Have you ever look at the scope on your 10mm Pistol, and thought to yourself, "Why can't I just take the scope from there, and put it on my rifle?
Radfall massively overhauls weapon crafting, via a custom fo4edit script that adds weapon degradation, and reworks all the crafting recipes to use a universal weapon scrap system.
This is a based off a rebuild of my Degrade and Salvage mod. The user experience is fairly similiar, however the script has been reworked, and is significantly easier to run.
Weapons are sorted into two categories, Pre-War and Improvised(aka Pipe guns).
Pre-War weapons deal more damage, but are require higher perks to modify than improvised
Scopes, Muzzles, and Magazines use universal component MiscMods, which can be removed and attached on other weapons.
Barrels and Grip/Stocks can be crafted, but have increased requirements on pre-war weapons.
Recievers
Recievers are be crafted with weapon scrap, which is obtained by scrapping other guns
Recievers outside the standard damage progression (Hardened/Powerful/Advanced and their automatic variant) are disabled (configurable in mcm)
When fired, a reciever has a chance to degrade to the one below (e.g advanced degrades to powerful)
The chance of degredation is determined by the players proficiency perks (gunnut, rifleman, commando), and the reciever level. Higher level recievers degrade faster, especially if you don't have any perks for the weapon. Automatic weapons degrade more slowly to account for their increased rate of fire.
Magazines
Magazine recipes require a caliber specific universal component MiscMod. E.g. a 10mm gun requires a 10mm Magazine.
Quick magazines are only allowed on small mags
Scopes
Pistol and shotguns don't have scopes
Semi/Auto weapons are restricted to short scopes (this is to give manual action weapons more of a niche as sniper tools)
Melee
Melee crafting is disabled (configurable, but it's a shallow, pointless system that you've never used anyway)
Blacksmith is now used to instead craft and repair Power Armor