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Name: Crafting Workbenches
Version: 2.1
Included AWKCR version: 1.81
Date: 2016-03-14
Author: drdanzel
Source: http://www.nexusmods.com/fallout4/mods/2451/

DESCRIPTION
============
PATCH 2.0 AND LATER REQUIRES THE ARMOR AND WEAPONS COMMUNITY RESOURCE FRAMEWORK.
IT'S INCLUDED IN THE INSTALLER, BUT IT MIGHT NOT ALWAYS CONTAIN THE LATEST VERSION.
DOWNLOAD IT AND LEAVE AN ENDORSEMENT HERE: http://www.nexusmods.com/fallout4/mods/6091/

The original custom workbench mod! This adds custom workbenches (with custom models) that you can place in your settlement from the settlement mode that allows crafting instead of weapons or armor customization.
At these workbenches you are able to craft melee and ranged weapons, ammo, armor and power armor of all kinds, clothing, outfits, helmets, glasses, masks aswell as bobby pins and other miscellaneous items.
This mod now uses the community workbenches included in Armor & Weapons Community Resource (AWKCR) for crafting weapons, armor and clothing, while adding it's own workbenches for ammo and junk crafting.

The mod is separated in modules, so you can choose which types of items you want to be able to craft.
The main file is meant as an immersive and "realistic" crafting alternative, with only post-war weapons and armor available.
Optional files are available to enable crafting of all kinds of items, such as pre-war military weapons and power armor parts.

FEATURE OVERVIEW
Base mod:
* Workbenches you can craft items at, with custom models. No more chemistry station weapons crafting!
* Immersive crafting system for post-war weapons, armor and clothing! Give me a tips in the comments for things you miss!
* Extends crafting of grenades and drugs at the chemistry station as well, making previously unavailable ones craftable.
* Balanced and varied component requirements and perk requirements for all items.
* Sorted categories for all craftables, unique to each workbench and area of crafting.
* Uses the AWKCR (http://www.nexusmods.com/fallout4/mods/6091/) framework, which consolidates keywords and allows mod makers to add items to the workbenches themselves.

Craftable ammunition (optional):
* Adds another workbench where you can craft and disassemble ammunition.
* Three choosable ammunition crafting modes:
Basic ammunition crafting lets you craft basic ammo using default in-game components.
Ammunition Crafting Extended adds an extra layer of immersion and lets you craft ballistic ammo New Vegas-style, requiring ammo casings, primers, gunpowder etc.
Special Ammo Crafting lets you craft any ammuntion in the game, such as Mini Nukes, Alien Blaster Rounds etc.

Craftable pre-war and manufactured weapons and armor (optional):
* Adds pre-war, factory produced and military grade weapons, armor and clothing to the list of craftable items.
* Balanced and varied component requirements and perk requrirements for all these items aswell.

Craftable power armors (optional):
* Adds craftable power armor parts for every type of power armor to the Armorsmith Workbench.

Craftable junk (optional):
* Adds a another workbench where you can craft your junk items.
* Makes loads of different junk items craftable, which you can use to decorate your settlements.

Faction and Quest Requirements (optional):
* Requires the player to have completed the associated quests and/or joined the corresponding faction before crafting faction- or quest specific items.

Removed Crafting Workbench Experience (optional):
* Removes experience gain from crafting items at the workbenches added through the mod (not default ones).

Automatron DLC support (optional):
* Adds some new craftable items from the Automatron DLC.

PLANNED FEATURES FOR WHEN THE GECK ARRIVES (features that will require scripting)
* Remove the requirement to use new workbenches, and allow crafting at all workbenches in the game.
* Prevent items from being created with random mods/make it craft the exact version of an item you want.
* Make it possible to create a specific tier of armor (Sturdy, Heavy etc.) instead of that modifier being random.
* Create custom and more explanatory names for items with obscure names. For now the displayed name isn't possible to change, but they are usually good.

For a full list of all the items that can be made at the workbenches, see the "Craftable items" section below.
A problem you may be familiar with from other crafting mods (or adding items through console) is that there is currently no way to get exactly the version of some items you want, so you may have to mod your items afterwards to your liking. Still much better than console!

HOW TO USE THE MOD
===================
Any use of this mod is done at your own risk. I cannot be held responsible if you fail to install the mod or if you get stuck in a menu and have to reload the game. The modding possibilities at the moment are limited and bugs may occur. No one knows exactly how the game works in all situations at the moment.

First of all, make sure the mod is installed and the esp is active.

1. Go to one of your settlements and open up the workshop mode. You'll find the workbenches in the Crafting category.
They are named "Weaponsmith Workbench", "Armorsmith Workbench", "Ammunition Workbench" and "Junk Workbench".

