Fallout 4

<<< INTRODUCTION / HISTORY >>>

AWKCR was created in the very early days of the game, shortly after its release. Back then an engine limitation existed which caused the game to refuse to work as intended when a certain threshold of keywords was reached in a user's load order. Therefore some people started creating AWKCR, a single and simple mod that contained all sorts of keywords, with enough variety for most other mods to work with, so that they don't have to introduce their own sets of keywords individually, but still few enough to not trigger the limit.
It was basically a workaround for that engine limitation. It didn't solve the problem but it made it more bearable. That effort was godsend back then because it made the game playable again for many users.

That engine limitation was removed by Bethesda a couple of months after. That change/fix made AWKCR basically obsolete, but since many of those early mods already came with the dependency, which in many cases was never removed by the mods' original authors, some modders kept using it and authors still made AWKCR a dependency for their new releases for one reason or another. At the same time AWKCR grew because it lost its original purpose but wanted to stay relevant. Therefore all sorts of new framework features were introduced, most of them completely unrelated to its original purpose. Even its library of keywords got extended tremendously for no practical reason.
Over time that lead to the mod meddling in areas it should have no business in and lots of feature creep. The mod, that was originally meant to improve load order management and compatibility, suddenly caused all sorts of compatibility issues. Either you had your load order patched for AWKCR or you had a problem. That became even worse the more people moved away from AWKCR. Because at that point there were a lot of new mod releases that for good reason didn't rely on AWKCR any more while many of them weren't compatible with what AWKCR had become, and older mods that still relied on AWKCR. To compensate, many mod authors of that time provided compatibility patches or offered multiple variants of their mods, a standard one without any dependency and another one built for AWKCR users. It was a mess, and still is.

At the time when AWKCR got its last update (January 2020), many mod authors and the author of AWKCR itself were working on projects to either trim down AWKCR's features and offer a bare-bones alternative instead, or cut certain features from AWKCR in form of a mod that you install on top of AWKCR. But that either hardly helped in the grand scheme of things and brought new problems with it, or the projects were never released. I guess the damage was already done. Most mod authors at that point didn't even consider for a second using or building on top of AWKCR for their current mod releases any more.

Many of the users who kept using AWKCR experienced severe frame rate drops (incl. freezes) and crashes with their setups simply because AWKCR, and some of the mods that make heavy use of it, got so complex that it is required to thoroughly manage a load order and patch all sorts of mods. And even if you do those things, no matter how hard you try to work around all those problems, AWKCR always comes with a hefty impact on the engine's performance.
As an example: AWKCR, a single mod/plugin, contains more keywords and keyword references than the base game and all DLCs combined, literally thousands of them. That's a lot for the engine to process, especially in busy areas in the game that already suffer from poor performance, and becomes worse the more mods you add on top of it that make use of those keywords as well. And that's only a single (smaller) aspect of AWKCR. This example is just there so that you can get an impression of how (unnecessarily) extensive AWKCR's features are.
Many parts of AWKCR serve no purpose because no mod in existence makes use of them. Even the most complex/comprehensive AWKCR-centric load orders will most likely never make use of more than 50% of everything AWKCR has to offer. But these things are there and active and will affect the game in many aspects regardless. That's like filling a backpack with stones to the brim and taking it with you wherever you go. Not because you need those stones, but just because they might become a valuable asset at some point - spoiler: they don't.

These days you don't see new mod releases that make use of AWKCR. AWKCR is only ever useful if you want to run these older mods from Fallout 4's early days. And in case you're interested in those older mods you should think twice if those are worth the trouble that comes with running AWKCR. Fortunately for you there's a solution available...

<<< THE SOLUTION >>>

The following part assumes that you are aware that you can't remove AWKCR mid-playthrough without breaking many things in your save files. Don't even try. The explanation assumes you haven't installed AWKCR yet or are starting a new playthrough.

You can get rid of AWKCR (and Armorsmith Extended) without also sacrificing the other old mods that still depend on AWKCR. There are some mighty fine individuals on Nexus that made it their mission to create replacer plugins for those mods, that have the AWKCR dependency removed, so that you can run them in any setup, basically freeing a load order from AWKCR's chains and oppression.

The most popular mod page of that sort is the following one: No AWKCR and AE For Mods File Dump created and maintained by user Infamous95.
That page also lists some other mod pages with additional plugins that remove AWKCR-dependency for even more mods. And then there's also Infamous95's video tutorial that explains how to remove AWKCR-dependency from mods:


In order to remove masters from a plugin with more recent versions of FO4Edit you can refer to this article: Removing Masters Process

In case you can't find a replacer plugin for one of your mods on that page it's also worth checking a given mod's original page. Sometimes authors directly offer a No-AWKCR variant that you may have missed or forgot about - i saw that happen quite frequently over the years. If there is no alternative available on that same page it is also worth checking the Requirements drop-down menu on a mod's Description page. Once opened there's usually a "Mods requiring this file" section that lists all sorts of patches, expansions, etc. for a given mod. Those plugin replacers that remove dependencies are usually listed there as well. Here's an example:


Furthermore, you can always check a mod's Posts section. Getting rid of AWKCR is a common topic and sometimes other users post links to plugin replacers in those comment sections which are not listed anywhere else.

