StuykGaming Posted December 16, 2015 Share Posted December 16, 2015 I'm not sure if this is real or not. I can't seem to find the value anywhere and I've been searching for hours. I've poked into all sorts of scripts and values. Maybe someone has some insight on this. When there's too many menus and categories it seems like the game is unable to load all of the menus for settlement building. Is there a workaround? I know the mods aren't conflicting, especially with proper patches. I don't even know where to begin to try and track down the value that needs to be edited. Granted it actually exists. Link to comment Share on other sites More sharing options...
CarlPalmer Posted December 26, 2015 Share Posted December 26, 2015 I am also having this issue and am trying to find anything about the issue. Link to comment Share on other sites More sharing options...
TracerFox Posted December 29, 2015 Share Posted December 29, 2015 Short answer: The values you're looking for either don't exist (limit is hard-coded), or FO4Edit has not yet decoded them. Long answer: There is a workaround, but it's not something the end-user is likely to accomplish. The mods which add new construction menus would need to agree on a master framework and menu standard. Much like the newly-made Armor Keywords community reasource, there would need to be a Construction Menu community resource as an .esm, to which the various compatible mods would need to link as master. TLDR: Go bug your favorite construction mod authors to get together and make a community resource for construction menus. Link to comment Share on other sites More sharing options...
Deleted2948850User Posted December 29, 2015 Share Posted December 29, 2015 People are working on fixing this issue, be patient. Although it might not be possible (yet),in which case we'll have to wait for Bethesda to increase the cap themselves. Link to comment Share on other sites More sharing options...
StuykGaming Posted December 30, 2015 Author Share Posted December 30, 2015 Short answer: The values you're looking for either don't exist (limit is hard-coded), or FO4Edit has not yet decoded them. Long answer: There is a workaround, but it's not something the end-user is likely to accomplish. The mods which add new construction menus would need to agree on a master framework and menu standard. Much like the newly-made Armor Keywords community reasource, there would need to be a Construction Menu community resource as an .esm, to which the various compatible mods would need to link as master. TLDR: Go bug your favorite construction mod authors to get together and make a community resource for construction menus. Working on this atm.http://i.imgur.com/0dYUieL.png Should be done tonight. Link to comment Share on other sites More sharing options...
Ralecrim Posted December 31, 2015 Share Posted December 31, 2015 (edited) While a common framework for modders to work from is the most elegant way of working around the issue I've been using a workaround that is functional: The initial idea modders had of creating blocker esps was the right one, they just went about it the wrong way. I use enabler esps instead of blockers. I've modified the crafting mods I'm using and split em into two: a base one where all the ARMO, FURN, STAT, OMOD, etc. are and then an enabler esp where I moved all the COBJ and menu related FLST and KYWD. You can then enable them as needed when you go building keeping the base one always loaded so you don't lose your "objects". Personally I use two mod "profiles" - one for playing where I load the enabler for all the workbench related crafting (chem recipes, AE, etc) and one for building where I load the construction based ones and don't load the workbench ones. People with a lot of settlement object mods might need to break their profiles further down - ie one for building and then one for decorating. Edited December 31, 2015 by Ralecrim Link to comment Share on other sites More sharing options...
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