Fallout 4

About this mod

Extensive, modular and highly compatible equipment overhaul and expansion of the crafting system. Configure the mod to your liking via holotape or MCM.

Permissions and credits
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This mod, which I usually call old ECO, is no longer maintained because its successors got released. Its set of features got split up into three separate more focused mods in order to improve compatibility and user experience considerably. You can now pick and choose what you want to make use of, instead of being forced into certain features and having to patch incompatible mods. Those new mods also come with many new features.
There won't be any updates for old ECO, but the mod page will stay available in case you prefer to use this one instead of the new one. Development continues on the following new mod pages:

Extensive but lightweight and highly compatible expansion of the equipment and crafting system. A multi-purpose and mobile workbench allows for crafting of any kind. Overhauls vanilla armour and clothing to be more modular and expandable. Armour/clothing/PA and weapon 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 configured in the blink of an eye via holotape or optional MCM.
This mod was designed to be a framework and easily expandable. A few guides for the most common tasks can be found in the articles section.

All sorts of announcements and news revolving around ECO can be found here.

New Workbenches (optional, configurable via holotape/MCM)
  • 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 and all sorts of other items distributed across the multiple modes of ECO's workbench.

Armour and Clothing Overhaul (optional, configurable)
  • Make any armour or clothing piece invisible. At the Armor Workbench, you'll get an additional menu called "AA: Armor Appearance" that holds this option. You can also revert that change by making the armour visible again within the same menu.
  • Armour pieces from the base game can have their size (light, medium, heavy) changed on an Armor Workbench.
  • All armour and clothing items can have ballistic weave applied to them. There's also an assortment of new weave types implemented in a balanced way. You still need to complete the Railroad quest to enable that option (or use the cheat option in ECO's holotape/MCM).
  • Separate/optional module: Several helmets have a functional headlamp, this includes the Combat Armor Helmet, Marine Armor Helmet, Medical Goggles and Tinker Headgear.
  • Separate/optional module: Enable armour layering so you can use multiple pieces simultaneously and on top of each other. Want to wear your favourite dress but don't want to abandon your defences? Want to wear masks, necklaces, glasses and other stuff simultaneously with helmets and other armour? Now you can.
  • Separate/optional module: Add a legendary attachment point to all armour and clothing items that don't come with one by default. This obviously allows you to put a legendary effect on those items as well, but more importantly allows further customisation with ECO's Universal Equipment Modifications (more on that below).
  • Separate/optional module: Nick Valentine is able to wear all sorts of clothing.

Legendary Overhaul (optional, configurable via holotape/MCM)
  • Craft, disassemble and/or swap all the legendary mods the game has to offer, including DLC and a plethora of custom ones.
  • Disable crafting recipes to only be able to swap effects that you found on enemies.
  • 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.

Universal Equipment Modifications (optional, configurable via holotape/MCM)
  • Doesn't require patches for other mods. Works right out of the box as long the item you want to modify sports the vanilla legendary attachment point. More on that in the "In Detail" section.
  • Change, balance 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.
  • Add a customizable and modular Targeting HUD to your (power) armor with corpse, friend and/or foe highlighting.
  • Make your items unable to be scrapped and/or add a star symbol to them. No more accidentally scrapped valuable items.

Quick Modification (optional, configurable via holotape/MCM)
  • A new menu that can be accessed via item or hotkey (if MCM is available).
  • Switch between various ammo types, firing modes, sight zoom and ADS speed options on the fly.
  • This works with any kind of weapon whether it's a vanilla one or one added by another mod. The only thing required is a legendary attachment point which 99% of all the weapons out there have by default.
  • Switch between attachments (scopes, muzzle devices, magazines, etc.) for your guns and melee weapons. Vanilla weapons are already part of this system. Modded weapons require individual implementation (e.g. like that).
  • You can make those modifications in any situation, therefore it's especially useful in combat.

New Instance Naming Rules (INNR) (optional)
  • Custom and extended INNR included for armour, clothes, guns, melee weapons and power armour.
  • These INNR make multiple new naming schemes based on ECO's item modifications (legendaries, ammo conversion, etc.) available to the player.
  • They pair well with the FallUI suite and an item sorter like Simple Sorter or Complex Sorter, but work just fine on their own. Links to these mods below in the Recommended Mods section.

