Fallout 4
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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

A crafting overhaul.

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Changelogs
As featured in Life in the Ruins
see the modlist in the Wabbajack Gallery for more information


Have you ever look at the scope on your 10mm Pistol, and thought to yourself, "Why can't I just take the scope from there, and put it on my rifle?" Do you think repairing PA should require perks? Do you want your weapons to degrade? If so, then this mod may be for you...

Weapons

This mod breaks weapons down into two Categories
Pre-War Weapons
- Scopes, Muzzles, and Magazines use universal component MiscMods, which can be removed and attached on other weapons.
- Barrels and Grip/Stocks cannot be crafted, what you find is what you get. (configurable)
- Recievers can be crafted, or repaired, with weapon scrap salvaged from similar guns.
- Paint crafting is disabled (configurable)

Post-War Weapons (Pipe guns, Handmade rifles, etc)
- Scopes, Muzzles, and Magazines can be removed and attached on other weapons.
- Barrels and Grips/Stocks are crafted using roughly the vanilla recipes
- Recievers can be crafted, or repaired, with weapon scrap salvaged from similar guns.
- Paints crafting isdisabled (configurable)

Reciever Degredation and Progression
- All recievers other than Automatic, and Hardened/Powerful/Advanced are disabled (configurable, but not recommended to turn off, ammo swaps in particular don't make sense with the degredation system)
- Switching between auto and non-auto is disabled (configurable)
- When fired, a reciever has a chance to degrade to the one below (e.g.advanced degrades to powerful)
- The chance of degredation is determined by the players proficiency perks (gunnut, rifleman, commando), and the reciever level. Higher level recievers degrade faster, especially if you don't have any perks for the weapon. Automatic weapons degrade more slowly.
- Degraded recievers have an additional repair recipe, that allows players to repair them back to their original state without needing perks 

Magazines
- Magazine recipes require a caliber specific universal component MiscMod. E.g. a 10mm gun requires a 10mm Magazine.
- Quick magazines are only allowed on small mags (configurable)

Scopes
- Pistol scopes are restricted to short scopes (configurable)

Melee
- Melee crafting is disabled (configurable, but it's a shallow, pointless system that you've never used anyway)

Armor
- Armor Material crafting is disabled (configurable)
- Paints are disabled (configurable)

Power Armor
- Armor Material Crafting is disabled (configurable)
- PA Crafting now requires Blacksmith instead of Armorer
- Power Armor Repair now requires Blacksmith/Science (LBPAC users will be familiar with this feature)
- Paints crafting is disabled (configurable)


Other tweaks the mod makes
- Disables crafting experience (via game settings in the plugin- this is to fix an infinitely repeatble experience exploit)


Installation
To use this on a load order with Vanilla Weapons, just install the main file, and . To run it on something with added or modified weapons, armor, or power armor, see the compatibility section.

Compatibility
Obviously, mods that add or modify weapons will need patching. The good news, is that all this is done with an MXPF FO4Edit scripted patching tool. As of V2, using this script is MUCH more user friendly than V1, however it still requires a bit of knowledge to run. Modded weapons/armor that closely match vanilla should just work. Mods that use their own attachment points, don't use the vanilla keywords, or have attachments that stray from the standard vanilla set will still work, but may have things disabled if the script can't figure out what to do with them.

There are three configuration files that ship with the inside the Degrade folder - ammo.ini, powerArmor.ini, and weapons.ini. Whenever you run the script, your load order will be examined, and these files will be modified whenever the script encounters something in your load order not already (power Armor is the exception to this- because it has multiple keywords on it's omods, it needs user to edit it if it encounters something it can't classify). Just run the script, then open Ammo.ini and Weapons.ini, anything added will be at the bottom. You need to check that the settings are correct (there will probably be a few that aren't), make any changes, save, then delete the output of the script and rerun it with the new settings.

Ammo.ini
edid is just the EDID of the AMMO record.
Tier determines what level of perk is required as a base for crafting perk requirements (yes, this is ammo, not weapon, specific)
Perk is which perk is required to craft omods on weapons that use this ammo

Weapon.ini
name is just the weapon name
ma_keyword is the material keyword used to attach omods to the weapon, you don't need to touch this
isPreWar determines whether a weapon is treated as pre-war or post-war (see above for what this does)
scrap determines which category of scrap is assigned to the reciever, which determines crafting and repair of the reciever

PowerArmor.ini
ma_keyword - the material keyword used to attach omods to the PA, unfortunately PA uses multiple keywords to filter both the type, and the body part. If you're asked to add a keyword to this file by the script, you need to grab the keyword that the mod uses to uniquely identify PA of this class. E.g. for the T45 is ma_T45, hopefully it will be something like that, but it depends on the mod author.
blacksmith - the level of blacksmith perk required to repair the PA
science - the level of science perk require to repair the PA


Configurable Options
There are two types of configuration available, global variables (for things that can be configured dynamicaly) and script options (that require rerunning the script)

Global Variables - 0 is false, 1 is true (edit with xedit),
global_AllowPreWarCrafting - controls the distinction between pre and post war, if set to true, all pre-war attachments should be craftable
global_AllowPaintCrafting - controls paint crafting
global_AllowMeleeCrafting -  controls melee crafting
global_AllowArmorMaterialCrafting - controls power armor and armor material crafting
global_AllowUnrecognizedCrafting - controls crafting of omods that the script fails to recognize and disabled

Script Options
disableQuickLargeMags
disableLongPistolScopes
disableNonStandardRecievers (disables recievers outside of normal damage progression)
disableSelectFireCrafting (if enabled, you can't swap between auto and non-auto recievers)

Replacing true with false will disable each one, allowing you to run the script and do things like retain the full selection of vanilla receivers (no promises degredation will be perfect, but it should still mostly work).




FAQ
Q: How do I get weapon mods?
A: You remove them from other weapons, or purchase them from vendors

Q: How do I get Weapon Scrap
A: You scrap the weapon. Only hardened or better weapons have scrap (because standard weapons don't degrade below standard)