Fallout 4
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Whisper

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bionicyardiff

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About this mod

Alters some annoying crafting:

1/ Rearranges some of the crafting options in the Cooking Station and Chemistry Workbench (to more appropriate workbenches)
2/ Allows bulk crafting of chems, healing, and some base scrap items (gears, screws, springs, yarn)
3/ Allows converting scrap into shipments

Requirements
Permissions and credits
Changelogs
~~~Basics~~~
I got sick of the Chemistry Workbench having the Utility section being filled with things like: holotapes, uninstall chems, and various random bits of "equipment". Trying to get the authors to shift things into a more appropriate location (like "Uninstall") is an exercise in futility.

I also got sick of being able to create only a single item at a time. Bunches of 10 saves your fingers from getting worn out. (There's actually provision for bunches of 100 - if some other mod author wants to do that.)

I wanted to have a little more in the way of options for crafting gears, screws, springs, and yarn - running out early in the game can be quite a pain. (I was running another mod which allowed these, only I decided that having 10 made per steel was kinda OTT cheaty.)

Finally, I wanted to be able to turn some of my hard-gathered junk into shipments for easy transport.

~~~Detail~~~
You can now create batches of 10/100 of every base chem and healing item in the Chemistry Workbench.

I shifted the grenades and mines categories from the Chemistry Workbench to the Explosives Workbench from AWKCR and allowed the option of creating in batches of 10/100. (I also added the Nuka Grenade and Nuke Mine.)

I shifted the base Utility items (Cutting Fluid and Vegetable Starch) from the Cooking Station and Chemistry Workbench into the Utility Workbench from AWKCR and allowed the option of creating in batches of 10/100. (I also added gears, screws, springs, and yarn under a category called "Manufacturing".)

Finally: I created shipments for every base scrap item in the game (including Bone, which has no base shipments). These are craftable in the Utility Workbench in shipments of: 25, 50, 100, 200, 250. Even for items which don't normally have tiny or huge shipments (25 Wood, 250 Nuclear Material, etc - figured long-term players might appreciate it.)

~~~Getting Rich With Shipments~~~
It's not a secret - shipments cost a bunch of caps. Generally about 3x the value of the raw materials themselves. So with this mod you can take the excess raw materials you find, turn them into a shipment, and sell them to any vendor (you won't get 3x the value, but you'll get more than if you sold the raw materials directly - plus they're weightless).

There are three "special" shipments to consider:

1/ Concrete - you won't get rich with this, it's incredibly cheap
2/ Fertilizer - the value is about 12x rather than 3x, so get those Brahmin working!
3/ Screws - the value is about 4x rather than 3x, and your steel is free

So your general processes are as follows:

a/ find steel (free)
b/ turn it into screws (1 screws per steel)
c/ make the screws into shipments
d/ sell (or trade) the shipments for big caps

i/ whip your Brahmin into making more fertilizer
ii/ turn the fertilizer into shipmetns
iii/ sell (or trade) the shipments for really big caps

~~~Notes~~~
1/ It costs caps to create shipments, depending upon how big it is. That is the payment to whoever the heck has to haul that junk around through the wastes, to wherever it goes.

2/ Your character has to have the Caps Collector perk to create shipments. If you can't do business then nobody's going to cart your junk around no matter what. (If you're doing this kinda thing with your surplus junk you likely have that already, just for cheaper prices from the merchants. Literally any character can get this Charisma 1 perk - think "sleazy car salesman".)

3/ Occasionally the game engine (being limited) will break down one of your inventory shipments to make a new shipment. If you want to not waste the time/caps, have a nearby container to hold your newly-minted shipments and put them in as they are created.

~~~Requirements~~~
Wasteland Workshop
Nuka World
AWKCR

~~~Extras~~~
You can download a Vanilla version of this mod, or a VIS-G version (confirmed to work with VIS).

Both versions are ESL-tagged ESP files.

~~~Modpack Users~~~
Talk with the modpack maker. I refuse to deal with sloppy load-order and dependency issues.

~~~FAQ~~~
Q: Your mod broke my game!
A: Uninstall this mod and revert to an earlier save.

Q: Is this incompatible with anything?
A: It shouldn't be. That said, if someone else is mucking around with the Explosives and Utility items (Grenades, Mines, Cutting Fluid, Vegetable Starch) from the base game - the last mod loaded will win. Your choice which one.

Q: What about the special grenades from Nuka World?
A: Those should also move. I cannot currently test so please let me know if there's an issue.

Q: I can't find the Grenades/Mines or Manufacturing/Shipments/Utility sections!
A: You need to place an Explosives Workbench for the Grenades/Mines, and a Utility Workbench for the Manufacturing/Shipments/Utility items.

Q: VIS/VIS-G isn't working with them!
A: Did you download the right version? Is VIS/VIS-G working at all? Is your DEF-UI working at all?

Q: What are those VIS/VIS-G/DEF-UI things?
A: Use the vanilla version. It'll be easier for you until you get your feet under you.

Q: Will the new, bigger items appear in merchant's stock?
A: I'm working on this, with a (very) few merchants. It's a slow process as I learn more.