Name: Crafting Workbenches
Version: 1.1.2
Date: 2015-12-16
Author: drdanzel
Source: http://www.nexusmods.com/fallout4/mods/2451/

DESCRIPTION
============
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 aswell as bobby pins and other miscellaneous items.
Other than that they look and sound like they usual, with settlers interacting with them aswell.

The mod is separated in 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. No more chemistry station weapons crafting!
* Immersive crafting system for post-war weapons, armor and clothing! Give me a tips 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 requrirements for all items.
* Sorted categories for all craftables, unique to each workbench and area of crafting.
* Unavailable (yet realistically craftable) items such as the Vertibird Signal Grenades and Artillery Smoke Grenades craftable at Chemistry Station.
* Working item previews for most items.

Craftable ammunition (optional):
* Adds another workbench where you can craft and disassemble ammunition.
* Three choosable ammunition crafting modes:
	Basic ammunition crafting lets you craft basic ammo using default in-game components.
	Ammunition Crafting Extended adds an extra layer of immersion and lets you craft ballistic ammo New Vegas-style, requiring ammo casings, primers, gunpowder etc.
	Special Ammo Crafting lets you craft any ammuntion 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 requrirements for all these items aswell.

Craftable power armors (optional):
* Adds craftable power armor parts for every type of power armor to the weapons crafting workbench.

Craftable junk (optional):
* Adds loads of different junk items for you to craft and decorate your settlements with.
* Adds a another workbench where you can craft your junk items.

PLANNED FEATURES
* Keep supporting and fix any discovered bugs.
* Add compatibility patches for mods that add new items to the game so that they can be crafted at the workbenches.

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 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 afterwards to your liking. Still much better than console!

HOW TO USE THE MOD
===================
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 "Crafting Workbench - Weapons", "Crafting Workbench - Armor", "Crafting Workbench - Clothing and Misc" and "Crafting Workbench - Junk".

2. Place the workbenches and start crafting!

INSTALLATION
=============
First of all, make sure you have made all the necessary configurations to enable mods in Fallout 4.
If you haven't, check out this guide to learn how: FALLOUT 4 - Enabling Modding for PC by Gopher (http://www.nexusmods.com/fallout4/Videos/88/).

MAKE SURE YOU'VE ADDED EVERYTHING NECESSARY TO YOUR TO YOUR FALLOUT4.INI FIRST!
See ArchiveInvalidation (http://www.nexusmods.com/fallout4/mods/4421/) for more information.

Add this row under the [Archive] section of your Fallout4.ini:
bInvalidateOlderFiles=1

Remove everything from sResourceDataDirsFinal so that it's blank, like this: 
sResourceDataDirsFinal=

I seriously 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.

Manual installation:
1. Manually download the .zip file containing the mod.
2. Open the .zip using a file archiver.
3. Extract the required base file CraftingWorkbench.esp, all the folders plus any optional .esp plugins you want.
    You can read what they do in Feature overview above.
4. Extract your chosen files into the Data folder (not in any subfolder) of your Fallout 4 installation.
5. Open plugins.txt (located in C:\Users\-username-\AppData\Fallout4) and add the name of the .esp files you chose to the list.
    The recommended load order is:
    Crafting Workbench.esp (required, this has to be placed before the optional plugins for the game to launch)
    Crafting Workbenches - Ammo.esp (optional)
    Crafting Workbenches - Ammo Expanded.esp (optional, needs Ammo.esp to work and has to be placed after it in the load order)
    Crafting Workbenches - Ammo Special.esp (optional, needs Ammo.esp to work and has to be placed after it in the load order)
    Crafting Workbenches - Pre War and Manufactured.esp (optional)
    Crafting Workbenches - Power Armor.esp (optional)
    Crafting Workbenches - Junk Items.esp (optional)

UNINSTALLATION
===============
With Nexus Mod Manager (NMM):
1. Deactivate the mod by double-clicking it.
2. Mark the deactived mod and uninstall or delete it.

Manual uninstallation:
1. Remove all files associated with the mod from your Data folder.
2. Remove the name of the .esp files you used from plugins.txt.

