For anyone interested in how to unlock things for immersive mode in crafting mastery 2, here's the list:
Spoiler:
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Unlocking the items in immersive mode v2.6+:
Workbenches default unlocks: Ammo Workbench - 308 ammo Clothing workbench - Ragged Clothing Armor Smith Workbench - Leather Armor Set Weapon Smith Workbench - Switch Blade/Pipe Gun Armors unlocked via finding specific items in game or meeting level: Accessories: have spouses wedding ring Bandanas: reach level 5 Casual: reach level 5 Dapper: reach level 10 Dog: reach level 10 Rad Protection: find a damaged or normal hazmat suit CosPlay: complete the relevant quest where the outfit is normally found or completing 'diamond of the commonwealth' for basic ones Fisherman: reach level 15
Armor Sets unlocked by finding any of their actual parts helmets: Power Armors Combat Marine Metal Raider DC Guards SuperMutants Trapper Robot Disciples Operators Pack Each Power Armor
Weapons: Have actual weapon in inventory (not used, only to show unlock recipe)
Hidden Factions Sets via quests: Minutemen: When freedom calls Railroad: Road to freedom BoS: fire support Institute: The molecular Level CoA: where you belong (far harbor) Vault-Tec: Better Living Underground (Vault-Tec workshop)
Hidden Companion Outfits/Items via quests where met: Cait - Cait's Bandolier/Corset Codsworth - Beer/Bourbon/Rum/Vodka/Whiskey/Wine Alcohol beverages Curie - Molerat Disease Cure (if contracted and no cure)/addictol healing recipes Danse - RadX/MedX Chems Deacon - Stealth Boy/Railroad Stealth Boy/Bobby Pins Gage - Gages armor and Gages Eyepatch (replica active) Handcock - Red Frock Coat/Tricorn Hat Longfellow - Hunter's Long Coat MacCready - MacCready's Duster/MacCready's Hat Piper - Red Leather Trenchcoat/Press Cap Preston - Colonial Duster Strong - XCell/Buffout Chems Valentine - Faded Trenchcoat/Worn Fedora X6-88 - Courser Uniform
Hidden Items: Random Costume Items (CosPlay) - complete quest 'Jewel of the Commonwealth' Grandpa Savoldi's hat (minutemen) - complete quest 'Fallen Hero' Leorenzo's Suit/Cabots Labcoat (Cosplay) - complete quest 'The Secret of Cabot House' Kelloggs Outfit (Cosplay) - Kill Kellogg as part of the 'Reunions' Quest Western Outfits (Cosplay)- complete quest 'High Noon at the Gulch' Atom Cats Jacket and Jeans (Cosplay) - complete quest 'Atom Cats Garage' Hubologist Robes/Space Suit (Cosplay) - complete quest 'Trip to the Stars' Nuka Cola Basic Recipes - complete 'Nuka Cola Needs' Gwinnet Recipes - complete 'confidence man' Hidden Replicas of Unique clothing: atoms of devoted - complete 'visions in the fog' beaded blazer - complete 'the sight' diver suit - complete 'the changing tide' grognak costume - complete 'the silver shroud' inquisitors cowl - complete 'witch hunt' mechanist set (body/helmet) - complete 'restoring order maskot head - reach level 30+ nuka girl outfit - complete 'Precious Medals' oswald set (tuxedo/tuxedo hat) - complete 'a magical kingdom' silver shroud set (costume/hat/armor) - complete 'the silver shroud' wildman outfit - complete 'safari adventure' t60 tesla (left arm/right arm/torso) - requires T60 PA Schematic also! - complete 'head hunting' raider overboss (torso only) (other parts require set schematic still so find it under 'armor - power'.) - requires PA Raider schematic also! - complete 'taken for a ride'
Hidden Replicas of weapons: Grognaks Axe - complete 'the silver shroud' Shishkebab - complete 'out of the fire' Deliverer - complete 'tradecraft' Alien Blaster Pistol - have the gun Tesla Rifle - complete 'head hunting' Broadsider - complete 'Last Voyage of the U.S.S. Constitution' Cryolator - have the gun Acid Soaker - have the gun Junk Jet - complete 'call to arms' Paddle Ball - have the gun Salvaged Assaultron Head - complete 'head hunting' Thirst Zapper - complete 'taken for a ride'
Crafting Mastery Major Update to 2.0! Added support for Grenades Expansion 2 and Deployable Turrets 2 so they appear in the correct workbenches. Full ECO Support so my other mod to make the benches compatible is no longer needed and in fact has been ported here for 1 easy install. The patches collection is now for those who simply want to play without CM2 but still use SAW/WIPAG (how could you?) More intelligent FOMOD installer so it now knows what you have installed and selects those options for you. No more having to remember which patches you need.
and the major change: IMMERSIVE MODE OPTION! Now you can go into the main settings of MCM and change modes on the fly! Changing back on a current save will still keep what you had unlocked previously so don't worry if you want to change options, as it will not screw anything with your unlocks when going back to immersive mode.
