Than you have something else conflicting with this patch. Best thing to do is to load all your plugins in xEdit and check the formidlist. If theres a conflict it'll show every mod you have that changes the menu to see which one is causing the issues.
This patch shouldn't mess with the menus since all it does is move the items under different categories while eliminating the neon sign and cage categories
Not sure what the combination of mods was, but removing this one resolved the problem. The problem was, I would go to my settlement and they would say I am glad you are here, we are having some issue, I would look at them and not get the option to talk, if I spoke to them it was a trade option only. Once I removed this mod, I could find out what the problem was and go kill the raiders/ghouls/mutants.
I've had that issue in a vanilla game so it shouldn't really be tied to this since all the plugin changes is the keyword assigned to the construct able objects and than removes the new keywords for the new categories. The other bug I've gotten similar to that is when after defending it they would constantly thank me and nothing else and the only way I found to fix both of those was to fast travel back to the settlement.
So all in all it shouldn't be this since this doesn't mess with those records or touch settlers
If you scroll down a page in this forum, you'll come across VIitS post saying to use the ESP file if you're still having problems AFTER installing his first fix - the ESM file. So from what I can see, the TLDR version is:
Install the ESM first. If you still have a problem, install the ESP and put it after any settlement mods in your load order."
Not quite working for me. Some of the new menus are still missing. Other stuff that falls under an existing menu has no name just "lookup failed!" anybody have any ideas how to fix this?
Yeah the HM is for homemaker, You don't really need it it to run this since this is for SK and WW. That being said though if you use the integration patch from HM or any other mod it'll make them all still play along nicely
Do you have a link to this in the patch notes? I can't seem to find it anywhere. I'd like an explanation of what they did to fix it as well if you have a forum link too?
You will still need SK for compatibility reasons. Unless you make merged patches, only then the need is gone. But I haven't heard about it either. Compatibility is because the last mod in your load order gets to define the settlement keywords (the game keywords, not the mod). Unless they've changed that too.
I'm not even using SK or anything at the moment. I'm just really curious to read what they did to fix formID/category limits. Will have to do some tests and see if it's there I guess. Unless someone can link me to the documentation of the changes Bethesda made?
Edit: upon further testing, ad3d0 is correct. The limit looks like it's been fixed, although I'd like to know what they did to fix it. To test this I loaded up older versions of alternate settlements and homemaker before SK was implemented. Looks like all menus appear regardless of load order. Usually the last mod loaded takes the hit on menus the way the limit worked. Now, that's gone. HOWEVER, there are still issues with category overrides occurring. In particular with wasteland workshop (signs and cages from my tests). So regardless of mods or versions of those mods being used, patches will still need to be created in order to remedy these overrides. I think what Horus5 did here is great. Especially for users using SK and all of that fun.
Info is not widely available and won't be noted in any patch-note I guess. They set 16 bit int for keywords instead of previous 8 bit. So limit now is exactly 65 536 instead of previous 256
What I guess what Bethesda did was fairly simple. They increased the size of the (integer) variable or array to which keywords are bound. Or they converted it to a vector or a class (more work but still relatively simple). The original size was probably based on how many keywords there would be in the vanilla game + all DLC. They probably didn't keep mods in mind.
when i add this i loose my neon lights, so not sure what happened to them. I checked all over and they are nowhere to be found. Other than that like the idea of this mod.
ad3d0 - Awesome! So glad they fixed it. I've been able to successfully test your snap and build with pre-SK versions of alternate settlements, homemaker, as well as current versions of gruffy's signs (the one that adds categories), robot home defense, nx farming, and the armor keywords mod that adds a ton of new menus to crafting stations. With a quick little fo4Edit patch to add back a few conflicting formids (due to last mod loaded determining how menus are laid out), every single menu appears.
This is all very good news. Conflicts will still arise though, just like mods that alter leveled lists and what not. Just no limits to what can be added via menus. Very very cool that Bethesda fixed this! Should have been plastered in CAPS as the very first patch note fix for PC.
So this patch will allow Robot Home Defense to still show up? the One in the hot files right now doesn't let it show up in the menu (yes I played with the load order, it was DLC content not showing or the RHD).
SuicideSquirel - slightly different conversation with this short thread...didn't mean to hijack the mod comments. Just trying to confirm what ad3d0 wrote about menu limits. He is right though. And due to the nature of mods, and how they sometimes get dropped as modders move on to other things, it's almost best to keep everything separate. Patches upon patches leads to some pretty confused users.
