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SenterPat

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senterpat

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About this mod

Add an easy to use mod that includes a new method to allow mod authors to create workbenches without having to include any vanilla recipes.
Also includes generic crafting tables that can be used by other mods without requiring this mod as a master.

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The mod has been rebuilt in the CK. With improved functionality that will allow the recipes to show up only on the intended bench.
Support for mods supported pre-rebuild should is partial, the workbenches may not be enabled properly if not installed on a new game, updates are working for supported mods.
Vastly simpler and quicker process for mod authors to add support. Tutorial is self contained within the mod with instructions below, with the entire process taking less than 5 minutes. The need for duplicating recipes is gone.
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A convenient framework designed to help reduce clutter by allowing new workbenches to be built that do not include the workbenches default items. There are various methods to deal with this, but all involve editing the records for vanilla recipes, resulting in only one mod being able to accomplish it without needing to resort to patches.

This mod allows mod authors to create these workbenches, without the need for additional patches or requirements.

For mods that cannot justify a whole new workbench for a recipe or two, the mod now comes with five new workbenches with custom appearances that utilize a similar technique of using unused keywords and globals to allow recipes to appear on my benches without requiring this mod as a master.
Five generic benches are available: Fabrication Table, Armorer Table, Textiler Table, Tech Table, and a Weaponry Table. These tables will remain hidden unless a mod using it is installed.

The Problem: No one seems to have figured out how to make new exclusive workbenches, they either have to have vanilla recipes or they don't show the new recipes, creating new workbenches was possible, but those had to have vanilla recipes on them as well.

The Solution
: Trickery. This mod adds a condition form to the vanilla industrial workbench recipes, which checks against an unused vanilla keyword, and hides the vanilla recipes. Using this method, mod authors only need to add the appropriate keywords to their workbenches, and the vanilla recipes will be hidden.
For Users:
Install the mod normally.
If you have a mod cluttering your workbench, point the mod author in this direction or leave a comment with the mod name and I’ll get in touch with them. I do take requests, but I can't guarantee I'll do it.
Place the mod high in your load order, before any mods that add craftable items.

For Mod Authors: 

Using NWEF added benches:
1. Open your mod with NWEF.esm (this will make NWEF a master of your file, but it will only be for a few minutes)
2. Once the mods are loaded, type NWEF into the text filter and go to the Quest tab.
3. Open the NWEF_QuestTemplate and then follow the instructions in the dialogue box located in the Quest Data tab.

Creating a New Workbench
1. Open your mod with NWEF.esm (this will make NWEF a master of your file, but it will only be for a few minutes)
2. Once the mods are loaded, type NWEF into the text filter and go to the Quest tab.
3. Open the NWEF_New_Workbench_How-To quest and follow the instructions in the dialogue box in the data tab.
  • If you know of a mod with support or create a mod with support, let me know and I'll add it to the list.
  • To hide recipes you do want on the industrial workbench and not on new mod added workbenches:
Create a condition form that checks if the currently used furniture has the DamageTypeCyro keyword and attach it to your recipe with the set up to. (set up how manufactured items are set up in the main esm)




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