FALLOUT 4
Craft and Dismantle Weapons by stonefisher
Fallout 4 » Crafting - Other
Added: 19/05/2017 - 11:30PM
Updated: 22/05/2017 - 07:27PM

15 Endorsements

1.0 Latest version

206 Unique D/Ls

382 Total D/Ls

3,844 Total Views

Uploaded by stonefisher

Description

Last updated at 19:27, 22 May 2017 Uploaded at 23:30, 19 May 2017

Craft and Dismantle Weapons
 
Description:
Have you ever come across a gun mod that you cannot craft but want to transfer to your gun but are frustrated you have to craft a “standard” mod first?
Have you ever collected a Deathclaw hand and thought “I could make a Deathclaw Gauntlet with this!”?
Have you ever wanted to arm all your settlers with Deliverer (Non Legendery) pistols and tuxedos?
Have you ever looked in your inventory and seen the mountains of weapon mods and wondered “Why can’t I put these together and make new guns?”?
 
If you answered yes to any of these questions then this is the mod for you!

Features:
·       Remove any mod from a gun without having to replace it.
·       Make a free gun template of any standard or Legendery gun at the chem station and put mods on it at the weapon station. (some templates cost components).
·       Only weapon templates of guns in your inventory can be made.
·       Craft melee weapons at the chem station. (Only of melee weapons in your inventory).
·       Guns missing mods will not be able to be fired or no projectile comes out.
·       Vendors will pay proportionately less caps for an incomplete weapon.
·       Scrapping weapons with missing mods gives proportionally less components
 
Compatibility:
This Mod is 100% additive which means you can add it anywhere in your mod list and it should not conflict with any other mods.
This mod uses the vanilla keyword mod associations.
All crafted weapons added are new weapons and will therefore have different Base ID’s than the vanilla weapons found in the game.
If a mod alters the stats of the base weapon instead of the mods used on that weapon then crafted weapons will have different stats.

Optional files:

Mod support for mod weapons:
These add support for weapons from other mods. Both the Main 
Craft_and_Dismantle_Weapons Mod and the weapon mod are required. The optional file must be placed after these mods.

Craft_and_Dismantle_Weapons_M1Garand
Adds crafting support for: M1 Garand - A WWII Classic by asXas: http://www.nexusmods.com/fallout4/mods/20687/?
Can craft a Garand Template and an M1 Garand Bayonet. There are three esp's. Activate the one that matchs the weapon damage of the M1 Garand you installed.

Craft_and_Dismantle_Weapons_WidowShotgun
Adds crafting support for: The Widow Shotgun by Corvalho: http://www.nexusmods.com/fallout4/mods/19619/?
Can craft a Widow Shotgun Template.

Craft_and_Dismantle_Weapons_AlienAssaultRifle
Adds crafting support for: Alien Assault Rifle by henkspamadres and elgoes
Can craft a Alien Assault Rifle Template. There are five esp's. Activate the one that matchs the weapon damage of the Alien Assault Rifle you installed.

 
Hypothetical F.A.Q.
Q. Can I craft legendary weapons?
A. Not unless you could without this mod.

Q. What weapons are covered?
A. All weapons from the base game including legendery weapons can be used to make gun templates with no mods attached or craft melee weapons with no mods attached. However These weapons cannot be crafted at this time (unless requested): Silver submachine gun, Explosives, Pickman’s Blade, Kremvh’s Tooth, Shem Drowne Sword, 2076 World Series baseball bat and the Swatter.

Q. Which templates cost resources and why?
A. Some weapons do not have a receiver which makes the weapon to cheap to craft. So I made these templates cost a few components: Flare gun, Syringer, Fat Man, Junk Jet, Minigun, Missile launcher, Alien blaster pistol, Cryolator and Gamma gun.

Q. Why no DLC weapons?
A. Have you seen the price of the season pass????? It hasn’t come down in price at all since I got Fallout 4. I can’t afford that. If it becomes affordable I will add the remaining weapons.

Q. Can I combine this mod with my mod and release it to the public?
A. I would rather you didn’t. It took me many weeks to make but there’s technically no way for me to stop you. Course I might change my mind if you told me why it’s such a good idea.

Q. If I get a certain legendary weapon and swap out these mods I can make it fire even though it shouldn’t be able to!!!
A. Not a question but have an imaginary cookie. Now stop shooting people with a broken gun. Only way I could “Fix” this is by disabling that legendary effect.

Q. I found a bug! Fix it now!
A. Make a report in the bugs section and I will get to it ASAP. Please don’t spam the forum.

Q. Can you add support for my favourite weapon from this mod?
A. Sure as long as it’s not a mod pack and I can get the mod authors permission. Well I can do weapon packs too but I would probably lose the will to live several times proportionate to the number of weapons.

Q. Do you have any future plans for this mod?
A. Yes an optional file that will mark the missing mod on the weapon so you can tell quickly just by looking that its missing a mod.

Q. Is this available on other platforms?
A. Xbone: https://bethesda.net/en/mods/fallout4/mod-detail/4018922
    PS 4: https://bethesda.net/en/mods/fallout4/mod-detail/4018924

Q. Do you have any other mods?
A. Not yet. Working on it at this very moment.