refusedzero Posted February 8, 2016 Share Posted February 8, 2016 (edited) I think this issue might go deeper than we think. I did a lot of experimentation, and, more than anything, organized the hell outta my keywords, and I found some interesting stuff.I forced everything on AWKCR and SK I could, made sure the standalone weapons I was using were set to rock AWKCR, deleted the deleted keywords in Homemaker (thank you for the good idea Battousai124), baked the entire SK Integration Patch from Homemaker directly into the Homemaker.esm (which sucked, NovaCora is a friggin' Saint for making the sk integration patch and maintaining multiple versions), baked the AWKCR keywords from the Grenade Expansion Pack patch directly into the mod, and a bunch of other crap I'm forgetting (but listed the important stuff).The biggest footprint by far was Homemaker. I didn't count how many deleted keywords I cut out, but it was a lot. GXP was a lot less keywords but seemed on the heavy side too. Here's what I noticed:I had previously been experiencing repeated CTDs near Station Olivia. I explored around a little bit (prior to cleaning my game) and noticed the Sentry Bot in the junk yard nearby was missing pieces on the back (funky orange boxes instead of the back parts) and I would ctd when entering the cell with it. I now think the CTDs were almost certainly caused by the Sentry Bot not spawning in correctly because of the keyword cap bug. Now that I have a lot less of a keyword footprint, the Sentry Bot is fine and no more CTDs. The crazy part to me was this was while testing on a bugged up, just had 60 mods cut from it/load order shifted around with heavy edits save. Even on such a broke save the CTD issue was gone, and it was 100% repeatable beforehand.I experienced new weather effects in Nuclear Weather that I had never seen despite definitely going through the storms previously. I had been talking with the mod author who had experienced the bug himself as well as users reporting it, and we were all running into the issue of shader effects not loading in proper. I have been trying to fix this problem for a few days now. All weathers now work perfectly (I tested all Nuclear Storms using console commands). I think the keyword bug was causing visual effect issues. Again, tested on a borked to high heaven save. Less noticeably I also experienced weather effects from True Storms I had never seen before. I got a dust storm after never seeing one despite an obscene amount of time playing with True Storms. I also experienced rain storms I hadn't seen, and I'm pretty sure small storm visual effects were now loading in that weren't there before (I'm not 100% on this because I didn't even realize it was happening before and can't think of how to test it). I'm pretty positive I'm experiencing weathers that weren't loading in properly before due to the keyword bug (again, not 100%, but the difference in weather patterns from before and after were seriously noticeable). This again on a super broke save.I think the keyword bug is plaguing a lot of people without them even noticing it. It's messing with things that are hard to notice (beyond the invisible robots), such as visual fx for storms, lightning, radstorm shaders, ect. I'm almost positive I was missing a ton of weather stuff and not realizing it, and Nuclear Weather was for sure missing fx because of the bug.Here's my load order. t is crazy super custom glued together with xEdit and is why it looks so weird, but I thought I should share because I'm using a lot of different crafting mods with different keywords than others posting theirs.Fallout4.esmArbitration - Resources.esmArmorKeywords.esmSettlementKeywords.esmHomemaker.esmAdjustedEncounterZones.espArbitration.espArbitration - Button Lowered Weapons - Auto Raise from Cover.espEli_ArmourCollection.espValdacilsItemSorting-00-ValsPicks.espZW's F4 Power Armor Overhaul.espBetter Locational Damage.espUltraTweakPatch.espno_level_reqs