tonycubed2 Posted February 7, 2016 Share Posted February 7, 2016 Every elder scrolls title seems to build on the previous engine instead of resigning from scratch. It is reasonable to assume that the form list limitation got carried over. The chesko solution is to,use functions that simulate larger arrays by nesting them. I had to do this myself in sands of time. He is missing one function in his solution, the one to search for and find a particular item in the list. I adde the missing function and he checked it out and approved of it. The same should work for fallout 4 but we need the creation kit to produce a work flow of how they are used. Then we change it. Without the creation kit we can use tesedit to do MSP,e things and even fill in properties but there is no complete list of variables used by the game and their use. The kit should be released this,month based on skyrim release date. If there is,no solution before then I can help with scripting and deciphering the process. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 7, 2016 Share Posted February 7, 2016 Ok, sleep deprivation hits again. So I wasn't thinking it totally through when I did my testing last night. If the problem is an array list overflow as we suspect, then re-using vanilla keywords won't solve anything. Only postpones the problem until enough mods re-use the same ap keyword until the total number of mods re-using it cause an overflow in it. I haven't had a chance to make a test esp to try this theory out but it's on my todo list. If it has the same arraylist value of 128 as skyrim had then, if we use a new keyword and make 127 omod and reference them with the armo record to that keyword that gives us our max of 128. we should be able to see them all in game. if we then add 1 more omod causing it to create a total reference usage of 129 that should cause an error. i'm not relishing the idea of making 128 fake omods for testing but it sounds like it needs to be done to verify this. Anyone else have ideas? Link to comment Share on other sites More sharing options...
VIitS Posted February 7, 2016 Share Posted February 7, 2016 Just wanted to chime to say that one easy method is to use categories that were made for other workbenches. Because OMODs have a field for workbench keyword as well as Category, you can (for instance) use the "Utility" category from the cooking station as a general Workbench (structure) category. I used that to reduce the number of keywords my own version of NX Pro farmer uses to one (just the workbench keyword), and I'll probably find an unused keyword to replace that at some point. This was mentioned somewhat already, but that was more about how you can use a single vanilla keyword for a single mod, whereas this would be good for allowing multiple mods to use the same keywords (as long as they don't use the same workbench). The only problem is that the name is the same for all, which limits the usefulness unless you don't care about weird category names. If nothing else, there are probably a few that can be used to replace some of the keywords added by SK or AWKCR. There was a mention of using conditionals, which is probably the best way to do things (I also used conditionals on the compost and planter recipes for my NX Pro Farmer esp, so they only show if you have the required consumable), although I'm not sure if using GetEquipped would be the best function. It depends on how the game looks at things. Can someone with more experience with workbenches/modifications chime in with whether GetEquipped comes back as true for whatever item you are currently modding in the workbench? Another possible conditional is to use