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New crisis on horizon: Mod Menu Category Formlist Cap Bug?


Gambit77

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So I had a user contact me today because when he'd go into the armor workbench all the mod categories were gone. Looking at his load order I noticed he had a lot of mod weapons, which would each be adding new mod categories for their mods.

 

Here's the converstaion:

 

KingofPilots:

Hello! I'm writing here because i thought i didn't want to clog up your comment section with a bug that's probably my own fault.

Thing is, after loading my game all the mods on my outfits don't show up anymore. That is, lining, addons and all the modifications you enabled, they kinda...disappeared. I'll send you the load order, hopefully you can help me zero in on my mistake!

 

 

GameMode=Fallout4

Fallout4.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
Robot Home Defence.esm=1
Worsin's Garage.esm=1
tumbajamba Advanced Engineering.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
NukaRadBans.esp=1
AdvSettleTurretSet.esp=1
DD_Michael_Faraday_Time_yo.esp=1
LEVEL SCALE all in one.esp=1
QuickEnterFromStand.esp=1
QuickExitToStand.esp=1
DV-Deadly Vertibirds.esp=1
NoAffinityCooldown.esp=1
RichMerchants.esp=1
WET Clearer.esp=1
AS_PowerArmorStation.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-LITE-Audio.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
Fr4nssonsLightTweaks.esp=1
FogOut.esp=1
RainofBrassPetals.esp=1
SuperAffinity.esp=1
Minuteman_CB.esp=1
Brotherhood of Steel Kit.esp=1
BOS_X01_Paintjobs.esp=1
Chem_redux.esp=1
Power Conduits and Pylons - Increased Radius.esp=1
Radiant Clouds and Fogs.esp=1
Institute Clean.esp=1
WerhmactPaint.esp=1
TDS_PA_WWII_Camo_Paints_Clean.esp=1
TDS_PA_WWII_Paints_Clean.esp=1
PowerArmorDelivery.esp=1
LongerPowerLines3x.esp=1
MakanarPerkGhoulishStrong.esp=1
MakanarPerkGunFu.esp=1
MakanarPerkIronFistStrong.esp=1
MakanarPerkLifeGiverStrong.esp=1
MakanarPerkNerdRage50.esp=1
MakanarPerkRadResistantNS.esp=1
MakanarPerkRefractor.esp=1
MakanarPerkRifleman.esp=1
MakanarPerkSniper.esp=1
MakanarPerkSteadyAim.esp=1
MakanarPerkStrongBackScale2.esp=1
MakanarPerkToughness.esp=1
MakanarPerkWeaponMaster10.esp=1
MakanarPerkBigLeaguesStagger.esp=1
MakanarPerkCommando.esp=1
Rebalancer - 02F - Stealth - Heavy.esp=1
Rebalancer - 02G - AI Tweaks - Heavy.esp=1
Rebalancer - 02H - Sprint Cost - 50.esp=1
Rebalancer - 02I - Limb Tweaks - Heavy.esp=1
Rebalancer - 06D - NPC Level Bonus - 15.0.esp=1
Rebalancer - 10A - General Respawn - 2.esp=1
Rebalancer - 10B - Dungeon Respawn - 2.esp=1
Rebalancer - 10C - Vendor Respawn - 1.esp=1
Rebalancer - 02B - NPC Damage - 250.esp=1
Rangergearnew.esp=1
Crafting Workbench.esp=1
Crafting Workbenches - Ammo.esp=1
Crafting Workbenches - Ammo Special.esp=1
Crafting Workbenches - Power Armor.esp=1
Crafting Workbenches - Pre War and Manufactured.esp=1
Armored General by Hothtrooper44.esp=1
Glorious_Glowing_Plasma_Weapons_by_Diranar.esp=1
FO4LaserBolts.esp=1
NewMuzzleRed.esp=1
Supercharged Capacitor.esp=1
zDarthVader.esp=1
B-90.esp=1
m82a.esp=1
AK47.esp=1
G3.esp=1
combat_PA.esp=1
combat_PA - tAE - AWKCR.esp=1
Wasteland Sniper by Hothtrooper44.esp=1
NanoArmor.esp=1
Minigun Gau-19B.esp=1
GaussRifleMk2.esp=1
GaussRifleMk2 - tAE - AWKCR.esp=1
CROSS_Cybernetics.esp=1
CROSS_ExoFrame.esp=1
PlasmaGatling.esp=1
AK2047.esp=1
M2216.esp=1
AK2047 - AWKCR Compatibility.esp=1
AK47 - AWKCR Compatibility.esp=1
Vasstek_Vaultsuit.esp=1
Nanohelmet.esp=1
CTHColoredFriendliesWeaponDrawn-NSL.esp=1
WIPAG - Paint Garage - Style 3 (Easy).esp=1
WIPAG - Paint Garage - Style 4 (Easy).esp=1
WIPAG - Paint Garage - Style 6 (Easy).esp=1
WIPAG - Decal Station.esp=1
WIPAG - Materials Overhaul.esp=1
WIPAG - Mod Overhaul.esp=1
WIPAG - Model-X.esp=1
WIPAG - ArmorKeywords Compatibility Patch.esp=1
Legendary Modifier Rebalance Overtuned.esp=1
Armorsmith Extended.esp=1
Craftable Armor Size.esp=1
Extended weapon mods.esp=1
MoreWeaves.esp=1
LegendaryModification.esp=1
MGSOutfit.esp=1

