valdacil's Armor Keywords for the groundwork in making these mods possible. drdanzel for Crafting Workbenches and starting the idea of which this mod was born to carry on his good work. Gambit77 for Armorsmith Extended for his awesome work on making armors so much better.
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Crafting Mastery (Crafting Workbenches updated) - Traduzione Italiala ORD
Changelogs
Version 4.4
-Produce Bench now can make food/herbs/fungus! *you must have 1 of the plant as a seed, purified water, and fertilizer to make 5 of said plant -Paints moved to paint workbench
Version 4.3a
*Some Nuka Mix Recipes reduced that didn't actually use full bottles *Nuka Grape recipe changed so not same as standard nuka even though more powerful *New Patch for 'Every Nuka Cola Flavor Vending' to craft new nuka cola bottles!
Version 4.3
Crafting Mastery.esp *Bobbleheads moved to 'Unique - Replicas' instead of 'Bobbleheads' keeping them in line with rest of replicas *Nuka cola Mixes recipes fixed so they give total bottles used in recipes (scamming soda mixer!)
Creation Club Patches added to fomod for the following: *Chinese Stealth Armor - available in armor workbench under replica after stealing original *Protype Gauss Rifle - available in weapons workbench under replica after stealing original *Nuka Cola Collector - Complete quest to craft new clothes/bobbleheads
Version 4.2a
fixes to hard alternate ammo in CM and CM Armor Keywords Patch: * .44 rounds - listed as 'large pistol primer' should be 'large pistol magnum' * .45-70 - large rifle primer added to listing * 7.62 - large rifle primer added to listing * 5mm - listed as 'small pistol primer' should be 'small rifle primer'
Packaging Station: *closed packages can now be sold at their respected prices using the same price as shipments!
Version 4.2
One Fomod to rule them all! Now choose which version and their respective addons in one installation. Also included AE/WSE Patches for Armor Keywords Edition!
Version 4.1a
Fomod update to make installing the mod and its different patches a whole lot easier
Version 4.1
-Dirty Wastelander moved to "BEVERAGE - ALCOHOL" -Replicas moved to their own category to avoid category conflicts with other crafting mods -Packing workbench is now operational! *Craft Empty boxes and their receipt *Then Craft whichever recourse you want storing (per 100) and it will be written to a receipt for you to keep (closed box) *Simply Craft the receipt to gain back the recourses when needed (open box) *Keep in mind the receipt and box is used up in this process (none refundable) so it does have a cost! -Dropped working fridges Functionality as it didn't even work anymore, was outside the scope of this mod anyways and was too complicated for what little it added in this mod! *download Digital Partisan's "Working Fridges" for a more complete and up to date version of this feature if you want that ice cold beers back (and since i removed the old version of the scripts, it wont interfere with these type of mods now!)
Version 4.0
-Rebuilt to remove the need for Armor Keywords and uses 'Standalone Workbenches' instead
Version 3.52a
General Fixes: -Frenzied Bloatfly Sound pickup tags fixed from unoffical patch -Ice Cold Beverages updated with Unofficial patch fixes for effect durations/bottle sounds matching originals -Hallucinagen Grenade Duplicate recipe fixed Crafting Mastery: -Updated Replicas with new keywords from 'Armor Keywords' -Molerat disease cure is craftable when you have the disease under aids in chemistry workbench! Be gone -10hp! -Enhanced Targeting Card recipe in Junk bench added under electronics Crafting Mastery - VIS Patch: -New Ice cold Beverages now have [Liquor] tag like all other drinks -Energy Cell given tag like gunpowder (was already in WSE patch but not basic VIS patch) Crafting Mastery - WSE Patch: -Higher Level syringers are now weightless too -Removed dual 5mm Recipes in Easy Crafting Ammo Mode (FN 5.7x28mm Rounds) -5mm upgrades renamed to FN 5.7x28mm Upgrades to match ammo name -Fixed FN 5.7x28mm Explosive rounds for all diff modes
Version 3.52
