Craft simple base game weapon frames, craft and scrap ammo at a Chemistry station with sensible perks and components. Advanced and Ultimate base game handgun receivers to extend their useful life. Improved wasteland armor is craftable.
Cut out the middle man for a no shopping experience to make weapons and convert your useless ammo into the hot combat lead you need. From a game perspective there are already settlement based ammo crafting options (Contraptions & AWCR) that use their own workbenches. For non settlement runs, those workbenches aren’t lying around the wilderness to use early game with no caps, when you really need the right stuff.
For lore and logic if the player can craft advanced weapon component mods with perks, they should be able to make the basic frames and ammo. Even I can manage to cast and hand load ammo IRL with a simple press. Finding relevant fertilizer and lead is painful grind, so ammo scrapping is enabled for sensible conversion.
Weapons frame crafting
All weapons crafting needs at least GunNut1 perk plus whatever is listed e.g. Laser Pistol needs GunNut1 + Science1
Pipegun Pistol GunNut1 (1 Adhesive, 1 Rubber,4 Screws, 2 Springs, 2 Steel, 1 Wood) Pipe Revolver GunNut1 (1 Adhesive, 1 Gears, 1 Rubber, 4 Screws, 1 Springs, 2 Steel) Pipe Bolt Action Pistol GunNut1 (2 Adhesive, 1 Rubber, 4 Screws, 1 Springs, 2 Steel) 10mm Pistol GunNut1 (2 Adhesive, 1 Plastic, 4 Screws, 2 Springs, 2 Steel) Double Barrel Shotgun GunNut1 (2 Adhesive, 4 Screws, 2 Springs, 3 Steel, 2 Wood) Hunting Rifle GunNut1 (3 Adhesive, 1 Rubber, 5 Screws, 1 Springs, 3 Steel, 2 Wood) 44 Pistol GunNut2 (3 Adhesive, 1 Gears, 1 Rubber, 5 Screws, 1 Springs, 3 Steel, 1 Wood) Combat Rifle GunNut2 (5 Adhesive, 2 Aluminium, 6 Screws, 2 Springs, 5 Steel, 2 Wood) Combat Shotgun GunNut2 (5 Adhesive, 6 Screws, 2 Springs, 5 Steel, 2 Wood) Assault Rifle GunNut2 (5 Adhesive, 5 Aluminium, 2 Gears, 6 Screws, 2 Springs, 5 Steel, 1 Wood) Laser Pistol Science1 (3 Adhesive, 2 Aluminium, 1 Circuits, 2 Copper 1 Crystal, 2 Plastic, 4 Screws) Plasma Gun Science2 (10 Adhesive, 5 Aluminium, 5 Circuits, 5 Nuclear, 5 Silver, 1 PowerRelayCoil) Gauss Rifle Science2 (10 Adhesive, 10 Aluminium, 10 Ceramic, 5 Circuits, 10 Screws, 1 HighPowerMagnet) Gamma Gun Nuclear2 (5 Adhesive, 5 Circuits, 3 Fibreglass, 3 Gold, 3 Lead, 5 Nuclear, 1 PowerRelayCoil)
All ammo crafting needs at least GunNut1 perk plus whatever is listed e.g. Fusion Cell needs GunNut1 + Science1
10mm Ammo short *10 GunNut1 (1 Copper, 1 Fertilizer, 1 Lead) .38 Ammo short *10 GunNut1 (1 Copper, 1 Fertilizer, 1 Lead) .44 Ammo short *10 GunNut1 (1 Copper, 1 Fertilizer, 1 Lead) .45 Ammo short *10 GunNut1 (1 Copper, 1 Fertilizer, 1 Lead) Shotgun Shell *10 GunNut1 (1 Plastic, 1 Fertilizer, 1 Lead) .308 Ammo long *10 GunNut1 (2 Copper, 2 Fertilizer, 2 Lead) 05mm Ammo long *10 GunNut1 (2 Copper, 2 Fertilizer, 2 Lead) .50 Ammo long *10 GunNut1 (2 Copper, 2 Fertilizer, 2 Lead) 5.56mm Ammo long *10 GunNut1 (2 Copper, 2 Fertilizer, 2 Lead) Fusion Cell *10 Science1 (2 Ceramic, 2 Copper, 2 Glass) Fusion Core *1 Nuclear1 (10 Ceramic, 10 Copper, 10 Nuclear) 2mmEC *10 Science2 (2 Copper, 2 Lead, 2 Oil) Plasma Cartridge *10 Science2 (2 Aluminium, 2 Nuclear, 2 Plastic) Gamma Round *10 Nuclear2 (2 Ceramic, 2 Lead, 2 Nuclear)
Any base game ammo can be scrapped at the Chemlab with the same perk(s) as crafting in batches of 20 for a 50% component conversion yield. The Ammo Scrap MISC items will convert into crafting components, or can be automatically crunched by the SKK Junk Scrapper or Global Stash and Scrapping solutions.
