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  1. Gambit77
    Gambit77
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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: 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?
    Spoiler:  
    Show


    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.
    Spoiler:  
    Show

    Q: My game crashes before loading the main menu.
    Spoiler:  
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    Q: NMM says AWKCR is missing DLCRobot.esm.
    Spoiler:  
    Show

    Q: I made some primer and gunpowder using the ammunition workbench, but I can't find a way to change them into ammo?
    Spoiler:  
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    Q: Is your ammo bench missing from the settlement building crafting menu?
    Spoiler:  
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    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).
    Spoiler:  
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    Q: What is the proper load order for AWKCR?
    Spoiler:  
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    Q: I get stuck in one of the crafting benches and cannot back out.
    Spoiler:  
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    Q: I don't have any recipes in the benches.
    Spoiler:  
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    Here's my current load order for reference
    Spoiler:  
    Show
  2. valdacil
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    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:
    Q: OMG!! OMG!! I have a problem. What do I do now?
    A: First, don't just post a single statement of 'Your mod doesn't work." That doesn't even begin to give enough information for anyone to help you and only serves to frustrate and anger mod authors. The following tips are useful for ANY mod bug report, not just DEF_UI.

    Useful pieces of information:
    1) What is the nature of your problem? Screen doesn't look right, CTD, flying pigs attacking your settlement? Provide something descriptive.

    2) What were you doing in the game when the problem occurred? Also known as Steps to Reproduce. Most of the time mod authors can't fix a problem if they cannot identify the cause which usually requires them to reproduce the problem. Knowing what you are doing when the problem occurred helps them to try to reproduce the problem or at least know what game interactions were occurring at the time.

    3) Screenshot. Most people don't do a great job fully describing in detail what their problem is and some describe expected behavior as a problem. You know what they say: A picture is worth a thousand words. Use [url=http://imgur.com/]Imgur[/ur] to post screenshots if you don't already have a similar service. Imgur is completely free, takes a few seconds to setup, take a few more to upload the screenshots, then gives you a nice short URL you can share with the author so they can see what you see.

    4) Your load order. This tells the author what other mods you have loaded (some of them may have known issues) and in what order they are loaded (so conflict winner/losers can be identified). In extreme cases, an author can even load the same mods as you to try to reproduce the problem (what a nice author that would be... they definitely deserve a donation). When you do post your load order, don't just dump your load order into the discussion thread. Wrap it in tags. Right before pasting the load order, put a [ spoiler ] (without spaces) tag, and immediately following put a [ /spoiler ] (without spaces) tag. This condenses the load order so everyone doesn't have to scroll past it to see other comments just like this FAQ.
  3. valdacil
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    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:

    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.
  4. Thirdstorm
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    OMG all the faction Power armor is broken (BoS) and the decals are missing! WTH?!?!
    Spoiler:  
    Show

    -Decal's both on items and the Misc Decal item don't preview correctly:
    Spoiler:  
    Show

    All my items reset to vanilla textures, HELP! (Example Nukaworld Cappy gear):
    Spoiler:  
    Show

    NPC's in XXXXX place have YYYY (Vault 111 decal) instead of ZZZZZ (Vault 81 Decal) on their outfits:
    Spoiler:  
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    Those using.... UCO Unified Clothing Overhaul includes Costume Party and Immersive Crafting series
    Spoiler:  
    Show

  5. xdoomsquirrelx
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    I am running the current version of AWKCR (Just reinstalled to double check) but I am still crashing when opening the armor bench. LOOT says this version is obsolete based on my armorsmith extended version. I don't know what I'm doing wrong, your mod page says this was just released on the 16th.

    Edit: Im stupid. I had concealed armors, I thought I didnt.
  6. lostorn99
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    Is there any chance that in the mod installer it gives you the option to NOT add the stencils and all the extra workbenches that barely do stuff. Its causing a lot more clutter, bugs and confusion than it should.

