If you are experiencing any bugs or issues, please refer to the FAQ list down below:
Spoiler:
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Q: The activate icons are still visible after I install 'iActivate', but the text next to the icon is gone, what's wrong? [ SPECIAL EDITION ] A: Go into your Skyrim folder: Data\ Interface and look for a file named hudmenu.swf, find out what mod adds this file, and remove that mod. iActivate is not compatible with any mod that adds the file hudmenu.swf to that specific location. However, if you find a hudmenu.gfx in ~\ Skyrim\ Data\ Interface\ exported that is totally fine, and will work with iActivate.
[ EDIT ]SkyHUD has a hudmenu.swf in it's BSA file so you will not find it in your Data folder. iActivate is a port from Oldrim where there was no SkyHUD, looks like on SE this mod can interfere with iActivate. Fortunately you can turn off the [E] inside the config file from SkyHUD like this : [Gameplay] bHideActivateButton=1
Q: The activate icon is flickering. A: This is most likely because of a mod incompatibility, as far as I know it this mod and 'Scoped Bows' together that causes this.
Q: If the mod removes all text except the objects name, how will I know if it is considered stealing or not? A: Steal, among a few other strings, is customizable through the MCM menu. You can choose how you want to present it. Personally I like the - option. It's very minimalistic.
Q: I only want the [E] icon to disappear just like in the pictures, but when I install the mod, some of the text disappears aswell, what's wrong? A: If you only want the icon to disappear, pick the "Remove Icon Only " in the FOMod installer. If you want everything except the objects' name to disappear, pick "Full experience".
Q: Getting an Error in SSEEdit 4.0.1 : " Exception in unit mteFunctions line 1726: System Error. Code: 2. " A: Load entire mod list in SSEEDIT 4.0.1 Right click the mod list and select "Apply Filter" In the filter box leave default options enabled. Select "ACTI - Activator" Click "Filter". Now do a CTRL + a on the mod list and " Apply Script " and then pick " iActivate Patch ".
Q: The diamond marker is still visible, even after version 5.0.1. What gives ? A: If you still see a diamond shape you have another mod that overrides iActivate's hudmenu.swf. Here is a way to fix that:
Spoiler:
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1 - Download JPEXS Free Flash Decompiler ( FFDec ) if you don't have it. 2 - Go to your Data folder, go to Interface and look for hudmenu.swf. ( make a copy before you change anything to it, so you can revert if something goes wrong ) 3 - Open hudmenu.swf with the FFDec/JPEXS you just downloaded. 4 - Take a look at this picture and follow the procedure :
Spoiler:
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1 - Open the file 2 - Click on Images 3 - Scroll down to the Diamond Shape 4 - Right-Click on the Diamond Shape 5 - Click "Remove with dependencies" 6 - Save
If your question hasn't been asked here, please add a comment down below and I'll see what I can do
This mod has worked great for me in previous builds but I'm working on a new one at the moment and can't seem to get iActivate working.
The only other menu swf I have is from Dear Diary. I don't have SkyHUD although confusingly, I have found a SkyHUD.txt file under the Data tab in MO2. (Edit - the SKyHUD textfile seems to be added by Dear Diary Dark.)
In exterior locations all seems fine. Activation prompts all gone. Interior locations still have the prompt although, for example, the "Steal" prompt has been replaced by the red dash.
Hello , thank you messaging me. I'm sorry to see you are having issues with the mod and that you are confused about it. We are now in the same boat, because I am confused too now. I fail to see what the issue is (if there is any) ? 1: It seems to me that it IS working though ? 2: as is intended 3: it's rather impossible for this mod to not work in interiors while it is working in exteriors because the code is the same. 4: that is an option in the menu where you can replace the prompt with something different.
are 3 and 4 related ? I mean are the "interior prompts" you mention ONLY the ones like steal, owned, empty, locked, steal from .... ? please check this image below :
Hi, thanks very much for the reply. Yes sorry, that wasn't a very clear post this morning : )
So, what I was getting when testing my new build was ...
- In the Alternate Start prison cell, iActivate working fine. All prompts removed, both the "E" and all text prompts. - Leaving the prison and going to the Alternate Start campsite, iActivate still working fine and also working fine all along the road to Riverwood. - In Riverwood, still working fine until I went inside the Riverwood Trader. In there, the "E" came back although iActivator was still hiding the "Steal" prompt and replacing it with a red dash as selected in the options. Same thing in The Sleeping Giant.
