Yeah, I was in a rush and wasn't sure if I was explaining things right.
Yes, but only if it hasn't been enabled and activated within the last seven days.
That's easy enough, but doesn't quite solve the potential problem I foresee: A level 4 Player character enters Cell01 on day 1. The level 1 stone is enabled and taken by the character. On day 2, character levels up (character is now level 5; level 2 stones will now be enabled onload). On day 2 (or any day before day 7), Character enters Cell01 again.
At this point, less than seven days have passed since the Player grabbed the level 1 stone in Cell01. However, since the Player's level has now increased to the point where level 2 stones will be enabled, I need to find some way to keep the level 2 stone from being enabled in Cell01 until day 7.
What makes this harder is that I need it to be generic. By that, I mean a single setup that can be used across multiple cells without requiring unique scripts for each cell.
Is there any way to set things up so that the setup & scripts used in Cell01 can also be used (without modification) in multiple other cells? If needed, I could resort to placing a single activator and use the SetTexturePath OBSE function to change its color depending on Player level, but I don't like making OBSE dependent mods.