Magicockerel Posted July 24, 2017 Share Posted July 24, 2017 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. Link to comment Share on other sites More sharing options...
kitcat81 Posted July 25, 2017 Share Posted July 25, 2017 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. Link to comment Share on other sites More sharing options...
StochasticTinker Posted July 28, 2017 Share Posted July 28, 2017 I would be happy with one that made me name a settler first, before I could quick-trade/quick-inv. Not sure if you could use that to improve the conditionals. Link to comment Share on other sites More sharing options...
stonefisher Posted July 29, 2017 Share Posted July 29, 2017 Aaaah, but what if you did a typo, you'd have to put the settler down as you could never correct the name. Link to comment Share on other sites More sharing options...
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