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


Gambit77

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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.

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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?

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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: 0005a0c8

WorkshopWorkbenchTypeWire: 0005a0c9

WorkshopWorkbenchTypePower: 0005a0cA

WorkshopWorkbenchTypeFurniture: 0005b5e3

WorkshopWorkbenchTypeDecorations: 0008280b

WorkshopWorkbenchTypeCrafting: 0012e2c8

WorkshopWorkbenchTypeInteriorOnly: 0023d9ba

WorkshopWorkbenchTypeSettlement: 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.

 

 

 

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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.

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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.esm
SettlementKeywords.esm
Snap'n Build.esm
ValdacilBugFixes.esm
Homemaker.esm
ArmorKeywords.esm
Big Leagues Rank 5 Fix.esp
Ninja Perk Fix.esp
SleekFix.esp
Worsins-T60-Headlamp-Fix.esp
Simple Intersection.esp
Homemaker - SK Integration Patch.esp
Homemaker - Greenhouse and Bunker Disabler SK.esp
AlternateSettlements.esp
AlternateFurniture.esp
OCDispenser.esp
OCDecorator.esp
NX Pro - Farm Core.esp
NX Pro - Harvest Overhaul.esp
ABP Paintings.esp
ABP Paintings - Sets =01=G=P.esp
DD_AIO_I_Hate_You_All.esp
DD_Power_armor_option.esp
DDP_BAB_M1.esp
DD_I_Ran_Out_Of_Funny_Names.esp
BetterJunkFences.esp
Graffity2ElectricBoogaloo.esp
LadyKillerBed.esp
Craftable Cats.esp
Craftable dogs.esp
CarryWeight100Strength.esp
CarryWeight1000.esp
10% Fusion Core Drain.esp
DogmeatDistance.esp
UnlimitedFollowers.esp
UniquePlayer.esp
UniqueFollowers.esp
DarkerNights.esp
DarkerNightsDetection.esp
TrueStormsFO4.esp
TrueStormsFO4-LITE-Audio.esp
TrueStormsFO4-ClimateSettings.esp
DarkerNights-TrueStorms-LITE-Audio.esp
PipBoyShadows.esp
RainofBrassPetals.esp
LongRangeBulletHoles.esp
SatelliteWorldMap.esp
OWR.esp
RenRadioMod.esp
Cuts and Blunts 3.0.esp
IncreasedSettlerPopulation50.esp
BetterSettlers.esp
ChildSettlers.esp
BS CS Patch.esp
NewFace_Settlers.esp
NewBetterFaces.esp
NFS CS Patch.esp
NoObjectLimit.esp
SlowTime.esp
Dynamic Weapon Shadows.esp
extendedLightsWS - No shadows.esp
Scrapper Corpse Highlighting.esp
CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp
DeadBodyCollision.esp
ShaikujinSettlementAttacked.esp
ShaikujinRadiantAlerts.esp
Heroic Shishkebab.esp
BetterGenerators.esp
LongerPowerLines3x.esp
ValdacilsItemSorting-AidWeightless.esp
ValdacilsItemSorting-Ammo.esp
ValdacilsItemSorting-ArmorByClass.esp
