Undid the previous Misc Anim Tweaks and Fixes cleanup, as the removed files were, in fact, used.
Version 4.1.2
Cleaned up unused files from Misc Anim Tweaks and Fixes.
Unique items like Big Jim no longer spawn in pairs due to a flawed retroactive UFO4P 2.1.8 fix.
Version 4.1.1
Drastically reduced the frequency of VATS melee attacks getting rapidly canceled on uneven or unsteady (e.g. platforms near Libertalia) terrain, particularly when using NG game executables where this bug is most prevalent.
Version 4.1.0
Cleaned up the majority of edits that were closer to improvements than to objective fixes.
Undid most changes to Power Armor loose mods, as while they're valid, they can result in mod conflicts/inconsistencies that are very difficult to resolve properly.
Removed a hard UFO4P dependency from the plugin. Note that CFM still expects a patched setup, and no support will be offered if you choose not to use UFO4P. As such, the dependency may get reinstated at any point without warning.
Version 4.0.0
Cleanup for UFO4P 2.1.8.
Removed Far Harbor Perks Fix, since vanilla perks technically work as intended (even if they're not particularly good).
Removed VATS Freeze Fix, as its non-F4SE version was integrated into UFO4P. This also removes CFM's sole F4SE dependency.
Undid an unnecessary spelling change to Nail Gun's "Hex" reflex sight.
Undid most changes to Saw Blade Launcher's loose mods for better mod compatibility.
Undid the changes to Viable Blood Sample availability, as there isn't anything to suggest that DLC creatures were meant to drop them.
Removed identical-to-master records from the main plugin, which were originally introduced for compatibility with WMF if the latter was flagged as a master file and put above CFM in the plugin order.
Commanded animals, creatures and humans that have broken free will no longer get automatically re-commanded after a short time, courtesy of ov2k.
Repair Bobblehead and Nuclear Physicist now work for any weapon with a Gatling Laser keyword, instead of only the Gatling Laser itself, and no longer use a mix of setting and multiplying values, using pure multiplication instead.
Version 3.8.2
Removed two ITMs that were caused by Creation Kit botching a spelling fix.
Made more spelling corrections.
Version 3.8.1
Replaced the Quality Assurance (unmarked General Atomics Factory quest) fix with one that actually works, courtesy of MauveCloud. The third challenge may sometimes complete itself without player input, but the entire sequence should play out regardless.
Version 3.8.0
Added Floating Super Mutant Chain Fix.
Added Nucleus Decontamination Arch Fix.
Added Remove Far Harbor Quest Items From Inventory.
Made more spelling corrections.
Sergeant Lee and Private Hart's holotapes no longer get permanently stuck in the player's inventory.
Version 3.7.2
Pip-Boy scanning perk used in Best of Three is now hidden from the perks list, as it was never meant to show there.
Reduced the frequency of Automatron loading screens and random encounters even further.
Corrected a naming error with Baseball Launcher's Calibrated Powerful receiver.
Ripper and Revolutionary Sword now produce steel when scrapped.
Version 3.7.0
Added Misc Anim Tweaks and Fixes.
Made more spelling corrections.
Enclave armor paint no longer gets overridden by armor material mods if they get applied after the paintjob.
Version 3.6.3
Andre Michaud will no longer spawn dead on Far Harbor's clinic floor. This fix will likely not apply on an existing save file, even if you've never visited Far Harbor.
Version 3.6.2
Nuka-World random encounters should no longer overtake regular encounters.
Version 3.6.1
Made more spelling corrections.
Added more missing weapons to the FormID list responsible for idle animations with melee weapons.
Automatron random encounters should no longer overtake regular encounters. Note that this has no effect with Random Encounter Framework, which resolves this issue in a different manner.
Removed a bugged, undocumented damage bonus against robots from Robotics Expert 2 that gets disabled by the third rank.
Version 3.6.0
Made more spelling corrections.
Atomic Roller Ball now has value, weight and components (based on the crafting recipe) specified, for consistency with Hoop Shot Basketball.
Bottlecap Mines no longer explode when shot in their inactive form. The explosion used is incorrect, and the behavior is inconsistent with every other thrown/placed explosive (which only explode when armed), suggesting it was a development leftover of some kind.
Opal and Trader Rylee are now marked as Protected, as they're unique friendly NPCs outside of a major settlement.
Reverted a change to Experimental MIRV's bomblet count introduced by a related fix, as it affected game balance for no real benefit.
Shank now wears the correct, lootable version of Worn Fedora.
Sledgehammers and Baseball Bats (both variants), Pack-specific Boards, and Disciples Blades now give the correct number of components when scrapped.
Vim! T-51 pieces are no longer listed in the scrap material list, as Power Armor pieces can't be scrapped anyway.
Version 3.5.9
Impact Landing should hopefully never cause neutral NPCs to go hostile now. The original fix (making the stagger effect non-hostile) was unreliable, so the effect had to be disabled entirely for non-hostiles.
Version 3.5.8
Added T-51 Decapitation Fix.
Dog Armor and Heavy Dog Armor no longer turn invisible on attack dogs due to an incorrect addon index.
