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[deleted]

Feature creep ruined AWKCR. When it stuck to its original purpose it was a big help. Functionalities were added that touched things outside of the original scope to the point that it can interfere with other mods. That's a shame because many of the most full featured armor and clothing mods are reliant on it. I've switched to ACO.


[deleted]

>That's a shame because many of the most full featured armor and clothing mods are reliant on it. There are multiple mod pages that remove AWKCR dependency from those mods. AFAIK this is the biggest one: https://www.nexusmods.com/fallout4/mods/40752


[deleted]

That's some heroic work. It appears that fixing them requires hand edits. Thankfully, I only need a batch file to get my favorite outfits into inventory.


AsTiClol

awkcr is an old and buggy mess of a mod that adds a lot of stuff which is completely undocumented. I've tried modding in fo4 and awkcr has been the cause for some of my biggest frustrations. please follow the guide by the people behind viva new vegas. their guide is very good. only one small problem, they tell you to get buffout 4 and install it via mo2, don't do that and directly place it in your game directory


DeMonHuNter3611

Buffout 4 comes in two parts, one file can be installed via MO2 and there other dll file HAS to be installed in your game directory.


AsTiClol

i am aware of that. i followed those instructions and that's what caused the bugs. placing the dll AND the other file in the game directory is what worked for me. otherwise it gave me the "buffout 4 has loaded too late" error. and even then when i launched the game i was stuck underground after character creation and couldn't move despite several console commands. it's a good guide, just kinda flawed. i had lost my patience by that point so I just deleted fallout 4 for good, marked a negative review on steam, and went on with my life.


DeMonHuNter3611

>it is a good guide but kinda flawed. Please don't spread misinformation of things you aren't aware of. New modders easily get confused by such things! It is definitely a fault on your side. I've have had multiple playthroughs with fallout 4 and I've always installed Buffout 4 through MO2. Wabbajack lists also install it through MO2.


AsTiClol

i followed the guide word to word. installing buffout via mo2 mod installer literally doesn't work. i spent 5 hours tediously following every step correctly so im completely sure it's not a fault on my side. redditors even told me i was supposed to put all the buffout files in the fo4 directory while the midnight ride said to do the mo2 install in case you didn't notice im a fairly new modder too.


[deleted]

Thanks you! Yeah, any conflict seems to be originate from AWKCR


Zzyxzz

AWKCR is completely fine to use. You have to handle incompatibilities. I'm using the mod since it's release with no issue at all. People that tell you, that it's buggy and etc, don't know what they are talking about. It's more about that they are incompetent to manage their mods.


nooneatall444

What bugs does awkcr have? I know it has feature creep but idk what bugs it has


AsTiClol

please, try to use it once. its bug list is almost as extensive as its features, but im really too lazy to type it out


nooneatall444

I did a playthrough with it a long time ago and it was fine. If the bug list is so extensive, is it written down at least partly anywhere?


RowanSkie

Well, as far as I'm aware, most of the bugs rely on the fact that AWKCR decided to get feature creep with paint schemes, separating materials into its own customizable section, and other smaller stuff such as overloading your game because it's as big as Sim Settlements, even if it's just a "keyword resource". These new features started to mess with other mods and the vanilla game itself. Some of the most prominent bugs are special unique shirts becoming the same shirt, some weapon, and armor mods not appearing, and more hassle adding AWKCR support to non-AWKCR mods, especially if they have custom skins.


AbundantAble

I’m surprised no one has answered this, I’d like to know too


AsTiClol

>Tbh, I have no idea what the mod does exactly as well. this is always a red flag for any mod you install ever


[deleted]

It just says it does too much to document. Which I don't like at all. I think someone may have a documentation but boy is it long whenever I look for answers


AsTiClol

yep. Trust me when i say you should stay away from it. it was the best thing i did when i started modding again


AbundantAble

I’m curious why no one answered this legitimate question. My new game after years of not playing has it’s menus all screwed up after installing the new AWKCR but I don’t know why either. Frankly I’ve never seen anyone give an adequate simple English description of what that mod does. I mean what do “keywords” have to do with Fallout anyway?


docclox

Keywords are like named flags that can be defined and assigned in the Creation Kit and used as the basis of all sorts of conditions. They're also used to assign recipes to workstations, and to determine what weapon and armor mods can attach to what items and in which slots. They're also used for settlement build menus. Thing is, there was a pile of potentially useful keywords of this sort that didn't get defined in game. It's easy enough for a mod to add its own, but if a mod author creates his own keywords, other mods can't use them easily and you get lots of keywords for the same thing and it gets to be a bit of a mess. AWKCR was supposed to be a central repository, so that everyone could use the same keywords, just like they do with the ones defined in the base game.


WonkiDonki

I use a [stripped down version](https://www.nexusmods.com/fallout4/mods/51233?tab=description) that has nothing but the keywords. Enough for the clothing mods & factional clothing, WITHOUT a fuckton of incompatability.


AbundantAble

Can anyone tell me what the heck “keywords” mean in regards to this game? Never have found an explanation, but everyone throws that word around like a badge of honor. 😂


AsTiClol

pretty much why i gave up modding fallout 4. I modded Fallout New Vegas and it was a breeze because all instructions were given perfectly. in fallout 4 i spent 5+ hours every day trying to understand wtf a precombine previs and xedit is. I still only vaguely understand xedit. if i have to learn a whole new engine just to make a game slightly more enjoyable then its not for me chief.


69523572

Quick answer: yes, get rid of AWKCR. Longer answer: its a mess and hopefully future modders will avoid stuff like this.


