фоллаут 4 мод верстаки
Фоллаут 4 мод верстаки
nestquik
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Добавлено: 24 Ноябрь 2015
Просмотров: 125229 | Загрузок: 29446 | Комментарии: 236
Как использовать мод:
Прежде всего, убедитесь, что модификация установлена, и плагин активирован.
1. Перейдите к одному из Ваших поселений и перейдите в режим мастерской. Вы найдете верстаки в категории «Крафт». Они названы «Верстак для создания боеприпасов», «Верстак для создания оружия» и т.д.
2. Установите верстаки в любое удобное для Вас место.
3. Теперь Вы можете крафтить, крафтить, крафтить.
Создаваемые боеприпасы (опционально):
• Три режима создания боеприпасов на ваш выбор.
Расширенное создание боеприпасов (опционально):
• Меняет создание боеприпасов на близкое к Нью-Вегасу, с созданием гильз, капсюлей, пороха и т.д.
Создаваемая силовая броня (опционально):
• Добавляет в систему крафта части силовой брони для каждого типа.
Создаваемый хлам (опционально):
•Добавляет в систему крафта большое количество предметов типа «хлам» для создания и украшения Ваших поселений.
•Добавляет четвертый верстак для создания таких предметов.
Нет опыта за создание предметов (опционально)
•Убирает опыт за создание предметов на новых верстаках из мода, химлаборатории и пунктах для готовки. Не затрагивает обычные верстаки из игры и мастерскую.
Требование к фракции или завершению квеста (опционально)
•Теперь при создании определенных вещей Вам нужно будет состоять в определенной фракции или выполнить определенный квест, иначе предмет в списке создания не появится.
Запланировано:
• Желаемые предметы для игроков, чтобы украсить Ваши поселения.
• Уникальные текстуры и модели. Это может занять некоторое время.
• Улучшить категоризаци.
Подготовительный этап:
1. Откройте папку «C:\Users\%Имя пользователя%\Documents\My Games\Fallout4\», она должна содержать несколько ini-файлов.
2. Выделите Fallout4Custom.ini и Fallout4.ini, откройте свойства и убедитесь, что файлы доступны НЕ только для чтения.
3. Откройте файл Fallout4Prefs.ini с помощью текстового редактора и найдите категорию [Launcher] прямо под этой строкой добавьте следующую:
bEnableFileSelection=1
4. Сохраните файл и закройте.
5. Откройте файл Fallout4Custom.ini и добавьте в него следующие строки:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
6. Сохраните файл и закройте. На этом подготовительный этап окончен, можно приступать непосредственно к установке.
С помощью Nexus Mod Manager:
1. Откройте NMM.
2. Перейдите на вкладку Mods.
3. Нажмите на зеленый плюсик слева.
4. Выберете архив с модификацией.
5. Появившийся мод активируете двойным щелчком.
Автор: drdanzel
Версия: 0.3
Язык: Русский
Автор перевода: Exotic
Описание:
ОСОБЕННОСТИ МОДА:
Создаваемые боеприпасы (опционально):
* Три режима создания боеприпасов на ваш выбор:
Базовое создание боеприпасов позволяет вам создавать базовые боеприпасы при помощи внутриигровых компонентов.
Расширенное создание боеприпасов (опционально):
* Меняет создание боеприпасов на близкое к Нью-Вегасу, с созданием гильз, капсюлей, пороха и т.д.
Создаваемая силовая броня (опционально):
* Добавляет в систему крафта части силовой брони для каждого типа.
Создаваемый хлам (опционально):
Добавляет в систему крафта большое количество предметов типа «хлам» для создания и украшения ваших поселений.
Добавляет четвертый верстак для создания таких предметов.
ВОЗМОЖНЫЕ ОСОБЕННОСТИ (сложно реализовать без редактора)
* Предотвращение создания предметов со случайными модами и создание именно той версии предмета, которая вам нужна
* Создание кастомных и более понятных названий для предметов. На данный момент отображаемое имя нельзя изменить, но они обычно вполне удобоваримы.