Legendary Mongrels now have appearances matching their regular counterparts.
Version 3.5.7
Corrected naming errors in Combat Rifle and Combat Shotgun loose mods that resulted from a related WMF fix.
Version 3.5.6
Made more spelling corrections.
Corrected several errors in the WMF patch.
Forwarded records from the WMF patch to the main file.
Version 3.5.5
Cleaned up redundant records.
Made more spelling corrections.
Fog Crawler Meat and Angler Meat are now correctly considered to be food items.
Grilled Nukalurk now correctly increases max AP by 10 instead of 12.
Mole Rat and Bloodworm meats/roasts now have chewy eating sounds instead of generic ones.
Roasted Bloodworm now restores more health than its raw counterpart.
Version 3.5.4
Corrected a regression to UFO4P's Best of Three uncompletable objective fix.
Version 3.5.3
Made more spelling corrections.
Renamed Alien Blaster Pistol to Alien Blaster, since it's referred to as such by all in-game sources, and the original name was likely an oversight related to naming rules.
Replaced the chargen-specific Casual Outfit, which was never meant to be used outside of the intro, with a regular version in one of the suitcase variants.
Version 3.5.2
Converted file names to lowercase for better Linux compatibility.
Made more spelling corrections.
Version 3.5.1
Cleanup for UFO4P 2.1.7.
Version 3.5.0
Cleaned up redundant records.
Made more spelling corrections.
Bill Sutton no longer gets killed by settlers when talking him down during Building a Better Crop.
Flare Guns can now be displayed on weapon racks. Note that you do not need Weapon Rack Fixes starting with this version, as this was the only weapon not already covered.
Ghoulish 4's script now only runs if the player actually has any Rads to remove, reducing the strain on Papyrus VM.
Nuka-Cade Prize Terminal now correctly gives out 100 Paddle Ball String instead of 1. The dispensed item now acts similarly to a Bobby Pin Box, giving 100 Paddle Ball String when picked up.
Removed a glitched workshop mattress from the Decorations list that appears with Buffout NG.
The Captain's Feast no longer has a disease risk in Survival, as it's not raw meat.
Version 3.4.10
Made more spelling corrections.
Added missing FaceGen files for one of the settlers edited by UFO4P, and remade Dr. Penske and Tina De Luca's FaceGen files with VEFS.
Cannibal no longer resets dehydration timers when eating corpses in Survival, and Dark Craving should (hopefully) no longer cause Ravenous hunger at unexpected times. This fix will not apply if you have other mods editing HC manager's script.
SCAV! - Villainous Virtuosity now correctly increases speech challenge odds by 10% instead of 1.1%.
Version 3.4.9
Made a correction to the Super Mutant footstep fix.
Made more spelling corrections.
Legendary Triggerman (level 31) now draws his stats from the correct template.
Version 3.4.8
Redid the X-02 Tesla Coils fix once again to preserve their original damage values.
Made more spelling corrections.
Version 3.4.7
40mm Frag Grenades can now be picked up if they're dropped with a quantity of 1 (courtesy of Diacute). Their ammo box had to be reasonably downsized to accomplish this.
T-51b torso lining now has an Aluminum requirement, since every other lining mod has it.
Version 3.4.6
Made more spelling corrections.
Corrected a regression to X-02 Tesla Coils' damage bonus due to a related fix.
Undid the change to Vault 111 Overseer's Logs, since "her" refers to the cryo pod itself, not its male occupant.
Corrected the order of Pipe Grenade Launcher's grips in the crafting menu.
Lead Plating's crafting recipe is no longer copypasted from Rad Scrubbers, and is now much closer to other Power Armor material mods.
Version 3.4.5
Removed Weapon Behavior Fixes due to potential compatibility issues.
Undid a number of invalid NPC record changes.
Version 3.4.4
Corrected a regression to one of UFO4P's fixes.
Version 3.4.3
Added Weapon Behavior Fixes.
Made more spelling corrections.
Removed a few redundant records.
Corrected the order of Nail Gun's magazines in the crafting menu.
Gauss Muzzles now correctly add a Muzzled prefix to Nail Guns.
Suggs no longer sells Goodneighbor's Power Armor frames.
Version 3.4.2
Made more spelling corrections.
.44 Pistols, Baseball Bats and Double-Barrel Shotguns can now spawn as epic loot (i.e. have random weapon mods attached).
Mines now correctly have a 75% chance of appearing in vendor inventories instead of 100%.
Pipe Grenade Launcher now uses a more appropriate aim model.
Removed filter keywords from Nail Gun's sight/scope mod collection, as they weren't necessary.
Thirst Zapper's Nuka-Cherry projectiles are no longer incorrectly flagged as eligible for the Penetrator perk.
Tire Irons now use the correct filter keyword in their "simple" variant.
Wastelander outfits are now more varied, instead of only using 3 clothing items due to one of UFO4P's fixes.
Version 3.4.1
Removed Far Harbor Marine Armor Boots Fix due to bad weighting that caused clipping issues.
Version 3.4.0
Added Mirelurk King Fix.