 

 

 

Gambit77:

Looking at your load order, I would say you launched the game with the Fallout launcher, which disables your plugins. You wouldn't know this because once you open NMM to try to figure out what happened, NMM has re-enabled all your plugins. Always use NMM or F4SE to load the game.

 

KingofPilots:

Using NMM + F4SE, and the additional mods appear for just a second, while browsing the armors, but then "disappear" and the slot with it. It's really peculiar!
Could that be related to the FormID limit?

 

KingofPilots:

So....i solved the problem. Remember how you end up always putting the most important mods down to overwrite everything? Seems they feel lonely down there. Put your mod (and some other mods concerning appearence and mods) all up cozy near the .esm, and now they all show up perfectly.

So, i advise you might want to write on your wall that anyone encountering the same problem as i did, to put those mods up in the load list to make them work properly :smile:

 

Gambit77:

This isn't the crafting menu category formlist cap bug, but it could maybe be a mod category formlist cap bug. I notice looking at your load order that you have a lot of new weapon mods, so theoretically all the new mod categories that each one has could be making you hit a keyword cap. Are you by chance experiencing the invisible robot bug as well?

I'm afraid that you're in uncharted waters my friend. If there is a keyword cap on mod categories, it's going to get real messy, as there is no good fix like a shared keyword resource. It could be done to set up shared mod menu categories, but with weapons, the problem would be that since all the mods have actual physical appearances and their own meshes, they're not interchangable among weapons like armor/clothing mods are. The only fix I see is for mod authors to use shared mod category keywords and labeling each mod as for a particular weapon, and then mod users paying attention and using only the appropriate mods on their weapon, instead of trying to put one weapon's mods on a different weapon (which could either work or be way f***ed up and cause problems).

 

KingofPilots:

All my robotic friends here are 100% opaque, so it seems more like to load something that far down causes some havok with the already....precarious engine. Tho it's leaps and bound ahead of the earlier messes, this still is the gamebryo engine that we all know and lost hours trying to make work!

 

Gambit77:

I think you're fix probably just changed what menus are disappearing, check all your mod guns.

 

KingofPilots:

Nothing yet, even worsin's huge mod, crafting recipes...it all seems to show up! This is really really odd!

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Actually I just thought of a way to make shared weapon mod categories work. The mod authors could add a condition to their weapon's mod recipes that the weapon had to be equipped. That way only mods for the mod weapon equipped would show up when modding that weapon.

