FAQ: Frequently Asked Questions Q: I'm not seeing a decal mod slot on Power Armor Torso or Left Arm Pieces or separate materials mod slot on any Power Armor Pieces?
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A: The issue is you have a mod conflict that is stripping out important information from the power armor mesh omods responsible for adding the keywords that add the decal and materials mod slots. To fix this open all your active plugins in FO4Edit and look at the power armor mesh omods highlighted in the picture below(not every one of them is shown highlighted in the picture, but you should get the gist of which ones you need to look at, their names end in Mesh).
You can update your out of date conflicting mod by dragging any entries that are added in the AWKCR version of the records into the conflicting mod/
Q: I'm getting CTDs when picking up legendary weapons/armor and other items that trigger a featured item popup?
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A: That featured item popup has always been buggy for some people since launch. I believe the issue is caused by a scaleform memory overload. What works for me to not have this issue is using DEF UI, then using the current VIS-G Item Sorting using only files from that, making sure it overwrites all file conflicts from DEF UI and HUD Framework. With that setup I'm not getting CTDs from featured item popups. That works for most people. For those that don't there are steps you can take to purge usage of the featureditem keyword from your game. VIS-G Legendary modifications v1.2 removes the featureditem keyword from weapon and armor legendaries, which will remove the most common source of featureditem popups. This would be a good option for people that only get the featureditem popup CTDs occasionally. For people that still get them consistently from other items the next step would be purging the usage of the featureditem keyword from other records in all their plugins.
Q: Is this compatible with Fallout4VR?
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A: Current versions are no longer compatible with Fallout4VR as Bethesda screwed you hard. They didn't use the same formIDs for ap_armor_Paint "Paint" [KYWD:0024A0FA], cc_ma_Pipboy [KYWD:0024A0B8], cc_ap_Pipboy_Texture "Material" [KYWD:0024A0B9], ma_WeaponMaterialSwaps [KYWD:0024A0D7], and ap_WeaponMaterial "No Material" [KYWD:0024A0D8], in Fallout4VR that they did in FO4. I brought it to Bethesda's attention, if you're lucky they'll fix it.
Q: Is this compatible with v1.94 of the game
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A: No, it's not, you're missing keywords that Bethesda added and will CTD at armor and weapon benches. Also by asking about it you're outing yourself as having pirated the game which is something the Nexus moderators will ban you for.
Q: Can't download the mod? A: Try right clicking the download manually and copy the link address, then in a new tab Paste the link address and hit enter.
Q: I'm crashing when I look at vanilla items in the armor workbench?
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Check your plugins tab to verify you have the current version of AWKCR installed. What you're describing is what happens when you have overwritten ArmorKeywords.esm with an old version and are therefore missing used keywords, which causes a CTD when the game looks for them. Old versions of ArmorKeywords.esm are packed with both Concealed Armors and Crafting Workbenches, say no when asked if you want to overwrite Armorkeywords.esm when installing them.
Q: I'm crashing when I go into the crafting section of the settement building menu. When I go to build the Armorsmith or Weaponsmith workbench they're invisible.
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A: Crashing when hovering over the crafting category or the workbenches being invisible is caused by your game not being able to locate the custom models needed to render the workbenches. There are three possible reasons and solutions for this:
1) You do not have ArchiveInvalidation properly set up in your Fallout4.ini. This is required for the game to use custom assets.
2) NMM failed/was prevented to properly extract the asset files when installing the mod. Check that you have the file ArmorKeywords - Main.ba2 in your Data folder. If not, extract it manually from the .zip and put them there. If you have that and you're crashing try installing the loose files for the benches in the optional section of the file downloads.
3.You have your NMM virtual install on a different hard drive than your Fallout 4 install.
Those are the 3 main causes, there have been people that haven't been helped by those 3 fixes because the problem wasn't caused by their installation of this mod. Here's a couple solutions to their situations.
Here is what was a solution for Yopoman "I FOUND THE CULPRIT! Turns out there was a folder in my DATA directory called "INTERFACE", I went ahead and deleted that folder after doing some reading of various forum posts, apparently the .SWF files in there can get messed up. I was uninstalling all my mods systematically, and couldn't fix the CTD but after deleted the "INTERFACE" directory and deleting the "Interface.ba2" file in the FO4 DATA folder I went and verified my game integrity through Steam and VOILA! No more CTD when using crafting stations. "
Here is what was a solution for BenScott777 "I have figured it out. So I am running windows 10 and I just found out that my computer has not only placed a Fallout 4 folder in my disk drive C, but also made a copy in the cloud service from microsoft called OneDrive. The changes to the ini i made in My Games/Fallout 4 didn't matter because the game was reading the inis that were in the OneDrive/My games/Fallout 4 instead of the ones actually stored on my computer. So it seems a lot of people are having the same issue I have been so it may be worth adding to the FAQ the idea to check if OneDrive is storing a copy of Fallout 4 and prioritizing that instead. "
If none of these solutions fix this problem for you then I don't know what you did wrong.
Q: My game crashes before loading the main menu.
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A: Crashing before loading the main menu is caused by missing dependent files. When one mod files (.esp or .esm) references another mod file (.esp or .esm), the referenced mod file is a dependent files. If you are missing one of the dependent files, the game will crash before loading the main menu. This can happen with AWKCR if you load the version that requires the DLC to be installed but don't own the DLC. Please see "NMM says AWKCR is missing DLCRobot.esm" above. You may have also loaded another mod that references a mod that you don't have (commonly compatibility patches). In NMM you can see this by clicking the Plugins tab, the selecting in mod one-by-one. On the right hand pane, if you are missing a dependent file, that filename will be shown in red with the word MISSING.
Q: NMM says AWKCR is missing DLCRobot.esm.
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A: There are two downloads for AWKCR: Armor and Weapon Keywords Community Resource (Without DLC) Armor and Weapon Keywords Community Resource UE (With Automatron DLC) Be sure to download the correct version depending on whether you own the Automatron DLC or not.
Q: I made some primer and gunpowder using the ammunition workbench, but I can't find a way to change them into ammo?
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A: You can grab the Crafting Workbenches Ammo Loading AWKCR-WSE-NC-VIS version 1.01 file from the Weaponsmith page. It covers recipes for the vanilla ammos. Follow the directions in it's file description, as not doing so could result in a CTD from a missing mesh. The naming scheme is based on New Calibers, not vanilla, so there is a couple name changes, but if you want to craft ammo you'll be able to.
