To change if for an NPC is quite easy.....that function is for the special case of the player, which cannot be disabled.
this is a segment of code I wrote up a while back that changes an NPC's skeleton:
string_var tempstring ref temp short refresh float timer begin onactivate set temp to AdrienneBerene set tempstring to sv_construct "Characters\_Male\Skeleton2.NIF " SetModelPathex $tempstring temp set refresh to 1 end begin gamemode if refresh == 2 if timer > 0.0001 superref.enable set refresh to 0 else set timer to timer + getsecondspassed endif elseif refresh == 1 superref.disable set refresh to 2 endif end
The Theory:
Use the generic function SetModelPathEx on a NPC base Id, this causes it to access to skeleton path. Change it and then you need to refresh the NPC, to do that you need to disable them for a frame and then enable them again. In my example the NPC AdrienneBerene has a reference ID 'superref'.....but thats just so the code doesnt get any more complicated.