Because atm the grilled cheese version, even if it cleanup a lot of things, make the armore station bugged on every cloth and underarmor, it display menu that should not exist on pieces of cloths, remove menu to upgrade vault suits, and some of thoses submenu can't be closed, leaving us stuck in the crafting bench, only way to quit is reload a save.
I never shared it anywhere, in all honesty, I was probably drunk posting and/or talking out of my butt.. I'm surprised to find it stickied, lol. All I did really was just remove the new scrap components (some of them can still appear in the world and if you try to loot them, specifically Sting Wing Barb - Poison, it will CTD) and stencil/decal/paint stuff. There are a bunch of armor/weapon crafting options that are broken/added to previously unmoddable gear, like Preston's hat. Trying to upgrade it causes a soft lock.
Honestly, that's the most I feel like doing... If I tried to manually remove the avalanche of Keywords from every single piece of gear in the game.. I'd be clearing out <Errors> for years. The easiest way to "fix" all the crafting bologna is to make an override patch with all the base game + DLC vanilla records and load it right after AWKCR. Personally, I just used Vis-Gifier and made an override patch for everything in my LO, copies over only the INNR/Tags, leaves the other stuff behind.
Thanks, i tried it, having to avoid randomly using the wrong armor crafting menu making the game softlock in menu / patching it myself il beyond my capacities. But it works as expected, thanks a lot.
The update is here! AWKCR-R is now in two parts: one being an AWKCR patch, which is what all my projects like RO-R use, and the other being the basic simple cleanup.
Grilled Cheese Deluxe is the LL overhaul, and is the REQUIRED file for anything that lists AWKCR-R as a dependency.
Grilled Cheese is the cleanup replacer plugin, which Grilled Cheese Deluxe IS COMPATIBLE WITH, but DOESN'T REQUIRE and DOESN'T INCLUDE it, in case you want to use unedited AWKCR or officially edited AWKCR, from Gambit's patches, instead.
QnA! PLZ READ BEFORE ASKING QUESTIONS!
Spoiler:
Show
Q: Will old mods that use AWKCR be compatible with this? A: It's complicated. If the old mods only used the keywords functionality, or the MODCOLs functionality, then yes they are still compatible! If they used the crafting benches from AWKCR, then no, because I removed those. Said mod might still work but you won't be able to craft anything.
Q: Do other mods need compatibility patches with this? A: Depends- first off, nothing will ever "break." This is just a framework, and as such if something overwrites a Vanilla record used here, all that will happen is you won't get AWKCR functionality for said edited record. Example: AWKCR replaces Raider1's LLs with the Framework's LLs. You have Mod X and Mod Y which both utilize the Framework's LLs, but Mod Z does not- Mod Z ALSO directly replaces Raider1's LLs. Well, if Mod Z loads AFTER AWKCR-R, which it usually will, then it needs a patch. If it gets a patch though, then any combination of Mod X, Mod Y, and Mod Z will all be compatible with eachother!
IMPORTANT NOTE: If Mod X and Mod Y didn't use the Framework, they'd need a patch with Mod Z ANYWAYS! AWKCR-R will NEVER make you have more patches than you'd already _need_ in the FIRST PLACE! It will only ever REDUCE the number of patches for the Mod User, and make the creation of patches A MILLION TIMES EASIER for the mod MAKER!!!!
Also, absolutely mad respect to Gambit and Thirdstorm. Feature creep schmeeture creep, its their mod to do as they wish with. And, this is my patch to do as _I_ want with! And said patch literally couldnt have been made without them. So dont be overly disrespectful y'all (idc if you complain about old AWKCR here, just dont s*** talk Gambit/Thirdstorm)
And we seriously cant forget the OG himself, Valdacil! Goes without saying Valdacil an absolute real one.
I’m curious but why keep the AWCKR level list, I mad a faction replacer that conflicts with AW and I also directed input gun mod into level lists. I’m curious of the benefits to it if you don’t mind explaining dude?
Gonna pin this to explain eventually when the project is a little more complete.
EDIT: This is made for fine LL fidelity, which Scripted Injection simply can't give, as it doesn't have the LLs to script itself into! For example, if you wanted to add to the Mouth+Beard slots for Raiders, but didn't want it to potentially overwrite a potential combination with a completely separate group of modded eyewears, you'd HAVE to use AWKCR or AWKCR-R's modular and open LLs for that.
That being said, I settup AWKCR-R specifically to work well with script injections, so they don't oversaturate the LLs they inject into; but if it's headwear or misc slots specifically, it'll probably skew saturation anyway. Nothing will break though.