Added Mirelurk Razorclaw Mesh Fix.
Corrected the fix for Dr. Penske and Tina De Luca's faces.
Made more spelling corrections.
Boards are now correctly considered to be two-handed weapons.
Companion .308 and vertibird 5mm ammo now use the correct casing models.
Deliverer no longer ejects two casings when fired in first person (courtesy of Diacute).
Pipe Bolt-Action Gun's Short Scope is now correctly considered a scope for the purpose of perks.
Version 3.3.1
Broadsider's cannonballs are no longer erroneously flagged as eligible for the Penetrator perk.
Corrected effect magnitudes on a few Nuka-Cola variants.
Ricky Braxton now has a Double-Barrel Shotgun on his body instead of a loose mod for it.
Wolf Ribs now properly display their effect in the UI.
Version 3.3.0
Added Basher Rank 2 and 3 Fix.
Made more spelling corrections.
Undid a number of redundant edits.
Corrected a few errors in the Loot Logic and Reduction - CFM Patch.
Version 3.2.6
Added Reload Speed Fix.
Removed a redundant edit to Legendary Rabid Mole Rats.
Version 3.2.5
Made more spelling corrections.
Dr. Penske and Tina De Luca no longer have mismatched faces due to incorrect tint layers.
Version 3.2.4
Fixed more CC content issues.
Made more spelling corrections.
Bear Traps no longer explode when shot in their inactive form (i.e. when dropped as an item).
Psycho Jet now correctly boosts max AP by 40 instead of 35.
Removed a non-functional accuracy bonus from Wolf Ribs, and rewrote the description to properly match their effects.
Version 3.2.3
Updated VATS Freeze Fix.
Made more spelling corrections.
Trish's Note is no longer flagged as a quest item, since the related quest (Diamond City Blues) never shuts down due to external dependencies, rendering the note permanently unremovable.
Version 3.2.2
Added Creation Club Hellfire Buttplate Fix.
Corrected some spelling errors.
Missing mod warnings are now more descriptive, and emphasize on the dangers of removing mods on existing saves (courtesy of Glitchfinder).
Nail Gun's loading screen is now correctly set to rotate.
Version 3.2.1
Added Creation Club Tesla Cannon Unofficial Patch.
Best of Three (Tesla Cannon's quest) no longer has an uncompletable objective.
Version 3.2.0
Added BOS Flag - Fix.
Minor spelling fixes.
Fixed more CC content issues.
All lobber projectiles (grenades, mines etc.) now correctly interact with VATS.
Cloth now uses a sound set separate from Ballistic Fiber when crafting.
Gear, Screw and Spring now use their plural form to match the item labels and prevent an inconsistency with Gear/Gears.
Version 3.1.5
Barnacles no longer create permanent radiation hazards due to a faulty UFO4P edit.
Version 3.1.4
Minor spelling fixes.
Fixed more CC content issues.
Added missing pick up/put down sounds for a Raider settlement object.
Modifying Codsworth at a Robot Workbench no longer prevents him from wearing bowler hats.
Nuka-Ray and Nuka-Rush are now affected by Wasteland Survival 3.
Shishkebab now sets targets on fire, as intended. This is mostly a cosmetic effect.
Version 3.1.3
Undid a number of invalid fixes for mod descriptions.
Adjusted the fix to Board and Sledgehammer default materials.
Fixed more CC content issues.
Version 3.1.2
Resaved the plugin in Creation Kit.
Fixed more CC content issues.
Kinetic Dynamo no longer affects the effectiveness of Kinetic Servos, since their effect is not set up to handle 3 pieces, causing them to stop functioning altogether.
Removed Jet Pack's "1 AP" effect from the UI, as it didn't mean anything.
Version 3.1.1
Cleaned up redundant edits.
Fixed more CC content issues.
Version 3.1.0
Fixed more CC content issues.
Version 3.0.0
Cleanup for UFO4P 2.1.6.
Fixed a large number of issues with next-gen's integrated CC content.
Version 2.6.0
Added Creation Club Assault Rifle Drum Mag Fix. Note that you still do not need to own any CC content to use CFM.
Added Bathroom Effects Fix in its 90 FOV variant.
Added Flop Out Cylinder Fix.
Minor spelling corrections.
Removed an NPC record edit that was throwing face morph errors in xEdit when the plugin was checked. While it was a valid fix, it was so inconsequential (adding a synth death item to a single corpse) that it wasn't worth it.
Removed a redundant condition from Repair Bobblehead's effect that could cause issues with modded weapons.
Poisoned Caltrops no longer explode when shot in their inactive (dropped item) form.
Party Boy/Girl 2 can no longer be acquired while the player character is under the influence of alcohol, since doing so causes permanent stat damage.
Chemist no longer affects the duration of non-chem induced paralysis effects (mostly relevant for mods).
Version 2.5.6
Adjusted the Vault 88 doorway endcap fix to prevent alignment issues when snapping other pieces to them.
Version 2.5.5
Minor spelling corrections.
Domestic and Utility Vault 88 doorway endcap pieces now snap and align properly with other Vault 88 objects.
