Field Kit

Last updated for version `1.8.0-BETA-7`

*Main article:* Horizon Wiki

The **Field Kit** is a multi-tool that acts like a workbench in the field. It can craft, scrap items and access in-game settings. The food requirement can also be called up.

## General

The "Field Kit" is an essential item, almost a mobile "workbench", which helps doing several tasks in the field. Tasks such as crafting and disassembling of specific items, or accessing advanced settings from Horizon in a special menu.

It is automatically part of the players inventory when exiting Vault 111. The Field Kit is located the Pip-Boy "Aid" tab, can be assigned to a hotkey and used anywhere and at all time.

The Field Kit was formerly known as the *Personal Toolkit*.

### Crafting

A variety of items can be crafted with the field kit. Certain items require skill for this. Crafting items can be done a single time (1x), or multible times, in batches of 5x, 10x, 50x as long as the required ingredients are available. Crafting will automatically stop if an ingredient isn't available anymore.

Although the player owns Wilson, he is unable to access items in a settlement, thus the player should have appropiate ingredients in his inventory.

### Salvaging

In the field, junk and specific items can be scrapped almost directly from the player inventar. This requires salvaging skill 20.

## Main Menu

### Nutrition

Survival stats can be displayed via the Field Kit. Hunger & Thirst is displayed in cap value.

### Follower Menu

The follower menu contains commands to navigate Combat Pet in the field, commands suchs as;

* Follow and Wait
* Set follow distance: Near, Medium, Far

Issuing a command gives the same command for all active followers but not for companions. Companions act different. The Follower Training Menu (Training Desk) can also be accessed from this menu.

### Junk Scrapping

Allows to scrap all junk in the inventory but requires salvaging 20 to do so. Scrapping can take up to 15 seconds or so. When it's done the menu will pop up again. It's not recommended to travel anywhere while this is wokring.

### Field Scrapping

*Main article:* Field Scrapping
The **Field Kit** allows to scrap almost everything in the player's inventory. Chems and some food items are excluded. This feature is unlocked at 20 Salvaging Skill. If skill is not high enough, items can be scrapped using the Shredder device (Workshop > Architect > Utilities). Any items that don't give scrap will be returned to the inventory.

Scapping doesn't account for mods of the Armor/PA/Weapons, or Heavy Armor Upgrades. It will only grant the base materials. Scrapping weapons will give the same amount of weapon parts that workbenches do but may not give other materials.

❗ Valid items (armor, weapons, meat) that move into the menu (looks like a trading inventar) will be scrapped when exiting the interface. There's no "undo" button.

These types of items can be converted to generic items using the "Field Scrapping" service:

* Gwinnett Beers → standard Beers
* Cherry and Cold Nuka-Colas → standard Nuka-Cola
* DLC Nuka-Colas → standard Nuka-Cola
* Raw Meat → Ground Meat

### Utility Tools

Former known as "Science Tools" this menu allows to craft and convert various items in the field. Certain items require Common Tools[*citation needed*]. If the player has unlocked Wilson, tools will be taken from any linked workshop.

Technically, utility crafting is nothing more than crafting and converting items in a crafting workbench. Craftable items with corresponding workbench affiliation that are possible via the Field Kit:

* Weapons Lab (Ammo)
	+ Fusion Cells to Heavy Fusion Cells
	+ Electron Charge Cells to Fusion Cells
	+ Fusion Cells to 2mm VICE

* Lock Breaching (Devices)
	+ Locksmith Tools – Advanced / Master
	+ Explosive Charges – Advanced / Master
	+ Autodialer – Advanced / Master
	+ Auto-Hacker – Advanced / Master

* Tech Lab (Workshop Utility)
	+ Cargo Bot (Eyebot)

A cargo bot can be helpful in building a resource station, which in turn allows one settlement to be connected to another settlement.

### Medical Crafting

Basic medical supplies can also be assembled in the field, while some require skill, medical 30.

* Bandages
* Medicated Bandages
* Trauma Kits

### Skill Menu

    The "Skills Menu" can be opened either, using the Field Kit or Training Desk.

The skill menu or skill manager provides information about skill and everything tied to skill functions. The player is able to recalculate skill manually, to gain information about the combat skill on the current assigned weapon and enemy kill tracker. Messages concerning updates and enemy ambush can be turned on/off under "skill options".

Skills recalculation isn't done in realtime, instead skill gain is only checked once in awhile to keep the system efficient. However, skill is calculated automatically in exceptional cases;

* After the level-up perk chart is closed.
* Every 6 game hours, if they haven't been checked by then.
* Briefly after game re-load.