Q: Is your ammo bench missing from the settlement building crafting menu?
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A: There has been reports that a file from Radrose Usability Enhancements is removing it.
Q: I have xx DLC, but during install NMM says the AWKCR version for my DLC is not compatible (or MO has it greyed out).
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A: This is a Bethesda bug. What happens is that after you receive the download from Steam, it adds the DLC .esm file below ArmorKeywords.esm which is incorrect. Additionally, (at least for me) the .esm file wasn't activated in the plugin list. The below instructions are for NMM (I don't use MO, so I can't tell you how to do this): - Open NMM - Click on the Plugins tab - Find all of the .esm files that start with DLC (DLCRobot.esm, DLCWorkshop.esm, and DLCCoast.esm depending on which DLCs you have installed). - Make sure any and all DLC .esm files are activated (have a check mark) - Move them up so they are right below Fallout4.esm (if you have all three, the correct order is Robot then Workshop then Coast) - Switch back to the Mods tab and install AWKCR
Q: What is the proper load order for AWKCR?
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A: Fallout4.esm <All DLC .esm> Unofficial Fallout 4 Patch.esp ArmorKeywords.esm <All other .esm> <AWKCR DLC patch(es)> <All other .esp>
Q: I get stuck in one of the crafting benches and cannot back out.
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A: Open the console (default key is tilde (~) then enter the command: slm 14
This issue has not been isolate or solved and may be an engine issue that cannot be solved. The best theory is: Usually people get stuck if they try to select something or back up a level if the menu or item they're in hasn't loaded all the game assets for that menu or item.
Q: I don't have any recipes in the benches.
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A: AWKCR adds a framework and adds benches for use by other mods. AWKCR does not contain any recipes by itself, you need to load a mod that utilizes the workbenches. The Crafting Workbenches mod adds a bunch of recipes for vanilla items and there are a number of other mods out there than make their items craftable at the AWKCR benches.
Q: Can you tell me where all the stencils are so I know whether I have a mod conflict preventing them from showing up in game?
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A: Here's a list of their locations supplied by Richwizard. BASE GAME Atom Cats - On Bluejay's counter in the rear building BOS - Prydwen on Proctor Teagan's counter, 7 rank insignias in Power Armor bay Diamond City - Warehouse between Dr. Sun's house & Earl's house on a green trunk Gunners - Gunners Plaza basement, central upper room on military trunk Institute - FEV Lab in side room on shelf by paint cans Minutemen - Castle tunnels on desk by dead General Raider01 - Corvega Assembly Plant on floor at the Power Armor station Raider02 - Poseidon Energy upper metal room near the roof entrance on a garage cabinet Railroad - Switchboard in room with bank vault door on table Star - Concord Workhouse on upper floor vent bridging collapsed floor Vault 75 - Upper observation room over combat simulation room Vault 76 - MedTek Sub Levels final room w/McCready's cure on a red trunk Vault 77 - Hardware Town front basement area on wooden crate Vault 81 - On toolbox under table next to Calvins normal position Vault 95 - South side (Diner area) upper rear corridor on overturned locker Vault 111 - In the entry corridor on a small rolling cart Vault 114 - Atrium mid level balcony on a stepladder Vault 101, 13, Vault Tec Numbers Pack - Vault Tec HQ basement on a metal shelf
AUTOMATRON Rust Devils01 - Ft Hagen Satellite Array in a cage at the end of the maze, right before you return to the entry, on a green trunk Rust Devils02 - Ft Hagen Satellite Array room with many generators and beds on a metal shelf
FAR HARBOR Vault 118 - Greeting desk at entrance
VAULT TEC WORKSHOP Vault 88 - Just inside entrance on Vault Suit trunk
NUKA WORLD Nuka World, Disciples - Inside Fizztop Mountain on roof, on big rolling cart Nuka World, Operators - The Parlor workroom w/Armor & Weapon workbenches on shelf Nuka World, Pack - Nuka Town backstage main room shelf near paint cans
I'm crossposting this from my own post in the DEF_UI patch. This applies to ALL mods, not just my mods. If you need help with any mod, please read this and help the mod author out by following these guidelines before you post that something doesn't work:
I've added a new guide to the Articles page going over what I've learned about Instance Naming Rules. If you are looking add a mod for weapons, armor, or cosmetics then this guide can help you understand how dynamic naming works and what components are necessary to be included in your mod instance naming. I'd been meaning to write this for a while. I hope you find it helpful:
This is in addition to the tutorial Gambit77 already posted in the forums here which goes over:
- Keywords to enable the Armorsmith Extended clothing modding system. - Keywords and entries to enable Valdicil's Item Sorting (or any sorting mod that uses AWKCR keywords for dynamic sorting). These are also used by Outfit Switcher. - Keywords to enable the Legendary Modifications legendary modding system. - How to make your items craftable using AWKCR's Armorsmith and Weaponsmith benches and menu categories, to avoid adding new menu category keywords. - How to assign slots to your items to conform to the Slot Usage Standard for maximum compatibility with other modders' apparel.
OMG all the faction Power armor is broken (BoS) and the decals are missing! WTH?!?!
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Please take the time to read the change logs, last one or two is always best. In this case read change log v6.6 as it should explain what you are seeing and then you'll understand its temporary.
Then go to the Power Armor bench and the following look for... Chest - T-45 - T-60 look for a decal mod slot,. If you don't see it you have a mod conflict, time to open FO4Edif!
Arm, Left - T-60 only, look for a decal mod slot, if it's not there check the avoid comments.
-Decal's both on items and the Misc Decal item don't preview correctly:
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I've tried a few hundred things, if someone find a fix that doesn't involved reinventing the wheel I'm open to it. -Isolated the decal preview issue to "Crafting Highlight Fix" conflict, author contacted to try and find a work around. (Thanks to amber1019 and Battousai124 for the assistance.
All my items reset to vanilla textures, HELP! (Example Nukaworld Cappy gear):
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-So a large part of what Gambit77 and I did was convert the hard coded material swaps into OMODS (one is directly force applied and the other is a Mod, like a muzzle on a gun and can be changed).. The upside of this is it means every piece of equipment suddenly has the ability to have full colorswap compatibility without a ton of extra work (aka adding 2 or 3 more material paths to each material swap) The downside is, unless the item/outfit/armor was already configured to use OMOD's for upgrades it "may" reset, and until the NPC resets with a "Cell Reset" (the Good Kind) or you edit the item at the workbench it will have the default vanilla textures.
