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Craft and scrap ammo, craft weapons frames, craft improved wasteland armor at a new crafting workbench. New advanced and ultimate base game handgun receivers to extend their useful life.

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Craft and scrap ammo, craft weapons frames, craft improved wasteland armor at a new crafting workbench. New advanced and ultimate base game handgun receivers to extend their useful life.

Cut out the middle man for a no shopping experience to make weapons and convert your useless ammo into the hot combat lead you need.

For lore and logic if the player can craft advanced weapon component mods with perks, they should be able to make the basic frames and ammo. Finding relevant components like fertilizer and lead is painful grind for spray 'n pray operators, so ammo scrapping is enabled for sensible component conversions.



Crafting Workbench 

All additional crafting uses a new Crafting Workbench except Omod upgrades are added at the usual armor and weapons workbenches. 

The workbench can be built at any owned workshop with no perk requirements. 

A [ .SKK Crafting Workbench (drop to deploy) ] MISC item can be crafted at a workbench in the [ Utility ] section to deploy anywhere in the world. The item automatically regenerates on use so you can keep moving that deployed workbench around which keeps any local inventory if you leave stuff in it. To avoid inventory confusion if you deploy in a workshop location the workbench name is [ Crafting Workbench (deployed) ] which can be moved but not scrapped.

The workbench can offer a [ Scrap Player Junk ] activation menu option switchable in the [ Utility ] section to scrap base game MISC junk items in player inventory like Fallout 76 workbenches. It uses FormList SKK_CWAScrapMiscList which excludes some crafting items like empty bottles, xEdit over-ride that list to add (scrap) and remove (ignore) items particular to your game. For a full fat DLC item aware solution, use Junk Scrapper or Global Stash and Scrapping instead. If a mod is already adding a third [ Space ] activation option to workbenches and this is also enabled then nothing will be shown. You will have to choose one "addactivate" menu option to enable.



Ammo crafting

Most ammo crafting needs at least GunNut1 perk plus whatever is listed e.g. Fusion Cell needs GunNut1 + Science1


10mm   Ammo short *10   none     (1 Copper, 1 Fertilizer, 1 Lead)
.38    Ammo short *10   none     (1 Copper, 1 Fertilizer, 1 Lead)
.44    Ammo short *10   GunNut1  (1 Copper, 1 Fertilizer, 1 Lead)
.45    Ammo short *10   GunNut1  (1 Copper, 1 Fertilizer, 1 Lead)

Shotgun Shell     *10   GunNut1  (1 Plastic, 1 Fertilizer, 1 Lead)

.308   Ammo long  *10   GunNut1  (2 Copper, 2 Fertilizer, 2 Lead)
05mm   Ammo long  *10   GunNut1  (2 Copper, 2 Fertilizer, 2 Lead)
.50    Ammo long  *10   GunNut1  (2 Copper, 2 Fertilizer, 2 Lead)
5.56mm Ammo long  *10   GunNut1  (2 Copper, 2 Fertilizer, 2 Lead)

Fusion Cell       *10   Science1 (2 Ceramic, 2 Copper, 2 Glass)
Fusion Core       *1    Nuclear1 (10 Ceramic, 10 Copper, 10 Nuclear)
2mmEC             *10   Science2 (2 Copper, 2 Lead, 2 Oil)
Plasma Cartridge  *10   Science2 (2 Aluminium, 2 Nuclear, 2 Plastic)
Gamma Round       *10   Nuclear2 (2 Ceramic, 2 Lead, 2 Nuclear)

  


Ammo Scrapping

Any base game ammo can be scrapped with the same perk(s) as crafting in batches of 20 for a 50% component conversion yield. The Ammo Scrap MISC items will convert into crafting components, or can be automatically crunched by the SKK Scrapper or Global Stash and Scrapping solutions.

If you prefer to scrap and craft ammo without perks and crafting, consider leasing Ammo-O-Matic machines from SKK Vending Corp. for your workshops. 



Weapons frame crafting

Most weapons crafting needs at least GunNut1 perk plus whatever is listed e.g. Laser Pistol needs GunNut1 + Science1


Pipegun Pistol          none     (1 Adhesive, 1 Rubber,4 Screws, 2 Springs, 2 Steel, 1 Wood)
Double Barrel Shotgun   none     (2 Adhesive, 4 Screws, 2 Springs, 3 Steel, 2 Wood)
Pipe Revolver           GunNut1  (1 Adhesive, 1 Gears, 1 Rubber, 4 Screws, 1 Springs, 2 Steel)
Pipe Bolt Action Pistol GunNut1  (2 Adhesive, 1 Rubber, 4 Screws, 1 Springs, 2 Steel)
10mm Pistol             GunNut1  (2 Adhesive, 1 Plastic, 4 Screws, 2 Springs, 2 Steel)
Hunting Rifle           GunNut1  (3 Adhesive, 1 Rubber, 5 Screws, 1 Springs, 3 Steel, 2 Wood)