Полный список создаваемых предметов можно посмотреть в игре. Мод русифицирован, категории и верстаки на русском.
На данный момент все они стяот 1 сталь, что делает текущую версию читерским модом, но она подойдет для одежды ваших поселенцев и декорации ваших поселений.
Как использовать мод:
1. В вашем поселении в мастерской в одной из категорий выберите один из трех новых верстаков
2. Разместите ваш верстак и начинайте создавать предметы.
История версий:
Установка:
Установите выбранный esp при помощи Nexus Mod Manager или Mod Manager
Установка через NMM не только удобна, но и русифицирована.
Откройте C:\Пользователи\%USER%\AppData\Local\Fallout4\plugins.txt
Добавьте строку «имя файла.esp» без кавычек
Сохраните plugins.txt
Переместите выбранный esp в \Steam\SteamApps\common\Fallout 4\Data»
Играйте!
Несовместимость:
Не должно быть. Этот мод не заменяет оригинальные значения, а добавляет новые. Он также совместим с другими модификациями для создания предметов.
Некоторые предметы имеют странные короткие названия, которые их полностью не описывают. Пока что отредактировать имена невозможно.
Создание легендарных предметов или предметов, которые дают вам оповещение «специальный предмет» не предназначены для создания. Моя игра вылетает, когда я пытаюсь их создать, так что они не включены в мод.
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Crafting Mastery (Crafting Workbenches updated)
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About this mod
Crafting Mastery is ‘Crafting Workbenches’ with new updates!
DLC requirements
DLC name |
---|
Automatron |
Wasteland Workshop |
Far Harbor |
Contraptions Workshop |
Vault-Tec Workshop |
Nuka World |
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
valdacil’s Armor Keywords for the groundwork in making these mods possible.
drdanzel for Crafting Workbenches and starting the idea of which this mod was born to carry on his good work.
Gambit77 for Armorsmith Extended for his awesome work on making armors so much better.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 3.52
Version 3.5
Version 3.4.0
Version 3.3.0a
Version 3.3.0
Added optional file for Sim Settlements:
-Holotape craftable under utilities workbench under ‘Holotapes’
-All Utilities items now in utilities workbench under ‘Settlement Devices’
-All items now include VIS tags.
Version 3.2.0
Version 3.1.0
Version 3.0.0
Version 2.7.0
-Crafting Mastery-
Stealth boys are now craftable in the Utilities of the Chemical Workbench along with their mightier Railroad Variant!
Version 2.6.0
Version 2.5.0a
Version 2.5.0
Version 2.4.1
Version 2.4.0
Version 2.3.1
-Removed the need for gun nut from ammo bench as all ammo needs at least that anyways. just means you can preplace the bench. for the future!
-Reworked Syringes with the following changes: Leveling up unlocks higher tier/new types so not all are usable from start
-Beserk now works on all levels and not just the first 20 and Beserk Mark II now allows you to frenzy machines!
-Bleedout Mark I-V now increases damage based on mark version
-Endangerol Mark I-V now increases damage resistance removal 10%-30%
-Radscorpion venom reworked to need Bleedout III and a radscorpion Stinger combo to create a slightly more damage Bleedout effect and paralysis!
-Frenzied Bloatfly added that makes enemies go into a frenzy for 2 mins and then spawns a bloatfly if they die (frenzy and bloatfly combo!)
-All recipes changed to be slightly easier to make (eg: not needing chems but some basic materials the chems are made from)
Version 2.3.0
— Armor keywords Ammo workbench disabled as now redundant
*Weapons Workbench with same appearance is now the new ammunition workbench so no longer have 2 workbenches for weapon upgrades like base game
*This means world ones that look like the weapons bench model 2 (the table one with the tank on the floor) will now craft ammo instead!
*Now you can craft ammo from workbenches found as well as built in the world!
*(note: any mods using armor keywords ammuntion bench WILL work here too as using its keyword still so no compatability issues either)
*Old saves using the Armor keywords Ammunition bench will still function as normal it’s just not craftable anymore
-Chem workbench split into 2 benches like the above weapon/ammo bench split.
