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Honest question, why do so many mods use the Chem Station?


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I am asking because I have noticed countless holo tape things are craftable from there which I can kinda understand since there is no VCR mod or something that specializes in them, but why some of the other stuff?

I have a mod that allows me to make a harness for Dogmeat, it requires Rank 1 Armorer perk to use, but I still make it from the Chem station and not the Armor bench. Why do so many mods use it instead of just the Weapons are Armor bench?

 

Off-topic, I wish many mods gave the option to disable crafting the holotape from the Chem Station if we have the MCM which makes them redundant many times anyways and the mods that actually need the tape could have the MCM spawn them in for us after disabling them at the Chem Station.

And please don't mention the Keywords mod, I dumped a 40 hour save file because of all the needless stuff it changed. I am new to Fallout 4 and my game is 90%+ vanilla minus graphics packs, bug fixes, the dogmeat harness, snappable junk fences and stuff like that. Was wondering what was up with all the emblems I kept finding and why I was building crafting benches only to find out they made nothing before i figured out it was far more than a framework. My game is much more entertaining without it. Main reason I had installed it was for a sorting mod because Bethesda could never get that right in any game. And besides, installing it doesn't move stuff from bench to bench anways.

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The armor and weapon benches can't just create items out of nothing(junk). They only alter the gear that you bring to it.

The cooking and chem stations take components and create an item out of it. There is a difference.

It would have been nice if someone created a framework mod which gave a secondary create-new-item feature to the Weapon/Armor benches (like in Fallout 76). But undoubtedly there would be mod authors who wouldn't use the framework, and just default to the Chem station regardless.

 

I personally make my personal outfit mashups craftable through the Cooking station because it's much less cluttered.

I have thought about releasing an un-modded chem station mod. Basically just a chem station that behaves like the unmodded one lol, without all the mod-added items injected into it.

I bet it'd be successful for those of us who don't want to take the time to learn / do the work of removing entries from the chem station.

 

I also wish mod authors would offer a no-chem-bench option to their mods. If you're using ESP Explorer, you absolutely don't need the items to be craftable at the chem bench. I also-also wish that mod authors wouldn't lock their holotpaes into your inventory. Too many of them spawn a new copy of the holotape if you load the game up without one in your inventory. Or just prevent you from being able to drop the item out of your inventory at all. Annoying.

 

Now granted, alot of the mods i'm using which add items to the chem bench were made before MCM or AWKCR benches existed.

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Ah, understood. Thank you.

If that is the case, I would suggest that maybe they create a new VCR type station somewhere that only creates the Holotapes to remove them from the Chem Stations, maybe place it in the starting Vault on the Overseers desk or something and have it move all the holotapes from the chem station to it. For the dog armor, guess Chem Station it is.

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