COMPATIBILITY PATCHES
======================
* Wearable Travel Backpack - Crafting Workbenches Patch by Azrael_wtf (http://www.nexusmods.com/fallout4/mods/3343/)
  Makes it possible to craft the Wearable Travel Backpack by Aldebaran90 at the clothing crafting workbench.

* Gloves of the Wasteland - Crafting Workbenches Patch by Azrael_wtf (http://www.nexusmods.com/fallout4/mods/3387/)
  Makes it possible to craft the gloves included in Gloves of the Wasteland by fadingsignal at the clothing crafting workbench.

* Wearable Postman Shoulder Bag - Crafting Workbenches Patch by thehiddenedge (http://www.nexusmods.com/fallout4/mods/4196/)
  Makes it possible to craft the Wearable Postman Shoulder Bag by Eferas at the clothing crafting workbench.

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 decided 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 (http://www.nexusmods.com/fallout4/mods/4550/).

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 it's 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 attatched 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. Here's two examples of people who have reported this bug: https://www.reddit.com/r/fo4/comments/3tmisz/bug_getting_stuck_in_the_cooking_crafting_station/ https://steamcommunity.com/app/377160/discussions/0/496881136901728072/

Q: This mod conflicts with the workshop menus for another mod!
A: If this is the case, try placing Crafting Workbenches above the conflicting mod in your load order. Crafting Workbenches only add four buildable objects to the crafting category, and doesn't change anything else in the workshop menu.

INCOMPATIBILITY
================
Shouldn't be any. All the workbenches, recipes, categories and craftables are made for the mod and doesn't override anything. It's even compatible with other crafting mods such as Armorsmith Extended, Craftable Ammunition or Craftable Weapons, if you for some reason would like to use both them and this mod.

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, atleast not with the tools I've used. This shouldn't be a major problem however.

* From my testing, crafting legendary items or items that give the "special item" pop-up view (such as the Shishkebab sadly) have a tendancy to make the game crash when you leave the view. I've removed them since a solution has been found.

* When crafting junk items, the components listed as available sometimes wont 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.

TRANSLATIONS
=============
German / Deutsch: http://www.nexusmods.com/fallout4/mods/5002/
French / Français: http://www.confrerie-des-traducteurs.fr/fallout4/mods/colonies/etablis_de_fabrication
Spanish / Español: http://www.nexusmods.com/fallout4/mods/3165/
Russian / Русский: http://modgames.net/load/fallout_4/gejmplej/crafting_workbenches_items_craftable_where_they_should/407-1-0-20550

VERSION HISTORY
================
1.1.2, 2015-12-16
* Moved Hard Hat to the correct workbench.

1.1.1, 2015-12-16
* Fixed the required amount of ammo needed for disassembling.
* Moved Green Rag Hat to the correct workbench.

1.1, 2015-12-16
* Changed models for the Junk Crafting Workbench and Ammo Crafting Workbench, a temporary fix to the weird camera angles when using the Scavenging Station model.
* Changed the text on custom textures for all workbenches, the label now says what they're used for.
* Added batch ammo disassembling.
* Added companion outfits, Maxsons Battlecoat and Bomber Jacket to CLOTHING - OUTFITS.
* Added Synth Uniform and BoS Uniforms to CLOTHING - LIGHT.
* Added BoS Hood to HEADWEAR - HATS.
* Added Gas Mask to HEADWEAR - MASKS.
* Moved Hard Hat to HEADWEAR/ARMOR - HELMET category.
* Modified component requirements for Vertibird Signal Grenade.
* Modified perk and component requirements for Raider Power Armor and T-45 Power Armor.
* Fixed bug where Fusion Cell disassembling required the companion ammo type.
* Fixed bug where Cannon Balls disassembled into Shotgun Shells.

1.0.2, 2015-12-07
* Fixed ammo categories for special ammo showing up at the weapons crafting workbench.

1.0.1, 2015-12-06
* Fixed amount of bullets required for disassembling.

