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Dylbill

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dylbill

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21 comments

  1. compare123
    compare123
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    Hello!
    An year ago or so I had this in my modlist and worked just fine. Now I'm back on skyrim and I can't figure out why it doesn't anymore.
    I have all requirements but "No .esp" so I use "Player.APS FormExplorer" to install the mod.


    When using "Player.APS FormExplorer" I get the "Form Explorer Installed" notification and even the messagebox with the current active hotkey(s) and enterkey if I set bSetHotkeyOnInstall = true in the .ini file.

    But when pressing the hotkey itself (tried to set different ones in the .ini file) it doesn't happen anything.
    When holding another key + enter the remap function doesn't trigger either.

    I'm not sure if I'm missing something or maybe if there are known conflicts with other mods, anyone encountering the same issue or know how to solve it?

    my modlist: 
    Pastebin to Plugins.txt
    Thanks in advance

    EDIT: I tested also with No .esp + No. esp renewed.
    I got "Error, failed to create FormExplorerListener" thrown at new character creation.
    It seems that the listener fails to create so I suppose that is the reason for my issues, but why does it fail to create?
    Even if the error message says that I may not have Dybill's functions installed correctly, I checked and I have version 7.4 correctly installed.
    1. ssuamier
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      Dylbill has an SKSE DLL. Have you checked if a log file is created?
      (At least SKSE log itself should show that the plugin is active).
      Probably there could be a hint in the log(s), why it is not working.
  2. ssuamier
    ssuamier
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    Edit: Upon further look, I saw that this question was at the wrong place, since this tool is completely based on Papyrus.
    For now I need to continue relying on SSEEdit (great tool but very slow for me)
  3. waeq17
    waeq17
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    Thank you for another really useful mod!
    1. dylbill
      dylbill
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      No problem :) glad you like the mod!
  4. GroundAura
    GroundAura
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    Hey, this seems really cool!

    A couple of ideas that would be useful to me:

    • Be able to view EditorIDs of forms. Would probably require either po3's Tweaks or Native EditorID Fix.
    • Be able to view Keywords on forms. Would be useful for testing KID.
    • Be able to view contents of FormLists. Would be useful for testing FLM.
    1. dylbill
      dylbill
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      Thanks! Those are good ideas. I actually was already planning to implement viewing formlist forms. I'll implement those features in the next update.
    2. GroundAura
      GroundAura
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      Awesome, thanks a ton!
    3. dylbill
      dylbill
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      No problem, I just uploaded a new version. It does indeed require po3 tweaks for editor id's, and the latest versions of my mods Dylbils Papyrus Functions and Extended Vanilla Menus, which I just updated. Enjoy!
    4. GroundAura
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      With v1.1 I'm getting a message box every time I load a save. It just says "Fail". Any idea what could be happening? I updated Dybills Papyrus Functions and Extended Vanilla Menus as well. I also tested reverting to Form Explorer Menu v1.0 and the message box no longer appears.
    5. dylbill
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      Hmm not sure why that would be. Try to install 1.1 on a new save that hasn't yet had form explorer installed on yet.
    6. GroundAura
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      Same thing whether it's an old save, new game, coc riverwood, or coc qasmoke. I've been able to narrow it down to something related to FormExplorerListener.pex, because it I overwrite v1.1 with v1.0's version of that file it doesn't happen.

      Edit: also I was mistaken it doesn't say "Fail" it says "False".
    7. dylbill
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      Gotcha, I was testing a function from DbSkseFunctions and forgot to remove the debug message. I just uploaded a new version, it shouldn't be there any more.
    8. GroundAura
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      Thanks! Works great now!
    9. dylbill
      dylbill
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      No problem, happy modding!
  5. curtiscox81
    curtiscox81
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    the no .esp dll doesn't work for me, even the ng on github gave a version warning and told me to exit, so quick question, is the console command to activate a one-time thing, a one time every new game thing, or is it safe for me to put in in autorun console commands mod to run every time my game starts?
    1. GroundAura
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      Should be just a one-time thing to add the script to the player. Once it's on it shouldn't leave. Curios about no .esp ng not working for you. What version are you on? It works for me on 1.6.640.
    2. curtiscox81
      curtiscox81
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      i'm on 1.6.640 also and using 0.2.2.3 skse
    3. dylbill
      dylbill
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      GroundAura is correct, the console command is a one time thing on every new game, or rather on every save where the console command hasn't already been executed.
  6. DaydreamingDay
    DaydreamingDay
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    Wow! Thank you!

    I'll add this as soon as I have time to update my lo :P
    1. dylbill
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      No problem :) happy modding!