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This page was last updated on 18 July 2024, 6:46PM
- Changelogs
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Version 2.7
- 2.7:- The Great Schematic Reveal!
schematics are now notes you can view for information and are required on your person to keep them unlocked. So now you can relock items by removing them
from your inventory (why would you?) and can recollect them if a mod removed them from you (stop right there thief!)
GrenadeExpansionPackLoadsPatch - remade due to forms lists not working correctly in xedit and no idea why
loads of ammo - switcher recipes now craft 1 of each not 5 since you only need one anyway
Moved a few junk items and added some to the packaging bench as items you can purchase with caps from other commonwealth collectors (basically they're craftable but that's head cannon)
Note: Crafting menagerie legacy support is being dropped since that mod is now LFAW and that patch is already up and working (see optional if you still require it but notice it will not have the newer working of CM2.7+)
- 2.7:- The Great Schematic Reveal!
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Version 2.6
- Changed how armor/weapons are unlocked:
folders now have a use, to unlock weapons and armor! Now the recipes no longer use up your gear, so unlock items you are
carrying without fear of losing anything :) some have been made easier too such as armor sets only require helmets! (see unlock list for spoilers).
To make it at least fair, folders are now only craftable at level 50 in the junk bench.. no point in immersive mode if you can just cheat ;)
Fixed Pipe Pistol Schematic still being craftable even though it comes unlocked via the bench by default
Fixes to weapon/armor recipes
Fixed Deployable Turrets Pack 2 wrongfully needing Grenade Expansion Pack 2
Munitions patch:
Gunpowder changed to munitions version of refined gunpowder misc item, adjusted component for CM2 so recipes fully supported still
ECO and Munitions patch:
a patch has been added for the cross patch so that ECO/Munitions work together still but the crafting recipes are disabled so you
can add all the other support like weapon caliber framework without dual recipe ammo issues in the workbenches since CM2 supports them itself anyway
- Changed how armor/weapons are unlocked:
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Version 2.5
- Crafting Mastery 2 - CC Makeshift Wep Pack:
Split unlocks into weapon and ammo unlocks with all CC ammo now added (40mm, sawblade, etc)
Added Crafting Mastery 2 - Armorsmith Extended Recipe Remover:
Automatically installed with the armor keywords patch if AE is also installed
Crafting Mastery ECO changes:
All benches for mods are now inside the ECO patch with further patches to activate the ones you choose.
This means you can have whatever mods are supported of your choice and they fully integrate into immersive mode and ECO's mobile benches seamlessly
If you think of any other mods that have benches you want supporting, let me know!
*note: wipag/wps unlocks will be relocked due to them now being part of the base ECO patch so you'll have to reunlock them, sorry for the inconvenience but
this was needed to make ECO bench compatible with any combination of mods you have installed going forwards, so this opens up a lot more mod support in the future! for example:
Auto Mod Stripper Support: requires level 2 in scrounging for immersive mode.
- Crafting Mastery 2 - CC Makeshift Wep Pack:
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Version 2.4f
- Crafting Mastery 2 - Patch ECO and WIPAG fixes:
fixed Advanced Electronics bench requirements
new patch for WIPAG only without WPS added and installer auto detects which setup when selecting ECO patch to be installed
- Crafting Mastery 2 - Patch ECO and WIPAG fixes:
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Version 2.4e
- CC MakeShift Weapons Pack:
Modified Baseball and Modified Explosive Baseball ammo craftable and moved to ammo workbench and conditions added for CM support
Overall:
Schematics now have a bottlecap cost for balance reasons (also fixes a fallui issue with auto no component crafting ignoring perks)
- CC MakeShift Weapons Pack:
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Version 2.4d
- Energy Cell renamed to 'Guncondenser' being an old name for a capacitor but since both Energy Cells and Capacitors are already exist in fallout and gunpowder servs a similar function for ballistic ammo, the name makes more sense. Also avoids confusion with mods using the names such as:
Munitions - Ammo Expansion Project Patch!
