I don't have FO4 installed anymore, but I changed the way the animations are defined so that they shouldn't be conflicting with any other modifications to the Power Armor RACE entries. It's likely that No Crafting Animations is breaking the animations that the mod relies on (which are just NPC idle animations regraphed to work with workbenches).
The good news is that the author of that mod should be able to extend support to power armor without much difficulty, which is my suggestion.
how about pocket crafting without any animations, sure it's not really immersive, but it's something that can be done anywhere without issues.
there was an old mod for skyrim that worked like this back in the day called pocket workstation, and the mod allowed all crafting stations of the game for the player to use on the fly, first it came in the form of a ring in your inventory, but the mod worked with all the crafting stations in a very snappy way and it also disabled all animations so you didn't have to do any of that stuff.
I think what you're looking for is best addressed via combination of Equipment and Crafting Overhaul REDUX for the portable workbenches, and a mod such as No Crafting Animations (ECO version). ECO Redux has instructions for adding custom workbenches to its portable set, so it should have full coverage for what you need.
I can look into creation a separate mod if that doesn't cover your needs, but unfortunately there's no great way to combine both into one mod without a jump in complexity to handle swapping keywords and/or furniture.
hmn, what if i were to give you that mod, do you think you could check it out and see if some of that mod could be copied to work for FO4?
i'm no expert in the modding scene so i have no idea if that's at all possible, but i do still have the file, i made sure to make backups because the mod was teken down for some reason by the modder for some unknown reason, it still works for Skyrim SE, not sure about AE, but i figure because they both were made with the creation engine that they could be compatible in functionality enough to make it work for FO4.
Unrestrictive Power Armor worked by copying over human model animations into the Power Armor subgraph without any modification. This "worked" in that you could perform those actions in power armor, but those animations were all badly broken, with random body parts floating away whenever you used a workbench, jetpacks swinging wildly around the scene, torsos twisting up into pretzels without warning, etc. There's a lot of screenshots and videos in its comment section.
For this mod, I took vanilla power armor animations that the game uses for idle NPCs on the Prydwen and other places and regraphed them to work with the workbench behavior graph. This means that all the animations are intended for power armor and work correctly, there's just not very much variety compared to what human actors have, and some (like the cooking spit), don't quite match the station and rely on the camera angle to obscure that you're just kind of fiddling around in thin air. There should be no possible scenario in which the kind of bugs you get from Unrestricted Power Armor crop up.
13 comments
However, the Automaton DLC robot workbench isn't included in this mod
Any intensions to add it?
Neither this, nor the Unrestrictive Power Armor mod, work for me at all.
The good news is that the author of that mod should be able to extend support to power armor without much difficulty, which is my suggestion.
could you make it compatible with Misc Anim Fixes ? That Mod requires such a high priority and will override this wonderful Mod...
there was an old mod for skyrim that worked like this back in the day called pocket workstation, and the mod allowed all crafting stations of the game for the player to use on the fly, first it came in the form of a ring in your inventory, but the mod worked with all the crafting stations in a very snappy way and it also disabled all animations so you didn't have to do any of that stuff.
I can look into creation a separate mod if that doesn't cover your needs, but unfortunately there's no great way to combine both into one mod without a jump in complexity to handle swapping keywords and/or furniture.
i'm no expert in the modding scene so i have no idea if that's at all possible, but i do still have the file, i made sure to make backups because the mod was teken down for some reason by the modder for some unknown reason, it still works for Skyrim SE, not sure about AE, but i figure because they both were made with the creation engine that they could be compatible in functionality enough to make it work for FO4.
However, I hope you can come up with something more suitable for cooking animations :)
For this mod, I took vanilla power armor animations that the game uses for idle NPCs on the Prydwen and other places and regraphed them to work with the workbench behavior graph. This means that all the animations are intended for power armor and work correctly, there's just not very much variety compared to what human actors have, and some (like the cooking spit), don't quite match the station and rely on the camera angle to obscure that you're just kind of fiddling around in thin air. There should be no possible scenario in which the kind of bugs you get from Unrestricted Power Armor crop up.