1.0, 2015-12-06
* Added the Ammo Crafting Workbench, a new workbench which will handle all the ammo crafting in the Ammo Crafting plugin.
* Added ammo disassembling, which can be done from the Ammo Crafting Workbench. Disassembling ammo adds it as a misc item which can be scrapped and/or used as material for crafting other things.
* Added batch creation (x50) for ballistic and energy ammo, and lowered the default ammo crafting amount to 10 from 20.
* Added Med-X, Rad-X, Addictol, Day Tripper, X-Cell, Daddy-O and Calmex as craftable at the chemistry station to the base mod.
* Corrected perk requirements for some ammo types in the Ammo plugin. Higher caliber require higher levels in Gun Nut.
* Corrected perk requirements for the Gatling Laser and Mini Nuke (they were mixed up before) in the Pre War and Manufactured and Special Ammo plugins.
* Corrected the name for the 5.56 primer in the Ammo Expanded plugin.
* Fixed the bug that listed a broom instead of brown bottle in the BOTTLES category at the Junk Crafting Workbench in the Junk plugin.

0.8.1, 2015-12-01
* Fixed bug where the ammo components category didn't show up in the weapons crafting menu.

0.8, 2015-12-01
* The marked/unique textures are no longer optional and required. This is because of the problems these have caused for manual installers, and for ease of updating in the future.
* Added unique models for the Junk Crafting Workbench.
* Added craftable Courser Uniform (ARMOR - FULL BODY).
* Added craftable Buffout (DRUG) to the chemistry station.
* Corrected the component requirements for Combat Armor legs, they now match.
* Edited power armor perk requirements to increase with each tier of power armor, rather than being the same for all of them.
* Moved craftable raider armor from the Power Armor module to the base mod.

0.7.1, 2015-11-29
* Corrected the animations used at the armor and clothing workbenches.
* Fixed bug where the Railroad Armored Coat and Synth Field Helmet didn't show in the menu.

0.7, 2015-11-29
* Added optional custom textures for the workbenches added by the mod. They add small labels on the workbenches with the word "Crafting".
* Added optional compatibility patch for PipWare UI to the NMM installation.
* Added craftable Railroad Armored Coat Mk1 (ARMOR - FULL BODY) to the base mod.
* Added craftable stealth boys (MISC) to the Pre War and Manufactured plugin.
* Made all workbenches buildable inside Home Plate, the player house in Diamond City. (Thanks to Old Nick for informing me on how to do this!)
* Swapped models between the armor crafting workbench and clothing crafting workbench, making them more suitable for the type of items they produce.
* Removed the Shishkebab and Junk Jet from the list of craftable items (sadly). This is because of a bug that caused the game to crash when you crafted them.

0.6, 2015-11-29
* Added optional interface tweak (simple edit in ExamineMenu.swf) that changes the button label for creating an item from "COOK" to "CREATE".
* Added military cap, ushanka hat, chef hat, field scribe's hat, laundered blue dress, laundered green dress, laundered loungewear, ratty skirt and green hood as craftable items to the base mod.
* Added synth field helmet as craftable item to the Pre-War and Manufactured plugin.
* Added bones category + loads of craftable bone/skeleton items to the junk crafting plugin.
* Removed Gun Nut requirement from Fusion Cells, only Science! required.
* Balanced crafting of railway spikes. They are now produced in batches of 5 (down from 20) and require more steel.
* Renamed the four workbenches. They are now called: Weapons Crafting Workbench, Armor Crafting Workbench, Clothing Crafting Workbench and Junk Crafting Workbench.

0.5, 2015-11-28
* Added craftable Minuteman Hats, Militia Hats and Harnesses at the clothing crafting workbench.
* Added craftable Nuka Grenades, Institute EMP Pulse Grenades, HalluciGen Gas Grenades and Synth Relay Grenades to the chemistry station.
* Added craftable Junk Jet and Shishkebab to the weapons crafting workbench.
* Fixed bug where crafted Road Leathers and Lab Coats weren't added to the inventory.
* Corrected bobby pins, alarm clocks and biometric scanners component requirements.

