But a week too late for me - I recently modded this into my own game. (And I'm much happier now. So, having never tried it, and assuming it works, I can recommend this mod.)
All I did was add the bandanas to the modScrapRecipe_NullMelee_ClothMinor FormID List, though. (I've also fixed Gunners' fatigues, DC Guards underarmor, and a few other annoying unscrappables. Plus I made Radstag Outfits yield leather instead of cloth, and a few similar changes.) Maybe that works because I'm using AE, which already adds the bandanas to the workbench? I know I could DROP them and scrap them in the workshop interface, even without AE - I fixed Gunners' fatigues before I started using AE.
As far as I can tell armors won't show up at the workbench unless you have the ability to craft mods for them. AE and AWKCR only add the color swap and legendary keywords to the bandanas, so you probably have a mod that allows for legendary mods to be crafted or one that gives the bandanas color swap omods already. I found that dropping and scrapping worked as well without adding the color swaps, but I much prefer scrapping armor/weapons through the workbench.
I opted for creating my own FormID List for the bandanas to allow for maximum compatibility on that end. I know mods like Raider Overhaul and the Unofficial Patch modify a few of those modScrapRecipe FormID Lists.
I don't think I do have any other mod that affects bandanas. I'm not certain but think workbench-scrapping-of-bandanas worked with just AE and adding them to the FormID List. Maybe AE making them color-swappable is what makes them show up.
I see what you mean about not wanting to edit the FormID List, and I agree 200% with the decision. I didn't think of that problem with conflicts because I already manually manage/merge those Lists, but for most (sensible) users it would be a problem. New List is a much better way to go.
I too prefer scrapping stuff at the workbench. Drop and scrap is more hassle, and you can only do it in settlements. I was just happy to be able to scrap them at all before I started using AE. (They magically showed up in the workbench as soon as I started using AE.)
Endorsed, btw (1st! ), and kudos for being concerned with compatibility.
AWKCR version is up, should be ready to download shortly. Armorsmith Extended ended up not requiring any additional compatibility, just the AWKCR version will suffice.
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But a week too late for me - I recently modded this into my own game. (And I'm much happier now. So, having never tried it, and assuming it works, I can recommend this mod.)
All I did was add the bandanas to the modScrapRecipe_NullMelee_ClothMinor FormID List, though. (I've also fixed Gunners' fatigues, DC Guards underarmor, and a few other annoying unscrappables. Plus I made Radstag Outfits yield leather instead of cloth, and a few similar changes.) Maybe that works because I'm using AE, which already adds the bandanas to the workbench? I know I could DROP them and scrap them in the workshop interface, even without AE - I fixed Gunners' fatigues before I started using AE.
I opted for creating my own FormID List for the bandanas to allow for maximum compatibility on that end. I know mods like Raider Overhaul and the Unofficial Patch modify a few of those modScrapRecipe FormID Lists.
I see what you mean about not wanting to edit the FormID List, and I agree 200% with the decision. I didn't think of that problem with conflicts because I already manually manage/merge those Lists, but for most (sensible) users it would be a problem. New List is a much better way to go.
I too prefer scrapping stuff at the workbench. Drop and scrap is more hassle, and you can only do it in settlements. I was just happy to be able to scrap them at all before I started using AE. (They magically showed up in the workbench as soon as I started using AE.)
Endorsed, btw (1st! ), and kudos for being concerned with compatibility.