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Well I've caught the bug after installing the CROSS mods. So this is bad news because it means the cap isn't all that far from what vanilla uses. I'm not really using many mods that add mod menus.

Armorsmith Extended has 6

Armorsmith Proto Vault Suit Extended has 1

CROSS Cybernetics has maybe 13

CROSS Uni Scarf has 3

CROSS Uni Belt has 3

CROSS Exo Frame has maybe 2

Wearable Backpacks has 12

Custom Combat Armor v2.2 has 6, not sure if that's the current count.

Blade & Soul Schoolgirl outfit has 7

Celtic Katana has 1

NCR Ranger Gear has 1

Combat Helmet Illumination has 2

Kerrigan Color Changer has 2

Power Armors Materials Paints has 1

 

So 60 mod menu keywords is enough to go over the cap. And based on what I was missing the cap looks to be 46 mod menu keywords over vanilla or less because i was missing all 6 mod menus from AE and I had another 8 below that in my load order. I can do some further testing to see what's missing from CCCA and wearable backpacks as those are the next mods up my load order that might be affected. That's bad. That is way less wiggle room than we had for crafting menu keywords. That sucks big time.

 

EDIT: Ok, after further testing the keywords from CCCA and Wearable Backpacks were gone as well. The first working menu keyword was for the Celtic Katana, which was the next one up in my load order after WB. So it looks like the cap is vanilla + 28 new mod menu keywords. Although the + 28 might be as high as 39, because it seems that it might break all the keywords in a plugin if it hits the cap inside that plugin, because I was at +39 before I installed the CROSS mods and I'm pretty sure I had all the menus from Blade & Soul Schoolgirl outfit which was the lowest in my load order. I suspect that if WB's count would have been 11 instead of 12 that I would have gotten the menus from it.

 

I'm not exactly sure how we should proceed, but it's looking like we should stop using mod menus for outfit visual customization, which sucks because it was a real cool feature. And I think we need to set up a shared mod menu keyword system for weapon modding.

 

Here's my broken load order for reference.

 