0.4.1, 2015-11-27:
* Fixed bug where an empty category would show up at the weapons crafting workbench that, if clicked, couldn't be left without reloading.
* Fixed the numbering for the weapons categories.

0.4, 2015-11-27:
* Added loads of junk! There are now over 220 craftable junk items at the junk station, basically all I could find on the Wikia that seemed fitting.
* Added batch crafting (x10) for syringer ammo at the chemistry station. It is listed as a seperate category after SYRINGER AMMO, called SYRINGER AMMO (x10).
* Added craftable dog armor and super mutant armor at the armor crafting workbench.
* Added Lockpicking perk requirement for making bobby pins, and changed the required material to copper.
* Improved sorting by numbering the categories by item tiers and types. For example, armors are now listed in the order: Leather, Raider, Metal, Combat.
* Fixed the swapped component requirements for missiles and mini nukes. Mini nukes now require more nuclear material and other components and missiles less.
* Fixed bug where a Ripper showed up in the grenade crafting menu instead of the Artillery Smoke Grenade.
* Fixed that the no ammunition crafting alternative still installed the Crafting Workbenches - Ammunition Crafting.esp.
* Changed wrongly named ending for the junk items esp (from Crafting Workbenches - Junk Items.esp.esp to Crafting Workbenches - Junk Items.esp). Sorry for this!

0.3, 2015-11-25
New features:
* Expanded ammunition crafting! Module that let's you create ammunition components (casings and primers so far) and use them to craft ammunition.
* Expanded junk crafting! Junk crafting is now an optional pack, and it's done on a fourth workbench called Crafting Workbench - Junk. It uses the Scavening Station model.

Additions:
* Added Ripper (MELEE - BLADED) as a craftable item to the base mod.
* Added Institute guns (GUNS - ENERGY) as a craftable item to the Pre War and Manufactured pack.
* Added all vault suits (CLOTHING - LIGHT) as craftable items and moved them to the Pre War and Manufactured pack.
* Added category GRENADES - SIGNAL to the chemistry station, containing Vertibird Signal Grenades and Artillery Smoke Grenades.
* Added training weights (barbells, curlbars etc.), 

Changes:
* Separated ammunition crafting (both regular and expanded) from the base mod, it's now an optional pack.
* Fixed bug with where some power armor parts had duplicate menu entries and some were missing.
* Changed name of AMMO - BULLETS category to AMMO - BALLISTIC.
* Removed Local Leader-perk requirement from building the workbenches. (Default workbenches are available at places outside your settlements, the ones added by the mod are not, so I don't think a perk should be required.)
* Balanced some items component requirements.

0.2, 2015-11-24
* Added components to all craftable items. No more cheatmode!
* Added perk requirements for advanced craftables. Many now require levels in Gun Nut, Armorer, Science!, Demolition Expert and Nuclear Physicist.
* Separated the mod into four modular parts, with the main file only containing post-war/"realistic" craftable items. The modules other three modules pre-war/manufactured items, special ammo, power armors and junk items.
* Added synth armors to the Pre War/Manufactured pack.
* Added new junk items.

0.1, 2015-11-24
* Initial test release.

TOOLS USED
===========
FO4Edit 3.1.3: http://www.nexusmods.com/fallout4/mods/2737/﻿ (No use of FalloutSnip)
NifSkope 2.0: https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev4
Gibbed's Tools: http://www.nexusmods.com/fallout4/mods/1124/﻿
Photoshop: http://www.adobe.com/se/products/photoshop.html﻿
JPEXS FFD: https://www.free-decompiler.com/flash/﻿

OTHER MODS BY ME
================
Settler Renaming - Rename Settlers and NPCs: http://www.nexusmods.com/fallout4/mods/2017/
Vats over there? - Increased V.A.T.S Distance: http://www.nexusmods.com/fallout4/mods/2173/

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.

CRAFTABLE ITEMS (with all optionals installed)
===============================================
The listed categories are the same as in the mod.