- Energy Cell renamed to 'Guncondenser' being an old name for a capacitor but since both Energy Cells and Capacitors are already exist in fallout and gunpowder servs a similar function for ballistic ammo, the name makes more sense. Also avoids confusion with mods using the names such as:
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Version 2.4c
- Changed Vertibird grenades so they are unlocked via all 3 faction quests at proper time not just brotherhood of steel
new CC mod patches:
X-02 Power Armor
Hellfire Power Armor
Tesla Cannon
Makeshift Weapon Pack
- Changed Vertibird grenades so they are unlocked via all 3 faction quests at proper time not just brotherhood of steel
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Version 2.4b
- Meat now correctly disabled via produce option rather than incorrectly junk
Mutant Menagerie LFAW herbs/food now unlockable!
- Meat now correctly disabled via produce option rather than incorrectly junk
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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
- Added a few new junk items to the manufacturing workbench that was missing
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Version 2.4
- Added Models Craftable in the Manufacturing Workbench
Added Lots of Creation Club Patches!
- Added Models Craftable in the Manufacturing Workbench
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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
- Update messed up version 'a' changes missing in version b.. sorry my bad.. took a step backwards there :/
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Version 2.3b
- Sorted Masters properly so shouldn't cause errors in programs requiring a strict load order
Added support for Mutant Menagerie LFAW
- Sorted Masters properly so shouldn't cause errors in programs requiring a strict load order
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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
- Alien Ammo Schematic extra incorrect Science 4 requirement removed
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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
- Crafting Mastery 2:
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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
- Produce:
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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
- Basic Armor Keywords support! Benches now work as intended. Read FOMOD for any issues with other older mods using it as a requirement.
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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!!!
- Grenades Expansion Pack 2 Support!
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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
- Corrected Produce fertilizer using misc instead of compo
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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.
- Cooler Upgrade for Nuka Mixing Station added.
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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
- 1 Fomod going forwards for easier update management
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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
- Ballistic Ammo Unlocks now requires the same perks for their recipes so no more unlocking ammo to find you still can't make them
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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
- Crafting Mastery 2 - Patch Loads of Ammo and DLC: v1.2
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Version 1.0b
- Syringer Upgrades: fixed ESL error so Universal Berserk Syringe no longer out of range for ESL
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Version 1.0a
- Crafting Mastery 2 Immersive Craftables : ammo unlocks only showing on easy crafting mode fixed
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Version 1.0
- Initial Release
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- Author's activity
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July 2024
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18 Jul 2024, 6:46PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 - Mutant Menagerie Legacy Patch [version 2.6]'
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18 Jul 2024, 6:44PM | Action by: LXYDuckboy
Attribute change
'File \'Crafting Mastery 2\' description changed.'
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18 Jul 2024, 6:39PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.7'
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18 Jul 2024, 6:39PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.7]'
June 2024
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28 Jun 2024, 8:10PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.6'
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28 Jun 2024, 8:10PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.6]'
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28 Jun 2024, 7:49PM | Action by: LXYDuckboy
Attribute change
'Description changed.'
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25 Jun 2024, 9:53AM | Action by: LXYDuckboy
Attribute change
'Description changed.'
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19 Jun 2024, 8:01PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.5]'
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19 Jun 2024, 7:44PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.5'
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19 Jun 2024, 7:44PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.5]'
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06 Jun 2024, 3:20PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.4f'
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06 Jun 2024, 3:19PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.4f]'
May 2024
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19 May 2024, 7:48PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.4e'
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19 May 2024, 7:48PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.4e]'
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09 May 2024, 8:43PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.4d'
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09 May 2024, 8:42PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.4d]'
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01 May 2024, 8:51PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.4c'
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01 May 2024, 8:49PM | Action by: LXYDuckboy
File added
'Crafting Mastery 2 [version 2.4c]'
April 2024
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21 Apr 2024, 8:56PM | Action by: LXYDuckboy
Changelog added
'Change log added for version 2.4b'
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