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


Gambit77

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@refusedzero

The thing is that while I see seperate pieces disappear, like robot hands and/or bodyparts, i don't see entire lists disappear. For example some report their entire robots to become invisible, for me just hands or seperate parts become invisible or disappear in their entirety. For example I use a patch for a mod that adds a new category in the AWKCR bench to be able to directly craft the items from that mod without having to search. Before I remade my Homemaker.esm I had the last keyword that was accepted, was "4 - ENERGY (x50)" from Crafting Workbenches Ammo plugin, but then Homemaker and voilĂ  all keywords are there and no missing robot hands. then CROSS mods and missing robot hands.

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I've seen enough reports of completely invisible robots that I think it's entirely possible for a whole list to drop off. I think people probably notice issues before whole lists start getting chunked out by the engine or don't notice anything until they CTD every 2 mins. In Skyrim the magic number for form lists to start freaking out was 128 elements or ids, I'm trying to figure out how to test that here.

Edit - cleaning Homemaker.esm up and getting rid of those deleted keywords did make a hell of a difference though. I'm beating my head against the keyboard trying to figure this out lol.

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I already did, if you like I can give you mine?

I AM trying to get a hold of NovaCoru to get him to look it over but for now All items are craftable and I didnt have a crash yet and I built in three different settlements different items, I dont have any other Settlement mod as far as i can tell, I just threw SSEx out (shame though :-( )

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Well we could make a new plugin. Give it corresponding MA and AP keywords to add new mod categories. Could name them

ma_test01 & ap_test01"Test 01", and so on up to about 50. Make a generic OMOD to attach to each one of the new mod menus. Make a test outfit that has all these mod menu keywords attached to it. Then load up a vanilla build with just this plugin and see how many of the menus show up at the armor workbench when we go to mod the test outfit. From my prior testing I think it'll be between 41 and 46, but I think this test would give us the exact amount.

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@MindfulDroid

MA 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 Weave

BNS - No Idea

MNAM - 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 Fo4Edit

AWKCR - 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

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