*boiler chem bench = throwables workbench: this is where mines/grenades/traps are now made
*corner chem bench = same as before without the above stuff (so aids/chems/utilities)
-Cooking benches renamed to Cooking Pit/Cooking Rotisserie/Cooking Stove
*Cooking Pit can cook soups/utilities/beverages/anything with a liquid centre
*Cooking Rotisserie cooks all kinds of meat products
*Cooking Stove does both the above like before (now requires lead belly 2 though)
— Renamed categories under chems bench from drugs to chems and healing to aids to match how people reference them in game (immersion +1)
— Removed perk requirements for benches needing Local Leader 2 and changed them to more sensible perks if needed (benches needing perks when the craftables therin need perks is silly)
— Ordered workbenches better in the build menu so basic ones are leftmost and higher tier ones further right
-Removed Smart Frag Grenade and Assaultron Head Replicas from immersive mod (so no more replicas at all in this version, for max compatability with other mods)
Version 2.2.1
Version 2.2.0
Version 2.1.1
Version 2.1.0
Version 2.0.0
Version 1.5.3
Version 1.5.2
Version 1.5.1
Version 1.5.0
Also contains alternative crafting versions of FH/NW/Special ammo
Version
Straight donations accepted
Crafting Mastery
An updated and standalone mod to drdanzel’s awesome ‘ Crafting Workbenches’ mod (remember to kudos his too!)
Craft anything you could ever want and more.
Want a Water Zapper for all your settlers? Want both you and piper dressed as kellog? Want to create an army of Mechanist lookalikes?
Do this and more with Crafting Mastery!
——————————————————————————————————————————————————————————
Installation:
Simply install either the main file and use the installer to create your perfect setup or use one of the combo versions in optionals for a giant single esp of all your favorite options rolled into 1. Other combos can be made at user request.
——————————————————————————————————————————————————————————
Includes (all DLC are optionals for people without certain DLC):
-All Armor craftable across base and all DLC
-All Weapons craftable from base game and DLC
-All Power Armor craftable from base game and DLC
-All Ammo from base game and DLC weapons
— Clutter Items Craftable from base game and DLC items
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!
-Reorders the benches in the settlement crafting menu so they’re not all over the place
-Removed the need for perks on Workbenches so you can plan exactly what perks you want or build your tool shed from the get go!
*Disclaimer* Not responsible for accidents caused using a workbench you don’t know how to use, proper training is still required to use.
Also make sure to note: if this version 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.
Without this mod this one simply wouldn’t exist as it started as just a way of updating his but with it now lacking updates I felt it was right to be standalone. 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!
Also thanks to joelflake for his awesome ‘Recipe Container’ script to allow items in containers to be switched for something else after a delay so now the freezers actually work properly!
Обновление:2.2 (правки перевода самого мода и патчей)
* Сам мод не обновлялся, произведена проверка и исправление ляпов перевода в самом файле мода и почти во всех патчах, исправлен перевод многих названий на точные (игровые), исправлен некорректный перевод названий различных составляющих, исправлен перевод таких связанных с частями брони слов как «Тяжелый», «Средний», «Легкий», должно быть «Тяжелая», «Средняя», «Легкая», а так же название Эпического улучшения, для корректного отображения текста например будет Легкая броня для левой руки, а не Легкий броня.
Обновление:2.2 (перевод FOMOD)
— Сам мод не обновлялся, просто перевел установщик FOMOD для менеджеров модов на русский, теперь все понятно.
Как использовать мод:
— Любое использование этого мода на свой страх и риск. Я не могу нести ответственность за неправильную установку мода или если вы застряли в меню. Возможности моддинга на данный момент ограничены и могут возникать ошибки. Никто не дает 100% гарантии на то что моды будут работать, так как игра у всех игроков работает во всех ситуациях по разному.
— Прежде всего, убедитесь, что мод установлен мод и активирован.
1. Переместитесь к одному из ваших поселений и откройте режим Мастерской. Найдете верстаки в категории «Крафт». Верстаки имеют названия «Верстак Оружейника», «Верстак Бронника», «Верстак Боеприпасов» и «Верстак для хлама».
