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How to Summon Legendary Armor and Weapons in Fallout 4

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  • Articles 8
  • Posts 1,553
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About this mod

Extensive and fully modular but lightweight expansion of the crafting system. Compatible with every piece of equipment (vanilla and mod). Configure the mod to your liking via holotape or MCM.

Requirements

DLC requirements

DLC name
Automatron
Far Harbor
Nuka World
Permissions and credits

Credits and distribution permission

  • Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
  • Upload permission You are not allowed to upload this file to other sites under any circumstances
  • Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
  • Conversion permission You are not allowed to convert this file to work on other games under any circumstances
  • Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
  • Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
  • Console modding permission The author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however

Author notes

If you want to create an expansion for Legendary Crafting Framework or make changes to the records don't directly edit and upload my plugin but release it as a separate one which just references/overrides records from my plugin.

File credits

GaracktheMad - the idea with the crafting components in boss chests
chuckdm - Mythic Legendary Modifications
GokuGX - Legendary Modification Enhanced
fadingsignal - custom workbench models from Compact Crafting
drdanzel - Crafting Workbenches used as reference for the ammo, armor, junk and weapon crafting recipes
ruddy88 - Allowed me to use parts of his Simple Sorter script in order to adapt it for my Workbench Patcher

Donation Points system

This mod is opted-in to receive Donation Points

Translations
  • Spanish
  • Mandarin
  • Italian
  • German

Translations available on the Nexus

Language Name
Mandarin Crafting Framework - Chinese Translation
Italian Author: Roger08 Crafting Framework - Traduzione Italiana
Spanish Author: nexusernesto Crafting Framework -Spanish-
German Author: Vorlod Crafting Framework Deutsch
Changelogs
  • Version 43.2

    • CHIPLOOT PLUGIN: it no longer directly edits containers
    • CHIPLOOT PLUGIN: you'll get Microchips now with the Fortune Finder perk instead
    • CHIPLOOT PLUGIN: this was done to make this perk more useful and avoid conflicts with mods that change those containers as well
    • CHIPLOOT PLUGIN: the previous solution was quite dirty, I didn't like that you'll get them with 100% chance always in the same location
    • CHIPLOOT PLUGIN: the microchips are now more rare but have the chance to spawn in various other locations
  • Version 43.1

    • the papyrus source files are now included in the BA2 archive
    • they are also available as loose files within the installer
  • Version 43

    • added some additional information to same legendary effect descriptions
    • added expansion plugins for "Auto OMOD Stripper" and "Combined Arms" (Ammo) to the FOMOD installer
    • the Combined Arms ammo expansion got updated relative to its standalone version, it now includes ammo scrap recipes, found in the ammo workbench mode under the "Combined Arms - Ammo Scrapping" category
  • Version 42.1

    • fixed Legendary Enhancement Slot toggle in the holotape
  • Version 42

    • added another popular requested feature: Ammo Scrapping
    • there are new categories named BALLISTIC SCRAP, ENERGY SCRAP, EXPLOSIVE SCRAP, OTHER SCRAP and SYRINGE SCRAP found in the Ammo Station mode of the Universal Workbench, these categores hold scrapping recipes for all vanilla ammo types
    • by scrapping ammo you get 50% of the components required to craft the same type of ammo, the returned components are included in a new type of misc. item, "Ammo Scrap", these will get removed/broken down once you use one of their components for crafting other stuff
    • updated Caliber Complex expansion to reflect the name changes to vanilla ammo types on the vanilla Ammo Scrap items
    • there are no scrap recipes for Caliber Complex's new ammo types included in this update
  • Version 41

    • removed throwables (grenades, mines, traps) overrides from the main plugin, this caused conflicts with other mods and was kinda pointless anyway, so I had to decide whether I create several additional patches or remove those few overrides
    • if you applied legendary effects to throwables please remove them before updating the mod
  • Version 40

