Workbench for creating fallout 4 cartridges. Workbenches for crafting (creating) armor, weapons, things - Crafting Workbenches

Technique and Internet 26.07.2019
Technique and Internet

Players Fallout 4 often complains that they quickly run out of ammo, and they are right, because at high difficulty levels, weapons consume a lot of ammo. It is expensive to buy them every time, so in this guide we will explain how to create cartridges and other ammunition for all types of fallout weapons 4.

Crafting items in Fallout 4

The crafting system came along with the expansion Contraptions Workshop for workshop mode, it offers assembly lines and a dozen machines with which you can create a variety of items.

All functionality is designed primarily for players up to level 15, in the future, all things that can be produced using workbenches will begin to fall out from enemies.

Most of the workbenches do not require additional perks from the character, consume 8 to 15 points of energy and are created with a small consumption of basic resources (steel, rubber, gears, copper, etc.). To build a crafting line, open the workshop menu, the "Food" section, then "Production" and you will see three groups:

  • "Machines" - this submenu hides all the machines that produce something in Fallout 4
  • "Miscellaneous" - sorters, a feeder for collecting things and a container for storing finished products are located here
  • Conveyor" - the elements of the "Machines" and "Miscellaneous" groups are connected using a conveyor belt, in this submenu there are such details as a straight line, turn, separator, lift and more.

At first glance, the Contraptions Workshop offers a lot of possibilities, but this is not the case. Only with the Manufacturing Extended mod does it make sense to build factories, and there are benefits from using them.

If you play without mods, then let's immediately sort the workbenches in descending order of their importance for the gameplay:

  • Ammunition making machine– produces ammo of all types from basic resources, but only for firearms. With mod - for energy weapons too. Requires Weapon Zealot and Science! perks to build. first level.

  • Explosive machine- produces only the main types of grenades (fragmentation, cryogenic, Molotov cocktail) and mines (fragmentation, cryo and cover). With mods - most types of grenades and mines. Requires the Demoman level 2 perk.

  • food processor- Produces 21st century food that can't be brewed in the normal way through a cooking station. The peculiarity of this food is that it is completely safe and restores more action points or health than regular food.

  • Forge normal, energy or heavy weapons - produce weapons according to the name, consume the most energy, the creation requires the perk “Weapon Zealot” of the third level or “Science” of the second level. Starting at character level 15, all weapons from the forge will begin to drop from enemies.

  • Machine- creates toys, bowling balls and skittles, balls, a Vault-Tech lunchbox and other simple items from the list, which can be seen in the photo below. With mods, it produces noticeably more items, but they are all decorative.

  • fireworks machine- creates fireworks according to the list, the corresponding mortar is required to launch fireworks.
  • Armor Forge- Produces normal, medium and heavy elemental armor, but requires the Gunsmith perk level 1. Allows you to dress well at the beginning, but does not offer anything unusual or exclusive, from level 15 items will become useless. Look for best armor? Read our guide "" and find her in the world of Fallout 4!

  • sewing machine- produces fashionable clothes, on which armor elements can be put on top. Workbench for aesthetes, as it is useful only if you want to dress the settlers in good things, removing their tattered rags. The clothes themselves cannot be pumped.

In our opinion, only the first three are useful.

Manufacture of ammo in Fallout 4

In the minimum configuration, only two elements are needed for the production of cartridges - an ammunition production machine and a Conveyor - Storage block (does not consume energy!). Connect them together.

The choice of the type of cartridges is carried out through the Terminal, which is located in the menu "Food" - "Miscellaneous", you will also need a Switch or a power line with a Switch to turn the conveyor on and off when necessary. The complete system consumes 9 energy points, so build a Large Generator and wire everything in series.

Go to the terminal and in the machine menu select the right ammo, the system will inform you about what needs to be put into the machine for production:

Production will start immediately, as soon as there is everything necessary for the current task. The machine releases packs of 10 rounds in about 10 seconds, so it's worth loading up more and going on other things. Products can be picked up at the Warehouse.

If you want to produce ammo different types at the same time, for example, 5.56 mm, shotgun, 10 mm and .308 caliber, then you will have to build four separate lines, each with its own generators, terminals and machines.

Instead, we propose to focus on speed of production, which is to build a line of three machines working simultaneously on the same task. This will require a large empty area with a flat floor.

