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This page was last updated on 29 July 2018, 12:22PM
- Changelogs
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Version 2.2
- * Changed all categories to be in line with AWKCR's new keywords. (Thanks to Gambit77 and BigAndFlabby)
* Added 77 craftable items to the base mod. (Thanks to BigAndFlabby)
* Added 14 craftable items to the Pre War and Manufactured module. (Thanks to BigAndFlabby)
* Added loads of new craftable junk items to the Junk Items module. (Thanks to BigAndFlabby)
* Added Automatron DLC support, making some of the new armors and weapons craftable. (Thanks to LXYDuckboy)
* Edited material requirements for a couple of unique items.
- * Changed all categories to be in line with AWKCR's new keywords. (Thanks to Gambit77 and BigAndFlabby)
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Version 2.1
- * Added compatibility option to use DEF_INV with the interface fix.
* Sorted masters for all ESPs.
* Corrected ammo amount produced with the Ammo Expanded plugin.
* Increased perk and component requirements for Maxson's battlecoat.
* Increased perk requirements for a lot of weapons in the Pre War and Manufactured plugin.
* Increased lead requirement for .44 ammo to 2 lead to match the cost for .45.
* Increased requirement costs for Fusion cores.
* Fixed bug with amount of plasma cartridges recieved when disassembling.
* Fixed name for disassembled plasma cartridges.
* Moved the Gauss rifle to category OTHER.
* Added all Diamond City gear to the Armorsmith Workbench in categories ARMOR and HEADGEAR (for the helmets).
* Added MacCready's hat, Flight helmet and Brown flight helmet to the Armorsmith Workbench in category HEADGEAR.
* Added Vault-Tec Lab Coat to the Armorsmith Workbench in category VAULT OUTFITS (requires Pre War and Manufactured plugin).
- * Added compatibility option to use DEF_INV with the interface fix.
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Version 2.0
- * Crafting Workbenches will from now on be using the AWKCR framework. This means it will be using standardized keywords as well as the universal workbenches for weapons and armor.
* Removed previous workbenches for weapons, armor and clothing, replaced by Weaponsmith and Armorsmith Workbenches.
* Removed all keywords (categories) from base mod and Pre War and Manufcatured plugin, they now only uses keywords from AWKCR. Other plugins still use their own keywords.
* Renamed Ammo Crafting Workbench and Junk Crafting Workbench to Ammunition Workbench and Junk Workbench.
* Changed models for Ammunition and Junk Workbenches.
* Removed Locksmith requirement for making bobby pins to prevent incompatibility with mods that edit the perk.
* Reduced amount of bobby pins made from 5 to 1.
* Moved stealth boy to the DRUG category at the Chemistry Station. I know it's not a drug, but it's a useable so it makes more sense to have it there instead of the armorsmith workbench.
* Signal grenades moved from GRENADE - SIGNAL to GRENADE in order to reduce keyword count.
* Added Suspenders and Slacks to the Armorsmith Workbench in category CASUAL OUTFITS.
* Added Lunchbox to the Armorsmith Workbench in category OTHER.
* Added Vault-Tec Security Armor to the Armorsmith Workbench in category Armor (requires Pre War and Manufactured plugin).
* Corrected component requirements for several junk items.
- * Crafting Workbenches will from now on be using the AWKCR framework. This means it will be using standardized keywords as well as the universal workbenches for weapons and armor.
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Version 1.2.1
- * Fixed bug where disassembling special ammo gave too many components.
* Made some minor changes to the mods .zip structure.
- * Fixed bug where disassembling special ammo gave too many components.
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Version 1.2
- * Added optional file that removes the experience you gain from crafting at the crafting workbenches (not default workbenches) to prevent overleveling. Available as an alternative in the NMM installer.
* Added optional file that adds condition checks to faction and quest related items (BoS, Railroad, Institute and Minutemen) that requires you to have joined the faction or completed the related quest for the item you want to create. Available as an alternative in the NMM installer.
* Added long johns, Gunner flannel and jeans, Gunner guard outfit, Gunner harness and Gunner leathers to the clothing workbench, in category CLOTHING - LIGHT.
* Added utility coveralls, Minutemen general's uniform, science scribe's armor and all Children of Atom outfits to the clothing workbench, in category CLOTHING - OUTFITS.
