A few users of one of my mods (Clearsky hideout) have been recently reporting that activators which worked fine in their last year playthrough, don't work anymore in today's new playthroughs. Obviously, new playthrough means new mods list means new conflicts, except the kind of issues they describe doesn't make sense to me.
Basically, in Clearsky, all my activators are custom forms with unique IDs (most of them triggers, some of them custom .nifs) with unique scripts attached to them, linked t