File information
Last updated
Original upload
Created by
ZebrinaUploaded by
ZebrinaVirus scan
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Tags for this mod
- Gameplay
- Lore-Friendly
- Fair and balanced
- English
- Modder's Resource
- Items - Apparatus
- Items - Furniture
- Settlement
- Fallout 4 Script Extender (F4SE)
- DLC: Wasteland Workshop
- DLC: Far Harbor
- DLC: Contraptions Workshop
- DLC: Vault-Tec Workshop
- DLC: Nuka-World
- Mod Configuration Menu (MCM)
Current section
About this mod
Adds many unconventional and scripted objects and devices to the settlement workshop.
- Requirements
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DLC requirements
DLC name Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes Mod Configuration Menu Optional Off-site requirements
Mod name Notes Fallout 4 Script Extender Not sure which version is required but you should use the latest version possible. Mods requiring this file
- Permissions and credits
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Author's instructions
You may modify and use anything separate or as part of another mod. Just please let me know, and maybe give credit if you feel like.
File credits
The Fallout 4 modding community.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Russian
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Translations available on the Nexus
Language Name Russian Author:CosmoP1lot Zebrina's Workshop Devices (Ru) - Changelogs
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Version 2.6.3
- - Fixed disappearing/detached elevator buttons.
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Version 2.6.2
- - The quarry themed 'call lift' button now has the proper script required to function.
- - Single non-stacked ladders should now work properly.
- - Removed deprecated objects (only scrappable since v2.6.0).
- - Security gates can no longer be opened manually.
- - Fixed some inconsistencies with the 'Security' and 'Secret' concrete doors that may have caused issues.
- - 'Remote Door Switch' renamed to 'Remote Activation Switch' since it is not actually limited to doors and can also be used with bridges.
- - Updated description for crane bridge and industrial catwalk bridge to let the player know they can be controlled using the Remote Activation Switch.
- - Removed the cannery lid door since collision is not working.
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Version 2.6.1beta
- - The quarry themed 'call lift' button now has the proper script required to function.
- - Single non-stacked ladders should now work properly.
- - Removed deprecated objects (only scrappable since v2.6.0).
- - Updated Workshop Rearranged patch with esl flag ticked.
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Version 2.5.0
- - Added a working modular quarry elevator. Functions similar to the lifts in that you can put your floors wherever you want them.
- Reoorganized the elevator/lifts section of the workshop menu.
- The robobrain teleporter console can now be painted!
- Some minor fixes/edits.
- - Added a working modular quarry elevator. Functions similar to the lifts in that you can put your floors wherever you want them.
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Version 2.4.0
- - Added almost all remaining Mechanist doors.
- Remade all the concrete framed doors (Security Door, Mechanist Doors, etc.) with custom collision made by me.
- Added the ramp that lowers before you face the Mechanist.
- Overhauled the security fences and doors. The security doors (and the mechanist ramp) can now be controlled via terminal isntead of power.
- Added a Robobrain operated Control Console (For the teleporter) that requires no settler but instead 50 power.
- The teleporter parts can now be destroyed and the main part is explosive (it has pretty high health though!).
- Added cables that function like the floor conduits included in the Contraptions Workshop DLC.
- Any basic door can now be toggled to auto-close using the engineering wrench.
- Possibly something else? Note to self: I should add things to this list as I add them.
- - Added almost all remaining Mechanist doors.
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Version 2.3.0
- - Made the Paint Mixer give two paints instead of one. 1 + 1 = 1? WTF?
- Reworked the Power Lifts. You will need to store existing Power Lift in the workshop and place them again. Sorry for the inconvenience!
- Power Lifts now only have one button on the lift itself. If a lift only has two floors the button will make the lift go between them. If it has more than two floors then a dialogue will appear where the destination floor can be selected.
- Power Lift panels can be detached/attached via configuration.
- The Power Lift stairs are now a separate object and there are three variants to choose from.
- The Powered Crane Bridges can now have their power state reversed. So that they will lower when powered. Can be changed via Pip-Bo config.
- Added a functioning teleporter system similar to the one used in a quest during the main story. By default requires that you complete said quest.
- Made Pip-Boy configuration require a special engineering weapon equipped and out. Can be disabled.
- Added some help pages accessible through the holotape provided.
- The holotape can now be crafted if one is not already present in your inventory.
- Added some workshop menu filters.
- Made the traps ignored by navmeshing, which should make the npcs not avoid them.
- Fixed collision not being immediately updated when placed for certain doors. Previously they would require reloading.
- Probably some other minor change...
- - Made the Paint Mixer give two paints instead of one. 1 + 1 = 1? WTF?
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Version 2.2.0
- - Changed ID Card Reader description.
- Added a secondary ID Card Reader that can be used to link multiple ID Card Readers to a single door.
- Renamed Night-time Switches to Timed Switches.
- Added new Timed (Night-time) Generators.
- Added 4 types of Mechanist's Lair doors. In concrete similar to how the security door is added.
- Modular climbable ladders (sort of).
- Added the new paint cans I've made as decorations.
- Added some unconventional doors.
- Probably some more stuff I've forgotten about.
- - Changed ID Card Reader description.
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Version 2.1.0
- - Added powered mega security doors. Unlike the door version these are navmeshed.
- Added some recolors of the default switches.
- Fixed workshop rearranged patch material swaps.
- Added a small delay so the circuit breaker can lose power for a brief moment without being reset.
- Added the same terminal functionality the default switches have to my button switches.
- Added tension trigger traps.
- Added a handmade trip wire. Generates 1 power when triggered.
- Added a handmade pressure plate (bathroom scale). Generates 1 power while pressed.
- Added breakable wooden planks.
- Added an ID card reader.
- Added broken doors.
- Adjusted many preview transforms.
- Reorganized workshop menu a bit.
- Probably something else I've forgotten :P
- - Added powered mega security doors. Unlike the door version these are navmeshed.
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Version 2.0.0
- - Mechanists Doors can be closed after gaining control of the Mechanists Lair. This is just a small script so Automatron is not a hard requirement.
- The armory door at the castle can now be opened/closed at will after completing the related quest.
- Fixed the placeable armory door.
- The mod now has it's own category.
- The Valdacils Item Sorting patch is now applied automatically depending on whether or not def_ui.dll is present in the F4SE plugins.
- Added all shack doors from my other mod Shack Door Expansion.
- Added powered crane bridges.
- Probably something else that I've forgotten :P
- - Mechanists Doors can be closed after gaining control of the Mechanists Lair. This is just a small script so Automatron is not a hard requirement.
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Version 1.3.0
- - Added a shack themed (power) lift.
- Added buttons that act as normal switches + a power button that acts as a normal generator.
- Added radiating variants of all switches and generators.
- Remove Science Perk (rank 1) requirement for the Fuse Box Generator and Power Button.
- Fixed steel door with hatch (the hatch not being attached to the door).
- - Added a shack themed (power) lift.
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Version 1.2.0
- - The multi-part object issue should be fixed.
- Added power lift variants with carts that only has side panels.
- Made power lift speed configurable through the pipboy (R-Activate).
- Merged one of my other mods "Consistent Elevator Speed with Terminal Configuration" into this mod. This makes the speed of the Contraptions DLC elevator consistent and also configurable through a connected terminal.
- - The multi-part object issue should be fixed.
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Version 1.1.0
- - Made some changes to the Book Return Machine prizes.
- Fixed not being able to access the terminal on the Book Return Machine. You will need to replace (store or scrap) any already placed Book Return Machines.
- Fixed Security Door collision issues. You might have to replace any already placed Security Doors.
- - Made some changes to the Book Return Machine prizes.
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Version 1.0.1
- - Fixed Castle Armory Door.
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- Donations
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Straight donations accepted
Description
Adds many unconventional and scripted objects and devices to the settlement workshop. Requires all six official DLCs.
New Workshop Objects
Some objects can be configured by connecting your pip-boy to them (see picture).
Compatibility
Snap points are adjusted for Workshop Rearranged by d81, which I can not play without (I have tried). Snap points are also included for Wall Pass-Through Power Conduits by Daedragon.
Links
https://github.com/Zebrina/ZebrinasWorkshopDevices
https://trello.com/b/ocPDDCm4/fallout-4-workshop-devices
Adds many unconventional and scripted objects and devices to the settlement workshop. Requires all six official DLCs.
New Workshop Objects
- Buttons - Transfer power for a short adjustable duration.
- Circuit Breakers - Similar to the standard switch, with some differences.
- Timed Switches - A switch that is only active during the night. Can be configured via a connected terminal.
- Crane Bridges - A make-shift bridge that can be raised and lowered.
- Power Lift - With variable amount of levels. Just place as many buttons below it as you wish, and the lift can go to each one of them. It'll make more sense in game, I hope.
- Quarry Lift - Functions similar to the Power Lift.
- Overdue Book Return Machine - With prizes!
- Paint Mixer - Like the one in game but can also mix purple and orange paint (which serve no purpose however :P).
- Pick-Me-Up Station without idle markers
- Mega Security Door - With concrete frame
- Mechanist Lair Doors - Almost all of them with concrete frame.
- Door With Hatch - The hatch can be opened/closed independently of the door.
- The Castle Armory Door - Opens when powered.
- And more (this list needs an update)!
Some objects can be configured by connecting your pip-boy to them (see picture).
Compatibility
Snap points are adjusted for Workshop Rearranged by d81, which I can not play without (I have tried). Snap points are also included for Wall Pass-Through Power Conduits by Daedragon.
Links
https://github.com/Zebrina/ZebrinasWorkshopDevices
https://trello.com/b/ocPDDCm4/fallout-4-workshop-devices