We understand that can be a little annoying at first, but in the long run, I think people will appreciate it, especially since it is going to make it easier for all authors, especially new ones, to add colorswap options vs just retextures or "new armor" that is just a retexture.
NPC's in XXXXX place have YYYY (Vault 111 decal) instead of ZZZZZ (Vault 81 Decal) on their outfits:
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See the above, again it's a little lore breaking at first, but once things reset it will be worth it.
A similar thing is happening to Power Armor. The Chest and Left Arm Rank Decals can now be changed independently. This means you might see BoS Soldiers without rank and BoS Icons on their power armor, this is temporary.
All the Power Armor is BROKEN!!!
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Please the articles and posts very rarely, like a few dozen people are running into that weird bug.. Reinstall the FOMOD and read the options carefully... Then install the Power Armor Glitch esp.
Then, if you want to help us try and solve it, because everyone bails after using that esp... Make a post, because we are trying to replicate the issue and can't!
Don't Like the AWKCR Workbenches or the Recipes???
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Please understand this is designed as a framework to make it easier / more enjoyable for the majority, and with nearly 1.4 MILLION unique downloads, the mod cannot be tailored for each playstyle, and it's a little presumptuous to think we would. Suggestions are welcome, but please keep the complaining to a minimum... But the glorious thing about Fallout 4 is you can mod / patch AWKCR yourself (or uses others patches...) Assuming you didn't bother to google is, here are links to some related mods to patch out workbenches, etc, if you don't love them...
Yes this is a pain, but it turns out it's not us..... Check your game version:
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Guess what? We updated the main INNR's (Instance Naming Records) with the new Fallout4 and Creation Club Paint and material colors, additionally we've added the Creation Club Keywords to the armor records so people can use the paints...
If you are on a version of Fallout Pre 1.094x there is a good chance you will see a problem.
No we will not make a version for people on versions of Fallout that old, we encourage you to take the time to update, almost every mod that had problems with 1.94+ has been updated, or there are new versions of them.
Fallout 4 VR?
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Mismatched formID's are killer, and we've reached out to the Bethesda community Manager, Cartogriffi to see if something can be done about this.
Until then, well, we have kind of gotten borked...
Ok... There are a couple things to discuss here... Fallout 4 has some Limitations on the ScaleForm Memory used for naming and PipBoy interactions, and once you exceed a certain amount you'll see CTD's and some wacky Instability. We've expanded the Fallout 4 INNR's and with a VANILLA version of the game you'll not see an issue, but if you use DEF_UI you *May* see issues. Why? It's all traced to the iconlibs.swf, iconlibs2.swf and/or Custom XML files can cause issues if there are more than 230 entries, you'll get memory overruns... A quick breakdown
(Thanks to gernash for the image and good breakdown of the issue.
If you downloaded another modified IconLibs file other than DEF_UI, odds are that's the cause of your woes...
It's easy to test: Go to the "X:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Interface" folder and rename the iconlibs2.swf.... Load the game and try and edit something in the work bench...
This was actually my problem, I could not craft any of the MISC upgrades (linings) for the DLC04 NukaWorld Legs... Arms and Torsos were fine, but legs caused a CTD every time...
Turns out I had a mod that did a dirty edit to the Blitz Perk
Soooooo check your mods for dirty perk edits, in my case it was a ABspell effect missing the "Equipment type" flags..
FO4Edit v4.0.1 found 52 ITM records. Due to Improvements made to the cleaning process with the official release of xEdit 4.0.x+, any mods which were verified as clean with older versions of xEdit may now require additional cleaning.
The ITM records are for Fallout 4 VR players as those records aren't in that version of the Fallout4.esm, so if they're ITMs for you then yes it's ok to clean the plugin.
Why does color swap not work well with BoS Uniform? The BoS Knight Uniform(Orange) and BoS Officer Uniform(Black) versions always appear in the swap list but BoS Uniform(Green) only appears if you are equipped with a BoS Uniform(Green) and as soon as you swap to another color it disappears from the list swap color and it is not possible to change from Orange or Black to Green.
Those are just the ones that are statically placed, and they need to be stolen there because they are BoS property just like everything else placed in that area, it's not that they're flagged to have to be stolen. They can also be looted off dead BoS, and sold by Tegan
I talked with Teagan a while ago in my game and he only sold the paladin decal, no stencil at all...
P.S. I don't know if it's normal but I could take any item in the prydwen (except the ones in some NPCs' private quarters) immediately after joining the brotherhood. so only the stenilcs being red is a bummer >_> I can't think of any mod that would change the ownership of the prydwen's items, unless it's the UFO4P itself. (what do I have to look at, in FO4Edit?)
Edit: welp I went to modify the power armor and I saw I could put on the left arm any BoS stencil. I don't think I had already found them all though (especially the one for Maxson's rank...).
AWKCR prevents Power Armor from being repaired. Specifically, all six pieces of my Hellfire PA needed repair. However, only three pieces were displayed to be repaired when I entered the Power Armor Repair Station I discussed this on the Steam forum. The immediate response was "Known bug. Remove AWKCR." I saved my game, quit FO4, disabled AWKCR in MO2, and restarted/loaded saved game. All six pieces were now listed to be repaired, which I did. Losing AWKCR, however, caused some other mods to fail. I then saved the game, quit, renabled AWKCR in MO2, and restarted/reloaded the game. Quite a pain! FYI, this is after the NG update.
I had the same issue. I found a Steam forum post that gave a solution. Basically, just reinstalling the mod and checking the power armor glitch patch box. "If you get a power armor not showing up in the power armor workbench try installing the AWKCR - Mod Power Armor Engine Glitch Fix.esp. It is in the AWKCR main file, you'd just have to run the FOMOD installer again and choose to install it." There is also a separate mod that patches the Hellfire armor specifically, but I didn't need that as the built in patch fixed the Hellfire issues for me as well.
Thank you so much! It worked! Reinstalled it, payed more attention to checking the boxes and: boom! Now I can work with the new Enclave PA pieces. Awesome!