multiple conditions of "HasKeyword", and then make your mod-added weapon/armor use two keywords nothing else will (like WeaponTypeRipper and WeaponTypeJunkJetj. Since the game seems to use the ma_xxxx keywords for determining what mods a weapon can have, that shouldn't (for instance) make it so you mod suddenly had options for RIpper and Junkjet mods. Not sure what to put in the "Run On" field to get that to work though. And as a quick resource, from me spending way too much time this weekend trying to minimize keyword usage in the mods I am using, some possibly useful keywords: WorkshopWorkbenchTypeExterior: 0005a0c8WorkshopWorkbenchTypeWire: 0005a0c9WorkshopWorkbenchTypePower: 0005a0cAWorkshopWorkbenchTypeFurniture: 0005b5e3WorkshopWorkbenchTypeDecorations: 0008280bWorkshopWorkbenchTypeCrafting: 0012e2c8WorkshopWorkbenchTypeInteriorOnly: 0023d9baWorkshopWorkbenchTypeSettlement: 00246f85 PowerArmorWorkbenchKeyword 0016FF00 There's a ton of "WeaponType_____" keywords, that can probably be used freely. Since there are too many to type out, just search for 0016968b (WeaponTypeAlienBlaster) and sort by EditorID. Looks like there are at least 40 of them. You could probably add name fields to them without any issues, but I am fairly new to doing anything in depth with FO4edit. Link to comment Share on other sites More sharing options...
Gambit77 Posted February 7, 2016 Author Share Posted February 7, 2016 Thank you RefusedZero and TonyCubed. That info is helpful, and I was thinking we'd need CK for a more permanent solution, so for now we just need to work on a stopgap measure. Ok testing update. I've gone and put re-used ap keywords every omod to create categories. They're not properly named of course but the omod's have descriptive names so not a problem. I then created new ma keywords (renamed and edited the old ap keywords). So the ARMA record references 6 vanilla ap keywords, and 7 new ma keywords. All the omod's filter out to 6 of the new ma keywords. The 7th is just an extra added to the ARMA for no good reason. This still shows the proper mods. I posted a new esp over on the BNS LL forum for testing. Any further thoughts?I can use your new plugin to run a test to isolate whether ap keywords contribute to the count or not. If AP keywords count then the count should stay the same using the 7 MA keywords in the new version since you were using 7 AP keywords before. If AP keywords don't count then the count should go up by seven and I should lose 7 more slots. I just have to figure out a load order that will work to test it since I suspect that even though all 12 WB slots were getting lost I think the cap line only extended into that plugin by 1 slot. I suppose I could move AE and CCCA above WB for the test. Link to comment Share on other sites More sharing options...
Gambit77 Posted February 7, 2016 Author Share Posted February 7, 2016 (edited) I'm getting unexpected results in testing just trying to set up a baseline. At first I assumed it was AP keywords that counted, and though I haven't done an AP isolation test yet, just based on the results from attempting to setup an altered baseline working load order to test from it's looking more like its the MA keywords by themselves that are being counted. My hypothesis is shaping up to be that the MA and AP keywords have separate formlists that they're added to and we're just seeing this issue on the MA keyword formlist filling up because vanilla uses a lot more MA keywords than it does AP keywords. Original working load order Fallout4.esmSettlementKeywords.esmSnap'n Build.esmValdacilBugFixes.esmHomemaker.esmArmorKeywords.esmBig Leagues Rank 5 Fix.espNinja Perk