You're SPECIAL! book now checks against the player's unmodified stats. Considering that the original check could prevent the player from increasing a stat that wasn't maxed out yet, it's improbable that this was a deliberate design choice.
Version 2.5.4
Added Handmade Rifle Suppressor Fix.
Minor spelling corrections.
Fixed a few minor ammo issues.
Corrected some spelling errors in instance naming rules (INNR).
Bowling Ball Launcher modification now renames Fat Man accordingly.
T-60 Tesla armor's naming rules now support Creation Club paint jobs.
Removed an excessive (80) Strength buff from one of the Minutemen variants, which was likely carried over from a bugged raider template.
Taking Perfectly Preserved Pie in Dugout Inn no longer counts as stealing.
Version 2.5.3
Minor spelling corrections.
Deathclaws no longer permanently flag their targets to get dismembered on death after clawing them, instead only doing so for 2 seconds, as intended.
SCAV! magazine messages now use the correct UI graphics.
Undid the change that added a ranged damage bonus perk to Deathclaws, as they're not able to benefit from it due to lacking the required actor value.
Undid the change that prevented High Confessor Tektus from getting disintegrated by energy weapons.
Undid more changes to unused NPCs.
Version 2.5.2
Resaved the plugin in Creation Kit.
Added Fix Automatron Headlight and ShockClaw effects (UFO4P fixes version).
Minor spelling corrections.
Undid the change to Deathclaws' faction lists, as there isn't anything to suggest they were ever intended to be in the Creatures faction. Gatorclaws do not belong to this faction, either.
Undid the change to Opal's protected status, as she isn't exposed to any danger and isn't a recruitable merchant.
Undid the change to an unnamed Cambridge Polymer Labs robot's protected status, as its only instance is never used.
Lighter Build now grants the correct number of Action Points on Combat Torso and Marine Torso armor pieces.
Version 2.5.1
Removed Misc Anim Tweaks and Fixes due to a large number of files, download size and potential compatibility issues.
Undid the change to Peepers' protected status, since none of the Atom Cats except Bluejay are protected, meaning they were intended to be mortal in the Gunners battle.
Version 2.5
X-01 Institute Power Armor Helmet Fix has been properly implemented.
Fixed Bloodied legendary effect's conditions, which had a misplaced decimal point for an effect that was meant to apply between 50% and 55% health.
Sniper 1's aim stability bonus no longer has a delay.
Updated Foreknowledge's icon (courtesy of bp42s).
Reduced certain loading screen rates (including ones from Automatron) to prevent them from overtaking other loading screens.
Peepers is now marked as protected, and is no longer marked to respawn.
Heavy Gunner now uses correct UI sounds at higher ranks.
Fixed magnification data for several Institute Gun scopes.
Version 2.4
Added X-01 Institute Power Armor Helmet Fix.
BoS Hood no longer has a Power Armor frame keyword meant exclusively for bodywear.
Fancy Plaid Suit & Tie is now used by Operators. There isn't anything to suggest that this item was intentionally cut from the game, and it was more than likely a mistake.
Giant Hermit Crabs are now set to respawn. It's been reported that the lack of a respawn flag may cause issues with Deadliest Catch, and it's also not consistent with other "boss" creatures like Mirelurk Queens and Behemoths, both of which can respawn.
Giant Hermit Crabs are no longer vulnerable to radiation. This was very likely a mistake, since there's no explanation given as to why an enormous mutated creature constantly exposed to the Fog would have less radiation tolerance than a radroach.
Painted Ghouls now use all of the intended material swaps.
Charred Painted Ghouls are now set to respawn, mirroring a similar fix to regular Charred Ghouls.
Added a missing Open prompt to a door in Dunwich Borers.
Restored missing coloration options and footsteps to a number of creatures.
Marked a number of unique items to not respawn.
Nuka-Cade Basketballs no longer require less Rubber than they produce when scrapped.
Opal's stock now refreshes.
Fixed some issues introduced by Wasteland Workshop DLC to Meat Bags, and made them respawn their contents.
Fixed Fever Blossom's Ingredient Production values.
Clothing Emporiums now generate the correct amount of happiness.
Kill animations that previously specified humans can now be executed on (non-feral) ghouls.
Made some minor corrections to incendiary bullet impacts.
Vim! Refresh no longer benefits from Chemist.
Jacob's Password found in Covenant has been renamed to Jacob Orden's Password to distinguish it from a password with the same name used in Long Road Ahead.
Bloodbugs can now drop meat without Wasteland Survival 9.
Fixed a bug that prevented Legendary Rabid Mole Rats from spawning.
Fixed a number of NPC keyword, voice type and faction issues.
Fixed a number of NPCs that drew their stats from incorrect templates.
Fixed a number of NPCs that lacked a Protected flag.
Corrected holotape names that were either nondescript or identical across multiple tapes.
Foreknowledge and Quiet Reflection perks now have UI graphics.
Heavy Gunner and Party Girl now use correct UI sounds at higher ranks.
Vim! and its variants now heal for correct amounts with Wasteland Survival 3, and the healing effects are no longer duplicated in the UI.
