I think you started to do something in The Pitt's MQ but you didn't finish your code. If I'm misinterpreting what this code was supposed to do, then nevermind me.
I was screwing around with FOOK and I was thinking to myself, when you carry that baby around it should make a repeating baby-noise based upon a random passed time. I decided that the quest script for DLC01Quest03 would be a good place to jack something like that in, and went in to do it, and discovered something similar already there (but not exactly what I was going to do).
(codeboxes don't work on your board any more sorry, so this isn't indented)
;------------------------------------------------------
;Handling holding the baby and it making noise
if player.getItemCount DLC01Baby > 0
;PLAY A RANDOM BABY NOISE, BASED ON TIMER
if BabyTimer <= 0
;PLAY WAH OR BURBLE
set BabyTimer to BabyNoiseCount
else
set BabyTimer to BabyTimer - getSecondsPassed
endif
if player.getInSameCell DLC01SandraREF
DLC01SandraREF.evp
endif
endif
;---------------------------------------------