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Crafting Framework by Dank Rafft

bullyrook

Well-Known Member
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783
I use the first one. It is kind of a redux of his first run.

The second one is kind of new so no I haven't tried it.

I like the first one and zero battle scars. No issues, I don't use the mod to it's potential but I like it a bit better than the vis - g version by gambit.

All I will say is I like this author and trust his work, very active, very helpful, been around, has stayed around.
 
Have any of you fellow SS users switched to/tried this out:: https://www.nexusmods.com/fallout4/mods/40650?tab=description??? and /or the Armor and Clothing Overhaul: https://www.nexusmods.com/fallout4/mods/40919?tab=description

I'm intrigued.

Swapping to these from AWKCR and UCO will claw back around 40mbs for my LO.

Once i pull the trigger on a new game I'm going to give it a try, but I was wondering if any one with some experience/battle scars has any thoughts/comments.


I have used the crafting framework. Stable for me.

But as u play exclusively survival, way OP for my tastes. Meaning, I typically dont add legendaries except from workbench to remove and put on another weapon

Or I just leave it on the soon to be decomposed said corpse and let cell clean up or respawning take care of it.

I would go with the crafting framework IMO
 
Normally use UCO, decided to give armorsmith extended a try, and it's not bad, but I miss moving legendary effects to items I actually want them on. And paint. I don't use UCO paints, but I do have cc paints I like to use, and I can't with armorsmith extended.

Before I go back to UCO, how does crafting framework and armor and clothing overhaul fare?
 
So I tried these instead of AWKCR and ASE and for me there's no advantage whatsoever. If anything for the way I've gotten used to doing things these just caused inconvenience.
If you craft your own armour/clothes then stick with the old mods.
Also lots of the legendary's are locked behind the main quests and your completion of parts of them, he refuses to change this. Which is not ideal if you are only playing conqueror.
Seems he's also retiring from modding so I would stick with the old mods.
 
So I tried these instead of AWKCR and ASE and for me there's no advantage whatsoever. If anything for the way I've gotten used to doing things these just caused inconvenience.
If you craft your own armour/clothes then stick with the old mods.
Also lots of the legendary's are locked behind the main quests and your completion of parts of them, he refuses to change this. Which is not ideal if you are only playing conqueror.
Seems he's also retiring from modding so I would stick with the old mods.

Yeah, gave these a go as well on my current setup, and overall prefer AWKCR and UCO. This was an interesting take, and it isn't bad. I guess I just wanna fall back to the familiar, lol.

Still giving the mod author a nod for a pretty well done mod overall.
 
I'm giving them a try now, too. Just got everything up and running but had to roll back about 10 hours because of another mod I just couldn't make work out for me. Haven't had much time to play, sucked to give back most of what I had on this new run.

If you craft your own armour/clothes then stick with the old mods.

This is very true. And is a bit of hard pill to swallow. I really do like the ability to craft armor for my Conqueror minions. UCO lets you craft Super Mutant armor after you make affinity with Strong. I get a kick out of kitting my raiders with Super Mutant Helmets.

Also lots of the legendary's are locked behind the main quests and your completion of parts of them, he refuses to change this.

I just turned a lot of the stuff it adds off. I just want to shift vanilla legendary effects around and wear whatever combo of armor/clothes I want.

I was testing load outs over a year ago and I found that the bigger (newer) version of Awkcr (30mb??) was more stable than the other smaller version for me and my setup or so it seemed. I'm no scientist. UCO is another 12mb or so.

Switching over to Crafting Framework and AC Overhaul netted me a bunch of space to add an add-on pack I'd never used before.

i use none of them. no awkcr bloatware, no instability no dependent mods - call me mr stable.

Well, Mr Stable, now that you mention it, it was probably you that gave me the idea to see whether my game would be even more stable without Awkcr.

I'll play it out and see how it goes.
 
In the end I had to install AWKCR because it's a requirement for raider overhaul, which is not something I'm prepared to do without.
So with that installed plus crafting mastery I have access to the armoursmith benches although they are missing some items, like gloves.

Next playthrough I'll just go back to the old way.
 
This is very true. And is a bit of hard pill to swallow. I really do like the ability to craft armor for my Conqueror minions. UCO lets you craft Super Mutant armor after you make affinity with Strong. I get a kick out of kitting my raiders with Super Mutant Helmets.
Crafting Framework got a major update that introduced a multi-functional workbench. There's also a mobile version that you can transport in your inventory and deploy anywhere in the world. You can craft ammo, armour, weapons and some other stuff with it. It includes recipes for almost all vanilla items.
 
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