Starfield

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TheOGTennessee

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TheOGTennessee

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About this mod

Expands the perk system slightly to allow you to craft aid items, ship parts, ammunition, explosives, and digipicks when you have the appropriate perks unlocked.

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This mod allows you to craft aid items and ammunition (including all healing items, ship parts, digipicks, ammunition for all weapons, and explosive items like grenades and mines), but only when you have the appropriate perks unlocked that govern them. The aim of the mod is to add in the crafting of specific items that the developers did not include, but to do so in a way that is fair and balanced.

This mod was inspired by Craftable Ammo and Utilities, but that mod lacks the balance and perk requirements that I preferred from something like this.

The optional file Craftable Nades requires the made it is made for Nades to function. This is not a requirement for the rest of the mod.

This mod has been created with the experimental xEdit release found on their Discord server.
Caution should be used when using experimental mods, and always back up a save file before using one.


All screenshots are shown with StarUI installed.

Installation:
  • Unzip the archive and put TNAidAndAmmoCrafting.esm into your Starfield/Data folder (most likely under Documents/My Games/Starfield/Data), or let your mod manager install the file.
  • Ensure that archive invalidation is enabled in your StarfieldCustom.ini. (Look below if you don't)
  • Either add the line sTestFileX=TNAidAndAmmoCrafting.esm under the [General] section of your StarfieldCustom.ini file (With X being replaced with the next available number 1-10), or add *TNAidAndAmmoCrafting.esm to your Plugins.txt file if you have the plugin.txt enabler. (Ensure it has the * in front of it.)
  • Install Baka Achievement Enabler and SFSE if you don't want achievements disabled.

If you haven't already done it for another mod, this is what needs to go in your StarfieldCustom.ini:

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=



Mod Includes:
  • Changes to perks' descriptions to show which perks unlock crafting what type of ammunition or other items.
  • Adds crafting recipes for the following items at the Pharmaceutical Lab:
  • Med Pack
  • Trauma Pack
  • Emergency Kit
  • Squall
  • Addichrone
  • Hippolyta
  • Infantry Alpha
  • Reconstim
  • Heart+
  • CQB-X
  • Battlestim
  • Synapse Alpha
  • Adds crafting recipes for the following items at the Industrial Workbench:
  • Ship Parts
  • Digipicks
  • All Grenades
  • All Mines
  • All Ammunition
  • Vac Grade Explosives (Cut content manufactured material that acts as gunpowder in ammunition and grenades.)
  • Veryl Explosive (Cut content manufactured material T3, that acts as heavy explosives.)
  • Crafting all of the items from this mod requires relevant perks (but no research is needed).
  • Recipes should be balanced, with different materials for different types of explosives, ammunition, and even different levels of healing items. (Check the screenshots for examples.)


My Other Mods:
TN's Ship Modules All In One
TN's Class M Ship Building
TN's Space Mining and Salvage
TN's Hab Shells
TN's Supplemental Thrusters
TN's Hab Tweaks 
TN's Useful Ship Structure 
TN's Expanded Cargo Holds
TN's Supplemental Reactors
TN's Supplemental Cockpits
TN's Weapon To Module Snapping
TN's Separated Categories
TN's Aid and Ammo Crafting
TN's Melee Weapon Modifications
TN's Power Tools 
TN's Modular Starborn Suits
TN's Outpost Storage

FAQ:
Q: Are you open for feedback about the recipes?
A: Definitely, just post in the comments if you have any suggestions for them.

Q: Some of the recipes have odd items, why is that?
A: Examples like the Inferno Mine use Iron and Aluminum because that is how you make thermite, chlorine for a toxic gas, argon as an inert gas, and some others make sense more for chemistry applications or because I needed something close enough where the game didn't have the right type of material already. Again, post a comment if any of them really concern you.

Q: Can you make a version without the perk requirements?
A: If enough people really want it, and I am sure that I won't be adding much more to the mod, I can fork a second file for that, but updating two versions is harder than one, so it may be a little bit before I do it.