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This is the mod configuration menu plugin. https://www.nexusmods.com/fallout4/mods/56558
Also a must have is a quest popup warning so you wont miss an attack if you are afk or werent looking when the warning was given. https://www.nexusmods.com/fallout4/mods/4106
WOTC unless it has been updated in the last year or so will bloat your saves because it has too many scripts that do not end or break.
Gonna check this out.
Not only that, but WOTC is incompatible with a lot of mods due to that it directly edits some cells and npcs. You would think with a mod that uses so many scripts it would use use leveled list injection and not do direct cell edits, but here we are.
Original upload April 2016
Creation Kit release April 2016
Last update April 2017
Creation Club August 2017
As you can see the mod was design before the CK was even released. I doubt the creator used the CK to overhaul it.
Even then the CK saw many updates up and through Creation Club in 2017-2019 to allow better tools in the CK.
Duplicating cells back in the day was how modding was done. Was quite a few issues with it because it caused issues when the game and mod conflicted on which cell you were in. As in power armor frames resetting to default.
I mean the mod was great for when it came out, and is still probably a decent mod to use. However people should be aware of the risks and issues using it. Starfield is seeing that issue as well, lot of mods out there without the proper tools to make them.
Thats okay. I understand that. But it doesn't change the fact that using the mod can cause all kinds of conflicts with other mods that these days would be commonly avoided. I imagine though at the time it came it out it was a very big deal.