    Also I just read in the Armorsmith Extended comments, people are backing this...but a lot less arrr… politely. But a lot of people want an option to not have the paint, workbenches, stencils, etc. It is becoming rather cluttered and complicated with features a lot of people don't want or need.
    1. RickyTheOx
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      Second that ;/
    2. alexrepe
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      backing this. thx
    3. dragonslayer2k12
      dragonslayer2k12
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      ^This right here

      At some point I will have to stop updating this mod because of all the stuff in it I don't want in my game that I will have to edit out with xedit and I really don't have the time or knowledge to completely remove it all correctly. I know if I do it wrong it will mess up a lot of stuff in game. I already don't want to update to the just released v7.2 because I have removed some stuff already and don't feel like going through all that again just to use a mod. I have too many mods I want to keep using that require AWKCR but if this gets worse I would have to just shelve this game for six months or more and see if anyone makes a competing framework that is easy to convert mods to.
    4. lostorn99
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      I tried using an older version but its too out of date. The author is going to have to make an option in the mod instillation or someone out there make a patch that completely removes the excess workbenches and functions. if you don't have a mod that uses the workbenches or the paint functions its basically useless and starts causing a ton of problems and clutter


      There are very few big mod authors who actually listen to feedback from the community and not a select few people, lets hope these guys don't form their own little group and do what they want without listening to the majority who use the mod
    5. st34k
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      yes please, I really don't like the new paints/stencil system, much too cluttered at this point
    6. Tskales
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      Agreed.
    7. Gambit77
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      If you make a patch and commit to keeping it updated let me know, other wise the answer is no.
    8. RickyTheOx
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      Im a completely noob on FO4edit... done some stuff to my self.
      But actually, Im started to look at it, not sure yet what to delete and/or move, but slowly working on it :/
      Not sure I can make it ?

      Edit
      Theres better modders than me working on it.
      So Im not gonna even try any more :)
    9. lostorn99
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      If you do make a patch that removes all the excess stuff a lot would appreciate it
    10. Richwizard
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      New mod by aselnor called "AWKCR - Paint System Simplified". Sounds like just what you're looking for.

      https://www.nexusmods.com/fallout4/mods/34727

    11. aselnor
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      Ha yeah, sorry Gambit :|
      made it because i wanted a way to minimize the impact of removing these workbenches from the game after a little chit chat with lostorn99 on AWKCR - crafting workbenches disabler and ended up releasing the solution i come with as a standalone patch.

      Hope you are not to angry about that because i love your framework and i really feel lucky, for us gamer to have such dedicated moders doing that awesome work.

    12. Gambit77
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      it's fine, I don't mind
    13. HadToRegister
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      The paint and stencils really need to be a separate, and stand-alone mod.
    14. Jaymacibe
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      I also made a mod for it https://www.nexusmods.com/fallout4/mods/34547 - AWKCR Power Armor Paint Edit
      (sorry for the shameless plug, great work as always Gambit77)
      This changes the paints and materials to vanilla costs and returns certain vanilla requirements.
      I didn't do anything to the stencils as you still use stencils for other items besides PA.

      I'm also working on getting the paints and bonuses back together.

      I didn't noticed about asenlor's mod till after I drafted my page up so I guess we both had the same idea :)
      Just didn't post it earlier.

      I've spoken previously with Thirdstorm about it. Hope you don't mind as well Gambit :)
    15. speed0spank
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      Yeah, I love a lot of this mod but this stuff seems like it should be extra and not forced on everyone since this mod is a must have for so many other mods.
    16. jmd2015
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      i agree.
  7. Breaker9229
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    Is there a reason this mod hasn't been cleaned with FO4Edit? I'm assuming it's safe to clean but I'm not sure why uncleaned mods are being released at this point. Thanks for all the hard work though, mod is great!
  8. rik2236
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    Stupid question, but i cant seem to find the answer anywhere, but which version of the game do we need for this ?

    1.10.80
    1.10.89
    1.10.106
    1.10.111

    will any of the listed work with 7.4 ?
    1. Gambit77
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      Don't know. Is there a reason to not use the current version once the F4SE mods you use have been updated?
  9. Dreadlight
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    Good afternoon people of Armor extended Resources.

    I write to you to ask.

    I found what was my conflict for the decals of torso and left arm was not appearing in the power armor.

