Sorry for double posting, I couldn't edit my last one for some reason.
Anyways, I made a new script for this that's a lot more functional:
ScriptName Z13SEDismissScriptshort Returnedfloat SkyPosfloat GroundPosref selfref horsetestbegin ScriptEffectStart set horsetest to GetSelf if ( GetActorValue Health >= 5 ) ;checks to see if target is alive Set GroundPos to GetPos Z + 20 Set SkyPos to GetPos Z + 20000 SetPos Z, SkyPos AddSpell Z13DismissController endifEnd ScriptEffectStartBegin GameMode If GetPos Z <= GroundPos set Returned to 1 endifEnd GameModeBegin ScriptEffectFinishif Returned == 0 SetPos Z, GroundPos RemoveSpell Z13DismissController elseif Returned == 1 Return RemoveSpell Z13DismissController endifendifEnd
For some reason it doesn't work properly in interior cells; I think this might be because the actor is teleported beyond the boundary of the cell (like dropping out of a broken hallway, doorway with no door, etc.) The idea is that they only need to drop to their original altitude, rather than bounding nox. I'm gonna go test it outside right now.
EDIT: Uuuuummmmmm, looks like I have some leftover scripting from the Wabbajack creature-checks in there...I'll fix that and THEN test...