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Coming back 2 years out. Why the hate on AWKCR?


Salvinha

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Hello guys!

 

After 2 years out of the modding community, I'm coming back to do a new playthrough of FO4 and see what the new mods have to offer.

Since yesterday, when downloading mods, I could find a trend I didnt see too much 2 years ago, the hate on AWKCR mod.

 

Well, actually, only 3 mods I love use this AWK resources:

Raider Overhaul

Super Mutant Redux

Unique NPC

 

As you can see, are not many mods but meaninful ones (big mods). I could set aside AWKCR dependency on some other mods including Raider Overhaul, which has a NO AWKCR version modification in Nexus.

 

I just want to know if AWKCR really breaks the game (CTDs, freezes, save corruption or performance issues), and it is worth the time trying to finding other mods non dependent on it, or all this hate is directed to the fact that it adds tons of useless stuff (for many users) in the workshop menu and compatibility patches (are they really needed, I think not)?

I'm asking that because today:

- I gave up on Unique NPCs, because after hours of investigation trying to find a "No AWKCR" version I discovered it used assets of AWKCR and that couldn't be done with some real work (could replace it by other mods, which cannot compare but do a pretty decent job).

 

- Spent hours today searching Raider Overhaul No AWKCR, until I found it and didn't at the same time (because later I found out BLD patch for Raider Overhaul replaces its .esp, bringing back AWKCR dependency, making me find another mod to replace BLD, since I can't play without Raider Overhaul).

 

- And now I'm here, more hours trying to find a replacement for Super Mutant Redux, even if it is a small mod that only buffs them a bit.

 

Until I thought to myself: WTH AM I DOING? I SHOULD BE PLAYING BY NOW!!!!!

 

I see many people complaining about game breaking stuff in AWKCR, but I could feel a lack of honesty in some comments. I used AWKCR years ago and couldn't relate all my save breaking or CTD experiences to that.

I just want to know if AWKCR really breaks the game depending on how many mods you have. It is frustating to have a save game broken after 200+ hours of gameplay because of a mod.

Because, u know... When AWKCR comes in, more compatibility patchs follow it (and for mods which were not AWKCR dependent at first). But I believe these compatibility patches only move the crafting to AWKCR benches. Am I Right? Or not?

 

Thanks for all your insights.

Edited by Salvinha
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The newer versions just make a lot more changes than the older versions. NPC combat armor decals have been changed (Last I remember Edward Deegan had a heart emblem on his chest instead of the usual star). You'll find various stencils laying about the world that you collect. They kept older versions if you don't want that stuff. I had used 4.02 for awhile.

 

I no longer use AWKCR, but if you just want to get on with playing, I don't think you'll run into any problems having it. At a later time you can always modify stuff like Raider Overhaul in FO4Edit to remove the dependency. But for now, just go play and use an older version if you don't want all the new changes.

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Thanks for your replies.

 

In the end, I solved to gave up on Unique NPCs (since it is not updated anymore) but I had to use AWKCR due to super mutant redux, which doesnt have a "no AWKCR" version, and it is not so easy do it because it uses AWKCR assets, just like Unique NPCs. Raider overhaul does has a no AWKCR version in this link https://www.nexusmods.com/fallout4/mods/40752?tab=files&file_id=165006&nmm=1 , which i'm using. The guy there said he would work on SMR (I dont feel he isnt), and I dont have the knowledge to do so, unfortunately my knowledge is limited to cleaning plugs and merging leveled lists in xEdit.

Edited by Salvinha
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bloated especially when you consider it was meant to be only a framework

 

Yes! I believe all the complaints are mainly due to that than game/save breaking issues. Still valid complaints though.

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for me I hate the AWKCR because attempting to install it on my Vortex Manager, always results in a crash to the game.

Then you are doing something wrong. Running a load order with 217 .esps + 39 .esls . No problems at al.

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I tried installing AWKCR only, without armorsmith. Ended up installing it anyway, because settlers kept spawning mostly naked, due to some equip slot conflicts.

 

I think he should either move almost everything (changes to vanilla leveled lists, worldspace changes like stencils, recipe changes) to armorsmith, and leave only the keywords and the benches in there.

Or, just merge AWKCR and Armorsmith and call it something like "Vanilla Equipment Overhaul".

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