2. Place the workbenches and start crafting!

INSTALLATION
=============
First of all, make sure you have made all the necessary configurations to enable mods in Fallout 4.
If you haven't, check out this guide to learn how: FALLOUT 4 - Enabling Modding for PC by Gopher (http://www.nexusmods.com/fallout4/Videos/88/).

MAKE SURE YOU'VE ADDED EVERYTHING NECESSARY TO YOUR TO YOUR FALLOUT4.INI FIRST!
See ArchiveInvalidation (http://www.nexusmods.com/fallout4/mods/4421/) for more information.

Add this row under the [Archive] section of your Fallout4.ini:
bInvalidateOlderFiles=1

Remove everything from sResourceDataDirsFinal so that it's blank, like this:
sResourceDataDirsFinal=

I seriously recommend installing through the Nexus Mod Manager. The installation wizard guides you through the steps, and it minimizes the potential for future errors. Other mod managers, such as the Fallout 4 Mod Manager, are not recommended and will probably give you a "wrong structure"-error.

With Nexus Mod Manager (NMM):
1. Download the mod by clicking "Download with manager".
2. Activate the mod in Nexus Mod Manager and follow the installation guide.

Manual installation:
1. Manually download the .zip file containing the mod.
2. Open the .zip using a file archiver.
3. Extract the required base file CraftingWorkbench.esp, all the folders plus any optional .esp plugins you want.
You can read what they do in Feature overview above.
4. Extract your chosen files into the Data folder (not in any subfolder) of your Fallout 4 installation.
5. Open plugins.txt (located in C:\Users\-username-\AppData\Fallout4) and add the name of the .esp files you chose to the list.
The recommended load order is:
Crafting Workbench.esp (required, this has to be placed before the optional plugins for the game to launch)
Crafting Workbenches - Ammo.esp (optional)
Crafting Workbenches - Ammo Expanded.esp (optional, needs Ammo.esp to work and has to be placed after it in the load order)
Crafting Workbenches - Ammo Special.esp (optional, needs Ammo.esp to work and has to be placed after it in the load order)
Crafting Workbenches - Pre War and Manufactured.esp (optional)
Crafting Workbenches - Power Armor.esp (optional)
Crafting Workbenches - Junk Items.esp (optional)
Crafting Workbenches - Faction and Quest Requirements.esp (optional)
Crafting Workbenches - Removed Crafting Experience.esp (optional)


UNINSTALLATION
===============
With Nexus Mod Manager (NMM):
1. Deactivate the mod by double-clicking it.
2. Mark the deactived mod and uninstall or delete it.

Manual uninstallation:
1. Remove all files associated with the mod from your Data folder.
2. Remove the name of the .esp files you used from plugins.txt.

F.A.Q
======
Q: Why can't I add armors of different tiers/variants? Only the first ones are available! I want to craft Sturdy/Heavy versions too!
A: You can, but it's slightly random at the moment. For some reason, Bethesda has tied every tier of an item to the same FormID (the one you write when using the player.additem command). This means that you can't decided which tier to get when you spawn the item. The same limitation exists when crafting the item. It may take a couple of tries before you actually get the tier you want. I'm afraid not much can be done about this until the GECK is released and scripting is possible. Until this can be fixed I suggest you use this mod to change the tier into the one you want: Craftable Armor Size (http://www.nexusmods.com/fallout4/mods/4550/).

Q: Only one type of pipe gun/laser gun/plasma gun/institute rifle is available to craft. Why not both pistols and rifles?
A: You can craft both, but for the same reasons as with the armors this is slightly random. What type a gun is (pistol, rifle, bolt-action, revolver) isn't determined by it's ID, they're all tied to the same one. Just like the armor tiers. I'm afraid not much can be done about this until the GECK is released and scripting is possible.

Q: The weapon I crafted had random mods attatched to it! I don't want that, that's cheating!
A: Same issue as with the armor tiers. Mods are sometimes added randomly with the weapons you craft based on your characters level, just like how they drop from enemies in the game. I'm afraid not much can be done about this until the GECK is released and scripting is possible.

Q: I can't/couldn't leave one of the menus!
A: This seems to be because of a bug in the game rather than something that's caused by the mod. In the base game it is possible to get stuck in the menus for the cooking menu and chemistry station (which the crafting workbenches are basically remodeled versions of), without being able to go back or save and forcing you to reload. Here's two examples of people who have reported this bug: https://www.reddit.com/r/fo4/comments/3tmisz/bug_getting_stuck_in_the_cooking_crafting_station/ https://steamcommunity.com/app/377160/discussions/0/496881136901728072/

Q: This mod conflicts with the workshop menus for another mod!
A: If this is the case, try placing Crafting Workbenches above the conflicting mod in your load order. Crafting Workbenches only add four buildable objects to the crafting category, and doesn't change anything else in the workshop menu.

