Hey there, again ... :)
 
 I'm using this script to make an NPC go where I want to before vanishing, it's working as I want except for the fact that I can interact with her with the R key while she walks. 
 
 void ST_Move() {
 SetCommandable(TRUE);
 ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555));
 // ActionDoCommand(SetFacingPoint(Vector(-8.13, 92.12, 12.75)));
 }
 
 void ST_Move2() {
 SetCommandable(TRUE);
 ActionMoveToLocation(Location(Vector(-32.2602, 20.4693, 0.0000), 67.727));
 }
 
 void ST_Move3() {
 SetCommandable(TRUE);
 ActionMoveToLocation(Location(Vector(-13.0738, 21.9828, 0.0000), 355.40));
 }
 
 void ST_Move4() {
 SetCommandable(TRUE);
 ActionMoveToLocation(Location(Vector(-6.08876, 5.60771, 0.0000), 286.197));
 }
 
 void main() {
 DelayCommand(6.0, AssignCommand(GetObjectByTag("meganfox"), ST_Move()));
 DelayCommand(11.4, AssignCommand(GetObjectByTag("meganfox"), ST_Move2())); 
 DelayCommand(14.2, AssignCommand(GetObjectByTag("meganfox"), ST_Move3())); 
 DelayCommand(20.2,AssignCommand(GetObjectByTag("meganfox"), ST_Move4())); 
 DelayCommand(22.4, DestroyObject(GetObjectByTag("meganfox")));
 
 }
 
 There's a script in the game (TSL) named a_exit_walk which exits the area AND somehow keeps the PC from interacting with the NPC as he/she exits ...
 
 so, how can I edit the previous script to exit not from the default module exit but from a spot I select? :raise:
 
 thanks on advance as usual :thmbup1:
  
 
  
  
    Not sure if I followed the a_exit_walk.nss script completely, but try the following.
 
 void ST_Move() {
 ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555));
 }
 
 void ST_Move2() {
 ActionMoveToLocation(Location(Vector(-32.2602, 20.4693, 0.0000), 67.727));
 }
 
 void ST_Move3() {
 ActionMoveToLocation(Location(Vector(-13.0738, 21.9828, 0.0000), 355.40));
 }
 
 void ST_Move4() {
 ActionMoveToLocation(Location(Vector(-6.08876, 5.60771, 0.0000), 286.197));
 }
 
 void main() {
 object oTarget = GetObjectByTag("meganfox");
 SetCommandable(TRUE, oTarget);
 DelayCommand(6.0, AssignCommand(oTarget, ST_Move()));
 DelayCommand(11.4, AssignCommand(oTarget, ST_Move2()));
 DelayCommand(14.2, AssignCommand(oTarget, ST_Move3()));
 DelayCommand(20.2, AssignCommand(oTarget, ST_Move4()));
 DelayCommand(22.4, AssignCommand(oTarget, DestroyObject(oTarget)));
 DelayCommand(22.5, AssignCommand(oTarget, SetCommandable(FALSE, oTarget)));
 }
 
 - Star Admiral