QUOTE(LoginToDownload @ May 17 2008, 01:57 AM)

Ah, okay. But an unplayable scripted clothing's variables would still remain unique and persistent, right?
This isn't necessary, but for the purpose of OnLoad blocks, do inventory items count as being loaded when their container is, or when they "enter the world"?
Scripts on inventory items will remain, however when the NPC respawns, they will probably be given a new copy of that item (unless you have a way of moving the item from the NPC before respawn to a holding container, then from that container to the new NPC after respawn). As far as
onload, I believe it only runs when the item is placed in the world (not loaded by inventory, not worn, only dropped).
I'd be tempted to say that no scripting gets run if the item is just loaded within a container. The item needs to be picked up, used, or placed in world for any scripts to even register. I'm not even sure if gamemode blocks run when an item is worn. It's been awhile since I was last playing with scripted tokens, and admittedly, those never went very far due to the respawn issue (ended up using factions instead).
One option, if you're using OBSE, is to just disable the respawn of the NPC while they are alive and under your influence.
http://cs.elderscrolls.com/constwiki/index...etActorRespawnsThen you have one less issue to worry about. It may interfere with any clones of that NPC that aren't being controlled, but there aren't many instances of that.
Can be combined with
http://cs.elderscrolls.com/constwiki/index...LevelProcessingto make fodder NPCs, like bandits, a bit more capable at moving around.