[DESCRIPTION]
JIP LN NVSE Plugin in version 57.21 introduced KEYWORDS functionality
that allows quick and easy way to apply custom metadata to any game form,
which can then be referenced by any mod, with several scripting commands.
This mod implements an ESPless framework to create, and automatically
load keywords in a simple user-friendly way, via use of ini config files.
Also, in comparison to default lists, keywords have superior performance.
[FEATURES]
Easily add any number of keywords to any game object you can think of
Perhaps, you want to add "Harvestable" category to plants? Nothing to it.
Mark holographic attachments as "HoloSights" across dozens of mods? Easy.
Maybe, you want to add "Akimbo" to all Dual Wielding pistols? Sure thing.
Any keyword, on any object. With just a text file.
This framework comes packed with several keywords to serve as an example:
All following Keywords are for FNV and TTW (including DLCs)
Harvestable = added harvestable plants and mushrooms
NotDoor = added to all invisible doors or visually NOT doors.
Lootable = activators that might give you items on activation.
Buttons = all activators that visually have buttons. Yes.
[ADDING KEYWORDS]
Create new ini file, with a unique name, inside Data\KEYWORDS\ folder.
Then, open it with any text editor, and start adding your Keywords.
There are 3 easy ways anyone can add new Keywords to anything in the game
First way, as a list of EditorIDs, under section [0]
[0]
BananaYuccaPickable=Harvestable
WeapMMM6U=Revolver
; It also supports comma separated values for multiple keywords
BobbleheadSTR=Bobblehead, Collectible, Figurine ; etc..
Second, as a list of KEYWORDS, under section [1]
[1]
Oogabooga=BigAndHeavyClubID
; It also supports comma separated values for multiple EditorIDs
Harvestable=BananaYuccaPickable, BrocFlowerPlant, CaveFungusPlant ; etc..
InvisibleDoor=BlackCaveDoor, BlackDoor, CaveDoor, CaveExitDoor ; etc..
InvisibleDoor=NVCCBarge, NVCGBlackCaveDoor, NVCGInvisibleCaveDoor ; INVALID
; ^^^ Do not repeat same Keywords in multiple lines, only ONE will be read
Third, as numerical list of EditorIDs, under [YOUR_KEYWORD] section
[InvisibleDoor]
0=BlackCaveDoor
1=BlackDoor
2=CaveDoor
3=CaveExitDoor
4=CaveTunnelDoor
5=NVCGBlackCaveDoor
[Harvestable]
0=BananaYuccaPickable
1=BananaYuccaPickableWestside
2=BarrelCactusPickable
3=BrocFlowerPlant
4=WhiteHorseNettle
5=XanderRootPlant
; etc..
[USING KEYWORDS]
Scripting examples to check if an object has a keyword you're looking for
if HasKeyword rSomeRef "InvisibleDoor"
; Success! This is in fact an invisible door!
endif
int iButtons = HasKeyword rSomeObject "HasButtons"
if iButtons
; Success! This rSomeObject has buttons!
if HasKeyword rSomeObject "Console"
; Success! This is console!
elseif HasKeyword rSomeObject "ElectricSwitch"
; Success! This is an electric switch!
endif
else
; Nope, doesn't have buttons.
endif
List of JIP LN Keyword functions (undocumented)
(0/1) HasKeyword form:form, "keyword:string"
(array(form)) GetKeywordForms "keyword:string"
AssignKeyword form:formOrList, "keyword:string"
[CREDITS]
Jazzisparis, for making this mod possible, and investing so much into FNV
Bethesda, for the engine
Obsidian, for New Vegas
Armed Forces of Ukraine, for keeping me alive and safe
Слава Україні!

Instructions
Install all required mods first, then this one. Or the mod will not work.
Install it with mod manager or manually by copying files into data folder
Uninstallation: do the same with mod manager (or manually) but in reverse
Requirements
KEYWORDS
All you need