Minor text fixes.
Removed a Bobby Pin Box that was erroneously placed inside a container, and replaced it with an equivalent leveled list.
Renamed several junk items that previously had duplicate/nondescript names.
Increased the weight of Firework Shells from 0.08 to 0.1, as the UI is not set up to correctly handle sub-0.1 weight on non-ammo items.
Removed an unused, inaccessible set of Road Leathers from MacCready's outfit.
Undid the fix to Ice Cold Gwinnett Lager, and removed the stagger effect from its regular variant, as it didn't work properly.
Fixed a few consistency issues with headlamps.
Version 2.3.1
Nukalurk Egg clutches no longer contain UFO4P's Nukalurk Eggs that are unusable in crafting, and instead produce regular Mirelurk Eggs. The Missing Nukalurk Recipe Book, which gives Nukalurk Eggs a proper use, overrides this change.
Version 2.3
Improved the implementation of Cats Dora and Maisie Happiness Fix by using a scripted method instead, thanks to Glitchfinder.
More spelling corrections.
Added the missing HC_IgnoreAsFood keyword to some Far Harbor ingestibles.
Fixed the missing addiction type for Ice Cold Nuka-Cola Dark.
RadAway no longer benefits from Chemist.
The Vault 81 cure, Curie's Healthpak, Glowing Blood Pack, and X-111 Compound no longer "benefit" from Medic.
As result of the new fixes above, a direct edit to the Glowing Blood Pack record is no longer necessary.
Removed weight from several holotapes that had it by mistake.
Nuka-World "trash" items no longer have abnormally high weight.
Ice Cold Gwinnett Lager now causes stagger like its regular counterpart.
Corrected duration for Party Boy/Girl and Live & Love 5 Luck bonuses.
Removed Flying Ant Meat from Pack workshop stores. This item was cut at some point during development, since Ant Swarms drop regular Ant Meat.
Added a missing food keyword to Moldy Food.
Removed Max Count from Bloodbug's death item list. There isn't any conceivable explanation as to why the item limit exists for this particular list, since none of the other death item lists have it.
Added previously missing sounds to a few objects.
Effects that reduce the player's chem addiction chances back to normal (used by items that cure addictions) no longer have their magnitude reduced to 10% in Survival, and their descriptions no longer state "HP" (relevant for mods that use the effects by themselves).
The Handmade Rifle's Advanced Receiver is no longer considered an ammo conversion receiver by the game's naming rules, as it isn't one.
Adjusted UFO4P's changes to 10mm and Deliverer's suppressors to properly state that they become completely silent, as their suppressors work differently from other weapons.
Version 2.2
Fixed missing Bleed effect to DLC04_mod_melee_BaseballBat_Rocket_BladesLarge.
Added a condition check to the first Stash and Co random encounter so that it will stop appearing if you attack them.
Removed an unused robot loose mod from a levelled list and corrected a typo.
Removed the "Penetrates Geometry" flag fixes because this is not the actual cause of the missing penetration. Also removed the "Penetrates Geometry" flag from projectiles that are not supposed to have it.
Added Floating Guard Fix.
Added Vault 81 - GOAT Sequence Patch.
Version 2.1
Minor spelling corrections.
Switched from the Basic Bottlecap Mine version of Fortune Finder 4 Fix to the Basic version.
Fixed the CreatureInvisible loading screen, which wrongly stated that Sentry Bots can be invisible.
The M4 Carbine legendary effect now properly decreases weight.
Caged Glowing Mole Rats and Glowing Mutant Hounds are now affected by UFO4P's fixes.
Caged House Cats can now be transferred between settlements.
Undid some NPC edits that were either redundant or could cause problems.
Removed Reload Speed Fix because of issues when equipping throwables, an F4SE solution is needed.
Fixed a number of spelling and consistency issues in perk magazine messages and descriptions.
SCAV! - Bladed Bravado now works for any knife with a UFO4P_WeaponTypeKnife keyword instead of using a hardcoded list. This is functionally identical to how the perk normally works, but potentially allows mod-added knives to benefit from it.
SCAV! - Pugilistic Propensities now uses the more common WeaponTypeUnarmed keyword instead of WeaponTypeHandToHand.
Sneak 5 now only triggers while in Caution or Danger.
Daytripper duration is no longer half of what it was supposed to be.
Cloaking legendary effect no longer makes the Pip-Boy unusable when triggered.
Chameleon legendary effect no longer uses visual and sound effects meant for the Stealth Boy Power Armor modification.
Metal and Robot Armor limb pieces can no longer receive torso modifications like Dense and BioCommMesh. Most torso mod effects do not stack properly, and their loose mods specifically mention belonging to the torso, so it's highly improbable that this was intentional.
Irradiated, Almost Unbreakable and Low Weight legendary mods now properly increase their item's value.
The order of obtaining Ninja, Mister Sandman and Cloak and Dagger no longer affects the final sneak attack damage multiplier.
Removed a malformed poison resistance perk entry from Pack Alpha that didn't do anything.