So I was just making my way to far harbor to get the marine armor when I have noticed that I can't switch the skin of it from zealot to the classic skin. It happens that your mod is actually causing the trouble with it and I was wondering since it I'm not the only one experiencing this if you have a way to bypass and fix this issue easily. I will gladly appreciate any help...and I don't want to deactivate your mod.
Sorry, I should have specified the problem better. What I meant was that I have the option to change the skin on a workbench, I have all the perks set for it, but when I'm pressing the button for Assault Marine it changes yes but only the name of the piece and somehow does not change the texture and it still uses the Zealot one. It does this kind of thing for every piece and even the inquisitor is not working. I repeat, when I disable the mod it works properly, so I don't know where to put my hands...
Again there's nothing to fix. You have the option to change the appearance from Children of Atom to the standard appearance at the Armor Workbench, provided you have the correct materials. At the workbench just scroll down the list of options until you find it.
Ok, to clear for all I first thought, it was a bug. But AE changed and separated amor type and color on Marine armor. You do not change color when crafting zelotes, assault or inquisitor type. You have to craft colors and then you can change the colors at the workbench independently from armor type. All new ;-)
The Marine Armor is alone in that there are 2 versions of the meshes. You must choose between Children of Atom and Standard Blue Assault in the Armor Index mod slot. Once you have the correct mesh chosen, then you can apply color/paint swaps made for the mesh of your choice.
In my current gunslinger playthrough, I've noticed enabling the mod will remove the Gunslinger damage bonus from the Deliverer. Is this intended or is there a workaround?
Took a look. That Deliver weapon record is missing the WeaponTypePistol [KYWD:0004A0A0] in vanilla and this mod. Just added it so it'll be in next update.
Ok I was told there was a sticky post about how to find all the stencils. Am I blind or is there not one? I just want to find the Institute stencil and I've been all over the bloody place.
Why in the world does this delete the LLI_Vendor_Drink_Alcohol_Basic leveled list? Or change non-Armor/Weapons LLs for that matter? I thought this might have been a corrupted file, but the version I just downloaded is the same.
This changes causes, for example, Whitechapel Charlie to not carry much if any alcohol.
I don't know why Thirdstorm did that. I looked and couldn't find a reason, so I removed that edit for future versions. It's safe to delete that record override.
Some of the ones he made were to add built in compatibility for various mods like Wasteland Imports, etc. Not sure if he finished implementing those into the game. The ones that deal with paint cans/decals/stencils though are definitely implemented and you wouldn't want to remove those. If there were other ones that you're asking about let me know as I don't recall others off the top of my head. The ones I made are the biped slot based apparel ones for all the factions. I never got around to utilizing them yet. Plan to one day use them for propagating a vanilla/mod apparel mix that will probably get patched in at the NPC record level, completely replacing the vanilla apparel leveled lists. I got inspired to make that apparel leveled list framework after I saw what Thirdstorm started building out for Raider Overhaul/Perpetual Beta and his lists were too confusing for my taste, so I wanted to make something that was standardized and easier to make sense of. Something based on biped slot usage that accounted for possible slot conflicts, that took full advantage of AE slot optimization.
is there an plan to release an update soon that will fix some of the broken level lists? Also the army pigment is not able to make green army paint. I am assuming thats just some some oversight.
Yeah, I'm working on one. Hit a snag today if anyone can answer this question? Is there a new DLC plugin for the Next Gen CC additions, because I'm not seeing any new Armor records in Fallout4.esm other than some X-01 armor with Enclave material swaps. So is there a new DLC plugin for Next Gen (with all the included CC mods merged in) or did they just bundle for free the original CC plugins?
They are not part of fallout4.esm. They bundled the ccBlahBal-Name.esl files as part of the patch. So I now have those plugins in my data folder on Next Gen. You'll need those plugins and those plugins would become a master if you included any records from them.
The reason he removed those items from LL_Junk_Mailbox is because the items removed are all items that are bigger than a mailbox. So they couldn't possibly fit inside of one. I'm of the opinion that that was a good edit to add. And also I have all the CC plugins that are included in the Next Gen update and have started working on adding support for them. @Valdacil let me know if you need any additions for your VIS update. I know I already have keywords for X-02 and X-03 power armor, so you probably don't, but if you do let me know.
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Contributors
Plugin work by Gambit77, Valdacil, & Thirdstorm. Part of AWKCR color swap framework contributed by AndrewCX.
Armorsmith Workbench by Gambit77, Aldebaran90, & Stndmunki.
Weaponsmith Workbench by Gambit77.
Armorsmith and Weaponsmith Workbench Mini variants by FadingSignal.
Ammunition Workbench by KKtheBeast, Gambit77, BenEphla, KingTobbe, Wanamingo, & LoneRaptor.
Ammunition Workbench F4NV variant by Circles, Leldorado, & KKtheBeast.
Explosive Workbenches by Chucksteel.
Paint Mixing Station by MunkySpunk, Damanding, Thirdstorm, and KKtheBeast.
Power Armor Stations with Lights by Thirdstorm.
Electronics Workstation and Utility Workbench by Pra.
Advanced Engineering Workbench by Tumbajamba.
Decal Workbenches by Thirdstorm.
Spray Paint and Decal Stencil assets by MadMAX713, Thirdstorm, and Gambit77.
Compact Armorsmith, Weaponsmith and Ammunition Workbenches for Creative Clutter by MsRae.
CBBE patch by Ousnius and Gambit77.
FAQ: Frequently Asked Questions
Q: I'm not seeing a decal mod slot on Power Armor Torso or Left Arm Pieces or separate materials mod slot on any Power Armor Pieces?
You can update your out of date conflicting mod by dragging any entries that are added in the AWKCR version of the records into the conflicting mod/
Q: I'm getting CTDs when picking up legendary weapons/armor and other items that trigger a featured item popup?
Q: Is this compatible with Fallout4VR?
Q: Is this compatible with v1.94 of the game
Q: Can't download the mod?
A: Try right clicking the download manually and copy the link address, then in a new tab Paste the link address and hit enter.
Q: I'm crashing when I look at vanilla items in the armor workbench?
Check your plugins tab to verify you have the current version of AWKCR installed. What you're describing is what happens when you have overwritten ArmorKeywords.esm with an old version and are therefore missing used keywords, which causes a CTD when the game looks for them. Old versions of ArmorKeywords.esm are packed with both Concealed Armors and Crafting Workbenches, say no when asked if you want to overwrite Armorkeywords.esm when installing them.