44 Pistol               GunNut2  (3 Adhesive, 1 Gears, 1 Rubber, 5 Screws, 1 Springs, 3 Steel, 1 Wood)
Combat Rifle            GunNut2  (5 Adhesive, 2 Aluminium, 6 Screws, 2 Springs, 5 Steel, 2 Wood)
Combat Shotgun          GunNut2  (5 Adhesive, 6 Screws, 2 Springs, 5 Steel, 2 Wood)
Assault Rifle           GunNut2  (5 Adhesive, 5 Aluminium, 2 Gears, 6 Screws, 2 Springs, 5 Steel, 1 Wood)

Laser Pistol            Science1 (3 Adhesive, 2 Aluminium, 1 Circuits, 2 Copper 1 Crystal, 2 Plastic, 4 Screws)
Plasma Gun              Science2 (10 Adhesive, 5 Aluminium, 5 Circuits, 5 Nuclear, 5 Silver, 1 PowerRelayCoil)
Gauss Rifle             Science2 (10 Adhesive, 10 Aluminium, 10 Ceramic, 5 Circuits, 10 Screws, 1 HighPowerMagnet)
Gamma Gun               Nuclear2 (5 Adhesive, 5 Circuits, 3 Fibreglass, 3 Gold, 3 Lead, 5 Nuclear, 1 PowerRelayCoil)



Handgun receiver OMODS

The typical base game receiver progression for most weapons that this solution builds on (stats are changes from the base weapon damage, aim and speed):


MoreDamage1 Hardened Damage +25%
MoreDamage2 Powerful Damage +50%
MoreDamage3 Advanced Damage +75% Speed +33%

 
The new weapons workbench craftable weapon OMODs for Advanced and Ultimate levels are:

Pipegun   MoreDamage3 GunNut2     Advanced .38  Receiver   Damage +75%  Aim   +10%  
Pipegun   MoreDamage4 GunNut3     Ultimate .38  Receiver   Damage +125% Aim   +10%
Pipegun   MoreDamage4 GunNut3     Ultimate .45  Conversion Damage +150% Aim   +10% Speed -10%

Pipegun   Automatic3  GunNut2     Advanced .38  Receiver   Damage +75%  Aim   +10%
Pipegun   Automatic4  GunNut3     Ultimate .38  Receiver   Damage +125% Aim   +10%
Pipegun   Automatic4  GunNut3     Ultimate .45  Conversion Damage +150% Aim   +10% Speed -10%

PipeBolt  MoreDamage3 GunNut2     Advanced .308 Receiver   Damage +75%  Aim   +10%
PipeBolt  MoreDamage4 GunNut3     Ultimate .308 Receiver   Damage +125% Aim   +10%
PipeBolt  MoreDamage4 GunNut3     Ultimate .50  Conversion Damage +150% Aim   +10% Speed -10%

10mm      MoreDamage4 GunNut3     Ultimate 10mm Receiver   Damage +125% Speed +33%
10mm      MoreDamage4 GunNut3     Ultimate .45  Conversion Damage +150% Speed +33% Aim -10% 

Deliverer MoreDamage4 GunNut4     Ultimate 10mm Receiver   Damage +125% Speed +33%

.44       MoreDamage4 GunSlinger5 Ultimate .44  Receiver   Damage +125% Speed +33%  



UI Weapon Damage 

Weapon damage value reported in the Pipboy is the base weapon, plus Omods plus perk multipliers (like Gunslinger), but NOT the base game difficulty factor. Apart from NORMAL 100% difficulty, the absolute value shown will never be the actual damage dealt even with zero target DR/Armor.  Use Target Dummy for damage testing to see the ACTUAL damage your setup is doing to an actor.


Improved Wasteland Armor & Gasmasks

If you prefer simple one piece armor to managing multiples, Wasteland armor can be crafted or improved. Improved armor can then be modded at the Armor workbench with lining mods, Ballistic Weave and Legendary effect attachments:


Gas Mask with Goggles improved Armorer1 RadResist 20 (can be worn with headgear)
Gas Mask improved              Armorer2 RadResist 40 (can be worn with headgear)
Assault Gas Mask improved      Armorer3 RadResist 60

Drifter Outfit improved        Armorer1 END+1 PER+1   Weight 10 Armor 10  Energy 10  RadResist 10
Spike Armor improved           Armorer2 END+1 PER+1   Weight 15 Armor 20  Energy 20  RadResist 20
Helmeted Spike Armor improved  Armorer2 END+2         Weight 20 Armor 25  Energy 25  RadResist 50
Cage Armor improved            Armorer3 END+1 PER+1   Weight 25 Armor 40  Energy 40  RadResist 40  
Helmeted Cage Armor improved   Armorer3 END +2        Weight 30 Armor 50  Energy 50  RadResist 100 
Ultimate Wasteland armor       Armorer4 END +2        Weight 35 Armor 100 Energy 100 RadResist 100 

Hazmat Suit improved           Armorer2 --            Weight 10 Armor 10  Energy 10  RadResist 1000 

Improving an existing base game item needs one rank lower Armorer and half the components than crafting from scratch. So, improving an existing Drifter outfit (the Sanctuary bridge body) does not need the Armorer perk.