FO4Edit ECO Patcher (optional)
  • This is an optional part of the installer package. It includes a Patcher Plugin and item sorting rules for M8r98a4f2's Complex Item Sorter.
  • The Patcher Plugin enables you to automatically patch only a few mods or your entire load order.
  • It automatically scans your installed mods for crafting recipes and adds them to ECO's multi-functional workbench. You'll no longer have a cluttered Chemistry Station with lots of different armour, weapon, ammo or other random recipes that don't belong there.
  • Add the vanilla legendary attachment point (slot) to all sorts of items.
  • Patch mod-added custom legendary effects to enable them to apply ECO's dynamic slot system.

If you just want to swap legendary effects and have access to ECO's Universal Equipment Modifications then there's a separate mod available:
Legendary Modifier Framework (LMF)

New Workbenches

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 EQUIPMENT AND CRAFTING OVERHAUL category. A single mobile workbench is placed right next to the entrance of Vault 111 (outside), waiting for you, including some other useful items all related to ECO.
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. In ECO's settings you can also enable a auto-pickup feature that triggers once you leave a crafting menu. This is useful for people who might find themselves regularly forgetting to pick it back up again and wonder where there mobile bench went when they want to use it another time.
The mobile power armor workbench works a bit different. By default, it gets automatically packed up and send to your inventory once you leave the power armor crafting menu. If you don't like that simply disable it via ECO's settings and just keep the pick up button enabled.

Universal Workbench's Menu Structure
  • 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

General Equipment Modification

This feature 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 Equipment Enhancement which lets you pick and choose what 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/overhaul 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.

Dynamic Slot Menu Structure
L1: Legendary Mod Slot
├─ LS: Legendary Slots
├─ L2: Legendary Mod Slot
├─ L3: Legendary Mod Slot
├─ L4: Legendary Mod Slot
└─ L5: Legendary Mod Slot
├─ SO: Scrap Option
└─ EE: Equipment Enhancement
├─ Armor Options
├─ AA: Armor Appearance
├─ AE: Armor Enhancement
||└─ TH: Custom Targeting HUD
├─ BW: Ballistic Weave Slot
├─ MI: Second Misc
├─ PM: Protection Modifier
└─ JM: Jump Height Modifier
├─ Power Armor Options
├─ MA: Second Material
├─ MI: Second Misc
||└─ TH: Custom Targeting HUD
├─ 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

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. You can limit yourself to this option by disabling legendary recipes via holotape or MCM.
  • 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 (hint: overseen by individuals that may or may not be dead). They can also be bought from vendors (hint: major social hubs). The exact locations are listed in ECO's FAQ. If that's too cumbersome you can cheat the perks in via holotape or MCM.
  • Additionally, if you've invested into the Fortune Finder perk you'll have a chance to find Microchips in some containers across the game world.
  • Loose mods of legendary effects for the first legendary slot L1 can be converted to fit the other slots (L2, L3, etc.). You'll find those options within the Utility Station mode of ECO's workbench.

Quick Modification

You can start using this feature in two ways:
  • You can either use the included food item. It can be found right next to the entrance of Vault 111 (outside) where all the other items related to ECO are. It's also craftable via ECO's Universal Workbench, located in the Chemistry Station in the EQUIPMENT AND CRAFTING OVERHAUL section. You can assign it to a Favourites menu slot and make the menu appear by hitting the corresponding hotkey.
  • Or you make use of the optional MCM. The latter becomes available as soon as you install F4SE and MCM. The hotkey options included in there are more convenient to handle and sport a few extra features.

In case the weapon you're trying to modify isn't set up to directly allow for those modifications the script will automatically apply all necessary steps/mods so you can start using the new functions immediately.
The firing mode switch is a tricky one, rarely it might result in some weapons acting weirdly. If that happens simply change the option back to DEFAULT.

This feature is set up as a framework as well. That means it can be easily expanded without any scripting knowledge. New menus and options can be added in a few seconds within FO4Edit. If you want to learn how exactly to do that there's a guide available for you in the Articles section.

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

The holotape can be found on the Universal Workbench placed right next to Vault 111's entrance (outside). It can also be crafted at the Chemistry Station under the EQUIPMENT AND CRAFTING OVERHAUL 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 but presented in a more clean way. Plus new hotkey options that allow you to control ECO more easily without the need to carry a holotape and several utility items around with you all the time.