    • you can update to this version mid-playthrough in your existing mod setup but there are some steps you should realise when you do, read more about it in the next few lines
    • before you install this update make sure to remove all old plugins that previously came with the separate "Expansions and Patches" pack and the beta update
    • patches, expansions and translations by third parties may break the functionality of the update, in that case they require an update as well, most of them should still work but if something seems off and you're not proficient enough with xEdit to check on your own either contact these authors or ask in CF's posts section regarding your specific case
    • by popular request I've added optional legendary slots for 3rd, 4th and 5th legendary
    • changed perk requirements for legendary effects, all Science requirements were removed and replaced with Legendary Specialist (learned from magazines as usual), so all of them require Leg. Spec. and either Armorer, Blacksmith or Gun Nut
    • the only exceptions are effects that are meant to be used on both guns and melee weapons, they only require Legendary Specialist
    • removed Science requirement from all options that add new legendary slots, legendary effects all have their own perk requirements already, so those extra req. served no purpose
    • the Science requirements across the whole mod was often criticised to be too restrictive by limiting build diversity, this should no longer be the case
    • option in holotape and MCM that previously dis-/enabled the second legendary slot now dis-/enable all additional slots, therefore the name got changed
    • added some text to loose legendary mods to differentiate between armor and weapon versions if an effect name is the same for both weapon and armor
    • added second recipe for legendary microchips that requires less Circuitry but Technical Documents instead
    • removed additions (higher modifiers, legendaries on grenades) from Extreme Edition plugin and added them to CF's main plugin instead, you'll need to reapply those options after the update
    • expanded available modifier ranges in some categories that were previously missing
    • split "Accuracy Modifier" into "Accuracy Cone Modifier" (uses the old Accuracy forms, just renamed) and "Accuracy Stability Modifier", that way higher modifiers are possible and both values can be controlled independent from each other
    • added new "Accuracy Stability Modifier" to ModMenuSlotKeywordList
    • added the four perk magazines to fixed locations in the Commonwealth (hint: overseen by individuals that may or may not be dead), you can still buy them from vendors if you don't want to go for a hunt
    • updated AWKCR expansion/plugin
    • added Caliber Complex expansion
    • combined all plugins in a single FOMOD installer
    • a few minor fixes/changes not worth to be listed individually
  • Version 33

    • removed unused keywords to improve game performance in heavy load order setups
  • Version 32

    • Bugfix: Universal Workbench no longer deletes leftover components from junk items that were used in the crafting process, they will automatically return to player inventory
    • Example: Previously, when you had a shipment in your inventory and used the Universal Workbench to craft or modify an item that required a component of that shipment, the shipment and the spare components not used for crafting were deleted. Now the bench uses only the components required for a recipe and returns the rest of them in their basic form (cloth, steel, wood, etc.).
    • updated CF-AWKCR plugin with the changes from the main plugin
  • Version 31

    • removed broken scripted injection of Microchips into loot pools
    • added separate plugin to the "Expansion and Patches" pack that directly adds Microchips to several containers
  • Version 30

    • modified "Set Up Workbench" aid/food items to no longer affect hunger meter or other aspects of Survival mode
  • Version 29

    • removed Armor Options' ability to apply balistic weave on any armor and clothing piece
    • this was done to prevent bugs, like the weave slot showing up twice on items that already come with the weave slot
    • it was especially noticeable on when used with mods that add that slot naturally to more armor and clothing pieces, like "Armor and Clothing Overhaul" and "Armorsmith Extended"
  • Version 28

    • fixed the two AID items that drop the workbenches, depending on the item sorting mod in use they were in the wrong category and couldn't be assigned to a hotkey
  • Version 27

    • added new option to the holotape and MCM that allows to disable "No Legendary" recipes, when disabled alongside the other three legendary recipe options the L1 slot will completely disappear from items
    • added new option to the holotape and MCM that allows to disable the "UO: Unscrappable Option" slot
    • added Legendary Injector to MCM
    • added all cheat and debug options to MCM
    • restructured MCM for a cleaner look and better user experience
    • updated CF-AWKCR plugin
  • Version 26

    • added new options to the holotape and MCM which allow you to disable the recipes for chems, alcohol and soda added by Crafting Framework
    • reworked holotape in order to provide a better user experience with more obvious categorisation
    • updated Extreme Edition
  • Version 25

    • IMPORTANT: before upgrading to this version from a previous one remove any LME and MLM effects (or rather their slots) applied to your items
    • removed LME and MLM legendary effects from the main mod and added two new ESL-flagged plugins to the expansion and patch pack that contain those effects instead
    • fixed a few minor issues / removed redundant leftovers from a previous version
    • updated Extreme Edition
  • Version 24

    • added option to the holotape and MCM that allows you to switch the base Crafting Framework recipes usually found in the Chem Station to the Utility Station
    • added STM: Sighted Transition Modifier
    • removed requirements from most modifiers due to them being balancing tools and allowing users that don't want to invest into specific perks to benefit from the same tools
    • Extreme Edition included in the Expansions and Patches pack updated to v24 of Crafting Framework
  • Version 23