WARNING: This change has made Immersive esp's no longer a requirement and some other changes to esp names so your saves will complain about some esp's being missing, this is normal and wont effect your savegame as no scripts are ever used in this mod. Also take mind, that some unlocks might be relocked for mod patches as they had to be relocated inside their base eps so immersive versions are gone for good!
So enjoy a much less catalogue of esp's required, with a much easier installer, and more mods supported!
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+)
i have no craftable weapons in the weaponsmith bench only accessories? any idea why? also mcm menu settings do not save when trying to set to sandbox but all other mcm settings save.
Fun fact: the makeshift weapons CC has a modification to the Baseball Launcher called Explosive Receiver, which allows it to fire modified baseball grenades, but that modification is currently unavailable (due to the fact it has no crafting recipe, and there's no template on the launcher that involves that modification)
there's also a bunch of receivers for the chinese grenade launcher and pipe grenade launcher that you can't seem to get either (looking only in fo4Edit)
it's possible a script applies it via the GetFormFromFile, which would make a pain to find
Not sure why I cannot see any of the benches in the settlement menu... Sandbox or immersive modes, with TGM on too. The MCM options are there and I have the prerequisites installed. I do have Homemaker installed and it shows up just fine in the settlement menus...
Crafting Mastery 2 is loaded at the bottom of the load order too. Just nothing shows up to allow me to build/place the benches... is there a way to spawn the benches with console commands?
Since at least 1 of the replicas don't have the keyword UnscrappableObject on em (that 1 keyword prevents the player from scrapping that item in any capacity), you could add scrap recipes for your replica stuff. Maybe the schematics if you want em to be scrappable (or add the keyword to make em unscrappable)
Scrap recipes are like normal recipes, except there's no conditions (if there were, it would just be conditions that make it possible to get stuff from it when scrapping, would have no effect of if you can scrap the item), the scrapped item is either in the created Object field, or in a FormID list (Form List) and that Form List in the Created Object field (for items that share the same scrap recipe), there's no workbench keyword, the Required Item List is filled with all the stuff you get back from scrapping the item (for some reason, all existing scrap recipes uses Misc item version when dealing with components), and the single Recipe Filter (Category if you use FO4Edit) has either WorkshopRecipeFilterScrap (FormID 00106D8F) for normal workshop stuff or ModRecipeFilterScrap (FormID 001CF58B) for weapons and armor.
Personally, I haven't had any luck in my own mods with ModRecipeFilterScrap when scrapping weapons and armor, but I know that WorkshopRecipeFilterScrap will work.
Alternatively, could just add UnscrappableObject keyword (FormID 001CC46A) to em to prevent any kind of scrapping.
189 comments
Unlocking the items in immersive mode v2.6+:
Workbenches default unlocks:
Ammo Workbench - 308 ammo
Clothing workbench - Ragged Clothing
Armor Smith Workbench - Leather Armor Set
Weapon Smith Workbench - Switch Blade/Pipe Gun
Armors unlocked via finding specific items in game or meeting level:
Accessories: have spouses wedding ring
Bandanas: reach level 5
Casual: reach level 5
Dapper: reach level 10
Dog: reach level 10
Rad Protection: find a damaged or normal hazmat suit
CosPlay: complete the relevant quest where the outfit is normally found or completing 'diamond of the commonwealth' for basic ones
Fisherman: reach level 15
Armor Sets unlocked by finding any of their actual parts helmets:
Power Armors
Combat
Marine
Metal
Raider
DC Guards
SuperMutants
Trapper
Robot
Disciples
Operators
Pack
Each Power Armor
Weapons:
Have actual weapon in inventory (not used, only to show unlock recipe)
Hidden Factions Sets via quests:
Minutemen: When freedom calls
Railroad: Road to freedom
BoS: fire support
Institute: The molecular Level
CoA: where you belong (far harbor)
Vault-Tec: Better Living Underground (Vault-Tec workshop)
Hidden Companion Outfits/Items via quests where met:
Cait - Cait's Bandolier/Corset
Codsworth - Beer/Bourbon/Rum/Vodka/Whiskey/Wine Alcohol beverages
Curie - Molerat Disease Cure (if contracted and no cure)/addictol healing recipes
Danse - RadX/MedX Chems
Deacon - Stealth Boy/Railroad Stealth Boy/Bobby Pins
Gage - Gages armor and Gages Eyepatch (replica active)
Handcock - Red Frock Coat/Tricorn Hat
Longfellow - Hunter's Long Coat
MacCready - MacCready's Duster/MacCready's Hat
Piper - Red Leather Trenchcoat/Press Cap
Preston - Colonial Duster
Strong - XCell/Buffout Chems
Valentine - Faded Trenchcoat/Worn Fedora
X6-88 - Courser Uniform
Hidden Items:
Random Costume Items (CosPlay) - complete quest 'Jewel of the Commonwealth'