ValdacilsItemSorting-CosmeticsByClass.esp
ValdacilsItemSorting-ExplosivesSortBottomWeightless.esp
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp
ValdacilsItemSorting-MiscWeightless.esp
ValdacilsItemSorting-ModsWeightless.esp
ValdacilsItemSorting-NotJunk.esp
ValdacilsItemSorting-Perks.esp
ValdacilsItemSorting-Weapons.esp
NX Pro - Farm Core - Valdacil's Item Sorting.esp
CBBE.esp
Dirty Raiders Standalone for CBBE.esp
PA_Materials_Paints.esp
Worsins-Paint-Garage-lite-no-bonus.esp
combat_PA.esp
combat_PA - AWKCR - VIS AbC.esp
Brotherhood of Steel Kit.esp
cutoffs-calyps.esp
Harness-calyps.esp
Helmless Hazmat.esp
Clean Drifter Outfit.esp
Dark Drifter.esp
Dark Hats.esp
Balaclava.esp
CuteYenOutfit.esp
DX Adventurer Outfit.esp
DX Chem I Care Outfit.esp
DX Commonwealth Mini Dresses.esp
DX Commonwealth Shorts.esp
DX Vault Girl Shorts.esp
DX Courser X-92 Power Suit.esp
BostonJacketFatiguesMod.esp
LongCoatVaultSuit.esp
Eli_Accessories.esp
Eli_ArmourCollection.esp
Armored General by Hothtrooper44.esp
Wasteland Sniper by Hothtrooper44.esp
Jacket.esp
Kerrigan.esp
KerriganColorChange.esp
KerriganGlasses.esp
Vasstek_Vaultsuit.esp
Nanohelmet.esp
NanoArmor.esp
B-90.esp
StealthSuit.esp
Rangergearnew.esp
PreWarDressSA.esp
ProtoLining.esp
squireoutfit.esp
Boston Looter.esp
zWGirlClothMina.esp
zWGirlClothSimply.esp
zWInsanity.esp
AnS Wearable Backpacks and Pouches.esp
AnV Camo Backpacks.esp
FieldScribeBackpack.esp
EferasShoulderBag.esp
HubrisShoulderBags[Chemistry].esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Expanded.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Junk Items.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Build Crafting Stations in Player Home.esp
Extended weapon mods.esp
RangerSequoia.esp
EndorsCustomCombatArmor.esp
Craftable Armor Size.esp
MoreWeaves.esp
LegendaryModification.esp
ChineseStealthArmorLegendaryMod.esp
LegendaryModificationMisc.esp
Armorsmith Extended.esp
Armorsmith Calyps Extended.esp
Armorsmith cat_woman1989 Extended.esp
Armorsmith DeserterX Extended.esp
Armorsmith Eferas Extended.esp
Armorsmith Elianora Extended.esp
Armorsmith Hothtrooper44 Extended.esp
Armorsmith Invalidfate Extended.esp
Armorsmith Okido Extended.esp
Armorsmith Pack It Up Pack It In.esp
Armorsmith Proto Vault Suit Extended.esp
Armorsmith Prototypes Extended.esp
Armorsmith Siraxx Extended.esp
Armorsmith Unoctium Extended.esp
Armorsmith Unique Followers One Rings.esp
Armorsmith Extended ilordg helmet pack.esp
EndorsCustomCombatArmor_AE.esp
ARMSMTH - CCCA -Combat Helmet Illumination 1.2.esp
NukaRadBans.esp
rxl_collars.esp
Spartan-Calyps.esp
BlackRose.esp
Blade&Soul-ArmorsmithExtended.esp
CUSTOM ARMORS.esp
Gurl.esp

