Fallout New Vegas

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Richwizard

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Richwizard

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About this mod

Update of Craft Overhaul by afftor.

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Translations
  • Russian
Changelogs
NOTE: THIS MOD DOES NOT REQUIRE THE ORIGINAL VERSION. THIS IS A COMPLETE UPDATE.
It requires the major DLCs:
Dead Money
Honest Hearts
Old World Blues
Lonesome Road

COMPATIBILITY UPDATE: New esp files with all changes to the Ranger Sequoia removed. This is to ensure compatibility with another mod I'm uploading. The other mod is an update of Ranger's Hunting Carbine by AnsaarTGB. That mod will add weapon mods to the Sequoia and previous esp files of this mod would conflict.

BUG FIX UPDATE: There are a few recipe bugs in the base version and the Homeroom Sortomatic version. In the base version, the recipes for Fixer, Mentats, and Psycho, with plant ingredients used, the base plant is used instead of it's "fruit". In the Homeroom Sortomatic version these 3 recipes are completely empty. No ingredients or output! It's strange that the "in between" versions, Homes and Homeroom, are correct. I've uploaded a single folder containing replacement esp files for both versions. Just replace the version you use. Thanks to cartermariano giving me a heads up on the Fixer recipe in the base version. I found the others while checking.

UPDATE 2.21 This update adds new gun mods. You can now craft "Modified Actions" for most guns (not energy weapons). This will give the gun a faster rate of fire. The ingredients are simple; a gun of the type you want an action for and a bit of scrap metal. You lose the gun, but gain an improved action you can install in a similar gun. Example; take a 9mm Pistol and 1 piece of scrap metal and make a modified action for a 9mm pistol. Some of these actions also work in the unique variants. The list is below. This mod will now, certainly, conflict with any that add new weapon mods to these guns.

Pistols:
.357 Magnum Revolver
.44 Magnum Revolver
.45 Auto Pistol (HH) + Light in Shining Darkness (HH)
5.56mm pistol (GRA) + That Gun
12.7mm Pistol + Li'l Devil (GRA)
9mm Pistol
Hunting Revolver (GRA) + Ranger Sequoia
Police Pistol (DM)
Silenced .22 Pistol

Rifles:
BB Gun + Abilene Kid
Brush Gun + Medicine Stick (GRA)
Light Machine Gun + Bozar (GRA)
Sniper Rifle + Gobi, + Christine's COS Rifle (OWB)
Battle Rifle (GRA) + This Machine
Trail Carbine

Submachine guns:
.45 Auto SMG (HH)
10mm SMG
H&H Tools nail gun (LR)
Silenced .22 SMG

Shotguns:
Hunting Shotgun + Dinner Bell
Lever Action Shotgun
Riot Shotgun

The Marksman Carbine requires special note. During these changes I discovered that there are models in the game files for this rifle to have extended mags (considered "cut" content). Also it's unique variant, the All-American, has models for the same extended mags and a Sniper Rifle Suppressor. I decided to make the mags, silencer, and my new modified actions available for both guns. You can craft the mags, action, and either buy or craft the Sniper Rifle Suppressor and apply them to either or both guns. See the new pic.

UPDATE 2.2, Another major update. It started small and snowballed into this.
Replaced several pieces of static equipment throughout the game with collectible versions you can breakdown for parts at the workbench. These include TVs (3 different types), ham radios, ham radio speakers, computer terminals (clean and ruined), and individual pieces of rack equipment. These rack pieces are called "Computer Parts" in the games files and I remade them with that in mind. It's worth noting that some of these items were already in Doc Mitchell's house. You can pickup some spare junk to break down for parts right at the beginning of the game.

Added a couple of new crafting materials. Glass! It can be broken (literally) down from bottles and other miscellaneous glass items. It's used in recipes for scopes, energy weapons and mods, eyeglasses, and a couple other things. Requires Flamer fuel to melt and reshape it. Also added Manure!! Brahmin manure is used in making everybodys second favorite chem; Jet. Manure piles you find are effectively containers that respawn. Don't store your gear in manure piles! It will be ruined.

Added schematics for making energy weapons, so you won't be able to just make them outright at the beginning of the game. I thought that was a little unbalanced. They are located in a couple of appropriate locations. The following recipes will now make the GRA versions of weapons: Laser Pistol, Plasma Defender, Plasma Pistol, and Tri-Beam Laser Rifle. Schematics will also allow you to make mods for the given weapon. Added back schematics for the Chinese Stealth Armor (fully functional). It also allows you to "refurbish" suits already in the game that are not fully functional.

Added recipes for the vanilla drugs Buffout, Fixer, Jet, Med-X, Mentats, Psycho, Rad-X, Rebound, and Steady. I felt this was justified by the existence, in the game files, of a chem set that produces one random chem per day, including the ones listed. Changed Homemade Radaway and Potent Cateye recipes to produce standard vanilla chems.