    • reworked damage modifier recipes, the positive values now require either Gun Nut or Blacksmith instead of a hard requirement of Gun Nut, the UI shows both perks as if you'd require both but it is in fact an OR logic
    • removed redundant food keywords from the hotkeyable workbench drop items
  • Version 22

    • reworked and optimised start up quest and configuration, now also includes legendary effect crafting
    • added two new items (consumables) called "Set Up Universal/PA Workbench", they can be crafted at the Chemistry Stattion under the Crafting Framework category
    • these two items can be added to the favourites/hotkey menu, when pressing the hotkey while having a mobile version of the workbenches in the inventory the corresponding bench gets automatically dropped from inventory and set up
    • the same thing can be achieved with MCM, there are now two configurable hotkey settings that do the same thing but this solution won't require the two new items to be bound to the favourites menu
  • Version 21

    • on new game start, after exiting Vault 111, a mobile universal workbench gets added to the player's inventory
    • added dialogue box to the startup quest, allows you to quickly dis-/enable all of CF's additional slots on armour and weapons
    • added "ignore sandboxing" flag to all workbench modes so that multiple NPCs will no longer stack on the benches
    • fixed rate of fire modifier double-dipping on semi-auto guns
  • Version 20

    • added reload speed modifier including holotape and MCM config
    • changed the CRAFTING FRAMEWORK recipe category back to the Chemistry Station so that all wasteland hobos out there don't have to interact with settlements/workshops
  • Version 19

    • reverted vanilla recipes for ammo, grenades and mines back to their original state; they can be found on the Chem Station again
    • made additional custom recipes for the aforementioned ammo, grenades and mines; they got added to the Universal Workbench
    • replaced most other overrides of vanilla forms with custom ones to ensure that none of these records will ever conflict with another mod
    • changed keyword references for the L2 effects to the vanilla ones (L1) and removed redundant keywords
    • removed FeaturedItem keyword from L2: Ma' Li-Wan's, Water Breathing and Zeke's OMOD records; they were not supposed to be there
  • Version 18

    • changed universal workbench script, it now detects if the player is in power armor
    • this was done to prevent power armor users from breaking the menu
    • already deployed benches will get updated after redeploying them
  • Version 17

    • new option in the holotape's "Cheat and Debug Options" that lets you add a mobile version of the Universal Workbench to your inventory
    • added sorting tags to CF's new shipment sizes
    • removed component costs of most modifiers (accuracy, protection, etc.)
    • removed MISC mod items for the aforementioned modifiers, they are no longer needed
    • IMPORTANT: remove all those MISC mods from your inventory (and ideally containers) by either dropping or selling them BEFORE upgrading to this version
  • Version 16

    • added accuracy and range modifiers for guns
    • don't expect them to do much because they can only modify base values of a gun
    • removed patches from the archive, they got separate mod pages
  • Version 15

    • reworked and optimised Universal Workbench script
    • the script no longer needs to be altered in order to add new workbench modes, it's modular now
    • you could add the AWKCR benches or something totally different and custom
    • a guide on how to add new modes/benches can be found here: https://www.nexusmods.com/fallout4/articles/2351
    • IMPORTANT: please pack up (mobile version) and scrap (workshop version) all Universal Workbenches you've set up BEFORE updating the mod to prevent broken menus
  • Version 14

    • reworked script for mobile power armour workbench
    • instead of having a separate button prompt for picking the workbench back up the workbench gets automatically picked up when exiting the PA crafting menu
    • this was done to ensure that other mods that add additional button prompts to workbenches don't remove all prompts altogether
    • IMPORTANT: pack up all deployed mobile power armour workbenches so that the old script gets cleaned up BEFORE upgrading to the new mod version
  • Version 13

    • added junk recipe for Enhanced Targeting Card
    • changed holotape: Debug and Cheat Options are now combined and Legendary Specialist perk options get disabled when you already have the corresponding perk on your character
  • Version 12

    • added crafting recipes for Smart Fragmentation Grenade, Homing Beacon, Institute Beacon and Nuke Mine
    • PM: Protection Modifier and DM: Damage Modifier now cover all damage types, even the unused ones, in case another mod makes use of them
  • Version 11

