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- Changelogs
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Version 43.3
- included the separate QGM download in the main FOMOD installer as an option
- added a patcher plugin for Complex Item Sorter to the FOMOD installer; it requires the most recent version of CIS (v1.11.4), so make sure you have that one installed and all old versions properly uninstalled
- the original Workbench Patcher Script was removed
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Version 43.2
- this update is the last version for CF, the development continues on the new mod page for "Equipment and Crafting Overhaul"
- CHIPLOOT PLUGIN: it no longer directly edits containers
- CHIPLOOT PLUGIN: you'll get Microchips now with the Fortune Finder perk instead
- CHIPLOOT PLUGIN: this was done to make this perk more useful and avoid conflicts with mods that change those containers as well
- CHIPLOOT PLUGIN: the previous solution was quite dirty, I didn't like that you'll get them with 100% chance always in the same location
- CHIPLOOT PLUGIN: the microchips are now more rare but have the chance to spawn in various other locations
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Version 43.1
- the papyrus source files are now included in the BA2 archive
- they are also available as loose files within the installer
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Version 43
- added some additional information to same legendary effect descriptions
- added expansion plugins for "Auto OMOD Stripper" and "Combined Arms" (Ammo) to the FOMOD installer
- the Combined Arms ammo expansion got updated relative to its standalone version, it now includes ammo scrap recipes, found in the ammo workbench mode under the "Combined Arms - Ammo Scrapping" category
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Version 42.1
- fixed Legendary Enhancement Slot toggle in the holotape
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Version 42
- added another popular requested feature: Ammo Scrapping
- there are new categories named BALLISTIC SCRAP, ENERGY SCRAP, EXPLOSIVE SCRAP, OTHER SCRAP and SYRINGE SCRAP found in the Ammo Station mode of the Universal Workbench, these categores hold scrapping recipes for all vanilla ammo types
- by scrapping ammo you get 50% of the components required to craft the same type of ammo, the returned components are included in a new type of misc. item, "Ammo Scrap", these will get removed/broken down once you use one of their components for crafting other stuff
- updated Caliber Complex expansion to reflect the name changes to vanilla ammo types on the vanilla Ammo Scrap items
- there are no scrap recipes for Caliber Complex's new ammo types included in this update
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Version 41
- removed throwables (grenades, mines, traps) overrides from the main plugin, this caused conflicts with other mods and was kinda pointless anyway, so I had to decide whether I create several additional patches or remove those few overrides
- if you applied legendary effects to throwables please remove them before updating the mod
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Version 40
- you can update to this version mid-playthrough in your existing mod setup but there are some steps you should realise when you do, read more about it in the next few lines
- before you install this update make sure to remove all old plugins that previously came with the separate "Expansions and Patches" pack and the beta update
- patches, expansions and translations by third parties may break the functionality of the update, in that case they require an update as well, most of them should still work but if something seems off and you're not proficient enough with xEdit to check on your own either contact these authors or ask in CF's posts section regarding your specific case
- by popular request I've added optional legendary slots for 3rd, 4th and 5th legendary
- changed perk requirements for legendary effects, all Science requirements were removed and replaced with Legendary Specialist (learned from magazines as usual), so all of them require Leg. Spec. and either Armorer, Blacksmith or Gun Nut
- the only exceptions are effects that are meant to be used on both guns and melee weapons, they only require Legendary Specialist
- removed Science requirement from all options that add new legendary slots, legendary effects all have their own perk requirements already, so those extra req. served no purpose
- the Science requirements across the whole mod was often criticised to be too restrictive by limiting build diversity, this should no longer be the case
- option in holotape and MCM that previously dis-/enabled the second legendary slot now dis-/enable all additional slots, therefore the name got changed
- added some text to loose legendary mods to differentiate between armor and weapon versions if an effect name is the same for both weapon and armor
- added second recipe for legendary microchips that requires less Circuitry but Technical Documents instead
- removed additions (higher modifiers, legendaries on grenades) from Extreme Edition plugin and added them to CF's main plugin instead, you'll need to reapply those options after the update
- expanded available modifier ranges in some categories that were previously missing
- split "Accuracy Modifier" into "Accuracy Cone Modifier" (uses the old Accuracy forms, just renamed) and "Accuracy Stability Modifier", that way higher modifiers are possible and both values can be controlled independent from each other
- added new "Accuracy Stability Modifier" to ModMenuSlotKeywordList
- added the four perk magazines to fixed locations in the Commonwealth (hint: overseen by individuals that may or may not be dead), you can still buy them from vendors if you don't want to go for a hunt
- updated AWKCR expansion/plugin
- added Caliber Complex expansion
- combined all plugins in a single FOMOD installer
- a few minor fixes/changes not worth to be listed individually
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Version 33
- removed unused keywords to improve game performance in heavy load order setups
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Version 32
- Bugfix: Universal Workbench no longer deletes leftover components from junk items that were used in the crafting process, they will automatically return to player inventory
- Example: Previously, when you had a shipment in your inventory and used the Universal Workbench to craft or modify an item that required a component of that shipment, the shipment and the spare components not used for crafting were deleted. Now the bench uses only the components required for a recipe and returns the rest of them in their basic form (cloth, steel, wood, etc.).
