Fallout 4

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MuteButtonHero

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MuteButtonHero

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About this mod

Ammo crafting via Chem Work benches with AMMO and MISSILE categories, make MORE GRENADES and MINES, RECHARGE Fusion Cores. Select the amount to craft.

Requirements
Permissions and credits
Changelogs
2.3  -- Fixed the issue that caused the error saying that ChembenchAmmo2.esp was missing. This ONLY applied to those using the SOME version of this mod. The fix is simple: Just download and re-install this mod. If you are curious what the error was, I just forgot to clean the masters on the SOME version of this mod.  So that left a master that no longer existed in the header. Since this is only my second mod I haven't yet established consistent procedures to make sure I don't miss stuff like this. So, newbie mistake.

----

This mod adds the categories AMMO and MISSILES to Chemistry Workbenchs and adds some missing GRENADES and MINES to those categories.  I also added the ability to recharge a used Fusion Core. On installation select the quantity of ammo you wish to craft at one time for a set cost in materials. The choices are:
  • Some Ammo - Makes 10 of most ammo, 1 each of grenades, missiles, and mines
  •  More Ammo - Makes 100 of most ammo, 5 each of grenades, missiles, and mines
  •  Lots of Ammo - Makes 1000 of most ammo, 50 each of grenades, missiles, and mines

If you are using the SOME version the new grenades and mines will be added in the GRENADES and MINES categories in Chemistry Workbench menus.
If you are using the MORE or LOTS versions you will also have the categories MORE GRENADES and MORE MINES.  All the new items will be added there, as well as all the vanilla+DLC mines and grenades.  Building them there will give you the increased quantity (5 for MORE, 50 for LOTS) but building them under the GRENADES or MINES categories will just give you 1.

So, why did I create a new ammo crafting mod when others already exist?  I was using the excellent Mobile Mechanic mod which gives you portable workbenches including Scrapping, Armor, Weapons, Cooking, and Chemistry.  I wanted to be able to craft ammo on the go too. I found that if I add ammo crafting to Chemistry Workbenchs, it would show up in Mobile Mechanic with no need to add another workbench.  It works on ALL chemistry workbenches, not just the one in Mobile Mechanic so you also get ammo crafting anywhere there is a Chemistry Workbench.

After I wrote this mod I found other mods that add ammo crafting to the Chemistry Workbench under the UTILITY category but I prefer using the separate AMMO and MISSILES categories.  With several mods installed I think the UTILITY section is already crowded enough but that's just my opinion. It's depends on which approach you prefer.

Recharging Fusion Cores
You will find this function in the RECHARGE category of any Chemical Workbench. You must also have the perk Nuclear Physicist 1
  • DO NOT LET FUSION CORES RUN DOWN TO 0% -- they will vanish. Stop using them when you still have at least 1% energy left.
  • DROP OR STORE ALL FUSION CORES EXCEPT THE ONE(s) YOU WANT TO CHARGE before you recharge -- Keep only those that needs a recharge. Otherwise it will recharge whichever fusion core is at the top of the list, even if that is already at 100%, and your components will be lost. If you plan to charge a second one, drop or store the newly recharged core so it will not be recharged again.
  • If you are using the chemistry workbench in a settlement, MAKE SURE THERE ARE NO FUSION CORES STORED IN THE SETTLEMENT WORKSHOP. If there are, it will grab one of those to recharge. Just as it will grab components from the workshop to use, it will also grab Fusion Cores. You can store your Fusion Cores in other containers like a foot locker, safe, tool box, etc. 

So if you have the Mobile Mechanic mod, you could go on missions with just the one Fusion Core in your power armor and a supply of Nuclear Material. Whenever your power gets low just hop out of your Power Armor, grab the core, pull out the portable workbench, go into the Chem Workstation, and recharge your core. Pop it back into your PA and you are good to go. Just be sure to hand any other Fusion Cores you pick up to your companion, and keep an eye on your power level so it does not drop to 0%.  If you need more Nuclear Material, start using plasma weapons and plasma infused weapons because they often add Nuclear Material to your kills.

Notes
If you chose More Ammo or Lots of Ammo the cost (in materials/scrap required) of crafting does not increase.  So in addition to  getting MORE ammo you also get CHEAPER ammo. If you are worried about game balance, choose Some Ammo or just limit your use of ChemBenchAmmo.

I also limited the crafting requirements to 5 components at most.  That is because the UI will only display 5 so if more components are required you can't see what the other -- possibly missing -- components are.

For some items such as the Vertibird and Artillery signal flares, you must have completed the related quest and been given your first set of those items before you can craft them.  There is no point to crafting them before then anyway as there are no Vertibirds to come pick you up and no Artillery to destroy your target until you complete those quests.

The requirements can be hard to find when there is a quest involved, so here they are:
Artillery Smoke: Demolition 1, Complete Quest "Old Guns"
Frag MIRV: Demolition 3, Science 3
Frag Smart: Demolition 1, Smart Grenade Perk
Fury Grenade: Find the recipe
Nuka Cherry Grenade: Demolition 3, Science 3
Nuka Quantum Grenade: Demolition 4, Science 4
Nuke Grenade or Mine: Demolition 3, Nuclear Physicist 2
Predator Grenade: Find the recipe
Persuasion Grenade: Find the recipe
Synth Relay Grenade: Science 3, Complete Quest "Synth Retention"
Vertibird Grenade: Demolition 1, Complete Quest "Show No Mercy"
Baseball, Frag, Molotov, Plasma, Pulse: Same requirements as in vanilla game
Mini Nuke: Nuclear Physicist 2, Demolition 3
Missile: Demolition 1, Science 1
Recharge Fusion Core: Nuclear Physicist 1 
 
The Frag MIRV is expensive to build.  That is because it is basically 5 grenades in 1. And also because it tends to take down a lot of bad guys at once and even kills very tough bad guys with ease. Kinda like hitting them with 5 grenades at once.  However, if you mess up and drop a frag MIRV too close it will wipe out you, your companion(s), any settlers nearby...you get the idea. Very cool, very dangerous. And it can make the game way too easy. 

Required Files
You must have a legitimate copy of Fallout 4, plus the Far Harbor and NukaWorld DLCs installed.

Conflicts/Compatibility
Since this mod works by creating it's own constructable objects, it won't overwrite other mods.  The only possible conflict I see is if another mod also tries to create the new categories I add to the Chem Workbench. So far I don't know of any that do that.

Load Order
For this release it should not matter since I don't modify any existing objects in the game.  Put it anywhere after the DLCs. 

Bugs/Requests
Please report any bugs to me so I can fix them.  If there are any ammo types you would like to see added (or that I missed), let me know that in the Posts section.