Added a missing "Penetrates Geometry" flag to Alien Blaster's projectiles, same fix as what Merged Vanilla Perk Fixes does for plasma weapons.
Slightly adjusted the Board material fix. This likely has no practical impact whatsoever, but is technically more sound.
Corrected the S.P.E.C.I.A.L. buff order for Unyielding, and their conditions now use the dedicated GetHealthPercentage function instead of running GetValuePercent on Health.
Rad Powered no longer spams the UI with duplicate Strength buffs.
"Greater than or equal to" conditions on Bloodied have been replaced with "Greater than" conditions, to prevent any unexpected damage amplification when the health is exactly at the thresholds.
Hid Institute Killer Weave's from the perks list because it has no UI graphics associated.
Undid the change to PowerArmorRadResistEffect, as it was unnecessary.
Version 1.8.2
Fixed the bleed out syringe being affected by the poisoned wine fix thanks to Enesore.
Version 1.8.1
Reweighted more meats to match the cooking recipes, which previously generated extra mass out of nowhere.
Plasma Mines are now worth the same as Plasma Grenades, at 135 caps, instead of 100 caps.
Version 1.8
Updated Misc anim tweaks and fixes to 1.5.
Added Poisoned Wine Fix.
Added Institute Bottled Water Survival Thirst Fix.
Added Gauss Rifle Charging Anim Fix.
Added X-01 Helmet neck and minor light FX fix.
Added 3rd Person Beard Fix (recreated file).
Version 1.7.2
Added CDR - Chemist Done Right - Chemist Food Fix.
Added a fix to the Bloody Mess 4's invisible explosion causing player grunts.
Version 1.7.1
Reverted edits to the Laser Musket since it isn't meant to receive CC paintjobs.
Added missing punctuation in various item descriptions.
Removed an empty new line in the Lock Joint Syringe description.
Removed Shredder tweak since it is not strictly a fix.
The archive is now compressed, lowering the mod's size (after installation) from 483MB to 53MB.
Version 1.7
Added Dead Settlement Brahmin Despawn.
Added Institute Radio Repeat Glitch Fix.
Added Plugging A Leak after Tradecraft.
Removed Glow Sight Fix (Deliverer) because I cannot see the original issue at all in vanilla.
Packed animations in the BA2.
Version 1.6.3
Removed Settlement Dead Zone Fixes because it will eventually be integrated in PRP and because the current implementation is not compatible with Encounter Zone Recalculation.
Disabled the bAllowMove flag on Dora and Maisie so that they cannot be moved just like their owners.
Version 1.6.2
Removed edits to the DialogueVault111 quest because of an engine bug with dialogue overrides + ESL flag that causes it to be muted.
Fixed missing punctuation in the Rad-X description.
Version 1.6.1
Fixed missing VC1 info and PCMB/VISI dates thanks to Enesore and BenRierimanu (aka Starhammer).
Version 1.6
Added Settlement Dead Zone Fixes. UPDATE: This was removed in 1.6.3 because it will be integrated in PRP and because of compatibility issues with EZR.
Added Female Rear Head Clipping Fix.
Added Non-repeating player comments in Vault 111. UPDATE: This was removed in 1.6.2 because of an engine bug with dialogue overrides + ESL flag that causes it to be muted.
These mods do not have open permissions, but their changes are not unique in any way and thus cannot be claimed - some of these simply cannot be implemented any differently. This has been confirmed by a moderator already.
Fixed a large number of issues with next-gen's integrated CC content.
40mm Frag Grenades can now be picked up if they're dropped with a quantity of 1 (courtesy of Diacute). Their ammo box had to be reasonably downsized to accomplish this.
Added a missing painting to the list of buildable decorations. Unlike other cut settlement items, which generally have issues, this one was likely omitted by mistake, as there's nothing wrong with it.
All fire damage over time (DoT) effects are now blocked by Asbestos Lining, instead of only a tiny subset.
All lobber projectiles (grenades, mines etc.) now correctly interact with VATS.
Atomic Roller Ball now has value, weight and components (based on the crafting recipe) specified, for consistency with Hoop Shot Basketball.
Automatron and Nuka-World random encounters should no longer overtake regular encounters. Note that this has no effect with Random Encounter Framework, which resolves this issue in a different manner.
Bloody Mess 4 no longer causes the player to grunt as if taking damage when dismembering something nearby.
Boards and Sledgehammers now come with the Unpainted mod from Nuka-World by default, instead of having an unpopulated material slot.
Pack-specific Boards are now correctly considered to be two-handed weapons.
Bowling Ball Launcher modification now renames Fat Man accordingly.
Caged House Cats can now be transferred between settlements.
Cars are now far less likely to kill the player when sprinting into them.
Chameleon legendary effect no longer uses visual and sound effects meant for the Stealth Boy Power Armor modification.
Charred Feral Ghouls and Charred Painted Ghouls are now set to respawn, as they're not unique enemies.
Chemist no longer affects the duration of non-chem induced paralysis effects (mostly relevant for mods).
Commanded animals, creatures and humans that have broken free will no longer get automatically re-commanded after a short time, courtesy of ov2k.
