Temporary compatibility fix for AWKCR and creation club weapon paint job
⚪ Last updated 2017⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 4.3% endorsement rate — high engagement, a strong quality signal
- 🏆 #9 of 13 Modders Resources and Tutorials mods in this game by downloads
📋 About This Mod
Description:
If u bought the weapon paint job mod in the recent creation club addition and have AWKCR installed you will find that there's no material option in the work station, this is because the conflict between AWKCR and the creation club mod. This patch will fix it for now since i do believe author of AWKCR will get a more proper version.
I only spent half an hour to study the way Creation Kit work (I am no pro modder so i only did simple tweaks on FO4Edits before but reading creation club files requires Creation Kit xEdits Version 3. 2. 1 actually support .esl files :D) and another half to add in all the keywords, so might be some bugs in it.
If there's any bug please report I will try to fix it but probably won't be able to fix it today since I have a lab report and its deadline is at 4:00 pm (UK time) and there's like
14 hours left (sleep included) so I need to work on that first :(
I don't know why am i still fixing this, I should be working instead!
Rip lab report.
I did this patch using the AWKCR All-DLC version and I have not figured out how to add/delete masters using CK yet so it will say missing Master on NMM, just ignore it cause this patch did not use anything related to the DLCs, as long as you have AWKCR and the creation club paint job mod installed this should work
Fixed the master file issue thx to the latest FO4edit, didn't know there was a new version which support creation club :D, now only requires AWKCR and Flame Paint job as its masters (anyone of the three paint job will work since the 2 keywords added by this patch is merged in to the game's script, I added the Flame Paint Job as its master just to make ppl know that they need to buy the creation to make this work)
While using this mod please try to load it as low as possible in the load order since it is an overide patch and will conflict with any mod that changes vanilla weapon. (Changes made to weapon modification will still work)
To modders (techical stuff):
Basically what I did is add "ap_WeaponMaterial" to Parent Slots and "ma_WeaponMaterialSwap" to Mods Assiosation. Dont know much about adding and deleting masters so I left the master file there.
A temporary compatibility patch that fixes conflicts between AWKCR and the Creation Club weapon paint job mod. With 875 endorsements and over 20,000 downloads, it's a proven fix for Fallout 4 players using both mods. Last updated in December 2017, so it may be outdated.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Community-trusted fix with 875 endorsements and 20k downloads
- Solves a real headache for players using AWKCR with the paint job mod
- Lightweight patch that does one job without bloat
⚠️ Cons
- Last updated in 2017 — may not work with current game versions or newer AWKCR updates
- Temporary fix by nature, so it might be superseded or broken by other mods
- No detailed instructions or support provided by the author
For Fallout 4 modders who run AWKCR and the Creation Club weapon paint job and hit conflicts. If you're not using both, skip it. If you are, this patch is a quick solution, but check for newer alternatives since it's old.
💡 Beginner Tips
- Make sure you have AWKCR and the Creation Club paint job installed before adding this patch.
- Place this patch after AWKCR in your load order to ensure it overrides correctly.
- Since it's from 2017, test in-game after installing to confirm the fix still works with your setup.
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- MaxChioa and original mod authors
- Version
- 1.3
- Downloads
- 20,154
- Endorsements
- 875
- Category
- Modders Resources and Tutorials
- Created
- 12/1/2017
- Updated
- 12/14/2017
🔧 How to Install Fallout 4 Mods
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