To create a patch for this mod using RobCo Patcher, you'll need the following line in the "constructibleObject" folder: filterByCategoryKeywordsOr=PluginName.esp|XXX:workbenchKeyword=OutfitWorkbench.esp|F9B Where PluginName.esp is the name of the plugin that you want to patch for. XXX is the id for the "Category" keyword found in xEdit for the recipes that you want to migrate.
are you by chance going to be adding the gear your eXo faction overhauls to this workbench? like your gunners and minutemen etc. be nice to have a clean chem lab for just chems and Bethesda shit...
Fantastic mod! Turns out it's exactly what I wanted. Pretty easy to add stuff too, unless someone dumps everything in Utility, then slightly harder. P.S. I uploaded a bunch of my own ini's if anyone wants them :)
Okay so I have been fiddling around with this but I cannot seem to get it to work. The Outfit Bench is empty and everything is still at the chem station. I do run SMM and WSFW and I am wondering if maybe they are interfering with it? Or some other mod is perhaps doing it? AWKCR?
That's an auto-include. I play regularly with 500+ mods. I am just trying to figure out if it's a load order or confict.
Edit: I am assuming this mods works perfectly on its own with the patches for other outfits etc. So now I am trying to figure out what kinds of mod might make this one fail to work. And I am not a modder myself, just a consumer of this wonderful commmunity. So i am assuming its a mod that affects workshop menus of some kind. But i cannot narrow it down. I do not have alot of mods that affect the workshop except the big ones. There is obviously some kind of problem to make it not work. Do you have any idea what kind of a mod might make it fail? I am mostly just trying to troubleshoot and fix what is obviously a bug on my end. Any help you could offer would be appreciated. And thank you.
You gave me an idea and i have been fiddling around with it and i am certain it does have something to do with NG. I downgraded fo4 and grabbed old robco patcher and got it to work. I have been able to play completely NG after cutting a bunch of my older mods and was hoping to continue doing so but i guess I was just being hopeful. Back to OG i guess.
Edit: It makes me wonder what other mods have been malfunctioning without me noticing. Also the modist is different for OG, but i don't think that matters
You gave me an idea and i have been fiddling around with it and i am certain it does have something to do with NG. I downgraded fo4 and grabbed old robco patcher and got it to work. I have been able to play completely NG after cutting a bunch of my older mods and was hoping to continue doing so but i guess I was just being hopeful. Back to OG i guess.
I got prompted to take a closer look at this and oh, you have really made it easy to move things over to this workbench. I know there's been so many attempts at custom workbenches to solve the chem station clutter, but none of them seemed to really take off. Now that we have robco patcher and this... I think this one's got a chance. Maybe I'll push out some patches myself to help out. I'd really like to.
Only way it could be better is if there was a scripted way to just select a bunch of ESPs and spit out the robco files, but I know i'm not smart enough to make that happen haha.
What would the robco patcher file look like if we have an outfit that's not got a custom keyword and just goes in one of the vanilla categories? Some of Most of my mods in the past I just plunked down in the utility category, since they were only a small amount of items. I THINK, since it's set to just look at my mod's ESP, I can just put the formID for the vanilla keyword it uses, and it'll only affect the constructibles in my mod's ESP.
Honestly wouldn't be surprised if it'd be doable in xEdit. Sadly I have no idea how to do xEdit scripts though, otherwise I might have taken a gander at it.
There's two ways to move the outfits. First one is the one I showed in the pinned message that uses the keyword, alternative is to select the specific outfit ID and do with that. Check how I did with the CROSS outfits for reference on that method.
Thanks for the tip! I need to go over everything again, this morning I was testing one of the ones with custom keywords and it didn't seem to be working. Another I tested with the specific outfit ID worked just fine, so I suspect this is just user error, haha. The robco patcher log isn't much help - just shows this for everything i've tried with the keyword method.(304)[info] Processing config file .\Data\F4se\Plugins\RobCo_Patcher\constructibleObject\\radbeetle\OutfitWorkbench\MoreAltJumpsuits.esl.ini... (305)[info] ************************************************************ (152)[debug] processing patch instructions (303)[info] ************************************************************
Did you enable the logging in the ini settings for RobCo? First thing I'd do is double-check pathing, but since the individual IDs works that's probably not it. Then make sure there's no spelling errors inside the file itself and stuff.