Among the several recipe updates, there were some for gun mods that required either the Handloader or Vigilant Recycler perks. This was left over from the original mod. Since these perks were meant for ammo, I felt this use was inappropriate and I removed these requirements. Moved some recipes, like knives, from the campfire to the workbench. Updated many recipes to reflect my previous addition of Steel as a crafting material. I raised the output of recipes to convert Fission Batteries to MFCs (20) and ECPs (15).

Finally, the original mod added experience for crafting items. There were several items missing from the list, including the stuff I've added since I started on it. This list has now been updated.
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There is a Russian translation of this mod by Kseaf.
http://www.nexusmods.com/newvegas/mods/56377/?

I have long enjoyed running the original Craft Overhaul, but it had a couple of shortcomings. Crafted armor and weapons were all unique to this mod and you had to use other "crafted" armor to make more advanced armor. You couldn't use vanilla game armor for such crafting. Another shortcoming was that the original mod was done before the DLCs were released. Therefore, there were no Chemical Labs in any of the DLCs. It was inconvenient to be stuck in Zion or Big MT and not be able to make Stimpaks. Now that: A. I'm finally learning the GECK, B. afftor gave open permission to use/change his mod, and C. afftor hasn't been active on the Nexus in a very long time; I've decided to make a major update to Craft Overhaul.

Here is a portion of the original description:
************************************************************************************************************************
Main point of this mod is to make previously semi-weak skills more useful, crafting more fascinating and scavenging time worthwhile. Now you don't need to have high repair skill in order to have brand new energy, melee weapons, and armor.

Repair: Now you can craft all gun ammos without breaking your ammos for details. Also you can craft weapon mods with this skill.
Explosives: You can make any explosive you want to.
Science: You can craft energy weapons and stealth boys (!) at full condition. Also you can craft energy weapon mods with this skill.
Survival: This skill now allows you to craft melee weapons and armor, also all hides now can be used in armorcraft.
Medicine: A few fixes and some new stuff.

Craft place: new Chemical Laboratory for scientists and medics with all related recipes. Also needed to craft basic dynamite.
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Added recipes: (I may have added more of my own, but these are what I remember adding)
>.45 ammo types from Honest Hearts, both making and breaking down.
>JFP handload ammo for all pistol ammo; 9mm, 10mm, 12.7mm. In the original game, only .357 ammo had a JFP recipe. Breakdown recipes are also included
>Changed the recipe for a Satchel Charge from Lonesome Road to require more powder and added a breakdown recipe.

Several recipes have been updated. Some changes reflect game patches that were released after the original mod was released.

Armor and weapon crafting now uses and creates vanilla items. Such items that were unique to the original mod have been completely removed.

Since the original mod had recipes for creating Radiation Suits, I have kept that and updated a couple of things. Radiation resistance for the suits have been increased and the maximum resistance you can have in the game (both radiation and poison) has been raised to 100% from 85% in the vanilla game.

Added "leather hide" to items you can loot from dead Brahmin and Bighorners, which can be tanned, and then used to make lots of leather. I just used the mesh for other hides and changed the texture a little. It looks small if you drop it, but it works in the recipes. Making it bigger would require mesh altering skills that I don't yet have.

Added a Metal Bar to the game, which can be used to make several pieces of scrap metal. It's a retexture of the gold bar from Dead Money. I was able to fix the problem with picking it up with the 'Z' key. While I was at it I also fixed the gold bar. The new meshes are included with the file. The steel bars are scattered around, mostly in the northern areas of the Mojave. There is one location where you can buy them, and another with a shipping crate where they will respawn, but you may have to fight for them if you're not careful. The respawning enemies were already there in the vanilla game. :)

Chemistry Labs have, of course, been added to the DLCs.
Dead Money: One, and only one, to the villa. That DLC is supposed to be challenging.
Honest Hearts: Added to the "survivalist" locations. If you've played it you know what I mean.
Old World Blues: Freakin' everywhere, including the Sink. The whole place is one giant laboratory.
Lonesome Road: A handful here and there.

OPTIONAL FILES WITH PLAYER HOMES. These optional files do not require the main file. They are complete replacement files.

Craft Overhaul Revised Homes: Adds some player homes/crafting shops to Dead Money (in the Villa), Honest Hearts (new Ranger Substation Harrier), and Lonesome Road (previously closed off section inside Hopeville Missle Base HQ). It also updates the Abandoned Brotherhood of Steel bunker that leads to the Sierra Madre Villa. I removed the collapsed rubble and added some hallways in that direction leading to a large restroom and an equipment room. I also added a doorway at the back of the bunker leading back to the Villa, for those that like to return and continue exploring. There's a new crafting Hot Plate and a working Auto Doc MK1 too! All the player homes are navmeshed.