Hello, So to get things right, if I want to use Grilled Cheese Deluxe is it needed to use also basic Grilled Cheese to get rid of the bloat it does or Grilled Cheese Deluxe also gets rid of it + adds LL edits. Also as a mod author is there some way to contact you with small questions as I am thinking about redo my mod to use your edit of AWKCR instead of base AWKCR. Thanks for answer.
my discord is Reshi#7444 and I'd very happily look at your projects with you to use this resource! If you dont have Discord, feel free to just use Nexus DMs.
As for you question; Tuna Melt (Formerly Grilled Cheese Deluxe) does not contain any cleanup of the main AWKCR. If you want the cleanup, you get normal Grilled Cheese, and if you want the Cleanup + you use a mod that uses my LLs/Addendum, you get BOTH Grilled Cheese AND Tuna Melt.
Pinning this because it answers questions I'm sure multiple people have.
Hey all, it's been a while! So, some important news going forward
My leveled list resource base will now no longer be supported going forward- I will simply merge the appropriate leveled list changes into the projects I make as needed
HOWEVER, there are other parts of AWKCR-R that are NOT just leveled lists or replacer plugin cleanup But that will be revamped and put onto it's own mod page, with patches for existing mods to use it
So basically, next RO-R patch will have this removed as a master, and this will simply become only the AWKCR replacer plugin- with two versions: one that has workbenches, and one that doesnt
I also plan to finish RO-R this workload and start SMR-R, as I have a plethora of new super mutants to work with but for some reason I still havent touched them despite having the files on my computer ready to implement
I just re-did my mods, added BLD, Raider Overhaul, and of course, this mod was required.
I have gunners spawning with no weapons or a mod weapon and wrong ammo. For example, Mauser Pistol, Sten Gun, and Soumi are all spawning with .45 ammo. I'm still a novice at modding, but I understand it's Level List Conflict. I go into FO4E and that last column has the correct ammo for the weapons.. But other mod added weapons are correctly spawning their ammo, like the Grease Gun and B.A.R.. Would this mod have anything to do with it?
Hi, I didn't knew that AWKCR was doing that much now while reinstalling FO4 (last time i played was 6 years ago), installed it by reflex, then discovered late in my new save that it cluttered the game with a lot of things i didn't wanted.
So, my question is, is this mod remove all the colors swap crap from AWKCR (and probably fix the random bandana/dress color swap) ?
EDIT: Look like it's not, and even worth, make the armor station broken when looking at cloths armor and vault suits.
The color swap is used by other mods, so i stays; whats removed is the in game world pigments and other various materials for crafting things that dont even exist yet.
When modifying a bandana, i cant leave the workbench nor use tab to leave it. When modifying glasses or cloths, it display options that shouldn't be there like if it was an armor and cant leave the workbench.
i have 4 mods where i get a loot error with AWKCR, Robot Home Defence - Settlement Keywords Patch, DLC Commentary for Tales from the Commonwealth v2.5 + DLC Patch and Wasteland Workshop Settlement Keywords Homemaker patch, because of incompatibility and i can't find patches.
I want to remove AWKCR, but I have a few questions * If I install Grilled Cheese, do I uninstall AWKCR or just have Grilled Cheese load after AWKCR? * I notice Grilled Cheese hasn't been updated since 2021, is this still the preferred way to remove AWKCR?
I've been trying to learn level lists well enough to figure out why none of my vendors stock alcohol related items like whiskey mostly. I know its AWKCR as if I just completely remove the level list from that mod they are there. The mod's lists are such a convoluted mess though I can't figure it out. Anybody have any ideas? Very small load order and just UI and a few textures otherwise.
My future saves will avoid that mod like the plague.
Yeah I never got around to streamlining the vendor LLs in AWKCR, and I won't now as AWKCR-R (the LL cleanup part) is being replaced altogether, sorry about that
You can open AWKCR (or my replacer) in xEdit or zEdit and delete every LL edit that says "vendor" and you'll probably be alright. I do not believe any mod has ever actually used the AWKCR vendor LLs actually. None released anyway. Well, yet.
I know this comment is like 2 years old now but AWKCR straight up deletes the vanilla leveled list LLI_Vendor_Drink_Alcohol_Basic [LVLI:0007579F] - no explanation as to why it does this, it just seems like a flat out error or an arbitrary balance change but you can fix this by just deleting the entry in ArmorKeywords.esm
So I downloaded the first version of this mod and I liked how it cleaned everything up but it deleted the Armorsmith Extended workbench which is the only one I need available. Was wondering if there's anyway to keep that bench active? Kudos for the mod.
