Now with a fomod installer. A couple of patches added so far. Feel free to post more requests for patches. Be carful with your load order, the fomod may put the main files below the patches.
Like your mod a lot. Still, there is some flaws, sorry, pal. 1) Created gunpowder is a "gunpowder", but extracted from scrapped ammo somehow is a "guwnpowder". Syntax error, that ends as a two versions of same component. (both are useable to recipes of the mod) 2) latest version of mod with both explosives and ammo benches have no ammo workbench, if a "perk limitation version" is chosen to install. Perkless version is ok. 3) Disassembling unwanted grenades on explosives bench, to use their components could be fun.
I'll check the missing bench issue. It's a special goonpowder >.> Ya I'll fix that. I didn't really want to add dissasembly on grenades since those are drastically more complicated than ammo (irl). And wouldn't really go with the (slightly) more realistic feel I was headed for.
Have you considered using weapon class specific primers - instead of a single primer for every caliber? This way you can assign 1 primer type to be used with many different calibers and won't need all those extra primers and extra constructible objects and misc items. I say this thinking in large scales - like supporting Caliber Complex patching - which has a myriad of different calibers.
Ex. I scrap 20 rounds of .38 Special ammo, and I get in return 20 Small Pistol Primers. I can use those 20 primers to craft say 9mm ammo, or .380 ACP, etc, etc - I'm not stuck with .38 Special primers - which defeats the whole point of breaking it down to begin with.
From a programming stand point I wrote a script to write my patches (or at least the bulk of it). And caliber complex is one of the mods I have patched. (Included in the FOMOD) The way I had scrapping originally did return primers and casing, but I thought it was better to return the raw materials ie.. (acid, gunpowder,copper) so the user could reuse them. The primers and casing should all be grouped together for ease of use when crafting. (Beth didn't really allow a lot of room for how to sort recipes.)
I'm running +300 mods (~100 light mod) I'd say I have around 40 mods which depend on ACKWR and my game is pretty stable and I very rarely ctd. So I'm not sure what you guys are talking about. In anyways thx for the link for an alternative
I can also reaffirm this. I have an even bigger load order, almost 400 mods (between .esp, .esl and retextures), several of those mods depend on ACKWR and armorsmith and, after more than 700 hours of play, I have no problems.
It all depends on theload order. And also that, maybe, you have to find which other mod you have installed are causing those CTDs/breaking your savegame, like it happened to me before.
I just never saw the need for AWKCR. It seems like it was designed to be a centralized platform for all modders to develop their weapons/armor mods against, but that kind of thing will rarely ever succeed with such a disconnected modder base.
My limited experience with New Calibers showed me that. Was using ACO, and ACO and AWKCR had a conniption fit. So why was a dependence for a weapons mod acting like a train wreck against my armor mod (and other mods in my load order)?
Took 3 seconds to realize AWKCR and any other mods that were dependent on it needed to go. I like spaghetti, I hate dependency spaghetti.
@fraquar Modders spend a lot of time and effort to create them. AWKCR and AE together bring so much to the table that I can't fit to describe here. So sometimes, it is worth the time and effort on the player's side to create the setup for them to work correctly. All depends on the user and his/her willingness to obtain those mods...
Has nothing to do with that. In fact I used to use AWKCR back in the day, when the modding scene for the game wasn't anywhere near as flushed out as it is now.
Today? There are alternatives, plain and simple.
The fact that so many mods can be de-AWKCR'd tells us one thing. The dependency on AWKCR isn't essential for that mod to function properly to begin with. Modular Leather Armor. Those keywords from AWKCR have nothing to do with being able to use those armor pieces as intended - they are simply there for VIS-G sorting. Ugh, really. Opens FO4Edit, removes keywords, removes AWKCR as Master and has a nice day playing with Modular Leather Armor in all it's glory.
Don't get me started on the mods that only have AWKCR as a Master to use the AWKCR workbench - when there are a myriad of workbench options today. Opens FO4Edit, changes workbench, removes Master - life goes on.
has anyone else run into a bug where they can't "TAB" out of a crafting menu? I'll interact with the crafting table, scrap some rounds and hit tab and it will make the sound as if I'm backing out without actually doing it. Have to reload to get out of it.
