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This mod reworks the way Workbenches work in the game so you can now add in your own custom schematics with ease and without having to worry about conflicting with other modder's schematics.
Changelog for 1.25:
Added CRAFT - Activation Perk.esp, which reworks how workbenches function, and removes the need for them to be replaced. (Thanks ElminsterEU for creating this!)
Removed CRAFT - Workbench Replacement.esp, no longer nessicary thanks to Activation Perk!
Removed Vanilla Schematics from the CRAFT Menu, it now has it's own old catagory when activating a Workbench.
How it works:
Instead of being a message list, the workbench now functions as a dialog, which allows you to enter in your own options without interfering with the options added by others. A tutorial on how to use CRAFT can be found here: http://www.bethsoft.com/bgsforums/index.php?showtopic=961763
I have included a CRAFT version of the Stealthboy Recon Armor as an example. It is made by Qzilla and Jake Zahn, I take no credit for it other than it's CRAFT modification.
Add the CRAFT.esm file to load right after Fallout3.esm
Add the CRAFT - Workbench Replacement.esp file to load after the CRAFT.esm
Let all community made schematics load after CRAFT.esm
This is an ESM file, although I have tested it myself with no problem, anything that happens to your save game is NOT my fault.
ethesda - For Fallout 3 and the GECK.
Qzilla and Jake Zahn - For the Stealthboy Recon Armor
You are free to create esp's that need the use of CRAFT.esm, so long as you give me credit for the use of CRAFT. If you wish to package CRAFT.esm with any of your mods, you MUST ask me first.