I have always hated those ugly AWKCR workbenches and I was stuck with them because other mods required I used AWKCR. Frankly the whole mods depending on other mods is getting out of hand. Aside from Script Extender no mod should require another to work. Not to mention the whole reason AWKCR even came into being, the key word limit, was fixed by Bethesda ages ago.
I know what you mean. I also think it's unfortunate that a mod called Armor Keywords also edits some NPCs (health values, aggression and Leveled Lists), and scrap items (by adding new items like salt, pepper, poison and coffee to the world). I spent the better part of today creating a personal patch to revert most of the additions of AWKCR. First World Problems, I guess.
I just installed this and all a sudden my fps is poopoo, any idea how I could fix this? Was at a steady 72 prior to installing now my game struggles to hit 30.. And considering what this mod does it doesn't make much sense.. Anyone else have this issue?
edit: pc was doing a dumb, not related to mod at all <3
Avid AWKCR user here, and I enjoy all that it brings to my game, but I also happen to appreciate what your mod offers, and will install it with my next game. Tidiness in user interfaces is so underrated nowadays that I sometimes have to <Picard face.gif> when I see some apps or games.
Therefore, thank you very much for sharing your mod with us.
Question though (and I noticed you said you'd try your best to keep the mod updated) : is the current SKK/"move" version compatible with AWKCR v8.51 ?
Those things take forever to load because they have too much detail. I just wanted to place a power armor rack!
I swear, I saw the settlement size bar visibly notch up when placing some of them because of the sheer polycount on those beasts.
On that note, could you make ESL versions? The "Moved" version of the mod check out as convertible via FO4Edit. ESLs are a boon for people who have huge piles of tiny mods because 4096 load order slots are much harder to completely fill up than 253 slots. I had no problem converting for myself, but some people may think of xEdit as a big scary deathclaw to be avoided (when ultimately it's a deathclaw in the manner that Goris is a deathclaw).
Hello comatosedragon First time user for mo2 here, and this little beauty was the mod I chose to download while following a gamer poet you tube guide tutorial fro mo2 , and yes I do use awkcr, but not the stations , I really disliked all the clutter in the workshop menu , its nice they gave you choices, but when you dont use them ever, its just clutter to me.. So might I say , this mod is "brilliant , bloody brilliant " ... Wonderfully Endorsed Tracking and KUdo'd.. THaaank you !!
It could be said that this is used to use mods that require AWKCR but without using AWKCR? would be just what I'm looking for xD to have installed AWKCR by request of another mod, but without having to use AWKCR hehe
I actually do use some of the AWKCR workbenches but still find the workshop clutter annoying. Would it be possible to have them put in their own sub menu, rather than completely removed?
I have uploaded a version under optional files which moves the workbenches to their own category. It will require the use of the Settlement Keywords Expanded mod.
23 comments
I have always hated those ugly AWKCR workbenches and I was stuck with them because other mods required I used AWKCR. Frankly the whole mods depending on other mods is getting out of hand. Aside from Script Extender no mod should require another to work. Not to mention the whole reason AWKCR even came into being, the key word limit, was fixed by Bethesda ages ago.
First World Problems, I guess.
Where can I craft the mod item after disable the workbench?
edit: pc was doing a dumb, not related to mod at all <3
Avid AWKCR user here, and I enjoy all that it brings to my game, but I also happen to appreciate what your mod offers, and will install it with my next game. Tidiness in user interfaces is so underrated nowadays that I sometimes have to <Picard face.gif> when I see some apps or games.
Therefore, thank you very much for sharing your mod with us.
Question though (and I noticed you said you'd try your best to keep the mod updated) : is the current SKK/"move" version compatible with AWKCR v8.51 ?
Those things take forever to load because they have too much detail. I just wanted to place a power armor rack!
I swear, I saw the settlement size bar visibly notch up when placing some of them because of the sheer polycount on those beasts.
On that note, could you make ESL versions? The "Moved" version of the mod check out as convertible via FO4Edit. ESLs are a boon for people who have huge piles of tiny mods because 4096 load order slots are much harder to completely fill up than 253 slots. I had no problem converting for myself, but some people may think of xEdit as a big scary deathclaw to be avoided (when ultimately it's a deathclaw in the manner that Goris is a deathclaw).
a) I tend to keep a fairly tidy load order, and manually merge many of my smaller esps together AND
b) I am an old fogey who is afraid of change
that being said, I will look into converting these files soon (maybe) and post them in the optional section if/when I do.
First time user for mo2 here, and this little beauty was the mod I chose to download while following a gamer poet you tube guide tutorial fro mo2 , and yes I do use awkcr, but not the stations , I really disliked all the clutter in the workshop menu , its nice they gave you choices, but when you dont use them ever, its just clutter to me..
So might I say , this mod is "brilliant , bloody brilliant " ...
Wonderfully Endorsed Tracking and KUdo'd.. THaaank you !!