If you perfer to scrap and craft ammo without perks and crafting, consider leasing Ammo-O-Matic machines from SKK Vending Corp. for your workshops.
Is an optional file in the archive which dependends on DLC03 Coast and DLC04 Nuka to craft & scrap dlc frames and ammo:
Lever Action rifle GunNut2 (3 Adhesive, 1 Rubber, 5 Screws, 1 Springs, 3 Steel, 2 Wood) Handmade rifle GunNut2 (5 Adhesive, 5 Aluminium, 2 Gears, 6 Screws, 2 Springs, 5 Steel, 1 Wood) 7.62mm Ammo long *10 GunNut1 (2 Copper, 2 Fertilizer, 2 Lead) .45-70 Ammo long *10 GunNut1 (2 Copper, 2 Fertilizer, 2 Lead)
Handgun receiver mods
The typical base game receiver progression for most weapons that this solution builds on (stats are changes from the base weapon damage, aim and speed):
MoreDamage1 Hardened Damage +25%
MoreDamage2 Powerful Damage +50%
MoreDamage3 Advanced Damage +75% Speed +33%
The new craftable weapon OMODs for Advanced and Ultimate levels are: Pipegun MoreDamage3 GunNut2 Advanced .38 Receiver Damage +75% Aim +10% Pipegun MoreDamage4 GunNut3 Ultimate .38 Receiver Damage +125% Aim +10% Pipegun MoreDamage4 GunNut3 Ultimate .45 Conversion Damage +150% Aim +10% Speed -10% Pipegun Automatic3 GunNut2 Advanced .38 Receiver Damage +75% Aim +10% Pipegun Automatic4 GunNut3 Ultimate .38 Receiver Damage +125% Aim +10% Pipegun Automatic4 GunNut3 Ultimate .45 Conversion Damage +150% Aim +10% Speed -10% PipeBolt MoreDamage3 GunNut2 Advanced .308 Receiver Damage +75% Aim +10% PipeBolt MoreDamage4 GunNut3 Ultimate .308 Receiver Damage +125% Aim +10% PipeBolt MoreDamage4 GunNut3 Ultimate .50 Conversion Damage +150% Aim +10% Speed -10% 10mm MoreDamage4 GunNut3 Ultimate 10mm Receiver Damage +125% Speed +33% 10mm MoreDamage4 GunNut3 Ultimate .45 Conversion Damage +150% Speed +33% Aim -10% Deliverer MoreDamage4 GunNut4 Ultimate 10mm Receiver Damage +125% Speed +33% .44 MoreDamage4 GunSlinger5 Ultimate .44 Receiver Damage +125% Speed +33%
Improved Wasteland Armor & Gasmasks
If you prefer simple one piece armor to layering, Wasteland armor can be crafted or improved at the Chemlab. Improved armor can then be modded at the Armor workbench with lining mods, Ballistic Weave and Legendary effect attachments (pre v008 use with a Legendary manager like optional file SKKSwapLegendaryEffects):
Gas Mask with Goggles improved Armorer1 RadResist 20 Gas Mask improved Armorer2 RadResist 40 Assault Gas Mask improved Armorer3 RadResist 60 Drifter Outfit improved Armorer1 END+1 PER+1 Weight 10 Armor 10 Energy 10 RadResist 10 Spike Armor improved Armorer2 END+1 PER+1 Weight 15 Armor 20 Energy 20 RadResist 20 Helmeted Spike Armor improved Armorer2 END+2 Weight 20 Armor 25 Energy 25 RadResist 50 Cage Armor improved Armorer3 END+1 PER+1 Weight 25 Armor 40 Energy 40 RadResist 40 Helmeted Cage Armor improved Armorer3 END +2 Weight 30 Armor 50 Energy 50 RadResist 100 Hazmat Suit improved Armorer1 -- Weight 10 Armor 10 Energy 10 RadResist 1000
Improving an existing base game item needs one rank lower Armorer and half the components than crafting from scratch. So, improving an existing Drifter outfit (the Sanctuary bridge body) does not need the Armorer perk.