Q: I'm crashing when I go into the crafting section of the settement building menu. When I go to build the Armorsmith or Weaponsmith workbench they're invisible.
1) You do not have ArchiveInvalidation properly set up in your Fallout4.ini. This is required for the game to use custom assets.
2) NMM failed/was prevented to properly extract the asset files when installing the mod. Check that you have the file ArmorKeywords - Main.ba2 in your Data folder. If not, extract it manually from the .zip and put them there. If you have that and you're crashing try installing the loose files for the benches in the optional section of the file downloads.
3.You have your NMM virtual install on a different hard drive than your Fallout 4 install.
Those are the 3 main causes, there have been people that haven't been helped by those 3 fixes because the problem wasn't caused by their installation of this mod. Here's a couple solutions to their situations.
Here is what was a solution for Yopoman
"I FOUND THE CULPRIT! Turns out there was a folder in my DATA directory called "INTERFACE", I went ahead and deleted that folder after doing some reading of various forum posts, apparently the .SWF files in there can get messed up. I was uninstalling all my mods systematically, and couldn't fix the CTD but after deleted the "INTERFACE" directory and deleting the "Interface.ba2" file in the FO4 DATA folder I went and verified my game integrity through Steam and VOILA! No more CTD when using crafting stations. "
Here is what was a solution for BenScott777
"I have figured it out. So I am running windows 10 and I just found out that my computer has not only placed a Fallout 4 folder in my disk drive C, but also made a copy in the cloud service from microsoft called OneDrive. The changes to the ini i made in My Games/Fallout 4 didn't matter because the game was reading the inis that were in the OneDrive/My games/Fallout 4 instead of the ones actually stored on my computer. So it seems a lot of people are having the same issue I have been so it may be worth adding to the FAQ the idea to check if OneDrive is storing a copy of Fallout 4 and prioritizing that instead. "
If none of these solutions fix this problem for you then I don't know what you did wrong.
Q: My game crashes before loading the main menu.
Q: NMM says AWKCR is missing DLCRobot.esm.
Armor and Weapon Keywords Community Resource (Without DLC)
Armor and Weapon Keywords Community Resource UE (With Automatron DLC)
Be sure to download the correct version depending on whether you own the Automatron DLC or not.
Q: I made some primer and gunpowder using the ammunition workbench, but I can't find a way to change them into ammo?
Q: Is your ammo bench missing from the settlement building crafting menu?
Q: I have xx DLC, but during install NMM says the AWKCR version for my DLC is not compatible (or MO has it greyed out).
- Open NMM
- Click on the Plugins tab
- Find all of the .esm files that start with DLC (DLCRobot.esm, DLCWorkshop.esm, and DLCCoast.esm depending on which DLCs you have installed).
- Make sure any and all DLC .esm files are activated (have a check mark)
- Move them up so they are right below Fallout4.esm (if you have all three, the correct order is Robot then Workshop then Coast)
- Switch back to the Mods tab and install AWKCR
Q: What is the proper load order for AWKCR?
<All DLC .esm>
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
<All other .esm>
<AWKCR DLC patch(es)>
<All other .esp>
Q: I get stuck in one of the crafting benches and cannot back out.
This issue has not been isolate or solved and may be an engine issue that cannot be solved. The best theory is: Usually people get stuck if they try to select something or back up a level if the menu or item they're in hasn't loaded all the game assets for that menu or item.
Q: I don't have any recipes in the benches.
Q: Can you tell me where all the stencils are so I know whether I have a mod conflict preventing them from showing up in game?
BASE GAME
Atom Cats - On Bluejay's counter in the rear building
BOS - Prydwen on Proctor Teagan's counter, 7 rank insignias in Power Armor bay
Diamond City - Warehouse between Dr. Sun's house & Earl's house on a green trunk
Gunners - Gunners Plaza basement, central upper room on military trunk
Institute - FEV Lab in side room on shelf by paint cans
Minutemen - Castle tunnels on desk by dead General
Raider01 - Corvega Assembly Plant on floor at the Power Armor station
Raider02 - Poseidon Energy upper metal room near the roof entrance on a garage cabinet
Railroad - Switchboard in room with bank vault door on table
Star - Concord Workhouse on upper floor vent bridging collapsed floor
Vault 75 - Upper observation room over combat simulation room
Vault 76 - MedTek Sub Levels final room w/McCready's cure on a red trunk
Vault 77 - Hardware Town front basement area on wooden crate
Vault 81 - On toolbox under table next to Calvins normal position
Vault 95 - South side (Diner area) upper rear corridor on overturned locker
Vault 111 - In the entry corridor on a small rolling cart
Vault 114 - Atrium mid level balcony on a stepladder
Vault 101, 13, Vault Tec Numbers Pack - Vault Tec HQ basement on a metal shelf
AUTOMATRON
Rust Devils01 - Ft Hagen Satellite Array in a cage at the end of the maze, right before you return to the entry, on a green trunk
Rust Devils02 - Ft Hagen Satellite Array room with many generators and beds on a metal shelf
FAR HARBOR
Vault 118 - Greeting desk at entrance
VAULT TEC WORKSHOP
Vault 88 - Just inside entrance on Vault Suit trunk
NUKA WORLD
Nuka World, Disciples - Inside Fizztop Mountain on roof, on big rolling cart
Nuka World, Operators - The Parlor workroom w/Armor & Weapon workbenches on shelf
