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Multiple mods adding activate choice cancel each other out


pra

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The same issue occurs when I attempt to add two or more activate entry points to an object that previously had none. If I make one or more of them replace the default option, then both will appear, but only one will work (the option assigned to the R key). Knowing this doesn't really help anything. This is peculiar and disappointing. The only solutions that I can think of have already been suggested.

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This is quite annoying but at least it can be fixed by conditions. And just a tip that conditions do not have to be always for target. They can be based on players equipped weapon , pose (sneaking), some item in inventory or some quest running etc. I added a perk label for myself, but I have added it through a magic effect on weapon mod. So it only pops up when I have this modded weapon equipped.

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