If you want to follow progress on my mods, get modding help, or just hang out, you can join my Discord. If you like my mods and want to support me, I have a Kofi.
Yes, that's kind of the point. I added them to ensure people using 1.5.97-1.6.640 esms have access to those keywords at the correct FormIDs. If you're using 1.6.1130+ esms it makes no difference. If you're on 1.5.97-1.6.640 esms they'll be injected into Update.esm.
Yes, most of the keywords are dynamically generated by KID. I've mostly only added keywords to OCF.esp that I can think of a common use case for that requires a static FormID, such as DAR conditions. They are mostly used by methods that can detect keywords generated by KID using only EditorID, such as KID, FLM, I4, etc.
I see, I was trying to use OCF keyword to create cooking categories for CACO items, with Parapet's Constructible Objects mod. It seemed like most categories were working fine except a few such as OFC_AlchDrink_Juice / OFC_AlchDrink_Tea / OCF_AlchDrink_Milk / OCF_AlchDrink_Coffee because they were dynamically generated rather than static
Huh, I was under the impression that COCKS would work with dynamic keywords, since I4 does, but if that's not the case I can add desired keywords to the plugin. Let me know what keywords you'd want static access to.
I believe there is currently a typo in the ABA_KW-OCF_WEAP_KID.ini config which prevents the Fishing Rods as Rapiers edit from the Keyword Patch Collection from working properly.
In Line 1055 (Keyword = WeapTypeMace) the keyword "OCF_WeapTypeFishingRod1H" is included, but should be excluded: "-OCF_WeapTypeFishingRod1H". Modifying this fixes the rapier animations which otherwise don't work if WeapTypeMace is added to the fishing rod.
Thanks for letting me know. It wasn't exactly a typo, but I will fix that.
A fishing rod isn't really a mace, but you'd have just as hard of a time convincing me it's a sword. I know it's just done for the sake of animations, but still. The same few vanilla keywords seem to be used as conditions for so many vastly different things (animations, vendors, dialogue, perks), even if they don't really end up fitting.
I've been starting to move away from distributing vanilla keywords at all in OCF. My goal with this mod isn't to affect gameplay at all, just to be a library of categories (Keywords/FormLists/etc) that can be used as conditions by other mods more precisely than vanilla keywords, especially with the variety of today's modding scene. I'll probably be moving all existing vanilla and injected keyword distribution in OCF over to Keyword Patch Collection in coming updates.
I'll see if I can have the fishing rod fix done in the next update.
By taking a look at OCF.esp and finding that some keywords referenced in the INIs aren't present there, I just discovered that KID can create keywords at runtime. Thanks for satisfying my weird little ADHD brain with the ability to sort everything in the game and inadvertently helping me stumble upon this small gamechanger of a functionality! <3
Yep! The keywords I add to the plugin are mostly there for things that can't reference the keywords dynamically created by KID/SPID using just an EditorID, and require a static FormID, such as DAR or other plugins.
Wow, you go beyond with this latest update(v5.0.0). Some modular armors, that not yet having proper icon mod support, have proper icon now. I'm surprised after opening my inventory. Thanks.
Hey! I'm not sure if I am even in the right place, but I have a bit annoying issue.
All of the Tridents and Spears are listed as Pikes - https://i.imgur.com/LlwHT0i.jpeg
It's not a problem animation wise, since all of them are supposed to use the same one, however, It is a bit annoying when I want to move weapons positions through IED since they all have the same Keyword, I have to separate them manually every single one trough forms.
Maybe you share some light if there's some kind of conflict. I'm using your OCF with Keyword Patch Collection + all of the hard requirements.
For how the weapons display in the inventory, that is dependent on what I4 mods you have and the load order of those mods' plugins. I'd have to know what I4 mods you have installed to help with that.
For IED, I've barely played around with it, but I think you should be able to use more specific keywords. OCF has the following keywords for polearm type weapons.
Spoiler:
Show
You can find the full list of keywords here. Any weapon with a keyword in a "tree" also has the "parent" keywords of the keyword. For example you could use OCF_WeapTypeTrident2H to get all 2-handed trident weapons, or you could use OCF_WeapTypePole2H_Thrust to get all 2-handed thrusting polearm weapons (including 2h lances, pikes, spears, and tridents).
For any of these problems it is possible you could have a mod that's distributing keywords in a problematic way. To know for sure I'd have to see your KID log (\Documents\My Games\Skyrim Special Edition\SKSE\po3_KeywordItemDistributor.log). Please use a link to a pastebin or such when sharing logs.
OCF Keywords actually worked! UI still shows them as Pike, but I can now move stuff around. Honestly, I'm happy now, and I I don't mind the visual glitch. So I'll not bother you anymore with this, thanks for responding! I appreciate the help :D
Edit: I fixed the visual glitch too, I was using I4 Weapon Icon Overhaul, all I just needed to fix this glitch, was Installing Aura's Inventory Tweaks and everything looks nice again.
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If you like my mods and want to support me, I have a Kofi.
You might be right, the issue is on my end since COCKS doesnt work still even after adding the keywords myself to the plugin, so it wasn't that
In Line 1055 (Keyword = WeapTypeMace) the keyword "OCF_WeapTypeFishingRod1H" is included, but should be excluded: "-OCF_WeapTypeFishingRod1H". Modifying this fixes the rapier animations which otherwise don't work if WeapTypeMace is added to the fishing rod.
A fishing rod isn't really a mace, but you'd have just as hard of a time convincing me it's a sword. I know it's just done for the sake of animations, but still. The same few vanilla keywords seem to be used as conditions for so many vastly different things (animations, vendors, dialogue, perks), even if they don't really end up fitting.
I've been starting to move away from distributing vanilla keywords at all in OCF. My goal with this mod isn't to affect gameplay at all, just to be a library of categories (Keywords/FormLists/etc) that can be used as conditions by other mods more precisely than vanilla keywords, especially with the variety of today's modding scene. I'll probably be moving all existing vanilla and injected keyword distribution in OCF over to Keyword Patch Collection in coming updates.
I'll see if I can have the fishing rod fix done in the next update.
I'm surprised after opening my inventory. Thanks.
All of the Tridents and Spears are listed as Pikes - https://i.imgur.com/LlwHT0i.jpeg
It's not a problem animation wise, since all of them are supposed to use the same one, however, It is a bit annoying when I want to move weapons positions through IED since they all have the same Keyword, I have to separate them manually every single one trough forms.
Maybe you share some light if there's some kind of conflict. I'm using your OCF with Keyword Patch Collection + all of the hard requirements.
For IED, I've barely played around with it, but I think you should be able to use more specific keywords. OCF has the following keywords for polearm type weapons.
You can find the full list of keywords here. Any weapon with a keyword in a "tree" also has the "parent" keywords of the keyword. For example you could use OCF_WeapTypeTrident2H to get all 2-handed trident weapons, or you could use OCF_WeapTypePole2H_Thrust to get all 2-handed thrusting polearm weapons (including 2h lances, pikes, spears, and tridents).
For any of these problems it is possible you could have a mod that's distributing keywords in a problematic way. To know for sure I'd have to see your KID log (\Documents\My Games\Skyrim Special Edition\SKSE\po3_KeywordItemDistributor.log). Please use a link to a pastebin or such when sharing logs.
Edit: I fixed the visual glitch too, I was using I4 Weapon Icon Overhaul, all I just needed to fix this glitch, was Installing Aura's Inventory Tweaks and everything looks nice again.
I found v4.9 make the fossil(legacy of dragonborn) icon to blank