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SenterPat

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senterpat

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53 comments

  1. Moradinsoulforger
    Moradinsoulforger
    • supporter
    • 3 kudos
    I'd like to make a small suggestion:
    For Mod Authors: 

    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
  2. FemShepardN7
    FemShepardN7
    • member
    • 4 kudos
    Plugins.txt Enabler is no longer required, says loot
  3. RazrezLyuda
    RazrezLyuda
    • member
    • 0 kudos
    hi, your script could maybe help in making ammo switching (like new vegas) could it be possible that i can see the source code?:)
  4. EagleFour
    EagleFour
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    • 55 kudos
    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.
  5. Neferata13
    Neferata13
    • supporter
    • 6 kudos
    If youre using the AMMO Hud mod, do we need to install both files here or just the corresponding mod?
  6. F34RTH15P41N
    F34RTH15P41N
    • supporter
    • 1 kudos
    Any chance of working something out with Zone79?

    I have sooooo many awesome outfits, but they absolutely need a seperate workbench...
    1. viperfan7
      viperfan7
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      • 2 kudos
      You could make a patch mod yourself I bet.

      I mean, you'd have to learn how to first of course, but I doubt it'll be super difficult, just time consuming 
    2. F34RTH15P41N
      F34RTH15P41N
      • supporter
      • 1 kudos
      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 😜
    3. Kronemagus
      Kronemagus
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      • 0 kudos
      Agreed, love the outfits but oof that industrial workbench hurts now
  7. takatoriyama
    takatoriyama
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    • 79 kudos
    Any plans to update for the latest release to remove Ammunition and other new recipes from the vanilla list?

    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.
  8. KenobiWanShinobi
    KenobiWanShinobi
    • supporter
    • 12 kudos
    I thought this mod added new specialized workbenches we can craft at our outposts. Or did I misunderstand the purpose?
    1. senterpat
      senterpat
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      • 272 kudos
      Yes, but they only show if mods offering support are installed. 
      The mod itself offers no recipes.
    2. KenobiWanShinobi
      KenobiWanShinobi
      • supporter
      • 12 kudos
      I see. Thank you kindly.
  9. TheOGTennessee
    TheOGTennessee
    • member
    • 272 kudos
    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.
    1. senterpat
      senterpat
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      • 272 kudos
      I just finished up a mod release, so I'll make this one my next rebuild. 
    2. TheOGTennessee
      TheOGTennessee
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      • 272 kudos
      Sounds good! I have it integrated into one of my mods (though not released). I'll have to get it added into a couple of them then.
    3. senterpat
      senterpat
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      • 272 kudos
      Ya I'll make sure to use all the same forms for the rebuild, so any patches should carry over and work as soon as the mods installed.
  10. viperlord
    viperlord
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    • 44 kudos
    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)

    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)
    1. senterpat
      senterpat
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      I've never messed with RFTP myself, been using the editors for years now and I don't like change :p 

      But that does seem more convienient, does that allow you to set the ingredient components and everything
    2. viperlord
      viperlord
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      • 44 kudos
      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.