Fallout 4


Seeing the same questions over and over we figured it would be a good idea to take a few minutes to write a quick Article Highlighting some of the changes.

-AWKCR now requires all the current DLC's (But the HD-DLC of course):
Maintaining multiple versions of a large mod like this can be a real challenge, you either have to make updates in 2 files at the same time, or go back and cut out all the DLCs... Steam and other Gaming networks have had the DLC's on sale multiple times and the game is two +/- years old, so.... 

-AWKCR now requires a more or less current Fallout4.exe: (with in the last few months)
. At least one person who reported issues was using an old, old build of Fallout 4, pre-CreationClub introduction of some of the new Keywords in the Fallout4.esm. I know people love keeping a stable, happy build, especially if you are a fan of mods dependent on F4SE and don't want the hassle of updating them just because of a couple engine tweaks. If you load ArmorKeywords.esm up in FO4Edit and get "String Errors" there is a good chance you have an older Fallout build.

-AWKCR Colorswap Hide Optional ESP has been removed:
This is intentional, because of the framework we've built in (more on that shortly) A good deal of the Vanilla outfits, Clothing and Armor Options now have color swap options available, and hiding the availability is counter productive and would result in bug reports (We saw them when we first launched AWKCR 5.0) that were completely avoidable.

-AWKCR Power Armor Engine Fix ESP has been updated:
ArmorKeywords made some changes to Power Armor to allow coming content be introduced more easily, and balance Power Armor "Paints" by splitting the color swap portion from "Material Upgrades" which was requested by a large part of the community. We are still trying to run down this issue, and why it only happens to some people, but thank you again for your patience.

-AWKCR Colorswap Framework has Expanded:
Gambit77, roughly a year ago, tried talking me into putting the Framework I was building for RaiderOverhaul into AWKCR instead, I didn't listen and regretted it
RO ended up being insanely large, the Framework touching every armor record, resulting in edits to non-Raiders and balancing that and potential patches for other mods ended up stalling the work, so we paused the work and Moved the "base" of the Framework into ArmorKeywords.

There are a number of new slots, some of which you will see soon, but the rest down the road, but for now what has changed..
  • Added a Framework for Paints, Dyes, and other new Misc items that can be found, bought or crafted, to make a lore friendly colorswap system: More Notes for authors/modders below, but the colors and paints are introduced to leveled lists in a controlled and intelligent manner. (*1)


  • Added a Decal Framework to facilitate some of the content that is coming in other mods (Soon I promise):   
    We added a ton of decals available in one form or another in the Vanilla game, added a few more from mod authors (like MadMAX713), and introduced a  lore Friendly way to craft them  There is a Decal Workbench were you can craft the decals (3 different sized benches for those wanting options) and a "Collectable" Stencil for each type of decal to unlock the crafting. The Stencils were made by myself and MadMax713, can be placed on a Magazine rack (They look pretty awesome I think) and were a good way in our opinion to balance the content we unlocked.We know there are other mods that have Decal options available, and hopefully in time they will have patches to bring them in line with the updated AWKCR. Many of the Decals we introduced are worked into vendor lists, into the Armor Records to allow Dynamic Spawning etc. (*2)


  • Every Armor Record in Fallout (well almost) has been edited:
     A great deal of the "new armor" in Fallout, DLC or not, were actually different ArmorAddon's on ArmorRecords with a material swap added, so it wasn't "really" a new item. Think of the Clean and Dirty "Suits" as an example.  What we did it baseline all the items to the same ArmorAddon, the one without the Material swap, and moved that Material Swap into a OMOD you could build, and is inserted into the Armor Record we modified with a system to allow for more retextures to be added as well.One of the goals is Mod Authors will introduce less "New" Armor's that are just retextures, resulting in lost items when you uninstall a mod, and more OMOD's that are upgrades for said items.The Beta of SupeMutant Redux is set up with this framework (Hey a retexture is a retexture, colored with crayons and Supermutant hands or not) and RaiderOverhaul will be set up the same way once it's ready.  
    The downside of this is in some instances the Armor in question might "reset" to a default configuration, Vaultsuits might all be VaultSuit 111's for example, until the Cell the NPC's are in Resets (With their inventory) and / or you modify the items at the workbench. It's annoying, we know, but a little pain to open up a ton of options both now and down the road.(*3) 


-There are some NPC and Leveled list edits:
This was mentioned above a bit, but to go over it more some Vendor leveled lists and containers were edited (Hard edits vs Script based injection) to introduce the new content. Some NPC's were edited as well, namely a grouping of Female NPC's to allow for a separate "Outfit" and leveled list grouping for them, to increase compatibility with other mods. Yes this means some NPCs can have Dresses or other new mod based Clothing without a male model available introduced to their random inventory pool without to many issues. The pool at the moment is small but might increase.