KNOWN ISSUES
=============
* When you create weapons and armor you don't always get the plain item stated in the menu. They may have mods attached or be one of the alternative models for the item (such as Sturdy/Heavy for leather armor). This is because of a limitation in the items FormIDs (made by Bethesda) and probably can't be fixed without the GECK.

* Some items have weird, short names that don't explain the item fully (for example, Pipe Pistols and Pipe Rifles are just named "Pipe"). It isn't yet possible to edit the names shown in the menu, atleast not with the tools I've used. This shouldn't be a major problem however.

* Crafting legendary items or items that give the "special item" pop-up view (such as the Shishkebab sadly) have a tendancy to make the game crash when you leave the view. I've removed them until I find a better workaround than creating copies of the items.

* When crafting junk items, the components listed as available sometimes wont decrease even though it looks like you use them to create the item. This is because the crafting process, for some reason, prefers using up junk items stored in your settlement. So instead of using available components, it will use available junk. Sadly, this isn't fixable until the GECK is released and scripting is available.

* Using mods that edit perks that are required for certain items to create may result in crashes. This seems to be specifically true for perks that usually aren't used as crafting requirements (i.e. perks other than Gun Nut, Science!, Blacksmithing and Armorer).

TRANSLATIONS
=============
German / Deutsch: http://www.nexusmods.com/fallout4/mods/5002/
French / Français: http://www.confrerie-des-traducteurs.fr/fallout4/mods/colonies/etablis_de_fabrication
Portuguese / Português: http://www.nexusmods.com/fallout4/mods/6454/
Spanish / Español: http://www.nexusmods.com/fallout4/mods/3165/
Russian / Русский: http://modgames.net/load/fallout_4/gejmplej/crafting_workbenches_items_craftable_where_they_should/407-1-0-20550

VERSION HISTORY
================
2.2, 2016-04-26
* 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.

2.1, 2016-03-14
* 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).

2.0, 2016-01-18
* 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.

1.2.1, 2016-01-08
* Fixed bug where disassembling special ammo gave too many components.
* Made some minor changes to the mods .zip structure.

1.2, 2016-01-08
* 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.

1.1.3, 2015-12-16
* 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).

1.1.2, 2015-12-16
* Moved Hard Hat to the correct workbench.

1.1.1, 2015-12-16
* Fixed the required amount of ammo needed for disassembling.
* Moved Green Rag Hat to the correct workbench.

1.1, 2015-12-16
* 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.

1.0.2, 2015-12-07
* Fixed ammo categories for special ammo showing up at the weapons crafting workbench.

1.0.1, 2015-12-06
* Fixed amount of bullets required for disassembling.

1.0, 2015-12-06
* 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.

0.8.1, 2015-12-01
* Fixed bug where the ammo components category didn't show up in the weapons crafting menu.

0.8, 2015-12-01
* 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.

0.7.1, 2015-11-29
* 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.

0.7, 2015-11-29
* 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.

0.6, 2015-11-29
* 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.

0.5, 2015-11-28
* 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.

0.4.1, 2015-11-27:
* 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.

0.4, 2015-11-27:
* 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!

0.3, 2015-11-25
New features:
* 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.

0.2, 2015-11-24
* 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.

0.1, 2015-11-24
* Initial test release.

TOOLS USED
===========
FO4Edit 3.1.3: http://www.nexusmods.com/fallout4/mods/2737/
NifSkope 2.0: https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev4
Gibbed's Tools: http://www.nexusmods.com/fallout4/mods/1124/
Photoshop: http://www.adobe.com/se/products/photoshop.html
JPEXS FFD: https://www.free-decompiler.com/flash/

OTHER MODS BY ME
================
Settler Renaming - Rename Settlers and NPCs: http://www.nexusmods.com/fallout4/mods/2017/
Vats over there? - Increased V.A.T.S Distance: http://www.nexusmods.com/fallout4/mods/2173/
Where Are You Now? - Companion Tracking: http://www.nexusmods.com/fallout4/mods/7903/

THANKS
=======
Thanks to the FO4Edit development team for FO4Edit.
Thanks to the NifSkope development team for NifSkope.
Thanks to MangoTangoFox for his item ID spreadsheet.
Thanks to lunarionsilver, Azrael_WTF, EbokianKnight, exShinra and thehiddenedge for contributing with compatibility patches.