The Armor piece is too simplistic, I think. Creatures are ok, but How exactly did you do your scripting as an object?
Well, the object needs to be placed in the gameworld using the PlaceAtMe script command. That isn't ideal, as it'll never be cleaned up by the game if it's disabled. Even using the MarkForDelete command may not do that. However, so long as you don't repeatedly recreate the object hundreds or millions of times (like every frame) it won't be a real problem. If the object is Havok physics enabled, and ideally an activator, then you might be able to skip the PlaceAtMe step, and just use an object placed in the gameworld using GECK, but you'd probably have to hit the object (or shoot it) to turn on it's physics calculations. I believe the http://www.fallout3nexus.com/downloads/file.php?id=12895 mod uses one scripted object to shoot the jetpack and 'wake it up'
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Once the object is properly placed/woken you can move it around using the SetPos and SetAngle commands. You can get its initial co-ordinates with GetPos, although if it has a CollisionObject in its .nif file then that must be attached to the root node - that way, if the object falls GetPos will return the new position correctly.
I use FOSE (Fallout script extender) to check for keypresses using its GetKeyPress command, and that lets me update the script variables holding the hoverchair's position and rotation.
Note that SetPos will move the object around, but the object will clip through absolutely everything, so you need a way to detect obstacles. The http://www.newvegasnexus.com/downloads/file.php?id=37083 mod for New Vegas shoots invisible lasers at invisible teddy bears (seriously!). The teddy bears have a script with an OnHit block - if the block doesn't run, there was something in the way. The hoverchair uses a plank of wood held in front of the chair using SetPos. Crucially, it only uses SetAngle Z to rotate the board, and repeatedly uses GetAngle X and GetAngle Y to see if the board rotated as it touches something.
The object will also clip straight through the ground, so you need to detect the ground level. Creatures (NPCs, robots, animals) never drop far below true ground level, even if they're moved using SetPos, so if you strip an animal of all AI then you can keep it below the object using SetPos X and SetPos Y and read back it's height using GetPos Z.
Hope this helps
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