Fallout 4

File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

Store any workbench to inventory and deploy anywhere without LocalLeader perks. Simple as.

Permissions and credits
  • Spanish
Store any workbench to inventory and deploy anywhere without LocalLeader perks. Simple as.

[ Edumacation moment: crafting workBenches are not red building workShops ]

Who this is for

Players who stick to base game mechanics and take survival scavving seriously with loot and stuff cranked down to minimum:

Do you spend quality time wandering around the early game without Local Leader perks ?

Does it piss you off that existing workShop attached workBenches can't be stored before [ scrapall ] ?

Do you get angry finding useless standalone workBenches in the wilderness ?

Would the 12 workBenches in Lexington be more useful  in your settlements ?

If you said YES to any of these compelling first world issues THEN THIS SOLUTION IS FOR YOU !!!

anger management therapy may also be helpful.

What it does 

Craft a [ Workbench disassembly tool ] at Chemlab:utility. Its a tool packaged as a weapon, equip it when within grabbing distance of a workBench to pop the storage menu. No, not red workShops as that would bugger your game, you need a mobile workShop for that. 

Technical: it will find any Furniture with keyword Workbench_General that is not disabled, deleted or a red workShop running WorkshopScript.

If the workBench is connected to a parent workShop it can be stored in the workShop, or in player inventory like isloated workBenches.

The inventory added MISC [ Workbench parts ... ] item weighs 10 to 20, are unscrappable and worth 75 caps. Just drop it to deploy the associated workBench. If the workbench drops in a workShop area it automatically connects. 

Exception: this supports non base game DLC and mod added workbenches that use Workbench_General, but you get a generic [ Workbench parts Unknown ] item for each workbench as it doesnt "know" about the new flavor names and NIFs. The item can not be sold as that would forever orphan a workbench in the unknown queue. Dropping a  [ Workbench parts Unknown ] item deploys the unknown workbench types stored last to first (a LIFO stack) so you may need to drop a bunch to shuffle to the one you want. Then store the others again, best I can do  to meet my diversity and inclusion quota.

Technical: you can test this out with the console [ cqf SKK_StoreWorkbenchQuest "SKK_StoreWorkbenchQuestScript.SpawnUnknownWorkbench" ] and enjoy cooking with rads. But it has no scrap recipe ...

Console commands

set SKK_StoreWorkbenchRange to 128;
default is player height 128 game units to emulate grabbing distance, max is the loaded uGrids usually 10280.

If equipping a tool is just too immersively exciting, don't call a nurse but hotkey the disassembly action:

cqf SKK_StoreWorkbenchQuest "SKK_StoreWorkbenchQuestScript.FindAndStore"


The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. It is 100% pure new Creation Kit forms and scripts which means that it has no load order dependencies. It can be installed at any time in any stable game.

As this was published after November 2019 it depends on Fallout4.exe (or later).

Known issues and considerations

(1) If a specific type of workBench can't be found, check it has the standard base game keyword console [ HasKeyword Workbench_General ]. If not [ AddKeyword Workbench_General ] but there may be a technical reason the designer left it off so best check in with them.

(2) For no apparent reason some spitroasts are undetectable even standing in the middle them, but they suck anyway.

(3) Finding the inventory busting number of standalone workBenches in Lexington.

PC manual installation & disable

As this makes no changes to the base game it can be installed at any time in any game stage and has no load order considerations.

Copy SKKStoreWorkbench.esp and SKKStoreWorkbench – Main.BA2 to your...\Fallout 4\Data directory, enable in the Bethesda mod menu, Plugins.txt, mod manger or whatever. As it adds new inventory items, best not to remove it from a save unless there are none left undeployed and any tools are scrapped. As always removing mods is totally your own risk (I don't).


(1) Can I have an ESL ? Yes you can ESL flag the ESP.

(2) You usedto publish big chunky feature-packaged solutions, whats with the string of standalone feature releases ? This is a QOL component for COMMONWEALTH of DECAY. Chunking up large soluitons into standalone features is what the cool kids are all doing. Left nipple retexture mod. Right nipple retexture mod. Golden center nipple retexture mod for your Scaramanga husbandos. 

If you have read the comprehensive solution description and still need satire or irony, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8