There is someone around here who made a couple xEdit Scripts for automating AWKCR and VIS patches for other mods. They are called AWKCRifier and VISifier and on the AWKCRifier page it has an optional file that does this I believe
Well he did have separate pages for his scripts and on the AWKCRifier page pra had an optional esp that did this and another one that added a new workbench for settings holotapes and such. But I don't see that page under his files anymore. Maybe it was someone else?The script works well though, it's only an xEdit script so i dont see whats so bad about it but anyways, I was only letting you know because you said you weren't sure if someone had done this :)
Yes well in any case it's impossible to find, unless you know exactly where to look. Also I'm not a fan of using scripts in cases you don't really need them. Explosives from vanilla game supposed to be at the explosives station as a base AWKCR feature. I can't see a single reason for using scripts to make it happen. But I think you only wanted me to know that there is this "Pra's Fo4Edit Scripts" mod, which I did not know about btw. So in any case thank you for the tip.
xEdit scripts... are not at all the same thing as in-game script. They're scripts provided to automate certain actions when use xEdit, the utility for modifying .esp/.esm files without the CK. In this case, they're scripts for automating modifying a plugin to make use of AWKCR workbenches, making the same kinds of edits you've done by hand here. They're not running in-game or anything, it's just an editing tool for plugins.
Well... These aren't scripts that run in game. Are we having some kind or miscommunication here? Lol they're for FO4edit and all they do is rename items and move recipes for you inside of the esp. It's not a script that even touches the game really. And the scripts didn't move explosives for you, there was an optional .esp includes I'm the page that did that for you. Just like this does, but the point is kind of moot seeing as that specific page doesn't seem to be around anymore so in other words, that mod that does the same as this. Which is all I was trying to let you know, sorry for any confusion. :)
Oh. That's interesting. In any case. I see no way to find it. I was searching here, I was searching in Google. And I found 0 mentions of the mod making explosives utilize AWKCR workbench.
I would agree, however variety is another story, and there is a lot of variety in the world.
If one of us came up with a working patch for some of the other explosives mods would you be interested in us uploading them as optional files to your mod? I'm thinking of seeing if I cant get something like that to work. I'm thinking it should be something as simple as loading both / all mods into FO4Edit and changing a keyword from ChemStation to ExplosivesStation or something similiar. Any suggestions on this would also be appreciated.
Thank you very much ! Does exactly what it claims to do. Simple and long awaited, I allways wondered why there are no recipies at explosiv-workbenches and thought my AWKCR might be broken somehow. Good to know it just was missed to add. I don't use explosives that much, but it kinda sucks that everything ends up at chem-station while there are workbenches for explosives. Again: Thanks!
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But I think you only wanted me to know that there is this "Pra's Fo4Edit Scripts" mod, which I did not know about btw. So in any case thank you for the tip.
Woops.
https://www.nexusmods.com/fallout4/mods/24212
https://www.nexusmods.com/fallout4/mods/16404
Not sure if that was the one he is referring to.
If one of us came up with a working patch for some of the other explosives mods would you be interested in us uploading them as optional files to your mod? I'm thinking of seeing if I cant get something like that to work. I'm thinking it should be something as simple as loading both / all mods into FO4Edit and changing a keyword from ChemStation to ExplosivesStation or something similiar. Any suggestions on this would also be appreciated.