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ExoWarlock313

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ExoWarlock313

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About this mod

Filter recipes by category with the push of a button! ESM-free patching! No extra workbenches needed! 简体中文! Deutsch! Français! 日本語!

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Changelogs
Workbench Filter Framework (WFF) allows workbench recipe filtering by category and switched in a non-intrusive way. Can also filter mod recipes and even add custom categories via easy-to-make patches.

There is a lite version of WFF designed for Creations here: Workbench Filter Framework - Creation (WFFC)

Currently supports: any Industrial Workbench
Support for pharma and cooking stations will be added if there are reasonable demands for this, right now there aren't enough mod recipes for them.

 English, Deutsch, 简体中文, Français, 日本語

How to use
  • Look at any industrial workbench, vanilla or mod variant
  • Press R to bring up the filter menu
  • Select a filter category


  • Press E to open the filtered recipe list


How it works
  • On installing the framework, all base game component recipes are moved to "Components/Resources" category, and base game ammo crafting recipes are moved to "Ammo" category (it may be empty if you haven't completed the research project)
  • If patches are installed and targeted mods are present, mod-added recipes are moved to one of the available categories designated by the patch
  • Any leftover recipes are moved to "Miscs" category

Supported Filter Categories
  • WFF built-in: you'll have these available without any extra mods.
1 Components/Resources
2 Melee Weapons
3 Ranged Weapons
4 Throwable Weapons
5 Ammo
6 Armor
7 Apparels
8 Accessories
9 Mod Config Items (for mod items used to change mod settings, like settings holotape in Fallout 4 mods)
A Miscs (catcl-all, recipes without filter assignment goes here)

  • Mod added: mods can add their own filter categories and have recipes assigned to it. They can also be used to enable recipes exclusive to mod-added workbenches on normal industrial workbenches for ease of access, without breaking the original workbenches. WFF supports up to 245 mod-added filter categories.



Why WFF?

If you are a player, here are some benefits:
  • Intuitive interaction: change filters with a button press
  • Great compatibility: compatible with any industrial workbench variants, compatible with any UI mods, works on GamePass (see Installation section)
  • All in one place: with the right patch you can access all recipes on the same workbench, without creeating an outpost to put down 100 different workbenches
  • Care-free patching: grab the WFF Patch Central All-in-one patch without picking the mods you have activated

If you are a patch creator/mod author/collection curator, using WFF gives you these extra benefits:
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  • ESM-less patching: the framework takes up one slot within the 255 plugins limit, all WFF patches takes up 0.
  • Dependency-free patching: installing WFF patches without the targeted mods active does nothing, unlike ESM patches that requires master plugins present.
  • Easy-to-make patches: patches made in a text file, with comprehensive guides available. If you are lucky you don't even need xEdit to check recipe form ids!
  • Priority control: run a patch before anyone else, or patch a patch thanks to RTFP's priority feature.
  • Unlimited patches: you can have near infinte patches, provided you have near infinite recipes to patch.
  • Unified mod version: if a mod supports WFF, only a single version is needed which works with or without WFF.
  • Custom filter category support: mods and collections can add their own categories.




Getting Patches for another Mod
By default, the framework only moves all base game manufactured component recipes to the "Components/Resources" category. Any other industrial recipes without a defined filter category goes under "Miscs" category.
To move mod-added recipes to a finer category, you'll need a patch for that mod:
  • Download WFF Patch Central All-in-one patch, wich covers many mods already
  • Search for patches / optional files that says WFF
  • If the mod you have already says WFF Supported, then you don't need a separate patch for that mod
  • Optionally, you can create a patch easily, and maybe contribute to the WFF Patch Central

Creating Patches for another Mod
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If you are creating a patch for a mod:
-Download the patch template and follow the guides
-Send the patch to the mod author, publish as a standalone patch, or (recommended) contribute to WFF Patch Central. Contributing to the central patch repository can save users time looking for the patch, reduce duplicates and reduce mod catalog spams (unless you are making Chinese translations for your favourite mods lol)

If you are creating a patch for your own mod:
-Follow the same process.
-If you want to add a custom filter category to accomodate your recipes, or make recipes exclusive to your own workbench accessible on normal workbenches, check out 
the guide to adding new filter category.
-Buldle the RTFP patch files into your mod. They will do nothing if the end user does not have WFF installed so no need for a separate version or optional files.
-In title, mod description or file description, mention that the mod supports Workbench Filter Framework (WFF) with a link, or add WFF as a prerequisite.
*Your recipes are still accessible even if SFSE/RTFP stopped working due to game updates, so this will not brick your mod/brick user saves, rest easy.

If you are creating patches for your collection:
-Read the guide carefully, especially the priority part. You might need to adjust priority for some patches for the best result.
-You might be interested in the guide to adding new filter category to regroup recipes foryour collection.

-Just treat the RTFP patch files as config files; no need to make them a standalone mod.



Known Issues
  • The workbench will "flash" when cycling filters, and items stacked on top might have glichy physics. This is to refresh crosshair reference to update UI promot (which is done by disable, wait 1 frame then enable). If you find it annoying, open console and type set xx0008EE to 0 (xx being the load order of this plugin) to disable flashing completely, but you'll have to move crosshair away and back to have the UI updated...


Installation
  • Install Real Time Form Patcher and its dependencies. It does support GamePass but you'll have to refer to the mod page for instructions.
  • Install with mod manager of your choice, or copy files manually if you know what you are doing (.ba2 files goes next to .esm files) (.txt files goes to the SFSE\Plugins\RealTimeFormPatcher folder)
  • Put the main file (WorkbenchFilterFramerowk.esm) into your load order. 
  • (Optional) Install WFF Patch Central and other patches to categorize mod items. The All-in-one patch is smart, it can patch according to your load order.


Compatibility
Works with a new game, unity leap or existing saves.
Compatible with vanilla workbenches, placed by base game or mods.
Compatible with mod added workbenches, as long as it's based on Industrial Workbench (has WorkbenchIndustrialKeyword [KYWD:000AA209])
Compatible with StarUI Workbench or any UI mods because WFF does not touch interface swf files
NOT Compatible with New Workbench Essential Framework because of COBJ condition hacks


DO NOT rename WorkbenchFilterFramework.esm!


Help Translate this Mod
This mod has built-in localization support through localized esm plugin. Currently, German and Chinese Simplfied translations are verified and bundled into the mod, but all other translations use English string files. If you are playing in any of these languages and can understand these sentences, you may use xTranslator for translation, and sumbit the string files to the translation thread.


Mods used in screenshots:



Thanks
TommInfinite for Real Time Form Patcher (SFSE)
CrEaToXx for General World Interactor (inspiration for this mod)
ElminsterAU et.al. for xEdit

Translation Credits
Deutsch: Seigncor (PYL_Seigncor)
Français: Seigncor (PYL_Seigncor)
日本語: Seigncor (PYL_Seigncor)