For anyone interested in how to unlock things for immersive mode in crafting mastery 2, here's the list:
Spoiler:
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Workbenches default unlocks: Ammo Workbench - 38 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: Accessories: have both yours and spouses wedding rings Bandanas: collect 1 of each of the 9 varieties Casual: 5 Clothes Hangers Dapper: Clothing iron and some scissors Dog: dog bowl and canned dog food Rad Protection: find a damaged hazmat suit CosPlay: Find Kellogs Armor over his cold dead body Fisherman: find a fishing rod
Armor Sets unlocked by finding their actual parts: Power Armors Combat Marine Metal Raider DC Guards: collect their 6 armor pieces (diamond city) SuperMutants: find a pair of SM bracers and a SM aviator cap (look in virgil's cave or from randoms) Trapper Robot Disciples (wrapped) Operators (light) Pack (Stuffed)
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 quest 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 / curies health pack healing recipes Danse - RadX/MedX Chems Deacon - Railroad Stealth Boy 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' Fresh/Wild Produce: complete vault 81's 'Hole in the Wall' or for mutfruit talk to Dr. Priscilla Penske and complete 'fertilizer woman' Institute Gourd/Warwick Melon: complete 'building a better crop' x-111 compound - immersive version requires viable blood samples and also complete first stage of 'blood bank' so you can find them Drugged Water - complete 'Hazardous Material' Institute Food Packet - complete 'Institutionalized' Potted Meat - complete 'Mystery Meat' Mysterious Serum - complete 'Special Delivery' Institute Bottled Water - complete 'Institutionalized' Hallucigen Gas Canister/Ruptured - complete 'Hazardous Material' The Captain's Feast - complete 'Rite of Passage' Raw Sap - complete 'Far From Home'
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 - 2000 plasma cartridges Tesla Rifle - complete 'head hunting' Broadsider - complete 'Last Voyage of the U.S.S. Constitution' Cryolator - 1000 fusion cells *cryo cell Acid Soaker - collect 9000 nuka-cade tickets Junk Jet - complete 'call to arms' Paddle Ball - collect 800 nuka-cade tickets 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 now 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!
2.4 - Made those little models you love to collect now craftable in the manufacturing bench Lots of Creation Club Content patches - Note worthy mentions are captain cosmos power armor and weapon, alien arsenal, tunnel snakes outfits with 10mm classic pistol!
2.4a - Meat is now craftable in produce workbench.. also included Mutant Menagerie LFAW Meats.
2.4b - Meat now correctly disabled via produce option rather than incorrectly junk Mutant Menagerie LFAW herbs/food now unlockable! You must unlock them via the mods means first then you'll get the schematic 'seeds' appear in engineering workbench
2.4c - Changed Vertibird grenades so they are unlocked via all 3 faction quests at proper time not just brotherhood of steel (thanks ptmc2112 for fix) new CC mod patches: X-02 Power Armor Hellfire Power Armor Tesla Cannon Makeshift Weapon Pack
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!
anyone have, know of, or want to make a loads of ammo patch? or is loads supposed to be compatible/integrated with CM2? the variety of ammo i can craft vs what drops in my game means i never have the ammo i need, just a bunch i don't use. and if vendors don't have it then i have to go the console command route which breaks my game immersion. not the end of the world mind you, but still something i hope to remedy. thanks in advance for responses and thanks to the original mod authors!
*Edit: i found this mod https://www.nexusmods.com/fallout4/mods/22175?tab=description and am going to try to see if it fixes my issues, still welcome other options/advice as idk if this will work.
Hi there :) Would it be possible to get an integration for Munitions (and its ECO Patch) into this framework? Many of the best weapon mods use it as a prerequisite nowadays and people might find it very useful. I threw together a very barebones patch that allows crafting on the Ammunition Workbench, but its missing all other absolutely awesome features of Crafting Mastery 2.. If you are interested I can send you the patch I made, maybe it could save some time as a starting point.
Heyo! I'm reloading an old save from 2018 which is more or less intact.
This may be a dumb question, but will it be super problematic if I upgrade from the OG Crafting Workbenches to Crafting Mastery 2? I only had the benches in my main base.
no, as this simply adds recipes to the game and no scripts or anything that get put into your save. Worst case scenario, you'll have to change the benches for the new ones :)
bug with the vertibird grenade crafting recipe, since you can get it from 3 different quests (BoS202 "Show No Mercy" (FormID 000537FF) is the BoS version, DialogueRailroadGenericNPCs "Railroad HQ - Generic Peeps" (FormID 00061B72) is the railroad version (not sure if it actually completes the quest) (happens by talking to the drummer boy after the "Rockets' Red Glare" quest), and MinDestBoS "With Our Powers Combined" (FormID 000DFB3C) is the minuteman version (when using the minutemen to destroy the BoS))
all 3 of them alter a GlobalVariable (aka Global) called BoSFastTravelCanUse (FormID 00056920), changing it from a 0 to a 1 at the actual point you can use the grenades.
