Fallout 4
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Edmond Noir

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309 comments

  1. Neogenovichlol
    Neogenovichlol
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    No longer do i need to run to traders every 30 mins of gameplay, no longer selling useless ammo for thousands of caps to buy tiny amounts of ammo i use. Everything is neatly organized, requirements make sense, i can craft any kind of gimmick ammo like bowling balls, scrap ammo i don't need for useful materials. More freedom, than i imagined, this is 11/10, thank you very much.
    1. EdmondNoir
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      well thanks man! Im glad you like the mod! yea I put a lot of time and love into it making custom meshes and texture i really like the final result. To bad its not very popular these days but its nice to know people are enjoying it.
  2. crusaderhell
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    Far better than using Magic chem lab
    1. EdmondNoir
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      thanks I appreciate it! I hope you enjoy!
  3. pcobbsm
    pcobbsm
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    I've installed and enabled the mod, but it does not show up in the crafting list under the workshop workbench. Am I looking in the wrong place for it? I'm just running Fallout 4 with no DLCs added. Lots of mods though.
    1. EdmondNoir
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      so im not sure which version you are trying on because it looks like you downloaded every version of the mod but should only be using 1 version. The standalone version of the mod allows you to build a ammo workbench and it is included in the vanilla workbench menu nothing fancy. The chem lab version you also downloaded will let you make ammo at the vanilla chem lab workbench. The AWKR version you downloaded will let you make ammo at any AWKR ammo crafting workbench.
    2. pcobbsm
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      I've tried using all 3 separately, none of them seem to work. Probably one of the 150+ mods I have interfering with it.
    3. EdmondNoir
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      not really possible for the stand alone version to have anything interfer with it. Itll be in the build menu just go one by one to find it.

      Only possibility would be if the update to the game nuked old mods?
    4. ecktos1
      ecktos1
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      Installed the stand alone version today, no problems so far! All seems to be working just fine.
    5. EdmondNoir
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      Kuddos I appreciate you a big many. Yea I just tested it and it works fine for me but im on pre update. He either is looking in the wrong place OR is manually installing or something or overlap installing causing a issue with his setup.

      I have heard that the update ruined a LOT of things like its broken and will be fixed soon so it could also be the update. but if the user above is on the latest update and using my workbench then yea no idea. something with your install set up. This mod will work regardless of how many mods you have installed btw - you could have a million and my mod would be fine. its all internal no overwrites.
  4. Benji117
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    Im probably missing something but where is the ammo factory is it a location on the map or a factory i can build ?
    1. SnowRevol
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      the Factories are Contraptions Workshop DLC Items, built in your settlements workshop menu. i belive they have there own section in Base game workshop menu(havnt used w/o mods in way to long lol)
    2. EdmondNoir
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      you are correct yes.
  5. GAMAMA
    GAMAMA
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    Just want to let everyone know that this works with Munitions - Ammo Expansion Project

    Great Mod!!
    1. EdmondNoir
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      kuddos for sharing and thanks for the positivity!
    2. B00mst1ck
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      How did you make it work? Recipes for the new ammo types and their breakdowns don't appear for me.
    3. EdmondNoir
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      if you are using the custom ammo crafting station you need to make the custom ammo crafting station i made shown in the images tab of the mod.
    4. Gkir
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      He EdmonNoir. Never used Munitions up to yesterday and I read this. But despite having had build Custom Ammo Crafting station earlier in my play through it did not display the new ammo receipts for Munitions.
      Decided to use Munitions Ammo Crafting Patch receipts to patch those into PAC and this works very well.
    5. EdmondNoir
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      publish it on nexus and post it as a patch to my mod then! you can set DP to 100% to go to you too :)
    6. Gkir
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      Still have to make breakdown receipts for the Munitions ammo's to make it complete.  And I'll ask DeathByPewPew if he's OK with me using part of his work in this patch.
    7. CosmicCrisis69
      CosmicCrisis69
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      Any updates on the Muniitions patch? I've been looking for a good ammo crafting mod that's compatible for forever. Thanks!
  6. droidilate
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    Hello, is anyone else having trouble getting the workbench to appear properly? All, I get is the big red exclamation model.  I've triple checked and manually reinstalled the mod (Professional Ammo Crafting - Custom Ammo Crafting Station-22175-3-4-1645126411) several times now with no change in outcome.

    Note that I am playing in Linux (which is case sensitive for file paths), so I've checked the case of all the folders and filenames, and everything seems ok. Is it possible that the paths internal to the mod itself are not following the same casing patterns in the file structure? I'm just spitballing here. I'm only running about a dozen mods, and there's nothing there that I would expect to conflict with this one.

    Any ideas?