    • added portable Power Armor Station, can be found in the Utility Station, Crafting Framework category
    • the model is again from fadingsignals excellent Compact Crafting
    • added Universal Workbench configuration to the holotape and MCM
    • the menus for the mobile and workshop version can be configured/controlled separately
    • added shipments in different sizes to the Junk Station
    • added legendary attachment point to Mr. Handy Buzz Blade, this was the last vanilla weapon that had it missing
    • added crafting requirements to the Universal Workbenches, I forgot to include it previously
  • Version 10

    • added Universal Workbench (the model is fromfadingsignal's excellent Compact Crafting)
    • this new workbench sports a menu that lets you choose all available crafting modes / workbench variants
    • there are two versions available: one can be crafted from within the workshop menu (Crafting category) and can be placed anywhere in a settlement or player home, while the other one is located in the Utility Station (Crafting Framework category) and is a Misc item that can be placed anywhere in the world when dropped from the iventory
    • the workshop version gets connected to your settlement's/home's storage container, the mobile one does not get connected
    • in addition to the vanilla workbenches and crafting stations there are now also armor and weapon creation, ammo station, junk station and a utility station
    • added recipes for armor, weapons, ammo, junk and some other items to the aforementioned workbench
    • due to the increasing amount of recipes and keywords in the mod I removed all cheat options/recipes to prevent the engine from freaking out and impacting game performance
  • Version 6

    • fixed VATS Enhanced (gun version) not returning microchips when scrapping an item with it applied
  • Version 5

    • new option in MCM and holotape that allows for enabling Ballistic Weave without completing the Railroad quest, found in the Cheat section
  • Version 4

    • Ballistic Weave can now be applied to armor pieces that normally wouldn't allow for that. Just select "Armor Options" in the "LE: Legendary Enhancements" menu and the required attachment point and keyword will get added to the item. If your item already allows for Ballistic Weave by default then this won't do anything.
    • Added the "Institute Killer" ballistic weave (only present in form of a loose mod in vanilla) as craftable option.
    • New Armor Enhancement option "Extra Pockets", increasing player's maximum carry weight.
  • Version 3

    • Fixed the "No Legendary Effect (Marked)" option, now adds the star symbol as intended.
    • Removed its description so it won't show up in the legendary field above an item's stats as legendary descriptions usually do.
    • Converted image included in download archive to decrease its size.
  • Version 2

    • Removed duplicate FeaturedItem keyword from some of LME's records.
    • Reworked patches for CLM and LMA to use a separate slot like the legendary effects from LME and MLM. Just go to the L1 slot to apply that additional slot.
  • Version 1

    • Comparison to Legendary Crafting Framework version 7.1.2:
    • New Features
    • - Two new slots for Power Armor modification got added. One adds a second Material mod and the other one a second Misc mod. There are also a few new and custom modifications. All of them can be used globally on every Power Armor, even ones added by mods, no patches required. This renders mods like More Power Armour Mods and Power Armor Materials and Paints obsolete.
    • - Legendary Microchips can now spawn in some boss chests/trunks/safes in varying amounts. This can be used alongside mods like Boss Chests Contain Legendaries. Thanks to GaracktheMad (and his mod LCF Components Drop from Boss Chests) for this idea.
    • - Automatron is now fully supported.
    • - The following legendary crafting mods got fully incorporated: Legendary Modification Enhanced by GokuGX and Mythic Legendary Modification by chuckdm. The option to add them can be found in the "L1: Legendary Mod Slot" menu. You can completely disable them via holotape or MCM, in the Recipes submenu.
    • - The holotape gets added to the players inventory automatically after leaving Vault 111.
    • Changes
    • - More than 80% of the records got reworked, most of them only do stuff behind the scenes so you won't (directly) notice those changes.
    • - The names of all loose mods got shortened and incorrect names got fixed.
    • - I've also added a 2 to the legendary loose mods for the second slot so you'll be able to differentiate.
    • - All items have sorting tags. If you don't use DEF_UI and a sorting mod these tags will show up in text form and you'll still get a better sorted inventory. With both aforementioned mods installed they'll automatically get converted into icons and added to the sorting mod's subfolders.
    • - The INNR injection feature got removed due to weird interactions (item names) when paired with some sorting mods. The keywords used for the INNR reference are still present on the OMODs so you could incorporate them yourself.
Donations

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The successor to Crafting Framework got released: Equipment and Crafting Overhaul (ECO)


Extensive but lightweight expansion of the crafting system. Everything tightly packed into a single plugin. A

multi-purpose and mobile workbench allows crafting of any kind. Modifications are compatible with every piece of equipment (vanilla and mod) right out of the box as long as the item sports a legendary attachment point. Fully modular and customizable to your own needs. Every feature can be enabled or disabled in the blink of an eye via holotape or optional MCM.

