Fallout New Vegas

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Kseaf

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Kseaf

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About this mod

Translation of Richwizard's mod.

Permissions and credits
Перевод мода и опциональных файлов. Надеюсь даже, что качественный =)
Приветствую предложения и замечания по переводу, раз в неделю могу делать обновления (если возникнет такая надобность).

Моего "ReadME" в файлах нет. Пока.

=====ORIGINAL MOD PAGE=====

http://www.nexusmods.com/newvegas/mods/55966/


=====ORIGINAL DESCRIPTION=====

NOTE: THIS MOD DOES NOT REQUIRE THE ORIGINAL VERSION. THIS IS A COMPLETE UPDATE.

Future plans as of 06/01/2014:
Add recipes for ammo types that do not have crafting recipes in the base game, including GRA ammo.
Add breakdown recipes for all ammo types, including GRA ammo.
I may add a Chemical Lab to the Sierra Madre Casino itself if I can find a plausible place to put one.

I have long enjoyed running the original Craft Overhaul, but it had a couple of shortcomings. Crafted armor and weapons were all unique to this mod and you had to use other "crafted" armor to make more advanced armor. You couldn't use vanilla game armor for such crafting. Another shortcoming was that the original mod was done before the DLCs were released. Therefore, there were no Chemical Labs in any of the DLCs. It was inconvenient to be stuck in Zion or Big MT and not be able to make Stimpaks. Now that: A. I'm finally learning the GECK, B. afftor gave open permission to use/change his mod, and C. afftor hasn't been active on the Nexus in a very long time; I've decided to make a major update to Craft Overhaul.

Here is a portion of the original description:
************************************************************************************************************************
Main point of this mod is to make previously semi-weak skills more useful, crafting more fascinating and scavenging time worthwhile. Now you don't need to have high repair skill in order to have brand new energy, melee weapons, and armor.

Repair: Now you can craft all gun ammos without breaking your ammos for details. Also you can craft weapon mods with this skill.
Explosives: You can make any explosive you want to.
Science: You can craft energy weapons and stealth boys (!) at full condition. Also you can craft energy weapon mods with this skill.
Survival: This skill now allows you to craft melee weapons and armor, also all hides now can be used in armorcraft.
Medicine: A few fixes and some new stuff.

Perks: Vigilant Recycler and hand loader allows you to craft advanced weapon mods for energy and normal guns making these skills more useful.
Craft place: new Chemical Laboratory for scientists and medics with all related recipes. Also needed to craft basic dynamite.

************************************************************************************************************************
This mod now requires the major DLCs:
Dead Money
Honest Hearts
Old World Blues
Lonesome Road

Added recipes: (I may have added more of my own, but these are what I remember adding)
>.45 ammo types from Honest Hearts, both making and breaking down.
>JFP handload ammo for all pistol ammo; 9mm, 10mm, 12.7mm. In the original game, only .357 ammo had a JFP recipe. Breakdown recipes are also included
>Changed the recipe for a Satchel Charge from Lonesome Road to require more powder and added a breakdown recipe.

Several recipes have been updated. Some changes reflect game patches that were released after the original mod was released.

Armor and weapon crafting now uses and creates vanilla items. Such items that were unique to the original mod have been completely removed.

Since the original mod had recipes for creating Radiation Suits, I have kept that and updated a couple of things. Radiation resistance for the suits have been increased and the maximum resistance you can have in the game (both radiation and poison) has been raised to 100% from 85% in the vanilla game.

Added "leather hide" to items you can loot from dead Brahmin and Bighorners, which can be tanned, and then used to make lots of leather. I just used the mesh for other hides and changed the texture a little. It looks small if you drop it, but it works in the recipes. Making it bigger would require mesh altering skills that I don't yet have.

Added a steel bar to the game, which can be used to make several pieces of scrap metal. It's a retexture of the gold bar from Dead Money. I was able to fix the problem with picking it up with the 'Z' key. While I was at it I also fixed the gold bar. The new meshes are included with the file. The steel bars are scattered around, mostly in the northern areas of the Mojave. There is one location where you can buy them, and another with a shipping crate where they will respawn, but you may have to fight for them if you're not careful. The respawning enemies were already there in the vanilla game. :)

Chemistry Labs have, of course, been added to the DLCs.
Dead Money: One, and only one, to the villa. That DLC is supposed to be challenging.
Honest Hearts: Added to the "survivalist" locations. If you've played it you know what I mean.
Old World Blues: Freakin' everywhere, including the Sink. The whole place is one giant laboratory.
Lonesome Road: A handful here and there.

OPTIONAL FILES WITH PLAYER HOMES. These optional files do not require the main file. They are complete replacement files.

Craft Overhaul Revised Homes: Adds some player homes/crafting shops to Dead Money (in the Villa), Honest Hearts (new Ranger Substation Harrier), and Lonesome Road (previously closed off section inside Hopeville Missle Base HQ). It also updates the Abandoned Brotherhood of Steel bunker that leads to the Sierra Madre Villa. I removed the collapsed rubble and added some hallways in that direction leading to a large restroom and an equipment room. I also added a doorway at the back of the bunker leading back to the Villa, for those that like to return and continue exploring. There's a new crafting Hot Plate and a working Auto Doc MK1 too! All the player homes are navmeshed.

Craft Overhaul Revised Homeroom: Adds the aforementioned player homes and adds a Chemistry Lab to the Goodsprings schoolhouse player home from the mod Afterschool Special by Mike Hancho. I have included esp files for both versions of Afterschool Special; the 'regular' version and the Sortomatic version. The file for the regular version requires the 4 major DLCs and, of course, the regular version of Afterschool Special. The Sortomatic (labeled SOM) version requires the 4 major DLCs, the Sortomatic version of Afterschool Special, Sortomatic, and NVSE. The one downside is that the Chem Lab appears in the building amongst the clutter as soon as Mike's new interior spawns. There is no option to buy it from Paul and I'm not going to alter that mod's questline.

ONLY USE ONE OF THESE FILES AT A TIME. The "Homes" version has all the Craft Overhaul Revised changes, and "Homeroom" has all of the above also. Each version has all the meshes and textures you need, but they are duplicated in each version. If you've already loaded one version and want to try another, you can just replace the esp file.

Installation
1) Unpack the .esp file, meshes, and textures into your data folder within the game directory.
2) Activate the mod via Fallout Mod Manager or FalloutNVLauncher.exe.

Compatibility:
This may be incompatible with other mods that modify vanilla crafting or alter repair kits. If you want the recipes in this mod to have priority, you should put it lower in your load order. It should work with any craft mods that adds new recipes without touching default ones.

Permissions:
You may use assets from this mod in your own mods but give credit to myself and afftor.

Credits:
afftor for the original Craft Overhaul.
Mike Hancho for Afterschool Special.

afftor's special thanks from the original:
Miles Tails Prower for his Better Ammo Crafting mod which was my starting point;
streetstar5 for pointing out a reason of CTD and helping with solving.

=====END=====