de-localized.espBetter Perks.espMoreWeaves.espCutWeaponModsRestored.espGrenadeExpansionPack.espGXPIntegration.espSensible NPC Health.espWastelander's Cookbook.espNo Lowered Suppressor and Bayonet Range.espCBBE.espChem_redux.espCrafting Workbench.espCrafting Workbenches - Ammo.espCrafting Workbenches - Ammo Expanded.espCrafting Workbenches - Ammo Special.espCrafting Workbenches - Faction and Quest Requirements.espCrafting Workbenches - Junk Items.espCrafting Workbenches - Power Armor.espCrafting Workbenches - Pre War and Manufactured.espIWN Core 1.7.espLegendaryModification.espLegendaryModificationMisc.esp50 cal Lovin.espCTHColoredFriendliesWeaponDrawn-NSL.espCutWeaponModsRestored-UniqueWeaponModRecipes.espExtended weapon mods.espRadiant Clouds and Fogs.espTrueStormsFO4.espdD-Enhanced Blood.espdef_inv_scrap_en.espDynamic Weapon Shadows.espBetterCompanions.espEli Companion Overhaul.espFO4LaserBolts.espGOREmod.espBetterNightVision.espInteriorsEnhanced.espDX Courser X-92 Power Suit.espKerrigan.espKerriganColorChange.espKerriganGlasses.espVasstek_Vaultsuit.espNanohelmet.espNanoArmor.espB-90.espStealthSuit.espAK2047.espAK_AK2047Standalone.espAK47.espAK_AK47Standalone.espR91M.espAK_R91Standalone.espG3.espAK_G3Standalone.espIF88TacShotgun.espAK_IF88Standalone.espUSP 45.espAK_USP45Standalone.espGlock20.espAK_G20Standalone.espMinutemenoverhaul.espSettlement Resources Rebalanced.espBetterSettlers.espBetSetMortalPatch.espCarbon Fiber Combat Rifle.espAK_CarbonFibreStandalone.espM2216.espAK_M2216Standalone.espzWM92SE.espAK_M92SEStandalone.espM9.espAK_M9Standalone.espm82a.espAK_M82AStandalone.espBattleRifle.espAK_G67Standalone.espCommChemExpanded.espMoBettaScrap.espMore Shadows - All Tweaks.espMoreNoticeableHitEffect_REDMOREhardcore.espPipBoyShadows.espRealistic crippling damages.espDarkerNightsDetection.espVIS-PatchChemRedux.esp[PPE] Crafting Workbenches + Immersive Weapon Names [Patch].espVIS-PatchZephyrWarriorF4PAOverhaul-BySlot.espArmorsmith Extended.espArmour Categories.espCraftable Armor Size.espLootable Highlight.espArmorsmith Elianora Extended.espArmour Categories Add-Ons Utility.espArmour Categories Add-Ons Utility - ZWF4PAO Patch.esp-v0.9.2.espMinutemenoverhaul_ACRd Patch.espArmour Categories Add-Ons Utility - VIS Patch.espSimple Bug Fixes.espArmorsmith Prototypes Extended.espNukaRadBans.espunleveleditems.espTrueStormsFO4-ClimateSettings.espNuclear weather-TrueStormCompat.espTrue Nights v01.espI hope any of this is helpful. Let me know how I can better help y'all test this stuff. =) Edited February 8, 2016 by refusedzero Link to comment Share on other sites More sharing options...
Battousai124 Posted February 8, 2016 Share Posted February 8, 2016 @refusedzeroHuh I could have saved you the trouble of doing it yourself, since I already did, maybe I should post a link?!Mostly I make patches for myself for a lot of things, the USP for example I made for myself so it gets tagged with the right caliber and comp with Legendary Mods and craftable with AWKCR.But I guess I gotta rework my patches into the plugins now, uuuugggghhhhh! Does anyone have an idea if this keyword s#*! is a limitation from the engine and not fixable or if this is something that just needs a clever solution? P.S.: Visually I have only the problem of "super-smudged" Textures and not only at the start of the game sometimes right in the middle of a several hour session. I have no idea how to deal with that. Link to comment Share on other sites More sharing options...
wax2k Posted February 8, 2016 Share Posted February 8, 2016 P.S.: Visually I have only the problem of "super-smudged" Textures and not only at the start of the game sometimes right in the middle of a several hour session. I have no idea how to deal with that. Although it might and should have gotten better with the latest Fallout patch, you could try this: http://www.nexusmods.com/fallout4/mods/808/? I helped me a lot pre Fallout 4 v1.3. Link to comment Share on other sites More sharing options...
