dainsgames Posted March 17, 2016 Share Posted March 17, 2016 First thing I noticed was Sanctuary was obviously intended to be a fully-equipped starting base. ....I feel a bit over-supported for a Fallout game start. I was happy to find a mattress and be able to borrow a workbench at the start of other FO games. To be clear, I totally WANT all of the crafting goodness, and having ownership of them is great. But having the tools handed to me right at the start seems a little too easy-mode. So I am looking for a mod that removes the workshop from Sanctuary, and makes you gather and transport your own workbenches from other places to build your workshop(s). Anything like that out there yet? Thanks for any help! Link to comment Share on other sites More sharing options...
chucksteel Posted March 17, 2016 Share Posted March 17, 2016 (edited) I feel the same way and I made this. It's still a WIP but released. I will be continuing to remove Armor, Chem, Weapons benches and Power Armor Stations as I find them (That is the ones I feel are out of place.) Hardcore Crafting Edited March 17, 2016 by chucksteel Link to comment Share on other sites More sharing options...
dainsgames Posted March 18, 2016 Author Share Posted March 18, 2016 Well cool! I'll be happy to check it out. I will need to see if the mods i already have in conflict with yours. I have no dedicated crafting mods but some of the loot / difficulty mods might be doing conflicting stuff behind the scenes. Re how to build stations, would it make sense to require perks like Blacksmith, Armorer, Gun Nut etc. to make the appropriate stations? (Instead of Local Leader ....I could see that for managing settlers, but not for building workstations.) Along that line, would it also make sense that the stations would need to be upgraded as you upgrade your perks? Thanks for taking the initiative to make this mod! Link to comment Share on other sites More sharing options...
chucksteel Posted March 18, 2016 Share Posted March 18, 2016 This mod does not Delete the vanilla workbenches It just set's them to Initially Disabled so there really shouldn't be a conflict. Other mods will still think the benches are there. I have only tested this with newish games and have noticed that if you have moved the bench in your current save they will not be disabled. For best results use this with a new game. As for the requirements I still have them set to "Local Leader" but I was thinking of giving them there respective perks. I also thought maybe requiring "Local Leader Lvl 1" and "Gun Nut Lvl 1" for an example of Weapons Benches or add a level to all the required Perks so the first level would be the ability to build the workbench. I'm holding off on the requirements idea for now but when the GECK is released I may look into tweaking the system. Link to comment Share on other sites More sharing options...
dainsgames Posted March 18, 2016 Author Share Posted March 18, 2016 This mod does not Delete the vanilla workbenches It just set's them to Initially Disabled so there really shouldn't be a conflict. Other mods will still think the benches are there. I have only tested this with newish games and have noticed that if you have moved the bench in your current save they will not be disabled. For best results use this with a new game. As for the requirements I still have them set to "Local Leader" but I was thinking of giving them there respective perks. I also thought maybe requiring "Local Leader Lvl 1" and "Gun Nut Lvl 1" for an example of Weapons Benches or add a level to all the required Perks so the first level would be the ability to build the workbench. I'm holding off on the requirements idea for now but when the GECK is released I may look into tweaking the system. It's working fine in my save game because I didn't move anything. +1 for your thought of L1 of the respective perks for building workstations. I dunno wth Local leader has to do with anything other than giving commands to residents though. I'll make my questions above into official suggestions, including the one about having to upgrade the workstations to match what you can make with the perks. Thanks again for making this mod, it's far more immersive this way! Link to comment Share on other sites More sharing options...
chucksteel Posted March 19, 2016 Share Posted March 19, 2016 I was looking at the requirements for this mod and I had forgotten that I have already upped the requirements to include the relevant skill + Local Leader Lvl 2. As I said I may add a level and change the requirements when the GECK is released. I just don't want to make that change in FO4edit because I find it easier to work with the official tools. Link to comment Share on other sites More sharing options...
dainsgames Posted March 20, 2016 Author Share Posted March 20, 2016 I was looking at the requirements for this mod and I had forgotten that I have already upped the requirements to include the relevant skill + Local Leader Lvl 2. As I said I may add a level and change the requirements when the GECK is released. I just don't want to make that change in FO4edit because I find it easier to work with the official tools. Well please take my vote for swapping Local Leader for something else :) Waiting to L14 to get LL2 so you can get rolling on crafting just seems unnecessary, versus working for the L1 perks which make actual sense. Link to comment Share on other sites More sharing options...
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