Art of Fabrication
Art of Fabrication
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You ever wondered how paste is capable of glueing weapons together? Scraped steel from tin cans? Corroding aluminum? Asbestos in cardboards? You always felt there’s a whole lot of inconsistencies in Bethesdas display of materials, and wanted to have something more coherent in your mods to be used? Seriously, I couldn’t cope with all the opportunities given to me via modding, and accept how wildly the devs threw components together to craft weapons, appearals and tools. I want to import a certain metallurgic realism, real chemical coherence, working with materials in a immersive and realistic pre-industrial way, with the wasteland full of recyleable materials, but also raw materials as resources. How would a post nuclear wasteland, with the knowledge of modern society, but the economical equivalent of stone age look like? Well, AoF is the first step in showing you how it’s done.
So much for boasting. What does this Mod do?
AoF is a massive overhaul of the crafting system in FO4. It is planed as long time project, that will bit by bit import metallurgical realism, chemical coherence, fabricational sense and a huge range of features in a immersive, lore friendly and playful way. It is based on my Elementary Coherence Mod, which serves as base to import all the diverse elements, minerals, organics, compounds, materials and tools the real world, and respectively the Wasteland, has to offer. This first version is ment as start, and creates the foundation of what will be extensively expanded in future updates, to revive pre industrial human measures of creating materials, tools and weapons. Humanity has a long history of learning from nature, and forced the world under its thumb, long before any of modern industrial machines served theyr will. AoF for now does:
1. allow you to craft any single item, appearal or weapon on custom workstations, under the rule of perk restrictions
2. allow you to prospect for natural raw materials, like crude oil, saltpeter, limestone, salt and sand on custom stations
3. allow you to create completely new raw elements, compounds and materials on chemical stations and casting stations
4. allow you, and needs you to process any of the new materials to vanilla components in a logical way, like making an adhesive from solvent and binder
5. allow you to create more types of mods on appearals and weapons, and convert them into higher tier classes
6. completely import bagpacks and recipes from Carry those Bags, and Adhesive Recipes, which are no longer available
7. introduce a completely customized sorting system for all weapons, ammos, aids and miscs, excluding armor for compatibility reasons with other mods
8. utilizes natural materials from FO4 lore stronger into recipes to make components and materials, for further processing
9. moves various vanilla recipes to other workstations to create greater coherence and convenience for fabrication
10. entirely converts any “real” trash item to be used as resource, and allows for scraping skeletons for bones as source for glue
In future updates it will import more then 200 new components, materials and an abundant amount of newly/modified recipes, sorted in conveninet categorys for any type of workbench. Real prospecting, real smelting, real forging, real “working” in all its various facettes will be made real. This is only the start, and yet I am very limited due to no “real” creationg kit avilable. But the features, script based, customized textures/models and massive gameplay improvement will try to create a physical and chemical world in respect and honor to great people like Georgius Agricola.
The world around you is made of 7 base materials: Wood, Metal, Plastics, Ceramics, Clothes, Skins and Compounds, and AoF will introduce all of them to enrich the Wasteland. In future updates you will learn from books how to utilize various working stations. You will learn recipes, ways of craftmansship, make your own
research and combine all of this to slowly evolve to someone that will understand and utilize the world around us. How did you even knew how to make solid armor, if you weren’t even capable of cooking basic food in the intro of FO4? Ask Ash how he learned it.
How does everything work?
Well, the short answer is: you collect raw materials at oil pumps and digger stations, or create them with the smelter or the chemical station, then you convert it into useable components on chemical stations, to create weapons, appearals or items. The oil pump and digger station is used with 2 destilled water and a shovel in your inventory, and based on a luck counter. This means you will not always have those stations filled with raw materials, to reflect how prospecting works in real life, it’s a game of luck. However, you can increase your luck by increasing the numbers of oil pumps or digger stations.
Weapons are crafted at weapon stations, appearals on appearal stations, ammo at ammo station, chemicals, elementals and compounts ond chemical stations, and coal on the smelter. The prospecting stations are placeholder models for now, I will need to dig in deeper to figure how to customize models this week. Be patient, the future is bright.
How is it installed?
1. Open the Fallout4Prefs.ini and under the section [Launcher] add “bEnableFileSelection=1”.
2. Copy the file from this download into your Fallout4/Data folder
3. Enable the file in your data section in the FO4 launcher, see here under the section news how its done
With FO4 Patch 1.2…
See this video to understand how to enable Mods!
But how do you know all this stuff? You’re a professional? Did you studied it?
Nope, it’s a hobby, an interest, I’m working with pre industrial materials in my job. I restore furniture, paintings, sculptures, machines, vehicles etc. I’ve learned a lot from my boss, and through him, found my general interest in chenical coherence. The understanding for the physical wolrd around us was previously available. Ontop of that I’m educated as gardener, painter and florist, and have a master as painter with the extension of a master in old craftsmanship. My general interest in everything else, and my main hobby to mod bethesda games, did the rest and brought everything together.
Will this be improved and expanded?
Yes, it will. I already said what’s coming to you. The world isn’t simply made of 31 components. It is rich on physical, chemical and biological content, and so will this Mod be. Please understand that modding in Xedit is a very tedious process, specialy if you spend most of your time browsing through forms and making minor modifications for every item, like renaming. The next update will have a much greater focus on introducing new materials, workstations and recipes. I first had to create a solid base to work with.
Any info on compatibility?
There are compatibility patches for mods I’m using. It is also made so, that if you use *input any sorting Mod here*, you just need to load them after AoF to make sure their way of sorting wins. For a mod of this size, it is compatible with pretty much everything I’m using. It’s made in exactly this fashion. However, I can not say anything about Mods I am not using. I am using the mods listed over at my Twitch page.
You said you incooperated old mods that are no longer available, any chance for info on those?
Is it stable?
Mods created without official tools have a risk to break your game. But at the moment this is true for pretty much all .esp based Mods on the Nexus for FO4. Once the CK gets released, this Mod will be remade. I would not recommend using any .esp Mods if you are a picky person that does not potentially want to get his game messed up. You’ve been warned, you decide. This Mod is made with TesVEdit, not Snip in case you ask.