You can rename this script to k_pend_area01_original.nss then create your own script called k_pend_area01.nss where you do your buisness. The last thing you will do at the end of your custom script is to fire the k_pend_area01_original.nss and buisness will continue as usual.
^^^
Very good method ;) :thumbsup:
I've used script injecting (
http://www.lucasforums.com/showthread.php?t=137370) in a few of my mods, you just need to be careful (if it's a public release) about compatibility with other mods that may have edited the same "enter area" script :)
However, editing the Trask dialogue (since there's so many lines) would probably be the better route in this particular case. Also, since K1 is littered with unique placeables, it's soooo much easier placing items in game than it's demon half-twin TSL :lol: