Would it be possible to make it work in VR? I can craft it, put toolkit on the ground but when Y try to interact with it nothing happens. Maybe there is some king of animation (which is not present in VR) that blocks the interaction?
This definitely works as advertised, The utilitarian benefits of this mod make me wonder why nobody has made this until now. The only problem I had thus far was more to do with a weapon in Weaponsmith Extended not allowing me to remove a silencer because there was no " no muzzle" option in the menu. If I could change one thing it might be the model, maybe to the ammo bag, or something based off of it, but that's just my own personal taste. Overall this is a very cool mod and I hope it gets the recognition it deserves.
There is surprisingly few mobile workbench mods to begin with but I always thought they were a bit OP cause how on earth would you make a receiver without using a vice, drill press and and a foundry for the metal etc etc. But I always wanted to be able to switch out mod attachments and loot mods which is where my craft and dismantle weapons mod and subsequently this workbench from that mod came from.
As for the model, it was going to be a large toolbox originally but I had trouble adding physics to the container. Then I decided to lay out all the tools ingame I thought would be needed to switch out or loot weapon mods properly or fast (hence the saws) and turns out they were big and alot and along came the idea to use the shopping basket as it was the right size and had the physics node preinstalled. I chose to add physics to the workbench to stop people swapping mods out on a steep slope as if anyone would be able to do that without the gun parts and tools rolling away.
I must say personally I am happy how it turned out and it was good fun positioning all the tools in the basket as if they were loose and had just settled there.
I am going to give this mod a try because I just tried the T.A.S. mod and as Athiven said above, it removes legendary effects. The Two-Shot Legendary on the Overseer's Guardian went poof when I changed from a night scope to a recon scope. My weapons generally have legendary effects so T.A.S. was useless. I uninstalled it and here I am looking for a replacement that does not remove legendary effects.
For anyone interested in fixing the awkward animation playing in the background, replace the animation with animfurnwoundedsitting and I think it fits well. The character fades out, you'll never see your character sitting actually. It takes slightly longer to leave the bench but it's worth it. What you are looking for in the Fo4Edit is Furniture - KWDA. Thanks.
Thanks a lot for the suggestion! I poked around a few animations and I found AnimFurnKneelSit to be more appropriate. If you trigger it while in 3rd person view with correct angle, you will see the player kneeling down in front of the toolkit. Also it does not take time for the player to kneel or stand up compared to AnimFurnWoundedSitting.
I'm trying to create an ingestible version of the Toolkit. I currently have an Alpha version that I wanted to share. I'm still testing it, but wanted to share to all [Download Link] It's not working ATM, I think I need to rethink the way to implement this. Any help would be appreciated.
I hope you like it and if you'd like to add it to this mod. Cheers! Misorian
p.s. I also added the "CanUseFurnitureForCombat" to be able to use it while "In Combat"
That's actually an inverse version of this mod. To recreate this mod in that mod you would have to add every weapon mod in the game into the special settlement container to have it added to the form list.
This mod is offering something different to that mod.
The T.A.S mod was mentioned in a post down below by fernicar who took the time to do more than just post a link.
Also I made this mod as a part of another mod of mine as mentioned in the description and did not know about the T.A.S. mod before fernicar mentioned it. Even had I known of the T.A.S mod beforehand I could not and would not have included it in my other mod as it does not fulfill the intended purpose I had for it.
Course responding to a link is a bit ambiguous as I do not know if you are informing me that: a. hey by the way there are other mods like this out, b. stop copying other people. He did it first. c. Look this persons mod is better then your mod so there. d. why should I use your mod over this one?
Thanks for your prompt reply. I'm trying to clearly differentiate between the differences of the two mods, besides the fact that this mod has a droppable item. I'm not sure I understand what you mean. Sorry for any misunderstanding
Well both my mod and his mod are basically the same in parts.
