Fallout 4
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iwonderif

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iwonderif

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18 comments

  1. Huntedone14
    Huntedone14
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    OKay but why did you keep the dumb local leader requirement??? The other crafting stations are already spawned in. The clothing station is not... So basically I need to start every new game with at least  6 Charisma or I just don't get to make any clothes....
  2. deleted1635240
    deleted1635240
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    I dont want to play with out this mod,but the fact that i have to w8 for lvl 14 to get some of the stuff i need is bit to much.
  3. whopwhop
    whopwhop
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    bench is not with other work benches?
  4. Ceaseless
    Ceaseless
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    Hey iwonderif. I know you gave a tutorial about how to add different clothing and armors to the bench. I just wanted to say that while others are out there trying to convert all of the clothing over to AWKCR and the numerous patches for it, it looks like your method is easier (although the difficulty would come in updates) because when someone makes clothing/armor for the chem workbench, it automatically goes to your clothing workbench, so that's a good shortcut right there. It just seems like the better way.

    I've seen a couple of pieces of clothing that are still in chemistry, but that's not much at all compared to those trying to take the clothing and put them all in AWKCR workbench because they have to rename the clothes and then assign them to a category with each one plus patches.

    I was just wondering if you were going to continue to work on this because it's much less work overall than the others rebuilding everything in the game.
  5. iwonderif
    iwonderif
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    I will make a patch for 'Craftable Ammo' and 'Simple Intersection' tomorrow. It's a matter of 10 seconds, but i think i have to ask the authors for permission first.
    1. fernicar
      fernicar
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      • 7 kudos
      Sugestion to improve the concept:
      Deliver this mod in 3 flavours:

      Aestetic: Force the default vanilla "crafting workbench" to look like Craft Clothing workbench
      +Pros: require same settlement size as vanilla. Any vanilla ChemLab in the game get the mesh replaced.
      -Cons: you will craft chems/granade/syringe in a Craft Clothing workbench.

      Immersive A: Force the default vanilla workbench to look like Craft Clothing, force all vanilla chem recipes to be crafted at a new workbench looking like ChemLab workbench.
      +Pros: Any vanilla chems, granade, syringe and cutting fluid recipe will be removed fom the default "crafting workbench" except any future custom recipe made for the old ChemLab by modders.
      -Cons: Any vanilla ChemLab placed in the Commonwealth get updated and will display clothing recipes instead of chems/granade/syringe ammo/cutting fluid.

      Immersive B: same concept as Immersive A but will replace the CookingStation workbench instead.
      +Pros: Any vanilla drink/food/soup/vegetable starch recipe will be removed fom the default "crafting workbench" except any future custom recipe made for the old CookingStation by modders.
      -Cons: Any vanilla CookingStation placed in the Commonwealth get updated and will display clothing recipes instead of drink/food/soup/vegetable starch.
    2. iwonderif
      iwonderif
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      The problem with replacing the vanilla mesh is, that the chem stations have different sizes and proportions than the new clothing bench. Half of the Workbenches will clip through something or look weird. But i think i can make a version that replaces the large one only.
    3. waffen99
      waffen99
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      Hey, i know this may sound stupid but where is this clothing workbench ? i cant seem to find it anywhere and i read your info and everything about the mod only one thing you didnt mention that where is this workbench located, or is it a replacement for chem station bench ?
    4. Ceaseless
      Ceaseless
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      It's added to the workshop menu with the other benches.
  6. Ceaseless
    Ceaseless
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    This is a good idea. Seems like it should've been this for clothing.
  7. ceano
    ceano
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    WELL DONE!

    Keep up the good work.
  8. Neanka
    Neanka
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    what about AWKCR?
    1. iwonderif
      iwonderif
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      What do you mean?
    2. Neanka
      Neanka
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      i mean it already contain armorsmith workbench
    3. iwonderif
      iwonderif
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      Yes, like i said in the description i know there are already mods that do this, but some mods don't use AWKCR, and you kneed compatibility patches. Instead of trying to fix the problem and make every clothing mod compatible with AWKCR and everything else, i find it far easier to outsource it to the chems. There are only 20 or so chems, if you need a patch it shouldn't be a problem. And far less people use mods that change chem crafting.
    4. greg079
      greg079
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      • 40 kudos
      any mod clothes that aren't craftable at the AWKCR station (because its widely unsupported... Y=Y ) will be craftable at this mod's station, or so thats the intention.

      [edit, wow nexus is slow today, author's comment just synced]
    5. elr0y7
      elr0y7
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      This is a good solution to the problem. There's a lot of clothing mods that aren't patched for the AWKCR workbench, and this would basically "catch" them. Sure, you might need to patch mods that add new chems back into the chem workbench, but that would probably be needed less often than constantly patching new clothes.
  9. wax2k
    wax2k
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    Will conflict with Simple Intersections on the two vanilla Chemistry stations. When Simple Intersections is loaded last, the vanilla keyword WorkbenchChemlab [KYWD:00102158] will be active again. When this mod is loaded last, the two Chemistry stations won't have the Simple Intersections object placement features.