General Fixes: -Frenzied Bloatfly Sound pickup tags fixed from unoffical patch -Ice Cold Beverages updated with Unofficial patch fixes for effect durations/bottle sounds matching originals -Hallucinagen Grenade Duplicate recipe fixed Crafting Mastery: -Updated Replicas with new keywords from 'Armor Keywords' -Molerat disease cure is craftable when you have the disease under aids in chemistry workbench! Be gone -10hp! -Enhanced Targeting Card recipe in Junk bench added under electronics Crafting Mastery - VIS Patch: -New Ice cold Beverages now have [Liquor] tag like all other drinks -Energy Cell given tag like gunpowder (was already in WSE patch but not basic VIS patch) Crafting Mastery - WSE Patch: -Higher Level syringers are now weightless too -Removed dual 5mm Recipes in Easy Crafting Ammo Mode (FN 5.7x28mm Rounds) -5mm upgrades renamed to FN 5.7x28mm Upgrades to match ammo name -Fixed FN 5.7x28mm Explosive rounds for all diff modes
Version 3.5
-Added MCM and WSE Patches to installer! Crafting Mastery: -Nuka world ammo/modified bowling ball checks added for easy ammo so they don't dual appear in hard ammo crafting -fixes to some ammo breakdowns using incorrect misc items (hard ammo not giving gunpowder) -Ammo Fuel Energy Cell renamed to Energy Cell to match Gunpowder -Removed Casings Components Redundancy -Robot Repair kit/Stealth boy/Railroad Stealth boy moved to Elvetronics Workbench inline with WSE/WPAG compatability -Immersive option disabled for now as all it did was change other options (work in progress so will be back with functions later) -NEW option added to cassette and MCM menu : [Debug] which allows changing of AE/WSE installation options *this is if you uninstalled one of the mods and want the CM options back, using it with the mod installed will give duel recipes for items! Loads of ammo patch: -fixed category numbers to line up properly for other/explosive upgrades Weapon Smith Patch: -Special Ammo denial added for WSE ammo that shouldn't be craftable if turned off -Lots of Ammo crafting fixes and working easy ammo crafting!! (this took the longest to make) -Duplicate recipes disabled for WSE (syringes batches, bowling ball crafting, etc) -Weight of weapon disassembled misc items made to 0 to match WSE -Casings fixed in WSE so crafting menu doesn't lock up and icons show properly -3d scopes settings cassette moved to Utility workbench under 'Holotapes' and given vis_g tag -All WSE ammo can be used in Easy ammo Crafting with relavent recipes!! -WSE Mininuke/Missiles/Missile Mini/Large/Cluster/Kids recipes moved to ammo workbench inline with their category/disassembly options -Flamer Fuel from WSE also moved to ammo bench -Energy Ammo now uses CM Recipes for Hard Ammo crafting (casings/energy cells) because i'm a meany :p -Syringer CM Changes brought into patch with WSE 0 carry weights included -All Vis Tags brought forward and updated from CM Vis Patch so not needed if using WSE Patch *doesn't effect anything if using combo's with VIS patch built in as all records are overridden anyway in WSE patch -Disables Weapons crafting by default as WSE has own recipes Armor Smith Patch: -Disables CM Power Armor/Armor Crafting by default as AE has own recipes
Version 3.4.0
-Fusion Cell casings recipe now makes 10 a piece not 1 -Removed All Perk requirements for every bench! *Since all items in the bench should have relavent perk requirements why ban even making the bench? Any items that should need a perk requirement still? Let me know. -Removed Level Conditions for basic Syringes so other recipes can still use them (like fury/other mods), so you will always have access to these and upgraded ones appear as usual -Removed recipes for vending machine overrides and replaces with own recipes to fix 'undeletable vending machines' in the world.. now you can craft the original in decor or the new 'working versions' too! *WARNING: already placed ones will probably revert to the none working versions so you'll have to replace them, sorry :( -Removed own versions of Gunpowder/Primers and now uses ArmorKeywords versions for other mod compatability! Loads of ammo Patch: -Added missing 'Ammo switchers' to Ammo Workbench -Fixed Ammo Upgrade Recipes for x10 to be whatever the ammo amount actually is for recipes
Version 3.3.0a
-Fixed the Gunpowder/Cell/Primers not showing up when no ammo crafting chosen so other mods adding ammo crafting can still use them.
