0 of 0

File information

Last updated

Original upload

Created by

DavidTheFalcon

Uploaded by

DavidTheFalcon

Virus scan

Safe to use

16 comments

  1. antdalimonte
    antdalimonte
    • premium
    • 7 kudos
    This mod is incredibly underrated. It's a great solution for organizing the excess chem station recipes mods like to add.
  2. davoker
    davoker
    • premium
    • 40 kudos
    Would a small tutorial on how to change a mod (armor for example) that requires AWKCR to use the General Workbench be possible? There are many mods that I do not want to use because it requires AWKCR, I do not like their additions and I do not like to be forced to use a mod that I do not want to use xD

    A basic tutorial on how to do this with your mod would be interesting.

    Edit: No problem, I was investigating and I was able to make it work with a few armor mods, AWKCR is finished, in fact, I have never used it, and for that reason I lost many good armor xD

    Thank you very much for this mod, I did not know that Beth had ruled out this work table, and right now it has an indispensable utility for my hehe

    But it would be a good idea to do a tutorial so that other people know how they can do it, my English is very bad and if I did it, it would not be understood well xD
  3. WerewolfOfTheWater
    WerewolfOfTheWater
    • member
    • 23 kudos
    Thanks for this, I'm not fond of the direction AWKCR is heading so I wanted to get rid of it, but I don't like crafting non-chems at the chem station, this is a good solution.
  4. wrcunnin1
    wrcunnin1
    • member
    • 0 kudos
    Sorry if this does not come across well. I am not a modder but am interested in what this does.
    From what I can figure out since the Keyword Limit increase there is no need in terms of a limit to using AWKCR. The reason to continue to use that mod would be to give a common set of guidelines for mod (in desc of AWKCR). What this mod does is allows anyone to add there own keywords for items but ties it to a general workshop base keyword. So any crafting table that uses that base keyword would have these recipes show at the table. This would allow people to use what ever workbench style or appearance that they prefer. Personally I do not like the Armorsmith workbench (the mannequin).
    If possible would it be possible to merge the two mod? Without the Keyword Limit but using the framework of AWKCR you could make a mod that puts all Mod crafted items onto one table. Depending on how many mods or items are added that could end up being a very large crafting selection but would be a single point for people to search mods items.

    My thoughts, thank you for the effort to create mods and expand the enjoyment of games for others.
    1. DavidTheFalcon
      DavidTheFalcon
      • member
      • 120 kudos
      I think I know what you mean, was actually thinking about it too. Well, recipes can only be tied to one keyword but workbenches can have multiple keywords. So I could release a file that not only restores the General Workbench but also adds AWKCR's workbench keywords to it (the file would require AWKCR as its master of course). That should allow us to craft any recipe tagged with GeneralWorkbench and AWKCR's Weaponsmith and Armorsmith keywords at the General Workbench at the same time (more visuals could exist for it so you could use something you like).

      If that's what you were asking, that is.
  5. wintermuteai1
    wintermuteai1
    • member
    • 55 kudos
    @DavidTheFalcon: nice, tyvm. I was looking into using the automatron workbench as a base to create other things.
    However, there seems to be a default recipe hardcoded into it for the base robot. Any chance you know how I can get around this?
    -winter
    1. DavidTheFalcon
      DavidTheFalcon
      • member
      • 120 kudos
      Well, I haven't really played with Automatron but the robot workbench is obviously like weapon and armor workbenches - it is used to apply mods to existing objects, not creating new ones; those are two completely different things. I bet it could be turned into a workbench for crafting new items but you wouldn't be able to use it to modify the robots anymore.
  6. Sable17
    Sable17
    • premium
    • 319 kudos
    Forgive me for being confused. This is to eliminate the need for mods to be dependent on AWKCR, yes?

    Isn't it just making mods dependent on this instead? As the user would have to download this as well.

    I get the lack of extra keywords and only using vanilla ones, but they couldn't "acquire" this crafting station without this mod. That = dependent. Not literally in the master-file sense, but still.

    Or am I missing something?
    1. DavidTheFalcon
      DavidTheFalcon
      • member
      • 120 kudos
      I like AWKCR. The real reason is eliminating crafting everything at the chem station.

      The idea is to not make mods need this file - in an ideal scenario this mod will not be needed at all. Since recipes are tied to keywords and not specific workbenches and the GeneralWorkBench keyword is a direct part of Fallout4.esm, ANY crafting workbench added by ANY mod will automatically be able to support ALL recipes from other mods without sharing any masters (other than Fallout4.esm which is mandatory).

      Ideally crafting-based mods will each add their own workbench but you will only need to build one of them and get ALL recipes from ALL mods as opposed to building ALL the workbenches to get all the recipes. Mods where crafting is an extra bonus would just rely on the player to get either this or any other potential file which adds a GeneralWorkBench keyword.
    2. Sable17
      Sable17
      • premium
      • 319 kudos
      But.. that's still dependency. What if an author doesn't want to put in his own version of this "crafting" station, and instead relies on the mod-user already having a mod that adds a crafting station. Then the mod-user has to find a mod, regardless of whether they want it, that has a crafting station. That's the same thing as having a mod dependent on AWKCR.

      I totally get eliminating crafting at the chem station. This way just seems strange over having one umbrella mod to craft everything on.
    3. lasse1001
      lasse1001
      • member
      • 94 kudos
      Yes, but this is a Modders Resource so modders can distribute it with their different mods, so we don't have to find items in the console or add another patch. I'm getting a whole lot of Awkcr patches now. I like this idea
    4. DavidTheFalcon
      DavidTheFalcon
      • member
      • 120 kudos
      @Sable17 Yeah, I feel you - if the mod creater doesn't give us the workbench in their file, we are still dependand on a third party mod. Unfortunately, there is nothing to be done about that. On the other hand, restoring the workbench is not hard - and mod authors can actually just copy the two needed edits from the file I uploaded here to their mod with FO4Edit. It takes like 25 seconds including waiting for the files to load, so if they took the time to tag their recipes with the GeneralWorkBench keyword, I think they will be willing to do it.
  7. Gambit77
    Gambit77
    • premium
    • 1,088 kudos
    Just in case you haven't noticed yet, using the GeneralWorkBench [KYWD:00021891] keyword for a recipe adds that recipe to every kind of crafting bench. I noticed this with Eli's Nuka Pistol ammo. So unless you want to have all these GeneralWorkBench recipes on every bench (chemistry, cooking, armorsmith, weaponsmith, ammunition, cybernetics, general workbench, distillery, compost bin, and every custom bench that someone comes up with) this might not be a good idea.
    1. DavidTheFalcon
      DavidTheFalcon
      • member
      • 120 kudos
      Indeed I haven't noticed that the GeneralWorkBench [KYWD:00021891] keyword would do such a thing. However, I can imagine the Workbench_General [KYWD:00091FD4] keyword which is shared by all crafting stations would do that.

      Trust me, I have been toying with it for some time now and I can confirm that the recipes do not (at least in my game) appear at other workbenches.
    2. Gambit77
      Gambit77
      • premium
      • 1,088 kudos
      Oops, my bad. I guess I'm dyslexic.
    3. DavidTheFalcon
      DavidTheFalcon
      • member
      • 120 kudos
      No worries, friend.