About this mod
Settlement - Crafting mods to de-clutter that poor chem station, make the crafting systems of ECO, Standalone Workbenches, Damage Threshold Framework, Munitions and some popular mods, weapons and armors work together seamlessly.
- UPDATE - Added Vanilla AIO (no Weapon/Armor mods required)
- Requirements
- Permissions and credits
- Changelogs
- Donations
I love ECO crafting and the variety that Standalone Workbenches adds to settlement building, along with several weapon, armor and outfits mods that like many I find add immersion and cool factor to the base game.
Fortunately there is a lot of mods by talented people that fix a lot of these issues and make your skills, making strategy and resource management much more immersive and relevant, and combat both exciting and dangerous no matter if you are level 1 or 100 without the need to fill bullet sponges enemies with couple metric tons of lead (or alternatively 1 hit with a peashooter while in stealth).
My go to mods are usually ECO, munitions, Damage threshold Framework, Munitions (with ballistics), Looted World, Scourge, Bastion (along with power armor overhauls that make it rare, tougher and less prone to break after a sneeze - but I will add those later in recommended), and settlements and crafting mods that balance the scarcity of the world loot by investing into your settlers (that of course means Sim Settlement 2).
That is why I created this small patch collection for myself, but I like how it changes the gameplay and I think others might enjoy it too.
1- Hard Declutter the chem station by moving (most) mod added craftable weapons, armor, ammunitions etc. to the appropriate standalone workbench. no more scrolling forever. (some stuff like chemicals, drugs or chimical components was left there)
2 - Assign a standalone workbench for every type of craftable ordered menus (ammunition workbenches for ammo crafting, armor workbenches for armors, clothing for outfits, produce for organic, workbenches for shipments, paints, utility, engineering, etc)
3 - Standardize most crafting recipes to make all the crafting consistent with the most immersive system (did not touch original files, I crafted the recipes one by one for few hundreds of items, all crafting menus are ordered and consistent across all the furnitures.
4 - Streamlined and simplified recipes (to declutter crafting menus): more specifically ammunition and explosive crafting:
- -Explosives: Each explosive is made of a casing, a payload, a detonator. I simplified the original recipes by standardizing detonators & payloads so you don't need to build dozens of components - I also fixed the preview transform of the item in the crafting menu, so you have the appropriate visual reference for what you want to craft.
- - Ammunition: ammo crafted are standardized and will work with Munitions mod
- Simplified crafting, to keep the menu ordered and decluttered. Only 2 kind of primers (gun / rifle) and removed the scrap option because it was cluttering too much the workbench.
- All ammo can be crafted in batches of x10 or x100. All visual previews model fixed with the appropriate preview object.
- - Added some custom objects for both ammo and explosives (just recycled vanilla assets though)
- - Added some custom components and materials standardized to use it for both guns and explosives - no menu clutter.
- - Fun Nuclear Crafting: a silly one but since I did not like to just craft a mini nuke by base materials, but you now need to craft all 4 components. They are vanilla and possibly you can sometime find them in the vanilla game as scrap (maybe in fort strong? I don't remember) but this was just quirky so I felt to use them in this recipe.
5 - Harder Power armor recipes a personal favorite: PA with bastion and DT Framework is really strong and feels like "true power armor". Plus with the reduced loot I use they are really rare. Power armor now requires advanced (new) materials to craft and maintain:
- Added Resources Titanium and Titanium Alloys: to keep it simple gameplay wise I used vanilla components to chemically" extract Rutile (titanium rich ore) from vanilla materials - Crystal, Ceramic, Concrete and some acid)
- Then forge Titanium-Steel Alloy ingots and finally Titanium Alloy Armored Plates.
It raises the resource costs of creating power armor noticeably, still not tragical for high levels, but you cannot spam hundreds of power armor pieces unless you got some serious economy going.
Exception: Raider Power Armor uses only basic material to build (still more than the base recipe but is "salvaged" armor logic)
- Changed Power Armor Vanilla Repair Recipe: because seriously? 4 steel to fully fix your broken power armor piece? Some leather armor mods are more expensive!
- By the way Raider Power Armor is now the only PA that does not need the new "expensive" repair kits, but only scraps and (a lot of) duct tape, so it's still very cheap to repair
6 - Minor Tweaks to Weapons and Armor Recipes modified some of the weapons and outfit recipes where necessary to make the more believable. (skimpy attire will only cost 1 or 2 leather or cloth, on the other fully covering outfits or armor will not cost just 1 cloth or 1 leather to make, the recipe tries to include materials you see on the model).
7 - Added Damage Threshold Framework Armor Penetration Mods to modded weapons that use munition ammo. Now they can be modified to use the DTF Armor Piercing special ammo like the vanilla calibers (munitions ammo added to DTF AP crafting menu so they can be converted to DTF AP rounds).
Install with mod manager or manually. In case of conflict this must override (load after). You can download the All in One file in the main files, or the individual patches you want in the Optional files. If you already have all the Requirements you re done.
