About this mod
Some patches for Horizon (1.94) - updated. My patches are simple and just aim for making a mod basically compatible with Horizon. So its mostly tags, adding perks to npc, patch clothes or weapons or items and ingestible to horizon (1.94).
Anyone is welcome to improve any of those patches, just it'd be nice to make a call then :)
- Requirements
- Permissions and credits
-
Translations
- Spanish
Super Mutant Redux
Raider Overhaul One
Raider Gangs Extended
Mutant Menagerie - Life finds a Way
Unique Creatures and Monsters of the Commonwealth (AWKCR-free)
Outcasts and Remnants, Fusion City, Project Valkyrie
Tales of the Commonwealth and Atomic Radio
FGEP-DE and More Feral Ghouls, Paleheads and Hunter Beta, Flashy Infestations, Ghouls Galore
Gangs of Lexington, Raider Children
Mojave Creatures: Yao Guais, Bighorners, Geckos, Mantis and Cazadores
Nightstrikers, Famished
Atom's Threads, Altyns Assault Helmet, Oppressors Dog Armor... and more!
Basically updates of (my) Horizon-Patches. 99,9% just made in xedit, so hopefully plain and simple. Since its a lot of patches, i am not able to fully test everything, but will try to resolve anything, that goes baaad. Thanks for pointing such things out. Cheers!
Almost any of my patches are non-replacers; means you gotta load the original Mod before Horizon and the patch in the Horizon-Patch-Section (Some need to be loaded after Horizons DEFUI). Replacer-Patches can be loaded in Horizon-Patch Section.
I tried to add appropriate Tags (sometimes also Components) to items, give NPCs perks from Horizon for balancing and adjusted hitpoints/stats. Armors and weapon should be patched for Horizon, so the needed Attachment points, mod associations and sometimes value adjustments should be added. If there is anything about weapons, some changes may only be available through the workbench (e.g. .32 ammo from point lookout, because scripts are above my ability to change or edit aaand also it feels to risky meddling around. it enough stuff without that)
#Important: Creature Patches will whenever possible utilize PLOP https://www.nexusmods.com/fallout4/mods/84615. It makes patching the LLists very easy, but you gotta merge in yourself to a general, personal LList merge. And if using Horizon, should be using the PLOP-Patch from here so the LL-changes by Horizon take effect. Otherwise, its (partially) Vanilla-LLs.
So any patch with PLOP_xy requires ProtoOverridePatchNPCs.esp. PLOPTOP!
This makes it easy to "sort" what you would like in your game - dont licke lickers? put em off the llists. want more LFAW? increase the count. Only want UNC-extras, but rest vanilla? just adjust.... and so on. just requires you to make your own LList-merge. Still, maybe a minor few handplaced spawns occur, but everything has a price :)
Bleachers 2 - The Fens Sheriffs Department:
Seperated Armors so each Armor is now "Standalone". Mixed and changed some mod-associations, blocked some paint jobs that were double
accessible. Tried to make each armor unique, so they have quite
different values and upgrades (no crazy things, only statwise).
I realized too late that the scavver legs are not existing, so i put up a
very crude replacement for them, but they are back on the LLists (they
have been taken off the LLists in the latest release of bleachers2,
so... i am sorry, you have to suffer the replacement atm. (If you dont
like that, just open the patch esp and delete all LL-entries in "Leveled
Item" with "Scavver" and it is gone)
DCGuards get the outfit from FSD mostly.
Power Armors are "generally" unplayable, but on 3 frames you should even be
able to find pieces unique to the sherifs department. In the ESP are
even playable versions and those Power Armor Frames could be unblocked,
but i just left it like this for compatibility. Those should be handled
with "care", maybe using MunkySpunks Primer and so on. Or just sell them
and use "normal" PAs.
"T-53": Adjusted most upgrades to CPAM, except a few, for whom i couldnt find something fitting.
Weapons have been adjusted and rebalanced.
Recipes: Most things cannot be crafted, but some things i just left, but added skill-requirements.
T-53 Power Armor Upgrades are left out, for they should simply not be for the player // you get the same things from CPAM.
NPC get perks from Horizon, but the armors have been so malicious to patch, that this probably needs further balancing.
"It just works!"
