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Weapon Craft

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Mod version:1.5
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

- Full crafting of FNV style cartridges including syringe and steampack!

- PipeGun .44Pistol can be converted to .45-70 Govn't

- 10mm gun can be converted into .41 Magnum (2nd level)

- 10mm gun can be converted to .45Auto

- The hunting rifle can be upgraded to .50 Inc (still used by 50Cal)

- Double barrel shotgun can have electricity/cryo effects (still used by default cartridges)

- Armor piercing magazine for 10mm combat/hunting pistol (without ammunition restriction)

- additional component to: Paint* - c_Lead, *Tin - c_Tin

- Lunch caravan, ready-made food for dogs

- Super Steampack (50% more healing, quick healing, no animation, no removal)

- Break down/scrap all grenades/mines except NukaGrenade (for some reason only half the components need to be thrown into WorkshopArea to be scrapped)

- Prototype E | gauss gun with mesh/texture 10mmPistol | can be built in WorkshopChem UTILITY | no upgrade


not compatible

any mods changing SyringeAmmo Stimpak Paint* *Tin all grenades/mines also LL_Ammo LL_MiscMod ModCollection of 10mm 44 PipeGun Combat/Hunting ShotgunDB... if you still want to use it, put this mod in your last order!


HiSTORY

 1.5 April 21, 2016

- added Prototype E, ShotgunDB Cryo, .45ACP and 1 more rank in 41Mag upgrade for 10mm Pistol

- SuperSteampack and breakdown grenade/mine are now working

- all the new components are now in the junk

- the type of new cartridge is now correctly displayed in the weapon

- changed .41Magnum sound to HuntingRifle (should fix silencer error)

- must be compatible with Survival-Difficulty (not verified)

- remade from scratch and reconfigured almost everything; OLD-USER please remove all mods from GNCrafting, then save WiTHOUT iT before using this version (sorry)

 1.4a december 29, 2015

- fixed problem with Projectile cracking with .Tin (previously it was impossible to crack Projectile from "scraped" .Tin; now it is correctly marked as Junk)

 1.4 december 22, 2015 - ...still itchy! -

- remake PipeGun to 45-70 Govn't; was going to use .223FMJ (classic FO2), but decided to use cartridges that already created, since they can not properly display AmmoType

- added .50 Incendiary for HuntingRifle (still used by .50Cal) and Electric Slug for DoubleBarrelShotgun (still used by default)

- slightly adjust the craft cartridges; i'm a little confused in v1.3

- add new cartridges/weapons to LeveledList so you can get them from lute, from the merchant or maybe some enemies use them; who knows?

 1.3 20 December 2015 - RESTORATION FROM SCRATCH -

- restructuring! no more substitutes... Old users: please remove .45Receiver and APMag mods from your gun, then save without these mods before using this version to make all repackers return to normal

- reworked ammunition recipes! including syringe; laser/plasma remained the same

- add a hunting revolver; 44 Pistol with .45-70 Govn't cartridges

- add/change Desert Eagle; 10mmPistol with .41 Magnum bullets

- add a little recoil and lower firing rate for the .41 Magnum receiver

- change AP-Magazine damage value to +60% of CurrentDamage (was +80%)

- add brass and tin for priming propellers shells

- add tin to the can - non rusty/coffee tin - clean

- add lead to PaintCan/Blue/Yellow; should it be removed from Pencil?

- add a little lunch :P

 1.2 December 15, 2015

- add AP Magazine for 10mmPistol/HuntingRifle/CombatRifle; no limit to cartridges; replace Large/Medium Mag

 1.1a december 13, 2015

- Lead Crafting Correction

 1.1 December 10, 2015

- Lead is quite rare, so I created a recipe for it in the UTILITY menu; otherwise, the ammo recipes will be completely useless

 1.0a december 09, 2015

- change the sound effect to Pistol44; it was originally .50cal but seems broken

 1.0 December 09, 2015

- initial release


WHAT IS THIS... (i hope i'm right)

.Projectile bullet; usually made of lead, I also add tin

.Propellant smokeless gunpowder, the one that makes the bullet fly; must be Pistol/Rifle gunpowder; make it easy!

.Primer ignition; must be Small/Large Pistol/Rifle; make it easy!

.Brass socket/cartridge; there should be a mix of copper and zinc; make it easier! And I really don't want to create all the fucking calibers in FO4, because there's no way to get the case back.


TASK/PROBLEM

- Once upon a time I created GunNutCrafting for FNV (developed to Courier RestStop), now for FO4.

- I'm not a gunsmith, so any features here can be unreal; the whole idea is to bring "FNV touch" into FO4

- must be compatible with the Legendary Modification modification

- created using FO4Edit and all these "known problems" above probably because it can not get more information / data about the KYWD signature

- have fun!

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Game Version *

all (GunNUTCrafting_1.5-5191-1-5.7z)