-This Update, and the changes in it will come to BethNet:
Both for PC and XBox, once all the glitches are worked out. We tested this, we thought fairly heavily, but a pool of 20 or so testers is significantly different than thousands of people using a mod with different mod load outs and load orders (2 very different things). It does no one any good to rush it before everything is stable.

(*1)
Spoiler:  
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If you have a mod you are the author of, or use a mod with a paint framework, the paints in the mod can be brought in line with the AWKCR framework fairly easily by updating the formID numbers of the paints in that mod to reflect the ArmorKeywords version. This will mean the player retains what they have in their inventory and it updates all the COBJ's and other records with those records in them.


(*2)
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People are going to have different thoughts and opinions on the decal system, and constructive feedback is welcome, but let me cover a couple things quickly.
-The Framework is set up to allow Dynamic application of the decals to NPC's that could/should have them. Gunners will now spawn with a Gunner Icon on their chests, BOS have a few options as well, etc. This framework, with the OMOD's and MODCOLs, works differently than what is in Custom Combat Armor, and as a result can't be set up with the same filtering system.
Yes you have to scroll through X number of decals to find the one you want to apply in the Armor Bench, but as long as authors follow the format we set up, the scrolling should be quick and painless.

-There is currently a conflict with Crafting Highlight Fix that prevents the majority of the decals to show up in the "Preview" GO model properly. They work in game perfectly, but with the mod installed you can't see many of the options properly during crafting or in the Pipboy. We've reached out to the author and hope to have a fix soon.


(*3)
Spoiler:  
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We built the Material swaps into OMODs, the OMODs are linked by MA_Keywords to the correct "type" of clothing (Sharing the same base mesh and texture). Inside the Armor Records we added in MODCOLs, which act like leveled lists for OMODs, so more retextures can be added for Dynamic and random spawning of different textures in game.

We are hoping some authors out there with Retextures will turn them into "additional" textures vs replacer using this system, and ArmorSmith Extended will be moving allot of the different paint colors it has at it's disposal into the MODCOL framework we built.

A couple sample examples were placed inside Armorkeywords for modders and authors to look at what we did, look for the AA_* under the "Object Modification" header.

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Thirdstorm

11 comments

  1. zanderwild
    zanderwild
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    have to say im so sick of finding good mods that now require all dlcs. sure they have been on sale a few times but not cheap enough for me to feel it is worth buying them
    1. HankMcGurk
      HankMcGurk
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      Sorry buddy. The vast majority of FO4 Players have moved on to all DLC. The work you have to do to make the mod backwards compatible is far less than what I have to do to bring vanilla mods up to a level of full functionality. For the time it would cost us to develop beyond vanilla on an individual basis, I think you could find someone that would pay you everything you need for the expansions if you painted a fence. People hate painting.
      Powerwashing too. Or just steam farm until you earn the credit.
    2. Artie88
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      Bullsh*t!

      The VAST majority have NOT moved to all DLC's.

      Where do you get these illusions?
    3. JoseMoley
      JoseMoley
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      I'm pretty sure you and your 2-3 friends don't count as "a vast majority".  
  2. AlexSeko
    AlexSeko
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    Where can I find stencil BoS and sentinel stencils I see some on the prydwen but I can only steal them I'm sorry if I missed it but I just don't see where you explain how to get those damn stencils
  3. Stevostin
    Stevostin
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    I downloaded this not bc I wanted it but bc many mod I wanted wanted it. Which mean I was forced into the nightmare that is its crafting system. I mean, really nice you tried but no explanation whatsoever on something needlessly complex is a complete PITA. I finally found out I needed to craft some paint station (and other that needlessly require me to put some skill point in place I don't want to) but I can't for the life of me find where I should seek for "paintcan - base". Also the station is invisible. Also I never ever looted any of the stuff I was supposed to loot. Never found it in shops either.

    So this is buggy, poorly documented and make the simple joy it was in Vanilla a gigantic unsollicited PITA for most of its users. You'll probably have to install it but shame on the designer who did this.
  4. HadToRegister
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    Thanks for the info!

    Is it enough to disable Crafting Highlights in the MCM menu, or does the mod need to be uninstalled completely for the decals to show up properly?
    1. Thirdstorm
      Thirdstorm
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      Not tried it that way,

      For me the *.dll had to no longer be in the F4SE folder, otherwise it automatically loads, but the MCM might do it.

      The decals still work in game, just won't preview properly, so it's a mixed bag.
    2. TheAlmightyOS
      TheAlmightyOS
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      Ditto. Thanks for the write-up! Explains a lot!

      So I tested turning off CH with MCM (had to revert to an old FO Version. Another update. Thank you cdante for auto-backup) and most are now viewable. There are a few that are not. I have screenshots if you want them.
    3. HadToRegister
      HadToRegister
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      Thanks for the research.
      Well, the GOOD thing is, is that the mod is a dll, so no messing up the load order for now
  5. HadToRegister
    HadToRegister
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