2. Разместите верстаки в нужном месте и начните крафтить!
Требования:
Fallout 4 последней версии
AWKCR
Установка: (можно через менеджеры модов или вручную). Установка на русском!
1. Установить через менеджеры модов или вручную, если при установке через менеджеры модов, то не отмечайте опцию AWKCR, не устанавливайте ее и вручную не устанавливайте то что в архиве в модуле 03 AWKCR, вам нужно сам AWKCR установить отдельно по ссылке в требованиях
2. Патчи для DLC Far Harbor и Nuka World скачать отдельно и так же установить. (спасибо Juggernout777)
3. Как устанавливать моды читаем в данной теме.
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File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Disappointed Bethesda left out weapons, armor, ammo and item crafting from Fallout 4? Tired of using the chemistry station with all your crafting mods?
This mod adds custom workbenches you can craft items at, a balanced crafting system, balanced component and perk requirements, sorted categories and more in optional packs. Uses AWKCR.
Nexus requirements
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thanks to the FO4Edit development team for FO4Edit.
Thanks to the NifSkope development team for NifSkope.
Thanks to MangoTangoFox for his item ID spreadsheet.
Thanks to Gambit77, BigAndFlabby and LXYDuckboy for your help with keeping the mod up to date.
Thanks to lunarionsilver, Azrael_WTF, EbokianKnight, exShinra and thehiddenedge for contributing with compatibility patches.
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Version 2.2
Version 2.1
Version 2.0
Version 1.2.1
Version 1.2
Version 1.1.3
Version 1.1.1
Version 1.1
Version 1.0.2
Version 1.0.1
Version 1.0
Version 0.8.1
Version 0.8
Version 0.7.1
Version 0.7
Version 0.6
Version 0.5
Version 0.4.1
Version 0.4
Version 0.3
Version 0.2
Version 0.1
The instructions below remain unchanged, and are probably outdated.
Are you disappointed that Bethesda left out weapons, armor, and item crafting from Fallout 4 when they’ve had it in previous games? Tired of using the chemistry station for all your crafting mods? Or do you just need easy access to said stuff to kit out yourself and your settlers, or perhaps to decorate your settlement? Then this mod is for you!
Description
PATCH 2.0 AND LATER REQUIRES THE ARMOR AND WEAPONS COMMUNITY RESOURCE FRAMEWORK.
IT’S INCLUDED IN THE INSTALLER, BUT IT MIGHT NOT ALWAYS CONTAIN THE LATEST VERSION.
DOWNLOAD IT AND LEAVE AN ENDORSEMENT HERE: http://www.nexusmods.com/fallout4/mods/6091/
This mod adds three workbenches you can place in your settlement from the settlement mode, with models and animations like the vanilla workbenches, that allows crafting instead of weapons or armor customization. At these workbenches, you are able to craft melee and ranged weapons, ammo, armor and power armor of all kinds, clothing, outfits, helmets, glasses, masks as well as bobby pins and other miscellaneous items. Other than that they look and sound like they usual, with settlers interacting with them as well.
The mod is separated into modules, so you can choose which types of items you want to be able to craft. The main file is meant as an immersive and «realistic» crafting alternative, with only post-war weapons and armor available. Optional files are available to enable crafting of all kinds of items, such as pre-war military weapons and power armor parts.
FEATURE OVERVIEW
Base mod:
* Workbenches you can craft items at, with custom models. No more chemistry station weapons crafting!
* Immersive crafting system for post-war weapons, armor, and clothing! Give me a tip in the comments for things you miss!
* Extends crafting of grenades and drugs at the chemistry station as well, making previously unavailable ones craftable.
* Balanced and varied component requirements and perk requirements for all items.
* Sorted categories for all craftables, unique to each workbench and area of crafting.
* Uses the AWKCR as a framework, which consolidates keywords and allows mod makers to add items to the workbenches themselves.
Craftable ammunition (optional):
* Adds another workbench where you can craft and disassemble ammunition.
