Ver.4.0 * Standalone Workbenches are required for 4.0 and later versions. This eliminates recipe restrictions using Magazine. You can craft all your uniforms in SW workbenches right from the start of the game. The magazine will still remain. You don't need it for crafting, but it will give players a little perk when they pick it up, or you can keep it on your bookshelf as a souvenir. (If you have already obtained the magazine, you will likely not be able to obtain the perk. You will have to obtain it again through the console) * It is no longer being added to random LLs. From now on, surplus uniforms will be available for sale from time to time at Fallon's Basement. Given that she is the only tailor in town, she should have a contract with the DC Guard for the procurement and repair of uniforms. * Unnecessary scripts included in the archive have been removed. * The last version before I resumed work, i.e. version 3.3, is being kept for compatibility with other mods, etc.
I really love this mod and am interested in doing a playthough built around it, I do have one question though, is there a reason the mesh clips into and around the pip-boy unlike the vanilla outfits? just adds a level of jank that I didnt expect
why i still cant find the recipe on workbench even after i pick the "police magazine". but the clothes show on Danny sullivan the officer on DC, and i got the helmet from scavenger, but cannot craft it
its already work, but i craft it on chemistry workbench not clothes, and i must keep the magazine on my inventory. i install the Police Officer's outfit 3.3 version btw cuz i use the non-nextgen fallout version
Is that a blanket permission for all mod authors or specific to WolfeMan2077? I'd love to use some of these meshes to make a Coast Guard version of some of the uniforms. :)
Hey I don't know if this has been asked before but is there any chance of adding a version that changes the minutemen to wear the police or sheriff uniforms with the duty equipment instead of the DC guards?
I am truly sorry for the inconvenience, but after much consideration, I believe that using Standalone Workbenches is the most efficient approach for this purpose.
Shoving everything into a chemistry station is never a smart solution, and I have been frustrated with it since the time I created this mod. In the past I considered moving the recipes to the AWKCR workbench, as has been done with other mods (Remember when AWKCR was an "absolutely must install" mod?) But as you know, AWKCR was very large and complex, often a cause of bugs and too much for me to handle. I don't think many people use it now as much as they used to.
Standalone Workbenches simply adds just an empty workbench. It does nothing else; it is not as fiddly as AWKCR. Installing it should rarely cause conflicts with anything. That is why I chose to do this. Again, I am sorry.
Thank very much for your explanation, mate. And again, thx a lot for your mods. Are really good. And You are very kind. Oh, and seriously, no need to sorry, au contraire, my friend. :)
253 comments
* Standalone Workbenches are required for 4.0 and later versions. This eliminates recipe restrictions using Magazine. You can craft all your uniforms in SW workbenches right from the start of the game. The magazine will still remain. You don't need it for crafting, but it will give players a little perk when they pick it up, or you can keep it on your bookshelf as a souvenir. (If you have already obtained the magazine, you will likely not be able to obtain the perk. You will have to obtain it again through the console)
* It is no longer being added to random LLs. From now on, surplus uniforms will be available for sale from time to time at Fallon's Basement. Given that she is the only tailor in town, she should have a contract with the DC Guard for the procurement and repair of uniforms.
* Unnecessary scripts included in the archive have been removed.
* The last version before I resumed work, i.e. version 3.3, is being kept for compatibility with other mods, etc.
* Add FBI/BADTFL Baseball cap
* Some mesh and texture tweaking
Anyway, thx a lot for your work.
Shoving everything into a chemistry station is never a smart solution, and I have been frustrated with it since the time I created this mod. In the past I considered moving the recipes to the AWKCR workbench, as has been done with other mods (Remember when AWKCR was an "absolutely must install" mod?)
But as you know, AWKCR was very large and complex, often a cause of bugs and too much for me to handle. I don't think many people use it now as much as they used to.
Standalone Workbenches simply adds just an empty workbench. It does nothing else; it is not as fiddly as AWKCR. Installing it should rarely cause conflicts with anything. That is why I chose to do this. Again, I am sorry.
Oh, and seriously, no need to sorry, au contraire, my friend. :)