this would be possible using a script.
if i'm understanding this right, you're looking to do something like:
User activates a smithing object, has a menu choice to either forge normal equipment or forge very specific equipment, then depending on their choice the appropriate crafting menu commences and the animation continues as normal for that crafting station.
there are many ways to do this but this is what I would do:
1. to start out, create a custom crafting keyword, go to the Keyword section in the object window and create a new entry (can be anything like MyCustomForgingKeyword).
2. create your custom forge furniture. basically all this is, is a regular forge (you can duplicate one) that uses a different workbench keyword as the vanilla forge. so let's say you have a set of weapons that can ONLY be crafted at this special forge. for your weapon's Constructible Object recipe you can use your custom keyword and use the dropdown to select that keyword.
for crafting furniture there are a handful of keywords that are important to define:
(your custom keyword) will flag this furniture as a crafting station for any recipe that uses this keyword (you can have more than one so that the crafting station picks up multiple recipe types - which is how the skyforge works)
animation keywords like IsBlacksmithForge will flag this furniture to play that designated animation (this is a native hard-coded function of the game engine)
there are a few others that you can use to flag for either dialogue events or AI packages, but for now let's focus on those 2
3. create a menu pop up by going to the Message section of the object window and create new. Define however number of choice buttons you need. in this example i'm going to use a menu with 2 buttons, one for normal crafting and one for special crafting. so my message box says something like "Select the crafting type:" under message text and in the menu buttons i would create 2 entries and name them Special (index 0) and Standard (index 1).
4. drag and drop both a vanilla crafting forge and your visually identical custom forge into the same space so that they overlap one another in the exact coordinates. set the vanilla forge reference to Initially Disabled
5. you will need to attach a simple script to your custom forge. something like this should work:
Spoiler ObjectReference Property CraftStation1 Auto ; one of these properties for each crafting stationMessage Property CraftMenu Auto ; your pop up menu; The message choices were defined like this: 0 = Special, 1 = StandardEvent OnCellAttach() RegisterForSingleUpdate(0.1) ; upon entring the cell, immediately queues the update to prepare the furniture for useEndEventEvent OnActivate(ObjectReference akActionRef)If (akActionRef == Game.GetPlayer()) ; make sure this system only works for the player and not a sandboxing NPC Int Selection = CraftMenu.Show() ; calls and saves the user input for the menu choice If (Selection = 0) ; the number according to the selection will be shown as the index in your message you created (under the Menu Button window) BlockActivation(False) ; unblocks this furniture so that the script can allow it to function normally again Activate(akActionRef) ; forces the furniture to activate normally ElseIf (Selection = 1) DisableNoWait() ; disables the current Special crafting bench Craftstation1.Enable() ; enables the vanilla crafting bench CraftStation1.Activate(akActionRef) EndIf RegisterForSingleUpdate(0.1) ; queues an update while the user is in crafting menuEndIfEndEventEvent OnUpdate() BlockActivation() ; allows your crafting furniture to display a menu without immediately sending the player into the crafting menuEndEvent
6. Fill the properties. CraftingStation1 in this case is the vanilla forge reference you dropped down. the CraftMenu is the message pop up you created earlier
save it and test it out in game