Construction begins with the installation of the Conveyor-lift element in the middle of any edge of the site:


Now you need to put two feeders to the left and right of the box, so that they stand on the same line and as close as possible to the first feeder, centrally relative to it. This pair also needs a straight band and a lifter.

On the top floor, attach 3 Ammo Workbenches (they won't fall) and add a right turn, a left turn, and a straight line, so that they're all roughly on the same line:

Now it remains to collect finished products with a take-up tape. To do this, place the Conveyor - Storage perpendicular to the factory and a little away from it, and connect the Conveyor - Descent element to it:

Usually 3 descents are required, which at the top go to the Conveyor - Straight element, and close the Conveyor - Power Supply structure, since no one in the receiver part is connected to power:

It is very important to choose the position of the feeders correctly, the final three conveyors from above depend on their position. A small spread - and the products will no longer fall on the receiving conveyor belt, but will fall to the ground. The adjustment usually takes a few minutes.

This factory consumes 48 units of energy, so take care of a suitable generator, do not forget to put a terminal and connect everything with wires (3 machines, storage and terminal). To use, throw the necessary resources into the box.

This factory produces 30 cartridges of any type in 10 seconds, you can build factories in a different pattern, with 2 large boxes feeding 4 lines, each with a feeder, a return lifter and a machine, like this:

If this is not enough, then you can easily increase by adding 4 more lines, placing them in front of the boxes, and the receiving tape placed between the machines should collect the products:

Such a line consumes 130 units of energy and will require a powerful power source, but it produces 80 rounds of any type in 10 seconds. Please note that on weak computers the game will noticeably slow down if you use more than 4 lines at the same time. Also, 8 elements are difficult to put exactly among themselves and in one line.

Remember that the machine works until the internal stocks are exhausted, switch the type of cartridges produced in the terminal in time until the stocks run out. Or turn off the production line - don't ignore the switches. Production is going on while you play or wait, but do not sleep, so feel free to do other things.

You should not fill boxes with more than 1,000 units of a particular resource - they are taken by feeders sequentially and in alphabetical order, until exhausted. If you need 2 copper, 2 steel and 2 plastic, and you only loaded 1,000 each, then copper will come out first, then plastic, then steel, and now the machine will start on it.

Feeder settings can be adjusted on the terminal. It can load 1-30 resource units at a time and at different speeds, from 1 to 30 seconds, which will not be visible, but other elements of the pipeline can become a brake, balancing is needed here. Or just don't touch its settings.

Another important nuance is the resources and their ratio for the production of cartridges. In the original version of the game, 5 resources are required in the following ratio:

  • Fertilizer (translation error, this is explosive id 001bf730) - 11 parts;
  • Lead (id 000AEC63) - 11 parts;
  • Copper (id 0006907c) - 7 parts;
  • Steel (id 000731a4) - 6 parts;
  • Plastic (id 0006907f) - 2 parts;
  • Oil (id 001BF732) - 1 part.
In other words, more and more often you need to load fertilizer and lead into the box, half as much copper and steel, plastic is needed only for the production of shotgun shells, and oil is needed only for 2 mm. electronic cartridge. A small nuance - it is necessary to put in the boxes not packages (packs), but the resources themselves.

You can find out where they are sold from, but if you are too lazy to look, you can add resources through console command(opens when you click on ~): player.additem ID number, for example, player.additem 000AEC63 1000.

How profitable is ammo crafting? Having loaded into each of the two boxes 1000 fertilizers and lead, 600 copper and 700 steel, and 200 plastic each, in an hour of real time at a factory of 8 lines I received about 3000 cartridges of four running types - 5.56 mm, .38, .45, shotgun. Their purchase would cost several times more, not to mention the fact that no seller has such a quantity. But you can buy composite resources in the right amount.

Similarly, grenades and food should be produced, and it is not necessary to build several such factories, one is enough, especially since this is a very compact scheme. Just change the machines, keeping the ones you don't need in the workshop.

Fallout 4 mods for production and pipelines

The last topic for today is mods, or rather, a mod that refines the game mechanics and makes it not so useless. We are talking about Manufacturing Extended, you can find it in the "Modifications" menu of the game.

It rebalances existing machines and adds many new ones, here are the five most important ones.

This guide will help the Fallout 4 player modify any weapon to suit their play style. The modification process can be quite addictive, so here we have tried to reflect all the points that need to be taken into account to create a cool gun.

