UPDATE 1.2 is UP (READ 3rd STICKY) - IMPORTANT - I have a new update ready but since the new official update will roll in and break a lot of stuff I will wait the mods to be fixed before releasing it Hard Requirements for everything:
ECO Redux Standalone Workbenches
Please read the instructions how to exclude mods that you don't want / or add your own mods to the framework.
Eventually I will release a vanilla only when I have time (but it will be harder for users to include their custom weapons and armor due to load order priority)
-Edit Added Enclave Power Armor to the requirement list (sorry it slipped out until I double checked)
v 1.1 I noticed one master in all in one was still missing (colt and beretta munition conversion is necessary master for DT-AP ammo crafting). Reuploaded the file and added the standalone conversion. (Forgive me but is a lot of separate mods and it is easy to get lost when you are tired). Now it should be ok. Also fixed some description links and added a quick list with links. - Fixed power armor plates and repair kit references - Fixed menu for organic produce (pickled foods) - Improved X-01 PA vusual requirements (due to limitation did not show you need robotic expert 3, now should be visible. you still need armorer 4, is just hidden) - WIP- adding scripts so crafted PA don't get random mods (hopefully today will update)
Please report below if you get any "missing master" error (I read the comments section often) so I can quickly fix it
If you notice any issue with bodyslide, models or inconsistency in the Workbenches or Crafting recipes also please let me know below or in bug report
I noticed that unfortunately Fallout 4 does some crazy stuff while crafting some vanilla armor (it randomly spawn mods or version, so if you craft 10 leather armor you may get 4 heavy, 2 lights, 6 medium with a galaxy of random mods attached, same goes for power armor)
It's like crafting with a roll of a dice..... a gamebreaking nonsense in my opinion.
I found a workaround so I am currently adding scripts to prevent it and to always give only the base item with no mods attached, I will be adding scripts and releasing 1.2 hopefully today (I need to find a moment to test it and there are few hundreds of records to fix).
Why Bethesda? 16 times the mods, 16 times the detail.... :(
Warning: if you use cheat mods like cheat terminal infinite item, since update 1.2 you will need to disable it when crafting or you risk a CTD - I am adding a scripted placeholder book that will swap the item with the levelled item basic form, so the cheat will spam infinite replacement and crash the game - (just a Public Service Announcement, I have no clue why you would ever use this mod if you use cheats)
Update: Fixed armor recipes via crafting script: now every single piece of Power Armor will be created with lining A / mk1 (with no mods). Every vanilla armor will be created at the most basic level (usually light version) and with no more randomized mods attached.
It was a pain to redo it and although it should be ok I had only limited time to test it, if you spot anything that slipped please let me know!
I have been looking for a couple days but cant seem to find one. Is there a way to make a patch for "Combined Arms" to move the ammo from the chemistry station to the Ammo Workbench? I wouldn't know where to start making my own patch (Apologies if I'm posting on the wrong page)
Sure, you can take my ammo patch as template and the tutorial in the description page.
Is not hard to do, open FO4Edit and you just copy the ammo of combined arms in "constructible object" into my patch (or a new one) and choose the Ammo Workbench by replacing "Chem Station" in the copied one (you can just highlight and copy it from one of my constructible ammo the workbenches keywords are already there). Use "copy as override into" this way will remove it from the chem station without touching the original mod. (when prompted to add Combined Arms as a Master say yes). You need to repeat it if you want to be accessible to both the Ammo workbench (once for the standalone and once for the custom assets one). You can use any of the keywords already present or you can keep the original from CA in the chemstation (but it will add keyword clutter on the ammo bench).
TO avoid the clutter you can always delete my records afterwards and just keep the combined arms ones. Hope it helps I have a step by step guide in this mod page.
Remember that unless you blocked the update tomorrow mods will break since Bethesda is releasing an official updates, everything (including this mod) will break! That is why I did not update it yet, we will have to wait for F4SE to be fixed.
Added a new Item "Armor Fitting Kit" that is basically a frame to tailor your armor to your correct size and "Tuning Kit" for stronger armor variants. (Armorsmith Workbench)
Most craftable armors will be custom fitted using some Kits in the recipe (where it make sense, one size fit all helmets or raider stuff is not really a custom fit). Kits are not very expensive but add some extra costs without clutter
Custom fit Armors are just slightly better than vanilla (vanilla armor are still around in shops and loot, no changes to it), usually a +1 in DR (except radiation bonus for some items can be +5 or more), but above all they fit you better reflected in a -20% base weight. (only for vanilla armors)
Tweaked barter so NPCs buy Junk for far less caps than in Vanilla and max price range for vendors is increased up to 15% (if you are a loot monster like me you can expect 30-40% decrease in caps done by just selling junk)
Reworked scrapping for Institute (much better scrap). Institute technology is soft locked at the game start: to craft Institute weapons you need a special kit that you can craft by scrapping institute weapons found on synths. To do: add to institute vendor the new base materials to craft
Adding an option to rebalance some excellent but overpowered mod armors that you can normally just find laying around (you will find them in a ruined state but you can fix them at the vanilla workbench to get the full power item) - in progress
Overall this version should reduce clutter even more, next version I plan to completely clean the remaining clutter in the chem station, and move some recipes to other workbenches. I tested and should be fine, let me know if you spot something odd.
I am trying to implement a superlight armor degradation system (no additional scripts, no lag, no item swaps) by working around the vanilla system however is still at PoC level so no promises.
Mod looks amazing in the description and promising, nowadays feel like fallout 4 is not a popular game, mod makings slowed day by day, a lot of work in this mod i can see, thanks for the mod, How this mod go with attachment pack?
I checked the attachment pack mod (I did not know about it), but I would say it is 100% compatible.