Nuka World, Pack - Nuka Town backstage main room shelf near paint cans
Here's my current load order for reference
# Please do not modify this file.
*DLCUltraHighResolution.esm
*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*SettlementKeywords.esm
*XDI.esm
*HUDFramework.esm
*DEF_WIDGETS_CORE.esm
*Homemaker.esm
*SimSettlements.esm
*Snap'n Build.esm
*NAC.esm
*Endless Warfare.esm
*Loads.esm
*Worsin's Garage.esm
*NewCalibers.esp
*CC BFG VIS-G Patch.esl
*CC Doom Marine VIS-G Patch.esl
*CC Tunnel Snakes VIS-G Patch.esl
*CC Chinese Stealth Armor VIS-G Patch.esl
*CC Cpt. Cosmos VIS-G Patch.esl
*CC Gauss Rifle VIS-G Patch.esl
*CC Handmade Shotgun VIS-G Patch.esl
*CC Hellfire PA VIS-G Patch.esl
*CC Horse Armor VIS-G patch.esl
*CC Nuka VIS-G Patch.esl
*CC Prey VIS-G Patch.esl
*Gatorclaw Revamp.esl
*Ghouls Revamped.esl
*ProtoLining.esl
*RRTV_NukaRecipeRetextures.esl
*RRTV_RobotModelKits.esl
*SimSettlements_IDEKsLogisticsStation.esl
*Sim Settlements_Drinks_VIS_Weightless_DLC_Patch.esl
*CROSS_CosmeticFramework.esm
*SettlementMenuManager.esp
*Immersive HUD.esp
*PowerArmorHUD.esp
*DEF_WIDGETS_SURVIVAL1.esp
*HoloTime.esp
*3dscopes-framework.esp
*Extended weapon mods.esp
*TheMobileMechanic.esp
*aes_rendeco.esp
*AES_Renovated Furniture.esp
*AkaSinger.esp
*AkaWaterWorld.esp
*AlternateFurniture.esp
*AlternateSettlements.esp
*BasementLiving.esp
*BetterJunkFences.esp
*Bunker1LinkedContainers.esp
*BusySettlers.esp
*BusySettlersRug.esp
*CompactCrafting.esp
*CREAtiveClutter.esp
*CREAtiveGardens.esp
*CWSS Redux.esp
*DD_Foundations_&_Water_Wells.esp
*dinoshelf.esp
*Eli_Crafting Shiz 9000.esp
*Evan_Modular Kitchen.esp
*Graffity2ElectricBoogaloo.esp
*Homemaker - Bunker Disabler.esp
*ImmersiveVendors.esp
*LadyKillerBed.esp
*Northland Diggers New.esp
*NX Pro - Farm Core.esp
*OCDecorator.esp
*OCDispenser.esp
*OCDecoratorDLC.esp
*RainbowBeds_Kids.esp
*RealTroughs.esp
*SettleObjExpandPack.esp
*ShootingTarget.esp
*SimSettlements_MegaPack_YearOne.esp
*Altairp's Animal Farm.esp
*SimHomestead.esp
*IndustrialCity_Sim_Settlements_Addon.esp
*SimSettlements_AddOnPack_Foundations_JtBryant.esp
*SimSettlements_AddOnPack_SimTowers_JtBryant.esp
*SimSettlements_AddOnPack_Utilities_JtBryant.esp
*JunkTown.esp
*SS_Addon_PbPP.esp
*RS_Sim_AddOn.esp
*ruined_simsettlement_addonpack.esp
*ohSIM_Sim_Settlements_Scrappers_Addon.esp
*SimSettlements_Addon_VaultLand.esp
*SSAOP_SamutzVault88.esp
*WVSimSAddon.esp
*Snappy_HouseK.esp
*Summer Roses.esp
*NorthlandDiggers-SummerRoses.esp
*Thematic and Practical.esp
*Thematic and Practical - DLC.esp
*Unicorn_Farts_And_God_Rays.esp
*Vault-Tec Workshop Overhaul.esp
*VendorTrunk.esp
*VltElevatorDLC.esp
*Weapon Brackets.esp
*NAC-FarHarbor.esp
*NAC-NukaWorld.esp
*NAI.esp
*Merged Game Setting Tweaks.esp
*Reverb and Ambiance Overhaul.esp
*Auto Loot.esp
*Cuts and Blunts 3.0.esp
*WET.esp
*CommonwealthConifersREDUX.esp
*TrueGrass.esp
*SlowTime.esp
*Blues Radio DBR.esp
*NuWaste.esp
*OWR.esp
*Radioliberty.esp
*RenRadioMod.esp
*Wolf100.esp
*CBBE.esp
*LooksMenu.esp
*AzarPonytailHairstyles.esp
*KSHairdos.esp
*MiscHairstyle.esp
*MoreHairstyles4Female4.1.esp
*Kat's New Hairstyles1.3.esp
*TheEyesOfBeauty.esp
*3DNPC_FO4Settler.esp
*RecruitableSettlers.esp
*SimSettlementsRecr_Leaders.esp
*SS_AddOn_CbC_AIO.esp
*CROSS_GoreCrits.esp
*CompanionStatus.esp
*CompanionHealThyself.esp
*Pack Attack NPC.esp
*DavesPoses.esp
*Dirty Raiders Standalone for CBBE.esp
*UniquePlayer.esp
*UniqueFollowers.esp
*ModdableRobotSettlers.esp
*Campsite.esp
*BTInteriors_Project.esp
*BTInt_Optimization.esp
*DrunkenGnomes_Gnomepocolypse.esp
*Eli_Chestnut Lodge DLC.esp
*Eli_Faction Housing Overhaul - Institute.esp
*Eli_Faction Housing Overhaul - Prydwen.esp
*Eli_Faction Housing Overhaul - Railroad HQ.esp
*Eli_Faction Housing Overhaul - Sanctuary.esp
*Eli_Faction Housing Overhaul - The Castle.esp
*Eli_Faction Housing Overhaul - V81.esp
*Eli_FahabaShack.esp
*Eli_Hangman's Home.esp
*Eli_MarlboroughHouse.esp
*Eli_Rockin Red Rocket.esp
*RRTV_AtomCats_Home.esp
*RRTV_BunkerZulu.esp
*RRTV_CambridgeBungalow.esp
*RRTV_CommonwealthRoadMap-Drumlin.esp
*RRTV_EdenCinemaHome.esp
*RRTV_FizztopGrilleEnhancements.esp
*RRTV_GoodneighborCondo.esp
*RRTV_HomesAndBunkers_Coastal.esp
*RRTV_HomesAndBunkers_Oberland.esp
*RRTV_HomesAndBunkers_Slog.esp
*RRTV_HomesAndBunkers_Somerville.esp
*RRTV_HomesAndBunkers_Starlight.esp
*RRTV_OverbossHideaway.esp
*RRTV_ScavBunker_Home.esp
*Cyber-Light Apartments.esp
*AlootHomePlate.esp
*The_Left_Field_Diner.esp
*3DNPC_FO4.esp
*AA FusionCityRising.esp
*OutcastsAndRemnants.esp
*ProjectValkyrie.esp
*Stm_DiamondCityExpansion.esp
*Better Power Armor - Extended.esp
*WIPAG_Power Armor Overhaul.esp
*WIPAG_Paint Garage - Full (Hard).esp
*WIPAG_Decal Station.esp
*FALLOUT4WT.esp
*Jetpack Overhaul.esp
*EnclaveX02.esp
*Hellfirenew.esp
*Brotherhood of Steel Kit.esp
*DeadlierDeathclaws.esp
*SuperMutantRedux.esp
*Unique NPCs.esp
*LooksMenu Customization Compendium.esp
*Unique NPCs FarHarbor.esp
*Unique_NPCs-Stm_DiamondCity.esp
*BetterSettlers.esp
*Unique NPCs - Creatures and Monsters.esp
*VIS-G Item Sorting.esp
*VIS-G Legendary Modifications.esp
*Jacket.esp
