Fallout 4

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Kaelle

Uploaded by

Kaelle

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About this mod

Adds a craftable weapon accessory tool kit (the T.A.S Tool Kit) which allows certain weapon mods to be attached to your weapons while in the field.

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Tactical Attachment System [T.A.S] V3.0
by Kealle
29/06/2016

Features:
Adds a craftable weapon accessory tool kit (the T.A.S Tool Kit) which allows certain weapon mods to be attached to your weapons while in the field.

- This means there is no longer any need to carry two similar weapons for use in different circumstances (e.g. one
   sniper rifle with a night-vision scope and one without)....more room for loot :)

The tool kit does NOT allow crafting of mods from scratch - you will need to craft them at a workbench and carry loose versions of the mods you want to use. The tool kit is also restricted to those mods where it makes sense to be able to easily attach/remove them i.e. scopes and muzzles/suppressors.

Update: 12/02/2018
=======================
Version 3 changes a few things:
  • Combines the different install options into one file with a FOMod installer to chose which options you want.
  • Changes the animation used to one that's a little less out of place.
  • Allows use while in power armor.
  • Allows use in combat*.
  • Improves the system for customising which mods can be used with toolkit.
  • Adds a settings holotape to allow configuration.


*While it is possible to use the toolkit in combat, you can still get hit/killed while crafting. 


NOTE: The new method used to prevent scrapping causes a significant delay before  the crafting menu activates if there are more than a few weapons in your inventory.  Also, scrapping is always prevented during combat, so I highly recommend using the setting that limits modification to only the currently equipped weapon - at least during combat. 

This is a somewhat experimental technique that uses papyrus functions that are not well documented. I've tested all the potential issues I can think of but don't have the free time for extensive play testing so use the updated version at your own risk - Having said that I don't think there will be any major problems. Also, I've included the source files so if there's anyone that want's to take a look an see if the delay can be removed/further reduced I would appreciate it. But again my time is limited for the foreseeable future and I wanted to release this while I have the chance. 


Reviews:
Thanks Gopher for the review :)



Compatibility:
Tactical accessories (mods that can be changed in the field) are currently limited by default to scopes and muzzles from vanilla weapons (and DLC's depending on the install option chosen). Additionally, if the toolkit is used when close to a weapons workbench (within activation range) an inventory will open up that will allow loose weapon mods (including any added by other mods) to be added in order to make them usable with the T.A.S Toolkit. Any loose mods in your inventory that are already compatible will appear in this inventory and can be removed in order to make  them incompatible. The mod is compatible with sorting mods (e.g Valdacils Item Sorting) and there options that changes the crafting bench used  to create the toolkit to the weaponsmith bench added by AWKCR instead of the chemistry station. Otherwise, there should be few if any conflicts as no vanilla forms have been modified.

Use:
the T.A.S Tool Kit can be crafted under utilities at the chemistry station (or with the AWKCR weaponsmithing workbench if  using the patch) and will require rank 1 in Gun Nut. Once crafted, simply use (or hotkey) the item from your inventory (under AID) and as soon as your Pip-Boy is closed you will  enter a weapons bench menu, albeit with a few restrictions depending on the configuration options selected.  If you want to add a mod that isn't currently supported (either from a vanilla weapon or another mod), use the T.A.S  Toolkit while in activation range of a standard weapons workbench, and add any weapon mods you want included as accessories to  the container menue that opens - You should receive a message stating the mod is now compatible with T.A.S. If you remove a mod  from the container it will become incompatible and you should receive a message to that effect. Simply exit the container menu when you are done and all mods will be returned to your inventory. If configured to allow scrapping, the components obtained will be limited to common components. i.e. the effects of the scrapper perk will not apply. A settings holotape will be added when you first install the mod which allows the behaviour of the toolkit to be configured and  contains a help menu with information on the settings as well as some additional information and warnings.

Potential Bugs/issues:
If using the configuration option that allows scrapping of weapons - after scrapping a weapon, the available materials don't  update until you either attach/remove a mod or scrap another weapon. This means that after scrapping something, you will have whatever components you gained from that weapon available for creating new mods - this should only ever show components obtained from the most recently scrapped weapon. If you use any option that allows modification of all weapons in your inventory while preventing scrapping there will be a  significant delay when using the toolkit - This could result in injury or death (of your character) if in combat at the time.

Installation:

NOTE: There is only one version now which comes as a FOMod installer that allows you to choose what install options you want.

Download with manager - recommended
or
Open archive contents and copy the desired .esp into the fallout 4 data folder (Steam\steamapps\common\Fallout 4\Data). Make sure you also copy the TAS - Main.ba2 archive int the data folder as well.