I COC'd to a few different locations and found the same thing ... iActivator working fine outside but only partially working inside. I.e. hiding text prompts but not the "E".
I discovered that the "SkyHUD.txt" in my MO2 Data tab had been added by Dear Diary Dark Mode because I'd overlooked an option in that FOMOD. Reinstalled that though and it didn't help. Tried this with a new game including deleting the contents of all my MO2 output folders (e.g. SKSE output etc). I tried to run the SSEEdit patcher again as well, but it failed on having too many plugins active.
I think it's going to be a case of disabling various mods until I find out what's interfering with yours. I'm trying some new ones in this build, such as Better Third Person Selection, Dear Diary Dark Mode (I always used the original Dear Diary before) and some new dependencies which I've not had installed before.
I shall persevere and see if I can work this out. I don't know much about using SSEEdit to find conflicts but will try that again. Probably easier for me to disable everything that seems to touch the UI and work from there.
Hopefully I'll get there as I really like your mod so much, and can't imagine playing without it now. All those vanilla prompts are so horribly unimmersive.
Fwiw I experimented with a couple of other similar mods and found more or less the same problems, so there must be something in my load order which is overriding the process of blocking activation prompts.
Just playing around some more, I discovered that Better Third Person Selection actually has options in its MCM for activation prompts. Didn't think to try these before as that mod calls them "Widgets", so I didn't immediately realise that they had anything to do with actual item prompts. I don't know if these options make mods like yours redundant, I need to experiment more.
But anyway, all good now : -D
Sorry for wasting your time, and thank you for an excellent mod which has been an excellent part of many playthroughs for me.
Oh, hahaha Yeah, mod conflicts are a royal pain in the behind...
While reading your second comment I immediately thought about a mod that re-activates the "E" (as quite a few do). But you've found that out yourself.
And don't be too hard on yourself, it happens to everyone (including myself), especially with big load orders. Can't know every mod's specialties by heart.
Thank you for your lovely compliment, it's much appreciated, have a Kudo for that Cheers, and have fun playing Skyrim ! -=DD=-
I've not used Better Third Person before, only just added it to this new build. Nice mod, has some great functions like talking to NPCs from horseback.
I'm just glad I stumbled onto the solution before I dismantled my entire load order : -D
Ooof, thank you NikiRandom. I had installed Better Third Person Selection yesterday and a few more mods and booted up today for testing (new profile in MO2) and found my A activation (I play with my xbox controller) was back and I couldn't figure out why at first glance. I've made a note in that mod in my mo2 to tweak the mcm to turn that off so I get IActivate's clean look back. Thank you for figuring that out.
I use People are strangers too; what do you need a patch for? They seem to work together just fine. DarkDominion, People are Strangers makes so that if you haven't spoken to an NPC, you don't know his/her name yet, and when you are close enough, you only see his/her race. It's a pretty cool mod.
I got some problems with this mod and CRF. Im using the 1.5.97 version with matching versions of USSEP and CRF. Additionally i use LAL and every time i try leaving or entering a "building" with these mod i get a CTD on the loading screen. I tried looking through the logs of netscript and crash logger but even after sharing it with multiple discrods and forums no one know what to make of it. I can upload them later i someone wishes me to but i think that wouldnt help either.
CRF is Cutting Room Floor by Arthmoor. I must be. I only got these four mods activated. I got ctds everytime i activate iActivate on top of CRF or when i activate CRF ontop of iActivate. I'd report to the CRF page but after i read some of the mod authors answers to reports i thinks he'd just wipe it off the table. Additionally i use 1.5.97 and he stopped supporting any Skyrim version except the newest.
Ah yes, of course , Cutting Room Floor. silly me !
Are you sure you have downloaded all the dependencies for your mods too ? Are you sure all your mods are for Skyrim Special Edition 1.5.97 ?
Because when I still played 1.5.97 I had a couple of standard mods I always installed : Less Intrusive HUD II, iHUD, USSEP, CRF, iActivate, LaL SkyUI and of course skse_64 It never failed.
Yeah i got all requirements. Mods work perfectly fine on their own. Its also the correct version of the game. I dont know... This fucking game, man. I'll come back if i figure it out. Thanks for answering.