- updated CF-AWKCR plugin with the changes from the main plugin
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Version 31
- removed broken scripted injection of Microchips into loot pools
- added separate plugin to the "Expansion and Patches" pack that directly adds Microchips to several containers
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Version 30
- modified "Set Up Workbench" aid/food items to no longer affect hunger meter or other aspects of Survival mode
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Version 29
- removed Armor Options' ability to apply balistic weave on any armor and clothing piece
- this was done to prevent bugs, like the weave slot showing up twice on items that already come with the weave slot
- it was especially noticeable on when used with mods that add that slot naturally to more armor and clothing pieces, like "Armor and Clothing Overhaul" and "Armorsmith Extended"
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Version 28
- fixed the two AID items that drop the workbenches, depending on the item sorting mod in use they were in the wrong category and couldn't be assigned to a hotkey
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Version 27
- added new option to the holotape and MCM that allows to disable "No Legendary" recipes, when disabled alongside the other three legendary recipe options the L1 slot will completely disappear from items
- added new option to the holotape and MCM that allows to disable the "UO: Unscrappable Option" slot
- added Legendary Injector to MCM
- added all cheat and debug options to MCM
- restructured MCM for a cleaner look and better user experience
- updated CF-AWKCR plugin
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Version 26
- added new options to the holotape and MCM which allow you to disable the recipes for chems, alcohol and soda added by Crafting Framework
- reworked holotape in order to provide a better user experience with more obvious categorisation
- updated Extreme Edition
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Version 25
- IMPORTANT: before upgrading to this version from a previous one remove any LME and MLM effects (or rather their slots) applied to your items
- removed LME and MLM legendary effects from the main mod and added two new ESL-flagged plugins to the expansion and patch pack that contain those effects instead
- fixed a few minor issues / removed redundant leftovers from a previous version
- updated Extreme Edition
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Version 24
- added option to the holotape and MCM that allows you to switch the base Crafting Framework recipes usually found in the Chem Station to the Utility Station
- added STM: Sighted Transition Modifier
- removed requirements from most modifiers due to them being balancing tools and allowing users that don't want to invest into specific perks to benefit from the same tools
- Extreme Edition included in the Expansions and Patches pack updated to v24 of Crafting Framework
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Version 23
- reworked damage modifier recipes, the positive values now require either Gun Nut or Blacksmith instead of a hard requirement of Gun Nut, the UI shows both perks as if you'd require both but it is in fact an OR logic
- removed redundant food keywords from the hotkeyable workbench drop items
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Version 22
- reworked and optimised start up quest and configuration, now also includes legendary effect crafting
- added two new items (consumables) called "Set Up Universal/PA Workbench", they can be crafted at the Chemistry Stattion under the Crafting Framework category
- these two items can be added to the favourites/hotkey menu, when pressing the hotkey while having a mobile version of the workbenches in the inventory the corresponding bench gets automatically dropped from inventory and set up
- the same thing can be achieved with MCM, there are now two configurable hotkey settings that do the same thing but this solution won't require the two new items to be bound to the favourites menu
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Version 21
- on new game start, after exiting Vault 111, a mobile universal workbench gets added to the player's inventory
- added dialogue box to the startup quest, allows you to quickly dis-/enable all of CF's additional slots on armour and weapons
- added "ignore sandboxing" flag to all workbench modes so that multiple NPCs will no longer stack on the benches
- fixed rate of fire modifier double-dipping on semi-auto guns
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Version 20
- added reload speed modifier including holotape and MCM config
- changed the CRAFTING FRAMEWORK recipe category back to the Chemistry Station so that all wasteland hobos out there don't have to interact with settlements/workshops
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Version 19
- reverted vanilla recipes for ammo, grenades and mines back to their original state; they can be found on the Chem Station again
- made additional custom recipes for the aforementioned ammo, grenades and mines; they got added to the Universal Workbench
- replaced most other overrides of vanilla forms with custom ones to ensure that none of these records will ever conflict with another mod
- changed keyword references for the L2 effects to the vanilla ones (L1) and removed redundant keywords
- removed FeaturedItem keyword from L2: Ma' Li-Wan's, Water Breathing and Zeke's OMOD records; they were not supposed to be there
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Version 18
- changed universal workbench script, it now detects if the player is in power armor
- this was done to prevent power armor users from breaking the menu
- already deployed benches will get updated after redeploying them
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Version 17
- new option in the holotape's "Cheat and Debug Options" that lets you add a mobile version of the Universal Workbench to your inventory
- added sorting tags to CF's new shipment sizes
- removed component costs of most modifiers (accuracy, protection, etc.)