As an example for this manual, a familiar 10mm pistol was chosen, which main character picks up as the first firearm in Vault 111 shortly after his awakening from 200 years of suspended animation. All other weapons in the game are pumped in exactly the same way, the differences are only in the names of the parts and their characteristics. Some modifications that the pistol does not have are shown using carbines as an example.

It is worth noting that at first the list of available modifications is extremely small - below you will understand why, because of this, you should not pay all attention to crafting weapons at the beginning of the game. In some places it is easier to kill enemies and take equipment from them.

Perks

The Fallout 4 weapon crafting system is directly subordinated to three perks, each of which allows you to modify the corresponding weapon:

  1. The Blacksmith perk is required to modify melee weapons. You can get the third maximum skill level only at level 29 of character development.
  2. Weapon Zealot perk needed for modification small arms. It has 4 levels, the last of which opens only when your character reaches level 39 of development;
  3. Perk "Science!" needed to create high-tech modifications for all types of weapons. Your intelligence must be at least 6, and the last fourth level of this perk opens only when you reach level 41;

So don't expect to create a cool supergun a few hours after. Some modifications are only available at high levels of the corresponding perks:

As you can see, I can't modify the sword because I don't have the required Blacksmith level. By the way, this Shem Drown sword was found at : an easy way to get a lot of caps.

Therefore, it is important to take weapons from dead enemies, and remove from them modifications that are not yet available to you to install on your guns (we will tell you how to remove them below). And the barrel itself is disassembled for parts.

Before you have access to mods for your arsenal, you need to complete a number of actions, as well as get a certain amount of resources for crafting.

Weapons workbench

It is needed to upgrade your weapons. To gain access to it, it is necessary, during which you need to save several people, led by Preston Garvey, who will settle in the Sanctuary Hills. Until this point, you cannot interact with the weapon workbenches. After completing the quest, in front of your former home in the Sanctuary Hills, a workshop for construction will become available, as well as workbenches for armor and weapons. Similar equipment is available at the Red Rocket truck stop adjacent to the settlement.

Approach the weapon workbench and select the "Use" button. A window will open that shows your weapon inventory. This will allow you to select one of the weapon units for modification, as well as for stripping for parts or renaming: all available options are listed at the bottom of the screen. It makes sense to rename weapons so that there are no names like mine in the picture below with a Gauss carbine (and this is not the longest name yet):

On the left side of the screen you can see the current characteristics of the weapon, and on the right - a list of available modifications. An asterisk marks weapons with legendary properties, such as increased damage, faster recovery of action points, etc. It can only be obtained by taking legendary opponents from the corpses. small arms are inextricably linked with these properties, and a unique property can be removed from melee weapons and it will be available as an modification in your inventory.

Components

To create any weapon modifications, you need a set of certain components. For example, in order for a 10mm pistol to deal normal damage, it needs to replace the receiver with a reinforced one. This will require aluminum, bolts, glue, oil and gears:

How better mod, the more necessary components will be required for its installation. It is best to start mining and collecting the necessary materials from the very beginning of the game, utilizing every item you come across, and continue to do this throughout the game. At some point, you will understand which elements you should always take, and which are easier to buy from merchants. You need to accumulate a solid supply of the necessary materials, otherwise you will not be able to make even the smallest modification.

The more complex the modification, the more rare components it will require. Therefore, always collect the following components that are needed to upgrade guns: bolts, aluminum, gold, lead, copper, glue, crystals, nuclear material, rubber, wiring, optical fiber and fiberglass. Other components like steel, springs and gears will appear in the course of the game if you pay at least some attention to crafting.

To facilitate the process of collecting components, you can take the “Junk Collector” perk, which allows you to get rare elements when disassembling armor and weapons. And be sure to collect everything from the defeated robots and turrets!

Mod slots

Mod slots are various modules that you can replace on your weapon. Here is our 10mm friend's slot window showing the mods installed on the pistol:

On the right you see a list of options for modifying a standard receiver. Click the "Modify" button to view complete list mods. Modifications increase not only the cost of the weapon, but also its weight (with the exception of installing lightweight components).

Receiver

The receiver is the backbone of your weapon and thanks to the options available in Fallout 4, its appearance can undergo drastic changes. For example, you can change the standard receiver to a light version, which will reduce weight and damage.