CRAFTING WORKBENCH - ARMOR
ARMOR - RAIDER
Raider Armor Chestpiece
Raider Armor Left Arm
Raider Armor Right Armor
Raider Armor Left Leg
Raider Armor Right Leg

ARMOR - LEATHER
Leather Armor Chestpiece
Leather Armor Left Arm
Leather Armor Right Armor
Leather Armor Left Leg
Leather Armor Right Leg

ARMOR - METAL
Metal Armor Chestpiece
Metal Armor Left Arm
Metal Armor Right Armor
Metal Armor Left Leg
Metal Armor Right Leg
Metal Helmet

ARMOR - SYNTH
Synth Armor Chest Piece
Synth Armor Left Arm
Synth Armor Right Armor
Synth Armor Left Leg
Synth Armor Right Leg
Synth Field Helmet
Synth Helmet

ARMOR - COMBAT
Combat Armor Chestpiece
Combat Armor Left Arm
Combat Armor Right Armor
Combat Armor Left Leg
Combat Armor Right Leg
Combat Helmet

ARMOR - FULL BODY
Cage Armor
Spike Armor
Helmeted Cage Armor
Helmeted Spike Armor
Railroad Armored Coat
Courser Uniform

ARMOR - HELMETS
Army Helmet
Combat Armor Helmet
Dirty Army Helmet
Metal Helmet
Mining Helmet
Red Flight Helmet
Vault-Tec Security Helmet
Yellow Flight Helmet
Hard Hat

ARMOR - DOG
Dog Armor
Light Dog Armor
Heavy Dog Armor
Dog Collar
Chain Dog Collar
Spiked Dog Collar
Double Dog Collar
Reinforced Dog Collar
Spiked Muzzle
Dog Helmet

ARMOR - SUPER MUTANT
Super Mutant Arm Guards
Super Mutant Heavy Gauntlets
Super Mutant Leg Guards
Super Mutant Leg Armor
Super Mutant Heavy Armor
Super Mutant Cowl Armor
Super Mutant Helmet
Super Mutant Bladed Helmet
Super Mutant Aviator Cap
Super Mutant Cage Helmet
Super Mutant Waistcloth
Super Mutant Shoulder Rags
Super Mutant Wrist Wraps
Super Mutant Chest Harness
Super Mutant Chains

P ARMOR - RAIDER
Raider Power Chestpiece
Raider Power Helm
Raider Power Left Arm
Raider Power Right Arm
Raider Power Left Leg
Raider Power Right Leg

P ARMOR - T-45
T-45 Chestpiece
T-45 Helm
T-45 Left Arm
T-45 Right Arm
T-45 Left Leg
T-45 Right Leg

P ARMOR - T-51
T-51 Chestpiece
T-51 Helm
T-51 Left Arm
T-51 Right Arm
T-51 Left Leg
T-51 Right Leg

P ARMOR - T-60
T-60 Chestpiece
T-60 Helm
T-60 Left Arm
T-60 Right Arm
T-60 Left Leg
T-60 Right Leg

P ARMOR - X-01
X-01 Chestpiece
X-01 Helm
X-01 Left Arm
X-01 Right Arm
X-01 Left Leg
X-01 Right Leg

CRAFTING WORKBENCH - WEAPONS
AMMO - GUNS:
.308 Round
.38 Round
.44 Round
.45 Round
.50 Caliber
10mm Round
5.56 Round
5mm Round 
Shotgun Shell

AMMO - ENERGY
2mm Electromagnetic Cartridge
Fusion Cel
Gamma Round
Plasma Cartridge

AMMO - EXPLOSIVE
Mini Nuke
Missiles

AMMO - OTHER
Alien Blaster Round
Cannonball
Cryo Cell
Flamer Fuel
Flare
Fusion Core
Railway Spike

GUNS - PIPE
Pipe Gun (Pistol and rifle)
Pipe Bolt Action (Pistol and rifle)
Pipe Revolver (Pistol and rifle)

