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SKK50

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SKK50

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Craft simple base game weapon frames, craft and scrap ammo at a Chemistry station with sensible perks and components. Advanced and Ultimate base game handgun receivers to extend their useful life. Improved wasteland armor is craftable.

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Craft simple base game weapon frames, craft and scrap ammo at a Chemistry station with sensible perks and components. Advanced and Ultimate base game handgun receivers to extend their useful life. Improved wasteland armor is craftable.

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.

From a game perspective there are already settlement based ammo crafting options (Contraptions & AWCR) that use their own workbenches. For non settlement runs, those workbenches aren't lying around the wilderness to use early game with no caps, when you really need the right stuff.


 ... you can't swing a Molerat without hitting a Chemistry station in the early game map ...


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. Even I can manage to cast and hand load ammo IRL with a simple press. Finding relevant fertilizer and lead is painful, so ammo scrapping is enabled for conversion.

All weapons and ammo are craftable with the right perks and components. For a limited wasteland scavenging experience, advanced items can be hidden by crafting a Chemlab [Utility] ".SKK Simple craftable weps & ammo" note that will hide advanced items when you read it. Craft and read a Complex note to re-enable them. 


Weapons frame crafting

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


Pipegun Pistol          GunNut1  (1 Adhesive, 1 Rubber,4 Screws, 2 Springs, 2 Steel, 1 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)
Double Barrel Shotgun   GunNut1  (2 Adhesive, 4 Screws, 2 Springs, 3 Steel, 2 Wood)
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)



Ammo crafting

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


10mm   Ammo short *10   GunNut1  (1 Copper, 1 Fertilizer, 1 Lead)
.38    Ammo short *10   GunNut1  (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 at the Chemlab 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 mod.


Handgun receiver mods

Stats are changes from the base weapon damage, aim and speed.


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 +125% Aim   +10% Speed +33%

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 +125% Aim   +10% Speed +33%

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

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

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



Improved Wasteland Armor & Gasmasks (v005)

If you prefer simple one piece armor to layering, Wasteland armor can be crafted or improved at the Chemlab. Improved armor can then be modded at the Armor workbench with lining mods, Ballistic Weave and Legendary effect attachments (use with a Legendary manager like the excellent 
Legendary Effect - Swap and Create):

Gas Mask with Goggles improved Armorer1 RadResist 20
Gas Mask improved              Armorer2 RadResist 40
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 


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.

The improved armors are injected into selected level lists when the mod is installed. To remove them before disabling the mod, craft a Chemlab [Utility] "Disable SKK Craftable Weapons & Ammo" note and read it.


Compatibility 

The mod has no dependencies on extenders or DLCs (so no handmade or 7.62 ammo) and does not change any existing base game scripts. One base game object is modified: dn_CommonGun Instance Naming Rule to register the Ultimate receiver Keyword which may conflict with other weapon mods. Let me know if this is an issue. 


Known Issues: ~ None, it just works.


FAQ

> Why is there no ESL version ? Because life already contains sufficient hassle. 

> If my Molerat swinging hasn't hit a Chemistry Station ? Err, you just need leave the vault ... Sanctuary, Red Rocket, Abernathy, Ranger Cabin, Gorski Cabin, Wicked Shipping, Walden Sniper Shack, Lexington FatMan building, Sunshine Tidings,  Arcjet, Slocum HQ ...


Nexus PC manual download installation: Copy SKKCraftableWeaponsAmmo.esp and SKKCraftableWeaponsAmmo - Main.ba2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. 
 
 
Disable & removal: You must craft a Chemlab [Utility] "SKK Disable craftable weps & ammo" item and activate it before disabling or removing the mod at any time. Any improved armor, ammo scrap misc items and advanced/ultimate handgun receivers will disappear from inventories. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.


Bethesda.net users: Disregard PC manual install and console sections. I use this same description text on nexusmods.com and bethesda.net as I CBA to maintain multiple edits.


Platforms
PC nexusmods.com or bethesda.net
XBOX bethesda.net
PlayStation® can not be supported due to Sony Corp. scripted content restrictions.
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