Underarmor can be worn under improved armors, companions may remind you.

The improved armors are injected into selected level lists when the mod is installed. 


Swap Legendary Effect OMODS

Remove base game legendary effects from weapons or armor by replacing with "none". Keep the effects loose in inventory, then attach to any other weapon or armor all just like a normal mod. 



SKKCraftableWeaponsAmmoDLC.esp

The alternative DLC dependent file adds swapping of DLC legendary weapons/armor effects and crafting and scrapping of;

Lever Action rifle      GunNut2  (3 Adhesive, 1 Rubber, 5 Screws, 1 Springs, 3 Steel, 2 Wood) 
Handmade rifle          GunNut2  (5 Adhesive, 5 Aluminium, 2 Gears, 6 Screws, 2 Springs, 5 Steel, 1 Wood) 


7.62mm Ammo long  *10   GunNut1  (2 Copper, 2 Fertilizer, 2 Lead)
.45-70 Ammo long  *10   GunNut1  (2 Copper, 2 Fertilizer, 2 Lead) 




Power Armor

Two hidden Power Armor features can be unlocked with the console:

(a) Craft power armor frames with the workshop build custom Quest menu [ set SKK_CWAPowerArmorFrameMoveEnable to 1 ] 

(b) Move any power armor frame in workshop build mode [ set SKK_CWAPowerArmorFrameMoveEnable to 1 ]
 


Compatibility 

This mod changes base game objects: dn_CommonGun Instance Naming Rule, ap_Legendary keyword and mod_Legendary* Object Modifications to associate MISC inventory items to legendary OMODs so they are moveable.


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WARNING
Do not install v008 (or later) if you use AWKCR or legendary crafting mods.
They will conflict on base game object changes.
If you update by mistake, grab v007 available as an old file.
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Adding other Ammo 

Each type of ammo uses three forms to create and scrap which can be added in xEdit as a master dependent over-ride patch file to publish:

(1) SKK_CWAAmmoNAME_co to craft creating the AMMO form.
(2) SKK_CWAScrapAmmoNAME MISC item containing the CMPO scrap component forms.
(3) SKK_CWAAmmoNAMEScrapRecipe_co creating the SKK_CWAScrapAmmoNAME form.



Choice of Files to install

This solution comes in two flavours, choose one. DO NOT try and run both at the same time:

(a) SKKCraftableWeaponsAmmo.esp has no DLC content or dependency.
 
(b) SKKCraftableWeaponsAmmoDLC.esp allows crafting of some DLC03 (Haba) and DLC04 (Nuka) weapons, ammo and legendary effects. 



Old version 008 files 
Spoiler:  
Show

All version 008 and earlier crafting is at the Chemistry workbench.

Version 008 is the first SKK mod that properly hacks base game database records (called forms), like people have been doing in xEDIT for years to generate the whole load order compatibility problem and patching industry. These hacks have, of course, created a compatibility issue with AWKCR that needs a tonne of different flavor files for workarounds:

(a) SKKCraftableWeaponsAmmo_008  is the craft/scrap/legendary base game version which is not compatible with AWKCR. 

(b) SKKCraftableWeaponsAmmo_007  is the craft/scrap base game version that does not include swappable legendaries so no conflicts. This file is no longer available due to nexus new policy on INFINITE file retention, rage at them.

(c) SKKCraftableWeaponsAmmoDLC_002 This weapon/ammo/legendary DLC addon works with either 007 or 008 base versions.

(d) SKKSwapLegendaryEffects_001  This works totally standalone and with the 007 base version. It is built into 008 base and is the thing which conflicts with AWKCR. This file is no longer available due to nexus nerw policy on INFINITE file retention, rage at them.




Nexus PC manual installation & removal: Copy SKKCraftableWeaponsAmmo.esp and SKKCraftableWeaponsAmmo - Main.ba2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.  Do not remove this mod as level list injections add new items into inventories and objects to the world.



The SKK Workshop and quality of life mod suite

SKK Workshop Ownership Utilities - removes hassle from owning workshops plus survival utilities.
Global Stash by SKK - automatically connect all Workshops and Workbenches to shared storage.
Mobile Workshop by SKK - deploy a mobile workshop anywhere as many times as you like.
Move Workshop Markers by SKK - create and move workshop spawning markers in game. 
Vertibird World Travel by SKK - travel direct between any external worldspace or any owned workshop
SKK Dynamic Workshop Time - automatically slow time when building and crafting.
Craft weapons and Scrap ammo by SKK - craft and scrap weapons/ammo at a chemlab.
Quick Player Respec by SKK - reset/reassign base SPECIAL stats and standard perks.
PlayerUndead by SKK - recovers player death.


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If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
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