Fix.espSleekFix.espWorsins-T60-Headlamp-Fix.espSimple Intersection.espHomemaker - SK Integration Patch.espHomemaker - Greenhouse and Bunker Disabler SK.espAlternateSettlements.espAlternateFurniture.espOCDispenser.espOCDecorator.espNX Pro - Farm Core.espNX Pro - Harvest Overhaul.espABP Paintings.espABP Paintings - Sets =01=G=P.espDD_AIO_I_Hate_You_All.espDD_Power_armor_option.espDDP_BAB_M1.espDD_I_Ran_Out_Of_Funny_Names.espBetterJunkFences.espGraffity2ElectricBoogaloo.espLadyKillerBed.espCraftable Cats.espCraftable dogs.espCarryWeight100Strength.espCarryWeight1000.esp10% Fusion Core Drain.espDogmeatDistance.espUnlimitedFollowers.espUniquePlayer.espUniqueFollowers.espDarkerNights.espDarkerNightsDetection.espTrueStormsFO4.espTrueStormsFO4-LITE-Audio.espTrueStormsFO4-ClimateSettings.espDarkerNights-TrueStorms-LITE-Audio.espPipBoyShadows.espRainofBrassPetals.espLongRangeBulletHoles.espSatelliteWorldMap.espOWR.espRenRadioMod.espCuts and Blunts 3.0.espIncreasedSettlerPopulation50.espBetterSettlers.espChildSettlers.espBS CS Patch.espNewFace_Settlers.espNewBetterFaces.espNFS CS Patch.espNoObjectLimit.espSlowTime.espDynamic Weapon Shadows.espextendedLightsWS - No shadows.espScrapper Corpse Highlighting.espCTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.espDeadBodyCollision.espShaikujinSettlementAttacked.espShaikujinRadiantAlerts.espHeroic Shishkebab.espBetterGenerators.espLongerPowerLines3x.espValdacilsItemSorting-AidWeightless.espValdacilsItemSorting-Ammo.espValdacilsItemSorting-ArmorByClass.espValdacilsItemSorting-CosmeticsByClass.espValdacilsItemSorting-ExplosivesSortBottomWeightless.espValdacilsItemSorting-JunkWeightless+DEF_INV.espValdacilsItemSorting-MiscWeightless.espValdacilsItemSorting-ModsWeightless.espValdacilsItemSorting-NotJunk.espValdacilsItemSorting-Perks.espValdacilsItemSorting-Weapons.espNX Pro - Farm Core - Valdacil's Item Sorting.espCBBE.espDirty Raiders Standalone for CBBE.espPA_Materials_Paints.espWorsins-Paint-Garage-lite-no-bonus.espcombat_PA.espcombat_PA - AWKCR - VIS AbC.espBrotherhood of Steel Kit.espcutoffs-calyps.espHarness-calyps.espHelmless Hazmat.espClean Drifter Outfit.espDark Drifter.espDark Hats.espBalaclava.espCuteYenOutfit.espDX Adventurer Outfit.espDX Chem I Care Outfit.espDX Commonwealth Mini Dresses.espDX Commonwealth Shorts.espDX Vault Girl Shorts.espDX Courser X-92 Power Suit.espBostonJacketFatiguesMod.espLongCoatVaultSuit.espEli_Accessories.espEli_ArmourCollection.espArmored General by Hothtrooper44.espWasteland Sniper by Hothtrooper44.espJacket.espKerrigan.espKerriganColorChange.espKerriganGlasses.espVasstek_Vaultsuit.espNanohelmet.espNanoArmor.espB-90.espStealthSuit.espRangergearnew.espPreWarDressSA.espProtoLining.espsquireoutfit.espBoston Looter.espzWGirlClothMina.espzWGirlClothSimply.espzWInsanity.espAnS Wearable Backpacks and Pouches.espAnV Camo Backpacks.espFieldScribeBackpack.espEferasShoulderBag.espHubrisShoulderBags[Chemistry].espCrafting Workbench.espCrafting Workbenches - Ammo.espCrafting Workbenches - Ammo Expanded.espCrafting Workbenches - Ammo Special.espCrafting Workbenches - Junk Items.espCrafting Workbenches - Power Armor.espCrafting Workbenches - Pre War and Manufactured.espBuild Crafting Stations in Player Home.espExtended weapon mods.espRangerSequoia.espEndorsCustomCombatArmor.espCraftable Armor Size.espMoreWeaves.espLegendaryModification.espChineseStealthArmorLegendaryMod.espLegendaryModificationMisc.espArmorsmith Extended.espArmorsmith Calyps Extended.espArmorsmith cat_woman1989 Extended.espArmorsmith DeserterX Extended.espArmorsmith Eferas Extended.espArmorsmith Elianora Extended.espArmorsmith Hothtrooper44 Extended.espArmorsmith Invalidfate Extended.espArmorsmith