Fallout New Vegas

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Elrawiel

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Elrawiel

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About this mod

Vanilla recipe modifications, allowing players to create almost everything they\'ll need to survive the Mojave Wasteland and its inhabitants.

Permissions and credits
Fallout New Vegas: Craftables Mod
Version: 2.0
Source: http://www.newvegasnexus.com/downloads/file.php?id=38036

Description
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Vanilla recipe modifications, allowing players to create almost everything they'll need to survive the Mojave Wasteland and its inhabitants.


Details
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Current Version
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5 new traits have been added to choose from at the beginning of the game. These expand on the various weapon styles and allow you to make a personal choice,
based on how you want to play.

CQC (Close-Quarters-Combat) - +10% attack speed when using unarmed weapons. Allows you to create and dismantle the Zap Glove, Mantis Gauntlet and Displacer Glove.

Bulletproofing - +2 to your Damage Threshhold. Will allow you to reinforce Combat Armors when armor recipes are added.

Energy Efficient - Energy Weapons ignore 3 of your enemies' Damage Threshhold. Allows you to create and dismantle the Gatling Laser, Plasma Caster, Tesla Cannon and Heavy Incinerator.

Explosive Engineer - +10% damage with Explosive weapons. Allows you to create and dismantle the Grenade Machinegun and Fatman Launcher.

Strong Arm - +30lbs carry limit. Allows you to create and dismantle the Cattle Prod, Chainsaw, Shishkebab and Thermic Lance.

Marksman - +20% accuracy with Guns. Allows you to create and dismantle the Riot Shotgun, 12.7mm SMG, Anti-Material Rifle, Brush Gun, Light Machine Gun, Minigun and Marksman Carbine.

A Science Kit has been added to Doc Mitchell's house in Goodsprings, allowing the breakdown of various chemicals and chemical based items. It also allows you
to create Chems that do not have vanilla recipes (Buffout, Mentats etc...) as well as Alcohol.

Ammo additions have been removed so I can go over what ammo types are available for what weapons, allowing a greater expansion than the three I added in Craftables 1.2

Expanded on food based items, allowing you to create 5 recipes focusing on starvation levels. These restore anywhere from 100 to 750 hunger points using easy to find items
and a metal cooking pot, which is returned.
Also added the ability to purify a single dirty water using nothing but a hot plate; which again, is returned.



Future Release Plans
--------------------
Ability to craft weapon modifications for all available vanilla weapons.
Ability to craft most vanilla armor, including faction-based ones that don't disguise you when worn.
Ammo expansion, giving certain calibers ammo capabilities that they don't have in vanilla New Vegas.
Custom weapon and mod recipes.


Install
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Extract Craftables.esp to your Data folder. This is typically found at C:\Program Files (x86)\Steam\SteamApps\common\fallout new vegas\Data


Uninstall
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Delete Craftables.esp from your Data folder.



Incompatibilities
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Doc Mitchell's House has been modified, so any other mod that massively overhauls this may cause problems. They may range from a floating science kit to the science kit not showing up at all.

Anything that also edits the VendorCraftingItemsRepair levelled list may cause certain items to not show.


History
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Version 2.0a - Again with the midnight modding -_-. If you were the unlucky person who downloaded 2.0, redownload to actually have the Science Kit added :P

Version 2.0 - Massive overhaul of Craftables, removing ammo recipes added to modify them on a better level. 5 new traits added, pertaining to higher tiered weapons of various skill types.

New food based items to help restore hunger levels, covering various ranges of mods that alter how fast you get hungry.

Ability to breakdown and create most vanilla weapons.

Version 1.4 - Added the ability to craft various ammo types. These are variants of basic ammo such as Armor Piercing, Hollow Point and Incendiary. None require perks, so they're all available to craft from the game start at a local Reloading Bench.


Version 1.2a - Conflict Fix. It seems with my midnight modding I managed to hit the 'Recompile All Scripts' button in the G.E.C.K., thereby duplicating every single in-game script. Thanks to Cahir Mawr Dyffryn for pointing this out. They have since been removed, so if you downloaded 1.2, please redownload to avoid conflicts.


Version 1.2 - Second Release. Added a Science Kit to Doc Mitchell's, where you can breakdown items for chemical compounds. These can be used for creating chems and alcohol.
Also added the ability to purify a single bottle of Dirty Water using a Surgical Tubing and a Hot Plate (Which is returned). Powder Charge has been removed, since there's a recipe in vanilla already.


Version 1.0 - Initial Release. A few weapons added using no new meshes or textures.



Contact
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You can find me on the New Vegas Nexus as 'Elrawiel'


Credits
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Thanks to Bethesda and Obsidian for creating New Vegas and the G.E.C.K.
Thanks to modders on the Nexus sites, for making all these games last much longer than they usually would have and helping me understand the inner workings of the G.E.C.K./Construction Kit.