I'm having a problem with previously enabled objects being baked into saves. There is a quest that on completion enables an activator at a certain site. What I want to do is either disable or move that activator and replace it with a misc item at the same location. What I did was move the activator and set it as the enable parent of the item I want. This works fine if the object has not already been enabled before my mod is added as in a new game, but if the activator has already been activated prior to my mod both items appear at the same location.
I was thinking of adding a script to the activator so that is it was enabled it would disable itself and enable the replacement item. Not quite sure how to phrase this. Help please?