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Meat now correctly disabled via produce option rather than incorrectly junk Mutant Menagerie LFAW herbs/food now unlockable!
Version 2.4a
Added a few new junk items to the manufacturing workbench that was missing Added creature parts that are normally drops from enemies such as meat to the produce workbench Added meat from Mutant Menagerie LFAW patch to produce workbench
Version 2.4
Added Models Craftable in the Manufacturing Workbench Added Lots of Creation Club Patches!
Version 2.3c
Update messed up version 'a' changes missing in version b.. sorry my bad.. took a step backwards there :/ Added new Nuka Cola Lunchbox crafting recipe Added converter recipes for changing the Nuka Cola Lunchbox to standard vault tech one and vice versa for other recips to use them
Version 2.3b
Sorted Masters properly so shouldn't cause errors in programs requiring a strict load order Added support for Mutant Menagerie LFAW
Version 2.3a
Alien Ammo Schematic extra incorrect Science 4 requirement removed Homing Beacon Replica Added DC Guard Outfit unlocks recipe fixed so unlocks with only left/right arm and heavy helmet due to them being only drops from on DC guards Hazmat Suit can be converted to damaged for unlocking recipe or simply because you're angry and broke it out of sadness for your dead spouse *cry* Companion unlocks now have requirements relaxed so first meeting them unlocks their schematics so if you don't want to side with them you dont have to! But for sake of balancing they now require 10 gold (thats actual gold!) to unlock
Version 2.3
Crafting Mastery 2: Nuka Grenade requirements changed to same as ECO requirements (demo 4, nuc phys 3) Nuka Mine Recipe added requiring same as ECO recipe (demo 4, science 4) Cryolater Schematic no longer craftable more than once
Patch Grenade Expansion Pack 2: Nuka Grenade from CM2 recipe disabled so no longer 2 conflicting recipes
Version 2.2
Produce: Basic Crops and herbs now unlockable via engineering workbench and once unlocked, can be crafted without having to worry about running out of them. Most now require dity water at 5 per craft for 5 crops instead of only 1 to keep it a bit more balanced.
Mutant Menagerie: Disabled the quanum flux chem bench recipes so they're only made in the cooking bench. Having the same items in 2 benches imo is just adding more items that arn't really new items and making the workbenches more messy.
Other: Schematics accross CM2 and all patches now look like folders rather that 10mm ammo Potted Meat Recipe fixed
Version 2.1
Basic Armor Keywords support! Benches now work as intended. Read FOMOD for any issues with other older mods using it as a requirement. Mutant Managerie and its DLC addons Horrors of the Deep and Nuclear Safari support added!
Deployable Turrets: Now uses Electronics workbench Immersive mode now adds weapons schematics to most of the turrets so you have to unlock the weapon to get its turret version
CM2: Bobby Pins are now classed as junk and unlocked under Manufacturing in the Utility Section (req: sneak 1) Stealth Boys are now unlocked from the offset under devices in the electronics workbench (railroad version still has same req) Junk Workbench renamed to Manufacturing Workbench in workshop/ECO workbenches to make them consistant with MCM and other references that called it that
Version 2.0
Grenades Expansion Pack 2 Support! Deployable Turret Pack 2 Support! Fomod Installer now installs mods and addons relevant to what you have installed so now more having to remember which patches you need!
and the big change: Immersive mode is now an option in the MCM Menu so can be turned on/off at will!!!
Version 1.4
Corrected Produce fertilizer using misc instead of compo Alternate Power Armor Station from base game now craftable Vault Tech Lunch Box added to 'Pre-War' in junk bench
Version 1.3
Cooler Upgrade for Nuka Mixing Station added.
Every Nuka Cola Flavor For Vending also now has Ice Cooled versions of its drinks.
Version 1.2
1 Fomod going forwards for easier update management
Crafting Mastery 2: Renamed schematics for modding benches so they're more aptly named (eg: power armor modding not upgrading) Ground Mole Rat recipe changed to dirty water since gives rads
Crafting Mastery 2 Immersive: Removed recipe requirement for Nuka Cola so it's unlocked along with the soda mixing bench as default recipe
Version 1.1
Ballistic Ammo Unlocks now requires the same perks for their recipes so no more unlocking ammo to find you still can't make them Lots of new items, some unlockable in immersive mode, mainly pre-war consumables
Version 1.0c
Crafting Mastery 2 - Patch Loads of Ammo and DLC: v1.2 Ammo weights added, so they're 10% heavier than their standard counterparts. They have a cost in weight now to use. On the flip side, since they're a more expensive to use ammo, they also fetch more caps than their standard versions! Simplified device names of ammo switcher devices so they're cleaner and work better with tags such as complex item sorter.
