Awesome, I was JUST thinking if this was possible or not earlier this week. Using an extra activator you could allow the regular weapons workbench to modify weapons as normal, but when the activator is used the bench could instead be used to make the weapons. Likewise with the armor workbench and making armor. The only concern I've had is there a way to make the custom workbench you're referencing use the contents of the workbench you're using? I use the armor workbench in Sanctuary for example and the custom workbench then uses the inventory from there. I use another workbench in Goodneighbor and it references this workbench's container. Stufff like that.
That's actually pretty straight forward to do. You only have to add the corresponding workshop as LinkedRef to your custom workbench tagged with the WorkshopItemKeyword. It's already part of the script.
akTargetRef: the reference of the original workbench CraFurRef: the reference of your custom workbench you just spawned WorkshopItem: the WorkshopItemKeyword as property
If (akTargetRef.GetLinkedRef(WorkShopItem) != None) CraFurRef.SetLinkedRef(akTargetRef.GetLinkedRef(WorkShopItem), WorkShopItem) EndIf
The game automatically gets that and you can use all the items from your workshop and even supply lines, while crafting at your custom workbench.
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akTargetRef: the reference of the original workbench
CraFurRef: the reference of your custom workbench you just spawned
WorkshopItem: the WorkshopItemKeyword as property
If (akTargetRef.GetLinkedRef(WorkShopItem) != None)
CraFurRef.SetLinkedRef(akTargetRef.GetLinkedRef(WorkShopItem), WorkShopItem)
EndIf
The game automatically gets that and you can use all the items from your workshop and even supply lines, while crafting at your custom workbench.
Hell, this resource sounds promising.