    My mod list, if that helps:
    *BbaronxScriptLibrary.esm
    *RichMerchants.esp
    *WestTekTacticalOptics.esp
    *BasementLiving.esp
    *McMillanCS5.esp
    *Fusion Core Charging.esp
    *SalemSPECIAL56.esp
    *SCM.esp
    *AttachPack.esp
    *SSTDetailedBunkers.esp
    *EasyLockpicking.esp
    *Professional Ammo Crafting.esp
    *P.A.C. Ammo Factory.esp
    1. EdmondNoir
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      The custom ammo crafting station is stand alone meaning it does not overlap anything really at all - so that said no your load order would be fine but yea its very likely something with Linux? I am not sure why it would be a problem though. But yea the red ! means that the game couldnt find the mesh. What you need to see game wise is the mod file visible in xEdit needs to show the mesh path of my mesh. If the mesh path matches the mesh path in xEdit then your good. Now its possible the mesh path of the crafting bench is something like "Data/meshes/PAC" (this is a example not the actual path) but your folder path could be for example "data/Meshes/PAC" if Linux cares that much about file case then I would verify that the file case matches between the plugin and the mesh path in your data folder or whatever. 
  7. Delta719
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    Hi! I'm probably just dumb or blind... but what can you do with scrap?

    Thank
    1. EdmondNoir
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      You are not either lol if you look at the scrap in game it tells you what resources it has like copper or lead. To that end you can throw it in your workbench to be used as scrap OR you can drop it on the ground and break it down to its scrap components. :)

      Scrap is like a high powered magnet or like a baseball etc. its like all the other scrap you find in the wasteland. Its just a box of enough broken down bullets to constitute enough scrap to be useful. Hope that helps!
  8. igooseman
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    Great mod; but there is one thing, that borthers me.
    Why the Local Leader-Perk-requierment?
    Whouldn't a combanation of the Gun-Nut- and Chemistry-Perks makes more sence?
    I mean Charisma doesn't give you knowledge about weapons or their munitions.
    1. EdmondNoir
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      I agree- this mod is supposed to be seamless to the vanilla game and in the vanilla game its required for many of the workbenches. To ensure this mod felt like a natural extension of the vanilla game I included the same perks that the vanilla game does to create workbenches. It would be out of scope to change all the workbenches for this mod. But to your point it doesnt make sense that local leader perk is required for the weapons workbench but it is. The perks only function is to build advanced workbenches so to that end although its in the charisma tree it might be something like you know how to make these workbenches and that makes you a better builder or something? I dont know bethesda's original reason but I keep it in line with vanilla.
    2. igooseman
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      I have to dig deeper. I know that the mod "Workshop Rearranged" made logical requierments for the workbenches etc.
      For a weapons workbench you need Gun Nut Level 2 and I believe Blacksmith Level 1 (witch makes sense to me).
      I have have to look how d81 did that.
    3. EdmondNoir
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      Just edit the constructable object perk requirements in xedit. It would take like 1 second to change for yourself :)
    4. igooseman
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      Thx for the reply and your effort.
      Found it myself. Works perfectly. ;D
  9. youngwalkingcorpse
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    Would it be safe to merge the Professional Ammo Crafting Breakdown Addon.esp with the original one, as to not take up a slot in load order?
    1. EdmondNoir
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      It would not cause a issue. :)
  10. zed140
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    Acid is required as ammo component but finally near impossible to find in decent qty https://fallout.fandom.com/wiki/Acid_(Fallout_4)
    I see that because I wanted to add 6.8mm ammo requiring same comp as the 5.56 and finished with a ratio of 250 cooper for 5 acid
    I think it's a too rare compo to be fair in any condition and more in reduced loot condition where ammo become very rare, or just use these recipes as templates.

    Lead is also a too rare component. Must be replaced by steel. I encounter the lead problem during an old gameplay with sim settlement where I asked to have a lead mine to produce lead to use with production machine, but unfortunately without reply.
    1. EdmondNoir
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      im not sure if you are asking for something or making a statement? You can edit things in xedit too if you want different values - but in my game I have never had a issue with getting acid or lead. You can buy shipments, break down existing bullets not in use, or buy cheap acid and lead producing scrap from traders which typically always have a dungbell on them which produces a good amount of lead. Breaking down any bullet produces lead as well. Also like I said you can edit values in xedit if you like. Eye bots can also be used to find desired scrap in high quantity. 

      Also just as a heads up - Cows produce fertalizer too by vanilla. Which contains a fair amount of acid. I get like 12 fertalizer a day now from different settlements. Excess is produced and kept in the workstation just like excess water. You have to change your settlmeent set up to accomidate the need to manufacture bullets. Which to another point. A manufacturing plant for bullets will produce a mass amount of bullets for half the cost of doing it by hand at the workbench.
    2. fraquar
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      @Zed120.
      This is a great foundation mod.   If you literally are having to craft things from scratch.   Yeah, it should be hard 210 years removed from any infrastructure supporting said endeavor existing.   Most (real life) people don't even have the skills to do it today, let alone go to sleep and wake up 210 years later.    This is as much a role playing game in that regard as it is a FPS.   If it's too easy, lead spam - and there isn't much point in having that fancy weapon that no one else has ammo for either.   Just print it like the U.S. Government prints currency and you are done.

      The last sentence is disturbing, seeing as how every decade the U.S. ships more and more jobs overseas and sells more assets at home to foreign investors.    One day they'll make their run on the U.S. Government like people did on the banks nearly a century ago - and printing currency won't be the answer.

      Now imagine trying to make ammo for my beat up but functional Wildey Survivor using this mod as a base?    I'd uninstall it (the Wildey) if it was easy-peasy to get ammo for it....   Every time I get to shoot it I feel like I've actually accomplished something.