* Three choosable ammunition crafting modes:
1. Basic ammunition crafting lets you craft basic ammo using default in-game components.
2. Ammunition Crafting Extended adds an extra layer of immersion and lets you craft ballistic ammo New Vegas-style, requiring ammo casings, primers, gunpowder etc.
3. Special Ammo Crafting lets you craft any ammunition in the game, such as Mini Nukes, Alien Blaster Rounds etc.
Craftable pre-war and manufactured weapons and armor(optional):
* Adds pre-war, factory produced and military grade weapons, armor and clothing to the list of craftable items.
* Balanced and varied component requirements and perk requirements for all these items as well.
Craftable power armors (optional):
* Adds craftable power armor parts for every type of power armor to the weapons crafting workbench.
Craftable junk (optional):
* Adds another workbench where you can craft your junk items.
* Makes loads of different junk items craftable, which you can use to decorate your settlements.
Faction and Quest Requirements (optional):
* Requires the player to have completed the associated quests and/or joined the corresponding faction before crafting faction- or quest-specific items.
Removed Crafting Workbench Experience (optional):
* Removes experience gain from crafting items at the workbenches added through the mod (not default ones).
Automatron DLC support (optional):
* Adds some new craftable items from the Automatron DLC.
PLANNED FEATURES FOR WHEN THE GECK ARRIVES (features that will require scripting)
* Remove the requirement to use new workbenches, and allow crafting at all workbenches in the game.
* Prevent items from being created with random mods/make it craft the exact version of an item you want.
* Make it possible to create a specific tier of armor (Sturdy, Heavy etc.) instead of that modifier being random.
* Create custom and more explanatory names for items with obscure names. For now, the displayed name isn’t possible to change, but they are usually good.
For a full list of all the items that can be made at the workbenches, see the «Craftable items» section below.
A problem you may be familiar with from other crafting mods (or adding items through the console) is that there is currently no way to get exactly the version of some items you want, so you may have to mod your items afterward to your liking. Still much better than the console!
How to use the mod
Any use of this mod is done at your own risk. I cannot be held responsible if you fail to install the mod or if you get stuck in a menu and have to reload the game. The modding possibilities at the moment are limited and bugs may occur. No one knows exactly how the game works in all situations at the moment.
First of all, make sure the mod is installed and the esp is active.
1. Go to one of your settlements and open up the workshop mode. You’ll find the workbenches in the Crafting category.
They are named «Weaponsmith Workbench», «Armorsmith Workbench», «Ammunition Workbench» and «Junk Workbench».
2. Place the workbenches and start crafting!
MAKE SURE YOU’VE ADDED EVERYTHING NECESSARY TO YOUR TO YOUR FALLOUT4CUSTOM.INI FIRST!
See ArchiveInvalidation for more information.
Add this row under the [Archive] section of your Fallout4Custom.ini:
bInvalidateOlderFiles=1
Remove everything from sResourceDataDirsFinal so that it’s blank, like this:
sResourceDataDirsFinal=
I really recommend installing through the Nexus Mod Manager. The installation wizard guides you through the steps, and it minimizes the potential for future errors. Other mod managers, such as the Fallout 4 Mod Manager, are not recommended and will probably give you a «wrong structure»-error.
With Nexus Mod Manager (NMM):
1. Download the mod by clicking «Download with manager».
2. Activate the mod in Nexus Mod Manager and follow the installation guide.
Uninstallation
With Nexus Mod Manager (NMM):
1. Deactivate the mod by double-clicking it.
2. Mark the deactivated mod and uninstall or delete it.
Compatibility patches
COMPATIBILITY PATCHES FOR PREVIOUS VERSIONS OF CRAFTING WORKBENCHES WILL PROBABLY NO LONGER WORK! Although, since we now use the same workbenches for weapons/clothing/armor, patches for Armorsmith Expanded will now work for Crafting Workbenches. There is no need to use patches for both of them! Also, new versions of the patches will be made for AWKCR and uploaded there. You can download them at the AWKCR mod page here: http://www.nexusmods.com/fallout4/mods/6091/
For people who use an older version of CWB, here are the old patches:
Check out the Personal Patch Emporium by lunarionsilver! It adds loads of compatibility patches for CWB, which provides complete compatibility for loads mods. PPE also includes Crafting Workbenches Collection Extended (CWCE), which provides compatibility between Armorsmith Extended and Crafting Workbenches, merging Armorsmith Extended’s workbench and items into CWB’s workbenches.
