@DW - hehe, I should be on course to be doing that soon. Got all the sensors I need, got that student lined up to make the OBSE module to allow input from the biofeedback equipment. If that gets done then then it should be an easy step. I've got a project already involving trying to determine physiological, if not emotional, state from EEG (something that has really interesting potential), but even with out that direct control to some level is pretty straight forward and well documented. Really I just need to find a good academic justification for doing it, then publish it somewhere like ACE. You don't fancy a UK based PhD in that area do you - we've got a large doctoral training school looking for talented folks

@Koniption - the issue is with the NPCs refusing to use a rope ladder. I'm pretty weak with OB's AI system, since I usually just script everything. tbh i'll probably use a script based hack to do this, but any advice would be appreciated. I've got a 'useobjectat' package and they walk up to it, but just don't seem to bother activating it. I must admit it's rather annoying. I'm inclined to make an auto-teleport script that listens for a specific NPC approaching an xmarker and teleports them when they get in range. I can get them to there with a travel package, then teleport them as if they'd actually used the rope ladder. After the teleport I can use another travel AI package to get them to where they're supposed to be.
HeX
Did you make sure to enter the rope ladder as a "Door" object in the CS? Also, make sure the ladder "door" is unlocked.
Also, I'm not sure if "UseObjectAt" is usually used for this. You might want to use a "Travel" package, whereby the NPC is told to travel to where the rope ladder leads (where the rope ladder leads, after activating it). That sort of Travel package *should* make the NPCs activate that ladder door, in order to reach the destination the ladder door leads to. After all, at this wiki link, it says NPCs will activate objects (chairs and beds,, as an example) with Travel packages:
http://cs.elderscrolls.com/constwiki/index.php/Travel_Package
It might also be a collision issue. Don't use "OL_Trigger" collision on a door object, because usually this collison comes under a "phantom" collision node, that prevents detection by the crosshairs, and thereby prevents activation by the player/NPCs (even though it still detects colliding objects with "Begin OnTrigger" blocks in scripts). "Phantom" collision blocks, like the name in them implies, act like "ghosts" - they're there, but not interactable.
"Door'"' objects in the CS, have an option, whereby you click "automatic door", and if an NPC gets too close to that "Door", they automatically teleport. But this is not always desirable, because sometimes the wrong NPC can stray too close to that Door object, and end up teleporting. What I did, for Silgrad Tower, was use an invisible "Door" object (no mesh, just collision; but mesh can be used, too), without "Automatic door" checked. I used "OL_Trigger" collision under a "phantom" collision block as the bigger encompassing collision. That alone would not work, of course. But the next thing I did, was add a smaller encompassing "OL_Portal"" collision block (used regular bhkCollisionObject * bhkRigidBody), that was far enough within the trigger collision shape. The OL_Portal collision is activatable by actors.
So when the player or NPC touches the trigger collision layer, using "Begin OnTrigger" block via script and if you use "GetActionRef" (to decide if the actor meets the ID or criteria for using this invisible door) & "Activate", when the "correct" actor touches the collision, they automatically teleport to the desginated location.
Here is the script I made, for such a door, that worked for Silgrad Tower:
scn StIdFGaSTLSideRef RefRef SelfBegin OnActivate set Ref to GetActionRef if Ref.IsActor == 1 && Ref.GetIsPlayableRace == 1 Activate endifendBegin OnTriggerActor set Self to GetSelf set Ref to GetActionRef Self.Activate Refend
Koniption