Sadly I tried it two times and apart from the IHUD issue that its fixable following your sticky on it it changes the Hud style back to The Skyrim original even if we changed it in the install of Immersive Hud or Ihud , also doubles the size of the text in messages to the biggest one in IHUD even if you change it in MCM menu to the smaller font ..
It works as intended but this is a no go at least for me ..
Am endorsing anyway cause its a damn good idea and work ..Maybe this IHUD interference is fixable in next releases until then I have to pass this !
Sorry to see you are struggling with this mod. I do however have a hard time understanding what the issue is you're experiencing and what it is that's causing it.
In the sticky above I don't talk about iHUD, I talk about SkyHUD, so that puts me off a bit ? You say the entire HUD is changed back to vanilla even if you change stuff in the MCM from iHUD ?
iHUD doesn't have a way to resize the Message Box Text, bur Less Intrusive Mod II does ? But with Less Intrusive HUD II you resize the Message Box, you don't change the font size directly.
iHUD has always been compatible with iActivate Oh, and could you also tell me which version you have installed (SE 1.5.97 or SE 1.6+ or AE  ?
I follow the guide to remove the diamond marker,but for me didn't work :( I just remove the diamond marker image from the image section and save the file but the diamond keep remaining I have the hudmenu.swf from nordic ui
Thanks for downloading iActivate, I appreciate it !
As for the diamond shape: If you want to remove that you'd have to do some tinkering.
1 - Download JPEXS Free Flash Decompiler ( FFDec ) if you don't have it. 2 - Go to your Data folder, go to Interface and look for hudmenu.swf That's the HUDMenu from Nordic UI. ( make a copy before you change anything to it ) 3 - Open hudmenu.swf with the FFDec/JPEXS you just downloaded. 4 - Take a look at this picture and follow the procedure :
Spoiler:
Show
1-Open the file 2-Click on Images 3-Scroll down to the Diamond Shape 4-Right-Click on the Diamond Shape 5-Click "Remove with dependencies" 6-Save
Yes,i follow this guide,but for me don't work. I have 3 hud menu file and the last in my load order is from nordic ui.I delete the diamond marker but in game i keep seeing it.
Well, what I know is that the only place where you can find this diamond marker is inside the hudmenu.swf. But then again the Anniversary Edition broke more stuff...
You might eff up your game, don't go deleting parts of a mod or parts of the game, that's just silly. If you have properly removed the diamond marker then some other mod is still overriding that, putting it back in.
Your job to find that mod and take care of it. And again, that doesn't mean deleting it.
This is my last hudmenu.swf in load order,is just a dot crosshair for nordic ui. I have follow your guide on this file,but i have always the diamond.I also tried to start a new game,but nothing. I think I'll keep the diamond.
If you are on AE and do not want to wait for author of this mod to update, go get skyhud and inside SkyHUD/Interface/skyhud/skyhud, set bHideActivateButton to 1. This will result in button prompt disappearing and only the text will show. For proper outcome you also still need this mod besides SkyHud
376 comments
Q: The activate icons are still visible after I install 'iActivate', but the text next to the icon is gone, what's wrong? [ SPECIAL EDITION ]
A: Go into your Skyrim folder: Data\ Interface and look for a file named hudmenu.swf, find out what mod adds this file, and remove that mod.
iActivate is not compatible with any mod that adds the file hudmenu.swf to that specific location.
However, if you find a hudmenu.gfx in ~\ Skyrim\ Data\ Interface\ exported that is totally fine, and will work with iActivate.
[ EDIT ] SkyHUD has a hudmenu.swf in it's BSA file so you will not find it in your Data folder.
iActivate is a port from Oldrim where there was no SkyHUD, looks like on SE this mod can interfere with iActivate.
Fortunately you can turn off the [E] inside the config file from SkyHUD like this :
[Gameplay]
bHideActivateButton=1
Q: The activate icon is flickering.
A: This is most likely because of a mod incompatibility, as far as I know it this mod and 'Scoped Bows' together that causes this.
Q: If the mod removes all text except the objects name, how will I know if it is considered stealing or not?
A: Steal, among a few other strings, is customizable through the MCM menu.
You can choose how you want to present it. Personally I like the - option. It's very minimalistic.
Q: I only want the [E] icon to disappear just like in the pictures, but when I install the mod, some of the text disappears aswell, what's wrong?