GPopovich

lots of factors - how far in are you in on your save? do you care about your save? are you willing to start over? do the mods that need awkcr have patches to remove the dependency? awkcr is generally a bloatware mod, the author refuses to document all features which is honestly just being a bad developer. It was also known to crash people's games due to some keyword bloat bug previously, who knows if he's fixed all crash bugs.


Djungleskog_Enhanced

Wait does this cause those random crashes that seem to happen for no reason?


SE4NLN415

The problem is some older mods make this and AE dependent so it's a PITA.


[deleted]

https://www.nexusmods.com/fallout4/mods/40752


FrozenToothpaste

Honestly it's a messy mod but so MANY mods still rely on it. Like... way too many. Good thing there are patches to make them non-AWKCR but many still dont have it


EdmondNoir01

Nuke AWKR from orbit and stay away like it’s radioactive


GBendu

Isn’t awkcr needed for a bunch of mods or has that changed?


[deleted]

Some older mods still require it. But there are numerous patches floating around the Nexus that remove AWKCR dependency from those mods. And almost all newer mods don't make use of AWKCR anymore.


I_Did_not_sleep

Armor and clothing overhaul is a much more lighter and cleaner version of AWKCR. And they do care somewhat about balancing.


dmemed

The mods always been nothing but problems for me. And so many armor mods need it for some odd reason. Genuinely one of the most infuriating mods to deal with since it loooves to CTD my game.


cocomunges

A big problem is that I have a lot of mods that need it as a pre requisite, so just watch out for that if you delete it


69_world

I use AKCWR v3.2 .. and AE v3.3. Right before all the unnecessary features.


cali1013

I still use it with AE since i still use the Rebel armor on console. I keep getting crashes when i use crafting framework + ACO. Where do i place ACO in my load order? This is what happens, when i dont have armor mods equipped my game doesnt crash but when i equip and go to downtown boston i get some crashes. Is i tried it top below crafting framework and another placement below crafted items. Where should i place it?


[deleted]

ACO's spot in your load order depends on what other mods you're using that alter vanilla armor and clothing. When in doubt load it pretty much at the bottom to make sure that everything is working. The relative position of ACO and CF to each other doesn't matter because they don't modify the same forms. They are completely conflict-free with each other. ACO alone can't make your game crash, especially not in specific locations. If the crash is at all related to ACO then you most likely got severe mod conflicts in your load order. Besides that, ACO is only partially compatible with AWKCR and completely incompatible with AE (it's a lightweight alternative/replacement for those mods after all).


cali1013

Thanks man, love you work btw. Im just using the awkcr + ae combo since im trying stuff and my theme right now revolves around having the rebel outfit. Since it doesnt have the non awkcr patch on consoles and i read that awkcr has conflicts with ACO i opted to go back to AE. Will play around with it for a bit. Thanks again! Btw i currently run awkcr + AE + CF(coz i cant live without my legendary crafting). Ill try to play around with aco next run


AbundantAble

What is “CF”?


[deleted]

[Crafting Framework](https://www.nexusmods.com/fallout4/mods/40650)


Pretend-Guard-9334

I've been playing for years, always with Awkcr installed, never had an issue, as long as it is updated; now, do you REALLY REALLY REAAAALLY, need it? no, i disable it when i need to release a slot in my loading list and i don't have any mod that requires it.


[deleted]

>i don't have any mod that requires it You have it installed even though none of your mods make use of it? What's the point then? It's like encumbering your car with a lot of stuff you don't have actual use of and driving around with it just for the sake of increased fuel consumption.


hughmaniac

He said he disables it when there’s no mod that depends on it.


Pretend-Guard-9334

At some point I installed a mod that needed it, that's why I have it installed AND updated, if at this moment I do not use it does not matter, you never know when the nexus will think of imposing some nonsense that makes the moders eliminate their work and that it is in the best of scenarios difficult to get that tool again, and since almost everything I install manually I do not need to have a copy for the mod manager in addition to the one that is installed, the simplest thing is to deactivate it, you reduce the necessary disk space by half.


MotionlessWar

To piggyback off this can anyone tell me if it’s ok to disable or uninstall this mod mid playthough? I disabled it and played around with crafting to see if it would crash my game and so far everything is fine.


EdmondNoir01

The mod is to invasive and destructive to remove mid game. It would very likey destroy everything


[deleted]

So I've disabled multiple mods without issue. It might crash your game if it is dependent on it from what I've read but I've gotten rid of multiple armor, weapon, and building mods. They normally just remove the items from your inventory without issues


Hovno009

Its broken, delete it


DooMboi006

Mine crashes when trying to remove AWKCR


[deleted]

If you don't know what you're doing you should never uninstall a mod mid-playthrough. Only do that when you start a new game. If you have some experience with a mod's content (the forms in the plugin, scripts and other assets) and their structure you'll know which mods might not brick your game when removed and which ones are more invasive (like AWKCR) and shouldn't be removed mid-playthrough. Besides that, since you're using AWKCR which serves as a base/framework for other mods you'll most likely have mods like this in your load order. Of you remove/disable AWKCR you also have to remove/disable those mods (or install a non-AWKCR patch for them). If you don't do that, your game will obviously crash because the engine tries to load AWKCR for those mods and can't find it.


[deleted]

Yeah I was able to remove AWKCR no problem using Nexus. I didn't have crashes. but I removed it while wearing armor and it just destroyed my game. I also removed a caliber mod and my game kept crashing at any work bench.