 

 

 

So here's the stats from the first one

Armorsmith Extended has 6 MA / 6 AP

Armorsmith Proto Vault Suit Extended has 1 MA / 1 AP

Wearable Backpacks has 12 MA / 12 AP

Custom 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 AP

Celtic Katana has 1 MA / 0 AP

NCR 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 AP

Kerrigan Color Changer has 15 MA / 2 AP

Power 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.esm
SettlementKeywords.esm
Snap'n Build.esm
ValdacilBugFixes.esm
Homemaker.esm
ArmorKeywords.esm
Big Leagues Rank 5 Fix.esp
Ninja Perk Fix.esp
SleekFix.esp
Worsins-T60-Headlamp-Fix.esp
Simple Intersection.esp
Homemaker - SK Integration Patch.esp
Homemaker - Greenhouse and Bunker Disabler SK.esp
AlternateSettlements.esp
AlternateFurniture.esp
OCDispenser.esp
OCDecorator.esp
NX Pro - Farm Core.esp
NX Pro - Harvest Overhaul.esp
ABP Paintings.esp
ABP Paintings - Sets =01=G=P.esp
DD_AIO_I_Hate_You_All.esp
DD_Power_armor_option.esp
DDP_BAB_M1.esp
DD_I_Ran_Out_Of_Funny_Names.esp
BetterJunkFences.esp
Graffity2ElectricBoogaloo.esp
LadyKillerBed.esp
Craftable Cats.esp
Craftable dogs.esp
CarryWeight100Strength.esp
CarryWeight1000.esp
10% Fusion Core Drain.esp
DogmeatDistance.esp
UnlimitedFollowers.esp
UniquePlayer.esp
UniqueFollowers.esp
DarkerNights.esp
DarkerNightsDetection.esp
TrueStormsFO4.esp
TrueStormsFO4-LITE-Audio.esp
TrueStormsFO4-ClimateSettings.esp
DarkerNights-TrueStorms-LITE-Audio.esp
PipBoyShadows.esp
RainofBrassPetals.esp
LongRangeBulletHoles.esp
SatelliteWorldMap.esp
OWR.esp
RenRadioMod.esp
Cuts and Blunts 3.0.esp
IncreasedSettlerPopulation50.esp
BetterSettlers.esp
ChildSettlers.esp
BS CS Patch.esp
NewFace_Settlers.esp
NewBetterFaces.esp
NFS CS Patch.esp
NoObjectLimit.esp
SlowTime.esp
Dynamic Weapon Shadows.esp
extendedLightsWS - No shadows.esp
Scrapper Corpse Highlighting.esp
CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp
DeadBodyCollision.esp
ShaikujinSettlementAttacked.esp
ShaikujinRadiantAlerts.esp
Heroic Shishkebab.esp
BetterGenerators.esp
LongerPowerLines3x.esp
ValdacilsItemSorting-AidWeightless.esp
ValdacilsItemSorting-Ammo.esp
ValdacilsItemSorting-ArmorByClass.esp
ValdacilsItemSorting-CosmeticsByClass.esp
ValdacilsItemSorting-ExplosivesSortBottomWeightless.esp
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp
ValdacilsItemSorting-MiscWeightless.esp
ValdacilsItemSorting-ModsWeightless.esp
ValdacilsItemSorting-NotJunk.esp
ValdacilsItemSorting-Perks.esp
ValdacilsItemSorting-Weapons.esp
NX Pro - Farm Core - Valdacil's Item Sorting.esp
CBBE.esp
Dirty Raiders Standalone for CBBE.esp
PA_Materials_Paints.esp
Worsins-Paint-Garage-lite-no-bonus.esp
combat_PA.esp
combat_PA - AWKCR - VIS AbC.esp
Brotherhood of Steel Kit.esp
cutoffs-calyps.esp
Harness-calyps.esp
Helmless Hazmat.esp
Clean Drifter Outfit.esp
Dark Drifter.esp
Dark Hats.esp
Balaclava.esp
CROSS_Gear.esp
CROSS_Uni_Scarf.esp
CuteYenOutfit.esp
DX Adventurer Outfit.esp
DX Chem I Care Outfit.esp
DX Commonwealth Mini Dresses.esp
DX Commonwealth Shorts.esp
DX Vault Girl Shorts.esp
DX Courser X-92 Power Suit.esp
BostonJacketFatiguesMod.esp
LongCoatVaultSuit.esp
Eli_Accessories.esp
Eli_ArmourCollection.esp
Armored General by Hothtrooper44.esp
Wasteland Sniper by Hothtrooper44.esp
Jacket.esp
Kerrigan.esp
KerriganColorChange.esp
KerriganGlasses.esp
Vasstek_Vaultsuit.esp
Nanohelmet.esp
NanoArmor.esp
B-90.esp
StealthSuit.esp
Rangergearnew.esp
PreWarDressSA.esp
ProtoLining.esp
squireoutfit.esp
Boston Looter.esp
zWGirlClothMina.esp
zWGirlClothSimply.esp
zWInsanity.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Expanded.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Junk Items.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Build Crafting Stations in Player Home.esp
Extended weapon mods.esp
RangerSequoia.esp
EndorsCustomCombatArmor.esp
Craftable Armor Size.esp
MoreWeaves.esp
LegendaryModification.esp
ChineseStealthArmorLegendaryMod.esp
LegendaryModificationMisc.esp
Armorsmith Extended.esp
Armorsmith Calyps Extended.esp
Armorsmith cat_woman1989 Extended.esp
Armorsmith DeserterX Extended.esp
Armorsmith Eferas Extended.esp
Armorsmith Elianora Extended.esp
Armorsmith Hothtrooper44 Extended.esp
Armorsmith Invalidfate Extended.esp
Armorsmith Okido Extended.esp
Armorsmith Proto Vault Suit Extended.esp
Armorsmith Prototypes Extended.esp
Armorsmith Siraxx Extended.esp
Armorsmith Unoctium Extended.esp
Armorsmith Unique Followers One Rings.esp
Armorsmith Extended ilordg helmet pack.esp
EndorsCustomCombatArmor_AE.esp
ARMSMTH - CCCA -Combat Helmet Illumination 1.2.esp
NukaRadBans.esp
rxl_collars.esp
Spartan-Calyps.esp
BlackRose.esp
CUSTOM ARMORS.esp
Gurl.esp