So the real fix would be instead of checking if the BoS quest "Show No Mercy" is done, check the globalvariable mentioned above, as long as it's 1, allow the grenades to be crafted. (use the condition function called "GetGlobalValue" to check)
ty for the fix and for the form ID's :) made it check the variable instead as this is far easier and upon checking you are indeed correct, those quests all activate this variable to 1 so makes sense to simply make this what is checks without needless quest checks ^^ Kudos!
Every unlockable is done with the engineering workbench which is unlocked by default, so unlock the ammo workbench, then when you go back to the engineering workbench you should get more ammo unlocks
Before installing the mod I could scrap armor at the armor workbench (vanilla) now there are a few armor types that I can, but I can't scrap for example leather armor it just doesn't appear in the menu
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Workbenches default unlocks:
Ammo Workbench - 38 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:
Accessories: have both yours and spouses wedding rings
Bandanas: collect 1 of each of the 9 varieties
Casual: 5 Clothes Hangers
Dapper: Clothing iron and some scissors
Dog: dog bowl and canned dog food
Rad Protection: find a damaged hazmat suit
CosPlay: Find Kellogs Armor over his cold dead body
Fisherman: find a fishing rod
Armor Sets unlocked by finding their actual parts:
Power Armors
Combat
Marine
Metal
Raider
DC Guards: collect their 6 armor pieces (diamond city)
SuperMutants: find a pair of SM bracers and a SM aviator cap (look in virgil's cave or from randoms)
Trapper
Robot
Disciples (wrapped)
Operators (light)
Pack (Stuffed)
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 quest 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 / curies health pack healing recipes
Danse - RadX/MedX Chems
Deacon - Railroad Stealth Boy
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'
Fresh/Wild Produce: complete vault 81's 'Hole in the Wall' or for mutfruit talk to Dr. Priscilla Penske and complete 'fertilizer woman'
Institute Gourd/Warwick Melon: complete 'building a better crop'
x-111 compound - immersive version requires viable blood samples and also complete first stage of 'blood bank' so you can find them
Drugged Water - complete 'Hazardous Material'
Institute Food Packet - complete 'Institutionalized'
Potted Meat - complete 'Mystery Meat'
Mysterious Serum - complete 'Special Delivery'
Institute Bottled Water - complete 'Institutionalized'
Hallucigen Gas Canister/Ruptured - complete 'Hazardous Material'
The Captain's Feast - complete 'Rite of Passage'
Raw Sap - complete 'Far From Home'
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 - 2000 plasma cartridges
Tesla Rifle - complete 'head hunting'
Broadsider - complete 'Last Voyage of the U.S.S. Constitution'
Cryolator - 1000 fusion cells *cryo cell
Acid Soaker - collect 9000 nuka-cade tickets
Junk Jet - complete 'call to arms'
Paddle Ball - collect 800 nuka-cade tickets
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 now 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!
Made those little models you love to collect now craftable in the manufacturing bench
Lots of Creation Club Content patches - Note worthy mentions are captain cosmos power armor and weapon, alien arsenal, tunnel snakes outfits with 10mm classic pistol!
2.4a -
Meat is now craftable in produce workbench.. also included Mutant Menagerie LFAW Meats.
2.4b -
Meat now correctly disabled via produce option rather than incorrectly junk
Mutant Menagerie LFAW herbs/food now unlockable! You must unlock them via the mods means first then you'll get the schematic 'seeds' appear in engineering workbench
2.4c -
Changed Vertibird grenades so they are unlocked via all 3 faction quests at proper time not just brotherhood of steel (thanks ptmc2112 for fix)
new CC mod patches:
X-02 Power Armor
Hellfire Power Armor
Tesla Cannon
Makeshift Weapon Pack
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!
*Edit: i found this mod https://www.nexusmods.com/fallout4/mods/22175?tab=description
and am going to try to see if it fixes my issues, still welcome other options/advice as idk if this will work.
update: new patch for munitions done ^_^
I'm reloading an old save from 2018 which is more or less intact.
This may be a dumb question, but will it be super problematic if I upgrade from the OG Crafting Workbenches to Crafting Mastery 2?
I only had the benches in my main base.
Thanks!
all 3 of them alter a GlobalVariable (aka Global) called BoSFastTravelCanUse (FormID 00056920), changing it from a 0 to a 1 at the actual point you can use the grenades.
So the real fix would be instead of checking if the BoS quest "Show No Mercy" is done, check the globalvariable mentioned above, as long as it's 1, allow the grenades to be crafted. (use the condition function called "GetGlobalValue" to check)
Thank you!