If I got it right the attachment pack is about weapon mods (OMOD_ you craft those at weapons and armor workbenches), so they will not conflict with my records: I only added the standalone workbenches and crafting recipes (c_object_) for the basic weapons, armor, clothing, miscellaneous etc. nothing touches the Vanilla armor and weapon workbenches.
There is but one exception: Damage Threshold AP functionality, that adds a weapon mod (OMOD_) for AP (where the silencer and muzzle brake are). However I have been using the vanilla AP forever and from how it works it adds a separate new omod_ record so it should not interfere (unless there is a hard cap limit to the number of weapon mods you can list for a weapon, but I don't think so).
That mod is still a WIP though (I must figure out how to make it work for those weapons that use different caliber receivers so I need to test it a bit more), it is in the all in one patch but does add AP functions only to those guns that don't change chambered calibers for now. If the pack also gives you the option to change round types then is a must that I make it work properly before releasing it (something universal is much better than creating dozens of individual variation, my goal is to declutter not to add more mess to the menus :D )
10 comments
Hard Requirements for everything:
ECO Redux
Standalone Workbenches
Please read the instructions how to exclude mods that you don't want / or add your own mods to the framework.
Eventually I will release a vanilla only when I have time (but it will be harder for users to include their custom weapons and armor due to load order priority)
-Edit
Added Enclave Power Armor to the requirement list (sorry it slipped out until I double checked)
v 1.1
I noticed one master in all in one was still missing (colt and beretta munition conversion is necessary master for DT-AP ammo crafting). Reuploaded the file and added the standalone conversion. (Forgive me but is a lot of separate mods and it is easy to get lost when you are tired). Now it should be ok. Also fixed some description links and added a quick list with links.
- Fixed power armor plates and repair kit references
- Fixed menu for organic produce (pickled foods)
- Improved X-01 PA vusual requirements (due to limitation did not show you need robotic expert 3, now should be visible. you still need armorer 4, is just hidden)
- WIP- adding scripts so crafted PA don't get random mods (hopefully today will update)
Please report below if you get any "missing master" error (I read the comments section often) so I can quickly fix it
If you notice any issue with bodyslide, models or inconsistency in the Workbenches or Crafting recipes also please let me know below or in bug report
I noticed that unfortunately Fallout 4 does some crazy stuff while crafting some vanilla armor (it randomly spawn mods or version, so if you craft 10 leather armor you may get 4 heavy, 2 lights, 6 medium with a galaxy of random mods attached, same goes for power armor)
It's like crafting with a roll of a dice..... a gamebreaking nonsense in my opinion.
I found a workaround so I am currently adding scripts to prevent it and to always give only the base item with no mods attached, I will be adding scripts and releasing 1.2 hopefully today (I need to find a moment to test it and there are few hundreds of records to fix).Why Bethesda? 16 times the mods, 16 times the detail.... :(
Warning: if you use cheat mods like cheat terminal infinite item, since update 1.2 you will need to disable it when crafting or you risk a CTD - I am adding a scripted placeholder book that will swap the item with the levelled item basic form, so the cheat will spam infinite replacement and crash the game - (just a Public Service Announcement, I have no clue why you would ever use this mod if you use cheats)
Update:
Fixed armor recipes via crafting script: now every single piece of Power Armor will be created with lining A / mk1 (with no mods).
Every vanilla armor will be created at the most basic level (usually light version) and with no more randomized mods attached.
It was a pain to redo it and although it should be ok I had only limited time to test it, if you spot anything that slipped please let me know!
I wouldn't know where to start making my own patch
(Apologies if I'm posting on the wrong page)
Is not hard to do, open FO4Edit and you just copy the ammo of combined arms in "constructible object" into my patch (or a new one) and choose the Ammo Workbench by replacing "Chem Station" in the copied one (you can just highlight and copy it from one of my constructible ammo the workbenches keywords are already there). Use "copy as override into" this way will remove it from the chem station without touching the original mod. (when prompted to add Combined Arms as a Master say yes).
You need to repeat it if you want to be accessible to both the Ammo workbench (once for the standalone and once for the custom assets one). You can use any of the keywords already present or you can keep the original from CA in the chemstation (but it will add keyword clutter on the ammo bench).
TO avoid the clutter you can always delete my records afterwards and just keep the combined arms ones.
Hope it helps I have a step by step guide in this mod page.
Just a PSA :)
Overall this version should reduce clutter even more, next version I plan to completely clean the remaining clutter in the chem station, and move some recipes to other workbenches.
I tested and should be fine, let me know if you spot something odd.
I am trying to implement a superlight armor degradation system (no additional scripts, no lag, no item swaps) by working around the vanilla system however is still at PoC level so no promises.
If I got it right the attachment pack is about weapon mods (OMOD_ you craft those at weapons and armor workbenches), so they will not conflict with my records: I only added the standalone workbenches and crafting recipes (c_object_) for the basic weapons, armor, clothing, miscellaneous etc. nothing touches the Vanilla armor and weapon workbenches.
There is but one exception: Damage Threshold AP functionality, that adds a weapon mod (OMOD_) for AP (where the silencer and muzzle brake are). However I have been using the vanilla AP forever and from how it works it adds a separate new omod_ record so it should not interfere (unless there is a hard cap limit to the number of weapon mods you can list for a weapon, but I don't think so).
That mod is still a WIP though (I must figure out how to make it work for those weapons that use different caliber receivers so I need to test it a bit more), it is in the all in one patch but does add AP functions only to those guns that don't change chambered calibers for now.
If the pack also gives you the option to change round types then is a must that I make it work properly before releasing it (something universal is much better than creating dozens of individual variation, my goal is to declutter not to add more mess to the menus :D )
Sorry it slipped through, if you get any error let me know I usually fix it the same day.