Using NWEF added benches: 1. Open your mod with NWEF.esm (this will make NWEF a master of your file, but it will only be for a few minutes)
I'm not the sharpest tool in the shed, but I'm far from the dullest, so there must be othe beginer modders out there that could waste some time following the wrong path. I suggest changing the above to:
For Mod Authors:
Using NWEF added benches: 1. Use Creation Kit to open your mod with NWEF.esm (this will make NWEF a master of your file, but it will only be for a few minutes)
Those few extra keystrokes would have saved me twenty minutes of confusion and frustration, trying to follow the instruction using SFEdit. I even considered trying to follow in GAME...but knew there was no text filter available in quests. LOL
Hi, I have set everything up according to the instructions. But unfortunately, in addition to clothing, 10 other items (Alch, Misc, Armo) from various mods appear in the clothing workbench. These items are also available in the industrial workbench. In the Constructable Object Record, all of them have the WorkbenchIndustrialKeyword attached as the workbench keyword.
Does anyone know how I can filter out these items without changing all mods?
I actually only wanted to see clothing displayed in the clothing workbench.
With 3 teenagers studying, i've pretty much been forced to the series X 😅
I did make a few BethNet mods for Fallout 4 back in the day (TaintedMatty), so I don't doubt I could... But doing so would require purchasing a copy on PC also, and at this point i'd rather just seek help from our awesome modding community 😁
Maybe in the future (when they release the aio version), I'll start modding Starfield, but for now I am at the mercy of others 😜
So hey, I was thinking of using this as a solution for xbox users who can't utilize WFF, however I cannot find this mod on Creations. Is it not on there? I would be happy to include support for it in a couple of my mods, if it was an option for Creations.
Been playing with using RTFP to add things to workbenches rather than creating an ESM patch. Here's an example of using it w/The Dress mod adding it to the clothing workbench (I did rework my workbench ESM to use the clothing global as per my bug report)
It definitely doesn't support the full range of what's possible via xEdit. But for constructible, ya it will allow you to modify the components and a few other things.
It is certainly a little more work to use, but since it only modifies specific element values, in memory, don't need to worry about conflicts as much.
I use it to rename things, or add keywords to things for use w/other mods, or to replace some ESMs entirely.
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I have set everything up according to the instructions. But unfortunately, in addition to clothing, 10 other items (Alch, Misc, Armo) from various mods appear in the clothing workbench.
These items are also available in the industrial workbench. In the Constructable Object Record, all of them have the WorkbenchIndustrialKeyword attached as the workbench keyword.
Does anyone know how I can filter out these items without changing all mods?
I actually only wanted to see clothing displayed in the clothing workbench.
I have sooooo many awesome outfits, but they absolutely need a seperate workbench...
I mean, you'd have to learn how to first of course, but I doubt it'll be super difficult, just time consuming
I did make a few BethNet mods for Fallout 4 back in the day (TaintedMatty), so I don't doubt I could... But doing so would require purchasing a copy on PC also, and at this point i'd rather just seek help from our awesome modding community 😁
Maybe in the future (when they release the aio version), I'll start modding Starfield, but for now I am at the mercy of others 😜
As a small master file, we can't patch it in Xedit or edit it in CreationKit so we are stuck unless you make the update or share the development ESP.
The mod itself offers no recipes.
Here's an example of using it w/The Dress mod adding it to the clothing workbench (I did rework my workbench ESM to use the clothing global as per my bug report)
SFSE\Plugins\RealTimeFormPatcher\TheDress.txt
minver=115|onlyifpluginloaded=TheDress.esm
[Global]
WorkbenchClothingSetTo1|val(1)
[Constructible]
TheDress.esm~00000808|wrkbench_kwd(Starfield.esm~0014538E)|cat(Starfield.esm~00118F6A)|menu_srt_ord(-1)
But that does seem more convienient, does that allow you to set the ingredient components and everything
It is certainly a little more work to use, but since it only modifies specific element values, in memory, don't need to worry about conflicts as much.
I use it to rename things, or add keywords to things for use w/other mods, or to replace some ESMs entirely.