So there are a lot of patches for FSD - Bleachers 2, that i can just give a
recommendation for the load order; you should check for conflicts
probably.
Example Load Order:
DCGuard_Overhaul.esp
Architect.esm
---------------------------------
REFramework.esm (optional)
The Fens Sheriff's Department - offensive 4th wall breaking comics.esp (optional)
---------------------------------
"various patches for compatibility" e.g.:
4estGimp - FSD_Vault4.esp (optional)
DCGuard_overhaul-RandomEncounters.esp (optional)
---------------------------------
z_horizon.esp
z_horizon_dlc_all.esp
z_horizon_CPAM.esp
--------------------------------- (Horizon patch section)
FSD_Bleacher2-Horizon19.esp (patch from here)
8.3 Adds one Armor Piece to the Scraplist and gives the Pork Roast its own "Extra Flame Jets". Field Bandage heals 10% limb Damage (not head)
8.4 Corrects an edit i made that made lily have "look, no hands, mum!"
8.5 Makes it possible to take all the heads now. in exchange for no harvesting/looting/scrapping of the specific NPC (still can take stuff manually. Will not work, if you running an additional mod other than horizon that activates a choice on those NPC (when dead). And better take the head, when its still warm - may not work if leaving the area and coming back (?)
8.7 moved the napalm flame jets soloely to the FSD flaming blade, not to pig sticker anymore
9.1 updated to the new mod version. changed back some slots on clothes, feedback welcome
9.6 K-9 Armors got dog-armor naming
9.7 some "bodyparts" were sticking out of clothes, hopefully fixed...
9.8 updated defui-plugin and for safety also uploaded main patch again
9.9 condition and repair (combat armor) for k9 harness
10.0 removed the portable fusion reactor. lost a bit track about the craftable power armor helmets (new). may need further plumbing
10.4 nerfed the k-9 dog armor
10.7 corrected some overwrite i messed up (face values)
10.8 removed an error from scrap quest and added dog armor and some overseen uniforms
10.9 hopefully put in naming/symbols fitting to all clothes now
Radical COA Addons:
- You dont get Power Armors
- You can use and modify the Shard Launcher and the Spike Rifle, hopefully according to horizon values.
- Usable gear can have the appropriate Horizon upgrades
- added the Divided and Zealots to the Commonwealth Children of Atom
LList (and added them the Commonwealth COA-Faction). (Optional; choose
one File)
- tasty Consumable and Hot Stuff
- Horizon Tags
- Contains LLs for the NPCs if you want to add them somewhere
Simple Load order, without anything of the optional stuff:
1. Radical.esp
2. Radical-eXo-Patch.esp
3. Z_Horizon.esp
3. Z_Horizon_DLC_All.esp
4. RadicalEXO_Horizon 1.9-Patch.esp
Patch for Atom's Threads with 4estGimpedit, Atomic Warlord.
Load Order and required files:
SouthoftheSea.esm
CF_AtomicWarlord.esp
AtomsGloryThreads.esp
4estGimp - SotS Atoms Storm Atoms Glory Threads CoA.esp
------------------------------------------
Horizon
-----------------------------------------
Horizon 1.9__South of the Sea__patch.esp (optional, maybe load after "additions")
Atoms_Threads_HZ1.9-Patch.esp
Horizon 1.9 and South of the Sea - Additions.esp (Edits in this esp could be moved to Atoms_Threads_HZ1.9-Patch.esp, if you want)
Adds clothes to scrap lists, adjusts stats and slots. Patches some NPC. Edits to Children of Atom Weapons and loot. changed ingestibles, recipes and adds tags.
1.4 (Additions) changed Armor Ratings of Ashland Armor to be slightly weaker than respective armors but still offer superior rad-resistance
2.8 & 1.5 to align both patches which i forgot when updating the one file :/
1.8 Crafted Bolts should now have no "Leftover"
Feral Nights by SKK-Patch:
(Can be used standalone afaik, did not realize)
This patch needs FGEP(DE) (without Feral nights patch), More
Feral Ghouls, the patch for both and Horizon by JBianculli or my patch
for both if using FGEP-DE. Load Feral nights, FGEP/FGEP-DE and MFGhouls
before Horizon, JBiancullis combined patch or my patch after Horizon.
