The newest version of iActivate has been released! Along with a few bug fixes, there is a new patcher that can be run through TES5Edit to remove all remaining instances of the 'Activate Text', which iActivate - Full Experience couldn't edit. This patch works on your entire load order (but plugins that result in unwanted edits should probably be deselected when running the patch).
This means that all mods that adds any instances of 'Activate Text Overrides' will also be edited with this patcher. A prime example of this is Mörskom, a player home, which adds lots of containers with unique Activate Text Overrides.
Please let me know how running this patch works for you, and what issues you may run into. Also visit the installation section in the description, for more information.
Love the mod, very intuitive and simple to use. However, recently re-modded my game and Vortex brings an error that file is intended for use in Oblivion. As a few people have said the lite version works but this is unfortunate as the main features I appreciate are part of full version.
Been using this mod for awhile now and just had this issue come up as of now. I guess I have to stop using this mod until this issue is resolved... unfortunate too since it is one of my favorite UI mods. Strange it happened just this last hour for me and not earlier. Wonder why it just flagged it today for me instead of months ago like you. EDIT: Oh nevermind, it still works well besides that error in Vortex. It works fine.
No thanks. I have no issue with vortex, and MO2's setup is not particularly to my liking. It's telling me this version [iActivate_v5.0] is for oblivion. It's wrong, but it doesn't matter since the mod still works absolutely fine.
Hi. Thanks for making this brilliant mod. Unfortunately I'm running into an issue with the patcher. I'm using TES5Edit v.4.0.2 launched through MO2 v.2.1.5. This keeps happening when I apply the script:
[00:27] Exception in unit UserScript line 98: [TwbFile.CleanMasters] MasterFiles.ElementCount <> Length(flMasters) (P:\TES5Edit\wbImplementation.pas, line 2663) [00:28] Error during Applying script "iActivate - Patcher": [TwbFile.CleanMasters] MasterFiles.ElementCount <> Length(flMasters) (P:\TES5Edit\wbImplementation.pas, line 2663)
This goes way above my head, so I was hoping someone might be able to help me out. I deleted the scripts, re-downloaded them, and reinstalled to no avail. I also tried running it with just the official plugins with the same result. Thanks!
Then right-click the modlist and select "Apply Filter" (in the filter box leave default options enabled) Select "by Record Signature" then select "ACTI - Activator" Click "Filter". Once filtered CTRL+A the mod list and Apply Script --> iActivate Patch.
Just endorsing for the SE version. Been looking for a mod that got rid of the "Empty" label in SE/VR a long time. Although kind hard to find under the name "iActive". Maybe "Comprehensive label Remover" or something with the word "label" or "Remover" might be easier for people to find?
Sorry this is a late reply. Just wanted to get it out. iActivate and SkyHUD are compatible assuming you're aiming for the activate button to be gone. If so, opt to have the button 'installed-away' by iActivate, as you've probably already done. Afterwards, go to [data/interface/skyhud] and set "bHideActivateButton=1".
This mod looks really interesting, but I'm running into an issue with the patcher: I see "unit expected but acunit found" when trying to run the iActivate Patcher script through TES5Edit in the Mod Organizer. There appears to be a Reddit post here in that regard: https://www.reddit.com/r/ultimateskyrim/comments/6dl5d2/problem_using_iactivate_patcher/ I tried reinstalling to no avail.
So the E prompt is still there for me, despite not having any of the incompatible mods listed in the description, and there is no hudmenu.swf in the Interface folder. Anyone know of a fix?
EDIT - Found out it was SkyHUD that did it, yet i've used the two together ebfore with no issues. Odd
@GOOGLEPOX : and that's not true. I also contacted the Nexus moderators and they say I can not upload unless I get permission. If I don't get an answer it will count as a NO
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This means that all mods that adds any instances of 'Activate Text Overrides' will also be edited with this patcher. A prime example of this is Mörskom, a player home, which adds lots of containers with unique Activate Text Overrides.
Please let me know how running this patch works for you, and what issues you may run into. Also visit the installation section in the description, for more information.
Strange it happened just this last hour for me and not earlier. Wonder why it just flagged it today for me instead of months ago like you.
EDIT:
Oh nevermind, it still works well besides that error in Vortex.
It works fine.
I have no issue with vortex, and MO2's setup is not particularly to my liking.
It's telling me this version [iActivate_v5.0] is for oblivion. It's wrong, but it doesn't matter since the mod still works absolutely fine.
[00:27] Exception in unit UserScript line 98: [TwbFile.CleanMasters] MasterFiles.ElementCount <> Length(flMasters) (P:\TES5Edit\wbImplementation.pas, line 2663)
[00:28] Error during Applying script "iActivate - Patcher": [TwbFile.CleanMasters] MasterFiles.ElementCount <> Length(flMasters) (P:\TES5Edit\wbImplementation.pas, line 2663)
This goes way above my head, so I was hoping someone might be able to help me out. I deleted the scripts, re-downloaded them, and reinstalled to no avail. I also tried running it with just the official plugins with the same result. Thanks!
Load complete modlist in TES5EDIT 4.0.2
--------------------------------------
[00] Skyrim.esm
-
-
-
[FB] DynDOLOD.esp
-------------------------------------
Then right-click the modlist and select "Apply Filter"
(in the filter box leave default options enabled)
Select "by Record Signature" then select "ACTI - Activator"
Click "Filter".
Once filtered CTRL+A the mod list and Apply Script --> iActivate Patch.
Cheers
-=DD=-
Anyway Thankyou.
Afterwards, go to [data/interface/skyhud] and set "bHideActivateButton=1".
https://www.reddit.com/r/ultimateskyrim/comments/6dl5d2/problem_using_iactivate_patcher/
I tried reinstalling to no avail.
EDIT - Found out it was SkyHUD that did it, yet i've used the two together ebfore with no issues. Odd
iActivate SE( <-- click there ) is now live.
Cheers
-=DD=-
Then again : I don't "just upload" < i respect the work of fellow modders.
Guys with attitudes like yours make this community worse.
Oh, yeah : l.o.l.
If I don't get an answer it will count as a NO