Workbenches

  • Universal Workbench: This new bench is multi-functional, you can craft and modify everything with it.
  • Mobile versions of the Universal Workbench and PA Station, can be transported in your inventory.
  • Multiple new recipes for ammo, armour, junk, weapons, etc.
  • Workbench Patcher: Get a clean Chemistry Station with only recipes that belong there.

Legendaries

  • Craft, disassemble and swap all the legendary mods the game has to offer, including DLC and a plethora of custom ones.
  • Add an optional 2nd, 3rd, 4th and 5th legendary mod slot to your armour and weapons.
  • Fallout 76's legendary effects for armour and weapons.
  • Optionally inject new legendary effects into the legendary loot pool, find these effects naturally on legendary enemies.

Equipment Modifications

  • Make your items unable to be scrapped and/or add a star symbol to them. No more accidentally scrapped valuable items.
  • Change and enhance mechanics of your weapons: ammo conversion, projectile override, firing modes, damage, recoil and firerate modifiers, etc.
  • New unique effects (e.g. jetpack) for your armour, modify jump height and resistance values.
  • Second material and misc effect for your Power Armor and modify it the same way as your armour.

This mod is a framework and was designed to be easily expandable. A few guides for the most common tasks can be found in the articles section of this page.

Workbench

You can place stationary workbenches in settlements and player homes via the workshop menu, found under the Crafting category. The mobile versions can be crafted at any Chemistry Station in the CRAFTING FRAMEWORK category.
When starting a new game (upon leaving Vault 111) a single instance of the mobile Universal Workbench gets automatically added to the player's inventory. Those benches can be placed anywhere in the world by either dropping it from your inventory or using the AID items as a favourites hotkey (or MCM hotkeys). When you activate the workbench a menu appears. Every menu item can be disabled via holotape or optional MCM. Once you're done with crafting you can pack it up and transport in your inventory until you need it again.
The mobile power armor workbench works a bit different. It gets automatically packed up and send to your inventory once you leave the power armor crafting menu.

Menu Structure (click on Show to expand)

Spoiler:

Show

  1. Exit Menu
  2. Pack Up Workbench (only on the mobile version)
  3. Armor - Create
  4. Armor - Modify
  5. Weapon - Create
  6. Weapon - Modify
  7. Ammo Station
  8. Chem Station
  9. Junk Station
  10. Utility Station
  11. Cooking Stove

Equipment Modification

Crafting Framework uses the vanilla legendary slot as an entry point for its mechanics and functionality. Because of that, the mod is able to modify all kind of equipment without requiring patches for other mods or Creation Club content. Getting this feature up and running is simple:

  1. Go to a workbench of your choice and choose any kind of legendary mod option (even "No Legendary Effect" works here).
  2. This adds the main mod slot "Legendary Enhancements" which lets you pick and choose which additions you want to add to the item.
  3. Once you've selected one of the options new mod slots will be added to the item that hold a bunch of additional modifications for you to utilise.

All the modifiers (damage, protection, recoil, etc.) aren't meant to be used as an additional progression system but rather tools to balance your items. In case you're applying a second legendary mod be aware that those effects won't show a legendary mod description but the effects will still apply.

Menu Structure (click on Show to expand):

Spoiler:

Show

L1: Legendary Mod Slot
├─ UO: Unscrappable Option
└─ LE: Legendary Enhancements
├─ Armor Options
├─ AE: Armor Enhancement
├─ PM: Protection Modifier
└─ JM: Jump Height Modifier
├─ Power Armor Options
├─ MA: Second Material
├─ MI: Second Misc
├─ PM: Protection Modifier
└─ JM: Jump Height Modifier
├─ Gun Options
├─ AC: Ammo Conversion
│├─ PO: Projectile Override
├─ FM: Firing Mode
├─ ROF: Rate of Fire Modifier
├─ ACM: Accuracy Cone Modifier
├─ ASM: Accuracy Stability Modifier
├─ RM: Recoil Modifier
├─ RaM: Range Modifier
├─ RS: Reload Speed Modifier
├─ ZM: Zoom Modifier
├─ STM: Sighted Transition Modifier
└─ DM: Damage Modifier
├─ Melee Options
├─ ME: Melee Enhancement
└─ DM: Damage Modifier
└─ Additional Legendary Slots
├─ L2: Legendary Mod Slot
├─ L3: Legendary Mod Slot
├─ L4: Legendary Mod Slot
└─ L5: Legendary Mod Slot