Grandpa Savoldi's hat (minutemen) - complete quest 'Fallen Hero'
Leorenzo's Suit/Cabots Labcoat (Cosplay) - complete quest 'The Secret of Cabot House'
Kelloggs Outfit (Cosplay) - Kill Kellogg as part of the 'Reunions' Quest
Western Outfits (Cosplay)- complete quest 'High Noon at the Gulch'
Atom Cats Jacket and Jeans (Cosplay) - complete quest 'Atom Cats Garage'
Hubologist Robes/Space Suit (Cosplay) - complete quest 'Trip to the Stars'
Nuka Cola Basic Recipes - complete 'Nuka Cola Needs'
Gwinnet Recipes - complete 'confidence man'
Hidden Replicas of Unique clothing:
atoms of devoted - complete 'visions in the fog'
beaded blazer - complete 'the sight'
diver suit - complete 'the changing tide'
grognak costume - complete 'the silver shroud'
inquisitors cowl - complete 'witch hunt'
mechanist set (body/helmet) - complete 'restoring order
maskot head - reach level 30+
nuka girl outfit - complete 'Precious Medals'
oswald set (tuxedo/tuxedo hat) - complete 'a magical kingdom'
silver shroud set (costume/hat/armor) - complete 'the silver shroud'
wildman outfit - complete 'safari adventure'
t60 tesla (left arm/right arm/torso) - requires T60 PA Schematic also! - complete 'head hunting'
raider overboss (torso only) (other parts require set schematic still so find it under 'armor - power'.) - requires PA Raider schematic also! - complete 'taken for a ride'
Hidden Replicas of weapons:
Grognaks Axe - complete 'the silver shroud'
Shishkebab - complete 'out of the fire'
Deliverer - complete 'tradecraft'
Alien Blaster Pistol - have the gun
Tesla Rifle - complete 'head hunting'
Broadsider - complete 'Last Voyage of the U.S.S. Constitution'
Cryolator - have the gun
Acid Soaker - have the gun
Junk Jet - complete 'call to arms'
Paddle Ball - have the gun
Salvaged Assaultron Head - complete 'head hunting'
Thirst Zapper - complete 'taken for a ride'
Added support for Grenades Expansion 2 and Deployable Turrets 2 so they appear in the correct workbenches.
Full ECO Support so my other mod to make the benches compatible is no longer needed and in fact has been ported here for 1 easy install. The patches collection is now for those who simply want to play without CM2 but still use SAW/WIPAG (how could you?)
More intelligent FOMOD installer so it now knows what you have installed and selects those options for you. No more having to remember which patches you need.
and the major change: IMMERSIVE MODE OPTION!
Now you can go into the main settings of MCM and change modes on the fly! Changing back on a current save will still keep what you had unlocked previously so don't worry if you want to change options, as it will not screw anything with your unlocks when going back to immersive mode.
WARNING: This change has made Immersive esp's no longer a requirement and some other changes to esp names so your saves will complain about some esp's being missing, this is normal and wont effect your savegame as no scripts are ever used in this mod. Also take mind, that some unlocks might be relocked for mod patches as they had to be relocated inside their base eps so immersive versions are gone for good!
So enjoy a much less catalogue of esp's required, with a much easier installer, and more mods supported!
Have fun!
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+)
-edit I only ask because I haven't been seeing them. I started another game, so I will see if they are there in the standalone workbenches now.
also mcm menu settings do not save when trying to set to sandbox but all other mcm settings save.
there's also a bunch of receivers for the chinese grenade launcher and pipe grenade launcher that you can't seem to get either (looking only in fo4Edit)
it's possible a script applies it via the GetFormFromFile, which would make a pain to find
Crafting Mastery 2 is loaded at the bottom of the load order too. Just nothing shows up to allow me to build/place the benches... is there a way to spawn the benches with console commands?
Scrap recipes are like normal recipes, except there's no conditions (if there were, it would just be conditions that make it possible to get stuff from it when scrapping, would have no effect of if you can scrap the item), the scrapped item is either in the created Object field, or in a FormID list (Form List) and that Form List in the Created Object field (for items that share the same scrap recipe), there's no workbench keyword, the Required Item List is filled with all the stuff you get back from scrapping the item (for some reason, all existing scrap recipes uses Misc item version when dealing with components), and the single Recipe Filter (Category if you use FO4Edit) has either WorkshopRecipeFilterScrap (FormID 00106D8F) for normal workshop stuff or ModRecipeFilterScrap (FormID 001CF58B) for weapons and armor.
Personally, I haven't had any luck in my own mods with ModRecipeFilterScrap when scrapping weapons and armor, but I know that WorkshopRecipeFilterScrap will work.
Alternatively, could just add UnscrappableObject keyword (FormID 001CC46A) to em to prevent any kind of scrapping.