For single patches only: If you do not have/do not want to install all the mods associated but still want to keep the standalone crafting frameworks you can remove it from the master list following these steps:
Of course you can also use the same instructions to ADD a new mod item to the craftable list. Just clone one of the tagged items in "Constructible Object" (any of the wCw_ SWB_ or SA_ will do) in the list. Rename it as you like. Right Click on the main patch file and choose "Add Masters", select your chosen weapon/armor/food/junk item mod and click ok. Now click on your cloned item, and under CNAM - Created Object type the editor ID of your Item (Is the same as the editor ID of the master mod) or scroll the drop down list to find it. Since I already did all the work for integration that is enough, you can save and close F04EDIT, deploy the mods in the mod manager and play :) (Naturally you can modify the recipe as you like, change names / description and so on, it will be integrated and work seamlessly).
- Easy reference check-list links to mods are also in - Credits -
- Crafting Workbenches will work naturally with your workshop sorting mods, you will find them all in the crafting category (or where your sorter moved them)
- In game crafting with ECO universal workbench and custom recipes: most custom recipes ARE the same of ECO and they are just added to individual workbenches, with 2 notable exceptions (Ammunition and Explosives) read below:
- Munitions Mod ammo crafting and DTF Armor Piercing Integration: I added only 2 calibers from the basic Munitions list (9mm and .223 because they are used by 2 weapon mods I have) you can easily add more yourself, read below:
Important Note:
I did not include any changes I made to the master files. This means that if the mods add a recipe to the chem station, that poor station will still be cluttered. To clean the chem station go to the master files (you can make a backup or just reinstall it if you mess something up) open "constuctible object" and delete the records to craft the item. Save and exit.
(If I manage to work out a method to override the clutter without touching the master co_ I will update the files, but last time I tried I messed up the ingame menus and had to rebuild the patch from scratch so at the moment I play it safe :P)
All plugins are .esl
Dank Raft for ECO Redux - his framework is the standard I used to distribute the recipes across all workbenches
psych0hamster for Just Ammo and Explosive Crafting - being the initial inspiration for this patches and for the excellent custom ammo and explosive workbench models. My ammo and explosive crafting is a simplified version with some minor fixes and expanded support. All credits for the assets belong to psych0hamster.
bionicyardyff for Standalone Workbenches - along with ECO the main master of this work.
codeblackcrash for Munitions - Excellent mod and another staple in standardization for me
Credits for weapons, outfits, miscellaneous mods
TheReapersMetalWorks - for Modular Viking Sword - Requirement for Weapon Patch
TotallyNotToastyFresh - for Anti Material Rifle - Requirement for Weapon Patch - Mod no longer on Nexus - follow the link
ElijahHouck - for A Better World Cabin Workshop Pack - Requirement for Food Patch
fadingsignal - for Beretta M92FS - K-9 harness Requirement for Weapon Patch - and for Armor Patch
covadonga - for Colt Python - Requirement for Weapon Patch
flarescale - for Dynamite - Requirement for Weapon Patch
DegenrateDak - and Scail for Institute Turboplasma Rifle - Institute Pulse CarbineRequirement for Weapon Patch/DT Patch
DeadPool2099 - for Service Rifle - .45 Auto Pistol Requirements for Weapon Patch - along with SR unofficial update
WhiskyTangoFawks - for Pipe Shotgun Redux - Requirement for Weapon Patch
dickyftw - for Dicky's Pinup Outfits - Requirement for Clothing Patch
Kioonohi - for Environmental Armor - Requirements for Armor Patch
DeadPool2099 - for Sirius 1.2 Armor - Requirement for Armor Patch
FafnyB - for MS Ranger Outfit - Requirement for Clothing Patch
unoctium - for NCR Ranger Armor - Requirement for Armor Patch
tschutschi - for Ranger Armor - Requirement for Clothing Patch
Dominatorv111 - for Classic T-45 Power Armor - Requirement for Armor Patch - (Author reports is incompatible with CBBE or non vnilla body mods, and may crash your game. However it is not if you take care to edit the master file deleting the cell record and saving. The crash reported are probably due to a vanilla body record placed in the cell with the armor, once you delete it no risk of CTD - in this mod it is craftable so you can still get it and is 100% compatible)
shavkacagarikia - for Damage Threshold Framework - Requirement for DT_Patch (WIP will upload update soon)
jmenaru - for Sarah Rage Armor - Requirement for Clothing Patch
muzhaoliji - for Sexy Jill Valentine - Requirement for Clothing Patch- NSFW (you can download my bodyslide CBBE conversion that adds some pants)
PaddyGarcia - for Worthless Mod - Requirements for Worthless Patch - you can craft compost from crud and fertilizer from compost..... however is totally resource inconvenient and wastes tons of water.... (I would say worthless :P ) - jokes aside, brilliant little mod that changes the gameplay a lot by just adding trash in the loot! - forgot to add: craftable at the produce organic workbench -
KalibKadafi - for ECV Renmants Armor - Requirement for Armor Patch - classic Enclave Power Armor
Recommended Mods
BRAWL
Bastion
Looted World