it whatever (i named it "test" so disregard that at the top of the code) do not use the original blackreach script for the same reason above
Scriptname test extends ObjectReference ConditionalBool Property IsOpen = False Auto Conditional ; Conditional property can be used to query in external condition functions (AFAIK)Event OnInit()GoToState("Idle") ; The script will default with the stairs in its "up" positionEndEventState Idle ; this state is awaiting activation and has no active animationEvent OnActivate(ObjectReference akActionRef) GoToState("Busy") ; sends the script into busy state, so that you don't override the action with another activation StairAnim() ; calls the animation functionEndEventEndStateState Busy ; this state is when the activator is currently animating and its activation has been removed temporarilyEndStateFunction StairAnim()If (!IsOpen) PlayAnimationAndWait("Down", "TransDown") IsOpen = TrueElseIf (isOpen) PlayAnimationAndWait("Up", "TransUp") IsOpen = FalseEndIfGoToState("Idle") ; send the script back into its idle state so that the object is ready to be interacted with againEndFunctionps. this thing is pretty cool! i might use it in a future mod LOL
Umm wow, I will give this a shot. I did not expect someone to fix the script for me...very nice of you.
Definitely will not save as the BlackreachDoorScript which is why I was hesitant to touch it in the first place...
I will make sure to study it as well to see what changes you made, who knows I might learn something.
But before I jump the gun I'm off to see if it works for me...regardless thank you very much for your efforts.
If I get it working I will be sure to credit you in my mod Rayek's End on the Nexus...Amethyst Deceiver unless you prefer a different name.

Also thanks to SaidenStorm for the tip, by your comment I'm assuming you're referring to the first script I posted and I see what you mean about it ending in a done state. Thanks for the response.