GUNS - PISTOLS
.44 Pistol
10mm Pistol
Flare Gun

GUNS - RIFLES
Assault Rifle
Combat Rifle
Hunting Rifle
Railway Rifle
Syringer

GUNS - SHOTGUNS
Combat Shotgun
Double-Barrel Shotgun

GUNS - SMGS
Submachine Gun

GUNS - HEAVY
Fat Man
Flamer
Junkjet
Minigun
Missile Launcher

GUNS - ENERGY
Laser Gun (Pistol and rifle)
Laser Musket
Gatling Laser
Institute Gun (Pistol and rifle)

GUNS - PLASMA
Plasma Gun (Pistol and rifle)

GUNS - Other
Gamma Gun
Gauss Rifle

MELEE - BLADED
Chinese Officer Sword
Combat Knife
Machete
Revolutionary Sword
Switchblade

MELEE - BLUNT
Baseball Bat
Baton
Board
Lead Pipe
Pipe Wrench
Pool Que
Rolling Pin
Sledgehammer
Super Sledge
Tire Iron
Walking Cane

CRAFTING WORKBENCH - CLOTHING AND MISC
CLOTHING - LIGHT
Army Fatigues
Athletic Outfit
Baseball Uniform
BOS Officer Uniform
BOS Uniform
BOS Uniform (gray)
Corset
Dirty Army Fatigues
Flannel Shirt And Jeans
Green Shirt and Combat Boots
Mechanic Jumpsuit
Mechanic Jumpsuit 2
Military Fatigues
Minuteman Outfit
Raider Leathers
Road Leathers
Synth Uniform
Undershirt & Jeans
Harness
Vault 75 Jumpsuit
Vault 81 Jumpsuit
Vault 95 Jumpsuit
Vault 101 Jumpsuit
Vault 111 Jumpsuit
Vault 114 Jumpsuit

CLOTHING - OUTFITS
Bathrobe
Black Vest and Slacks
Clean Black Suit
Clean Grey Suit
Clean Tan Suit
Colonial Duster
Dirty Tan Suit
Dirty Trench Coat
Drifter Outfit
Explorer Outfit
Farmhand Clothes
Fatigues
Feathered Dress
Field Scribe's Armor
Hazmat Suit
Lab Coat
Leather Coat
Longshoreman Outfit
Padded Blue Jacket
Patched Three-Piece Suit
Postman Uniform
Radstag Hide Outfit
Red Dress
Sequin Dress
Summer Shorts
Surveyor Outfit
Tuxedo
Winter Jacket and Jeans
Yellow Trench Coat
Laundered Blue Dress
Laundered Green Dress
Laundered Loungewear
Ratty Skirt
MacCready's Duster
Red Frock Coat
Red Leather Trench Coat
Maxson's Battlecoat
Bomber Jacket

HEADWEAR - EYEWEAR
Black-Rim Glasses
Eyeglasses
Fashionable Glasses
Patrolman Sunglasses
Road Goggles
Sunglasses
Welding Goggles
Wraparound Goggles

HEADWEAR - HATS
Baseball Cap
Battered Fedora
Dirty Postman HATS
Faded Visor
Formal Hat
Gray Knit Cap
Green Rag Hat
Newboy Cap
Triggerman Bowler
Trilby Hat
Yellow Fedora
Militia Hat
Minuteman Hat
Ushanka Hat
Military Cap
Chef Hat
Field Scribe's Hat
Green Hood
BoS Hood

HEADWEAR - MASKS
Assault Gas Mask
Blue Bandana
Gas Mask
Gas Mask with Goggles
Jangles Bandana
Leopard Print Bandana
Red Bandana
Sack Hood
Sack Hood with Hoses
Sack Hood with Straps
Stars and Stripes Bandana
Striped Bandana
Surgical Mask

MISC
Bobby Pins (x5)
Stealth Boy

CHEMISTRY STATION
DRUGS
Buffout
Day Tripper
X-Cell
Daddy-O
Calmex

HEALING
Med-X
Rad-X

GRENADES
Nuka Grenades
Institute EMP Pulse Grenades
HalluciGen Gas Grenades

GRENADES - SIGNAL
Artillery Smoke Grenade
Vertibird Signal Grenade
Synth Relay Grenade

+ loads of junk at the junk station!