Gruffydd Posted June 29, 2016 Share Posted June 29, 2016 Just wondering if other mod authors have received the same feedback I have, that on both the PC and XB1 multiple users had the script-added menu from my mod vanish when Contraptions went in?I'm basically looking for a way to "reboot" the script.The person who originally wrote my script is working on an update that will add in a rebooter object, but until then I'd love to be able to provide the affected folks with a solution. Link to comment Share on other sites More sharing options...
steve40 Posted June 29, 2016 Share Posted June 29, 2016 (edited) DarthWayne and I came up with a Universal Missing Menus Fixer (see downloads section). I also have a script method that will fix missing menus after a mod is uninstalled, without needing a special item to be used before uninstalling the mod. DarthWayne has incorporated that option in his template script (the option to use a While loop). This script can be set up to re-check the categories every time the game is loaded. Edited June 29, 2016 by steve40 Link to comment Share on other sites More sharing options...
Gruffydd Posted June 30, 2016 Author Share Posted June 30, 2016 I do love that UMMF, but it's actually the reverse of that problem that I'm trying to solve.The vanilla menus are all fine, but the mod-specific menu that was injected by the script has vanished, even though the script is still active.I'm looking for a way other than removing the mod entirely, creating a clean save without it, and reinstalling the mod, because, while that would work, it removes anything that was placed by the mod. Unfortunately, I don't know how to script, but the person who made my original script has kindly agreed to create an update with something to retrigger the script and reinject the menu.Until then, though, I'm looking for anything that I can tell people that might help them get the mod-specific menu back. Link to comment Share on other sites More sharing options...
steve40 Posted June 30, 2016 Share Posted June 30, 2016 Without seeing the original script, I can't really suggest how to reinitialize it.If the script is started by a quest, you could try stopping, resetting and restarting the quest.Or you could use console and try ~ ReloadScript <script>There is also a console CallFunction command but it is undocumented. That might be very useful if it does what I think it might do. Which mod is having these problems? I will need to look at the script. Link to comment Share on other sites More sharing options...
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