* Added anti freeze bottle to the junk crafting workbench, in category BOTTLES.
* Added a lot of new pre war/clean to the junk crafting workbench, in category PRE WAR.
* Lowered perk requirements for Railroad armored coats.
* Fixed x50 batch disassembling of 5.56 Rounds giving 10 rounds instead of 50.
* Fixed lead requirement for Buffout and Daddy-O. It now requires the lead component instead of the lead junk item.
- * Added optional file that removes the experience you gain from crafting at the crafting workbenches (not default workbenches) to prevent overleveling. Available as an alternative in the NMM installer.
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Version 1.1.3
- * Fixed bug where special ammo to was shown at the wrong workbench.
* Fixed bug where some batch ammo disassembling options (Plasma Cells and Cryo Cells) took place of others (Shotgun Shells and Fusion Cores).
- * Fixed bug where special ammo to was shown at the wrong workbench.
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Version 1.1.1
- * Fixed the required amount of ammo needed for disassembling
* Moved Green Rag Hat to the correct workbench.
- * Fixed the required amount of ammo needed for disassembling
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Version 1.1
- * Changed models for the Junk Crafting Workbench and Ammo Crafting Workbench, a temporary fix to the weird camera angles when using the Scavenging Station model.
* Changed the text on custom textures for all workbenches, the label now says what they're used for.
* Added batch ammo disassembling.
* Added companion outfits, Maxsons Battlecoat and Bomber Jacket to CLOTHING - OUTFITS.
* Added Synth Uniform and BoS Uniforms to CLOTHING - LIGHT.
* Added BoS Hood to HEADWEAR - HATS.
* Added Gas Mask to HEADWEAR - MASKS.
* Moved Hard Hat to HEADWEAR/ARMOR - HELMET category.
* Modified component requirements for Vertibird Signal Grenade.
* Modified perk and component requirements for Raider Power Armor and T-45 Power Armor.
* Fixed bug where Fusion Cell disassembling required the companion ammo type.
* Fixed bug where Cannon Balls disassembled into Shotgun Shells.
- * Changed models for the Junk Crafting Workbench and Ammo Crafting Workbench, a temporary fix to the weird camera angles when using the Scavenging Station model.
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Version 1.0.2
- * Fixed ammo categories for special ammo showing up at the weapons crafting workbench.
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Version 1.0.1
- * Fixed amount of bullets required for disassembling.
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Version 1.0
- * Added the Ammo Crafting Workbench, a new workbench which will handle all the ammo crafting in the Ammo Crafting plugin.
* Added ammo disassembling, which can be done from the Ammo Crafting Workbench. Disassembling ammo adds it as a misc item which can be scrapped and/or used as material for crafting other things.
* Added batch creation (x50) for ballistic and energy ammo, and lowered the default ammo crafting amount to 10 from 20.
* Added Med-X, Rad-X, Addictol, Day Tripper, X-Cell, Daddy-O and Calmex as craftable at the chemistry station to the base mod.
* Corrected perk requirements for some ammo types in the Ammo plugin. Higher caliber require higher levels in Gun Nut.
* Corrected perk requirements for the Gatling Laser and Mini Nuke (they were mixed up before) in the Pre War and Manufactured and Special Ammo plugins.
* Corrected the name for the 5.56 primer in the Ammo Expanded plugin.
* Fixed the bug that listed a broom instead of brown bottle in the BOTTLES category at the Junk Crafting Workbench in the Junk plugin.
- * Added the Ammo Crafting Workbench, a new workbench which will handle all the ammo crafting in the Ammo Crafting plugin.
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Version 0.8.1
- * Fixed bug where the ammo components category didn't show up in the weapons crafting menu.
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Version 0.8
- * The marked/unique textures are no longer optional and required. This is because of the problems these have caused for manual installers, and for ease of updating in the future.
* Added unique models for the Junk Crafting Workbench.
* Added craftable Courser Uniform (ARMOR - FULL BODY).
* Added craftable Buffout (DRUG) to the chemistry station.
* Corrected the component requirements for Combat Armor legs, they now match.
* Edited power armor perk requirements to increase with each tier of power armor, rather than being the same for all of them.
* Moved craftable raider armor from the Power Armor module to the base mod.
