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Weapon Craft
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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