Chemist18 Posted January 29, 2016 Share Posted January 29, 2016 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. Link to comment Share on other sites More sharing options...
Ethreon Posted January 29, 2016 Share Posted January 29, 2016 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. Link to comment Share on other sites More sharing options...
Chemist18 Posted January 29, 2016 Author Share Posted January 29, 2016 Thank you very much for your comprehensive explanation :). Here's my load order as it is right now. Fallout4.esmLootableWorkbenches.espSkjAlert_RS+.espCorn Oil.espNewFace_Settlers.espSniperDamage.espNo Lowered Suppressor and Bayonet Range.esppowerful.50 .esp44. Revolver Damage Increase.espConstructionLight_Brighter_Shadows_Wireless.esppylons.espM2216.espCLEAN RedRocket.espCBBE.espspringfield1971_companions.espBrighterSettlementLights.espTrueStormsFO4.espTrueStormsFO4-ClimateSettings.espDarkerNights.espDarkerNightsDetection.espLegendaryRarity5.espLegendaryAllDifficulties3x.espCraftableAmmunition_Core.espCraftableAmmunition_Recipes_Components_Normal.espCraftableAmmunition_Recipes_Core_NoPerks.espCraftableAmmunition_Recipes_FusionCore_Perks.espCraftableAmmunition_Recipes_NukaGrenade_Perks.espSnap'n Build - Immersive Modular Doorways.esp Link to comment Share on other sites More sharing options...
Ethreon Posted January 29, 2016 Share Posted January 29, 2016 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. Link to comment Share on other sites More sharing options...
wax2k Posted January 29, 2016 Share Posted January 29, 2016 (edited) pylons.esp might be a workshop mod as well I think. Still nowhere near to the cap with these two, since both don't add custom categories at all as far as I know. Edited January 29, 2016 by wax2k Link to comment Share on other sites More sharing options...
Ethreon Posted January 29, 2016 Share Posted January 29, 2016 pylons.esp probably increases power radiation radius and/or wire lenght. Link to comment Share on other sites More sharing options...
Chemist18 Posted January 29, 2016 Author Share Posted January 29, 2016 Load order now looks like this: GameMode=Fallout4Fallout4.esm=1ArmorKeywords.esm=1SettlementKeywords.esm=1Snap'n Build.esm=1Snap'n Build - Modules.esp=1Snap'n Build - Immersive Modular Doorways.esp=1Snap'n Build - Roofs.esp=1SnB - Windows.esp=1DDP_Interior_doorway1.esp=1LootableWorkbenches.esp=1SkjAlert_RS+.esp=1Corn Oil.esp=1NewFace_Settlers.esp=1SniperDamage.esp=1No Lowered Suppressor and Bayonet Range.esp=1powerful.50 .esp=144. Revolver Damage Increase.esp=1ConstructionLight_Brighter_Shadows_Wireless.esp=1pylons.esp=1M2216.esp=1CLEAN RedRocket.esp=1CBBE.esp=1springfield1971_companions.esp=1BrighterSettlementLights.esp=1TrueStormsFO4.esp=1TrueStormsFO4-ClimateSettings.esp=1DarkerNights.esp=1DarkerNightsDetection.esp=1LegendaryRarity5.esp=1LegendaryAllDifficulties3x.esp=1CraftableAmmunition_Core.esp=1CraftableAmmunition_Recipes_Components_Normal.esp=1CraftableAmmunition_Recipes_Core_NoPerks.esp=1CraftableAmmunition_Recipes_FusionCore_Perks.esp=1CraftableAmmunition_Recipes_NukaGrenade_Perks.esp=1Guard Rug - D1.esp=1Guard Rug - D3.esp=1Guard Rug - D6.esp=1EferasBetterBeds.esp=1SatelliteWorldMap.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. Link to comment Share on other sites More sharing options...
wax2k Posted January 29, 2016 Share Posted January 29, 2016 (edited) 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=1Snap'n Build - Modules.esp=1 These are all integrated in Snap'n Build. Remove them.Snap'n Build - Immersive Modular Doorways.esp=1Snap'n Build - Roofs.esp=1SnB - 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 January 29, 2016 by wax2k Link to comment Share on other sites More sharing options...
Chemist18 Posted January 29, 2016 Author Share Posted January 29, 2016 You are correct, I had added a number of files trying to take advice to heart :). I discovered the entire problem was that I had removed Expanded Settlement Buildings. Thank you all for the information!! Link to comment Share on other sites More sharing options...
wax2k Posted January 29, 2016 Share Posted January 29, 2016 (edited) Hope you're using the uncategorized version of Expanded Settlement Building, otherwise you might have new issues with the wood walls section. Edited January 29, 2016 by wax2k Link to comment Share on other sites More sharing options...
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