Fallout New Vegas
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S6S

Uploaded by

Sweet6Shooter

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About this mod

This simple file contains a few UDF options which can be called via console to automatically convert existing formlists or base form types into KEYWORDS formatting.

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Overview:
This simple file contains a few UDF options which can be called via console to automatically convert existing formlists or base form types into KEYWORDS formatting.

Usage:
FORMLIST PRINTER:

If using the scriptrunner version, ensure that it is turned on in the console.

  • Start the game.
  • Load a save or start a new game.
  • Open the console.
  • Put 
call WriteKeywords FORMLISTID "MyKeywordININame"
into the console.

For example:
WriteKeywords AllPowerArmor "test"

The .ini will be created in a KEYWORDS folder in your overwrite directory for MO2 users, or directly in your installation directory for manual installs.




The section will be titled to match the EditorID of the formlist supplied. To change the name of the keyword being added to the forms below it, simply change the text in the [brackets] above them.

After the ini has been written, simply move the KEYWORDS folder from your config directory into a new mod, outside the config folder.



This can be done with any formlist, be it base game or mod-added, as long as it's loaded when you enter the console command.

TYPE SEARCH:
For more experienced modders!
Follow steps 1-3 above.

Put
call WriteKeywordsTypeSearchKey TypeCode "MyKEYWORDIniName" "StringToSearchFor" "KeywordToAssign"
into the console.

For example:
call WriteKeywordsTypeSearchKey 27 "test" "safe" "Safe"

The script will then assess all forms of type 27, write to Config\KEYWORDS\test.ini, check all of the editor IDs of the formtype specified, see if the "safe" word is present (not case sensitive), then assign them the Safe keyword in the ini.

Make sure to review the entries added to ensure that the forms added all align with your intended forms.

For example, if you have the script search for ammo forms and the phrase "Junk", but there's a form whose ID is "Ammo50BMGJunketsuKiller", this form will evaluate as containing the string and be added to the keyword section.

TYPE SEARCH MODEL PATH:
Follow steps 1-3 above.

Perform the steps of TYPE SEARCH MODEL PATH directly above this, and it'll search the model path instead of the editor ID.

AUTOMATIC WEAPONS:
Follow steps 1-3 above.

Put
call WriteKeywordAutomatic "MyKEYWORDIniName"
into the console.

For example:
call WriteKeywordAutomatic "AutomaticWeaponPrintout"
into the console.

The script will then check all weapons loaded in the game for the "Automatic" flag and assign them into the AutomaticWeapon keyword.
This is valuable because automatic weapons should be excluded from fire rate increases pretty much everywhere in the game. The base game, and many mods use the WeaponMachinegunList for the sake of this categorization, but having an AutomaticWeapon tag can assist in ensuring proper exclusion in cases where that formlist would be obtuse or inconvenient to use as a condition or script check in some way.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.
KEYWORDS is required.

Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.

Limitations:

Credits:
I had written off the scriptrunner version until physicsgaming mentioned a fix for the issue causing it to not compile.

Permissions:
Do whatever.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.