Fallout4.esm
SettlementKeywords.esm
Snap'n Build.esm
ValdacilBugFixes.esm
Homemaker.esm
ArmorKeywords.esm
Big Leagues Rank 5 Fix.esp
Ninja Perk Fix.esp
SleekFix.esp
Worsins-T60-Headlamp-Fix.esp
Simple Intersection.esp
Homemaker - SK Integration Patch.esp
Homemaker - Greenhouse and Bunker Disabler SK.esp
AlternateSettlements.esp
AlternateFurniture.esp
OCDispenser.esp
OCDecorator.esp
NX Pro - Farm Core.esp
NX Pro - Harvest Overhaul.esp
ABP Paintings.esp
ABP Paintings - Sets =01=G=P.esp
DD_AIO_I_Hate_You_All.esp
DD_Power_armor_option.esp
DDP_BAB_M1.esp
DD_I_Ran_Out_Of_Funny_Names.esp
BetterJunkFences.esp
Graffity2ElectricBoogaloo.esp
LadyKillerBed.esp
Craftable Cats.esp
Craftable dogs.esp
CarryWeight100Strength.esp
CarryWeight1000.esp
10% Fusion Core Drain.esp
DogmeatDistance.esp
UnlimitedFollowers.esp
UniquePlayer.esp
UniqueFollowers.esp
DarkerNights.esp
DarkerNightsDetection.esp
TrueStormsFO4.esp
TrueStormsFO4-LITE-Audio.esp
TrueStormsFO4-ClimateSettings.esp
DarkerNights-TrueStorms-LITE-Audio.esp
PipBoyShadows.esp
RainofBrassPetals.esp
LongRangeBulletHoles.esp
SatelliteWorldMap.esp
OWR.esp
RenRadioMod.esp
Cuts and Blunts 3.0.esp
IncreasedSettlerPopulation50.esp
BetterSettlers.esp
ChildSettlers.esp
BS CS Patch.esp
NewFace_Settlers.esp
NewBetterFaces.esp
NFS CS Patch.esp
NoObjectLimit.esp
SlowTime.esp
Dynamic Weapon Shadows.esp
extendedLightsWS - No shadows.esp
Scrapper Corpse Highlighting.esp
CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp
DeadBodyCollision.esp
ShaikujinSettlementAttacked.esp
ShaikujinRadiantAlerts.esp
Heroic Shishkebab.esp
BetterGenerators.esp
LongerPowerLines3x.esp
ValdacilsItemSorting-AidWeightless.esp
ValdacilsItemSorting-Ammo.esp
ValdacilsItemSorting-ArmorByClass.esp
ValdacilsItemSorting-CosmeticsByClass.esp
ValdacilsItemSorting-ExplosivesSortBottomWeightless.esp
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp
ValdacilsItemSorting-MiscWeightless.esp
ValdacilsItemSorting-ModsWeightless.esp
ValdacilsItemSorting-NotJunk.esp
ValdacilsItemSorting-Perks.esp
ValdacilsItemSorting-Weapons.esp
NX Pro - Farm Core - Valdacil's Item Sorting.esp
CBBE.esp
Dirty Raiders Standalone for CBBE.esp
PA_Materials_Paints.esp
Worsins-Paint-Garage-lite-no-bonus.esp
combat_PA.esp
combat_PA - AWKCR - VIS AbC.esp
Brotherhood of Steel Kit.esp
cutoffs-calyps.esp
Harness-calyps.esp
Helmless Hazmat.esp
Clean Drifter Outfit.esp
Dark Drifter.esp
Dark Hats.esp
Balaclava.esp
CROSS_Gear.esp
CROSS_Cybernetics.esp
CROSS_Uni_Scarf.esp
CROSS_Uni_Belt.esp
CROSS_ExoFrame.esp
CuteYenOutfit.esp
DX Adventurer Outfit.esp
DX Chem I Care Outfit.esp
DX Commonwealth Mini Dresses.esp
DX Commonwealth Shorts.esp
DX Vault Girl Shorts.esp
DX Courser X-92 Power Suit.esp
BostonJacketFatiguesMod.esp
LongCoatVaultSuit.esp
Eli_Accessories.esp
Eli_ArmourCollection.esp
Armored General by Hothtrooper44.esp
Wasteland Sniper by Hothtrooper44.esp
Jacket.esp
Kerrigan.esp
KerriganColorChange.esp
KerriganGlasses.esp
Vasstek_Vaultsuit.esp
Nanohelmet.esp
NanoArmor.esp
B-90.esp
StealthSuit.esp
Rangergearnew.esp
PreWarDressSA.esp
ProtoLining.esp
squireoutfit.esp
Boston Looter.esp
zWGirlClothMina.esp
zWGirlClothSimply.esp
zWInsanity.esp
AnS Wearable Backpacks and Pouches.esp
AnV Camo Backpacks.esp
FieldScribeBackpack.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Expanded.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Junk Items.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Build Crafting Stations in Player Home.esp
Extended weapon mods.esp
RangerSequoia.esp
EndorsCustomCombatArmor.esp
EferasShoulderBag.esp
HubrisShoulderBags[Chemistry].esp
Craftable Armor Size.esp
MoreWeaves.esp
LegendaryModification.esp
ChineseStealthArmorLegendaryMod.esp
LegendaryModificationMisc.esp
Armorsmith Extended.esp
Armorsmith Calyps Extended.esp
Armorsmith cat_woman1989 Extended.esp
Armorsmith CROSS Extended v2.esp
Armorsmith DeserterX Extended.esp
Armorsmith Eferas Extended.esp
Armorsmith Elianora Extended.esp
Armorsmith Hothtrooper44 Extended.esp
Armorsmith Invalidfate Extended.esp
Armorsmith Okido Extended.esp
Armorsmith Pack It Up Pack It In.esp
Armorsmith Proto Vault Suit Extended.esp
Armorsmith Prototypes Extended.esp
Armorsmith Siraxx Extended.esp
Armorsmith Unoctium Extended.esp
Armorsmith Unique Followers One Rings.esp
Armorsmith Extended ilordg helmet pack.esp
EndorsCustomCombatArmor_AE.esp
ARMSMTH - CCCA -Combat Helmet Illumination 1.2.esp
NukaRadBans.esp
rxl_collars.esp
Spartan-Calyps.esp
BlackRose.esp
Blade&Soul-ArmorsmithExtended.esp
CUSTOM ARMORS.esp
Gurl.esp

