Disable

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Disables the calling object.

  • Disabled objects are effectively 'turned off':
    • If loaded, their 3D unloads.
      • Any scripts associated with the Unload Event fire.
      • They will not load again until they have been Enabled.
    • Disabled objects have no collision.
    • Disabled objects do not process most events (like OnTriggerEnter). They otherwise run scripts as usual.
    • Disabled objects cannot be forced to activate objects via a scripted Activate function.
    • Disabled Actors do not process their AI.
  • Disabled objects have not been 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.

Syntax[edit | edit source]

Disable [FadeIn=0]

See Also[edit | edit source]

Enable
GetDisabled

Papyrus Version[edit | edit source]

ObjectReference.Disable (Papyrus)