A: If you only want the icon to disappear, pick the "Remove Icon Only " in the FOMod installer.
If you want everything except the objects' name to disappear, pick "Full experience".
Q: Getting an Error in SSEEdit 4.0.1 : " Exception in unit mteFunctions line 1726: System Error. Code: 2. "
A: Load entire mod list in SSEEDIT 4.0.1
Right click the mod list and select "Apply Filter"
In the filter box leave default options enabled.
Select "ACTI - Activator" Click "Filter".
Now do a CTRL + a on the mod list and " Apply Script " and then pick " iActivate Patch ".
Q: The diamond marker is still visible, even after version 5.0.1. What gives ?
A: If you still see a diamond shape you have another mod that overrides iActivate's hudmenu.swf.
Here is a way to fix that:
1 - Download JPEXS Free Flash Decompiler ( FFDec ) if you don't have it.
2 - Go to your Data folder, go to Interface and look for hudmenu.swf.
( make a copy before you change anything to it, so you can revert if something goes wrong )
3 - Open hudmenu.swf with the FFDec/JPEXS you just downloaded.
4 - Take a look at this picture and follow the procedure :
2 - Click on Images
3 - Scroll down to the Diamond Shape
4 - Right-Click on the Diamond Shape
5 - Click "Remove with dependencies"
6 - Save
If your question hasn't been asked here, please add a comment down below and I'll see what I can do
This mod has worked great for me in previous builds but I'm working on a new one at the moment and can't seem to get iActivate working.
The only other menu swf I have is from Dear Diary. I don't have SkyHUD although confusingly, I have found a SkyHUD.txt file under the Data tab in MO2. (Edit - the SKyHUD textfile seems to be added by Dear Diary Dark.)
In exterior locations all seems fine. Activation prompts all gone. Interior locations still have the prompt although, for example, the "Steal" prompt has been replaced by the red dash.
# very confused here.
We are now in the same boat, because I am confused too now. I fail to see what the issue is (if there is any) ?
1: It seems to me that it IS working though ?
2: as is intended
3: it's rather impossible for this mod to not work in interiors while it is working in exteriors because the code is the same.
4: that is an option in the menu where you can replace the prompt with something different.
are 3 and 4 related ? I mean are the "interior prompts" you mention ONLY the ones like steal, owned, empty, locked, steal from .... ?
please check this image below :
maybe this is what's causing your issues ?
I love to hear back from you.
Cheers
-=DD=-
So, what I was getting when testing my new build was ...
- In the Alternate Start prison cell, iActivate working fine. All prompts removed, both the "E" and all text prompts.
- Leaving the prison and going to the Alternate Start campsite, iActivate still working fine and also working fine all along the road to Riverwood.
- In Riverwood, still working fine until I went inside the Riverwood Trader. In there, the "E" came back although iActivator was still hiding the "Steal" prompt and replacing it with a red dash as selected in the options. Same thing in The Sleeping Giant.
I COC'd to a few different locations and found the same thing ... iActivator working fine outside but only partially working inside. I.e. hiding text prompts but not the "E".
I discovered that the "SkyHUD.txt" in my MO2 Data tab had been added by Dear Diary Dark Mode because I'd overlooked an option in that FOMOD. Reinstalled that though and it didn't help. Tried this with a new game including deleting the contents of all my MO2 output folders (e.g. SKSE output etc). I tried to run the SSEEdit patcher again as well, but it failed on having too many plugins active.
I think it's going to be a case of disabling various mods until I find out what's interfering with yours. I'm trying some new ones in this build, such as Better Third Person Selection, Dear Diary Dark Mode (I always used the original Dear Diary before) and some new dependencies which I've not had installed before.
I shall persevere and see if I can work this out. I don't know much about using SSEEdit to find conflicts but will try that again. Probably easier for me to disable everything that seems to touch the UI and work from there.
Hopefully I'll get there as I really like your mod so much, and can't imagine playing without it now. All those vanilla prompts are so horribly unimmersive.
Fwiw I experimented with a couple of other similar mods and found more or less the same problems, so there must be something in my load order which is overriding the process of blocking activation prompts.
Thanks again : )
Just playing around some more, I discovered that Better Third Person Selection actually has options in its MCM for activation prompts. Didn't think to try these before as that mod calls them "Widgets", so I didn't immediately realise that they had anything to do with actual item prompts. I don't know if these options make mods like yours redundant, I need to experiment more.