Okido Extended.espArmorsmith Pack It Up Pack It In.espArmorsmith Proto Vault Suit Extended.espArmorsmith Prototypes Extended.espArmorsmith Siraxx Extended.espArmorsmith Unoctium Extended.espArmorsmith Unique Followers One Rings.espArmorsmith Extended ilordg helmet pack.espEndorsCustomCombatArmor_AE.espARMSMTH - CCCA -Combat Helmet Illumination 1.2.espNukaRadBans.esprxl_collars.espSpartan-Calyps.espBlackRose.espBlade&Soul-ArmorsmithExtended.espCUSTOM ARMORS.espGurl.esp So here's the stats from the first oneArmorsmith Extended has 6 MA / 6 APArmorsmith Proto Vault Suit Extended has 1 MA / 1 APWearable Backpacks has 12 MA / 12 APCustom Combat Armor v2.2 has 2(?) MA / 6 AP, not sure if that's the current count.Blade & Soul Schoolgirl outfit has 0 MA / 7 APCeltic Katana has 1 MA / 0 APNCR Ranger Gear has 1 MA / 0 AP (in use), (7 MA / 1 AP not being used by the plugin atm, not sure if they add towards count)Combat Helmet Illumination has 2 MA / 2 APKerrigan Color Changer has 15 MA / 2 APPower Armors Materials Paints has 1 MA / 1 AP Total counts - 41 MA (48 if unused count) + 37 AP (38 if unused count) = 78 combined (86 if unused count) Vastly different working load order that I came up with trying to prepare for an AP isolation test Fallout4.esmSettlementKeywords.esmSnap'n Build.esmValdacilBugFixes.esmHomemaker.esmArmorKeywords.esmBig Leagues Rank 5 Fix.espNinja Perk Fix.espSleekFix.espWorsins-T60-Headlamp-Fix.espSimple Intersection.espHomemaker - SK Integration Patch.espHomemaker - Greenhouse and Bunker Disabler SK.espAlternateSettlements.espAlternateFurniture.espOCDispenser.espOCDecorator.espNX Pro - Farm Core.espNX Pro - Harvest Overhaul.espABP Paintings.espABP Paintings - Sets =01=G=P.espDD_AIO_I_Hate_You_All.espDD_Power_armor_option.espDDP_BAB_M1.espDD_I_Ran_Out_Of_Funny_Names.espBetterJunkFences.espGraffity2ElectricBoogaloo.espLadyKillerBed.espCraftable Cats.espCraftable dogs.espCarryWeight100Strength.espCarryWeight1000.esp10% Fusion Core Drain.espDogmeatDistance.espUnlimitedFollowers.espUniquePlayer.espUniqueFollowers.espDarkerNights.espDarkerNightsDetection.espTrueStormsFO4.espTrueStormsFO4-LITE-Audio.espTrueStormsFO4-ClimateSettings.espDarkerNights-TrueStorms-LITE-Audio.espPipBoyShadows.espRainofBrassPetals.espLongRangeBulletHoles.espSatelliteWorldMap.espOWR.espRenRadioMod.espCuts and Blunts 3.0.espIncreasedSettlerPopulation50.espBetterSettlers.espChildSettlers.espBS CS Patch.espNewFace_Settlers.espNewBetterFaces.espNFS CS Patch.espNoObjectLimit.espSlowTime.espDynamic Weapon Shadows.espextendedLightsWS - No shadows.espScrapper Corpse Highlighting.espCTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.espDeadBodyCollision.espShaikujinSettlementAttacked.espShaikujinRadiantAlerts.espHeroic Shishkebab.espBetterGenerators.espLongerPowerLines3x.espValdacilsItemSorting-AidWeightless.espValdacilsItemSorting-Ammo.espValdacilsItemSorting-ArmorByClass.espValdacilsItemSorting-CosmeticsByClass.espValdacilsItemSorting-ExplosivesSortBottomWeightless.espValdacilsItemSorting-JunkWeightless+DEF_INV.espValdacilsItemSorting-MiscWeightless.espValdacilsItemSorting-ModsWeightless.espValdacilsItemSorting-NotJunk.espValdacilsItemSorting-Perks.espValdacilsItemSorting-Weapons.espNX Pro - Farm Core - Valdacil's Item Sorting.espCBBE.espDirty Raiders Standalone for CBBE.espPA_Materials_Paints.espWorsins-Paint-Garage-lite-no-bonus.espcombat_PA.espcombat_PA - AWKCR - VIS AbC.espBrotherhood of Steel Kit.espcutoffs-calyps.espHarness-calyps.espHelmless Hazmat.espClean Drifter Outfit.espDark Drifter.espDark Hats.espBalaclava.espCROSS_Gear.espCROSS_Uni_Scarf.espCuteYenOutfit.espDX Adventurer Outfit.espDX Chem I Care Outfit.espDX Commonwealth