The dismantle perk message uses standard activate entrypoint instead of scripted message
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Dismatle perk adds activate options.esp
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BIN
Dismatle perk adds activate options.esp
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;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
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;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
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;NEXT FRAGMENT INDEX 8
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;NEXT FRAGMENT INDEX 12
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Scriptname PRKF__00E_SE_DismantlePerk_03009D21 Extends Perk Hidden
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Scriptname PRKF__00E_SE_DismantlePerk_03009D21 Extends Perk Hidden
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;BEGIN FRAGMENT Fragment_9
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Function Fragment_9(ObjectReference akTargetRef, Actor akActor)
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;BEGIN CODE
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;
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;END CODE
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EndFunction
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;END FRAGMENT
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;BEGIN FRAGMENT Fragment_0
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;BEGIN FRAGMENT Fragment_0
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Function Fragment_0(ObjectReference akTargetRef, Actor akActor)
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Function Fragment_0(ObjectReference akTargetRef, Actor akActor)
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;BEGIN CODE
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;BEGIN CODE
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int iButton = _00E_Smelting_DismantlingMSG.Show()
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if ! akTargetRef.IsFurnitureInUse()
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akTargetRef.SendModEvent("Enderal_StartCrafting")
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endif
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akTargetRef.Activate(akActor, true)
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;END CODE
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EndFunction
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;END FRAGMENT
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If iButton == 0 ; if the player wants to process ore into ingots
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;BEGIN FRAGMENT Fragment_8
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if ! akTargetRef.IsFurnitureInUse()
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Function Fragment_8(ObjectReference akTargetRef, Actor akActor)
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akTargetRef.SendModEvent("Enderal_StartCrafting")
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;BEGIN CODE
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endif
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Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
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akTargetRef.Activate(akActor, true)
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_00E_Dismantling_SmelterREF.SendModEvent("Enderal_StartDismantling")
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ElseIf iButton == 1 ; if the player wants to dismantle items back into crafting components, disable player controls
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_00E_Dismantling_SmelterREF.Activate(akActor)
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Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
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_00E_Dismantling_SmelterREF.SendModEvent("Enderal_StartDismantling")
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_00E_Dismantling_SmelterREF.Activate(akActor)
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Else
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return
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EndIf
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;END CODE
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;END CODE
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EndFunction
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EndFunction
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;END FRAGMENT
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;END FRAGMENT
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