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Is they keyword limit fixed?


mm137

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Can't give you the source, but yes, the limit should be at 65k. It's rather easy to test if that's true or not, as you can create a test plugin with 1 item categories easy.

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I keep seeing references to this, and the fact that SK is no longer needed, but haven't found anything beyond hearsay. Can somebody clue me in? This affects some of my mods if true.

Yup it's fixed. Info are from private conversation with one of the Bethesda devs.

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Wasn't the issue related to formlists or something? If it helps, I made a 19,367 record formlist for my scrap mod, and it works fine. So if it was a problem with a formlist (generated dynamically) containing the keywords, and that "getting full", it should be good.

 

No beta, although I do have both dlc (don't see how the fix could be a result of the DLC, fairly sure it would have to be in the game code itself, not an .esm).

 

What's a good list of mods that always kicked off the cap before (for weapons/armor, I mean)? I wouldn't mind testing to see if I have any issues.

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Loaded up SK, non-SK Homemaker, AWKCR, Crafting workbenches, non-SK Snap and Build, both DLC, and Kerrigan color changer (adds 15 ma keywords), Synth Megapack (9 ap keywords), Endor's Custom Combat Armor, and the old (i.e. pre-Cross Framework) versions of Cross Cybernetics, Exoframe, and Uni-scarf. I'm pretty sure my current load order would have been less hitting the cap, and more beating it to death, then shooting the body for good measure.

 

As far as I can tell, everything is showing up. Crafting menus as well as mod menus. I think it's pretty safe to confirm, the cap seems well and truly fixed, for building as well as armor/weapons.

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