Version 3.3.0
-Updated Replicas to Armor Keywords Standard -utilities workbench aluminium cost removed to make it craftable at game start easier -Robot repair kit moved to advanced engineering workbench under 'Devices' -Both stealthboys moves to advanced engineering workbench under 'Devices' -Holotape settings moved to utilities workbench under 'Holotapes' -Food Overwrites removed as no need for them as no changes ever made to them -Fixed Primers having Vis tags in none-vis version -Gunpowder recipes lowered to 100 per crafting -Energy Cells are now optionally craftable!
Added optional file for Sim Settlements: -Holotape craftable under utilities workbench under 'Holotapes' -All Utilities items now in utilities workbench under 'Settlement Devices' -All items now include VIS tags!!!!
Version 3.2.0
-----New Armor Keywords/Armorsmith update compatability----- -All workbenches for the Armor Keywords mod ordered properly for the new workbenches for crafting menu bling! -New cassette option for Disabling Armor/Clothing Recipes for use with other armor crafting mods (Armorsmith Extended i'm looking at you!) -New cassette option for Disabling Weapon Crafting Recipes for use with other weapon crafting mods (Weapon Smith Extended i'm now looking at you!)
Version 3.1.0
-Cassette has new option for Ammo crafting so now Hard Alternative Menu.esp is no longer needed
-Choosing Hard mode now has gunpowder recipe on by default
-Updated Loads of Ammo Patch so have either menus! (easy or hard alt layout)
-Combo files added to installer - They're all called 'Crafting Mastery' for easy cross modding support
Version 3.0.0
Changes:
-Moved MedX to correct category of Chems
-Psychotats now craftable under Chems! (Why were they missing!)
-VIS patch finally added for shiny icons to... some stuff.
-Lots of esp's now redundant thanks to the new 'Crafting Mastery' cassette
Version 2.7.0
-Hard Ammo NW-
-Fixed NukaNuke Dismantling (apparently giving back the Quantum Nuka wasn't possible as it gets spilled on the floor and crashes fallout so all you get now is 2 glass for wasting it)
-Moved NukaNuke into Explosives Category from Other to match the normal Mini-Nuke
-Hard Ammo-
-Fixed the primers from .308 and .38 not matching their x50 counterparts (i changed them around previously but forgot to update the x50 versions because I'm blind)
-Crafting Mastery-
Stealth boys are now craftable in the Utilities of the Chemical Workbench along with their mightier Railroad Variant!
Version 2.6.0
--------New Armor Keywords Compatibility Update--------
-Removed Duplicate Armor Keyword benches that match default ones (why add these?) and ordered them properly in build menu
*If your using Clutter Desk Addon it now uses one of the new simple benches for a unique look
-Explosives (Grenades/Mines) moved to new Armor Keywords Explosives workbenches
Version 2.5.0a
-Fixed Clutter desk from not being craftable and not working if spawned in via console
Version 2.5.0
- Mechanist Armor moved to Cosplay Category
- Replicas now come seperate from main files for compatability with other mods
- Immersive is now a patch for normal .esp that simply disables unwanted recipes making updates get included in these too!
- .38 and .308 ammo use correct primers for crafting (small pistol/large rifle)
- Recipes now give back rare recources in full (eg: 1 lead per 10 ammo and 5 lead per 50 to make 10 useful again)
- Fixed droppings of casings/primers so now they have proper item drop and not floaty bullets in the air that you cant pick up
- Fixed hard mode ammo crafting casings/primer bug
- Fixed Mod bowling Ball Breakdown recipe to stop CTD
Version 2.4.1
- Fixed Nuka-Nuke Recipe to now just give back regular nuka ammo components with a Nuka Cola
- Fixed Modified bowling ball scrapping wrong materials and amounts from 5/25 to 1/10 recipes
- All Higher quantity scrapping recipes gives back some rare materials (eg: lead) so saving up ammo to scrap is better resource wise
- Folders in Clutter Desk now craftable under 'Scientific'
Version 2.4.0
-Removed changes to food stations (except name changes cos they're awesome) and removed stoves requirements too so compatability is on point again.