Corrected effect magnitudes on a few Nuka-Cola variants.
Corrected errors on a large number of descriptions and item names.
Corrected the S.P.E.C.I.A.L. buff order for Unyielding, and their conditions now use the dedicated GetHealthPercentage function instead of running GetValuePercent on Health.
Cryo Mines are now worth the same as Cryo Grenades, at 125 caps, instead of only 50 caps.
Deezer and Dora (the house cat) are now marked as Protected, as they're the only Covenant inhabitants that don't turn hostile when forcefully taking over the settlement. Because Covenant is intended to be obtained by force when siding with Honest Dan, this change cannot be applied to its other inhabitants, so they can still die during attacks after a peaceful acquisition.
Deliverer no longer ejects two casings when fired in first person (courtesy of Diacute).
DoT effects are now hidden from the UI, as they cannot be displayed accurately.
Drastically reduced the frequency of VATS melee attacks getting rapidly canceled on uneven or unsteady (e.g. Libertalia) terrain, particularly when using NG game executables where this bug is most prevalent.
Effects that reduce the player's chem addiction chances back to normal (used by items that cure addictions) no longer have their magnitude reduced to 10% in Survival, and their descriptions no longer state "HP" (relevant for mods that use the effects by themselves).
Far Harbor's flora is no longer considered food in Survival. There's no real explanation as to why regular Bloodleaf isn't food, but Black Bloodleaf is.
Firefighter Protectron and Protectron Medic now have proper names instead of just being called Protectron.
Fixed Fever Blossom's Ingredient Production values, which are supposed to be 100 for all flora and seasons.
Fixed a few consistency issues with headlamps.
Fixed a number of NPC keyword issues.
Fixed a number of NPCs that drew their stats from incorrect templates.
Fog Crawler Meat and Angler Meat are now correctly considered to be food items.
Foreknowledge perk now has UI graphics.
Gas Canisters, Condensed Fog and Jugs can no longer explode endlessly.
Ghoulish 4's script now only runs if the player actually has any Rads to remove, reducing the strain on Papyrus VM.
Giant Hermit Crabs are no longer vulnerable to radiation. This was very likely a mistake, since there's no explanation given as to why an enormous mutated creature constantly exposed to the Fog would have less radiation tolerance than a raider.
Giant Hermit Crabs are now set to respawn. It's been reported that the lack of a respawn flag may cause issues with Deadliest Catch, and it's also not consistent with other "boss" creatures like Mirelurk Queens and Behemoths, both of which can respawn.
Glowing Bloodbugs now use the correct radiation cloak.
Grilled Nukalurk now correctly increases max AP by 10 instead of 12.
Heavy Gunner and Party Girl now use the correct UI sounds at higher ranks.
Ice Cold Nuka-Cola Dark is now correctly assigned an addiction type.
Impact Landing in Power Armor no longer turns neutral NPCs hostile, as it's not supposed to damage them anyway.
Increased the weight of Firework Shells from 0.08 to 0.1, as the UI is not set up to correctly handle sub-0.1 weight on non-ammo items.
Kill animations that previously specified humans can now be executed on non-feral ghouls.
Legendary Mongrels now have appearances matching their regular counterparts.
Legendary Raiders and Gunners now properly display their rank instead of having a generic name across all variations.
Made some corrections to incendiary bullet impacts on wood surfaces.
Maisie (the house cat) and Clarabell (the brahmin) in Abernathy Farm are now marked as Protected, as they're unique animals similar to Gene's Junkyard Dogs, which are also Protected.
Missing mod warnings are now more descriptive, and emphasize on the dangers of removing mods on existing saves (courtesy of Glitchfinder).
Moldy Food is now considered food by settlements.
Mole Rat and Bloodworm meats/roasts now have chewy eating sounds instead of generic ones.
NPCs and creatures that are immune to radiation will no longer take direct radiation damage, such as damage from Atom's Judgement.
Nuka-Cade Prize Terminal now correctly gives out 100 Paddle Ball String instead of 1. The dispensed item now acts similarly to a Bobby Pin Box, giving 100 Paddle Ball String when picked up.
Nuka-Ray and Nuka-Rush are now affected by Wasteland Survival 3.
Opal and Trader Rylee are now marked as Protected, as they're unique friendly NPCs outside of a major settlement.
Overdrive now makes the player exclaim like Psycho and Fury do.
Party Boy/Girl 2 can no longer be acquired while the player character is under the influence of alcohol, since doing so causes permanent stat damage.
Party Boy/Girl and Live & Love 5 Luck bonuses now have correct durations.
Pipe Bolt-Action Gun's Short Scope is now correctly considered a scope for the purpose of perks.
Plasma Mines are now worth the same as Plasma Grenades, at 135 caps, instead of 100 caps.
Populated a few FormID lists that were previously missing entries.
RadAway no longer benefits from Chemist, as it's already eligible for Medic.
Raider and Trapper arm mods no longer massively increase their item's value. It's likely that a wrong template was used when copying stats, since leg and torso mods are far less valuable.
