DarkGenius Posted October 24, 2019 Share Posted October 24, 2019 Hello Gamers! Welcome :thumbsup: I need to talk about both Armor and Weapon Keywords Community Resource (AWKCR) and Armorsmith Extended, but first, if there are other threads on how to solve this, please redirect me and I'll have this topic scrapped. I have been running both mods for a long time now, but I have to say I'm really tired of both.. but mods I truly enjoy depend on both :unsure:I run mo2 and I have 7 mod list profiles and they all use a part of AWKCR that I need to fix in the eventual merge patch AWKCR lost it's scope of a simple resource and started doing several things at the same time (without making some of these changes optional, (question on reddits is what AWKCR and Armorsmith Extend won't do), such changes sacrificed simplicity, if you want to enjoy your game modded you'll have open up Fo4Edit and do basic tinkering here and there to fix issues caused by AWKCR and company, but lately I decided I had enough of AWKCR and started removing stuff that felt unecessary, wouldn't you know... Fallout 4 started to run smoother (only other edit to the mod list was the removal of Bounties for you mod, which is a bit infamous for CTD and other performance issues) (be aware my current mod list "Crazy Wacky World" is 377+ combo of esp, esl and some of my own converted esl), but I also had problems with neck seams, that neck hole bug, issue would only happen to PC and persist after "sexchange" console command and any edits in slm 14, that does really break the immersion, I still could use some of the coolest features in the mod without the extras after cannibalizing the mod. I need your support to help me remove the "extra" stuffs from the mods.. paint system, mat swap (I know about the patch but it is extra esp [maybe I should convert it to a esl hmmm]) extra workbenches and other unecessary items, the argument that I simply shouldn't enable AWKCR or AE is fragile (I won't respond to those) most mods in the community nowadays use both, but most mods barely use half of the features presented by both mods, so I need to know what is "safe" to remove and won't cause CTDs or other graphical visual bugs ( neck seam :sick: ) while also still being able to use Creation Club paints Also, older versions are not supported so why use them? has anyone had any success using old AWKCR and AE? Creation Club still work? Can anyone help me? I promise Kudos and my eternal gratitude. Disclaimer: this is not to bash or rant on AWKCR and AE and their time spent working on these mods, I respect their work on the mods and I recognize it is hard to please everyone, however these mods are very popular, a staple of Fallout 4 modding, I also know a lot of people just enjoy complaining about anything, but the intent here is to provide an alternative for people in the same situation as me to make modding a more pleasing and agreeable situation. To quote Leonardo da Vinci; "Simplicity is the ultimate sophistication" Link to comment Share on other sites More sharing options...
HadToRegister Posted October 24, 2019 Share Posted October 24, 2019 Yea, unfortunately, something that was just supposed to be a NAMING Framework, ended up suffering from "Feature Creep" and now is a massive overhaul full of stuff that SHOULD be optionalI used these twohttps://www.nexusmods.com/fallout4/mods/34547and https://www.nexusmods.com/fallout4/mods/34727 Link to comment Share on other sites More sharing options...
DarkGenius Posted October 25, 2019 Author Share Posted October 25, 2019 Yea, unfortunately, something that was just supposed to be a NAMING Framework, ended up suffering from "Feature Creep" and now is a massive overhaul full of stuff that SHOULD be optional I used these twohttps://www.nexusmods.com/fallout4/mods/34547 and https://www.nexusmods.com/fallout4/mods/34727 Thank you for your comment @HadtoRegister, it is a honor. That is exactly what I think we should find a way to fix, at least for our own satisfaction, these mods are good but they're extra esp, I'll open them in Fo4Edit and see what they do, maybe I can use their changes in the ArmorKeywords.esm I'm tinkering already, I'm using a mod that hid some of the superfluous workbenches On that Neck Seam issue, I found out "field backpack" from the mod "Dogmeat's Backpack" also causes "some" scaling issues I haveKudos to @Infamous95 for the fix: Go to the top of the armor addon for the Character Backpack and edit the record flags tagging "no under armor scaling" that should fix thisItem in question he forgot to include is named AA_HigeBackpack01 in Fo4Edit, I'll check asap but should probably fix it. Notes: Had the neck issue happen on character, and not on a unmodded save, pending further testing.. gotta check so much inventory. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 25, 2019 Share Posted October 25, 2019 Yea, unfortunately, something that was just supposed to be a NAMING Framework, ended up suffering from "Feature Creep" and now is a massive overhaul full of stuff that SHOULD be optional I used these twohttps://www.nexusmods.com/fallout4/mods/34547 and https://www.nexusmods.com/fallout4/mods/34727 Thank you for your comment @HadtoRegister, it is a honor. That is exactly what I think we should find a way to fix, at least for our own satisfaction, these mods are good but they're extra esp, I'll open them in Fo4Edit and see what they do, maybe I can use their changes in the ArmorKeywords.esm I'm tinkering already, I'm using a mod that hid some of the superfluous workbenches On that Neck Seam issue, I found out "field backpack" from the mod "Dogmeat's Backpack" also causes "some" scaling issues I haveKudos to @Infamous95 for the fix: Go to the top of the armor addon for the Character Backpack and edit the record flags tagging "no under armor scaling" that should fix thisItem in question he forgot to include is named AA_HigeBackpack01 in Fo4Edit, I'll check asap but should probably fix it. Notes: Had the neck issue happen on character, and not on a unmodded save, pending further testing.. gotta check so much inventory. The way to do it, is to open AWKCR and the Paint Mod Simplified in FO4Edit, then you'll see them side by side.Then basically drag the deleted/edited stuff from Paint Mod Simplified to AWKCR OR delete and edit the stuff in AWKCR by hand (Just in case FO4Edit asks if you want to make AWKCR a master of Paint System Simplified) and hit CTRL+S, now you have the edited AWKCR with the Paint System Simplified changes inside it, so you don't have to use Paint System Simplified .esp anymore I do stuff like that all the time with my load orders, I think most of my esps are hand edited now. I see you use MO2, I waAlso, s going to say that Vortex has a built in option to turn certain ESPS, into ESPfes, which is the same thing as an ESLI used it to turn 87 of my esps in Skyrim SE to ESPfe, so now I've got a ton more space in my load order. Link to comment Share on other sites More sharing options...
DarkGenius Posted November 1, 2019 Author Share Posted November 1, 2019 Fo4Edit has a function to turn esps into esl as well, after the forms are edited, it is just a matter of renaming it to esl.. right? if not, I may have dun goofed an entire profile, merging mods into one entity and converting them to esl is very tricky business. Link to comment Share on other sites More sharing options...
HadToRegister Posted November 1, 2019 Share Posted November 1, 2019 Fo4Edit has a function to turn esps into esl as well, after the forms are edited, it is just a matter of renaming it to esl.. right? if not, I may have dun goofed an entire profile, merging mods into one entity and converting them to esl is very tricky business. Yea, FO4edit can turn ESPS to ESL, however, I'm starting to prefer ESPfe, it's an ESP that's flagged as an ESL, but you can still sort it like an ESP.With straight ESL you can't sort them. Vortex can convert ESP to ESPfe No, you don't just rename it ESL to convert it. Link to comment Share on other sites More sharing options...
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