*Armorsmith Extended.esp
*Armorsmith Accessories.esp
*Armorsmith Cat_woman1989.esp
*Armorsmith CC Weapon Skins For Wearable Weapons.esp
*Armorsmith Deserter X.esp
*Armorsmith Ellise.esp
*Armorsmith Hothtrooper44.esp
*Armorsmith Pack It Up.esp
*Armorsmith Unique Followers One Rings.esp
*3DNPC_FO4 AE VIS.esp
*BKFT_Outlaw.esp
*BKFT_Renegade.esp
*Classic Combat Armor.esp
*Crimsomrider's Tomb Raider Accessories.esp
*CROSS Ultimate Merge v3.esp
*DeckardCoat-ArmorsmithExtended.esp
*Eli_Armour_Compendium.esp
*BetterSettlersCCAPack2.0.esp
*Unique NPCs_SuperMutantRedux.esp
*Leaders Of The Commonwealth.esp
*Fading's Oodles of O's AE & VIS-G Patch.esp
*FOC_NCR_Armors.esp
*GITS_suit_by_OniNigma.esp
*HN66-SiriusArmor.esp
*HN66Fo4_EasyGirl_BS.esp
*DCE_female_body_replacer_EasyGirl.esp
*Ingestibles Extended.esp
*JC-Shirt and Jeans.esp
*K9TacticalHarness.esp
*K-Girl outfits.esp
*LagrieHelmet.esp
*Mercenary.esp
*MilitarizedMinutemen.esp
*MilitarisedMinutemen_PatchesAddon.esp
*NAC-AE Patch.esp
*NukaRadBans.esp
*RaiderOverhaul.esp
*Rangergearnew.esp
*rep_immersivecanteen.esp
*Revolution Clothing.esp
*Scavvers of the Commonwealth.esp
*Mercenary - Commonwealth Scavvers Patch.esp
*STRAC Hats.esp
*strong_PA.esp
*Synth Overhaul.esp
*Tactical Flashlights.esp
*TrueReporter.esp
*WastelandGirlArmor.esp
*WestTekTacticalOptics.esp
*GunmetalWeaponSkins.esp
*Weaponsmith Extended 2.esp
*SuperMutantRedux_AE-WSE-VIS-G-Insanity_AIO_Patch.esp
*WT-CCA-SotC-WSE Patch.esp
*Armorsmith-Weaponsmith_CC_Patch.esp
*Realisticbullets-WSE2.esp
*Audrey.esp
*ButtonsCompanion.esp
*Cait.esp
*Danse.esp
*DualSurvivors.esp
*DualSurvivors_additionaldialogue.esp
*Dustworth.esp
*llamaCompanionHeather.esp
*MacCready.esp
*Nick Valentine Deckard prototype.esp
*Piper.esp
*Preston.esp
*SummonCompanions.esp
*EFF.esp
Want to remove some features that you don't feel are vanilla enough for your taste?
AWKCR - Workbench Remover Patches
Instance Naming Rules (INNR) 101
This is in addition to the tutorial Gambit77 already posted in the forums here which goes over:
- Keywords to enable the Armorsmith Extended clothing modding system.
- Keywords and entries to enable Valdicil's Item Sorting (or any sorting mod that uses AWKCR keywords for dynamic sorting). These are also used by Outfit Switcher.
- Keywords to enable the Legendary Modifications legendary modding system.
- How to make your items craftable using AWKCR's Armorsmith and Weaponsmith benches and menu categories, to avoid adding new menu category keywords.
- How to assign slots to your items to conform to the Slot Usage Standard for maximum compatibility with other modders' apparel.
OMG all the faction Power armor is broken (BoS) and the decals are missing! WTH?!?!
Please take the time to read the change logs, last one or two is always best.
In this case read change log v6.6 as it should explain what you are seeing and then you'll understand its temporary.
Then go to the Power Armor bench and the following look for...
Chest -
T-45 - T-60 look for a decal mod slot,. If you don't see it you have a mod conflict, time to open FO4Edif!
Arm, Left -
T-60 only, look for a decal mod slot, if it's not there check the avoid comments.
-Decal's both on items and the Misc Decal item don't preview correctly:
I've tried a few hundred things, if someone find a fix that doesn't involved reinventing the wheel I'm open to it.-Isolated the decal preview issue to "Crafting Highlight Fix" conflict, author contacted to try and find a work around. (Thanks to amber1019 and Battousai124 for the assistance.
All my items reset to vanilla textures, HELP! (Example Nukaworld Cappy gear):
-So a large part of what Gambit77 and I did was convert the hard coded material swaps into OMODS (one is directly force applied and the other is a Mod, like a muzzle on a gun and can be changed)..
The upside of this is it means every piece of equipment suddenly has the ability to have full colorswap compatibility without a ton of extra work (aka adding 2 or 3 more material paths to each material swap)
The downside is, unless the item/outfit/armor was already configured to use OMOD's for upgrades it "may" reset, and until the NPC resets with a "Cell Reset" (the Good Kind) or you edit the item at the workbench it will have the default vanilla textures.
We understand that can be a little annoying at first, but in the long run, I think people will appreciate it, especially since it is going to make it easier for all authors, especially new ones, to add colorswap options vs just retextures or "new armor" that is just a retexture.
NPC's in XXXXX place have YYYY (Vault 111 decal) instead of ZZZZZ (Vault 81 Decal) on their outfits:
See the above, again it's a little lore breaking at first, but once things reset it will be worth it.
A similar thing is happening to Power Armor.
The Chest and Left Arm Rank Decals can now be changed independently.
This means you might see BoS Soldiers without rank and BoS Icons on their power armor, this is temporary.
All the Power Armor is BROKEN!!!
Please the articles and posts
very rarely, like a few dozen people are running into that weird bug..
