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Disables the calling object. * Disabled objects are effectively 'turned off': ** If loaded, their 3D unloads. *** Any scripts associated with the [[OnUnload_-_ObjectReference|Unload Event]] fire. *** They will not load again until they have been [[Enable|Enabled]]. ** Disabled objects have no collision. ** Disabled objects do not process most events (like [[OnTriggerEnter_-_ObjectReference|OnTriggerEnter]]). They otherwise run scripts as usual. ** Disabled objects cannot be forced to activate objects via a scripted [[Activate_-_ObjectReference|Activate]] function. ** Disabled [[:Category:Actor|Actors]] do not process their AI. * Disabled objects have ''not'' been [[Delete_-_ObjectReference|Deleted]]. They are not removed from the game, they just don't render. Do not rely on Disable to prevent savegame bloat by removing objects. * The Disable call will fail if the object has an [[EnableParent]]. Objects with [[EnableParents]] can never be enabled or disabled through script. * The "FadeIn" parameter does not affect the Enable Children of a parent. The Enable Children will still pop out when disabled. ** So, in order to have all of the references fade out instead of pop you will need to call "Disable 1" on all of them individually. * Disabling the object on which a spell is active during the [[ScriptEffectStart]] block causes unpredictable behavior in the later spell blocks. ** [[ScriptEffectUpdate]] blocks will execute several times, but not for the full duration of the spell. ** The [[ScriptEffectFinish]] block will sometimes fail to execute. ==Syntax== Disable ''[FadeIn=0]'' ==See Also== [[Enable]]<br> [[GetDisabled]] ==Papyrus Version== [[Disable - ObjectReference|ObjectReference.Disable (Papyrus)]] [[Category:Console Commands]] [[Category:Designer Debug Tools]]
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