About this mod
The sequel to my original craft everything mod, more streamlined, and more compatible than ever!
- Requirements
- Permissions and credits
- Changelogs
- Donations
Requires: Standalone Workbenches and Mod Configuration Menu
Craft anything you could ever want and more.
Want a Water Zapper for all your settlers? Want both you and piper dressed as kellogg? Want to create an army of Mechanist lookalikes?
Do this and more with Crafting Mastery 2!.. AGAIN!
Now more compatible with other mods than ever! With more options than before to disable parts you don't want, and with minimal overrides so pretty much shouldn't effect any other mods you might have installed!
Includes the following recipes all craftable from base game and all DLC's:
-Armor and Clothing
-Weapons
-Power Armor
-Ammo
-Junk
-Food, Sodas, Herbs, Alcohol
And when I say All i mean all... yes even replicas of those unique items you once thought was single item only is possible (optional). Now you and Deacon can stop fighting over that Deliverer pistol and have one each! or make a copy of that awesome Tesla Armor and duo team your enemies in style!
This mod comes with 3 ways of crafting Ammo:
Easy - Makes all items craftable from basic components like the normal game.
Hard - You need to craft Primers and Casings to be able to make the ammo.
Hard Alt - Same as Hard but with alternate menu listing where ammo is listed per ammo type using the ol' Armor Keywords layout.
Also comes with some optional ESL's that were made separate so if you have mods installed that might effect these you can forgo them:
Fair Nuka Mixes: Make Nuka mixing fair by making 2 bottles for recipes that take 2 to make.
Syringer Upgrades: adds a few new syringers and moves them to the ammo bench when ammo crafting is on.
Throwables in the explosive workbench: does what it says on the tin! move the throwables like grenades and traps to the explosive bench.
Immersive Craftables: a large scale addon that changes the way this mod works! Start with only the Engineer Workbench and unlock everything though gameplay such as ammo, weapons, armor, etc. so you don't start out as a master crafter!!
Also has optional settings using MCM:
Don't want certain workbench recipes like armor or ammo because you have another mod for them (stupid dual recipes!), turn them off. Anything in the default game like ammo will magically be moved back to where it once was so you won't get blocked from crafting base game items just because you disabled it. (eg: turn ammo crafting off, and your acid soaker ammo will be back in the chem bench).
Also includes patches in the optionals for other mods so they play nice here :)
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Also make sure to note: if this is uninstalled you'll lose all the replicas and only keep the default ones
since uninstalling this means the replicas no longer exist (separate IDRef#). All of these have replica after their names so you'll know which ones are effected.
ALSO NOTE: THIS IS A COMPETE OVERHAUL OF CRAFTING MASTERY SO CHANGING OVER FROM A SAVE USING MY OLD MOD MIGHT HAVE ISSUES SUCH AS REPLICAS WILL HAVE TO BE REMADE!
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Disclaimer:
Again a Special thanks to 'Crafting Workbenches' by drdanzel for most of the base game items and for which this mod and my previous are based and some parts originally used from. Without their mod this one simply wouldn't exist as it started as just a way of updating theirs but with it now lacking updates and the drastic changes of this one going forwards, I felt it was right to be standalone and thanks to drdanzel for permission in doing so. Don't forget to kudos drdanzel for his brilliant work that started me on this and allowing me to update it in the first place. drdanzel.. if you do return... YOU ROCK my friend! :-) remember to kudos and endorse his mod too!
Thanks to the combined efforts of Valdacil, Thirdstorm, and Gambit77 for their amazing work on Armor Keywords which allowed mods like this to even have a base to start from in the early years.
Also Thanks to Whisper for his new workbenches mod Standalone Workbenches from which all the new benches are used.