Crafting Mastery 2 - Immersive Craftables: 1.0c ammo bench - gun nut 1/scrounger 1 weapon smithing - blacksmith 1/gun nut 1 armor/clothing smithing - toughness perk 1/2 + armorer 1 cooking/produce/soda mixing - lead belly 1/2/3 decal - cap collector/armorer 1 Changed ammo that is unlocked by default from 308 to 38
Version 1.0b
Syringer Upgrades: fixed ESL error so Universal Berserk Syringe no longer out of range for ESL
Version 1.0a
Crafting Mastery 2 Immersive Craftables : ammo unlocks only showing on easy crafting mode fixed
Want a Water Zapper for all your settlers? Want both you and piper dressed as kellogg? Want to create an army of Mechanist lookalikes?
Do this and more with Crafting Mastery 2!.. AGAIN!
Now more compatible with other mods than ever! With more options than before to disable parts you don't want, and with minimal overrides so pretty much shouldn't effect any other mods you might have installed!
Includes the following recipes all craftable from base game and all DLC's: -Armor and Clothing -Weapons -Power Armor -Ammo -Junk -Food, Sodas, Herbs, Alcohol
And when I say All i mean all... yes even replicas of those unique items you once thought was single item only is possible (optional). Now you and Deacon can stop fighting over that Deliverer pistol and have one each! or make a copy of that awesome Tesla Armor and duo team your enemies in style!
This mod comes with 3 ways of crafting Ammo: Easy - Makes all items craftable from basic components like the normal game. Hard - You need to craft Primers and Casings to be able to make the ammo. Hard Alt - Same as Hard but with alternate menu listing where ammo is listed per ammo type using the ol' Armor Keywords layout.
Also comes with some optional ESL's that were made separate so if you have mods installed that might effect these you can forgo them: Fair Nuka Mixes: Make Nuka mixing fair by making 2 bottles for recipes that take 2 to make. Syringer Upgrades: adds a few new syringers and moves them to the ammo bench when ammo crafting is on. Throwables in the explosive workbench: does what it says on the tin! move the throwables like grenades and traps to the explosive bench.
Also has optional settings using MCM: Don't want certain workbench recipes like armor or ammo because you have another mod for them (stupid dual recipes!), turn them off. Anything in the default game like ammo will magically be moved back to where it once was so you won't get blocked from crafting base game items just because you disabled it. (eg: turn ammo crafting off, and your acid soaker ammo will be back in the chem bench).
Immersive Craftables Mode: a large scale option in MCM that changes the way this mod works! Start with only the Engineer Workbench and unlock everything though gameplay such as ammo, weapons, armor, etc. so you don't start out as a master crafter!! Can be turned on/off at the press of a button!
Also includes patches for other mods and some creation club content so they play nice here :)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Also make sure to note: if this is uninstalled you'll lose all the replicas and only keep the default ones since uninstalling this means the replicas no longer exist (separate IDRef#). All of these have replica after their names so you'll know which ones are effected.
ALSO NOTE: THIS IS A COMPETE OVERHAUL OF CRAFTING MASTERY SO CHANGING OVER FROM A SAVE USING MY OLD MOD MIGHT HAVE ISSUES SUCH AS REPLICAS WILL HAVE TO BE REMADE! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Disclaimer: Again a Special thanks to 'Crafting Workbenches' by drdanzel for most of the base game items and for which this mod and my previous are based and some parts originally used from. Without their mod this one simply wouldn't exist as it started as just a way of updating theirs but with it now lacking updates and the drastic changes of this one going forwards, I felt it was right to be standalone and thanks to drdanzel for permission in doing so. Don't forget to kudos drdanzel for his brilliant work that started me on this and allowing me to update it in the first place. drdanzel.. if you do return... YOU ROCK my friend! :-) remember to kudos and endorse his mod too!
Thanks to the combined efforts of Valdacil, Thirdstorm, and Gambit77 for their amazing work on Armor Keywords which allowed mods like this to even have a base to start from in the early years.
Also Thanks to Whisper for their new workbenches mod Standalone Workbenches from which all the new benches are used. Also Thanks to SarahAda for permission to add their patch mod Loads of Ammo DLC Patch to be included with loads of ammo's patches.