If none of that provides a solution and you don't want to learn how to manually remove AWKCR as a dependency from a mod then you're left with two options:

  • (Re-)Consider whether you really need to run a given AWKCR-dependent mod, or if you could live without it / run another similar mod instead.
  • Stick with AWKCR and accept all its downsides.

<<< ADDITIONAL RESOURCES >>>

Here I want to list a couple of additional "No AWKCR Replacers" and valuable resources with additional information on that topic. This list is by no means complete, but mostly contains mods I could find on the fly. Since I personally don't use any of those mods or in general ones that are/were associated with AWKCR I can use your help here. If you think the list below is missing mods please comment below and link to the mod pages / resources.


<<< CLARIFICATION >>>

As a final note I want to mention that I'm aware that there are mods that take AWKCR, strip some of its parts, keep what the authors consider important, and offer the result as a lite version that can function as a substitute for some of those older mods, to some degree. But as I hinted at in the Introduction/History section above, they just improve some aspects of that whole topic and at the same time come with additional / their own set of problems. This article is about what many authors consider to be the best (i.e. efficient) solution and that is getting rid of AWKCR. If you're going for the substitutes that's perfectly fine but I won't cover them here.

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DankRafft

7 comments

  1. plectrius
    plectrius
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    I wish I'd known this before having invested 100 hours plus in my survival playthrough, I can confirm that you CAN'T remove the mod midgame, for me it badly messed out with crafting, some weapons would be 'destroyed' if I attempt to mod them, they'd lose their legendary effect and some of their parts...
  2. Zhy54
    Zhy54
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    Good article, could I translate it into Simplified Chinese and post it to other websites? 
  3. Naruto607
    Naruto607
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    Man, this is such a valuable information. I never thought for a second AWKCR can cause quite a lot of problems that I can't wrap my head around ever since I heard about Buffout 4. Def worth an endorsement from me.

    I'm building a new playthrough without using AWKCR (got that from someone who did bug reporting on M2 Flamethrower mod and that full CLAS log got me through the article and the links maze only to find out that better and stable alternatives like your mod series - ECO, LEO, and NEO - exists) and this article makes me think twice on whether I want to have mods that I like is patched to support AWKCR, especially the VIS-G Item Sorting since I want to have all the items in the inventory sorted out properly so that it won't clutter or messy when I want to search for things that I want to use/drop.
  4. PhoenixKnight13
    PhoenixKnight13
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    As an alternative, considering some major quest mods utilize AWKCR for their gear setups, there's the Grilled Cheese/Tuna Melt setup with the AWKCR-R mod that cleans it out pretty thoroughly (about to test run it myself), and it's not too hard to learn enough FO4Edit to manually patch any other mod to work with the AWKCR/AS setup. Removing the PA/Paint setups for the most part also helps with overall compatibility, so that you can still use it for things like the Galac-Tac/Mercs&Music quest mods. I manually patched my AWKCR/AS to work with a load order up in the 750-800 mod count on this last test run, and will be trying out the AWKCR-R setup to run in conjunction with the full ECO Redux setup on my next run. Will see how it goes, I have a feeling ECO-R might remove the need for having the AWKCR setup altogether, as I really only use it for the armor mods and benches.
  5. Fouvale
    Fouvale
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    Well, I mod since last week and think I don't have older mods that needs AWKRC and Armorsmith Extended.

    So I think I can disable and deinstall them in Vortex and so get rid of them. 

    But thanks for that very informative article. When I would have known that earlier I wouldn't have installed that.
  6. 4estGimp
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    Nice Article.  I'll sticky this in a couple channels.

    emiral just removed AWKCR from his first mod today and mentioned this about the videos:

    He's using an older version of xedit. I instead used the script Report Masters and then copied the messages from that into a text file, and removed / changed all of the references. Then I did a Clean Masters and it removed ArmorKeywords as a requirement.

    So yeah, newer xEdit won't let a person just remove a master which is in use.  Emiral used this article for the masters: https://www.nexusmods.com/fallout4/articles/2829
    1. DankRafft
      DankRafft
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      The "Report masters" script is awesome, I use it regularly. I also borrowed parts of it for some of my custom scripts.

      I'll link to the article you linked to avoid confusion.