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TUTORIAL: How to remove AWKCR and AE dependencies from an armor mod with FO4Edit


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Posted

Here's a tutorial on how to do this. Somebody asked how to do this in the support topic on the Nexus but before I could finish the tutorial their post was deleted (and I wasn't able to remember their name), so here it is for any who would like to use armor that have dependencies on these two mods but would like to remove them.

 

1. Download Fo4Edit, AWKCR, and AE. To load up the target mod in Fo4Edit, you need its dependencies first. Start up FO4Edit and right click, then select "none" to deselect everything. Select the mod you wish to edit and make sure only that one is checked. This will load only that mod and any dependencies it has.

 

2. In the file view for your mod take note of the two digit index number in your load order for AWKCR and AE.

 

3. Expand the file view for armor mod you wish to remove the dependencies of.

 

4. Expand the 'Armor' section. Look for any entries that have keywords. There will be a lot of different types. Just delete all AWKCR and AE keywords you find beginning with the two digit index number belonging to AWKCR and AE. Don't delete any vanilla keywords or keywords belonging to the armor mod itself.

 

5. Expand 'Constructible Object' section next.

 

- Replace the "BNAM - Workbench Keyword" belonging to the Armorsmith Extended workbench with the Vanilla Chemlab workbench keyword. It should look like this

 

WorkbenchChemlab [KYWD:00102158]

 

This will allow the armor to be crafted at the chemlab instead.

 

- Replace the FNAM - Category (sorted) keyword belonging to Armorsmith Extended with the vanilla UTILITY category keyword. It should look like this

 

RecipeUtility "UTILITY" [KYWD:0006980C]

 

This will make it show up under UTILITY section of the chemlab.
 

6. Right click on the armor mod you are editing and select "Clean Masters (=Remove all unused Masters)"

 

7. Check the File Header of the armor mod you are editing. AWKCR and AE should no longer be there.

 

8. Save the .esp file

 

9. Try loading it up in FO4Edit again. If it loads successfully without either dependency, then you should be good to go.

Posted

Think the same person might have made a post on the Fallout 4 mods subreddit, cause I remember a similar sounding post there recently.

 

Also;

On 5/26/2019 at 2:08 AM, sayuri3 said:

UTILITY section of the chemlab.

Christ I wish people would add their own sections to that, or use a different damn bench >_<

  • 1 year later...
Posted

Man thank you for this, helped me a lot from getting away from AE AWKCR

  • 3 months later...

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