

While the quest is off, you can relocate positions on these references at will."


While the CK Wiki makes a distinction between "Forced Reference" and other types of aliases, experience has shown that all reference aliases are treated the same way. "When a reference is assigned in a quest alias, that reference becomes globally persistent for as long as that quest is running. I'll let you know but if that's the case, my bad for taking up your time. But thanks for reminding me - I'll double check that I don't have another reference using that script that I may forgotten to check in that test plugin. Arthmoor: yeah, that's the first thing I double checked: the property tab was properly set. That new reference of a Form baked in my saves behaves exactly as the Vanilla reference did. esp, the Vanilla bed reference baked in my save is effectively disabled, but my modded reference is not - and I can't disable it through script either. It's not just scripts too: in the CK, I load Honeyside for instance and just disable the Vanilla NobleBed reference - or more precisely I set it as "opposite state" to its parent - then place the exact same form instead, which of course has a new reference ID, which I set to "Initially disabled". When I load that. Getting rid of the warning is easy, but my understanding is the fact that you get no warning doesn't mean that script is not baked in already. Which gives me the unpleasant feeling that after the game has ran a new script once, it can't forget it no matter what save you load. That property name popped up every time in my log0, when it never was present neither in the script nor in that old save. Yeah, most of the time when I test stuff I do quit to desktop before testing something new - and in the case I was describing, I did quit to desktop everytime, and the same repeated on whichever save I was loading from desktop.
