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Were these keywords always in fallout4.esm, or were they recently patched in?


JuJooGuppy

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Soooo much stuff is now run through keywords now. Even WEAPON SOUNDS are now added on a weapon soely by a keyword that gets referenced by a new object type (it took me a LONG time to work that one out, as they keyword names... really are gibberish >_<).

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Soooo much stuff is now run through keywords now. Even WEAPON SOUNDS are now added on a weapon soely by a keyword that gets referenced by a new object type (it took me a LONG time to work that one out, as they keyword names... really are gibberish >_<).

 

Well actually that's pretty much Bethesda's way of granting my wish. You may not be able to just add something onto a formlist, but you can give it the right keyword and then the game automatically handles it like it's on a list with everything else with the same keyword.

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Soooo much stuff is now run through keywords now. Even WEAPON SOUNDS are now added on a weapon soely by a keyword that gets referenced by a new object type (it took me a LONG time to work that one out, as they keyword names... really are gibberish >_<).

Well actually that's pretty much Bethesda's way of granting my wish. You may not be able to just add something onto a formlist, but you can give it the right keyword and then the game automatically handles it like it's on a list with everything else with the same keyword.

 

I suppose that *MAY* be the case, but the devs have always been TERRIBAD at naming things to, ya know - be "readable" by other people who don't know WTF they are, and this REALLY doesn't help that lmao...

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Soooo much stuff is now run through keywords now. Even WEAPON SOUNDS are now added on a weapon soely by a keyword that gets referenced by a new object type (it took me a LONG time to work that one out, as they keyword names... really are gibberish >_<).

Well actually that's pretty much Bethesda's way of granting my wish. You may not be able to just add something onto a formlist, but you can give it the right keyword and then the game automatically handles it like it's on a list with everything else with the same keyword.

I suppose that *MAY* be the case, but the devs have always been TERRIBAD at naming things to, ya know - be "readable" by other people who don't know WTF they are, and this REALLY doesn't help that lmao...

 

Yeah devs suck at naming consistency. OutfitF.nif or FOutfit.nif ugghhh

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Hey, just wanted to thank those who responded to my question earlier.

I got categories working on my mod, and it is so much easier to use now that you don't have to cycle through 200 objects to find the one you want.

I am so glad that category cap is gone.

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Hey, just wanted to thank those who responded to my question earlier.

I got categories working on my mod, and it is so much easier to use now that you don't have to cycle through 200 objects to find the one you want.

I am so glad that category cap is gone.

On the other hand, enjoy making patches for all the mods. I suggest you create your own framework since you got so many sign mods.

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Yeah, really excited that its gone, too. Going to make life a lot freakin' easier when I go to build shtuff lol. I had soooo many signs... often times I had to scroll to the end for what i wanted, and that took forever. Thanks a bunch for the heads up on that, Ethreon. I guess Bethesda didn't just publicly make a big announcement about it because they figured most people were unaware..? Donno. Seems they should've made it known. *Shrug* regardless, I thank ya!

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Hey, just wanted to thank those who responded to my question earlier.

I got categories working on my mod, and it is so much easier to use now that you don't have to cycle through 200 objects to find the one you want.

I am so glad that category cap is gone.

On the other hand, enjoy making patches for all the mods. I suggest you create your own framework since you got so many sign mods.

 

 

Yep, already did, basically the same framework that I proposed on the SK comments.

Also, all of my signs and posters are tucked inside a separate menu item in Decorations, so when patching I won't have to edit all the individual items or a large menu structure, just the Decorations submenu.

 

If I'm understanding the process, to patch for multiple potential mods, you need to make patches of the various combinations, yes? In other words, if I want to patch in both Mod X and Mod Y, I can't do a Mod X patch and a Mod Y patch, I need to do a Mod XY patch, but I'll need the Mod X patch for people who use Mod X and not Mod Y, and a Mod Y patch for those who use Mod Y and not Mod X?

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[...]

If I'm understanding the process, to patch for multiple potential mods, you need to make patches of the various combinations, yes? In other words, if I want to patch in both Mod X and Mod Y, I can't do a Mod X patch and a Mod Y patch, I need to do a Mod XY patch, but I'll need the Mod X patch for people who use Mod X and not Mod Y, and a Mod Y patch for those who use Mod Y and not Mod X?

That is correct.

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