Craft Overhaul Revised Homeroom: Adds the aforementioned player homes and adds a Chemistry Lab to the Goodsprings schoolhouse player home from the mod Afterschool Special by Mike Hancho. I have included esp files for both versions of Afterschool Special; the 'regular' version and the Sortomatic version. The file for the regular version requires the 4 major DLCs and, of course, the regular version of Afterschool Special. The Sortomatic (labeled SOM) version requires the 4 major DLCs, the Sortomatic version of Afterschool Special, Sortomatic, and NVSE. I have attempted to tie the this Chemical Laboratory into the Afterschool Special quest so it appears along with the chemistry set you buy from Paul.

ONLY USE ONE OF THESE FILES AT A TIME. The "Homes" version has all the Craft Overhaul Revised changes, and "Homeroom" has all of the above also. Each version has all the meshes and textures you need, but they are duplicated in each version. If you've already loaded one version and want to try another, you can just replace the esp file.

Installation
1) Unpack the .esp file, meshes, and textures into your data folder within the game directory.
2) Activate the mod via Fallout Mod Manager or FalloutNVLauncher.exe.

Compatibility:
This may be incompatible with other mods that modify vanilla crafting or alter repair kits. If you want the recipes in this mod to have priority, you should put it lower in your load order. It should work with any craft mods that adds new recipes without touching default ones.

OLDER UPDATES:
UPDATE 2.1:
MANY new recipes to make and breakdown ALL types of ammo. Includes new armor piercing varieties of all ammo. Recipes include .45 ammos from Honest Hearts, Rocket ammo from Lonesome Road, and ammo from Gun Runner's Arsenal. If you've been running a mod that adds "missing" recipes, you can probably dump it now.
Fixed one or two recipe bugs I found while making the new recipes, and rebalanced existing Craft Overhaul recipes to be more in line with vanilla recipes.
Added scrap metal to Rocket recipes. The cases have to be made of something!
Breaking down scrap metal now yeilds lead, brass, and steel (for grenade casings and armor piercing recipes) all in one breakdown.
New models for leather hides.
Updated recipe for breaking down Metal Bars (now renamed, used to be Steel Bars). Now shows up at workbench with no conditions.
Changed conversion rate for gunpowder; 1 rifle to 2 pistol. It's more balanced.
New misc item, Plastique, for making C4. They are not the same. In the game C4 is the finished bomb with wiring and detonator. Plastique is the explosive material alone. C4 can made if you find Plastique. Otherwise, it requires the Mad Bomber perk to make Plastique, or C4 without having Plastique already.
New secret "cheat" recipes to get obscene amounts of gunpowder and Plastique. You have to have the ingredients in your inventory for the recipes to appear at the workbench! Actually, the recipes are logical and I always wished I had them. Now we all do, if you can figure it out! BWA HA HA HA HA!
Finally, in the Afterschool Special versions, I THINK I managed to fix the Chemical Lab of this mod so that it appears at the same time as the Chemistry Set you buy from Paul. Someone needs to playtest it and let us know to be sure. I haven't had the opportunity.

UPDATE 2.041: Fixed output of Gatling Laser Focus Optics recipe.

UPDATE 2.04: Someone found another boo boo. Reinforced Metal Armor and Helmet recipes now have the correct output. Added a Chem Lab to the Sierra Madre Hotel. It was such an obvious place, I should have placed it sooner. I also added one or two other recipes since 2.03. Didn't take notes and don't remember what they are. If you figure them out let me know and I'll note them here.

UPDATE 2.03: More buggage. With the Afterschool Special version, I think I referenced the wrong Afterschool Special file for the Sortomatic version. I started getting double loads of Afterschool Special. It was weird to see two Deans walking around. I fixed this file reference. I have also added a couple of recipes for converting Fission Batteries to MFCs and ECPs.

UPDATE 2.01: I had a bug. I added the new JFP ammo for 10mm and 12.7mm to the weapon ammo lists, but forgot to add 9mm JFP. This has been fixed in the new version 2.01. Thanks to mskswterra for pointing this out.

Permissions:
You may use assets from this mod in your own mods but give credit to myself and afftor. You should also credit Jokerine if you use the computer meshes and Chucksteel for the Radio and TV meshes.

Credits:
afftor for the original Craft Overhaul.
Mike Hancho for Afterschool Special.
Jokerine for several meshes for Computer Parts and terminals.
Chucksteel for radio and TV meshes from NV Interiors.

afftor's special thanks from the original:
Miles Tails Prower for his Better Ammo Crafting mod which was my starting point;
streetstar5 for pointing out a reason of CTD and helping with solving.