 

 

 

So here's the stats from this second build

Armorsmith Extended has 6 MA / 6 AP

Armorsmith Proto Vault Suit Extended has 1 MA / 1 AP

Custom Combat Armor v2.2 has 2(?) MA / 6 AP, not sure if that's the current count.

Celtic Katana has 1 MA / 0 AP

NCR 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 AP

Kerrigan Color Changer has 15 MA / 2 AP

Power Armors Materials Paints has 1 MA / 1 AP

CROSS 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 by Gambit77
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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?

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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.

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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=Fallout4

Fallout4.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
Snap'n Build.esm=1
SpringCleaning.esm=1
Robot Home Defence.esm=1
Robot Home Defence - Settlement Keywords.esp=1
dD-Action Ragdoll Force.esp=1
DeadBodyCollision.esp=1
Crafting Workbench.esp=1
Crafting Workbenches - Ammo.esp=1
Crafting Workbenches - Ammo Expanded.esp=1
Crafting Workbenches - Ammo Special.esp=1
Crafting Workbenches - Faction and Quest Requirements.esp=1
Crafting Workbenches - Power Armor.esp=1
Crafting Workbenches - Pre War and Manufactured.esp=1
RainofBrassPetals.esp=1
DeadlyRadstorms_Climate_20.esp=1
DeadlyRadstorms_Damage_50.esp=1
Snap'n Build - Modules.esp=1
Snap'n Build - Capsule Paints.esp=1
Homemaker - SK Integration Patch.esp=0
AdvSettleTurretSet-Real.esp=1
AdvPortableTurretSet-Real.esp=1
AdvPortableTurretSet-Real-Extension.esp=1
300%pipboyshadows.esp=1
300%Shadows.esp=1
Pinkhl300%Shadows.esp=1
100%pipboyshadows.esp=1
100%Shadows.esp=1
Pinkhl100%Shadows.esp=1
Armorsmith Extended.esp=1
LegendaryModification.esp=1
Armour Categories.esp=1
Craftable Armor Size.esp=1
EndorsCustomCombatArmor.esp=1
Armour Categories Add-Ons Utility.esp=1
Lootable Highlight.esp=1
Generals Colonial Duster.esp=1
MoreWeaves.esp=1
Balanced Fusion Core Drain.esp=1
extendedLightsWS.esp=1
LongerPowerLines3x.esp=1
pylons.esp=1
RichMerchants.esp=1
NewFace_Settlers.esp=1
BetterSettlers.esp=1
NewBetterFaces.esp=1
Minutemenoverhaul.esp=1
Prestonoverhaul.esp=1
Deeper Voice For Preston - Type A6.esp=0
Minutemenoverhaul_ACRd Patch.esp=1
Minutemenoverhaul_ACRd_CCA Patch.esp=1
Emergent_Design_CURIE_v2_1.03.esp=1
Uncaged_Cait_v2_1.04.esp=1
DESTROY_ALL_Cricket_v2_1.00.esp=1
Rough_in_the_Diamond_Piper_v2_1.02.esp=1
Soldier_of_Misfortune_Preston_v2_1.01.esp=1
Waterworks.esp=1
Needles_1.00.esp=1
SC_ExpandedScrapList.esp=1
ScrapDeadThings.esp=1
SkjAlert_RS+.esp=1
Caliber Conversion Kit.esp=1
DestructibleMiniNukes.esp=1
EnergyWeaponsEqualized.esp=1
CutWeaponModsRestored.esp=1
CutWeaponModsRestored-UniqueWeaponModRecipes.esp=1
DarkerNights.esp=1
DarkerNightsDetection.esp=1
BetterNightVision.esp=1
TrueStormsFO4.esp=1
DarkerNights-TrueStorms.esp=1
fog.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