Of course, for lovers of lethal weapons, this is not the most interesting option, so you can pay attention to a reinforced receiver that can double the damage done, but this will increase the mass. Of course, in order to craft a reinforced receiver, you need to prepare a number of necessary resources and meet the necessary conditions for character development, indicated on the right side of the screen.

Trunk

Here, without explanation, it is clear what kind of detail we are talking about. Barrel modification affects the range and accuracy of the weapon. And, as you may have sensed from the first few quests in Fallout 4, keeping your distance with the enemy is the key to survival. Therefore, our copy is equipped with a long light barrel, which improved the accuracy of hitting the target, as well as the game value.

This guide is not about building the coolest cannon in the wasteland, so take a look before adding a mod to see if there's an upgrade in the middle of the list that's perfect for .

Lever

Changing the shape and material of the handle leads to a change in the accuracy and weight of the product. For our pistol, a tactical grip was chosen as the most functional.

For all the weapons of the game, this will be the best choice.

Score

The only external change is an enlarged magazine. By choosing a large quick-release magazine you will receive high speed reloading with an increased number of rounds in the clip. The weight of the weapon will also increase.

All previous store options combine parts of this modification. This rule applies to all Fallout 4 weapons.

Aim

When modifying a pistol sight, it changes appearance and shooting accuracy. And the scout scope marks targets and displays them visually and on the radar at the bottom of the screen.

On long barrels, you can also put sights of various magnifications and sights with night vision (they are useless during the day - you simply can’t see anything in them).

muzzle attachment

The absence or presence of various devices on the barrel cut affects the firing range, accuracy and weight of the weapon. Thus, the use of a silencer is ideal for covert use, however, the firing range is seriously affected. You can also install a muzzle brake or compensator, which will allow you to achieve improved accuracy values. In any case, it is desirable to have at least one weapon equipped with a silencer in your inventory, since there are often situations in the wastelands when it is more profitable to shoot everyone stealthily than to attack head-on.

Carbines and shotguns can also be equipped with a bayonet-knife, which increases melee damage:

When it comes to weapon mods, it's worth spending a lot of time learning how the system works and what interesting mods you can collect. But since the resources for crafting have to be obtained on your own, and the appearance of valuable components generally depends on your luck, you should definitely save before you start crafting the gun of your dreams. Any mistake - and your efforts in the form of a two-hour search for rare components will turn into useless weapon trash that takes up space in your inventory.

Therefore, it is important to remove modifications from all weapons found and leave them in your inventory. This will save a lot of time gathering resources and allow you to get upgrades that are not yet available to you.

How to unmodify a weapon

You can’t just take and remove the modification, you can only replace it with another one. For example, to remove a silencer from a 10mm pistol, you must have any other choke tube mod in your inventory: no choke tube, compensator, or muzzle brake. Put a modification from the inventory on the found weapon, and the installed one is moved to your inventory. On the example of a Gauss carbine, it looks like this:

One modification weighs 0.5 kg. And you don’t need to constantly carry it with you, it’s enough to store it in the workshop and bring the found trunks there for an upgrade. Mods are changed by pressing the "Attach modification" button:

As you can see, everything is simple, but you will have to get at least the simplest modifications for each slot for each weapon.

Well-upgraded guns can be removed from strong opponents, so you will have to start hunting for raiders, Gunmen mercenaries and super mutants. Especially behind the legendary characters, whose name has an asterisk. But sometimes something worthwhile drops out of other legendary inhabitants of the Commonwealth. For example, here is a Gauss carbine from a Deathclaw and a minigun from a ghoul:

As you can see, a sufficient number of modifications can be removed from them. Unless radroaches and flying insects did not give weapons, only armor elements.

Good luck with your war! She never changes...

If you find an error, please highlight a piece of text and click Ctrl+Enter.


Version: 2.2
Translation: Russian

Description:
Are you frustrated by the fact that Bethesda has cheated Fallout 4 players into crafting weapons, armor, and crafting when it was all available in the previous series of the game? Tired of using the Chemical Workbench to craft all your mods? Or maybe you want to have easy and convenient access to create items for yourself and your settlers, or perhaps to decorate your settlement? Then this mod is for you!

Update:2.2 (FOMOD translation)
- The mod itself has not been updated, just translated the FOMOD installer for NMM / MO mod managers into Russian, now everything is clear.

