stonefisher Posted June 16, 2017 Share Posted June 16, 2017 Cause currently all you see in the chem station is the base model with none of the OMOD's attached. I have looked everywhere with no success and there dousnt appear to be an alternate model option. Link to comment Share on other sites More sharing options...
DeathMotif Posted June 17, 2017 Share Posted June 17, 2017 It's in the OMOD. Not all OMODs for a given object have a custom mesh. Case in point, receivers. Some weapon's receivers use the same mesh for all the receivers. A prime example of this is the 10mm pistol. All its receivers share the same mesh. Now, in the case of OMODs that have different or unique meshes, sometimes it takes the workshop a while to load everything to make them visible. This is due in part to two issues. The first issue is simply the workshop system's overhead by itself. My team is presently working on an overhaul of the workshop, and there are certain processes that run which could be much more efficient, particularly ones updating the status of settlers. The second is the number of mods modifying workshop functionality (expansions, etc.). If your OMOD has a custom mesh, it may simply be lagging behind the workshop system while it finishes updating and loading assets in. Link to comment Share on other sites More sharing options...
stonefisher Posted June 17, 2017 Author Share Posted June 17, 2017 In this case it dousnt seem to load other weapons omod's no matter how long I wait at the chem station. I dont think its set to. Link to comment Share on other sites More sharing options...
DeathMotif Posted June 17, 2017 Share Posted June 17, 2017 That's probably true. That's one of the reasons I use AWKCR's Weaponsmith (and Armorsmith) workbench to apply my mods. I haven't really given the area too much exploration as I haven't felt the need to mod weapons yet, but it may be as simple as an game engine limitation on the workbench you have chosen. Is there a reason you aren't using the Weapon bench for attaching mods? That's probably your problem. Use the chemstation (or Weaponsmith workbench) to craft your base weapon, and then use the Weapon workbench to mod the weapon. That's your best bet. Link to comment Share on other sites More sharing options...
DeathMotif Posted June 17, 2017 Share Posted June 17, 2017 Use the chemstation (or Weaponsmith workbench) to craft your base weapon, and then use the Weapon workbench to mod the weapon. That's your best bet. For the record, this is the method I use for crafting my armor mods. I create them using the Armorsmith workbench, and mod them using the armor workbench. Link to comment Share on other sites More sharing options...
stonefisher Posted June 17, 2017 Author Share Posted June 17, 2017 I chose to have no dependencies. In my case you craft weapon templates at the chem station (or a portable workbench I made) with null mods that disable the weapon and go to the weapon station to fill in the mod slots. As far as I know there arent any weapons to craft at AWKCR's Weaponsmith workbench without the weaponsmith mod. I cannot install that as it needs the DLC's to work. Does it really load all the omods in their? Looking at the workbench in fo4edit and the creation kit, it looks just like a renamed chem station to me. Link to comment Share on other sites More sharing options...
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