Battousai124 Posted February 8, 2016 Share Posted February 8, 2016 (edited) @waxIf I have both the original values in the Fallout4.ini and the upgraded values in the Fallout4Custom.ini, which one would work in that case? Edited February 8, 2016 by Battousai124 Link to comment Share on other sites More sharing options...
wax2k Posted February 8, 2016 Share Posted February 8, 2016 (edited) The values in Fallout4Custom.ini should override the ones in Fallout4.ini. Edited February 8, 2016 by wax2k Link to comment Share on other sites More sharing options...
Gambit77 Posted February 8, 2016 Author Share Posted February 8, 2016 I think I understand how this bug is making it's way into vanilla keyword territory and causing the robot bug. I think that new MA keywords from all the new mod weapons are piling up and putting people over the mod menu keyword cap. But because the new MA keywords are attached to vanilla AP keywords, it makes their effective load order for the menus 00 Fallout4.esm. I think that the AP keywords that they use are loaded inside the Fallout4.esm before the keywords for the robot parts so the cap gets hit and the robot parts that come after that get discarded. Link to comment Share on other sites More sharing options...
kingculex Posted February 8, 2016 Share Posted February 8, 2016 (edited) It does sound scary and it does possibly explain another issue a person was having were the custom mod menus from Armorsmith Extended were messed up in the vanilla armor workbench. Removal of a power armor mod .esm that was heavy in keywords fixed it. When it comes to adding shared weapon mod menu keywords to AWKCR please keep it optional. Have one version that has them and one that does not OR have a list of them so a user can go in and remove them to reduce the amount of keywords being loaded. (grumble grumble and cuts the unused keywords from SK.) Edited February 8, 2016 by kingculex Link to comment Share on other sites More sharing options...
refusedzero Posted February 9, 2016 Share Posted February 9, 2016 (edited) I'm starting to see posts reporting CTDs on high keyword footprint mods like CROSS and Homemaker. This post stood out the most:"I have been having a problem with this mod- and any other mod that adds a new tab to the game. It just makes the game crash. Have you heard of this problem before?"I think the array overflow bug can cause CTDs after experiencing the issue myself. Edited February 9, 2016 by refusedzero Link to comment Share on other sites More sharing options...
Niero Posted February 9, 2016 Share Posted February 9, 2016 I think I deleted the convo you were linking to, but it was orginally started on my sticky I forgot to lock and that wasnt a great place for a bug report anyway. I'm still not sure how MA keywords could be relevent to this issue. MAs are just filters for the AP keywords which actually designate mod slots. It's possible to make a OMOD require more than one MA keyword, so theoretically theres no need for custom keywords at all (though that would be a huge pain in the butt). For example: I can put ma_LaserGun and ma_GatlingLaser keywords both on one item, give it a standard AP like ap_gun_reciver, and then create an OMOD that checks for BOTH ma_LaserGun and ma_GatlingLaser, and the item's modmenu will see the New OMOD without that same OMOD showing up in either the Gatling Laser or the Laser Rifle's mod menus. Link to comment Share on other sites More sharing options...
refusedzero Posted February 9, 2016 Share Posted February 9, 2016 Tonycubed2 said this while I was talking with him: "Not keywords. Formlists. Even though you could add 100s of forms to a formlist only the first 128 or so were used. Bet you that's the issue. Formlists or arrays maxing out. Solution is to make more formlists or with code simulate larger arrays. I do both."I think the bug is more than just keywords, I just think the missing keywords are the easiest things to notice screwed up (crafting menus and robots going invisible). I think the cap causes all sorts of havoc to other mods by messing with the ability of the engine to lookup form id. Link to comment Share on other sites More sharing options...
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