More:
- This mod adds 4 new workbenches to Fallout 4 that you can place in your locality with the help of the Workshop, with its own models and animations, like in-game workbenches, which will allow you to craft weapons or armor. On these workbenches you can create melee and ranged weapons, ammunition, armor and power armor of all kinds, clothes, suits, helmets, goggles, masks, as well as hairpins and others. various items. In addition, these new workbenches look and sound just like normal workbenches, and your settlers will interact with them.
- The mod is divided into several modules, so you can choose what types of elements you want to be able to create. The base version of the mod will add the possibility of alternative "realistic" crafting of post-war weapons and armor. Additional optional files are available for crafting all kinds of items such as pre-war military weapon and parts power armor.

OPPORTUNITIES OVERVIEW:
Base mod:(file Crafting Workbench.esp)
* Workbenches where you can craft items with customizable models. No more Chemical Workbench for crafting weapons!
* Realistic crafting system for post-war weapons, armor and clothing!
* Expanding the ability to craft grenades and medicines at the Chemical Workbench, which were previously unavailable for crafting.
* Balanced and varied crafting components and a unique perk for all items.
* Sorting categories across all sections, unique to each workbench.
* AWKCR is used as a base that combines keywords and allows mod makers to add items to these workbenches. The AWKCR mod is required to be installed, there are AWKCR modules in the mod archive, but it's better to download the latest version of AWKCR separately, since the archive contains the old version.

Craft ammo(optional):
* Adds another workbench where you can craft and salvage ammo.
* Three craft modes:
1. Basic ammo crafting, allows you to craft basic ammo using standard game components. (optional file Crafting Workbenches - Ammo.esp)
2. Craft Expanded ammo, adds additional level immersive gameplay and allows you to craft ballistic cartridges in style New Vegas, requiring cartridge cases, primers, gunpowder, etc. (optional file Crafting Workbenches - Ammo Expanded.esp)
3. Craft Special ammo, allows you to craft any ammo in the game, such as Mini Nukes, Alien Blaster, etc. (optional file Crafting Workbenches - Ammo Special.esp)

Making pre-war weapons and armor(optional): optional file Crafting Workbenches - Pre War and Manufactured.esp
* Added the ability to craft pre-war military grade weapons, armor and clothing.
* Balanced and varied component requirements, as well as the perk requirement to craft all of these items.

Craft Power Armor(optional): optional file Crafting Workbenches - Power Armor.esp
* Adds crafting Power Armor pieces for each Power Armor type to the Gunsmith's Workbench.

junk craft(optional): optional file Crafting Workbenches - Junk Items.esp
* Adds another junk workbench where you can create various junk.
* Possibility to create many different junk items that you can use to decorate your settlements.

Faction requirements and quests(optional): optional file Crafting Workbenches - Faction and Quest Requirements.esp
* In order to craft items, the player will need to complete the associated quests and/or join the relevant faction before crafting becomes available at workbenches.

Removing experience for crafting(optional): optional file Crafting Workbenches - Removed Crafting Experience.esp
* Removed the experience gained from crafting items on workbenches added via the mod (not by default).

Automatron DLC support(optional): optional file Crafting Workbenches - Automatron DLC.esp
* Adds some new crafting items from the Automatron DLC.

How to use the mod:
- Any use of this mod is at your own risk. I can't be held responsible if the mod is installed incorrectly or if you get stuck in the menu. Modding options for this moment are limited and errors may occur. No one gives a 100% guarantee that mods will work, since the game works for all players in all situations in different ways.
- First of all, make sure the mod is mod installed and activated.
1. Move to one of your settlements and open Workshop mode. Find workbenches in the Craft category. Workbenches are named Gunsmith's Workbench, Armor Workbench, Ammo Workbench, and Junk Workbench.
2. Place the workbenches in the right place and start crafting!

Requirements:
Fallout 4 latest version
3.1.1 and above

What's in the archive:
00 MAIN - main mod
01 OPTIONAL - there are 9 esp files inside (read the description of each file above)
02 ASSETS - Meshes files for workbenches (must be thrown into the game) and in the interface folder a compatibility file with DEF_INV FROM DEF_UI . This patch changes the crafting button on the workbench (and Chemistry Workbench) to "craft" instead of "cook". This plugin conflicts with other mods that change Interface\ExamineMenu.swf
03 AWKCR - inside 2 modules WITH DLC Automatron and WITHOUT DLC Automatron (do not install these modules from this archive if you have latest version AWKCR)
04 COMPATIBILITY - inside 2 PipWare UI modules, PipWare UI compatibility patch. This patch changes the crafting button on the workbench (and Chemistry Workbench) to "craft" instead of "cook". This plugin conflicts with other mods that change Interface\ExamineMenu.swf. Second module DEF_INV (inside 5 options), use this option if you are using DEF_INV with aspect ratio 4:3, 5:4, 16:9, 16:10, 21:9

