Does anyone know how I might circumvent this? Here is the script:
Scriptname ESG_DarkCommandScript extends activemagiceffectReferenceAlias Property UndeadAlias AutoActor MyUndeadFloat HealthBool ReadyToFeedEvent OnEffectStart(Actor Target, Actor Caster)If UndeadAlias.GetRef() != None MyUndead = (UndeadAlias.GetRef() as Actor) If Target.IsDead() If MyUndead.IsInCombat() Debug.Notification("Cannot feed during combat.") Else Health = 0.5 * MyUndead.GetBaseAV("Health") ReadyToFeed = MyUndead.PathToReference(Target, 1) If ReadyToFeed MyUndead.StartCannibal(Target) MyUndead.RestoreAV("Health", Health) Debug.Notification("Gross") EndIf EndIf Else MyUndead.StopCombat() MyUndead.StartCombat(Target) Debug.Notification("RAWR") EndIfEndIfDispel()EndEventI was thinking, there is some default package that I am unaware of that summons and reanimated minions seem to obey. If there is some way to simulate this behavior on an actor that is created using PlaceAtMe(), then perhaps it might be able to override this behavior temporarily in the script, but I am unfamiliar with how packages work and it looks to be very difficult to do this type of thing (modifying the behavior of an actor on the fly).