Reinstall the FOMOD and read the options carefully...
Then install the Power Armor Glitch esp.
Then, if you want to help us try and solve it, because everyone bails after using that esp... Make a post, because we are trying to replicate the issue and can't!
Those using.... UCO Unified Clothing Overhaul includes Costume Party and Immersive Crafting series
Replacer Plugins..
Don't Like the AWKCR Workbenches or the Recipes???
Please understand this is designed as a framework to make it easier / more enjoyable for the majority, and with nearly 1.4 MILLION unique downloads, the mod cannot be tailored for each playstyle, and it's a little presumptuous to think we would. Suggestions are welcome, but please keep the complaining to a minimum...
But the glorious thing about Fallout 4 is you can mod / patch AWKCR yourself (or uses others patches...)
Assuming you didn't bother to google is, here are links to some related mods to patch out workbenches, etc, if you don't love them...
Hidden AWKCR Workbenches
AWKCR - crafting workbenches disabler
AWKCR - Paint System Simplified
Because people are usually to lazy to click on the "Change Log" tab....
Yes this is a pain, but it turns out it's not us.....
Check your game version:
Guess what?
We updated the main INNR's (Instance Naming Records) with the new Fallout4 and Creation Club Paint and material colors, additionally we've added the Creation Club Keywords to the armor records so people can use the paints...
If you are on a version of Fallout Pre 1.094x there is a good chance you will see a problem.
No we will not make a version for people on versions of Fallout that old, we encourage you to take the time to update, almost every mod that had problems with 1.94+ has been updated, or there are new versions of them.
Fallout 4 VR?
Mismatched formID's are killer, and we've reached out to the Bethesda community Manager, Cartogriffi to see if something can be done about this.
Until then, well, we have kind of gotten borked...
DEF_UI Users?
Ok... There are a couple things to discuss here...
Fallout 4 has some Limitations on the ScaleForm Memory used for naming and PipBoy interactions, and once you exceed a certain amount you'll see CTD's and some wacky Instability.
We've expanded the Fallout 4 INNR's and with a VANILLA version of the game you'll not see an issue, but if you use DEF_UI you *May* see issues.
Why?
It's all traced to the iconlibs.swf, iconlibs2.swf and/or Custom XML files can cause issues if there are more than 230 entries, you'll get memory overruns...
A quick breakdown
(Thanks to gernash for the image and good breakdown of the issue.
If you downloaded another modified IconLibs file other than DEF_UI, odds are that's the cause of your woes...
It's easy to test:
Go to the "X:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Interface" folder and rename the iconlibs2.swf....
Load the game and try and edit something in the work bench...
Known bad actors are:
Updated ICONLIBS2 for DEF_UI
Working well as far as we know:
DEF_UI Iconlibs Rescaled and Fixed
We Strongly suggest rolling back to DEF_UI's IconLibs2 file, and if you want more colors/Icons please check out VIS-G Item Sorting
Needs to be above VIS-G but we don't know outside of that:
Gold Kit for Color Pipboy -anti-Black and White Screen
Interface Effecting mod Install Order:
DEF_UI
DEF_UI Translations
HUDFramework (Optional)
Gold Kit for Color Pipboy -anti-Black and White Screen (Optional, always above VIS-G)
VIS-G Item Sorting
*Note
If you use Gold Kit for Color Pipboy -anti-Black and White Screen make sure it's above VIS-G and the don't let it overwrite the VIS-G Files
Edited Perks....
This was actually my problem, I could not craft any of the MISC upgrades (linings) for the DLC04 NukaWorld Legs... Arms and Torsos were fine, but legs caused a CTD every time...
Turns out I had a mod that did a dirty edit to the Blitz Perk
Soooooo check your mods for dirty perk edits, in my case it was a ABspell effect missing the "Equipment type" flags..
Is it safe/recommended to clean it with xEdit?
The BoS Knight Uniform(Orange) and BoS Officer Uniform(Black) versions always appear in the swap list but BoS Uniform(Green) only appears if you are equipped with a BoS Uniform(Green) and as soon as you swap to another color it disappears from the list swap color and it is not possible to change from Orange or Black to Green.
P.S. I don't know if it's normal but I could take any item in the prydwen (except the ones in some NPCs' private quarters) immediately after joining the brotherhood. so only the stenilcs being red is a bummer >_>
I can't think of any mod that would change the ownership of the prydwen's items, unless it's the UFO4P itself.
(what do I have to look at, in FO4Edit?)
Edit: welp I went to modify the power armor and I saw I could put on the left arm any BoS stencil. I don't think I had already found them all though (especially the one for Maxson's rank...).
"If you get a power armor not showing up in the power armor workbench try installing the AWKCR - Mod Power Armor Engine Glitch Fix.esp. It is in the AWKCR main file, you'd just have to run the FOMOD installer again and choose to install it."
There is also a separate mod that patches the Hellfire armor specifically, but I didn't need that as the built in patch fixed the Hellfire issues for me as well.
Reinstalled it, payed more attention to checking the boxes and: boom! Now I can work with the new Enclave PA pieces. Awesome!
sorry nevermind got it just reinstall the mod
I first thought, it was a bug. But AE changed and separated amor type and color on Marine armor.
You do not change color when crafting zelotes, assault or inquisitor type.
You have to craft colors and then you can change the colors at the workbench independently from armor type.
All new ;-)
This changes causes, for example, Whitechapel Charlie to not carry much if any alcohol.
If there were other ones that you're asking about let me know as I don't recall others off the top of my head.
The ones I made are the biped slot based apparel ones for all the factions. I never got around to utilizing them yet. Plan to one day use them for propagating a vanilla/mod apparel mix that will probably get patched in at the NPC record level, completely replacing the vanilla apparel leveled lists.
I got inspired to make that apparel leveled list framework after I saw what Thirdstorm started building out for Raider Overhaul/Perpetual Beta and his lists were too confusing for my taste, so I wanted to make something that was standardized and easier to make sense of. Something based on biped slot usage that accounted for possible slot conflicts, that took full advantage of AE slot optimization.
I'm of the opinion that that was a good edit to add.
And also I have all the CC plugins that are included in the Next Gen update and have started working on adding support for them.
@Valdacil let me know if you need any additions for your VIS update. I know I already have keywords for X-02 and X-03 power armor, so you probably don't, but if you do let me know.