Load Order: FGEP-Definitive Edition
1. Feral Nights by SKK
2. More feral Ghouls
3. FGEP-DE
4. Horizon
5. My combined patch (hey, lotta ghouls...)
6. my (2.0 or 3.0) patch for feral nights
4.4 i think i shrinked goliaths and ravager and changed health a bit. would appreciate how balance is working .)
If using True Storms and Horizon, you probably use this patch:
https://www.nexusmods.com/fallout4/mods/69041 by Starguardace, then you
can use my Patch to add FGEP-DE and Ghoulblood NPCs to True Storms Ghoul
spawns. Load after Starguardaces Patch.
Private Contract Patch...:
(Check for conflicts, REF quests,...)
1. Random Encounter Framework.esm (https://www.nexusmods.com/fallout4/mods/60074)
2. Private Contract.esp (https://www.nexusmods.com/fallout4/mods/51945 - main file)
3. GunnerHitSquad.esp (NOT the standalone version) https://www.nexusmods.com/fallout4/mods/60452 - "Commonwealth Hit Squads" - Main File
4. TalonPA.esp (https://www.nexusmods.com/fallout4/mods/10095?tab=description - Thats the PA PaintJob)
5. PCTalonCompanyPA.esp (https://www.nexusmods.com/fallout4/mods/51945 - Talon Company PA Paint - gives the Talons PAs the proper paint)
6. CHS-PC_Patch.esp (https://www.nexusmods.com/fallout4/mods/60452 - Talon Company Mercenaries Patch)
7. GHS-GunnerOutfit.esp (OPTIONAL!) https://www.nexusmods.com/fallout4/mods/52091 (that from the standalone gunner hit squads, and yes, it works) but requires the gunner outfitpack.
8. REPatch_CommonwealthHitSquads.esp (https://www.nexusmods.com/fallout4/mods/67757 - patch for commonwealth hit squads)
9. REPatch_PrivateContractTalonCompanyMercenaries.esp (https://www.nexusmods.com/fallout4/mods/67757 - patch for private contract talon mercenaries)
----------------------------------------------------------------------------------------
z_Horizon.esp
Z_Horizon_DLC_all.esp (optional?)
z_Horizon_CPAM.esp
--------------------------------------------------
The Patch: PContract_TalonGunner_Horizon 1.9-patch.esp
Vault 83 - the Librarian: load order
the library.esp
the library - exopatch.esp
z_horizon.esp
theLibrary_Horizon 1.9-patch.esp
Perpetuals Dog Armor Patch is a ESP-Replacer (AWKCR removed). Load after
Horizon_DLC_all.esp. There seems to be some leftover in the original
file for the DLC-Robot materialswaps, i left it, but they can probably
just be deleted. Minor conflict because of that with AEWS (Horizon)
patch. nothing bad.
For the simple bounties patch you should also use this patch https://www.nexusmods.com/fallout4/mods/69337 for
classic ghoul redux & horizon, but you dont have too...
------------------------------------------------------------------------
Gangs of Lexington (2.1.4) +Setdressing and Update+Raider Children Load Order (Game is running, not far tested yet):
GANGSOFLEXINGTON.esp
Setdressing_GangsOfLexington.esp
USAF_Olivia_GangsOfLexington.esp
USAF_Olivia_Setdressing_GangsOfLexington.esp (optional?)
RaiderChildren.esp
#Raider Children - Big Al and Serum Changes#! (if you use my Raider Children Patch)
Less Hostile Raider Children.esp (if you use my Raider Children Patch)
Z_Horizon.esp
LaRC_RChildren_Horizon 1.9-Patch.esp (optional?)
Gangs_Of_Lexington_Horizon 1.9-Patch.esp
GoL_Setdressing_Horizon 1.9-Patch.esp
2.7 is updated and cleaned now a bit so both esp dont edit the same things on 90%. few changes, because some things felt odd.
3.2 updated LaRC_Rchildren patch, think got all them tyke armor now properly
You dont need the Patch for Raider Children and Gangs of Lexington. Maybe
USAF_Olivia_Setdressing_GangsOfLexington is not needed (?). No World
Edits patched, just NPC, Clothes, Items (Tags). Should be ok, but not
tested yet.
