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AWcrk and Armorsmith Workbenches.


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IAre these mods really needed? They seem a little bloaty and over complicated. For modders that use them and create big mods I am sure they have a lot of features that make things easier. Like something like Unique NPCs for example.

 

The only mods I have that require them are the Mercenary Pack and PIRAD. Do the keywords get utilized to actually make the mods work, like with setting exceptions in scripts or something for example? If that is actually a thing.. I have no idea about scripting. Or are they really only for Armor slots, crafting etc?

 

If I assigned the craftable stuff to a Horizon workbench and removed the keyworks, therefore being able to keep the mod without requiring the master, would they still work?

 

Hoping to get a reply from Payl0ad who is often on here and created PIRAD.

 

My main thing is that I don't want a whole bunch of new workbenches and craftable items that seem a little OP when you are trying to create a hardcore playstyle. I know I don't have to use them, but I like to keep things clean and if I'm not using it, I don't want it to be there. I guess I can live with it though.

 

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