- * The marked/unique textures are no longer optional and required. This is because of the problems these have caused for manual installers, and for ease of updating in the future.
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Version 0.7.1
- * Corrected the animations used at the armor and clothing workbenches.
* Fixed bug where the Railroad Armored Coat and Synth Field Helmet didn't show in the menu.
- * Corrected the animations used at the armor and clothing workbenches.
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Version 0.7
- * Added optional custom textures for the workbenches added by the mod. They add small labels on the workbenches with the word "Crafting".
* Added optional compatibility patch for PipWare UI to the NMM installation.
* Added craftable Railroad Armored Coat Mk1 (ARMOR - FULL BODY) to the base mod.
* Added craftable stealth boys (MISC) to the Pre War and Manufactured plugin.
* Made all workbenches buildable inside Home Plate, the player house in Diamond City. (Thanks to Old Nick for informing me on how to do this!)
* Swapped models between the armor crafting workbench and clothing crafting workbench, making them more suitable for the type of items they produce.
* Removed the Shishkebab and Junk Jet from the list of craftable items (sadly). This is because of a bug that caused the game to crash when you crafted them.
- * Added optional custom textures for the workbenches added by the mod. They add small labels on the workbenches with the word "Crafting".
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Version 0.6
- * Added optional interface tweak (simple edit in ExamineMenu.swf) that changes the button label for creating an item from "COOK" to "CREATE".
* Added military cap, ushanka hat, chef hat, field scribe's hat, laundered blue dress, laundered green dress, laundered loungewear, ratty skirt and green hood as craftable items to the base mod.
* Added synth field helmet as craftable item to the Pre-War and Manufactured plugin.
* Added bones category + loads of craftable bone/skeleton items to the junk crafting plugin.
* Removed Gun Nut requirement from Fusion Cells, only Science! required.
* Balanced crafting of railway spikes. They are now produced in batches of 5 (down from 20) and require more steel.
* Renamed the four workbenches. They are now called: Weapons Crafting Workbench, Armor Crafting Workbench, Clothing Crafting Workbench and Junk Crafting Workbench.
- * Added optional interface tweak (simple edit in ExamineMenu.swf) that changes the button label for creating an item from "COOK" to "CREATE".
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Version 0.5
- * Added craftable Minuteman Hats, Militia Hats and Harnesses at the clothing crafting workbench.
* Added craftable Nuka Grenades, Institute EMP Pulse Grenades, HalluciGen Gas Grenades and Synth Relay Grenades to the chemistry station.
* Added craftable Junk Jet and Shishkebab to the weapons crafting workbench.
* Fixed bug where crafted Road Leathers and Lab Coats weren't added to the inventory.
* Corrected bobby pins, alarm clocks and biometric scanners component requirements.
- * Added craftable Minuteman Hats, Militia Hats and Harnesses at the clothing crafting workbench.
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Version 0.4.1
- * Fixed bug where an empty category would show up at the weapons crafting workbench that, if clicked, couldn't be left without reloading.
* Fixed the numbering for the weapons categories.
- * Fixed bug where an empty category would show up at the weapons crafting workbench that, if clicked, couldn't be left without reloading.
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Version 0.4
- * Added loads of junk! There are now over 220 craftable junk items at the junk station, basically all I could find on the Wikia that seemed fitting.
* Added batch crafting (x10) for syringer ammo at the chemistry station. It is listed as a seperate category after SYRINGER AMMO, called SYRINGER AMMO (x10).
* Added craftable dog armor and super mutant armor at the armor crafting workbench.
* Added Lockpicking perk requirement for making bobby pins, and changed the required material to copper.
* Improved sorting by numbering the categories by item tiers and types. For example, armors are now listed in the order: Leather, Raider, Metal, Combat.
* Fixed the swapped component requirements for missiles and mini nukes. Mini nukes now require more nuclear material and other components and missiles less.
* Fixed bug where a Ripper showed up in the grenade crafting menu instead of the Artillery Smoke Grenade.
* Fixed that the no ammunition crafting alternative still installed the Crafting Workbenches - Ammunition Crafting.esp.
* Changed wrongly named ending for the junk items esp (from Crafting Workbenches - Junk Items.esp.esp to Crafting Workbenches - Junk Items.esp). Sorry for this!
