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New crisis on horizon: Mod Menu Category Formlist Cap Bug?


Gambit77

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55? SK alone already adds 50 custom keywords. Before I deleted all keywords from Homemaker and its SK patch and removed Crafting Workbenches - Junk Items.esp, I definitely had jumbled /missing menus in the Chemistry Station, the Ammo Workbench and if I remember correctly also the Armorsmith Workbench.

 

So for testing it, try upping your keyword count first, so you can at least see for yourself how it looks ingame. Use SK, AWKCR, Homemaker + SK patch but without deleting the keywords, Crafting Workbenches including the Junk part and Armorsmith Extended. These alone are probably already enough to hit the cap but you can still keep the other ones you use enabled as long as they're compatible.

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I have all of those except I fixed Homemaker to be 100% SK myself. Check my load order a few pages back, I meant 55 + AWKCR + SK + CW + AE + Homemaker, ect. I'm running a stupid amount of crafting/settlement stuff atm. I'm well past the cap but can't find any noticeable ill effects. I know I could push it further, but I'm curious if we can find a way to see if the bug is happening when it's not in-your-face broken.

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The discussion is getting a little jumbled. Just wanted to reiterate that it's two separate arrays that have been getting filled up, two different bugs; crafting menu keywords and mod menu keywords. So there's two different footprint counts to be aware of, each having different methods of dealing with them. Luckily, with the first we can take advantage of SK and AWKCR. But with second there's so much less wiggle room over the vanilla keyword count, and no ideal way to share keywords. I'm working on a mod for setting up mod weapons to share a keyword, but it won't be as convenient as vanilla, because you'll only be able to mod the mod weapon you have equipped.

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@Gambit77, is there any reason Niero's idea wouldn't be viable? It definitely works (as far as limiting what mods show for what weapons/armor), but I don't know enough about how the arrays work to know if it would introduce other problems.
If it wouldn't introduce other issues, than instead of the "Mod Menu keywords" mod actually having it's own keywords that it adds, it could list all the vanilla keywords that are good to use, and the mod page would have instructions on how to use it, and could (potentially) list the mods that use each keyword combination.
Niero's idea:

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.

 

 

 

Also, does anyone know a good tutorial for how the game uses keywords? Or if not, a thread with detailed discussion of how they work?

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@Gambit77, is there any reason Niero's idea wouldn't be viable? It definitely works (as far as limiting what mods show for what weapons/armor), but I don't know enough about how the arrays work to know if it would introduce other problems.
If it wouldn't introduce other issues, than instead of the "Mod Menu keywords" mod actually having it's own keywords that it adds, it could list all the vanilla keywords that are good to use, and the mod page would have instructions on how to use it, and could (potentially) list the mods that use each keyword combination.
Niero's idea:

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.

 

 

 

Also, does anyone know a good tutorial for how the game uses keywords? Or if not, a thread with detailed discussion of how they work?

 

It's a viable idea. The only problem would be what if someone used the same combination of keywords. Then the mods for both items would show up for both both items when modding them. It would work best if combined with a condition in the recipe for the OMODs that would limit the mods to only show up for the correct item. Luckily item conditions work with perk conditions for item mod recipes, even though they don't work together for item crafting recipes.

As far as a thread with a detailed discussion of how they work, you're already here. There's some more information that you could learn from if you look at the AE tutorial on how to make an AE patch.

I'm working on a mod for mod weapons atm that puts them all on a shared ma keyword instead of them each having their own. It's in the testing stage atm. Still have a little polishing to do to get all the VIS tagging working properly, and some more game testing to make sure the leveled list integration I set up is working as intended. But it shouldn't be too long before I release it.

Edited by Gambit77
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