-Added Basic Nuka Colas to the nuka world benches where combo only ones are normally mixed so you can make em'all! *NW required
-Cooking desks can now make alchoholic beverages
*complete confidence man to be able to make Bobrov's Best Moonshine!
*Deezers lemonade after completing human error!
-Added a new .esp for people who want some extra stuff that requires all DLC... all future cross DLC stuff will be put in this so players with missing DLC can still enjoy the none-cross stuff as before :-)
*Comes built in all DLC combo versions so u keep your 1 esp! (except immersive)
*Moved the ice cooler/vending machines to Resource Misc. as this now is not just merely decoration.. they now can freeze all drinks into Cold Variants! (will take some time as this is not a magic insta-cold box you know! takes about 4 game hours)
*Requires 5 energy from a conduit placed on it. Can still be used as a storage like before but now has a use when provided energy.
*Has some missing Cooled drinks not available in the game such as ... frozen water anyone? how about cooled whiskey?
*no power defrosts them to turn them back into warm drinks if needed again after 4 hours
Version 2.3.1
-Removed the changes to Chem bench and Ammo benches so they're back to their original states (back by popular demand!)
-The cooking ones are staying as they are since the stove does both but never liked how a rotisserie could make soup or a bowl on a firepit could grill a steak :/
-Removed the need for gun nut from ammo bench as all ammo needs at least that anyways... just means you can preplace the bench.... for the future!
-Reworked Syringes with the following changes: Leveling up unlocks higher tier/new types so not all are usable from start
-Beserk now works on all levels and not just the first 20 and Beserk Mark II now allows you to frenzy machines!
-Bleedout Mark I-V now increases damage based on mark version
-Endangerol Mark I-V now increases damage resistance removal 10%-30%
-Radscorpion venom reworked to need Bleedout III and a radscorpion Stinger combo to create a slightly more damage Bleedout effect and paralysis!
-Frenzied Bloatfly added that makes enemies go into a frenzy for 2 mins and then spawns a bloatfly if they die (frenzy and bloatfly combo!)
-All recipes changed to be slightly easier to make (eg: not needing chems but some basic materials the chems are made from)
Version 2.3.0
- New Items added from FH and NW to the clutter desk!!
- Armor keywords Ammo workbench disabled as now redundant
*Weapons Workbench with same appearance is now the new ammunition workbench so no longer have 2 workbenches for weapon upgrades like base game
*This means world ones that look like the weapons bench model 2 (the table one with the tank on the floor) will now craft ammo instead!
*Now you can craft ammo from workbenches found as well as built in the world!
*(note: any mods using armor keywords ammuntion bench WILL work here too as using its keyword still so no compatability issues either)
*Old saves using the Armor keywords Ammunition bench will still function as normal it's just not craftable anymore
-Chem workbench split into 2 benches like the above weapon/ammo bench split.
*boiler chem bench = throwables workbench: this is where mines/grenades/traps are now made
*corner chem bench = same as before without the above stuff (so aids/chems/utilities)
-Cooking benches renamed to Cooking Pit/Cooking Rotisserie/Cooking Stove
*Cooking Pit can cook soups/utilities/beverages/anything with a liquid centre
*Cooking Rotisserie cooks all kinds of meat products
*Cooking Stove does both the above like before (now requires lead belly 2 though)
- Renamed categories under chems bench from drugs to chems and healing to aids to match how people reference them in game (immersion +1)
- Removed perk requirements for benches needing Local Leader 2 and changed them to more sensible perks if needed (benches needing perks when the craftables therin need perks is silly)
- Ordered workbenches better in the build menu so basic ones are leftmost and higher tier ones further right
-Removed Smart Frag Grenade and Assaultron Head Replicas from immersive mod (so no more replicas at all in this version, for max compatability with other mods)
Version 2.2.1
-Added Immersive Combination for ALL DLC to only allow basic equipment to be crafted
Version 2.2.0
- Added Clutter desk to make all kinds of clutter items from the base game (DLC to be done later)
*Also includes replica bobbleheads... can both be used in the decoration stand and as junk jet ammo!
