Do post the script
@Justin:
scn FireplaceActivatorSCPTRef rFireInt bFire ; shouldn't it be short ? does it compile with int ? news to me ! Set rFire to PlaceAtMe ActivatorFlameNode6 ; No PlaceAtMe with activators - use moveto with a persisten ref - Rowdy will be bloating our saves soon lol
It both compiles and works in game here. :shrug: Int/Long/Short vars behave identically (IsLongOrShort).
No PlaceAtMe with activators: If more than one fireplace activator were placed, there would need to be an additional persistent ACTI ref for each fireplace activator. I can't see too much bloat transpiring unless all fireplace static references were to be replaced with the activator versions or something. Too bad http://geck.gamesas.com/index.php/MarkForDelete didn't show up until Fallout 3 or...
Begin OnReset If bFire ElseIf rFire rFire.MarkForDelete EndIfEnd
...would wipe the slate clean. I wonder if OBSE could pull of an equivalent function? Maybe OBSE's DeleteReference is equivalent *tinkers*? If only a few fireplaces were placed, I wouldn't worry about it though as the script would only use PlaceAtMe once.
Edit: OBSE's DeleteReference seems to be working much like Fallout 3's MarkForDelete.
Utumno, what do you mean 'rowdy will be bloating our saves?'
Justin, as for the script, I just used exactly what you posted here, why would I need to re-post it? Makes no sense.
Anyway, I went with the fireplace script that was provided in the other thread. It worked flawlessly

Because it compiles and works here, so
something must have changed or it would compile for you too. I'm just curious as to what. Glad to hear you've got things working though.