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Build menu category cap?


Chemist18

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I've been playing FO4 since day 1. I completed a first play through with no mods. Then I started adding mods one or two at a time.

 

I've been using Snap'n Build modular doorways. I loaded a couple more mods, then I noticed the wooden wall piece that I like to use was not visible anywhere in the list of buildable items, nor could I select any of the crafted ones, BUT I could see all the previously crafted ones which tells me it's still "somewhere". I've disabled and enabled the mods in all sorts of different combinations but that one model never shows back up. I'm not sure now which mod actually added the wall piece I'm referring to. It's the wooden wall part from some of the wooden prefabs if that helps...

 

I've seen mention of a "Build Menu Category Cap" as well as mention of ... "Settlement keywords" that might address this issue.

 

I would be grateful if someone could either quickly explain this issue to me or simply point me to an early discussion of it.

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Beth decided to implement a keyword cap. There's around 2 or 3000 keywords in the base game esm, and for mods there's very little space left to add. Keywords are used for a lot of situations, not just crafting or building.

 

Each mod that adds custom categories, be it workbench, weapon crafting, chem craft etc will contribute towards that limit. Thus, the more crafting and building mods you have, the less likely you are to not lose items, unless the mods use a common framework. For crafting benches, that resource is called rmor & Weapons Keywords Community Resource (AWKCR). For workshop, the resource is called Settlement Keywords. The purpose of these two mods is to shorten the amount of keywords used by mods, and give them all a base mainframe on which they can build without a need for patches, or worrying about kywd limit.

 

For help purposes, post your load order.

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Thank you very much for your comprehensive explanation :). Here's my load order as it is right now.

 

Fallout4.esm
LootableWorkbenches.esp
SkjAlert_RS+.esp
Corn Oil.esp
NewFace_Settlers.esp
SniperDamage.esp
No Lowered Suppressor and Bayonet Range.esp
powerful.50 .esp
44. Revolver Damage Increase.esp
ConstructionLight_Brighter_Shadows_Wireless.esp
pylons.esp
M2216.esp
CLEAN RedRocket.esp
CBBE.esp
springfield1971_companions.esp
BrighterSettlementLights.esp
TrueStormsFO4.esp
TrueStormsFO4-ClimateSettings.esp
DarkerNights.esp
DarkerNightsDetection.esp
LegendaryRarity5.esp
LegendaryAllDifficulties3x.esp
CraftableAmmunition_Core.esp
CraftableAmmunition_Recipes_Components_Normal.esp
CraftableAmmunition_Recipes_Core_NoPerks.esp
CraftableAmmunition_Recipes_FusionCore_Perks.esp
CraftableAmmunition_Recipes_NukaGrenade_Perks.esp
Snap'n Build - Immersive Modular Doorways.esp

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Snap'n Build - Immersive Modular Doorways.esp move on top.

 

You're not using any other workbench mods, so where are you capped? Please export load order from NMM using the builtin function it offers.

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Load order now looks like this:

 

GameMode=Fallout4

Fallout4.esm=1
ArmorKeywords.esm=1
SettlementKeywords.esm=1
Snap'n Build.esm=1
Snap'n Build - Modules.esp=1
Snap'n Build - Immersive Modular Doorways.esp=1
Snap'n Build - Roofs.esp=1
SnB - Windows.esp=1
DDP_Interior_doorway1.esp=1
LootableWorkbenches.esp=1
SkjAlert_RS+.esp=1
Corn Oil.esp=1
NewFace_Settlers.esp=1
SniperDamage.esp=1
No Lowered Suppressor and Bayonet Range.esp=1
powerful.50 .esp=1
44. Revolver Damage Increase.esp=1
ConstructionLight_Brighter_Shadows_Wireless.esp=1
pylons.esp=1
M2216.esp=1
CLEAN RedRocket.esp=1
CBBE.esp=1
springfield1971_companions.esp=1
BrighterSettlementLights.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
DarkerNights.esp=1
DarkerNightsDetection.esp=1
LegendaryRarity5.esp=1
LegendaryAllDifficulties3x.esp=1
CraftableAmmunition_Core.esp=1
CraftableAmmunition_Recipes_Components_Normal.esp=1
CraftableAmmunition_Recipes_Core_NoPerks.esp=1
CraftableAmmunition_Recipes_FusionCore_Perks.esp=1
CraftableAmmunition_Recipes_NukaGrenade_Perks.esp=1
Guard Rug - D1.esp=1
Guard Rug - D3.esp=1
Guard Rug - D6.esp=1
EferasBetterBeds.esp=1
SatelliteWorldMap.esp=1

As of right now, I can see all the wall sections I previously crafted, though I cannot select them or do anything else with them.

 

I'm not able to figure out where the particular wall piece came from. I tried to add a cropped shot of the specific wall piece to see if anyone recognized it but I'm unable to upload.

 

Pylons.esp adds a pylon with a much longer range than the current conduits do.

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Welp, suddenly a lot of other mods appeared ^^

 

If you're using Snap'n Build 1.5 plus its SK port, you need to disable the esp file. If you don't use the SK version, you should consider doing that. If you use Snap'n Build 1.5b and chose the SK version, this is correct:

 

Snap'n Build.esm=1
Snap'n Build - Modules.esp=1

 

These are all integrated in Snap'n Build. Remove them.

Snap'n Build - Immersive Modular Doorways.esp=1
Snap'n Build - Roofs.esp=1
SnB - Windows.esp=1

 

 

pylons.esp=1 should be fine then. Seems to use the vanilla menu.

 

Apart from these issues, the load order seems fine although I'd move pylons.esp below DDP_Interior_doorway1.esp.

Edited by wax2k
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