- removed MISC mod items for the aforementioned modifiers, they are no longer needed
- IMPORTANT: remove all those MISC mods from your inventory (and ideally containers) by either dropping or selling them BEFORE upgrading to this version
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Version 16
- added accuracy and range modifiers for guns
- don't expect them to do much because they can only modify base values of a gun
- removed patches from the archive, they got separate mod pages
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Version 15
- reworked and optimised Universal Workbench script
- the script no longer needs to be altered in order to add new workbench modes, it's modular now
- you could add the AWKCR benches or something totally different and custom
- a guide on how to add new modes/benches can be found here: https://www.nexusmods.com/fallout4/articles/2351
- IMPORTANT: please pack up (mobile version) and scrap (workshop version) all Universal Workbenches you've set up BEFORE updating the mod to prevent broken menus
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Version 14
- reworked script for mobile power armour workbench
- instead of having a separate button prompt for picking the workbench back up the workbench gets automatically picked up when exiting the PA crafting menu
- this was done to ensure that other mods that add additional button prompts to workbenches don't remove all prompts altogether
- IMPORTANT: pack up all deployed mobile power armour workbenches so that the old script gets cleaned up BEFORE upgrading to the new mod version
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Version 13
- added junk recipe for Enhanced Targeting Card
- changed holotape: Debug and Cheat Options are now combined and Legendary Specialist perk options get disabled when you already have the corresponding perk on your character
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Version 12
- added crafting recipes for Smart Fragmentation Grenade, Homing Beacon, Institute Beacon and Nuke Mine
- PM: Protection Modifier and DM: Damage Modifier now cover all damage types, even the unused ones, in case another mod makes use of them
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Version 11
- added portable Power Armor Station, can be found in the Utility Station, Crafting Framework category
- the model is again from fadingsignals excellent Compact Crafting
- added Universal Workbench configuration to the holotape and MCM
- the menus for the mobile and workshop version can be configured/controlled separately
- added shipments in different sizes to the Junk Station
- added legendary attachment point to Mr. Handy Buzz Blade, this was the last vanilla weapon that had it missing
- added crafting requirements to the Universal Workbenches, I forgot to include it previously
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Version 10
- added Universal Workbench (the model is fromfadingsignal's excellent Compact Crafting)
- this new workbench sports a menu that lets you choose all available crafting modes / workbench variants
- there are two versions available: one can be crafted from within the workshop menu (Crafting category) and can be placed anywhere in a settlement or player home, while the other one is located in the Utility Station (Crafting Framework category) and is a Misc item that can be placed anywhere in the world when dropped from the iventory
- the workshop version gets connected to your settlement's/home's storage container, the mobile one does not get connected
- in addition to the vanilla workbenches and crafting stations there are now also armor and weapon creation, ammo station, junk station and a utility station
- added recipes for armor, weapons, ammo, junk and some other items to the aforementioned workbench
- due to the increasing amount of recipes and keywords in the mod I removed all cheat options/recipes to prevent the engine from freaking out and impacting game performance
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Version 6
- fixed VATS Enhanced (gun version) not returning microchips when scrapping an item with it applied
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Version 5
- new option in MCM and holotape that allows for enabling Ballistic Weave without completing the Railroad quest, found in the Cheat section
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Version 4
- Ballistic Weave can now be applied to armor pieces that normally wouldn't allow for that. Just select "Armor Options" in the "LE: Legendary Enhancements" menu and the required attachment point and keyword will get added to the item. If your item already allows for Ballistic Weave by default then this won't do anything.
- Added the "Institute Killer" ballistic weave (only present in form of a loose mod in vanilla) as craftable option.
- New Armor Enhancement option "Extra Pockets", increasing player's maximum carry weight.
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Version 3
- Fixed the "No Legendary Effect (Marked)" option, now adds the star symbol as intended.
- Removed its description so it won't show up in the legendary field above an item's stats as legendary descriptions usually do.
- Converted image included in download archive to decrease its size.
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Version 2
- Removed duplicate FeaturedItem keyword from some of LME's records.
- Reworked patches for CLM and LMA to use a separate slot like the legendary effects from LME and MLM. Just go to the L1 slot to apply that additional slot.