- Added Legendary Difficulty which adds both perk and item held requirements
Version 2.1.1
-Removed Ammo Workbench needing Gun Nut Rank 1 so syringers and specific other ammo can be made without perk now like before
-Rebalanced Ammo crafting to better reflect rarity of ammo and its ingredients and a few fixes
-Fixed FOMOD Installer issues with backing out of custom and using a combo still installing rogue ISP's
Version 2.1.0
- Fixed Robes of the Devoted perk not showing properly when gaining Immune To Radiation in pipboy
- Reversed patches so all easy crafting is in main files and harder versions patches (easier to manage)
- Added New Items and Replicas from base game:
*Lorenzos crown (original now usable too!)
*Geneva's ensemble (not a replica, was just missing)
*Grognak costume Replica
*Mascot Head Replica
*Silver shroud costume Replica (basic starting version)
*Silver shroud armor Replica (highest armor rating version)
*Silver Shroud Hat Replica
-Removed Duplicate weapons from Nuka World which are just forced paint jobs/mods as it's just a variant for drops
-Added Combo versions for a single esp of the main 4 options (with or without AE/Easy hard crafting)
Version 2.0.0
- Removed need for 'Crafting Workbenches' (lost unique meshes though sorry!)
- Rebuilt mod from ground up to be easier to install and update
- New Crafting method requiring items be on your person first added as default with old perk system as optional patch
Version 1.5.3
Added 'Hardest Ammo Crafting' which now adds contraptions machines to the mix so the bench can only craft the primers/casings for ballistic and energy ammo. The machines are required to piece them together into usable ammo. Obviously requires FH, NW, Contraptions DLC's as all ammo types are now added to the basic machine with the new recipes.
Version 1.5.2
-Updates and bug fixes for FOMOD
-Now includes the other optionals from Crafting workbench so only thing needed is main CW file
-Rebuild of mods RefID's so they shouldn't alter between updates anymore
Version 1.5.1
-Megaton Extended replicas wasn't AE patched properly, fixed
-More intelligent FOMOD to allow only DLC stuff you actually have
-Added own version of Ammo.esp with some updates including no need for bench hotfix!
-Moved syringes in basic crafting to the ammo workbench to match hard ammo crafting
-Keyword changes so list appears better and easier to understand (basic recipes have x10 for example)
Version 1.5.0
Ammo Alternative Crafting added to FOMOD installer so you can craft alternative ammo recipes that require Primers/Cases to craft with the cost of losing the primers/cases when changing ammo types.
Also contains alternative crafting versions of FH/NW/Special ammo
Version
Changelog:
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1.4b
- Added Megaton and Megaton Extended Editions for the esp conscious
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1.4a
- Power armor ultimates (both) and Ammo Ultimate - removed need for Crafting Workbench.esp master (wasn't needed anyways)
- Fixed fomod so can choose both requirements and AE patches for specific DLC options
- Removed Faction and Quest requirements plugin on the ultimates with QR so Crafting Workbenches.esp isn't required
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1.4
- Automatron requirements fixed so most unlock after first mission not last
- AE changed to patches alongside requirements
- Ultimate versions updated to 4 versions of both with/without AE and requirements
- Ultimate Power armor with and without quest requirements added (only tesla/overboss have quest requirements for now)
- Uniques made into 2 versions of needing quest requirements and not
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1.3a
- Fixed Ammo Bench hotfix in ultimate Ammo not working correctly
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1.3
- General Master fixes
- Included my hotfix for ammo crafting workbenches: http://www.nexusmods.com/fallout4/mods/16291/? in FOMOD
- Merged Ammo esp's for every piece of ammo possible including all DLC's and above hotfix
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1.2c
Ultimate DLC AE
- Changed to use the Armorsmith All DLCs Patch.esp instead
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1.2b
Nuka World Ammo
- Removed Ammo Special Master left by mistake
Nuka World Alternatives
- Removed grenades that were already craftable and updated Nuka Cherry in line with Quantum
- Gage Armor requires Armorer 4, Thirst zapper ammo weight 0 fix, and Gage Eye Patch usable fix
Uniques
- Changed Grognax's Axe to require Blacksmith 3, added Shishkebab
Crafting Mastery An updated and standalone mod to drdanzel's awesome 'Crafting Workbenches' mod (remember to kudos his too!)
