Arneercool Posted February 21, 2018 Share Posted February 21, 2018 I have moved a bunch of clothing items to a new bench. To make new and fitting menus i have created new keywords and recipe filters and attached those keywords along with the keyword for the bench itself to all my items. Using fo4 btw. My question is, what happens to the old and not used keywords? do they stay dormant in the original mod, or are they somehow loaded and bloated? I'm not that far ahead yet, but it would be better to chop and change the keywords in the original mod, and then load the changes directly? Right? Link to comment Share on other sites More sharing options...
payl0ad Posted February 21, 2018 Share Posted February 21, 2018 Recipe filter keywords belong on the COBJ, not on the ARMO record, if that's what you're asking. Link to comment Share on other sites More sharing options...
Arneercool Posted February 21, 2018 Author Share Posted February 21, 2018 (edited) Ok, i think i understand..With some light googleing. I must have done it right because 'it just works'. To be precise i am getting rid of awckr once and for all, by putting my misc clothes from awckr and chem bench into eli's compendium bench. This i have done by reverse engineering her plugin and some trial and error. I made a patch for her plugin with new keywords and then copy pasted that keyword into all my clothes/armor items. So now i have a plugin containing 2 groups and a file header. The 2 groups are 'constructible object' and 'keywords'. In the 'contructible' group there are all the items i have changed the bnam and fnam for. And in the 'keywords' group are my 3 new keywords with their respective kywd-id. I guess my question really is, am i on the right track, or am i missing something really obvious? In this end it seems like a game changer, and i find it concerning that all it took was a few copypastes and some backtracking. Edited February 21, 2018 by Arneercool Link to comment Share on other sites More sharing options...
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