Fallout 4

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Menu Keywords: Why are they important?
Hey all. I just thought I'd help to raise awareness on Steam forums, towards the keyword list cap which exists in the game's crafting menu coding. Basically, the more mods you install for the wonderous crafting menus to go to work on, the closer you get to your mods capping out and causing other mods in your load order to disappear and general mayhem in your game, because there is a limited number of Keyword allocations for all the stuffs that you can has in your swag hauss! >.<

This may not appear relevant at first but when you look further into it, you will realise that it is actually a pretty big thing. As it stands, you WILL reach a point where your load order will not accept any more mods and WILL start shoving mods out of existence in the game, once you reach your cap. Certain mods are lower in containing category keywords than others, so you may have more mods in your load order than than other people when reaching the keyword limit (or simplified; mod limit).

I have only just started to look into this myself, and I'm prett sure I read (from a very reliable source), that once the cap is reached, more mods just shove other existing ones out of the menu categories and you lose them because there isn't enough room. Either that, or you will notice missing stuff/menus/CTD - anything could happen as far as I know right now.

What I do know is that this is apparent and there is something being done about it to work around the issue, rather cleverly, I might add:

Over on the nexus, there have been a number of incredibly dedicated people, who acknowledged this issue and started to try to do something about it.

Have you heard of:
Settlement Keywords, (SK) ?[www.nexusmods.com]
or;
Armour and Weapons Keywords Community Resource, (AWKCR) ?[www.nexusmods.com]

Well, they are master files which contain keywords for all crafting items. Mod authors who want to make a settlement/armour/weapon crafting mod will inevitably be giving their mod's items keywords for the game to recognise what they are in the game. SK and AWKCR attempt to encompass as many of the keywords as possible, so that mod authors can use those keywords in their mod,
(there will be a requirement by an author to add SKand/or AWKCR as a .esm -master file- integrated with the uploaded mod), and thus not use a new, unique keyword - avoiding busting the category keyword cap / limit. This will act as a patch, and you will need SK.esm, for example, running by the top of your load order, to use a mod which operates in this way.

Here are some links to help understand what the hell I'm blabbering on about:

10 rules to maintaining your load order
Here, in the link below, you will find some really helpful knowledge on managing mods and looking after your modded FO4 baby :) awww
10 rules to modding with crafting mods[forums.nexusmods.com]

Menu category formlist cap
Here, in the link below, you can see the events unfolding, regarding discovery of the category formlist limit, the ideas around a fix for the scripting within the game's coding, suggestions of temporary workarounds and, ultimately, the makings of the idea to generalise keywords and create a resource for all modders to hopefully use in order to maintain a low category footprint.
Nexus Forum: Caplist bug[forums.nexusmods.com]
Last edited by 𝕊𝕋𝕌ℝ𝕄-𝕂𝔸𝕋; Mar 9, 2016 @ 8:36pm
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Gamefever Mar 9, 2016 @ 7:48pm 
You should put this over at Guides cause it'll just get pushed into oblivion.
I know what you mean. I am attempting do something about that as we speak. Thanks :)
EDIT:

I made it in a guide format.
http://steamcommunity.com/sharedfiles/filedetails/?id=642003606

cheers.
Last edited by 𝕊𝕋𝕌ℝ𝕄-𝕂𝔸𝕋; Mar 10, 2016 @ 11:07pm
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Date Posted: Mar 9, 2016 @ 7:41pm
Posts: 2