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Pitufocabeza and NukuNookee

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NukuNookee

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About this mod

An xEdit rebuilt from scratch version of Craftable Ammo and Utilities that makes Digipicks, Medpacks, Chems, Ship Parts, Grenades, Mines and Ammo craftable.

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A rebuilt from scratch using xEdit 4.1.5 update of Pitufocabeza's Craftable Ammo and Utilities.    This mod is designed to completely replace the original Craftable Ammo and Utilties mod and shouldn't be used at the same time or you will get
duplicate crafting entries.

This update cleans up the recipes, sets quantities and workbench types, and adds craftable Ship Parts, Emergency Kits, Trauma Packs, and all Chems.

While you can probably use the sTestFilex method in StarfieldCustom.ini to load this plugin, I recommend using the plugins.txt enabler here instead:  https://www.nexusmods.com/starfield/mods/4157

The following crafting schemes are added currently:

Industrial Workbench
  • 6.5mm CT
  • 7.77mm Caseless
  • 11mm Caseless
  • .27 cal
  • .45 cal
  • 12G Shotgun Shell
  • .43 cal Ultramag
  • 9x39mm
  • .43 MI Array
  • .50 MI Array
  • 6.5mm MI Array
  • 7.5mm Whitehot
  • 7.62mm
  • 40mm XPL
  • 11mm XPL
  • Caseless Shotgun Shell
  • 12x25 CLL Shotgun Shell
  • .50 Caliber Caseless
  • 1.5kV LZR (requires tier 1 Magazine/Battery skill)
  • 3kV LZR (requires tier 1 Magazine/Battery skill)
  • Light Particle Fuse (requires tier 1 Magazine/Battery skill)
  • Heavy Particle Fuse (requires tier 1 Magazine/Battery skill)
  • Frag Grenade
  • Shrapnel Grenade
  • Particle Grenade
  • Impact Grenade
  • Incendiary Grenade
  • Fragmentation Mine
  • Inferno Mine
  • Cryo Mine
  • Tesla Pylon
  • Stun Mine
  • Toxic Gas Mine
  • Digipicks
  • Ship Parts

Pharmaceutical Lab
  • Med Pack
  • Emergency Kit (requires tier 1 Chemistry Medical Treatment skill)
  • Trauma Pack (requires tier 1 Chemistry Medical Treatment skill)
  • Heart+
  • Squall
  • Battlestim
  • Addichrone
  • Anchored Immobilizers (requires tier 1 Chemistry Medical Treatment skill)
  • Antibiotic Cocktail (requires tier 1 Chemistry Medical Treatment skill)
  • Boosted Injector (requires tier 1 Chemistry Medical Treatment skill)
  • CQB-X
  • Infantry Alpha
  • Heal Gel
  • Reconstim
  • Synapse Alpha
  • Zipper Bandages

Ballistic Ammo requires Alkaynes, Fiber, Lead and Copper.  XPL and 12 gauge shells also require Polytextile for shell casings, 7.5mm Whitehot requires Titanium.

Energy/Laser ammo requires Cobalt, Nickel, and Lithium as they are basically high energy batteries.

Frag Grenade, Shrapnel Grenade and Fragmentation Mine require Iron, Benzene and Fiber
Particle Grenade requires Aluminum, Cobalt, Lithium and Zero Wire
Impact Grenade requires Iron, Mercury, Benzene and Fiber
Incendiary Grenade requires Iron, Aluminum, Benzene and Fiber
Inferno Mine requires Iron, Titanium, Benzene and Fiber
Cryo Mine requires Iron, Benzene, Fiber and Supercooled Magnets
Tesla Pylon requires Aluminum, Positron Battery, Tau Grade Rehostat and Zero Wire
Stun Mine requires Aluminum, Argon, Biosuppressant and Mag Pressure Tank
Toxic Gas Mine requires Aluminum, Chlorine, Toxin and Mag Pressure Tank

Med Packs require Aluminum, Injector and Heal Paste.
Emergency Kits require Aluminum, Med Packs, Heal Gel and Bandages.
Trauma Packs require Aluminum, Sedative, Bandages and Immobilizer.

Heart+ requires Analgesic, Toxin and Metabolic Agent.
Squall requires Analgesic, Stimulant and Hypercatalyst.
Battlestim requires Analgesic, Metabolic Agent and Hypercatalyst.
Addichrone requires Toxin, Metabolic Agent and Immunostimulant.
Anchored Immobilizers require Immobilizer, Adaptive Frame and Bandages.
Antibiotic Cocktail requires Penicillin X, Antibiotic Paste and Metabolic Agent.
Boosted Injector requires Injector, Antimicrobial and Metabolic Agent.
CQB-X requires Metabolic Agent, Stimulant and Fiber.
Infantry Alpha requires Stimulant, Metabolic Agent and Tetraflourides.
Heal Gel requires Analgesic, Metabolic Agent and Heal Paste.
Hippolyta requires Stimulant, Metabolic Agent and Fiber.
Reconstim requires Carboxylic Acids, Chlorine and Metabolic Agent.
Synapse Alpha requires Stimulant, Toxin and Metabolic Agent.
Zipper Bandages require Bandages, Sealant and Polytextile.

Unlocked craftable Addijack, BattleUp, Pick-Me-Up, O2 Shot, RedAMP and S.T.E.V.E.

Digipicks require Comm Relays, Zero Wire and Copper.
Ship Parts use Titanium, Adaptive Frames and Sealant (used for ship repairs while in combat).

The mod has been completely rebuilt using xEdit 4.1.5 in .esm format, see the What's New for xEdit 4.1.5 to see why this is recommended currently for Starfield.

Thanks and credit go to Pitufocabeza for the original mod here:  https://www.nexusmods.com/starfield/mods/831