They both prevent you from crafting weapon mods using a weapons workbench that can be placed from your inventory.
where they differ is by default you can swap all types of weapon mods on my weapon workbench while his one is restricted further to only being able to swap scopes and muzzle attachments.
However additional weapon mods can be allowed to be swapped in T.A.S mod by building a special container at a settlement and putting the weapon mod you want to be able to swap in the field into the container. This adds the items base id number to a form list which allows the weapon mod to be swapped using the T.A.S workbench.
Yes absolutely, I would have to change the menu item to a pill which when consumed drops the item and makes you use it. The automatically packing it up is already in the mod.
I will consider adding it as an option in the next update along with making the pill drop the item but not auto activate it though I do not know when that will be.done. I've spent the last year in a short colab mod project.
I like the pill idea, just remove the sound effect ha. I found your mod works better than TAS because yours is basically just a workbench without the ability to craft mods. I found TAS wasn't compatible with any of the custom weapons I downloaded. If you make this workbench into a pill, then it could be hotkeyed and you could just deactivate the animation or just have first person only so you don't see a guy acting like hes using a workbench when hes really just using a miniature shopping cart by his feet lol
Would really like this pill/consumable-version too! (mainly so I can hotkey the crafting basket) I'm going to try and mod this myself and see if it work
USE UNRESTRICTED Form ID List xx0035a2 creates the restriction The property set that calls for this can be removed Furniture record - Remove the last property field from VMAD Misc record - Remove the last property field from VMAD
MAKE MORE TOOL KITS Duplicate the esp file and give it a new name Add the esp to Data folder and add to Plugins.txt Furniture record - add keyword keyword WorkbenchChemlab 102158 Furniture record - change bench type to Alchemy
Duplicate the esp file and give it a new name Add the esp to Data folder and add to Plugins.txt Furniture record - add keyword keyword WorkbenchArmor 657ff Furniture record - change bench type to Armor
You can also add key word canusefurnitureforcombat 9c06b to each furniture
In my game I make things like bandages and filtered water so I added lots of crafting. I don't need to craft recon scopes from trash or anything crazy so I removed lots of crafting. The changes I did to this mod are not a cheat for me and let me do my survival crafting anywhere. I love this being in misc tab and not used as grenades. I am very happy this mod exists. Endorsed.
This Mod is exactly what I was looking for, well done. I have been trying to workout how you have done this as I would also like to add this feature to a normal weapons bench.
I do include the source code in the download though you wont find any dev notes in it.
If you are just trying to stop mod crafting at workbenches at your base and around the game world and your making your own mod, I would suggest making it detect when you activate a workbench, it transfers your personal inv (only crafting components) into storage box A and your camps inventory into storage box B. You have no crafting components so all you can do is add and remove mods. Dont forget to return the crafting items to the correct places when you leave the workbench. The only problem I can see you having using the method I used in this mod is that automatic crafting things and conveyer belts running out of items. ( I dont know what they are called, I never got to using them in game).
Of course If you are just trying to apply it to non portable workbenches in the game with this mod, you cant. The ethos behind this portable workbench is that you are carrying the tools required for adding and removing mods and not the large heavy fabrication tools available at stationary workbenches.
36 comments
Maybe you could find someone else to have a look at adding vr support as a compatibility patch. I include all the source code in the mod.
There is surprisingly few mobile workbench mods to begin with but I always thought they were a bit OP cause how on earth would you make a receiver without using a vice, drill press and and a foundry for the metal etc etc. But I always wanted to be able to switch out mod attachments and loot mods which is where my craft and dismantle weapons mod and subsequently this workbench from that mod came from.
As for the model, it was going to be a large toolbox originally but I had trouble adding physics to the container. Then I decided to lay out all the tools ingame I thought would be needed to switch out or loot weapon mods properly or fast (hence the saws) and turns out they were big and alot and along came the idea to use the shopping basket as it was the right size and had the physics node preinstalled. I chose to add physics to the workbench to stop people swapping mods out on a steep slope as if anyone would be able to do that without the gun parts and tools rolling away.