Ok so I tried some of the other patcher files and I noticed that any of the ones using the categorykeywords filter weren't working for me, which made me realize it probably was not an error in the files I was making.
turns out my robco patcher was several versions behind (3.6, when the current is 4.1)
Updating robco patcher fixed it 😅 even when i've been at this modding thing for years I still make some silly mistakes.
short info... I was looking into it as well (and asking Exoclyps) and it seems from my perspective quite a risky move to add / remove keywords with RobCo at the moment. So I went back to what I do since a while already in my game and add a new keyword to the esp (to get the recipe out of 'Utility') with FOedit which is having 2 advantages First of all I (and even the user) can easily and without risk change the name of it (meaning the name of the workbench entry) plus, if done right the name change is even carried over to Outfits Workbench without ever touching said esp again. Secondly, I am able to just address the new keyword as usual for the workbench plug-in and be done with it And I'm guessing, it's also less stress for RobCo... faster boot up
I already uploaded some few patches for specific esp's
But would be also very interested in some automatism, since I'm still new to all of that stuff and still make A LOT of mistakes LOL
I love how you improve and fix the mods of others. We have a quantity over quality issue. Instead of always adding new things, fixing existing mods that aren't quite there is a better option. Imagine how many "Far Habor's" we would have if the effort that went into Mojave, Capital Wasteland, Miami, and others were consolidated to improve existing things.
ok, the 1st patch is uploaded and the page is set up.... puh :) (yes, only ONE at the moment, just packing and uploading the rest)
Exoclyps, please have a quick look, if you are ok with everything. If you don't mind, I have stolen your banner to keep it somewhat consistent to the main mod.
Don't mind! And looks good enough on first glance. Haven't downloaded it as I'm in the midst of a bunch of other stuff, but as far as the "file contents" show it looks good. And if it works ingame for ya I'm quite sure it's all good!
If this mod includes most of the community's clothing mods, it would be great. After all, if you have to operate it manually, many people don't know how to do it.I also hope that the new clothing mod can automatically support this mod
41 comments
filterByCategoryKeywordsOr=PluginName.esp|XXX:workbenchKeyword=OutfitWorkbench.esp|F9B
Where PluginName.esp is the name of the plugin that you want to patch for.
XXX is the id for the "Category" keyword found in xEdit for the recipes that you want to migrate.
be nice to have a clean chem lab for just chems and Bethesda shit...
P.S. I uploaded a bunch of my own ini's if anyone wants them :)
Edit: I am assuming this mods works perfectly on its own with the patches for other outfits etc. So now I am trying to figure out what kinds of mod might make this one fail to work. And I am not a modder myself, just a consumer of this wonderful commmunity. So i am assuming its a mod that affects workshop menus of some kind. But i cannot narrow it down. I do not have alot of mods that affect the workshop except the big ones. There is obviously some kind of problem to make it not work. Do you have any idea what kind of a mod might make it fail? I am mostly just trying to troubleshoot and fix what is obviously a bug on my end. Any help you could offer would be appreciated. And thank you.
Edit: Also it'll only work for the "supported mods" as a RobCo Patch is needed to move it to the new Outfits Workbench.
Edit: It makes me wonder what other mods have been malfunctioning without me noticing. Also the modist is different for OG, but i don't think that matters
Only way it could be better is if there was a scripted way to just select a bunch of ESPs and spit out the robco files, but I know i'm not smart enough to make that happen haha.
What would the robco patcher file look like if we have an outfit that's not got a custom keyword and just goes in one of the vanilla categories?
Some ofMost of my mods in the past I just plunked down in the utility category, since they were only a small amount of items. I THINK, since it's set to just look at my mod's ESP, I can just put the formID for the vanilla keyword it uses, and it'll only affect the constructibles in my mod's ESP.There's two ways to move the outfits. First one is the one I showed in the pinned message that uses the keyword, alternative is to select the specific outfit ID and do with that. Check how I did with the CROSS outfits for reference on that method.
(304)[info] Processing config file .\Data\F4se\Plugins\RobCo_Patcher\constructibleObject\\radbeetle\OutfitWorkbench\MoreAltJumpsuits.esl.ini...
(305)[info] ************************************************************
(152)[debug] processing patch instructions
(303)[info] ************************************************************
turns out my robco patcher was several versions behind (3.6, when the current is 4.1)
Updating robco patcher fixed it 😅 even when i've been at this modding thing for years I still make some silly mistakes.
short info... I was looking into it as well (and asking Exoclyps) and it seems from my perspective quite a risky move to add / remove keywords with RobCo at the moment.
So I went back to what I do since a while already in my game and add a new keyword to the esp (to get the recipe out of 'Utility') with FOedit which is having 2 advantages
First of all I (and even the user) can easily and without risk change the name of it (meaning the name of the workbench entry) plus, if done right the name change is even carried over to Outfits Workbench without ever touching said esp again.
Secondly, I am able to just address the new keyword as usual for the workbench plug-in and be done with it
And I'm guessing, it's also less stress for RobCo... faster boot up
I already uploaded some few patches for specific esp's
But would be also very interested in some automatism, since I'm still new to all of that stuff and still make A LOT of mistakes LOL
(yes, only ONE at the moment, just packing and uploading the rest)
Exoclyps, please have a quick look, if you are ok with everything.
If you don't mind, I have stolen your banner to keep it somewhat consistent to the main mod.
Happy days
All the best for ur other stuff and see ya around
I already did some plug-ins for other Vtaw/DonEB and more outfits and will upload soon.
Will leave a message here if Exoclyps is ok with that
Will be my 1st upload ever, so I expect it to be VERY basic at least ...LOL