Mini Dresses.espDX Commonwealth Shorts.espDX Vault Girl Shorts.espDX Courser X-92 Power Suit.espBostonJacketFatiguesMod.espLongCoatVaultSuit.espEli_Accessories.espEli_ArmourCollection.espArmored General by Hothtrooper44.espWasteland Sniper by Hothtrooper44.espJacket.espKerrigan.espKerriganColorChange.espKerriganGlasses.espVasstek_Vaultsuit.espNanohelmet.espNanoArmor.espB-90.espStealthSuit.espRangergearnew.espPreWarDressSA.espProtoLining.espsquireoutfit.espBoston Looter.espzWGirlClothMina.espzWGirlClothSimply.espzWInsanity.espCrafting Workbench.espCrafting Workbenches - Ammo.espCrafting Workbenches - Ammo Expanded.espCrafting Workbenches - Ammo Special.espCrafting Workbenches - Junk Items.espCrafting Workbenches - Power Armor.espCrafting Workbenches - Pre War and Manufactured.espBuild Crafting Stations in Player Home.espExtended weapon mods.espRangerSequoia.espEndorsCustomCombatArmor.espCraftable Armor Size.espMoreWeaves.espLegendaryModification.espChineseStealthArmorLegendaryMod.espLegendaryModificationMisc.espArmorsmith Extended.espArmorsmith Calyps Extended.espArmorsmith cat_woman1989 Extended.espArmorsmith DeserterX Extended.espArmorsmith Eferas Extended.espArmorsmith Elianora Extended.espArmorsmith Hothtrooper44 Extended.espArmorsmith Invalidfate Extended.espArmorsmith Okido Extended.espArmorsmith Proto Vault Suit Extended.espArmorsmith Prototypes Extended.espArmorsmith Siraxx Extended.espArmorsmith Unoctium Extended.espArmorsmith Unique Followers One Rings.espArmorsmith Extended ilordg helmet pack.espEndorsCustomCombatArmor_AE.espARMSMTH - CCCA -Combat Helmet Illumination 1.2.espNukaRadBans.esprxl_collars.espSpartan-Calyps.espBlackRose.espCUSTOM ARMORS.espGurl.esp So here's the stats from this second buildArmorsmith Extended has 6 MA / 6 APArmorsmith Proto Vault Suit Extended has 1 MA / 1 APCustom Combat Armor v2.2 has 2(?) MA / 6 AP, not sure if that's the current count.Celtic Katana has 1 MA / 0 APNCR Ranger Gear has 1 MA / 0 AP (in use), (7 MA / 1 AP not being used by the plugin atm, not sure if they add towards count)Combat Helmet Illumination has 2 MA / 2 APKerrigan Color Changer has 15 MA / 2 APPower Armors Materials Paints has 1 MA / 1 APCROSS Uni Scarf has 17 MA / 3 AP Total counts - 46 MA (52 if unused count) + 21 AP (22 if unused count) = 67 combined (74 if unused count) Edited February 8, 2016 by Gambit77 Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 7, 2016 Share Posted February 7, 2016 Thank you RefusedZero and TonyCubed. That info is helpful, and I was thinking we'd need CK for a more permanent solution, so for now we just need to work on a stopgap measure. Ok testing update. I've gone and put re-used ap keywords every omod to create categories. They're not properly named of course but the omod's have descriptive names so not a problem. I then created new ma keywords (renamed and edited the old ap keywords). So the ARMA record references 6 vanilla ap keywords, and 7 new ma keywords. All the omod's filter out to 6 of the new ma keywords. The 7th is just an extra added to the ARMA for no good reason. This still shows the proper mods. I posted a new esp over on the BNS LL forum for testing. Any further thoughts?I can use your new plugin to run a test to isolate whether ap keywords contribute to the count or not. If AP keywords count then the count should stay the same using the 7 MA keywords in the new version since you were using 7 AP keywords before. If AP keywords don't count then the count should go up by seven and I should lose 7 more slots. I just have to figure out a load order that will work to test it since I suspect that even though all 12 WB slots were getting lost I think the cap line only extended into that plugin by 1 slot. I suppose I could move AE and CCCA above WB for the test.i'm a little curious how exactly you're counting what's used. or if you're opening each esp and manually counting each one? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 7, 2016 Share Posted February 7, 2016 I'll be home in about 3 hours and can setup some testing esp's. Can also describe out how I think all of the formlists work. In short I think it works kind of like a in memory database of sorts. The base issue seems to be that it creates multiple arrays (or lists if you will) of the keywords that are in use/searched for/compared against. So I don't think it's as simple as reducing any one type or set of keywords usage. Though it does appear that using ma keys for filtering has an effect. Link to comment Share on other sites More sharing options...
Gambit77 Posted February 8, 2016 Author Share Posted February 8, 2016 i'm a little curious how exactly you're counting what's used. or if you're opening each esp and manually counting each one? Yes, I looked inside all my plugins to do the counts. Link to comment Share on other sites More sharing options...
Battousai124 Posted February 8, 2016 Share Posted February 8, 2016 Well maybe something strange, I use a lot of mods and hit the Keyword Cap, including the Homemaker SK Patch, I basically did what I thought right and deleted every keyword that the SK Patch "deleted" and restructured the esm. I have no issues whatsoever and I can now see all categories in Crafting Benches (Armorsmith Extended and Crafting Workbenches(Ammo)) and I have also all categories in your mod Niero, BUT when I have any CROSS mod (Gear, Cybernetics, ExoFrame, Uni Belt, Uni Scarf) activated, the hands of my Robot Home Defence Protectrons disappear, however ALL Weapons AND Armors show ALL mod categories, I can mod everything I want, just the hands thing which is simply annoying. The "Armorsmith CROSS Extended" plugins are made by me and are looked over by Gambit77 (I hope^^) Here my LO GameMode=Fallout4Fallout4.esm=1SettlementKeywords.esm=1ArmorKeywords.esm=1Homemaker.esm=1Snap'n Build.esm=1SpringCleaning.esm=1Robot Home Defence.esm=1Robot Home Defence - Settlement Keywords.esp=1dD-Action Ragdoll Force.esp=1DeadBodyCollision.esp=1Crafting Workbench.esp=1Crafting Workbenches - Ammo.esp=1Crafting Workbenches - Ammo Expanded.esp=1Crafting Workbenches - Ammo Special.esp=1Crafting Workbenches - Faction and Quest Requirements.esp=1Crafting Workbenches - Power Armor.esp=1Crafting Workbenches - Pre War and Manufactured.esp=1RainofBrassPetals.esp=1DeadlyRadstorms_Climate_20.esp=1DeadlyRadstorms_Damage_50.esp=1Snap'n Build - Modules.esp=1Snap'n Build - Capsule Paints.esp=1Homemaker - SK Integration Patch.esp=0AdvSettleTurretSet-Real.esp=1AdvPortableTurretSet-Real.esp=1AdvPortableTurretSet-Real-Extension.esp=1300%pipboyshadows.esp=1300%Shadows.esp=1Pinkhl300%Shadows.esp=1100%pipboyshadows.esp=1100%Shadows.esp=1Pinkhl100%Shadows.esp=1Armorsmith Extended.esp=1LegendaryModification.esp=1Armour Categories.esp=1Craftable Armor Size.esp=1EndorsCustomCombatArmor.esp=1Armour Categories Add-Ons Utility.esp=1Lootable Highlight.esp=1Generals Colonial Duster.esp=1MoreWeaves.esp=1Balanced Fusion Core Drain.esp=1extendedLightsWS.esp=1LongerPowerLines3x.esp=1pylons.esp=1RichMerchants.esp=1NewFace_Settlers.esp=1BetterSettlers.esp=1NewBetterFaces.esp=1Minutemenoverhaul.esp=1Prestonoverhaul.esp=1Deeper Voice For Preston - Type A6.esp=0Minutemenoverhaul_ACRd Patch.esp=1Minutemenoverhaul_ACRd_CCA