    Here is the answer.
    https://sta.sh/0tvqo80aqzx

    "more power armor mods" and "power armor material and paints" which they are unified in the patch > MPAM_PAMAP.esp <

    Is there a way to merge or is not possible ?
    1. Gambit77
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      power armor material and paints is redundant, this mod already does the same thing
    2. Dreadlight
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      Thank you for the notification Mr Gambit
    3. Richwizard
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      One thing PAMAP does that AWKCR doesn't; it adds new Prototype and Experimental linings that improve protection and armor health much better than vanilla linings. I don't intend to give those up so I made my own patch. If they added something like that here, it really would be completely redundant.

      As for More Power Armor Mods, the AWKCR team has been working with other modders like Worsin to add additional functionality and compatibility. I understand from reading the description of Worsin's Immersive Power Armor Garage that, in addition to paint jobs, it adds a number of other features including the option to craft "Advanced Power Armor" which can take multiple mods on each piece. It's version 2.0 is in beta testing. I look forward to seeing it released on the Nexus.
    4. Gambit77
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      I didn't know about the other stuff from PAMAP, guess I hadn't updated in a very long time. I use Better Power Armor so I never really considered PA as anything other than a scary tank without need of making even more powerful.
      Yeah Worsin's pretty nice. I haven't delved deep into all the functional mods in it yet, I don't wear PA often, but I have looked through the textures and decals and there is a nice collection.
    5. Richwizard
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      I've been thru PAMAP recently making my patch. Only things you're "missing" are those two linings and a helmet mod that increases AP refresh in sunlight. Don't really care about the helmet mod, but I do like those linings.

      Worsin's looks nice and will be better with you're painting updates. I wish they would finish their beta testing.
    6. Gambit77
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      pretty sure Worsins' Discord is public, so you don't really have to wait to start using it.
  10. maskinbengt
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    Thank you man for your hard work and assume mod! Really appreciate what you are doing.

    But it would be nice if you could get rid of the double name on Combat Armor and as before have the possibility add Ballistic Weave to the Combat Armor as well. Or am I the only one who have these problems?

    Cheers and have a good one
    1. Gambit77
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      you're the only one getting double naming on the combat armor and ballistic weave has never been on combat armor before in this mod.
    2. maskinbengt
      maskinbengt
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      Gambit77 - Tanks for the the answer I guess...but have you seen what I've describe as a problem? I'm using the mods "More Armor Slots - All DLC" and "Dracos Legendary Effects....." as well as "NONE - Ballistic Weave Overhaul" and maybe is depending on load order etc. I'm using LOOT together with common sense but maybe it's disaster awaiting to happen to use all these mods together...
      Grateful for assistants

      Cheers
    3. Gambit77
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      Those mods are probably the issue. The only apparel mod that I can vouch for being up to date and compatible with with AWKCR is Armorsmith.
    4. Daiganzan
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      Usually if you are getting double names it´s a problem with the Instance Naming Rules. I patched mine to compatibilize AWKCR with CBO and ZephyrWarrior´s mod and now I see some items with double names, all using the affected INR. It´s not too terrible - but that´s usually sign of a mod conflict, as Gambit said. Check if something overwrites AWKCR´s INR
  11. larrylobster
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    So whats the paint for?
    1. speed0spank
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      You can use it to change versions of clothes, such as changing the Blue Dress into a Green Dress or changing that red jacket and jeans outfit into the rare DB tech version. Stuff like that. There are probably more functions but thats all I've used thus far.
  12. UUFrost
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    OK I've done a few hours research, but still can't figure out how to use decals, or paint swaps. Do I need to download a different mod for either of these? Any help would be greatly appreciated. Thanks!
  13. swaaa
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    Fantastic job on stablizing the mod. Issues are gone. Brilliant!
  14. mrmiller1986
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    just a small bit, I noticed under: 00140C42 Armor_Power_T60_Torso the Minutemen combination is set to if_tmp_PA_BOSElder [KYWD:00197984] just wondering if it should be set to if_tmp_PA_Minutemen [KYWD:070016FA]. Also there are duplicate camo combination.

    just something I noticed while patching some of my mods.

    I am running version 7.2

    Edit: Institute combination is also the same as minutemen.
    1. Gambit77
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      thanks, fixed in v7.4
    2. mrmiller1986
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      no worries I know its difficult to keep up with the number of records involved in these types of mods.

      Keep up the great work on this wonderful mod and thank you for continuing on its expansion.
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