Just wondering why this mod lists AWKCR as a requirement, and also states you need Armorsmith to upgrade the uniforms? AWKCR has become too invasive in the changes it makes to the vanilla game armor and I can no longer bear using it. Seeing as I only use this mod and a ballistic weave mod that require AWKCR, I've decided to find other alternatives so I can finally get rid of it.
I know Armorsmith was never required, at least not since I first used this mod in 2018, I was always able to upgrade the uniforms without it. I've also noticed that the stand alone version of the uniform doesn't require either of those mods. So I've done a test and removed AWKCR and everything seems to be still working. The armor is craftable at the chem station and can be upgraded with ballistic weave. The dogs still appear on my previous provisioners and they spawn with new ones I assigned. Just curious if anyone can shed some light on this.
The Brahmin isn't turning into war dogs. I used to use this mod before and it worked, but this was last year.I've since reinstalled the game. I'm using MO2, and have it low on my load list. I don't think I even see the dog models in the install files. Is anyone else having issue?
They both edit WorkShopCaravanPackage. You can just place Provisioner's Relax after Provisioner Overhaul for a quick and dirty fix or make a patch between the two (in my case I just merged Provisioner's Relax's changes into PO and saved myself the esp slot.
While I do use a backpack mod for my own Dogmeat, I want to keep this mod as light as possible, since a lot of people want to keep things realistic. If this is a popular request, I could ask permission and turn it into an optional file.
Works wonderfully for me. Even Codsworth gets a dog, but I did not try to stuff him in the outfit. Very easy to identify my provisioners when i come across them on the road. And the dogs have all behaved themselves, even in County Crossroads which is small but has a lot of provisioners.Much better than 5 sets of brahmins plus the caravans. This is a much needed mod.
My rational is that these provisioners don't necessarily carry materials. They are more like logistic clerks, finding out who needs what and who has what. Then they arrange transport via the caravans. Plus they carry mail. Thanks again for the great work that has added to my enjoyment of the game.
I have not downloaded the mod yet, but it baffles my, why it lacks in downloads and endorsements...the changes sound awesome. Those brahmin annoy the hell out of me.
I used your earlier versions of the mod and quite liked it until my brahmins kept getting killed, which they still are. Will this new version fix that ongoing issue or is there another fix you could recommend? The ongoing slaughter has pretty much stopped my settlement building.
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I know Armorsmith was never required, at least not since I first used this mod in 2018, I was always able to upgrade the uniforms without it. I've also noticed that the stand alone version of the uniform doesn't require either of those mods. So I've done a test and removed AWKCR and everything seems to be still working. The armor is craftable at the chem station and can be upgraded with ballistic weave. The dogs still appear on my previous provisioners and they spawn with new ones I assigned. Just curious if anyone can shed some light on this.
I'm using MO2, and have it low on my load list. I don't think I even see the dog models in the install files. Is anyone else having issue?
Everything works as intended. Thanks again for the fix and the initial creation of the mod of course! ^^
Would fit pretty nicely.
My rational is that these provisioners don't necessarily carry materials. They are more like logistic clerks, finding out who needs what and who has what. Then they arrange transport via the caravans. Plus they carry mail. Thanks again for the great work that has added to my enjoyment of the game.