The improved armors are injected into selected level lists when the mod is installed.
Swap Legendary Effects
Remove base game legendary effects from weapons or armor by replacing with “none”. Keep the effects loose in inventory, then attach to any other weapon or armor all just like a normal mod. Install the optional file SKKCraftableWeaponsAmmoDLC.esp to create the loose mods for DLC legendary effects, or they will be lost when removed.
The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts. This mod does change base game objects: dn_CommonGun Instance Naming Rule, ap_Legendary keyword and mod_Legendary* Object Modifications to associate MISC inventory items to legendary OMODs so they are moveable.
WARNING do not install v008 (or later) if you use AWKCR or other legendary crafting mods as they will conflict. Switch back/down to v007 and do not install the legendary module
SKKCraftableWeaponsAmmo_008 which is NOT COMPTIBLE WITH AWKCR contains
(a) SKKCraftableWeaponsAmmo.esp the main file which inbcludes base game legnedary effects.
(b) SKKCraftableWeaponsAmmo – Main.BAT the main archive.
(c) SKKCraftableWeaponsAmmoDLC.esp optional file for DLC weapons/ammo/legendary if NukaWorkd and Habah are installed.
SKKCraftableWeaponsAmmo_007 which is compatible with AWKCR contains
(a) SKKCraftableWeaponsAmmo.esp the main file.
(b) SKKCraftableWeaponsAmmo – Main.BAT the main archive.
(c) SKKSwapLegandaryEffects.esp optional file to allow lengendary effects to be removed and applied.
(d) SKKCraftableWeaponsAmmoDLC.esp optional file for DLC weapons/ammo/legendary if NukaWorkd and Habah are installed.
Copy the KKCraftableWeaponsAmmo.esp, SKKCraftableWeaponsAmmo – Main.ba2 (and the optional *.esp files if needed) to your …\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. Do not remove this mod as level list injections add new items into inventories.
UPDATE NOTES This update should not be installed over an earlier version, a new game is best. Requires Fallout4.exe updated to current 220.127.116.11 (or later).
New: PipeGun Advanced + Ultimate auto receivers
New: Craftable Hazmat suit improved (attach ballistic weave and legendary effects) for no Power Armor runs.
New: Ultimate Wasteland armor
Update 008 Merge SKKCraftableWeaponsAmmo_007 and SKKSwapLegendaryEffects_001 into one consolidated ESP. If replacing SKKSwapLegendaryEffects, any existing loose legendary mods in inventory will be lost, attach them all before installing this update.
Transparent update can install at any time
New: Upgrade improved gasmasks and wasteland armor with Ballistic Weave (when unlocked)
Fix: aligned craft/scrap components for Gamma, Plasma and 2mmEC
New: Detects additional file SKKCraftableWeaponsAmmoDLC which supports DLC03 Lever Action rifle/45-70 and DLC04 Handmade rifle/7.62
Chemlab [Utility] .SKK Simple craftable weps & ammo note hides advanced items for a basic wasteland scavenging experience.
Simple crafting enables melee weapons: board, lead pipe, wrench, baseball bat
Improved wasteland armor and gasmasks are craftable and moddable
.44 MoreDamage4 receiver
Ammo scrap items weight and value indexed to components
Fusion Core is constructable and scrappable based on component value and ratio of 1 Core : 50 Cells
Rebalance: Fusion Cell recipe replaces Crystal with Glass
Its 5.56 mm (NATO) not .556 caliber (Nitro Express)
Added PlasmaGun, PlasmaCartridge, GaussRifle, 2mmEC, GammaGun, GammaCell