Craftable Weapons Armor Clothing Ammo Junk
Screenshots 6 screenshots
About this mod Machine translation
Are you disappointed that Bethesda took away the weapons, armor, and item crafting from Fallout 4 in previous games? Tired of using your ChemStation for all your crafting models? Or do you just need easy access to said stuff to crate yourself and your settlers, or perhaps to spruce up your settlement? Then this mod is for you!
describe
PATCH 2.0 and beyond requires the Armor and Weapons Community Resource Framework.
It is included in the installer, but it may not always contain the latest version.
Download and get approved here: http://www..com/fallout4/mods/6091/
This mod adds three workbenches that you can drop into your settlement from settlement mode, with models and animations like the vanilla workbench that can be crafted instead of weapon or armor customization. At these workbenches you can craft melee and ranged weapons, ammunition, armor and various power armors, clothing, costumes, helmets, glasses, masks as well as hairpins and other miscellaneous items. Other than that, they look and sound like they always have, and the settlers interact with them.
The mod is divided into modules so you can choose the type of items you want to be able to make. Primary files are meant for immersive and "realistic" crafting options, with only post-war weapons and armor available. Optional files can be used to craft a variety of items, such as pre-war military weapons and power armor components.
Features Overview
Basic mode:
*A workbench where you can craft items using custom models. No more chemical station weapon crafting!
*Immersive crafting system for post-war weapons, armor and clothing! Give me some tips on comments you missed!
*Grenade and medicine crafting has also been expanded at the Chemistry Station, making previously unusable tools easy to craft.
*All items subject to balance and changing component requirements and additional requirements.
- Classification categories for all crafts, each workbench and crafting area is unique.
*Uses AWKCR as a framework, which integrates keywords and allows mod makers to add items to the workbench itself.
Ammunition that can be crafted (optional):
- Added another workbench where you can craft and disassemble ammo.
*Three selectable ammo crafting modes:
- Basic ammunition crafting allows you to craft basic ammunition using default in-game components.
- Ammunition Crafting Extended adds an additional soaking layer, allowing you to craft new Las Vegas-style ballistic ammunition, which requires ammunition casings, primers, gunpowder, etc.
- Special ammunition production allows you to create any ammunition in the game, such as Mini Nukes, Alien Blaster Rounds, etc.
Craftable pre-war and crafted weapons and armor (optional):
- Added pre-war, factory-produced and military-grade weapons, armor and clothing to the list of craftable items.
*All these items are subject to balancing and changing component requirements and additional requirements.
Foldable Power Armor (optional):
*Added craftable power armor parts for various types of power armor to the weapon crafting bench.
Craftable litter (optional):
*Adds another workbench where you can craft your junk items.
- Craft tons of different junk items that can be used to decorate your settlement.
Faction and mission requirements (optional):
*Requires players to complete relevant quests and/or join the corresponding faction before crafting faction or quest specific items.
Crafting Workbench Experience removed (optional):
*Add items in the workbench via mods (not the default), removing experience.
Automatron DLC support (optional):
*Added some new craftable items from Automatron DLC.
Planned features for when GECK arrives (features requiring scripting)
*Remove the requirement to use the new workbench and allow crafting on all workbench in the game.
- Prevent project creation with random mods/make it make the exact version of the project you want.
- Possibility to create a specific armor layer (Strong, Heavy, etc.) instead of random modifiers …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.