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Everything posted by Gambit77
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Is they keyword limit fixed?
Gambit77 replied to mm137's topic in Fallout 4's Creation Kit and Modders
AWKCR, SK, Non-SK Homemaker, and all the Crafting Workbench plugins was enough to go over the cap before. -
Is they keyword limit fixed?
Gambit77 replied to mm137's topic in Fallout 4's Creation Kit and Modders
are all the keyword caps fixed or just the crafting menu one? -
Missing weapon mods and weapons workbench categories bug
Gambit77 replied to DannyAcme's topic in Fallout 4's Discussion
Your build is a mess. Why do you still have a bunch of plugins for weapons that are part of Weaponsmith Extended. You can remove those and their AK patches. You probably have the mod menu category formlist cap bug. Getting rid of those unneeded plugins will probably get you back under the cap. If it doesn't Wearable Backpacks has a large ma keyword footprint as well, but that might be not be necessary as you have a lot of unneeded plugins that are adding an ma keyword from each weapon.- 1 reply
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- weapon mods
- weapons workbench
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(and 2 more)
Tagged with:
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Those are weapon wearables from Armorsmith
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How Do I Safely Add DLC to Modded Fallout?
Gambit77 replied to tm2dragon's topic in Fallout 4's Discussion
Good luck, the update with Automatron has caused a couple bugs for me (invisible guns and invisible player when flying with a jetpack). -
New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
Maybe Mac. There's been all kinds of f*#@ed up bugs popping up since the update that came with Automatron. Mod weapons turning invisible. The player character turning invisible when using a non-PA jetpack. It's getting harder and harder to troubleshoot because the problems are just getting weirder and weirder. -
In response to post #36105510. #36107130, #36108145, #36111230, #36111695, #36111880, #36112075, #36112165, #36112205, #36114300 are all replies on the same post. kiss quality screenshots goodbye
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F4SGE Here's the link, since I kind of messed up the name of it and where its from when I recommended it to you.
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New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
Thanks VlitS for cracking what was causing that bug. I'll start working on the fix. As far as whatever weapon you have equipped, it's OMODs showing on other guns in the bench, that's normal. It should work that way. Whichever weapon is equipped is the weapon whose OMOD set is going to show up, no matter which of the WSE guns you're looking at. That'[s why you have to equip the one you want to mod. That's the drawback. All those guns share the same ma and ap keyword combinations on their OMODs, the GetEquipped condition is what filters in the place of individual ma keywords. If you have a miscmod in your inventory then you can use it, it'll bypass any requirements for crafting. I'll do some testing on the M82a2, I haven't actually modded it yet, so I'll test to see if it crashes for me too. I believe your understanding of secondary ap keywords in an OMOD is correct. As far as the obsolete keywords for the AK2047 I don't know, never noticed them. I'll take a look. -
New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
For the most part yes, the mods don't show up unless the the weapon they belong on is equipped. There is a handful of mods that are showing up on everything, but I don't think they are viable in the sense that you could actually choose them though. Their ingredient requirements when showing on the wrong weapon are listed as none. I haven't gotten a chance to do the testing to figure out what their problem is, but I suspect it has to do with them having more that one ap keyword listed in their recipes. But I still need to test that guess. Atm, it's just a small visual bug, and I've labeled the problem mods with their weapon in the name to make it obvious. -
There has been an issue with people not being able to load their save if they've disabled too many plugins. You can use F4SGE to remove references to unused plugins in your game save. I haven't used it so I can't describe the process, but it should be able to help you clean your save file so that it'll load.