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Version 1
- Comparison to Legendary Crafting Framework version 7.1.2:
- New Features
- - Two new slots for Power Armor modification got added. One adds a second Material mod and the other one a second Misc mod. There are also a few new and custom modifications. All of them can be used globally on every Power Armor, even ones added by mods, no patches required. This renders mods like More Power Armour Mods and Power Armor Materials and Paints obsolete.
- - Legendary Microchips can now spawn in some boss chests/trunks/safes in varying amounts. This can be used alongside mods like Boss Chests Contain Legendaries. Thanks to GaracktheMad (and his mod LCF Components Drop from Boss Chests) for this idea.
- - Automatron is now fully supported.
- - The following legendary crafting mods got fully incorporated: Legendary Modification Enhanced by GokuGX and Mythic Legendary Modification by chuckdm. The option to add them can be found in the "L1: Legendary Mod Slot" menu. You can completely disable them via holotape or MCM, in the Recipes submenu.
- - The holotape gets added to the players inventory automatically after leaving Vault 111.
- Changes
- - More than 80% of the records got reworked, most of them only do stuff behind the scenes so you won't (directly) notice those changes.
- - The names of all loose mods got shortened and incorrect names got fixed.
- - I've also added a 2 to the legendary loose mods for the second slot so you'll be able to differentiate.
- - All items have sorting tags. If you don't use DEF_UI and a sorting mod these tags will show up in text form and you'll still get a better sorted inventory. With both aforementioned mods installed they'll automatically get converted into icons and added to the sorting mod's subfolders.
- - The INNR injection feature got removed due to weird interactions (item names) when paired with some sorting mods. The keywords used for the INNR reference are still present on the OMODs so you could incorporate them yourself.
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- Author's activity
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February 2024
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09 Feb 2024, 1:21PM | Action by: DankRafft
Attribute change
'Description changed.'
October 2023
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15 Oct 2023, 1:16PM | Action by: DankRafft
Attribute change
'Name changed to \'Crafting Framework (CF) - Deprecated\'.'
September 2023
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16 Sep 2023, 5:33PM | Action by: DankRafft
Attribute change
'Category changed to Crafting - Other.'
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01 Sep 2023, 10:13AM | Action by: DankRafft
Attribute change
'File \'Crafting Framework - Final Update\' description changed.'
August 2023
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28 Aug 2023, 6:34PM | Action by: DankRafft
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'Description changed.'
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28 Aug 2023, 6:32PM | Action by: DankRafft
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'file visible to the public'
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28 Aug 2023, 6:31PM | Action by: DankRafft
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'Description changed.'
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28 Aug 2023, 6:29PM | Action by: DankRafft
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28 Aug 2023, 6:28PM | Action by: DankRafft
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'Description changed.'
May 2023
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18 May 2023, 11:29AM | Action by: DankRafft
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February 2023
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22 Feb 2023, 4:58PM | Action by: DankRafft
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18 Feb 2023, 10:51AM | Action by: DankRafft
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'Users can no longer convert this file.
Users have permission to use assets from this file as long as they credit the owner.'
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02 Feb 2023, 9:44AM | Action by: DankRafft
Attribute change
'File \'Crafting Framework - Final Update\' description changed.'
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02 Feb 2023, 9:43AM | Action by: DankRafft
Attribute change
'Description changed.'
January 2023
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15 Jan 2023, 12:40PM | Action by: DankRafft
Attribute change
'Description changed.'
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14 Jan 2023, 4:23PM | Action by: DankRafft
Attribute change
'Description changed.'
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13 Jan 2023, 4:03PM | Action by: DankRafft
Attribute change
'Name changed to \'Crafting Framework (CF) - Deprecated-Retired\'.'
November 2022
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19 Nov 2022, 9:42AM | Action by: DankRafft
Permission change
'Users can now convert this file.
Users can use assets from this file with or without permission.'
October 2022
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26 Oct 2022, 2:00AM | Action by: DankRafft
Attribute change
'Description changed.'
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- Mod page activity
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March 2024
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28 Mar 2024, 5:36AM | Action by: ahmetcky
Endorsed
'Crafting Framework (CF) - Deprecated'
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28 Mar 2024, 4:28AM | Action by: ciracco
Endorsed
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26 Mar 2024, 2:33PM | Action by: HappyToGoodJob
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24 Mar 2024, 12:52AM | Action by: FanFacts
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23 Mar 2024, 5:15PM | Action by: Cory5610
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22 Mar 2024, 12:25PM | Action by: Nordmar32
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20 Mar 2024, 10:17PM | Action by: chewbaca101
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19 Mar 2024, 7:17PM | Action by: Veranyean
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18 Mar 2024, 6:13PM | Action by: ZloiSlon
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