 

Edited by Gambit77
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Well I've caught the bug after installing the CROSS mods. So this is bad news because it means the cap isn't all that far from what vanilla uses. I'm not really using many mods that add mod menus.

Armorsmith Extended has 6

Armorsmith Proto Vault Suit Extended has 1

CROSS Cybernetics has maybe 13

CROSS Uni Scarf has 3

CROSS Uni Belt has 3

CROSS Exo Frame has maybe 2

Wearable Backpacks has 12

Custom Combat Armor v2.2 has 6, not sure if that's the current count.

Blade & Soul Schoolgirl outfit has 7

Celtic Katana has 1

NCR Ranger Gear has 1

Combat Helmet Illumination has 2

Kerrigan Color Changer has 2

Power Armors Materials Paints has 1

 

So 60 mod menu keywords is enough to go over the cap. And based on what I was missing the cap looks to be 46 mod menu keywords over vanilla or less because i was missing all 6 mod menus from AE and I had another 8 below that in my load order. I can do some further testing to see what's missing from CCCA and wearable backpacks as those are the next mods up my load order that might be affected. That's bad. That is way less wiggle room than we had for crafting menu keywords.

 

I'm not exactly sure how we should proceed, but it's looking like we should stop using mod menus for outfit visual customization, which sucks because it was a real cool feature. And I think we need to set up a shared mod menu keyword system for weapon modding.

 

Here's my broken load order for reference.

 