Simple Intersection.esp=1
Chem_redux.esp=1
ValdacilsItemSorting-00-ValsPicks.esp=1
VIS-PatchChemReduxWeightless.esp=1
ZW's F4 Power Armor Overhaul.esp=1
Jetpacks Unlimited Master.esp=1
JU Original (Vanilla).esp=1
JU Original (Compact).esp=1
JU Original (V-Wing).esp=1
VIS-PatchZephyrWarriorF4PAOverhaul-BySlot.esp=1
Armour Categories Add-Ons Utility - VIS Patch.esp=1
Armour Categories Add-Ons Utility - ZWF4PAO Patch.esp=1
Armour Categories Add-Ons Utility - JetPacks Unlimited Patch.esp=1
Armour Categories Add-Ons Utility - Immersive Mod Descriptions.esp=1
Jetpacks Unlimited - ZWF4PAO Patch.esp=1
LegendaryRarity100.esp=1
LegendaryAllDifficulties50x.esp=1
GunNut5.esp=1
Science!5.esp=1
CombatRiflePlus.esp=1
New Chems - Weighted.esp=1
New Devices - Weight.esp=1
Grenades - Weighted.esp=1
Syringer Ammunition.esp=1
Syringer Rifles and Pistol - Crafting Workbenches.esp=1
SlowTime.esp=1
Thunderstruck-Gauss_Full.esp=1
Thunderstruck-PA.esp=1
Thunderstruck-PA - ZWF4PAO Patch.esp=1
PowerArmorDelivery.esp=1
RHDE Scrap Robots.esp=1
Brotherhood of Steel Kit.esp=1
N7 Advanced.esp=1
N7 Advanced_ACRd Patch.esp=1
BetterShishkebab.esp=1
Eli_ArmourCollection.esp=1
Armorsmith Elianora Extended.esp=1
zWInsanity.esp=1
Cheerful Butcher v1.4.esp=1
Deathclaw Hide Patch - Cheerful Butcher Patch.esp=1
USP 45.esp=1
USP 45 Craft.esp=1
FatManRadiation.esp=1
Realistic Shotguns.esp=1
Gorgeous_Glowing_Plasma_by_Diranar.esp=1
DD_AIO_I_Hate_You_All.esp=1
DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
MoBettaScrap.esp=1
PrefabHouses.esp=1
LootablePAFrames.esp=1
Arbitration - Better Combat AI.esp=1
Arbitration - Reduced Grenade Spam.esp=1
Arbitration - Farther Grenade Detection.esp=1
Arbitration - Stealth Overhaul.esp=1
Arbitration - Molotov.esp=1
Arbitration - No Condition Regeneration.esp=1
Molerat_Disease_Immunity_PA_Hazmat.esp=0
Hermetic_PA.esp=1
Identify Power Armor Frames.esp=1
KelloggArm.esp=1
KelloggArm Armorsmith Patch.esp=1
Wasteland Sniper by Hothtrooper44.esp=1
Armored General by Hothtrooper44.esp=1
Armorsmith Hothtrooper44 Extended.esp=1
Vasstek_Vaultsuit.esp=1
Nanohelmet.esp=1
NanoArmor.esp=1
B-90.esp=1
Armorsmith Prototypes Extended.esp=1
CROSS_Gear.esp=1
CROSS_Cybernetics.esp=1
CROSS_Uni_Scarf.esp=1
CROSS_Uni_Belt.esp=1
CROSS_ExoFrame.esp=1
Armorsmith CROSS Extended.esp=0
Armorsmith CROSS Extended v2.esp=1
Rangergearnew.esp=1
Armorsmith Unoctium Extended.esp=1
combat_PA.esp=1
combat_PA - AWKCR.esp=1
Scrounger Overhaul.esp=1
immersive_narratives.esp=1
PowerArmor.esp=1
PlasmaGatling.esp=1
PlasmaGatling CWB Patch.esp=1
Gatling Laser Ammo Conversion.esp=1
Gatling Laser Overhaul.esp=1
Gatling Laser Ammo Conversion - GLO Patch.esp=1
IF88TacShotgun.esp=1
RangerSequoia.esp=1
GaussRifleMk2.esp=1
GaussRifleMk2 - AWKCR.esp=1
BoS Paints.esp=1
Syringer Ammunition Patch.esp=0
No Aggro Impact Landing.esp=1
def_inv_scrap_en.esp=0
Unique Armor Change-PA by Battousai124.esp=1
Unique Armor Change-Combat by Battousai124.esp=1
Minutemen Quest Fixes.esp=1
FO4 Overrides.esp=1