Craft anything you could ever want and more.
Want a Water Zapper for all your settlers? Want both you and piper dressed as kellog? Want to create an army of Mechanist lookalikes?
Do this and more with Crafting Mastery!
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation: Simply install either the main file and use the installer to create your perfect setup. Combos can be made at user request.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Includes: -All Armor craftable across base and all DLC -All Weapons craftable from base game and DLC -All Power Armor craftable from base game and DLC -All Ammo from base game and DLC weapons -Clutter Items Craftable from base game and DLC items
And when I say All i mean all... yes even replicas of those unique items you once thought was single item only is possible (optional). Now you and Deacon can stop fighting over that Deliverer pistol and have one each! or make a copy of that awesome Tesla Armor and duo team your enemies in style!
-Reorders the benches in the settlement crafting menu so they're not all over the place -Removed the need for perks on Workbenches so you can plan exactly what perks you want or build your tool shed from the get go! *Disclaimer* Not responsible for accidents caused using a workbench you don't know how to use, proper training is still required to use.
This mod comes with 3 ways of crafting Ammo: Easy - Makes all items craftable from basic components like the normal game. Hard - You need to craft Primers and Casings to be able to make the ammo. Hard Alt - Same as Hard but with alternate menu listing where ammo is listed per ammo type using Armor Keywords layout.
Also has optional settings for the following using the 'Crafting Mastery Cassette' from the Chemistry Workbench or Optionally MCM: No Ammo - Want everything else but not the ammo crafting? Turn it off. Gunpowder/Energy Cells - If using Hard Ammo, choose whether they are craftable or only gotten from scrapping other ammo. Special Ammo - Disables Alien Rounds, Cryo Rounds, Fusion Cores, MiniNukes, and Missiles in Ammo Crafting Bench. Replicas - Craft all unique legendary items from the Tesla power armor to the humble deliverer. Clutter Desk - Craft any items that you'd find normally lying around from a vase to a piece of paper. Power Armor - Craft power armor pieces
Also includes patches: Universal Chemical Workbench - Removes Explosives/Utilities Workbenches and puts it back like vanilla fo4 chem bench. Loads of Ammo - Craft all the different ammo's from this mod in the ammo workbench like it was never a different mod
Also comes with a patch for the following in 3.2a (final Armor Keywords Edition): Armorsmith Extended - Patches the replicas to work with AE changes as well as removes CM Armor/Power Armor crafting Loads of Ammo - Craft all the different ammo's from this mod in the ammo workbench like it was never a different mod Valdacils Item Sorting - Patches items to have the VIS tags (also works fine with VIS_G too!) Weapon Smith Extended - Patches WSE so all 3 ammo options fully work and removes CM Weapon crafting Sim Settlements - Patches a few items with Vis tags and puts them in the Utility Workbench
This version requires valdacil's 'Armor Keywords' Workbenches to make things craftable in the game!
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Also make sure to note: if this is uninstalled you'll lose all the replicas and only keep the default ones since uninstalling this means the replicas no longer exist (separate IDRef#). All of these have replica after their names so you'll know which ones are effected.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Disclaimer: Special thanks to 'Crafting Workbenches' by drdanzel for most of the base game items and for which this mod is based and some parts originally used from. Without their mod this one simply wouldn't exist as it started as just a way of updating theirs but with it now lacking updates and the drastic changes of this one going forwards, I felt it was right to be standalone and thanks to drdanzel for permission in doing so. Don't forget to kudos drdanzel for his brilliant work that started me on this and allowing me to update it in the first place. drdanzel.. if you do return... YOU ROCK my friend! :-) remember to kudos and endorse his mod too!
Thanks to the combined efforts of Valdacil, Thirdstorm, and Gambit77 for their amazing work on Armor Keywords which allowed mods like this to even have a base to start from.
Also thanks to joelflake for his awesome 'Recipe Container' script to allow items in containers to be switched for something else after a delay so now the freezers actually work properly! (Old ArmorKeywords version only and probably broken, sorry)
Also Thanks to Whisper for his new workbenches mod Standalone Workbenches from which all the new benches are used so Armor Keywords isn't a hard requirement any more going forwards!