Fallout 4

About this mod

The predecessor of Equipment and Crafting Overhaul (ECO). Extensive and fully modular but lightweight expansion of the crafting system. Compatible with every piece of equipment (vanilla and mod). Configure the mod to your liking via holotape or MCM.

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Crafting Framework's successors got released. Its set of features got split up into two separate more focused mods in order to improve compatibility and user experience. Those new mods also come with many new features. There won't be any updates for Crafting Framework. Development continues on the following new mod pages:




Extensive but lightweight expansion of the crafting system. Everything tightly packed into a single plugin. A multi-purpose and mobile workbench allows crafting of any kind. Modifications are compatible with every piece of equipment (vanilla and mod) right out of the box as long as the item sports a legendary attachment point. Fully modular and customizable to your own needs. Every feature can be enabled or disabled in the blink of an eye via holotape or optional MCM.

Workbenches
  • Universal Workbench: This new bench is multi-functional, you can craft and modify everything with it.
  • Mobile versions of the Universal Workbench and PA Station, can be transported in your inventory.
  • Multiple new recipes for ammo, armour, junk, weapons, etc.
  • Workbench Patcher: Get a clean Chemistry Station with only recipes that belong there.

Legendaries
  • Craft, disassemble and swap all the legendary mods the game has to offer, including DLC and a plethora of custom ones.
  • Add an optional 2nd, 3rd, 4th and 5th legendary mod slot to your armour and weapons.
  • Fallout 76's legendary effects for armour and weapons.
  • Optionally inject new legendary effects into the legendary loot pool, find these effects naturally on legendary enemies.

Equipment Modifications
  • Make your items unable to be scrapped and/or add a star symbol to them. No more accidentally scrapped valuable items.
  • Change and enhance mechanics of your weapons: ammo conversion, projectile override, firing modes, damage, recoil and firerate modifiers, etc.
  • New unique effects (e.g. jetpack) for your armour, modify jump height and resistance values.
  • Second material and misc effect for your Power Armor and modify it the same way as your armour.

This mod is a framework and was designed to be easily expandable. A few guides for the most common tasks can be found in the articles section of this page.



Workbench

You can place stationary workbenches in settlements and player homes via the workshop menu, found under the Crafting category. The mobile versions can be crafted at any Chemistry Station in the CRAFTING FRAMEWORK category.
When starting a new game (upon leaving Vault 111) a single instance of the mobile Universal Workbench gets automatically added to the player's inventory. Those benches can be placed anywhere in the world by either dropping it from your inventory or using the AID items as a favourites hotkey (or MCM hotkeys). When you activate the workbench a menu appears. Every menu item can be disabled via holotape or optional MCM. Once you're done with crafting you can pack it up and transport in your inventory until you need it again.
The mobile power armor workbench works a bit different. It gets automatically packed up and send to your inventory once you leave the power armor crafting menu.

Menu Structure (click on Show to expand)
Spoiler:  
Show
  • Exit Menu
  • Pack Up Workbench (only on the mobile version)
  • Armor - Create
  • Armor - Modify
  • Weapon - Create
  • Weapon - Modify
  • Ammo Station
  • Chem Station
  • Junk Station
  • Utility Station
  • Cooking Stove

Equipment Modification

Crafting Framework uses the vanilla legendary slot as an entry point for its mechanics and functionality. Because of that, the mod is able to modify all kind of equipment without requiring patches for other mods or Creation Club content. Getting this feature up and running is simple:
  • Go to a workbench of your choice and choose any kind of legendary mod option (even "No Legendary Effect" works here).
  • This adds the main mod slot "Legendary Enhancements" which lets you pick and choose which additions you want to add to the item.
  • Once you've selected one of the options new mod slots will be added to the item that hold a bunch of additional modifications for you to utilise.

All the modifiers (damage, protection, recoil, etc.) aren't meant to be used as an additional progression system but rather tools to balance your items. In case you're applying a second legendary mod be aware that those effects won't show a legendary mod description but the effects will still apply.

