thanks a lot for making this. I just removed AWCKR and anything related from my mod setup and New Calibers was the only one with a hard requirement. Doesn't even through an error in Vortex, despite the technically missing master for the original mod, since you apparently overwrite it's ESP and just keep the rest.
I never thought of doing it this way. I always thought the only wat would be to go into New Calibers and recreate all the keywords it needs from AWKCR, then strip any use of the AWKCR keywords from the mod.
This solution is way simpler. Thanks for your work. I can't wait to start using New Calibers again and maybe even update my old patches.
Actually that's basically what I did. I took all the required keywords (and probably a few that weren't) and copied them as new records into the new .esp, and then one by one replaced the old keywords in the affected weapons and object mods.
Monolitic caliber mods are a PITA - especially when they grow into the 100's of calibers (because every Tom, Dick and Harry just has to have a .218 Bee or a .338-06 A-Square.....) and they add ALL of those calibers to your game through leveled lists and/or through crafting recipes - yet have no custom assets like casings and cartridges.
By the time you have stripped all of the ammo you never intend to use from them in YOUR game (because you don't have any weapons that can fire these extreme exotic calibers) you'd have spent less time just making your own mod. Moreover, the ones you do keep just don't look like they should.....
Far beyond my skill mate, but I'm still searching. That picture's just there cuz Nexus wouldn't let me post a mod without one, so I just used a random screenshot. That weapon there is a port I made of one of TrickyVein's BL Guns mod. BL GUNS at Fallout 4 Nexus - Mods and community (nexusmods.com)
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Edit: The weapon in the picture is available Hog Weapon Pack at Fallout New Vegas - mods and community (nexusmods.com)
Does your mod fix both dependencies?
(I attempt to replace AWCKR & Armorsmith Extended with ECO Redux & NEO by DankRafft)
AE Animated Jetpacks.esp
Armorsmith Extended.esp
BetterSettlers.esp
Classic Battle Armor.esp
CrudeBlowback - AWKCR.esp
NukaRadBans.esp
Sporty underwear.esp
SuperMutantRedux_ArmorSmithExtended.esp
Synth Overhaul.esp
Unique NPCs.esp
Unique SuperMutantRedux.esp NPCs
Also as it's 2023, will it be updated?/is it still relevant?
And no it only fixes for New calibers.
Are you going to do a NO AWCKR for the (new calibers for contraptions dlc patch)
And thank you for this this one
You a word.
It's good to see this mod was made.
I lost the data for this when xEdit decided not to save my data. Fried my brain trying to do all this. Sorry bout that :P
And no my hardrive is fine.
This solution is way simpler. Thanks for your work. I can't wait to start using New Calibers again and maybe even update my old patches.
Twice. Because xEdit didn't save the first time.
By the time you have stripped all of the ammo you never intend to use from them in YOUR game (because you don't have any weapons that can fire these extreme exotic calibers) you'd have spent less time just making your own mod. Moreover, the ones you do keep just don't look like they should.....
I'm personally a fan of it, and used/made patches for New Calibers for a while, only stopping cause I didn't want AWKCR bloating my game anymore.