Patch.esp=1Emergent_Design_CURIE_v2_1.03.esp=1Uncaged_Cait_v2_1.04.esp=1DESTROY_ALL_Cricket_v2_1.00.esp=1Rough_in_the_Diamond_Piper_v2_1.02.esp=1Soldier_of_Misfortune_Preston_v2_1.01.esp=1Waterworks.esp=1Needles_1.00.esp=1SC_ExpandedScrapList.esp=1ScrapDeadThings.esp=1SkjAlert_RS+.esp=1Caliber Conversion Kit.esp=1DestructibleMiniNukes.esp=1EnergyWeaponsEqualized.esp=1CutWeaponModsRestored.esp=1CutWeaponModsRestored-UniqueWeaponModRecipes.esp=1DarkerNights.esp=1DarkerNightsDetection.esp=1BetterNightVision.esp=1TrueStormsFO4.esp=1DarkerNights-TrueStorms.esp=1fog.esp=1TrueStormsFO4-ClimateSettings.esp=1TrueStormsFO4-GlowingSeaExtraRads.esp=1Simple Intersection.esp=1Chem_redux.esp=1ValdacilsItemSorting-00-ValsPicks.esp=1VIS-PatchChemReduxWeightless.esp=1ZW's F4 Power Armor Overhaul.esp=1Jetpacks Unlimited Master.esp=1JU Original (Vanilla).esp=1JU Original (Compact).esp=1JU Original (V-Wing).esp=1VIS-PatchZephyrWarriorF4PAOverhaul-BySlot.esp=1Armour Categories Add-Ons Utility - VIS Patch.esp=1Armour Categories Add-Ons Utility - ZWF4PAO Patch.esp=1Armour Categories Add-Ons Utility - JetPacks Unlimited Patch.esp=1Armour Categories Add-Ons Utility - Immersive Mod Descriptions.esp=1Jetpacks Unlimited - ZWF4PAO Patch.esp=1LegendaryRarity100.esp=1LegendaryAllDifficulties50x.esp=1GunNut5.esp=1Science!5.esp=1CombatRiflePlus.esp=1New Chems - Weighted.esp=1New Devices - Weight.esp=1Grenades - Weighted.esp=1Syringer Ammunition.esp=1Syringer Rifles and Pistol - Crafting Workbenches.esp=1SlowTime.esp=1Thunderstruck-Gauss_Full.esp=1Thunderstruck-PA.esp=1Thunderstruck-PA - ZWF4PAO Patch.esp=1PowerArmorDelivery.esp=1RHDE Scrap Robots.esp=1Brotherhood of Steel Kit.esp=1N7 Advanced.esp=1N7 Advanced_ACRd Patch.esp=1BetterShishkebab.esp=1Eli_ArmourCollection.esp=1Armorsmith Elianora Extended.esp=1zWInsanity.esp=1Cheerful Butcher v1.4.esp=1Deathclaw Hide Patch - Cheerful Butcher Patch.esp=1USP 45.esp=1USP 45 Craft.esp=1FatManRadiation.esp=1Realistic Shotguns.esp=1Gorgeous_Glowing_Plasma_by_Diranar.esp=1DD_AIO_I_Hate_You_All.esp=1DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1MoBettaScrap.esp=1PrefabHouses.esp=1LootablePAFrames.esp=1Arbitration - Better Combat AI.esp=1Arbitration - Reduced Grenade Spam.esp=1Arbitration - Farther Grenade Detection.esp=1Arbitration - Stealth Overhaul.esp=1Arbitration - Molotov.esp=1Arbitration - No Condition Regeneration.esp=1Molerat_Disease_Immunity_PA_Hazmat.esp=0Hermetic_PA.esp=1Identify Power Armor Frames.esp=1KelloggArm.esp=1KelloggArm Armorsmith Patch.esp=1Wasteland Sniper by Hothtrooper44.esp=1Armored General by Hothtrooper44.esp=1Armorsmith Hothtrooper44 Extended.esp=1Vasstek_Vaultsuit.esp=1Nanohelmet.esp=1NanoArmor.esp=1B-90.esp=1Armorsmith Prototypes Extended.esp=1CROSS_Gear.esp=1CROSS_Cybernetics.esp=1CROSS_Uni_Scarf.esp=1CROSS_Uni_Belt.esp=1CROSS_ExoFrame.esp=1Armorsmith CROSS Extended.esp=0Armorsmith CROSS Extended v2.esp=1Rangergearnew.esp=1Armorsmith Unoctium Extended.esp=1combat_PA.esp=1combat_PA - AWKCR.esp=1Scrounger Overhaul.esp=1immersive_narratives.esp=1PowerArmor.esp=1PlasmaGatling.esp=1PlasmaGatling CWB Patch.esp=1Gatling Laser Ammo Conversion.esp=1Gatling Laser Overhaul.esp=1Gatling Laser Ammo Conversion - GLO Patch.esp=1IF88TacShotgun.esp=1RangerSequoia.esp=1GaussRifleMk2.esp=1GaussRifleMk2 - AWKCR.esp=1BoS Paints.esp=1Syringer Ammunition Patch.esp=0No Aggro Impact Landing.esp=1def_inv_scrap_en.esp=0Unique Armor Change-PA by Battousai124.esp=1Unique Armor Change-Combat by Battousai124.esp=1Minutemen Quest Fixes.esp=1FO4 Overrides.esp=1 Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 8, 2016 Share Posted February 8, 2016 (edited) Ok. So, my personal hypothesis was incorrect. That's good news. I made a dummy test plugin that adds 150 mod items to one vanilla ap category. Each mod has