Fallout 4

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SKKmods

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SKKmods

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About this mod

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.

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 grind, so ammo scrapping is enabled for sensible conversion.


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 or Global Stash and Scrapping solutions.


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


SKKCraftableWeaponsAmmoDLC.esp

Is an optional file which dependends on DLC03 Coast and DLC04 Nuka to craft & scrap dlc frames and ammo:


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) 


Handgun receiver mods

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 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%  



Improved Wasteland Armor & Gasmasks

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 (pre v008 use with a Legendary manager like optional file SKKSwapLegendaryEffects):


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 
Hazmat Suit improved           Armorer1 --            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.

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


Swap Legendary Effects (from v008)

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.  The optional file SKKCraftableWeaponsAmmoDLC.esp is needed to create the loose mods for DLC legendary effects, or they will be lost when removed.


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.


Compatibility 

The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts. This mod does change 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.



Recap on the files

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.


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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