 

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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=1
ConcealedArmor.esm=1
ArmorKeywords.esm=1
SettlementKeywords.esm=1
Homemaker.esm=1
Snap'n Build.esm=1
EasyHacking.esp=1
free_downgrades.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
Crafting Workbench.esp=1
Crafting Workbenches - Ammo.esp=1
Crafting Workbenches - Ammo Special.esp=1
Crafting Workbenches - Junk Items.esp=1
Crafting Workbenches - Power Armor.esp=1
Crafting Workbenches - Pre War and Manufactured.esp=1
Simple Bug Fixes - Lone Wanderer.esp=1
Simple Bug Fixes.esp=1
def_inv_scrap_en.esp=1
ValdacilsItemSorting-Perks.esp=1
ValdacilsItemSorting-AidWeightless.esp=1
ValdacilsItemSorting-Ammo.esp=1
ValdacilsItemSorting-MiscWeightless.esp=1
ValdacilsItemSorting-ModsWeightless.esp=1
ValdacilsItemSorting-Weapons.esp=1
ValdacilsItemSorting-ArmorByClass.esp=1
ValdacilsItemSorting-CosmeticsByClass.esp=1
ValdacilsItemSorting-ExplosivesSortBottom.esp=1
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp=1
ValdacilsItemSorting-NotJunkJustMoney.esp=1
VIS-PatchSimpleBugFixes-Armor.esp=1
Armorsmith Extended.esp=1
CBBE.esp=1
--begin_tweaks.esp=0
QuickEnterFromStand.esp=1
QuickExitToStand.esp=1
LegendaryModification.esp=1
LegendaryModificationGroknak.esp=1
LegendaryModificationMisc.esp=1
ConcealedArmor.esp=1
WeightlessMods.esp=1
Perk Magazine Material Fix.esp=1
LeveledListFixes.esp=1
SkjAlert_RS+.esp=1
HidePipboy.esp=1
SettlerRenaming.esp=1
--end_tweaks.esp=0
--begin_armor_mods.esp=0
Harness-calyps.esp=1
Harness-calyps-ArmorsmithExtended.esp=1
Craftable Armor Size.esp=1
Chain Armor.esp=1
DX Adventurer Outfit.esp=1
DX Chem I Care Outfit.esp=1
DX Commonwealth Mini Dresses.esp=1
DX Commonwealth Shorts.esp=1
DX Vault Girl Shorts.esp=1
Armorsmith DeserterX Extended.esp=1
zWGirlClothSimply.esp=1
zWGirlClothSimply-ArmorsmithExtended.esp=1
zWGirlClothMina.esp=1
zWGirlClothMina-ArmorsmithExtended.esp=1
NewNeonEyes.esp=1
ArbiterEyes.esp=1
Kerrigan.esp=1
KerriganGlasses.esp=1
KerriganColorChange.esp=1
Kerrigan-ArmorsmithExtended.esp=1
Paintable Helmets.esp=1
Paintable Helmets - AE Patch.esp=1
MoreHairstyles4Female4.1.esp=1
--end_armor_mods.esp=0
--begin_weapon-mods.esp=0
--end-weapon-mods.esp=0
-force_end_load_order.esp=0
Handy Hats and Armors.esp=1
AnS Wearable Backpacks and Pouches.esp=1
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp=1
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1
CROSS_eyepatch.esp=1
CROSS_Uni_Scarf.esp=1
CROSS_Uni_Belt.esp=1
CROSS_Cybernetics.esp=1
CROSS_ExoFrame.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Snap'n Build - Capsule Paints.esp=1
Snap'n Build - Modules.esp=1
Blade&Soul-ArmorsmithExtended.esp=1
Key_Test.esp=1

Edited by BigAndFlabby
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