But anyway, all good now : -D
Sorry for wasting your time, and thank you for an excellent mod which has been an excellent part of many playthroughs for me.
Yeah, mod conflicts are a royal pain in the behind...
While reading your second comment I immediately thought about a mod that re-activates the "E" (as quite a few do).
But you've found that out yourself.
And don't be too hard on yourself, it happens to everyone (including myself), especially with big load orders.
Can't know every mod's specialties by heart.
Thank you for your lovely compliment, it's much appreciated, have a Kudo for that
Cheers, and have fun playing Skyrim !
-=DD=-
I've not used Better Third Person before, only just added it to this new build. Nice mod, has some great functions like talking to NPCs from horseback.
I'm just glad I stumbled onto the solution before I dismantled my entire load order : -D
1. faulty installation
2. mod interference
3. this mod is broken and you are the first one to discover that
Try 1 and 2 first
Just having difficulty patching it with People are Strangers. Ran sEdit patch for the mod, didn't really work. Any thoughts on this?
I don't know the People are Strangers mod, what it does, and you get when you download it, so I can't give any pointers.
Maybe ask the mod author of that mod ?
DarkDominion, People are Strangers makes so that if you haven't spoken to an NPC, you don't know his/her name yet, and when you are close enough, you only see his/her race. It's a pretty cool mod.
As long as the mod doesn't include a hudmenu.swf it should indeed work
Sorry for false info
It should work, no hudmenu.swf is included in the mod, I just checked.
So, I'll stick to " it just works ™ "
Oh, and what's CRF ?
I'd report to the CRF page but after i read some of the mod authors answers to reports i thinks he'd just wipe it off the table. Additionally i use 1.5.97 and he stopped supporting any Skyrim version except the newest.
Are you sure you have downloaded all the dependencies for your mods too ?
Are you sure all your mods are for Skyrim Special Edition 1.5.97 ?
Because when I still played 1.5.97 I had a couple of standard mods I always installed :
Less Intrusive HUD II, iHUD, USSEP, CRF, iActivate, LaL SkyUI and of course skse_64
It never failed.
Must be something on your end sorry
Great game and all, but sometimes
It works as intended but this is a no go at least for me ..
Am endorsing anyway cause its a damn good idea and work ..Maybe this IHUD interference is fixable in next releases until then I have to pass this !
Thanks
I do however have a hard time understanding what the issue is you're experiencing and what it is that's causing it.
In the sticky above I don't talk about iHUD, I talk about SkyHUD, so that puts me off a bit ?
You say the entire HUD is changed back to vanilla even if you change stuff in the MCM from iHUD ?
iHUD doesn't have a way to resize the Message Box Text, bur Less Intrusive Mod II does ?
But with Less Intrusive HUD II you resize the Message Box, you don't change the font size directly.
iHUD has always been compatible with iActivate
Oh, and could you also tell me which version you have installed (SE 1.5.97 or SE 1.6+ or AE  ?
Cheers
-=DD=-
https://www.nexusmods.com/skyrimspecialedition/mods/56767
I just remove the diamond marker image from the image section and save the file but the diamond keep remaining
I have the hudmenu.swf from nordic ui
As for the diamond shape: If you want to remove that you'd have to do some tinkering.
1 - Download JPEXS Free Flash Decompiler ( FFDec ) if you don't have it.
2 - Go to your Data folder, go to Interface and look for hudmenu.swf That's the HUDMenu from Nordic UI.
( make a copy before you change anything to it )
3 - Open hudmenu.swf with the FFDec/JPEXS you just downloaded.
4 - Take a look at this picture and follow the procedure :
2-Click on Images
3-Scroll down to the Diamond Shape
4-Right-Click on the Diamond Shape
5-Click "Remove with dependencies"
6-Save
That's it
Diamond shape should be gone now
Cheers
-=DD=-
I have 3 hud menu file and the last in my load order is from nordic ui.I delete the diamond marker but in game i keep seeing it.
But then again the Anniversary Edition broke more stuff...
What happens if delete the hudmenu.swf?
If you have properly removed the diamond marker then some other mod is still overriding that, putting it back in.
Your job to find that mod and take care of it. And again, that doesn't mean deleting it.
I have follow your guide on this file,but i have always the diamond.I also tried to start a new game,but nothing.
I think I'll keep the diamond.