Look up AWKCR work bench remover patches by Gambit77, should solve your problem
EDIT: Ignore this, the patch is NOT compatible with this file, either restore the original recipes for the benches you want(a pain in the a**), use console commands to spawn the bench("place at me" should work), or (my choice) revert back to the original file and use the patch, leaving this compatibility nightmare behind, Btw there is a stand alone patch to remove the paint and decal system available also, called AWKCR paint system simplified by aselnor Hope this helps
Gambit is going to release an AWKCR update soon actually that modularizes everything! He's doing some cool af s#*! rn. This is basically for people who "hate" AWKCR, and I originally only made the first file so that people who always get "NO AWKCR" mod dumps would be okay with using my projects that require some features!
Gonna go ahead and +1 for a version of Grilled Cheese with the workbenches. I've got an armor mod whose pieces must be crafted at the Armorsmith Workbench, and the Power Armor Station with lights was really useful. Plus, I too used the various other workbenches as decoration. I was able to add them back myself in xEdit, but it'd be nice to see it done more...."professionally" in a future version for other people.
And a question: is it possible to streamline the decal system even more so that the decals stop spawning on NPCs/corpses altogether? I find them very annoying to look at. I thought Grilled Cheese had already removed them ("All Decals can now just be crafted whenever, and do not become misc items ever."), but maybe I misunderstood.
Hi I have a missing file that I can't seem to locate and it is AWKCR2 - Crafting Framework patch. Any idea where to find this particular file or which Fomod I may have missed it in? TY in advance!
147 comments
no one cares, everyone probably hates bethesduh by now. as they should. i like turtles.
Because atm the grilled cheese version, even if it cleanup a lot of things, make the armore station bugged on every cloth and underarmor, it display menu that should not exist on pieces of cloths, remove menu to upgrade vault suits, and some of thoses submenu can't be closed, leaving us stuck in the crafting bench, only way to quit is reload a save.
Honestly, that's the most I feel like doing... If I tried to manually remove the avalanche of Keywords from every single piece of gear in the game.. I'd be clearing out <Errors> for years. The easiest way to "fix" all the crafting bologna is to make an override patch with all the base game + DLC vanilla records and load it right after AWKCR. Personally, I just used Vis-Gifier and made an override patch for everything in my LO, copies over only the INNR/Tags, leaves the other stuff behind.
there ya go
But it works as expected, thanks a lot.
and the other being the basic simple cleanup.
Grilled Cheese Deluxe is the LL overhaul, and is the REQUIRED file for anything that lists AWKCR-R as a dependency.
Grilled Cheese is the cleanup replacer plugin, which Grilled Cheese Deluxe IS COMPATIBLE WITH, but DOESN'T REQUIRE and DOESN'T INCLUDE it, in case you want to use unedited AWKCR or officially edited AWKCR, from Gambit's patches, instead.
QnA! PLZ READ BEFORE ASKING QUESTIONS!
A: It's complicated. If the old mods only used the keywords functionality, or the MODCOLs functionality, then yes they are still compatible! If they used the crafting benches from AWKCR, then no, because I removed those. Said mod might still work but you won't be able to craft anything.
Q: Do other mods need compatibility patches with this?
A: Depends- first off, nothing will ever "break." This is just a framework, and as such if something overwrites a Vanilla record used here, all that will happen is you won't get AWKCR functionality for said edited record. Example:
AWKCR replaces Raider1's LLs with the Framework's LLs. You have Mod X and Mod Y which both utilize the Framework's LLs, but Mod Z does not- Mod Z ALSO directly replaces Raider1's LLs. Well, if Mod Z loads AFTER AWKCR-R, which it usually will, then it needs a patch. If it gets a patch though, then any combination of Mod X, Mod Y, and Mod Z will all be compatible with eachother!
IMPORTANT NOTE: If Mod X and Mod Y didn't use the Framework, they'd need a patch with Mod Z ANYWAYS! AWKCR-R will NEVER make you have more patches than you'd already _need_ in the FIRST PLACE! It will only ever REDUCE the number of patches for the Mod User, and make the creation of patches A MILLION TIMES EASIER for the mod MAKER!!!!
Also, absolutely mad respect to Gambit and Thirdstorm. Feature creep schmeeture creep, its their mod to do as they wish with. And, this is my patch to do as _I_ want with! And said patch literally couldnt have been made without them. So dont be overly disrespectful y'all (idc if you complain about old AWKCR here, just dont s*** talk Gambit/Thirdstorm)
And we seriously cant forget the OG himself, Valdacil! Goes without saying Valdacil an absolute real one.
EDIT: This is made for fine LL fidelity, which Scripted Injection simply can't give, as it doesn't have the LLs to script itself into! For example, if you wanted to add to the Mouth+Beard slots for Raiders, but didn't want it to potentially overwrite a potential combination with a completely separate group of modded eyewears, you'd HAVE to use AWKCR or AWKCR-R's modular and open LLs for that.
