1st, what workbenches are they crafted at? iirc the only workbench that lets you make new things is the chems workbench, does it add new ones? Or, if not, is it possible to release an AWKCR version that utilises its workbenches? (simply needs some changes on the COBJ records to use the relevant AWKCR workbench keywords and a relevant category keyword).
2nd. As far as random items being crafted, I believe the only way to handle this is to change the WEAP or ARMO records, they have an OBTS section that determines the different combinations that can spawn. I am pretty sure you could make a plain combination, that references specific OMODs rather than the modcol OMODs (a list of possible OMODs that can spawn), apply a keyword to this new combination. You would then need to make a levelled item record, list the weapon and add a keyword filter on the leveled item record, then make the created object on your craftable object recipe the levelled item rather than the weapon/armor itself. This is how legendary items are spawned without needing new weapon records made, but it does require a bit of messing around to get it to work and will mean having weapon/armor record edits so might be a pain for compatibility. The other option is simpler, just change the OBTS combinations on the form to use specific OMODs instead of the modcol OMODs, but this will affect all other spawned versions of those items (so every raider/gunner etc will have the same variations of the weapons/armor, as will vendors, and found loot items). So not really advised to do it this way.
Quote from the description page "Makes all vanilla Fallout 4 weapons craftable at a custom weapons workbench." I likely will make an AWKCR Version because I use AWKCR myself.
I am not an experienced modder by far (which is why I said no promises) I may try to do what you have described but I am fairly happy with it as is. Just as a note I started making mods for myself because of compatibility issues crashes etc. So I try to keep it as simple as possible to keep that compatibility for myself while sharing so others can enjoy the mod as well. I do appreciate the information and it will likely come in handy some time so thanks for the comment.
Ah missed that. I read through it like 6 times and still didn't see "custom workbench" lol.
Anyway, I think the randomised weapons are fine, but it's an interesting challenge. I may even look in to it myself, if I get anything working I'll let you know, might he able to find a simple solution
No worries lol. That would be awesome for sure let me know if you do. In the meantime Ill make an AWKCR version should be released before the end of the weekend. Then I plan on a Craftable Armours and Outflits mod to complete the crafting set.
But what is this custom weapons workbench your speaking off? Installed it, I can craft all kinds of stuff with a chemistry bench, but for the life of me I can't find a place to craft weapons. 'Custom workbench' what? Where is it? I find it all to be quite vague, I may be retarded. Please help.
Its labeled Weapon Crafting Workbench and is found under the workbench section. I could change the name so its not as similar to the base games benches
Its a simple mod so more compatibility with other mods, less functions in the game that you may not want. Its more for preference theres people out there that don't like AWKCR. Me personally I like AWKCR and Armorsmith but not a big fan of Weaponsmith.
18 comments
1st, what workbenches are they crafted at? iirc the only workbench that lets you make new things is the chems workbench, does it add new ones? Or, if not, is it possible to release an AWKCR version that utilises its workbenches? (simply needs some changes on the COBJ records to use the relevant AWKCR workbench keywords and a relevant category keyword).
2nd. As far as random items being crafted, I believe the only way to handle this is to change the WEAP or ARMO records, they have an OBTS section that determines the different combinations that can spawn. I am pretty sure you could make a plain combination, that references specific OMODs rather than the modcol OMODs (a list of possible OMODs that can spawn), apply a keyword to this new combination. You would then need to make a levelled item record, list the weapon and add a keyword filter on the leveled item record, then make the created object on your craftable object recipe the levelled item rather than the weapon/armor itself. This is how legendary items are spawned without needing new weapon records made, but it does require a bit of messing around to get it to work and will mean having weapon/armor record edits so might be a pain for compatibility.
The other option is simpler, just change the OBTS combinations on the form to use specific OMODs instead of the modcol OMODs, but this will affect all other spawned versions of those items (so every raider/gunner etc will have the same variations of the weapons/armor, as will vendors, and found loot items). So not really advised to do it this way.
I am not an experienced modder by far (which is why I said no promises) I may try to do what you have described but I am fairly happy with it as is.
Just as a note I started making mods for myself because of compatibility issues crashes etc. So I try to keep it as simple as possible to keep that compatibility for myself while sharing so others can enjoy the mod as well. I do appreciate the information and it will likely come in handy some time so thanks for the comment.
Infamous
Anyway, I think the randomised weapons are fine, but it's an interesting challenge.
I may even look in to it myself, if I get anything working I'll let you know, might he able to find a simple solution
I like awkcr but it only adds the workbenches, not the recipes. Armorsmith on the other hand has too many edits that I don't like.