Menu Structure (click on Show to expand):
Spoiler:  
Show
L1: Legendary Mod Slot
├─ UO: Unscrappable Option
└─ LE: Legendary Enhancements
├─ Armor Options
├─ AE: Armor Enhancement
├─ PM: Protection Modifier
└─ JM: Jump Height Modifier
├─ Power Armor Options
├─ MA: Second Material
├─ MI: Second Misc
├─ PM: Protection Modifier
└─ JM: Jump Height Modifier
├─ Gun Options
├─ AC: Ammo Conversion
│├─ PO: Projectile Override
├─ FM: Firing Mode
├─ ROF: Rate of Fire Modifier
├─ ACM: Accuracy Cone Modifier
├─ ASM: Accuracy Stability Modifier
├─ RM: Recoil Modifier
├─ RaM: Range Modifier
├─ RS: Reload Speed Modifier
├─ ZM: Zoom Modifier
├─ STM: Sighted Transition Modifier
└─ DM: Damage Modifier
├─ Melee Options
├─ ME: Melee Enhancement
└─ DM: Damage Modifier
└─ Additional Legendary Slots
├─ L2: Legendary Mod Slot
├─ L3: Legendary Mod Slot
├─ L4: Legendary Mod Slot
└─ L5: Legendary Mod Slot

Different ways of crafting and swapping legendary effects
  • The easiest and most natural way of utilising legendary effects is by acquiring legendary items from enemies or other sources. Go to the workbench with them and remove the legendary effect by selecting "No Legendary Effect" in the menu. This will add the effect as a loose mod to your inventory. And that loose mod with its effect can be applied to other items you have without any requirement.
  • The second and more advanced way is by scrapping legendary items (items which have a legendary mod applied). You'll receive "Legendary Microchips" for that process. They can be used to craft any legendary effect the mod has to offer, provided you meet the requirements (amount of Legendary Microchips and perks).
  • The Legendary Specialist perks are learned from magazines distributed across the Commonwealth. If you want to know where exactly to get them, there's a separate paragraph in the FAQ article.
  • There's an optional plugin included in the installer pack that adds Microchips to several chests/trunks/safes. You can also craft them but they are quite costly.



You can configure and customize the mod to your liking. There are two ways to do that directly in-game.

Holotape
The holotape gets added to the player's inventory when starting the game for the first time after installing the mod given that you already left Vault 111. It can also be crafted at the Utility Station under the "Crafting Framework" section. All the available options have descriptions. Tweak available slots, recipes, inject the new legendary effects into the game's legendary loot pool, tweak microchip returns when scrapping legendaries, etc.

Mod Configuration Menu (optional)
This is optional. The MCM configuration becomes available as soon as you install Fallout 4 Script Extender (F4SE) and Mod Configuration Menu. This menu sports exactly the same options as those in the holotape plus two hotkey options that make the "drop workbench" items obsolete.



This is a xEdit script that automatically scans your installed mods for crafting recipes and adds them to Crafting Framework's multi-functional workbench. You may patch only a few mods or your entire load order. You'll no longer have a cluttered Chemistry Station with lots of different armour, weapon, ammo or other random recipes. You can even let the script include recipes made for other custom benches, e.g. the ones from AWKCR.

Usage Instructions
  • Install Crafting Framework, FO4Edit and MXPF.
  • Download the Workbench Patcher archive on this page and extract its content into your FO4Edit root folder.
  • Stay in that folder and run CF_WorkbenchPatcher.bat. If you're using MO2 check the FAQ on how to run the script. When all required files are in place you can hit Y and Enter to continue.
  • In FO4Edit's plugin selection keep your entire load order selected and hit OK.
  • Wait for the loading process to be finished and a menu will appear. In this menu, you can hover over the options to get a tooltip with additional information.
  • Start the patching process. If that's the first time you're creating a patch the script will ask you for a plugin name.
  • Afterwards, you can select the plugins you want to be included in the patch.
  • Follow the instructions and wait until the message box says Patching Complete.






  • Armor and Clothing Overhaul: If you want to use CF's functionality with clothing but don't want to use Armorsmith Extended or Unified Clothing Overhaul (UCO) check this out. It's lightweight but features a lot of the functionality of the mods mentioned before.
  • Global Stash: For your storage and junk scrapping needs. It automatically connects to CF's workbenches (even the mobile ones) and also allows you to scrap junk automatically.
  • Ruddy88's Simple Sorter: If you don't like VIS or VIS-G I can highly recommend this one. It automatically generates a single plugin for your entire order. You'll no longer need to create or download patches for your other mods.
  • Quick Gun Modification: Modify various properties of your guns on the fly without having to use a workbench. Especially useful in combat situations. Works with vanilla and mod-added weapons. Modular and easily expandable.


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