Installation:(you can use the NMM manager or manually). Installation in Russian!
1. First of all, install the Crafting Workbench.esp file (required, this should be placed before additional plugins)
2. Next, install the AWKCR mod, select the desired option with or without DLC ( IMPORTANT!!! Do not install AWKCR from this mod archive if you already have latest version fashion AWKCR!!! see the link above in the description "What's in the archive")
3. Everything else is optional.
4. How to install mods.

Description: Are you disappointed that Bethesda in Fallout 4 robbed us of creating weapons, armor and items, despite all this being in previous games? Don't like using the chem lab for crafting mods? Or do you just need quick access to crafting items in your settlements? Or maybe you will use workbenches as decoration for your settlements? So this mod is for you!
This mod adds three workbenches that you can place in your settlements with the same models and animations as the original workbenches, but these workbenches allow you to craft items instead of customizing weapons and armor. On these workbenches you can create melee and ranged weapons, ammunition, armor and power armor of all kinds, clothes, suits, helmets, goggles, masks, as well as hairpins and other garbage. In addition to the fact that they look and work as usual, your settlers will also use them.

The mod is divided into 4 modules. The main file only contains post-war/"realistic" items. The remaining three modules are pre-war/industrial items, special ammunition, power armor, and various junk. Choose what you like more.

How to use the mod:
First of all, make sure that the modification is installed and the plugin is activated.
1. Go to one of your settlements and switch to workshop mode. You'll find workbenches in the "Craft" category. They are named "Ammunition Crafting Workbench", "Weapon Crafting Workbench", etc.
2. Install workbenches in any place convenient for you.
3. Now you can craft, craft, craft.

Peculiarities:
The main module:
. Workbenches where you can create weapons. No more creating weapons in the chem lab!
. Balanced and varied components to craft all items
. An immersive system for creating post-war weapons, armor and clothing!
. Category sorting for all craftable items, unique to each workbench and crafting area.
. Unobtainable (but easily crafted) items such as flares and artillery smoke bombs.
. Modular system - install only what you want

Craftable ammo (optional):
. Three ammo crafting modes to choose from.

Advanced ammo crafting (optional):
. Changes ammo crafting to be close to New Vegas, crafting shells, primers, gunpowder, etc.

Create special ammo (optional):
. Allows you to create any kind of ammo - mini-nukes, alien blaster charges, etc.

Pre-war / industrial module (optional):
. Adds pre-war and industrial types weapons into the crafting system, as well as pre-war armor and clothing.
. Balanced and different item crafting requirements.

Crafted Power Armor (optional):
. Adds pieces of power armor for each type to the crafting system.

Created junk (optional):
.Adds a large number of "junk" items to the crafting system to create and decorate your settlements.
.Adds a fourth workbench to craft these items.

No experience for crafting items (optional)
.Removes experience for crafting items on the new mod workbenches, chem labs, and cooking stations. Does not affect normal workbenches from the game and the workshop.

Faction or quest completion requirement (optional)
.Now, when creating certain things, you will need to be a member of a certain faction or complete a certain quest, otherwise the item will not appear in the creation list.

Planned:
. Desired items for players to decorate your settlements.
. Unique textures and models. This may take some time.
. Improve categorization.

Installation: ATTENTION!
For this modification to work, you will need .

Preparatory stage:
1. Open the folder "C:\Users\%Username%\Documents\My Games\Fallout4\", it should contain several ini files.
2. Highlight Fallout4Custom.ini and Fallout4.ini, open properties and make sure the files are NOT read-only.
3. Open the Fallout4Prefs.ini file with a text editor and find the category right below this line, add the following:
bEnableFileSelection=1
4. Save the file and close.
5. Open the Fallout4Custom.ini file and add the following lines to it:
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
6. Save the file and close. At this preparatory stage is over, you can proceed directly to the installation.

By using :
1. Open NMM.
2. Go to the Mods tab.
3. Click on the green plus sign on the left.
4. Select the archive with the modification.
5. Activate the appeared mod by double-clicking.