- * Added loads of junk! There are now over 220 craftable junk items at the junk station, basically all I could find on the Wikia that seemed fitting.
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Version 0.3
- * Expanded ammunition crafting! Module that let's you create ammunition components (casings and primers so far) and use them to craft ammunition.
* Expanded junk crafting! Junk crafting is now an optional pack, and it's done on a fourth workbench called Crafting Workbench - Junk. It uses the Scavening Station model.
Additions:
* Added Ripper (MELEE - BLADED) as a craftable item to the base mod.
* Added Institute guns (GUNS - ENERGY) as a craftable item to the Pre War and Manufactured pack.
* Added all vault suits (CLOTHING - LIGHT) as craftable items and moved them to the Pre War and Manufactured pack.
* Added category GRENADES - SIGNAL to the chemistry station, containing Vertibird Signal Grenades and Artillery Smoke Grenades.
* Added training weights (barbells, curlbars etc.),
Changes:
* Separated ammunition crafting (both regular and expanded) from the base mod, it's now an optional pack.
* Fixed bug with where some power armor parts had duplicate menu entries and some were missing.
* Changed name of AMMO - BULLETS category to AMMO - BALLISTIC.
* Removed Local Leader-perk requirement from building the workbenches. (Default workbenches are available at places outside your settlements, the ones added by the mod are not, so I don't think a perk should be required.)
* Balanced some items component requirements.
- * Expanded ammunition crafting! Module that let's you create ammunition components (casings and primers so far) and use them to craft ammunition.
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Version 0.2
- * Added components to all craftable items. No more cheatmode!
* Added perk requirements for advanced craftables. Many now require levels in Gun Nut, Armorer, Science!, Demolition Expert and Nuclear Physicist.
* Separated the mod into four modular parts, with the main file only containing post-war/"realistic" craftable items. The modules other three modules pre-war/manufactured items, special ammo, power armors and junk items.
* Added synth armors to the Pre War/Manufactured pack.
* Added new junk items.
- * Added components to all craftable items. No more cheatmode!
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Version 0.1
- Initial release.
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- Author's activity
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July 2018
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29 Jul 2018, 12:47PM | Action by: drdanzel
Permission change
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29 Jul 2018, 12:23PM | Action by: drdanzel
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Users can now upload this file to other sites.
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Users can use assets from this file with or without permission.
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29 Jul 2018, 12:22PM | Action by: drdanzel
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April 2016
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26 Apr 2016, 12:00PM | Action by: drdanzel
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file 'Crafting Workbenches - NMM ' changed to 'Crafting Workbenches 2.1'
Crafting Workbenches - NMM small description changed
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26 Apr 2016, 11:59AM | Action by: drdanzel
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26 Apr 2016, 11:59AM | Action by: drdanzel
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File added
Crafting Workbenches - NMM
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26 Apr 2016, 11:58AM | Action by: drdanzel
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Change log added for version 2.2
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26 Apr 2016, 11:58AM | Action by: drdanzel
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26 Apr 2016, 11:58AM | Action by: drdanzel
File added
Crafting Workbenches - MANUAL
March 2016
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14 Mar 2016, 12:07AM | Action by: drdanzel
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file 'Crafting Workbenches - NMM ' changed to 'Crafting Workbenches 1.2.1'
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14 Mar 2016, 12:07AM | Action by: drdanzel
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file 'Crafting Workbenches - NMM ' changed to 'Crafting Workbenches 2.0'
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14 Mar 2016, 12:06AM | Action by: drdanzel
File added
Crafting Workbenches - NMM
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14 Mar 2016, 12:06AM | Action by: drdanzel
File added
Crafting Workbenches - MANUAL
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14 Mar 2016, 12:06AM | Action by: drdanzel
Readme file added
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14 Mar 2016, 12:06AM | Action by: drdanzel
Changelog added
Change log added for version 2.1
January 2016
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19 Jan 2016, 1:37AM | Action by: drdanzel
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long description changed
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18 Jan 2016, 10:04PM | Action by: drdanzel
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18 Jan 2016, 10:04PM | Action by: drdanzel
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Crafting Workbenches - NMM small description changed
Crafting Workbenches - NMM category changed
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18 Jan 2016, 10:03PM | Action by: drdanzel
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