So, i am thinking of making a Wabbajack mod list with Horizon as its center, and I would like to use this mod as a way of separating the different crafting recipes that horizon already adds (ammo, explosives).
As a mod creator myself I know there is much controversy with Wabbajack, so I am here to ask for formal permission to do it.
I will NOT modify your esp, but I will remove/reuse some of the benches that Horizon doesn't need with my own patch...
for whatever reason this is incompatible with "we are the minutemen" if i load them together i don't even get to the little movie before the main menu. i'm on vr if that matters.
I think these workbenches look great and I'm always looking for nice meshes (since I have absolutely no idea how to create them myself). I wanted to (re)work on my small ammo mod and like to use a custom workbench for it (different than before). So I wanted to ask here if I could use your ammo workbench. Of course I would mention and link you in the credits, in the description to my modification.
Edit: In my quickly test, everything went smoothly with the workbench - I'll still ask just to be on the safe side: The scripts that are included (for example "wSWForceFirstPerson.pex") do I need them for the workbenches if I use the pure vanilla crafting system (base-camera and base-animation)?
I just realized that the creator of ECO - Redux have made an optional patch in its fomod as i tried to update that mod. Installing this great mod now. Cheers!
Thank you for this! Haven't tested it in game but I could tell right away I would not like eco and sure enough i did not. Was about to give up and stick with vanilla crafting system when I discovered this gem, Eco had too many immersion breaking menus and sure it was all streamlined and cleaned but have to put my items in a container to use the mod is just... dumb. I don't want my game to be a frankensteins monster collection of mods, I want it to play like vanilla with tons of custom enhancments that if you never played vanilla you'd never know weren't there from the start. Just from descriptions and images I can tell your mod is more what I was after so thank you so much! Gonna test now and hopefully I am as impressed with it as I am excited to have found it.
Edit: Yep absolutely perfect than you so much! a few empty workbenches that if I can't find mods for I will remove the recipes in fo4edit but that's no big deal. Fits right in with normal gameplay.
So I downloaded this dont remember why if it caught my eye or if it was a req for a mod I had at some point. I kinda hate the mod because I dont use it at all and it keeps turning my regular weapon benches and armor benches into the weaponsmith/armorsmith benches that have absolutely no use as all of the mod benches are not showing any recipes
I uninstalled and deleted the mod in vortex, its not showing up on the ingame mod load, however the benches are still in my game and keep replacing my benches
EDIT : Apologies its not necessarily this mod, it seems ive got other mods that have this one embedded into it
I really like this mod. I use it alot! You have made a signs and decal workbench and I cannot find any recipes for it. I really would like bigger pool of signs to put on the buildings. My searches using Duckduckgo hasnt turned up anything useful. Do you know anywhere I could search for recipes? I tried to installFO4Edit but failed and maybe inside there I could make what I needed myself, but alas I was unable to install it last time I tried and I dont have the resources to try again, yet....
I don't actually have any recipes for the Decal Workbench. That isn't something that I've dug into. I created the workbench for other mods which do such things, I figured that if someone was using such a mod then they would patch it (if they wanted) to use (or add) these workbenches to that mod.
Question for anyone - I'm using version 1.7 of this mod. I see we are on version 8 now. Can I safely update mid-game, or do I need to make a new save at this point? Thanks!
Duplicate your save and put 1 copy somewhere else (desktop is fine) - remove the mod, test the save that's loaded (not the one on the desktop), see if your game breaks = results. As these are added with script injection and not via SMM, you might have trouble removing them mid-save - Workshop Framework works with this however and is a requirement so it should automatically fix the error, but tread lightly anyway.
If you're using MO2 you will have an extra layer of safety added if you create a new profile as a copy of your main profile, enable "profile specific save games" and put a 3rd copy (1 more, additional to the first two duplicates) in the saves folder of that profile - so you have the same save in Profile 1 (Main), Profile 2 (Testing) and then on the desktop - just in case you accidentally bork Profile 1 in the process by editing it instead of Profile 2
won't necessarily give you definitive answers but this is not a bad place to start
107 comments
As a mod creator myself I know there is much controversy with Wabbajack, so I am here to ask for formal permission to do it.
I will NOT modify your esp, but I will remove/reuse some of the benches that Horizon doesn't need with my own patch...
Thanks in advance...
I’ll sticky this post in a couple of days, to make it permanently official for all to see.
...ok it just doesn't work with crafting mastery
I wonder, could Robco Patcher be leveraged to allow peoplez patch their load orders to use SAW?
I think these workbenches look great and I'm always looking for nice meshes (since I have absolutely no idea how to create them myself). I wanted to (re)work on my small ammo mod and like to use a custom workbench for it (different than before). So I wanted to ask here if I could use your ammo workbench. Of course I would mention and link you in the credits, in the description to my modification.
Edit: In my quickly test, everything went smoothly with the workbench - I'll still ask just to be on the safe side: The scripts that are included (for example "wSWForceFirstPerson.pex") do I need them for the workbenches if I use the pure vanilla crafting system (base-camera and base-animation)?
Greetings and have a nice day!
You don't need to use the wSWForceFirstPerson.pex script if you are using the base-camera and base-animation.
Installing this great mod now. Cheers!
Edit: Yep absolutely perfect than you so much! a few empty workbenches that if I can't find mods for I will remove the recipes in fo4edit but that's no big deal. Fits right in with normal gameplay.
I uninstalled and deleted the mod in vortex, its not showing up on the ingame mod load, however the benches are still in my game and keep replacing my benches
EDIT : Apologies its not necessarily this mod, it seems ive got other mods that have this one embedded into it
I use it alot!
You have made a signs and decal workbench and I cannot find any recipes for it.
I really would like bigger pool of signs to put on the buildings.
My searches using Duckduckgo hasnt turned up anything useful.
Do you know anywhere I could search for recipes?
I tried to installFO4Edit but failed and maybe inside there I could make what I needed myself, but alas I was unable to install it last time I tried and I dont have the resources to try again, yet....
Your mod is great! Thanks.
Cannot have enough variety in workbenches. ;)
If you're using MO2 you will have an extra layer of safety added if you create a new profile as a copy of your main profile, enable "profile specific save games" and put a 3rd copy (1 more, additional to the first two duplicates) in the saves folder of that profile - so you have the same save in Profile 1 (Main), Profile 2 (Testing) and then on the desktop - just in case you accidentally bork Profile 1 in the process by editing it instead of Profile 2
won't necessarily give you definitive answers but this is not a bad place to start