JonathanOstrus Posted February 13, 2016 Share Posted February 13, 2016 @MindfulDroidMA and AP are Prefixes of keywords that you can only see if you use Fo4Edit to open the plugins and look at them.OMOD - Object MODification, basically everything that is a change on an armor or weapon, ex.: Glow SIghts, Reflex Sights, Shielded Lining, Ballistic WeaveBNS - No IdeaMNAM - is a record inside items, what it exactly is, I don't know yet since it can't be decoded by Fo4Edit yet.ARMO - Armor record in Fo4EditAWKCR - Armor and Weapon Keyword Community Resource, a framework of keywords so that the keyword-footprint of mods can be reduced since there is a limit to them and when you hit it categories, menus and parts start to disappear.SK - Settlement Keywords, same as AWKCR just for the Settlement Building feature just as a slightly off-topic side question, I'm still new to Fallout modding and see a lot of abbreviations being used just about everywhere, so if anyone could enlighten me on what these stand for:MA AP OMOD BNS MNAM ARMO AWKCR SK :smile: BNS - Blade and Soul. Skyrim mod port I did and it's somewhere else for semi-obvious reasons. The reason we've been using it as a reference is, the first modular version I made has 7 category keywords (ap), only 6 were actually used though. The latest one re-uses vanilla ap keywords but adds 1 ma to filter it. It has a visible/invisible and 4 color choice blouse, skirt, armband, wristband, shoes, and panties (no color options). Which is why it's a fairly useful test. Link to comment Share on other sites More sharing options...
Descivii Posted February 13, 2016 Share Posted February 13, 2016 What would I be looking for to know if a mod will affect the count? I had previously assumed that anything more than a texture replacer but it seems there are some mods that dont contribute to the count but I dont know specifically why. Link to comment Share on other sites More sharing options...
ParasiteX Posted February 15, 2016 Share Posted February 15, 2016 Blergh... I just finished updating Endor's Custom Combat Armor mod. And replaced every ap_ keyword with a vanilla keyword. Well over 300 entries i think... But from i testing it worked. And was able to make the mod work properly again after hitting hitting the cap.The keywords i ended up using where the ap_debug ones. I figured they weren't actually used in game, being debug all. And from my testing it didn't seem to cause any weird issues. But overall the end result is down to 1 keyword which i was too lazy to replace. But seemed to work fine even with it in. May also replace that in the future if people still report some issues. Link to comment Share on other sites More sharing options...
wax2k Posted February 15, 2016 Share Posted February 15, 2016 Does the name of that remaining keyword count as an issue? :P Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 15, 2016 Share Posted February 15, 2016 Blergh... I just finished updating Endor's Custom Combat Armor mod. And replaced every ap_ keyword with a vanilla keyword. Well over 300 entries i think... But from i testing it worked. And was able to make the mod work properly again after hitting hitting the cap.The keywords i ended up using where the ap_debug ones. I figured they weren't actually used in game, being debug all. And from my testing it didn't seem to cause any weird issues. But overall the end result is down to 1 keyword which i was too lazy to replace. But seemed to work fine even with it in. May also replace that in the future if people still report some issues. I did some testing and figured out you can use any vanilla ap_ keyword as long as the "CNAM - Color" value "Unknown" is **not** "FF". It would probably work but you won't be able to see it in game. I basically try to stick to ones that are "00" value. Link to comment Share on other sites More sharing options...
ParasiteX Posted February 15, 2016 Share Posted February 15, 2016 Blergh... I just finished updating Endor's Custom Combat Armor mod. And replaced every ap_ keyword with a vanilla keyword. Well over 300 entries i think... But from i testing it worked. And was able to make the mod work properly again after hitting hitting the cap.The keywords i ended up using where the ap_debug ones. I figured they weren't actually used in game, being debug all. And from my testing it didn't seem to cause any weird issues. But overall the end result is down to 1 keyword which i was too lazy to replace. But seemed to work fine even with it in. May also replace that in the future if people still report some issues. I did some testing and figured out you can use any vanilla ap_ keyword as long as the "CNAM - Color" value "Unknown" is **not** "FF". It would probably work but you won't be able to see it in game. I basically try to stick to ones that are "00" value. Ah nice. Good to know. Fortunately the Debug keywords i used where 00. Link to comment Share on other sites More sharing options...
refusedzero Posted February 18, 2016 Share Posted February 18, 2016 (edited) What's the best way to test if you have the keyword bug? With the invisible robots? I have significantly more menu keywords than vanilla + 40 and I'm running into no glitches that I notice currently. Pretty convinced I have the bug and just don't notice it yet. Any suggestions? Edited February 18, 2016 by refusedzero Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 18, 2016 Share Posted February 18, 2016 What's the best way to test if you have the keyword bug? With the invisible robots? I have significantly more menu keywords than vanilla + 40 and I'm running into no glitches that I notice currently. Pretty convinced I have the bug and just don't notice it yet. Any suggestions? There's no real way to test for the bug. It only happens *if* you have too many keywords of a certain type when it tries to load some things. For example, when you open the mod window at the weapon or armor workbenches. And you have too many mods installed that add categories that causes it to overflow. Or open the crafting window in workshop mode. The invisible robots is an obvious sign there are issues with keyword overflow. But it doesn't always happen. I've triggered it to overflow on the armor mod window but I don't have invisible robots. It does seem though that the invisible robots is directly influenced by the mod keywords, since each aperture (arms, eyes, etc) is actually a mod that is dynamically detached when damaged. I suspect by a combat script of some sort. Link to comment Share on other sites More sharing options...
wax2k Posted February 18, 2016 Share Posted February 18, 2016 (edited) The most common issues that are known to be caused by hitting the keyword cap are jumbled and / or missing menus in the settlement workshop and / or crafting stations. When following the general load order advice by Gambit77 and me (refer to this guide / ruleset), the jumbled / missing menus should be reduced to crafting stations only even when having hit the cap. The invisible robots are not totally confirmed to be caused by this, though it's quite an educated guess and quite probable. Edited February 18, 2016 by wax2k Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 18, 2016 Share Posted February 18, 2016 I guess it is hard to prove or disprove that the robots is influenced by the formlist bug. It just seems to be that way. And it would make sense that it is. Link to comment Share on other sites More sharing options...
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