mm137 Posted April 13, 2016 Share Posted April 13, 2016 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. Link to comment Share on other sites More sharing options...
Ethreon Posted April 13, 2016 Share Posted April 13, 2016 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. Link to comment Share on other sites More sharing options...
ad3d0 Posted April 13, 2016 Share Posted April 13, 2016 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. Link to comment Share on other sites More sharing options...
Deleted3507349User Posted April 13, 2016 Share Posted April 13, 2016 Is it fixed with the Wasteland DLC or the beta? Link to comment Share on other sites More sharing options...
Gambit77 Posted April 18, 2016 Share Posted April 18, 2016 are all the keyword caps fixed or just the crafting menu one? Link to comment Share on other sites More sharing options...
VIitS Posted April 19, 2016 Share Posted April 19, 2016 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. Link to comment Share on other sites More sharing options...
Gambit77 Posted April 19, 2016 Share Posted April 19, 2016 AWKCR, SK, Non-SK Homemaker, and all the Crafting Workbench plugins was enough to go over the cap before. Link to comment Share on other sites More sharing options...
VIitS Posted April 19, 2016 Share Posted April 19, 2016 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. Link to comment Share on other sites More sharing options...
Ethreon Posted April 19, 2016 Share Posted April 19, 2016 As said, 65k. Y'all enjoy your custom menus now, and hopefully someone decides to dive into them and make them less ..useless. Link to comment Share on other sites More sharing options...
VIitS Posted April 19, 2016 Share Posted April 19, 2016 Well yes, but we weren't sure if it was implemented yet :P. I don't know that I have seen any conclusive testing until here (i'm sure it;s been done, I just haven't seen it). Link to comment Share on other sites More sharing options...
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