4estGimp has 'No AWKCR' replacers for the above mods (WATM, FWM, SRM..)
Is it possible to use those mods with your No AWKCR Unique NPCs mod? If so, would we need to download the respective patches using the original Unique NPCs FOMOD installer (doing so creates MO2 alerts for missing AWKCR esps)?
Or do we just need to decide between them? Apologies for the long post. Endorsed regardless!
Okay, interesting. Think I'll play around with the load order and test things out. Updating the patches is beyond me! If you do get a chance it would make for insane NO AWKCR setup.
I stumbeled across your question more or less by accident, but i can confirm it does work, im runnig an ultramodded fo 4 right now with we are the minuteman, militerized minuteman, raider overhaul one, supermutant redux no awkcr, raidergangs extendet, unique raidergangs (both editions) and basicly a whole lot more npc overhauls and extensions, it does need a littlebit of tinkering (but in a suprisingly small scale at that, mostly figuring out the best loadorders and see what mod causes what change) and so far all of the mods are working like a dream. With the only bug i found so far that one npc originating from unique npcs (in my case a child trader at the entrance) is missing its voicelines, other than that, no crashes, no bugs and a lot of new content
(ps: modlist with around 600 mods, took me a while to get it running but now its working like a charm if ur interessted)
So does this require the original mod because under required files it says it does, but your description says this mod is the "FULL version" just tweaked? I am confused. Ty
It requires the original. I added that line because theres a few edits of this mod on the nexus without awkcr that have removed alot of features. My mod is 100% the original without awkcr is what I mean by that.
idk about that.... the 2.1 hotfix apparently fixed broken texture paths. im trying a load order w/o awkcr and uninstalling the hotfix broke raider textures. reinstalling the hotfix and telling NMM to overwrite the original ESP with the AWKCR free ESP still reports missing masters even manually replacing the AWKCR-free v ESP didnt help
im having a similar problem. i can get your mod to overwrite unique npcs 2.0 and rid all the missing masters flags, but the 2.1 hotfix brings the flags back even after overwriting with your mod. re checked rules and re installed all and cant figure it out
So, I just tried to install everything in order, not installing the hotfix, but mo2 is still telling me I am missing the armor keywords master. Given the update of your mod compared to unique npcs, what else do you think the issue could be?
The issue is MO2 telling you its missing. Its a common issue MO2 users are facing with these no awkcr files. Its fixable but I can't remember what other users said fixed it. I don't use MO2 so I couldn't tell you what the fix is.
oh, I thought most people used it now. I was on vortex for a while and then changed, and it has helped me keep the load order solid, even after updating files. Whatever the case, okay, thank you for the pointers and I understand.
Alot of people do use it. I still use the Nexus mod manager but I also edit my own mods to work for my load order so I never needed to use another mod manager.
There are some comments on my file dump page that might be able to point you in the right direction. Theres a pinned comment about overwriting on MO2 over there to which could be a possibility. Is it just MO2 giving you an error you can ignore? or is it preventing you from playing until you install that requirement?
yes, I tried to actually use the armor keywords master and it still wouldn't let me start. I didn't have the mod installed at start, so maybe install armor keywords late in the game wouldn't have effect. I can say, however, without the master, I still couldn't load my game. So, without the master and with your mod, it doesn't like it. Does your mod cover the associated patches as well, such as the WATM patch, or just the base mod and hotfix?
I did see your comment below- I would need to take a look to be sure but Im geussing the patches may need to be updated. Same as above but I cant imagine this mod would conflict much with the raider mods after the removal of awkcr. If I have time I may look into this further. So maybe that is my answer, the patches are not covered.
Yes, I tried loading at the very bottom, still with patches, and it still crashed. I can try without patches just to see if I still get the error, just for clarification for everyone else. edit- No patches (including looksmenu), keeping everything default, I didn't get any errors. So to everyone else, if you want to use this and the other patches, you will have to make your own. I don't know how, so I can't help, sorry. Just wanted to test everything.
Thank you for this patch. I've been missing having Unique NPCs in my load order. I appreciate you making this version that strips out AWKCR while still preserving the custom textures.
Darn. I got really excited when I saw this because I wanted to use Unique NPC's then read that AWKCR can break games. I really want to use better settlers as well though. Does anyone know how to make them compatible? Thanks for the PSA btw.
Okey, so using this mod alone gives purple skin, adding the original required mod Unique NPCs and the game crashes as they are conflicting with eachother
81 comments
Unique NPCs comes with a FOMOD installer with patches for faction overhaul mods such as: We Are The Minutemen, Far West Minutemen, Super Mutant Redux, etc...
4estGimp has 'No AWKCR' replacers for the above mods (WATM, FWM, SRM..)
Is it possible to use those mods with your No AWKCR Unique NPCs mod? If so, would we need to download the respective patches using the original Unique NPCs FOMOD installer (doing so creates MO2 alerts for missing AWKCR esps)?
Or do we just need to decide between them? Apologies for the long post. Endorsed regardless!
The combination of all these working together would be a thing of beauty. A pipe dream perhaps?!
Same as above but I cant imagine this mod would conflict much with the raider mods after the removal of awkcr.
If I have time I may look into this further
(ps: modlist with around 600 mods, took me a while to get it running but now its working like a charm if ur interessted)
reinstalling the hotfix and telling NMM to overwrite the original ESP with the AWKCR free ESP still reports missing masters
even manually replacing the AWKCR-free v ESP didnt help
There are some comments on my file dump page that might be able to point you in the right direction. Theres a pinned comment about overwriting on MO2 over there to which could be a possibility. Is it just MO2 giving you an error you can ignore? or is it preventing you from playing until you install that requirement?
I did see your comment below-
I would need to take a look to be sure but Im geussing the patches may need to be updated.
Same as above but I cant imagine this mod would conflict much with the raider mods after the removal of awkcr.
If I have time I may look into this further.
So maybe that is my answer, the patches are not covered.
edit- No patches (including looksmenu), keeping everything default, I didn't get any errors. So to everyone else, if you want to use this and the other patches, you will have to make your own. I don't know how, so I can't help, sorry. Just wanted to test everything.
But you have to download the original mod.....
Download the original mod first then install and overwrite with this one.
the original mod is like 6gb how is this only a couple of MB ?
This is an esp replacer. You need the original mod then overwrite the esp with this mod