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New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
@SlapMeSilly That's not the one. It's Synth Armors and Uniforms - Standalone Mega Pack - C.A.S.T by Echoes56560 and MaaroTakai And it does do color changing. It's the CCCA of synth armor. The colors are fully customizable at the armor workbench. But like I said, I don't fully understand why it works. Looking at it, it looks like it wouldn't work properly, but it works as intended, so it's some genius that I just can't make out. @VlitS I just uploaded Weaponsmith Extended. Could you take a look at what I've done for filtering the OMODs and let me know if you think something else would be more effective. -
New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
@VlitS "Just want to confirm something: if a vanilla keyword isn't referenced by anything, it won't count towards the cap, right?" I don't think that's the case. I think they always count whether they are used or not. So I think that using one of those would not add to the count. "Also, does using a Keyword for the "ModdedItemHasKeyword" conditional add to any known keyword caps?" This is used mainly (only?) for dn keywords for dynamic naming. So there a small number of these that define what naming rule is used. And then there is more of these in the omods as triggers for the dynamic naming rules. Excessive use of these could probably lead to a brand new keyword cap bug. It's probably safer to use a different conditional, like GetItemCount or GetEquipped for further filtering. You should probably talk to the SynthCAST guys. They pulled off a color changing mod with no ma keyword footprint. I took a look at it but didn't fully understand why or how it worked, but it did. @Vac333 It sounds like you have this bug. Usually when people get it, when I've made myself have it, the mod slots usually just disappear, but I think that the weird doubled/tripled up appearance of the mod slots is probably just another manifestation of the same issue. -
I have a mesh I'm working on. I was changing up the pistol harness variants and adding 44 revolvers instead. For some reason everything works except for the 44 meshes, which are invisible. I added them by copy and pasting branches. I gave the new nodes proper names, I fixed the material file paths, and the texture paths were correct. I'm using vanilla material and texture files. Do you know what step I'm missing?
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you can assign slot 32 which disables face gen if you're worried about the face clipping through, but I don't know if that would include ears or not.
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New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
It's a viable idea. The only problem would be what if someone used the same combination of keywords. Then the mods for both items would show up for both both items when modding them. It would work best if combined with a condition in the recipe for the OMODs that would limit the mods to only show up for the correct item. Luckily item conditions work with perk conditions for item mod recipes, even though they don't work together for item crafting recipes. As far as a thread with a detailed discussion of how they work, you're already here. There's some more information that you could learn from if you look at the AE tutorial on how to make an AE patch. I'm working on a mod for mod weapons atm that puts them all on a shared ma keyword instead of them each having their own. It's in the testing stage atm. Still have a little polishing to do to get all the VIS tagging working properly, and some more game testing to make sure the leveled list integration I set up is working as intended. But it shouldn't be too long before I release it. -
For leveled lists there is a setting LVSG - Unknown LL_EpicChance_Standard [GLOB:0003F1E4] I was just wondering what this does. Does it make so that if the item from this list is spawned on a legendary npc that it has a chance of being that npc's legendary loot item?
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New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
I suspect the mod menu category array that has been filling up is just ma keywords. There's probably a separate array for ap keywords, but it hasn't been getting filled up yet because vanilla uses way more ma than ap keywords. -
New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
The discussion is getting a little jumbled. Just wanted to reiterate that it's two separate arrays that have been getting filled up, two different bugs; crafting menu keywords and mod menu keywords. So there's two different footprint counts to be aware of, each having different methods of dealing with them. Luckily, with the first we can take advantage of SK and AWKCR. But with second there's so much less wiggle room over the vanilla keyword count, and no ideal way to share keywords. I'm working on a mod for setting up mod weapons to share a keyword, but it won't be as convenient as vanilla, because you'll only be able to mod the mod weapon you have equipped. -
Homemaker - Greenhouse Disabler SK.esp should be below Homemaker - SK Integration Patch.esp
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New crisis on horizon: Mod Menu Category Formlist Cap Bug?
Gambit77 replied to Gambit77's topic in Fallout 4's Discussion
Well we could make a new plugin. Give it corresponding MA and AP keywords to add new mod categories. Could name them ma_test01 & ap_test01"Test 01", and so on up to about 50. Make a generic OMOD to attach to each one of the new mod menus. Make a test outfit that has all these mod menu keywords attached to it. Then load up a vanilla build with just this plugin and see how many of the menus show up at the armor workbench when we go to mod the test outfit. From my prior testing I think it'll be between 41 and 46, but I think this test would give us the exact amount.