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Rage4556

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Rage4556

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18 comments

  1. Tomman23
    Tomman23
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    Bump below, can you please make 1.6.1.a available for download? I believe a large portion of the community still plays on pre next-gen 
  2. sweetpete22
    sweetpete22
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    Could you please leave your 2023 version available? I believe the 2024 post next-gen version crashes my old-gen game & a lot of people, for now, are still running old-gen per all the un-updated mods it breaks.
    If I have errors with it too I won't be bothering for tech support.
  3. KamalaHarris
    KamalaHarris
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    any chance of an Armament patch?
  4. Malekar69
    Malekar69
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    1. I know you already stated this won't be compatible with eco, just wanting to double check about neo and leo?

    2. Any plans to incorporate hidden armors?

    3. TY for the mod btw, i love the immersion finding plans design.
    1. Rage4556
      Rage4556
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      I probably won't consider patching in LEO and NEO. NEO seems like it shouldn't need any patching though, as it is just object modifications, at least from what I can tell. LEO might require a patch but I'm not too sure. Though, I don't really plan on patching anything outside of my own modlist. Patches are welcome to be made for the mod if anyone wants to though.

      And hidden armors? What do you mean by that?

      NP, I'm glad to hear feedback about that!
    2. Malekar69
      Malekar69
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      https://www.nexusmods.com/fallout4/mods/38440

      Hidden armors, adds a slot to equipment that lets you hide it as needed.
    3. Rage4556
      Rage4556
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      Ah, a patch for that isn't necessary. This mod only adds new craftable objects, so anything that adds modifications to objects is completely compatible.
  5. BizarRabbit
    BizarRabbit
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    Has there been any progress on the crafting menu bug? If not I'm going to have to sideline this mod and go back to ECO in the meantime.
    1. Rage4556
      Rage4556
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      Yup, I've completely reworked the mod and found the cause of it. It was due to non-leveled item crafts using leveled item objects.

      The next update will be a complete rework of the mod, with tons of new features and whatnot. Stay tuned!
  6. FoxHunter69
    FoxHunter69
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    Problem with installer on current release? No Next Button to get to the Patch selection display like earlier releases. Need to install then add patches manually?
    1. Rage4556
      Rage4556
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      Make sure you have Standalone Workbenches installed first. This behavior is intentional to prevent users from installing the mod w/out Standalone Workbenches first.
    2. FoxHunter69
      FoxHunter69
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      LOL I see now. I had been using version 9 of Standalone Workbenches and active in the MO2 profile, saying to myself WTF, the earlier version installs why not the new one. Then I remembered that I was testing something late last night and had its plugin among others disabled (facepalm).

      Thanks for the quick response.  
    3. Rage4556
      Rage4556
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      Haha, that is fair. But yeah, don't worry I did that to myself while testing the FOMOD XD.
  7. Alphonze17
    Alphonze17
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    I'll definitely be using this next playthrough, ECO has always been too incompatible and feature heavy. This looks like it does exactly what I want. Nice work.
    1. Rage4556
      Rage4556
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      Glad to hear, it definitely is a more simplistic version of ECO without the OP elements, but glad to make it a part of your modlist.
  8. IcewaterKat
    IcewaterKat
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    This looks interesting. Will this be using all of the Standalone Workbenches? They're all so beautiful and it's sad that they haven't been fully integrated to be used. I'd love to use this mod but I'm not sure if it would play nice with other mods, that alter the default crafting system.
    1. Rage4556
      Rage4556
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      Not right now, the mod disables those workbenches just so they aren't sitting in there without a  use. Until I can find a use for them, they will probably stay that way.
    2. Rage4556
      Rage4556
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      Sorry, forgot to mention on your last part of the comment as well. This shouldn't have any compatibility issues regarding other mods, as this only adds new constructible objects for vanilla items so any items you see that are in the Chem station can also be available anywhere else. However, might consider actually moving/removing a lot of COBJ's from the Chem station to a more designated spot.

      Things like mod compatibility will just need a simple patch using the scripts provided from SW to create new COBJ's for the items you want to see in the workbenches. Other than that, you really don't have to worry about conflicting mods.