About this mod
Extends the capabilites of Weapons Workbenches by allowing you to directly access (browse, mod, scrap) weapons that are not in your inventory (e.g., companion's weapons, weapons in the settlement's workbench, etc.).
- Requirements
- Permissions and credits
A simple F4SE based mod that extends the capabilites of Weapons Workbenches' UI by allowing you to directly access weapons that are not in your inventory.
The mod, by default, looks for weapons that are in the Workshop Workbench of the settlement where the Weapons Workbench is located (as shown in the video below). However, you can also select a Container or an NPC as "Custom Inventory". If you specify a Custom Inventory, all weapons it contains will show up in the workbench (along with the ones in your inventory).
Custom Console Commands:
1. Custom Inventory:
Syntax: [CQF WMIE_Quest SetRefAsOverrideWorkshop RefID] ==> Sets the actor/object with the specified RefID as the "Custom Inventory".
Example: [CQF WMIE_Quest SetRefAsOverrideWorkshop 2F25] ==> Would set Piper as Custom Inventory, making her weapons visible in the workbench.
Syntax: [CQF WMIE_Quest SetRefAsOverrideWorkshop] ==> Forgets the "Custom Inventory". (Workshop Workbench will be used again).
Example: [CQF WMIE_Quest SetRefAsOverrideWorkshop]. (Simply don't specify the RefID).
2. Turn off/on the mod:
Syntax: [CQF WMIE_Quest SetModDisabled Value] ==> Turns off/on the mod depending on Value (can be True or False).
Examples:
[CQF WMIE_Quest SetModDisabled True] ==> Would turn off the mod.
[CQFWMIE_Quest SetModDisabled False] ==> Would turn on the mod.
Requirements:
F4SE.