- [Bug Fix] Reduced max number of hallways per cell to 25 from 41 due to maxing out all the hallways still causing the "physics decides not to work" problem. NOTE: This means that there's a hard ceiling of 250 mods that can be displayed (and that number reduces for each mod which has over 50 items). 250 was always a soft limit anyway (base mod masters + LOTD), but given some hallways will overflow, this is a lower limit than was previously included. No reasonable load order SHOULD hit it, but it is much more possible now. If you do, utilize the ignoredPlugins.txt file to disallow some ones you care less about - eventually I'll have a version 2.0 which will have a dynamic number of cells but that won't be for months, most likely.
- [Bug Fix] If the final hallway in a cell overflowed into the next cell, the first item that should have gone in the new cell was stuck oddly in the first cell, had an empty spot in the second cell, and all the hallway separators in the new cell's hallway 0 were missing. This is resolved now.
- [Bug Fix] Masters reporting is being properly iterated over now, so cases where one mod has already touched (for example) an Armor Addon to add a sound or race to it (even if said mod doesn't have any displays), it is now properly getting added as a master.
This update should resolve all currently open discussion/bugs that have been reported :) Let me know if you run into anything still, please.
Version 1.1
Fix in dummy plugin which was preventing alternate textures in weapons from being populated
Version 1.0.1
Remembered to add Thaumaturgy as a hard-coded exception, too, and accidentally had the dummy plugin with the wrong "next formid" field.