This is a known bug and usually only happens in the scrapping menu. For the life of me I have yet to be able to track it down. Still working on it however. If you the console you can use 'coc sanctuaryext' or whatever cell you want to coc to to avoid reloading.
Nice work, and thanks for sharing! If you're taking suggestions for mods to add/patch, you might check out Explosives Expanded. It's got some cool stuff. https://www.nexusmods.com/fallout4/mods/44283
Thanks for the hard work you've have put in to this. You have done multiple updates to leave this perect and I appreciate it very much. What an inspiration you are!
34 comments
Be carful with your load order, the fomod may put the main files below the patches.
1) Created gunpowder is a "gunpowder", but extracted from scrapped ammo somehow is a "guwnpowder". Syntax error, that ends as a two versions of same component. (both are useable to recipes of the mod)
2) latest version of mod with both explosives and ammo benches have no ammo workbench, if a "perk limitation version" is chosen to install. Perkless version is ok.
3) Disassembling unwanted grenades on explosives bench, to use their components could be fun.
Edit*
NM I recreated and fixed it.
This way you can assign 1 primer type to be used with many different calibers and won't need all those extra primers and extra constructible objects and misc items.
I say this thinking in large scales - like supporting Caliber Complex patching - which has a myriad of different calibers.
Ex. I scrap 20 rounds of .38 Special ammo, and I get in return 20 Small Pistol Primers. I can use those 20 primers to craft say 9mm ammo, or .380 ACP, etc, etc - I'm not stuck with .38 Special primers - which defeats the whole point of breaking it down to begin with.
Why?! I keep using it, I have countless mods that depend on it...
Is there an updated new version or an alternative mod that I'm not aware of?
The best alternative mod is ECO
So I'm not sure what you guys are talking about. In anyways thx for the link for an alternative
almost 400 mods (between .esp, .esl and retextures),
several of those mods depend on ACKWR and armorsmith and,
after more than 700 hours of play, I have no problems.
It all depends on the load order.
And also that, maybe, you have to find which other mod you have installed are
causing those CTDs/breaking your savegame, like it happened to me before.
My limited experience with New Calibers showed me that. Was using ACO, and ACO and AWKCR had a conniption fit.
So why was a dependence for a weapons mod acting like a train wreck against my armor mod (and other mods in my load order)?
Took 3 seconds to realize AWKCR and any other mods that were dependent on it needed to go.
I like spaghetti, I hate dependency spaghetti.
Modders spend a lot of time and effort to create them.
AWKCR and AE together bring so much to the table that I can't fit to describe here.
So sometimes, it is worth the time and effort on the player's side to create the setup for them to work correctly.
All depends on the user and his/her willingness to obtain those mods...
Today? There are alternatives, plain and simple.
The fact that so many mods can be de-AWKCR'd tells us one thing. The dependency on AWKCR isn't essential for that mod to function properly to begin with. Modular Leather Armor. Those keywords from AWKCR have nothing to do with being able to use those armor pieces as intended - they are simply there for VIS-G sorting. Ugh, really. Opens FO4Edit, removes keywords, removes AWKCR as Master and has a nice day playing with Modular Leather Armor in all it's glory.
Don't get me started on the mods that only have AWKCR as a Master to use the AWKCR workbench - when there are a myriad of workbench options today. Opens FO4Edit, changes workbench, removes Master - life goes on.
If you're taking suggestions for mods to add/patch, you might check out Explosives Expanded. It's got some cool stuff. https://www.nexusmods.com/fallout4/mods/44283
Each time I enter Nexus, you already added a new patch.
This mod is evolving more than F.E.V. creatures!
Thanks a lot! Awesome mod!
Love the workbenches meshes, high quality!
Have a great day!
You have done multiple updates to leave this perect and I appreciate it very much.
What an inspiration you are!
Happy gaming and good luck on the wasteland!
Good hunting!