I must say personally I am happy how it turned out and it was good fun positioning all the tools in the basket as if they were loose and had just settled there.
I'm trying to create an ingestible version of the Toolkit.
I currently have an Alpha version that I wanted to share. I'm still testing it, but wanted to share to all
[Download Link]It's not working ATM, I think I need to rethink the way to implement this.
Any help would be appreciated.
I hope you like it and if you'd like to add it to this mod.
Cheers!
Misorian
p.s. I also added the "CanUseFurnitureForCombat" to be able to use it while "In Combat"
Ah, thanks!
This mod is offering something different to that mod.
The T.A.S mod was mentioned in a post down below by fernicar who took the time to do more than just post a link.
Also I made this mod as a part of another mod of mine as mentioned in the description and did not know about the T.A.S. mod before fernicar mentioned it. Even had I known of the T.A.S mod beforehand I could not and would not have included it in my other mod as it does not fulfill the intended purpose I had for it.
Course responding to a link is a bit ambiguous as I do not know if you are informing me that:
a. hey by the way there are other mods like this out,
b. stop copying other people. He did it first.
c. Look this persons mod is better then your mod so there.
d. why should I use your mod over this one?
Well both my mod and his mod are basically the same in parts.
They both prevent you from crafting weapon mods using a weapons workbench that can be placed from your inventory.
where they differ is by default you can swap all types of weapon mods on my weapon workbench while his one is restricted further to only being able to swap scopes and muzzle attachments.
However additional weapon mods can be allowed to be swapped in T.A.S mod by building a special container at a settlement and putting the weapon mod you want to be able to swap in the field into the container. This adds the items base id number to a form list which allows the weapon mod to be swapped using the T.A.S workbench.
I will consider adding it as an option in the next update along with making the pill drop the item but not auto activate it though I do not know when that will be.done. I've spent the last year in a short colab mod project.
Would really like this pill/consumable-version too! (mainly so I can hotkey the crafting basket)
I'm going to try and mod this myself and see if it work
Again thank you so much for this mod!
Cheers!
Form ID List xx0035a2 creates the restriction
The property set that calls for this can be removed
Furniture record - Remove the last property field from VMAD
Misc record - Remove the last property field from VMAD
MAKE MORE TOOL KITS
Duplicate the esp file and give it a new name
Add the esp to Data folder and add to Plugins.txt
Furniture record - add keyword keyword WorkbenchChemlab 102158
Furniture record - change bench type to Alchemy
Duplicate the esp file and give it a new name
Add the esp to Data folder and add to Plugins.txt
Furniture record - add keyword keyword WorkbenchArmor 657ff
Furniture record - change bench type to Armor
You can also add key word canusefurnitureforcombat 9c06b to each furniture
In my game I make things like bandages and filtered water so I added lots of crafting. I don't need to craft recon scopes from trash or anything crazy so I removed lots of crafting. The changes I did to this mod are not a cheat for me and let me do my survival crafting anywhere. I love this being in misc tab and not used as grenades. I am very happy this mod exists. Endorsed.
I do include the source code in the download though you wont find any dev notes in it.
If you are just trying to stop mod crafting at workbenches at your base and around the game world and your making your own mod, I would suggest making it detect when you activate a workbench, it transfers your personal inv (only crafting components) into storage box A and your camps inventory into storage box B. You have no crafting components so all you can do is add and remove mods. Dont forget to return the crafting items to the correct places when you leave the workbench. The only problem I can see you having using the method I used in this mod is that automatic crafting things and conveyer belts running out of items. ( I dont know what they are called, I never got to using them in game).
Of course If you are just trying to apply it to non portable workbenches in the game with this mod, you cant. The ethos behind this portable workbench is that you are carrying the tools required for adding and removing mods and not the large heavy fabrication tools available at stationary workbenches.