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Nexus mod manager fallout 4 broken4/18/2024 ![]() This method requires an uninstall chem to avoid breaking the workshop menu. This was great for mod compatibility but had the fatal flaw of expecting everyone to read the uninstall instructions. Much rejoicing was had and nearly all mod authors adopted this approach. Then DarthWayne came along with a modders resource to script inject mod menus. Some major mods such as Homemaker adopted SKE. However there was still the challenge of mod compatibility when making settlement building mods and altering the vanilla workshop menu. *There were initially three different settlement keywords mods, 2 were eventually deprecated and hidden with Settlement Keywords Expanded by Sharlikran (SKE) being the surviving framework. Thankfully Bethesda finally extended the keywords limit and everyone breathed a sigh of relief. The armor and weapons community had the same problem adding items to the crafting workbenches so the Armor and Weapons Keywords Community Resource (AWKCR) was also created. The settlement mod building community came up with the Settlement Keywords* framework in an attempt to standardize and improve on the vanilla workshop menu structure. Since keywords are the key component in making workshop menus this meant that additions to the workshop menu in mods was a serious problem. Well Bethesda didn't learn that lesson and in the beginning Fallout 4 had a ridiculously small keyword limit. In the beginning the quote "640 K ought to be enough for anybody" was misattributed to Bill Gaits regarding computer memory.
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