If you are having missing menus, it's due to formid conflicts. Meaning the last menu (category/workshop) creating mod is deciding what menus go where in the workshop 'tree' of menus. You'll need to move all of the menus (in this case, formIds) you want to use into a merged patch below all of your other menu creating mods.
Use this video as a template to correct your issues. https://www.youtube.com/watch?v=c3YX4UeuqmM, but instead of leveled lists, work with conflicting (red) formIds. Easy stuff, really. I honestly think all of the patches people are putting out is helpful to a degree, if you have the EXACT same load order and mods as they do, but otherwise it limits and confuses most. It's much easier just to do it yourself. Especially now that the menu limit has been fixed by Bethesda. Eventually the merged patch ability in fo4Edit will work correctly, but for now, manually moving conflicting ids into a new merged patch works perfectly. It takes minutes, literally, and is configured specifically to your mod list.
Or, like most users, just don't bother and hope someone fixes it for you. This patch that horus5 made might help some, but I bet there will be more people asking questions about some random menu they have missing.
29 comments
This patch shouldn't mess with the menus since all it does is move the items under different categories while eliminating the neon sign and cage categories
So all in all it shouldn't be this since this doesn't mess with those records or touch settlers
I can't find one for that at all.
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"TWO fixes to this problem by the SAME author - VIitS. The FIRST one is an ESM file that replaces the SK esm file and can be found here:
https://www.dropbox.com/s/1kqrizrsqppgd7t/SettlementKeywords.esm?dl=0
The SECOND fix is an ESP file that you can get here:
https://www.dropbox.com/s/4gn4h1j06q7qr8h/PatchyMcPatcherson.esp?dl=0
If you scroll down a page in this forum, you'll come across VIitS post saying to use the ESP file if you're still having problems AFTER installing his first fix - the ESM file. So from what I can see, the TLDR version is:
Install the ESM first. If you still have a problem, install the ESP and put it after any settlement mods in your load order."
Thank you sir!
nevermind couldn't get sk to work and or it's alternate mods, went back to what mods worked for me before
Compatibility is because the last mod in your load order gets to define the settlement keywords (the game keywords, not the mod). Unless they've changed that too.
Edit: upon further testing, ad3d0 is correct. The limit looks like it's been fixed, although I'd like to know what they did to fix it. To test this I loaded up older versions of alternate settlements and homemaker before SK was implemented. Looks like all menus appear regardless of load order. Usually the last mod loaded takes the hit on menus the way the limit worked. Now, that's gone. HOWEVER, there are still issues with category overrides occurring. In particular with wasteland workshop (signs and cages from my tests). So regardless of mods or versions of those mods being used, patches will still need to be created in order to remedy these overrides. I think what Horus5 did here is great. Especially for users using SK and all of that fun.
They set 16 bit int for keywords instead of previous 8 bit. So limit now is exactly 65 536 instead of previous 256
Other than that like the idea of this mod.
This is all very good news. Conflicts will still arise though, just like mods that alter leveled lists and what not. Just no limits to what can be added via menus. Very very cool that Bethesda fixed this! Should have been plastered in CAPS as the very first patch note fix for PC.
If you are having missing menus, it's due to formid conflicts. Meaning the last menu (category/workshop) creating mod is deciding what menus go where in the workshop 'tree' of menus. You'll need to move all of the menus (in this case, formIds) you want to use into a merged patch below all of your other menu creating mods.
Use this video as a template to correct your issues. https://www.youtube.com/watch?v=c3YX4UeuqmM, but instead of leveled lists, work with conflicting (red) formIds. Easy stuff, really. I honestly think all of the patches people are putting out is helpful to a degree, if you have the EXACT same load order and mods as they do, but otherwise it limits and confuses most. It's much easier just to do it yourself. Especially now that the menu limit has been fixed by Bethesda. Eventually the merged patch ability in fo4Edit will work correctly, but for now, manually moving conflicting ids into a new merged patch works perfectly. It takes minutes, literally, and is configured specifically to your mod list.
Or, like most users, just don't bother and hope someone fixes it for you. This patch that horus5 made might help some, but I bet there will be more people asking questions about some random menu they have missing.
Did they fix all the keyword limits or just crafting menu one?
@Ad3d0 Did Beth fix it on their end? I had no clue about that but I'm glad they finally did
So for everyone else asking about RHD this doesn't patch RHD yet. I was going to do a separate plugin for it since I know not everyone one uses it