That being said, I settup AWKCR-R specifically to work well with script injections, so they don't oversaturate the LLs they inject into; but if it's headwear or misc slots specifically, it'll probably skew saturation anyway. Nothing will break though.
So to get things right, if I want to use Grilled Cheese Deluxe is it needed to use also basic Grilled Cheese to get rid of the bloat it does or Grilled Cheese Deluxe also gets rid of it + adds LL edits. Also as a mod author is there some way to contact you with small questions as I am thinking about redo my mod to use your edit of AWKCR instead of base AWKCR.
Thanks for answer.
As for you question; Tuna Melt (Formerly Grilled Cheese Deluxe) does not contain any cleanup of the main AWKCR. If you want the cleanup, you get normal Grilled Cheese, and if you want the Cleanup + you use a mod that uses my LLs/Addendum, you get BOTH Grilled Cheese AND Tuna Melt.
Pinning this because it answers questions I'm sure multiple people have.
So, some important news going forward
My leveled list resource base will now no longer be supported going forward- I will simply merge the appropriate leveled list changes into the projects I make as needed
HOWEVER, there are other parts of AWKCR-R that are NOT just leveled lists or replacer plugin cleanup
But that will be revamped and put onto it's own mod page, with patches for existing mods to use it
So basically, next RO-R patch will have this removed as a master, and this will simply become only the AWKCR replacer plugin- with two versions:
one that has workbenches, and one that doesnt
I also plan to finish RO-R this workload and start SMR-R, as I have a plethora of new super mutants to work with but for some reason I still havent touched them despite having the files on my computer ready to implement
I have gunners spawning with no weapons or a mod weapon and wrong ammo. For example, Mauser Pistol, Sten Gun, and Soumi are all spawning with .45 ammo. I'm still a novice at modding, but I understand it's Level List Conflict. I go into FO4E and that last column has the correct ammo for the weapons.. But other mod added weapons are correctly spawning their ammo, like the Grease Gun and B.A.R.. Would this mod have anything to do with it?
So, my question is, is this mod remove all the colors swap crap from AWKCR (and probably fix the random bandana/dress color swap) ?
EDIT: Look like it's not, and even worth, make the armor station broken when looking at cloths armor and vault suits.
What's broken about the Armor Station?
When modifying a bandana, i cant leave the workbench nor use tab to leave it.
When modifying glasses or cloths, it display options that shouldn't be there like if it was an armor and cant leave the workbench.
https://imgur.com/a/Iwq8SxG as you can see i thoses screenshots
Maybe thoses bugs are due to a conflict with https://www.nexusmods.com/fallout4/mods/49300 ?
i have 4 mods where i get a loot error with AWKCR, Robot Home Defence - Settlement Keywords Patch, DLC Commentary for Tales from the Commonwealth v2.5 + DLC Patch and Wasteland Workshop Settlement Keywords Homemaker patch, because of incompatibility and i can't find patches.
https://www.nexusmods.com/fallout4/mods/5787
https://www.nexusmods.com/fallout4/mods/8704?tab=files
https://www.nexusmods.com/fallout4/mods/11899?tab=files
Would your .esp fix this?
I would rather dump AWKCR than deleting these mods, but it has dependencies to other mods.
* If I install Grilled Cheese, do I uninstall AWKCR or just have Grilled Cheese load after AWKCR?
* I notice Grilled Cheese hasn't been updated since 2021, is this still the preferred way to remove AWKCR?
Anybody have any ideas? Very small load order and just UI and a few textures otherwise.
My future saves will avoid that mod like the plague.
You can open AWKCR (or my replacer) in xEdit or zEdit and delete every LL edit that says "vendor" and you'll probably be alright. I do not believe any mod has ever actually used the AWKCR vendor LLs actually. None released anyway. Well, yet.
EDIT: Ignore this, the patch is NOT compatible with this file, either restore the original recipes for the benches you want(a pain in the a**), use console commands to spawn the bench("place at me" should work), or (my choice) revert back to the original file and use the patch, leaving this compatibility nightmare behind, Btw there is a stand alone patch to remove the paint and decal system available also, called AWKCR paint system simplified by aselnor Hope this helps
And a question: is it possible to streamline the decal system even more so that the decals stop spawning on NPCs/corpses altogether? I find them very annoying to look at. I thought Grilled Cheese had already removed them ("All Decals can now just be crafted whenever, and do not become misc items ever."), but maybe I misunderstood.
"For starters, all workbenches from AWKCR are removed,..."
So what is this? You don't like clutter??? Who doesn't like clutter?
C' mon! :'(
:''''''''''''''(
EDIT:
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And I just saw you're planning on a version that has them... Erm...