Recruitable NPCs that are initially located in safe areas are now marked as Protected for consistency with regular settlers and recruitable roving merchants, which are Protected by default.
Reduced certain loading screen rates (including ones from Automatron) to prevent them from overtaking other loading screens.
Reduced the length of short names for a few ammo types that were unnecessarily long.
Repair Bobblehead and Nuclear Physicist now work for any weapon with a Gatling Laser keyword, instead of only the Gatling Laser itself, and no longer use a mix of setting and multiplying values, using pure multiplication instead.
Removed Jet Pack's "1 AP" effect from the UI, as it didn't mean anything.
Removed a glitched workshop mattress from the Decorations list that appears with Buffout NG.
Removed a malformed poison resistance perk entry from Pack Alpha that didn't do anything.
Removed a non-functional accuracy bonus from Wolf Ribs, and rewrote the description to properly match their effects.
Removed the stagger effect from Gwinnett Lager, as it didn't work properly.
Removed unused Cryo and Fire resistances from all NPCs that had them, as they were displayed by Awareness despite doing nothing.
Renamed Alien Blaster Pistol to Alien Blaster, since it's referred to as such by all in-game sources, and the original name was likely an oversight related to naming rules.
Renamed several items that previously had duplicate names.
Restored missing coloration options for Painted Ghouls.
Reweighted some meats to match the cooking recipes, which previously generated extra mass out of nowhere.
Ricky Braxton now has a Double-Barrel Shotgun on his body instead of a loose mod for it.
Roasted Bloodworm now restores more health than its raw counterpart.
SCAV! - Pugilistic Propensities now uses the more common WeaponTypeUnarmed keyword instead of WeaponTypeHandToHand.
SCAV! - Villainous Virtuosity now correctly increases speech challenge odds by 10% instead of 1.1%.
SCAV! magazine pick-up messages now use the correct UI graphics.
Sacrificial Blade and Weaponized Nuka-Cola Quantum Ball are no longer flagged as legendary mods. The former's description is unfit for being displayed out front, and the latter is just an upgrade over Nuka-Cola and Nuka-Cherry balls.
Sergeant Lee and Private Hart's holotapes no longer get permanently stuck in the player's inventory.
Sneak 5 now only triggers while in Caution or Danger.
Swapped Combat Rifle's .38 Receiver and Powerful Automatic Receiver around, since .38 and higher caliber receivers are generally grouped together in the crafting menu.
T-60 Tesla armor's naming rules now support Creation Club paint jobs.
Tesla Bracers and Tesla Coils' effects are now correctly classified as energy damage, meaning they're affected by Tesla T-60 Armor.
Tesla Coils no longer activate during brawls.
The Captain's Feast no longer has a disease risk in Survival, as it's not raw meat.
Trish's Note is no longer flagged as a quest item, since the related quest (Diamond City Blues) never shuts down due to external dependencies, rendering the note permanently unremovable.
Unique items like Big Jim no longer spawn in pairs due to a flawed retroactive UFO4P 2.1.8 fix.
Vault 81 Cure, Curie's Healthpak, Glowing Blood Pack and X-111 Compound no longer benefit from Medic. This also prevents Curie's Healthpak and X-111 Compound from becoming ineffective due to Medic 4 reducing their duration to zero.
Vault 81 Molerat Disease is now hidden from the perks list, as it has no UI graphics associated with it.
Vim! and its variants now heal for correct amounts with Wasteland Survival 3, and the healing effects are no longer duplicated in the UI.
Wastelander outfits are now more varied, instead of only using 3 clothing items due to one of UFO4P's fixes.
You're SPECIAL! book now checks against the player's unmodified stats. Considering that the original check could prevent the player from increasing a stat that wasn't maxed out yet, it's improbable that this was a deliberate design choice.
Recommended Mods
You can follow The Midnight Ride for more mods to go along with CFM.
FAQ
Is it safe to update from 3.x.x to 4.x.x on an existing save? Yes, although you may need to restart Survival Mode (if your difficulty is set to Survival) by doing the following:
Set the difficulty to Very Hard,
Open the console with the tilde ( ~ ) key,
Type cgf "Game.IncrementStat" "Survival Denied" -1 and press Enter,
Can I suggest a fix? You can recommend mods to add in the posts section of this page, but only send mods that have fully open permissions or no claimable fixes (DP doesn't matter, as it's not enabled for CFM). Keep in mind that audio fixes, most dialogue edits and F4SE plugins are not eligible for inclusion in CFM, regardless of their permissions. Object placement fixes are also unlikely to be included, and your best bet would be to report them on the UFO4P tracker.
Can I use this on an existing save? Yes, although some fixes might not apply retroactively.
Why does my game crash on startup? If you're on Steam, update your game and download the latest UFO4P. If you're on GOG and thus can't update, use version 2.6.0 found under Old Files. Depot downgrading (or simply preventing Steam updates) is not supported, and it will cause issues with mods, including CFM and UFO4P.
Credits
All of the authors of the mods listed above. Glitchfinder for the help with scripting. Diacute for mesh fixes. Enesore for the feedback and his personal collection of fixes.