The current equipped weapon uses either one of the following weapon skill:

* Ballistic Firearms
* Energy Weapons
* Incendiary Weapons
* Melee Combat
* Sniper Weapons
* None – Bare fists do not count as a weapon skill.

Enemy kill tracking:

* Humanoids
* Animals
* Insects / Arachnids
* Creatures
* Robots / Synths

* Humanoids
* Animals
* Insects / Arachnids
* Creatures
* Robots / Synths

Skill Options

* Toogle "Skill Update Messages" On/Off
* Toogle "Debug Kill Messages" On/Off
* Toogle "Perception Alert Messages" On/Off – Ambush warnings unlocked by Awareness 1 or Perception 8 or M.A.X.I.N.E..

### Survival Statistics

*Main article:* Survival Mode
In addition to hunger and thirst, this menu provides information about more survival stats. Such as Player Threat Level and Revival Mode stats.

### Documentation Menu

The Documentation Menu is a help menu which allows to guide the player through Horizon's systems. Guidance about:

* Skill and dynamic skill gain
* Production: Water, Crops, Cargo Bot Supply Lines, Wilson, etc.
* Workshop Level upgrades for Tech, Trading, and Construction
* Settler Outfitter
* ZX-1 Experimentation Lab

### Game Options Menu

Some of these options require the appropriate perk and/or skill. All options can be toogled On and Off.

* Show Range Finder after kills – Message pop-up after kill. To get an idea of what the weapon range is, and if the weapon is out of its effective range.
* V.A.T.S. Overdrive Module – Provides 100% accuracy for a short burst of shots in V.A.T.S., after which a cooldown activates.
* Grenade Throwing Arc – Allows to see the Grenade Throwing Arc. It should not be visible for Throwing Knives and Micro-Drones.
* Fusion Core Ejection – Nuclear Physicist 3 unlocks the fusion core ejection function. Nuclear Physicist 3 no longer automatically grants fusion core ejections.
* VANS Navigation – Help Messages about the V.A.N.S. system, so players remember to spend their next point on it.
* Intimidation Perk Disabling – Can be toggled on/off at any time. Allows to disable all intimidation activator keys, in case there are conflicting with other keys. Disabling the Intimidation Key, will disable all relevant perks:
	+ Intimidation
	+ Wasteland Whisperer
	+ Animal Friend
* Magazine Recipe Message – Message prompt.

### Pip-Boy Options Menu

The "Pip-Boy Options Menu" allows to turn on or off both the player character's and Maxine's comments.

* Player Voiced Comments – The player character can make comments out in the world (such as reviving in a settlement).
* Revival Mode – The character will randomly make a comment when reviving.

📝 **Note:** Disabling this option also disables all player voicing added by Horizon, including comments in reply to Maxine.

Voice Assistant, Robco Pip-boy Voice Assistant aka Maxine, this voice system is used to warn of ambushes and other events:

* Voice Alert - Production Ready – Message prompt whenever a production cycle has been completed.
* Voice Alert - Settler Mission Ready – Message prompt whenever a mission has been completed.
* Voice Alert - Ambush Warning – From Dynamic Encounters, works similar to Awareness or Perception 7.

### Architect Options

* Buildings Require: Construction Levels On/Off
* Outfitter (Settler): On/Off
* Outfitter (Companion): On/Off
* Workshop Ration System: On/Off
* Power Armor Frame - Special Options: On/Off
* Barter Key (Vendor): On/Off
* Transfer Key (Follower/Settler): On/Off  The "quick-trade" key for followers will not work until you dismiss them to a settlement once
* Settlement Events: All/Non-Combat/Off
* Uninstall Architect (Removes Menu and Perks) – Removes Menu and Perks. The next time Architect is loaded, all workshop menus will be added again. There is no comfirmation Window!
* Emergency Fixes Menu

#### Configure Default Building Layers

This menu allows to set which building layers (such as detail, doors, beds, etc.) will default to On/Off when a building design is selected using any Controller Object.

* Default Beds: On/Off
* Default Chairs: On/Off
* Default Detail (Clutter): On/Off
* Default Detail (Debris): On/Off
* Default Detail (Signs): On/Off
* Default Detail (Main): On/Off
* Default Devices (Lights, etc.): On/Off
* Default Doors: On/Off
* Default Stairs (Main): On/Off
* Default Stairs (Alternate): On/Off
* Default Turret: Random/Last Selection

#### Settler Outfitter Options

When settlers are given a new outfit, their old armor and clothing is moved first to prevent it from being destroyed. When settlers are given a new weapon, their old weapon(s) and ammo can be automatically transfered also. Additionally, the destination that this equipment is sent to, can be changed.

The following options can be toogled On/Off:

* Outfitter (Settler): Enabled/Disabled
* Outfitter (Companion): Enabled/Disabled
* Automatic Outfit on Job Assignments: On/Off
* Automatic Outfit on Defense: Off / Minuteman / Mercenary Guard / Army/Military
* Weapons/Ammo are currently sent to: No Where / Your Inventory
* Items moved/refunded message: Shown/Hidden
* Supply Lines 3rd Activator Key: On/Off

#### Salvaging Options

* Salvage Auto-Loot – Determines which categories of items are automatically transferred to the player inventory when the 3rd activator key (corpse) is pressed.  Not all items can be auto-looted. A few items have to be picked manually.
	+ Quality Items – This selection is always used when the player uses Corpse scrapping.
	+ Quality and Common Items
	+ Ammo and Currency Only
	+ No Items – Items are scrapped but remain part of the corpse inventory.
* Vehicle Salvaging – On/Off, 3rd activator key on cars.
* Appliance Salvaging – On/Off, 3rd activator key on machinery.
* Scrap Equipment from Containers – On/Off, 3rd activator key on corpses.
* Scrap Equipment Auto-Outfit – On/Off, Corpses are given standardized clothing. Auto-Outfit only works on humans. When scrapping items from a Corpse, it will equip the corpse with a pair of long johns. Scrapping Ghouls and Super Mutant corpses can regenerate loot. It is disabled on purpose, in 1.8 hotfix, because there was weird problems with super mutant regenerating loot after scrapping from them.

📝 **Note:** There is no way to turn Auto-Outfit "Off", but it can be toggled with the global variable `set Z_Arc_Setting_SalvageCorpsesAutoOutfit to 0`. Changing it back to `1` will re-enable Auto-Outfit.

#### Emergency Fixes Menu

❗ Special care must be taken here. These are for emergency fixes only. Saving the game before doing anything here is recommended.

This menu allows to perform special actions to potentially fix common problems with save games.

* Reset: all Workshop Menus to Default (\*RELOAD) – Requires to save game after applying the fix, and then RELOAD it back up. May require to completely exit *Fallout 4*, and then reload save.
* Reset: Command Table + Production Manager –
* Turn On: Architect "Session Debugging" – automatically turns off the next time the save is loaded.

### Settlement Options Menu

* Auto-Assignment – Settlers are automatically assigned to work
* Job Assignment Messages – Pop-up box when a settler starts work
* Production Summary Messages – Pop-up box about goods produced per Production Cycle
* Factory Summary Messages – Pop-up box about goods produced per production cycle
* Ingredients Consumed Messages – Pop-up box after taking consumable items
* Use Supply Lines – 3rd activator key
* Show current build budget for this settlement –
* Increase build budget for this settlement – The player can use it to build an *unlimited number* of buildings per settlement. Increasing the build budget can't be undone by this menu.
	+ Old/New Triangle Max
	+ Old/New Draw Max
* Decrease build budget for this settlement is not possible!

## Settings Table

This table shows close to all settings available in Horizon. Technically, the "Field Kit" is sufficient to access all settings. The "Architect Option" menu is defined as a standalone menu in the table that structure since it offers extensive options.

* On/Off = Enabled/Disabled

## Developer Notes

* Grenade Throwing Arc, if you wish to add this feature to external weapon mods (or your own tweaks), just add the keyword "WeaponTypeDisableArc" to any grenade item (never add it to a regular weapon, unless you want it to purposely block ALL grenade arcs for some reason).

## Technical Issues

🌀 *The content below transcludes to Technical Issues#Field Kit.*
* Crafting, although the player owns Wilson, he is unable to access items in a settlement.
* Follower Menu, is not able to navigate companions.
* Transfer Key (Follower/Settler): seems to be broken for followers, can't be used consistently. Workaround: it doesn't work on companions until you dismiss/rejoin with them.
* Doesn't show an appropiate "assignment icon" when bound to a hotkey.
* Scrapping Nuka-World DLC weapons is impossible via the Field Kit. Weapons such as: Acid Soaker, Baseball Bat (Pack), Board (Pack), Commie Whacker, Disciple Revolver, Disciples Blade, Handmade Rifle, Sledgehammer (Pack), Western Revolver will move the weapon back to the player inventory
* Scrapping Settler weapons such as "Pipe Pistol (Settler) [Standard]" or Settler armor is impossible via the Field Kit. Since the player cant mod them and hardly use them hiding this form from the player would make sense.

## See Also

* Tech Lab
* Weapons Lab
* Horizon Holotape
* Weapon Kit

## References

1. ↑ https://discord.com/channels/436824471295361025/436824471295361027/962875592846479380