it's own cobj as well. So that way it's "unique". All 150 + the original 10some odd mods are listed. I took the leather armor base piece. Made a copy (so new form id in the test plugin), added 150 omod records referencing ap_armor_Lining but requiring a new keyword ma_key_test so as to not show up where it shouldn't. Then created 150 cobj records for the new 150 omods. In game I get all the original Leather armor linings *and* the 150 test mods. If I put it on mediafire, can I post a link here for those who would want it to download? I don't think it would be justified to make a mod entry on the nexus site for this kind of thing. Or is there a better solution for posting it? **edit: in case anyone wants my load order, 85 active plugins. the separation ones starting with -- are disabled. only for my personal sorting visuals. GameMode=Fallout4 Fallout4.esm=1ConcealedArmor.esm=1ArmorKeywords.esm=1SettlementKeywords.esm=1Homemaker.esm=1Snap'n Build.esm=1EasyHacking.esp=1free_downgrades.esp=1TrueStormsFO4.esp=1TrueStormsFO4-ClimateSettings.esp=1Crafting Workbench.esp=1Crafting Workbenches - Ammo.esp=1Crafting Workbenches - Ammo Special.esp=1Crafting Workbenches - Junk Items.esp=1Crafting Workbenches - Power Armor.esp=1Crafting Workbenches - Pre War and Manufactured.esp=1Simple Bug Fixes - Lone Wanderer.esp=1Simple Bug Fixes.esp=1def_inv_scrap_en.esp=1ValdacilsItemSorting-Perks.esp=1ValdacilsItemSorting-AidWeightless.esp=1ValdacilsItemSorting-Ammo.esp=1ValdacilsItemSorting-MiscWeightless.esp=1ValdacilsItemSorting-ModsWeightless.esp=1ValdacilsItemSorting-Weapons.esp=1ValdacilsItemSorting-ArmorByClass.esp=1ValdacilsItemSorting-CosmeticsByClass.esp=1ValdacilsItemSorting-ExplosivesSortBottom.esp=1ValdacilsItemSorting-JunkWeightless+DEF_INV.esp=1ValdacilsItemSorting-NotJunkJustMoney.esp=1VIS-PatchSimpleBugFixes-Armor.esp=1Armorsmith Extended.esp=1CBBE.esp=1--begin_tweaks.esp=0QuickEnterFromStand.esp=1QuickExitToStand.esp=1LegendaryModification.esp=1LegendaryModificationGroknak.esp=1LegendaryModificationMisc.esp=1ConcealedArmor.esp=1WeightlessMods.esp=1Perk Magazine Material Fix.esp=1LeveledListFixes.esp=1SkjAlert_RS+.esp=1HidePipboy.esp=1SettlerRenaming.esp=1--end_tweaks.esp=0--begin_armor_mods.esp=0Harness-calyps.esp=1Harness-calyps-ArmorsmithExtended.esp=1Craftable Armor Size.esp=1Chain Armor.esp=1DX Adventurer Outfit.esp=1DX Chem I Care Outfit.esp=1DX Commonwealth Mini Dresses.esp=1DX Commonwealth Shorts.esp=1DX Vault Girl Shorts.esp=1Armorsmith DeserterX Extended.esp=1zWGirlClothSimply.esp=1zWGirlClothSimply-ArmorsmithExtended.esp=1zWGirlClothMina.esp=1zWGirlClothMina-ArmorsmithExtended.esp=1NewNeonEyes.esp=1ArbiterEyes.esp=1Kerrigan.esp=1KerriganGlasses.esp=1KerriganColorChange.esp=1Kerrigan-ArmorsmithExtended.esp=1Paintable Helmets.esp=1Paintable Helmets - AE Patch.esp=1MoreHairstyles4Female4.1.esp=1--end_armor_mods.esp=0--begin_weapon-mods.esp=0--end-weapon-mods.esp=0-force_end_load_order.esp=0Handy Hats and Armors.esp=1AnS Wearable Backpacks and Pouches.esp=1AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1AnS Wearable Backpacks and Pouches - No Crafting Perks.esp=1AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1CROSS_eyepatch.esp=1CROSS_Uni_Scarf.esp=1CROSS_Uni_Belt.esp=1CROSS_Cybernetics.esp=1CROSS_ExoFrame.esp=1Homemaker - SK Integration Patch.esp=1Homemaker - Streetlights Use Passive Power.esp=1Homemaker - Unlocked Institute Objects SK.esp=1Snap'n Build - Capsule Paints.esp=1Snap'n Build - Modules.esp=1Blade&Soul-ArmorsmithExtended.esp=1Key_Test.esp=1 Edited February 8, 2016 by BigAndFlabby Link to comment Share on other sites More sharing options...
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