File information

Last updated

Original upload

Created by

WhiskyTangoFox

Uploaded by

WhiskyTangoFawks

Virus scan

Safe to use

Tags for this mod

About this mod

A crafting and weapon degredation overhaul.

Requirements
Permissions and credits
Translations
  • Spanish
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 can be crafted, but have increased requirements. 
- Recievers can be crafted, or repaired, with weapon scrap salvaged from similar guns.


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.


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)
- 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)
- Shotguns do not have scopes
- Semi/Auto weapons are restricted to short/medium scopes (this is to give manual action weapons more of a niche as sniper tools)

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.

For help running the script, check out the articles section of this nexus page.

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)


Whisky's Survival Mods
Feast and Famine Overhauls food availability, makes water and sodas not heal
Less Dungeon Loot - Makes statically placed food and chems more rare.
Stimpacked - A Survival Healing Mod: Changes food healing to only heal up to certain thresholds
Food Healing Doesn't Stack - Makes food healing not stack
Loaded Out: An Encumbrance Overhaul: Reworks encumbrance mechanics
Barter - An Ecomony Overhaul - Overhauls the game economy
Degrade and Salvage - A crafting overhaul - Adds weapon degredation, and overhauls crafting
Home Unimprovement - Survival Settlement Crafting - Turns settlement building into camping