Different ways of crafting and swapping legendary effects

  • The easiest and most natural way of utilising legendary effects is by acquiring legendary items from enemies or other sources. Go to the workbench with them and remove the legendary effect by selecting "No Legendary Effect" in the menu. This will add the effect as a loose mod to your inventory. And that loose mod with its effect can be applied to other items you have without any requirement.
  • The second and more advanced way is by scrapping legendary items (items which have a legendary mod applied). You'll receive "Legendary Microchips" for that process. They can be used to craft any legendary effect the mod has to offer, provided you meet the requirements (amount of Legendary Microchips and perks).
  • The Legendary Specialist perks are learned from magazines distributed across the Commonwealth. If you want to know where exactly to get them, there's a separate paragraph in the FAQ article.
  • There's an optional plugin included in the installer pack that adds Microchips to several chests/trunks/safes. You can also craft them but they are quite costly.


You can configure and customize the mod to your liking. There are two ways to do that directly in-game.

Holotape
The holotape gets added to the player's inventory when starting the game for the first time after installing the mod given that you already left Vault 111. It can also be crafted at the Utility Station under the "Crafting Framework" section. All the available options have descriptions. Tweak available slots, recipes, inject the new legendary effects into the game's legendary loot pool, tweak microchip returns when scrapping legendaries, etc.

Mod Configuration Menu (optional)
This is optional. The MCM configuration becomes available as soon as you install Fallout 4 Script Extender (F4SE) and Mod Configuration Menu. This menu sports exactly the same options as those in the holotape plus two hotkey options that make the "drop workbench" items obsolete.


This is a xEdit script that automatically scans your installed mods for crafting recipes and adds them to Crafting Framework's multi-functional workbench. You may patch only a few mods or your entire load order. You'll no longer have a cluttered Chemistry Station with lots of different armour, weapon, ammo or other random recipes. You can even let the script include recipes made for other custom benches, e.g. the ones from AWKCR.

Usage Instructions

  1. Install Crafting Framework, FO4Edit and MXPF.
  2. Download the Workbench Patcher archive on this page and extract its content into your FO4Edit root folder.
  3. Stay in that folder and runCF_WorkbenchPatcher.bat. If you're using MO2 check the FAQ on how to run the script. When all required files are in place you can hit Y and Enter to continue.
  4. In FO4Edit's plugin selection keep your entire load order selected and hit OK.
  5. Wait for the loading process to be finished and a menu will appear. In this menu, you can hover over the options to get a tooltip with additional information.
  6. Start the patching process. If that's the first time you're creating a patch the script will ask you for a plugin name.
  7. Afterwards, you can select the plugins you want to be included in the patch.
  8. Follow the instructions and wait until the message box saysPatching Complete.

  • FAQ - Frequently Asked Questions
  • Compatibility - Crafting Framework and other Mods in Detail
  • Switching from another legendary crafting mod to Crafting Framework mid-playthrough
  • Guide: Adding Crafting Framework support to custom legendary effects
  • Guide: Adding legendary attachment points to items
  • Guide: Tweak Crafting Framework's slot and recipe visibility independent of savegames or playthroughs
  • Guide: Identifying duplicate recipes from other plugins that interact with Crafting Framework's legendary effects
  • Guide: Adding new workbenches (modes) to the Universal Workbench

  • Armor and Clothing Overhaul: If you want to use CF's functionality with clothing but don't want to use Armorsmith Extended or Unified Clothing Overhaul (UCO) check this out. It's lightweight but features a lot of the functionality of the mods mentioned before.
  • Global Stash: For your storage and junk scrapping needs. It automatically connects to CF's workbenches (even the mobile ones) and also allows you to scrap junk automatically.
  • Ruddy88's Simple Sorter: If you don't like VIS or VIS-G I can highly recommend this one. It automatically generates a single plugin for your entire order. You'll no longer need to create or download patches for your other mods.
  • Quick Gun Modification: Modify various properties of your guns on the fly without having to use a workbench. Especially useful in combat situations. Works with vanilla and mod-added weapons. Modular and easily expandable.

How to Summon Legendary Armor and Weapons in Fallout 4

Source: https://www.nexusmods.com/fallout4/mods/40650