Manually:
1. Extract the base Crafting Workbench.esp plugin, all required folders plus any additional .esp plugin described above.
2. Open the file along the path "C:\Users\%Username%\AppData\Local\Fallout4\plugins.txt" and add lines to it (note: in the new version Bethesda has changed the way plugins are activated, and now before the plugin name you need add "asterisk"):
Crafting Workbench.esp
Recommended boot order:
Crafting Workbench.esp (mandatory, this plugin must be before optional plugins for the game to start) Crafting Workbenches - Ammo.esp (optional)
Crafting Workbenches - Ammo Expanded.esp (optional, will not work without Crafting Workbenches - Ammo.esp and should be placed after it in the list)
Crafting Workbenches - Ammo Special.esp (optional, will not work without Crafting Workbenches - Ammo.esp and should be placed after it in the list)
Crafting Workbenches - Pre War and Manufactured.esp (optional)
Crafting Workbenches - Power Armor.esp (optional)
Crafting Workbenches - Junk Items.esp (optional)
Crafting Workbenches - Faction and Quest Requirements.esp (optional)
Crafting Workbenches - Removed Crafting Experience.esp (optional)

Removal: 1. Remove all files related to the mod from the Data folder.
2. Remove the .ESP filenames associated with the mod from the Plugins.txt file.

Bugs/conflicts: 1. When creating a weapon or armor, you do not always get an item without improvements, as indicated in the menu. They may contain attached modifications or may be one of the alternative models for this item. This is due to a limitation in the FormID entries (made by Bethesda) and probably cannot be fixed without GECK.
2. Some items have strange, short names that don't fully explain the item (for example, smoothbore pistol and smoothbore rifle are simply called "Smoothbore"). It is not yet possible to edit the names shown in the menu, at least not with the tools the author has used. This shouldn't be a major problem, but it's not very pleasant.
3. When creating legendary items or items that give "special upgrades" (eg Shishkebab) may crash the game when you leave the crafting menu. The author removed them until he finds a workaround.
4. When creating garbage, components listed as available sometimes don't decrease even though you used them to create the item. This is because the crafting process, for some reason, prefers to use the garbage stored in your settlement. So instead of using the available components, it will use the available garbage. Unfortunately, this cannot be fixed until GECK and a full-fledged scripting system are released.
5. Using mods that edit perks that are required to craft certain items can cause the game to crash. In particular, this applies to perks that are NOT normally used as a crafting requirement (i.e. other than science, blacksmith, gunsmith, etc.).

Maud Crafting Workbenches- will add 4 new workbenches to the game where you can create weapons, armor, items, ammunition. Now you can more fully immerse yourself in the game, because you can create your own equipment with your own hands.
Are you upset that in Fallout 4 there is no way to simply craft things, armor, weapons? this mod fix it, now it's in the past.
The mod has several components and you can set only specific options for creating only certain things, workbenches look beautiful, have sounds, and residents can interact with them, the author also created a very realistic crafting system.

Screenshots:




How to install the mod for crafting (creating) armor, weapons, things - Crafting Workbenches?

You need to install
1) Download the archive and unpack it, you can install it using
2) For manual installation: copy the Crafting Workbench.esp file from the 00 MAIN folder and the contents of the 02 ASSETS folder of the mod to the data folder inside the game folder.

01 OPTIONAL - there are 9 esp files inside, the ability to craft power armor (Crafting Workbenches - Power Armor.esp), craft junk (Crafting Workbenches - Junk Items.esp), craft ammunition (3 options, basic, advanced, special) is added separately
02 ASSETS - Meshes files for workbenches and in the interface folder compatibility file with DEF_INV FROM DEF_UI. This patch changes the crafting button on the workbench (and Chemistry Workbench) to "craft" instead of "cook". This plugin conflicts with other mods that change Interface\ExamineMenu.swf
04 COMPATIBILITY - inside 2 PipWare UI modules, PipWare UI compatibility patch. This patch changes the crafting button on the workbench (and Chemistry Workbench) to "craft" instead of "cook". This plugin conflicts with other mods that change Interface\ExamineMenu.swf. Second module DEF_INV (inside 5 options), use this option if you are using DEF_INV with aspect ratio 4:3, 5:4, 16:9, 16:10, 21:9


3) Activate this mod file in the game menu - modifications, load order, or by editing the plugins.txt file (for older versions)

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