F.A.Q
Q: Why can’t I add armors of different tiers/variants? Only the first ones are available! I want to craft Sturdy/Heavy versions too!
A: You can, but it’s slightly random at the moment. For some reason, Bethesda has tied every tier of an item to the same FormID (the one you write when using the player.additem command). This means that you can’t decide which tier to get when you spawn the item. The same limitation exists when crafting the item. It may take a couple of tries before you actually get the tier you want. I’m afraid not much can be done about this until the GECK is released and scripting is possible.
Until this can be fixed I suggest you use this mod to change the tier into the one you want: Craftable Armor Size
Q: Only one type of pipe gun/laser gun/plasma gun/institute rifle is available to craft. Why not both pistols and rifles?
A: You can craft both, but for the same reasons as with the armors this is slightly random. What type a gun is (pistol, rifle, bolt-action, revolver) isn’t determined by its ID, they’re all tied to the same one. Just like the armor tiers. I’m afraid not much can be done about this until the GECK is released and scripting is possible.
Q: The weapon I crafted had random mods attached to it! I don’t want that, that’s cheating!
A: Same issue as with the armor tiers. Mods are sometimes added randomly with the weapons you craft based on your characters level, just like how they drop from enemies in the game. I’m afraid not much can be done about this until the GECK is released and scripting is possible.
Q: I can’t/couldn’t leave one of the menus!
A: This seems to be because of a bug in the game rather than something that’s caused by the mod. In the base game, it is possible to get stuck in the menus for the cooking menu and chemistry station (which the crafting workbenches are basically remodeled versions of), without being able to go back or save and forcing you to reload.
Q: This mod conflicts with the workshop menus for another mod!
A: This almost is almost certainly happening because you’ve reached the keyword limit in your game. It happens when you use to many mods that add new keywords to the game. See this thread for more in-depth information and suggestions on how to solve it: Crafting Mods, Game Limitations, and You
Known issues
* When you create weapons and armor you don’t always get the plain item stated in the menu. They may have mods attached or be one of the alternative models for the item (such as Sturdy/Heavy for leather armor). This is because of a limitation in the items FormIDs (made by Bethesda) and probably can’t be fixed without the GECK.
* Some items have weird, short names that don’t explain the item fully (for example, Pipe Pistols and Pipe Rifles are just named «Pipe»). It isn’t yet possible to edit the names shown in the menu, at least not with the tools I’ve used. This shouldn’t be a major problem, however.
* Crafting legendary items or items that give the «special item» pop-up view (such as the Shishkebab sadly) have a tendency to make the game crash when you leave the view. I’ve removed them until I find a better workaround than creating copies of the items.
* When crafting junk items, the components listed as available sometimes won’t decrease even though it looks like you use them to create the item. This is because the crafting process, for some reason, prefers using up junk items stored in your settlement. So instead of using available components, it will use available junk. Sadly, this isn’t fixable until the GECK is released and scripting is available.
* Using mods that edit perks that are required for certain items to create may result in crashes. This seems to be specifically true for perks that usually aren’t used as crafting requirements (i.e. perks other than Gun Nut, Science!, Blacksmithing and Armorer).
Thanks
Thanks to the FO4Edit development team for FO4Edit.
Thanks to the NifSkope development team for NifSkope.
Thanks to MangoTangoFox for his item ID spreadsheet.
Thanks to Gambit77, BigAndFlabby, and LXYDuckboy for your help with keeping the mod up to date.
Thanks to lunarionsilver, Azrael_WTF, EbokianKnight, exShinra, and thehiddenedge for contributing with compatibility patches.