Fallout4.esm

SettlementKeywords.esm

Snap'n Build.esm

ValdacilBugFixes.esm

Homemaker.esm

ArmorKeywords.esm

Big Leagues Rank 5 Fix.esp

Ninja Perk Fix.esp

SleekFix.esp

Worsins-T60-Headlamp-Fix.esp

Simple Intersection.esp

Homemaker - SK Integration Patch.esp

Homemaker - Greenhouse and Bunker Disabler SK.esp

AlternateSettlements.esp

AlternateFurniture.esp

OCDispenser.esp

OCDecorator.esp

NX Pro - Farm Core.esp

NX Pro - Harvest Overhaul.esp

ABP Paintings.esp

ABP Paintings - Sets =01=G=P.esp

DD_AIO_I_Hate_You_All.esp

DD_Power_armor_option.esp

DDP_BAB_M1.esp

DD_I_Ran_Out_Of_Funny_Names.esp

BetterJunkFences.esp

Graffity2ElectricBoogaloo.esp

LadyKillerBed.esp

Craftable Cats.esp

Craftable dogs.esp

CarryWeight100Strength.esp

CarryWeight1000.esp

10% Fusion Core Drain.esp

DogmeatDistance.esp

UnlimitedFollowers.esp

UniquePlayer.esp

UniqueFollowers.esp

DarkerNights.esp

DarkerNightsDetection.esp

TrueStormsFO4.esp

TrueStormsFO4-LITE-Audio.esp

TrueStormsFO4-ClimateSettings.esp

DarkerNights-TrueStorms-LITE-Audio.esp

PipBoyShadows.esp

RainofBrassPetals.esp

LongRangeBulletHoles.esp

SatelliteWorldMap.esp

OWR.esp

RenRadioMod.esp

Cuts and Blunts 3.0.esp

IncreasedSettlerPopulation50.esp

BetterSettlers.esp

ChildSettlers.esp

BS CS Patch.esp

NewFace_Settlers.esp

NewBetterFaces.esp

NFS CS Patch.esp

NoObjectLimit.esp

SlowTime.esp

Dynamic Weapon Shadows.esp

extendedLightsWS - No shadows.esp

Scrapper Corpse Highlighting.esp

CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp

DeadBodyCollision.esp

ShaikujinSettlementAttacked.esp

ShaikujinRadiantAlerts.esp

Heroic Shishkebab.esp

BetterGenerators.esp

LongerPowerLines3x.esp

ValdacilsItemSorting-AidWeightless.esp

ValdacilsItemSorting-Ammo.esp

ValdacilsItemSorting-ArmorByClass.esp

ValdacilsItemSorting-CosmeticsByClass.esp

ValdacilsItemSorting-ExplosivesSortBottomWeightless.esp

ValdacilsItemSorting-JunkWeightless+DEF_INV.esp

ValdacilsItemSorting-MiscWeightless.esp

ValdacilsItemSorting-ModsWeightless.esp

ValdacilsItemSorting-NotJunk.esp

ValdacilsItemSorting-Perks.esp

ValdacilsItemSorting-Weapons.esp

NX Pro - Farm Core - Valdacil's Item Sorting.esp

CBBE.esp

Dirty Raiders Standalone for CBBE.esp

PA_Materials_Paints.esp

Worsins-Paint-Garage-lite-no-bonus.esp

combat_PA.esp

combat_PA - AWKCR - VIS AbC.esp

Brotherhood of Steel Kit.esp

cutoffs-calyps.esp

Harness-calyps.esp

Helmless Hazmat.esp

Clean Drifter Outfit.esp

Dark Drifter.esp

Dark Hats.esp

Balaclava.esp

CROSS_Gear.esp

CROSS_Cybernetics.esp

CROSS_Uni_Scarf.esp

CROSS_Uni_Belt.esp

CROSS_ExoFrame.esp

CuteYenOutfit.esp

DX Adventurer Outfit.esp

DX Chem I Care Outfit.esp

DX Commonwealth Mini Dresses.esp

DX Commonwealth Shorts.esp

DX Vault Girl Shorts.esp

DX Courser X-92 Power Suit.esp

BostonJacketFatiguesMod.esp

LongCoatVaultSuit.esp

Eli_Accessories.esp

Eli_ArmourCollection.esp

Armored General by Hothtrooper44.esp

Wasteland Sniper by Hothtrooper44.esp

Jacket.esp

Kerrigan.esp

KerriganColorChange.esp

KerriganGlasses.esp

Vasstek_Vaultsuit.esp

Nanohelmet.esp

NanoArmor.esp

B-90.esp

StealthSuit.esp

Rangergearnew.esp

PreWarDressSA.esp

ProtoLining.esp

squireoutfit.esp

Boston Looter.esp

zWGirlClothMina.esp

zWGirlClothSimply.esp

zWInsanity.esp

AnS Wearable Backpacks and Pouches.esp

AnV Camo Backpacks.esp

FieldScribeBackpack.esp

Crafting Workbench.esp

Crafting Workbenches - Ammo.esp

Crafting Workbenches - Ammo Expanded.esp

Crafting Workbenches - Ammo Special.esp

Crafting Workbenches - Junk Items.esp

Crafting Workbenches - Power Armor.esp

Crafting Workbenches - Pre War and Manufactured.esp

Build Crafting Stations in Player Home.esp

Extended weapon mods.esp

RangerSequoia.esp

EndorsCustomCombatArmor.esp

EferasShoulderBag.esp

HubrisShoulderBags[Chemistry].esp

Craftable Armor Size.esp

MoreWeaves.esp

LegendaryModification.esp

ChineseStealthArmorLegendaryMod.esp

LegendaryModificationMisc.esp

Armorsmith Extended.esp

Armorsmith Calyps Extended.esp

Armorsmith cat_woman1989 Extended.esp

Armorsmith CROSS Extended v2.esp

Armorsmith DeserterX Extended.esp

Armorsmith Eferas Extended.esp

Armorsmith Elianora Extended.esp

Armorsmith Hothtrooper44 Extended.esp

Armorsmith Invalidfate Extended.esp

Armorsmith Okido Extended.esp

Armorsmith Pack It Up Pack It In.esp

Armorsmith Proto Vault Suit Extended.esp

Armorsmith Prototypes Extended.esp

Armorsmith Siraxx Extended.esp

Armorsmith Unoctium Extended.esp

Armorsmith Unique Followers One Rings.esp

Armorsmith Extended ilordg helmet pack.esp

EndorsCustomCombatArmor_AE.esp

ARMSMTH - CCCA -Combat Helmet Illumination 1.2.esp

NukaRadBans.esp

rxl_collars.esp

Spartan-Calyps.esp

BlackRose.esp

Blade&Soul-ArmorsmithExtended.esp

CUSTOM ARMORS.esp

Gurl.esp

 

 

I've been holding off on trying Cross's mod because I was worried about the number of keywords it may add.

 

Wonder if Beth is planning a fix before CK is released? Do tou think their intitial limit is based on performance limits from the 3d menu icons?

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This sounds scary, but I doubt Bethesda will fix it at all. This was also an issue in Skyrim, and I think it was Chesko and the SKSE team that finally fixed it. Here's a link to Chesko talking about how he raised the cap.

 

And for clarification I'm not sure about those two counts on CROSS mods. That's what it looked like in the plugin, but I could have interpreted it wrong, as I've haven't seen the menus ingame yet. And it's not any one mod's fault. It just doesn't pay to be a big fish in a small pond with such a small amount of water to go around.

 

We're all going to have to get creative to come together to fix this problem, or people are just going to avoid the mods with big footprints. The real problem down the road is new weapons and their mods. We need to set up a framework to handle those or there will be widespread frustration.

 

I can add shared weapon mod menu keywords to AWKCR, but we need to have a discussion on what those keywords will be, and since I'm not a weapon modder I don't think I should be deciding that. I need input from the modders directly affected by this. I'd like the King of the Weapon Modders to chime in because people will follow his lead on this, so enter the discussion please Millenia.

Edited by Gambit77
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This sounds scary, but I doubt Bethesda will fix it at all. This was also an issue in Skyrim, and I think it was Chesko and the SKSE team that finally fixed it. Here's a link to Chesko talking about how he raised the cap.

Thanks for the info. I never really played Skyrim much so I had no idea. Can't believe they didn't fix the issue going into FO4 development.

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Well. Crap. I guess that means that the piercings and my BNS mods need some tweaking.

 

Since I already have mod parts made for the BNS, if I just remove the ability to change it via the mod slots menu would that still cause a problem? In case that isn't clear, I mean still have mods, but attached automatically via the ARMO record. Just not having a category that shows up in the crafting menus. This would require creating a different ARMO record and adding the mod attachments, kind of like how the colored mining helmets work. I'd have to take a look at those again to see, as I'm not real familiar with how they are.

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I ran into this a few days ago. My solution was to start riding off of vanilla categories. So most of my armors (that have been since updated) now use things like AP_Reciever to alter armatures, AP_Barrel for palette mods, AP_Grip for material swaps, ect ect. This works as long as omods are given unique MA keywords to prevent them from showing up in other item's modmenus. I'm still not sure if excessive Dynamic naming keywords cause issues with this, but Ive been trying to be more effcient with them.

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@BigandFlabby

Yeah, I think removing the the mod slots menus would would put you in the clear. You just don't want to rely on people being able to access mod menus that they might not be able to use because of the bug.

Edited by Gambit77
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