If you do not use USAF_Gangs and USAF_Setdressing, but Raider Children, then just load
GANGSOFLEXINGTON.esp
RaiderChildren.esp (optional with BIG Al+ Less hostile Raider children)
Z_Horizon.esp
LaRC_RChildren_Horizon 1.9-Patch (optional)
Gangs_Of_Lexington_Horizon 1.9-Patch.esp
GoL_Setdressing_Horizon1.9-Patch.esp (optional)
GangsOfLexington_RaiderChildren_Patch.esp from witch
---------------------------------------------------------------------------------------------------------------------------------
Project Valkyrie Horizon Patch:
- Valkyrie Armor craftable in Equipment Lab after rescuing Valkyrie (In A Darkened Room)
- Items, Weapon, Armor and NPCs patched
- slight nerf to player-perk (health regen from valkyrie)
- Reduced Valkyries Perks a bit
- no world edits or such, because im too dumb
FusionCityRising Horizon Patch:
Patches Clothes, a bunch of NPC and edits the Companion-Perks
HotC Horizon Patch:
All "Easy" Clothes are bereft of attachments and i also just left the 1st
Person flags as is; since this is just no armor. Guild Guards wear
unplayable PA (you can get the paint job and maybe even (Raider) armor
pieces in the city. NPC are edited how i felt it makes sense.
#if you encounter strange skin mixes, you may want to use CBBE / reduced. fixed it for me
Outcasts and Remnants Horizon Patch:
Patches Armors, Weapons and NPC. But on the NPCs, as said, it felt a bit like
guesswork, so im gonna test it next days. Also edited Companions.
BEWARE, i think i made most or even all essential NPCs only protected. So that
there is only Raider PA / a paint job, i did not involve CPAM, but that
should not matter much. If you find errors, ill try to solve that; or i
messed something up / made it a bad way, feel free to tell.
Now, i can finally play :P
Load Order that is working for me with the Thuggy-Mods:
1. AA FusioncityRising.esp
2. AA FusionCityRising - HotC.esp
3. OutcastsAndRemnants.esp
4. ProjectValkyrie.esp
# I also load Thuggysmurf_Optimization after those#
---
5. Z_Horizon.esp
6. Z_Horizon_DLC_all.esp (optional id think)
7. Fusion_City_Horizon 1.9-Patch.esp
8. OAR_Horizon1.9-Patch.esp
9. Fusion_City_HotC_Horizon 1.9-Patch.esp
10. Project_Valkyrie_Horizon1.9-Patch.esp
Small "advice" (you have to judge yourself, if good or bad): Beantown
Interiors, Stumbleuponinteriors, plenty of exploration, morexplore... i
load those mods and their patches after horizon_empire, because in my
game horizon_empire places some walls/panels on those doors. but find
out yourself, whats better on what loading place^^
OAR 2.5 - changed possible quest items from excess junk to no components & quest item. maybe that helps (?)
OAR 2.6 - changed flags, made those items unscrappable. will take a bit time for me to really check this
Supermutant Redux-Patch, Point Lookout-Patch, LFAW-Patch and Unique Creatures-Patch:
Okay, this is meant to give them Muties their armor and Weapons from Super Mutant Redux (patched by WhiskyTwangoFawks).
Super Mutant Redux: https://www.nexusmods.com/fallout4/mods/11853 without any patches from MadMax713
###Super Mutant Redux AWKCR-free: https://www.nexusmods.com/fallout4/mods/61206 from WhiskyTwangoFawks (VERSION 1.10!!!) ONLY if you use the old version!!!###
Obviously Horizon 1.9 from zawinul
THIS patch. ESP-Replacer.
Started this anew;
I merged the leveled lists as good as i could, also of mutant hounds
- All armors for supermutants have been vastly buffed as Super Mutant
Redux supposed to do. Weapons have been adjusted and should be
ok-balanced.
- !!!Super Mutants will keep a "vanilla" head rear; until someone makes fitting material swaps for dark, pale and glowing
mutants!!! (only annoying when they have different skins...)
- Mutants should usually have the appropriate Horizon Perks and stats
- Outfit is a mix-up; they will either wear SMR-Gear or HZ-Gear or a mix of that
- SMR-Behemoths statwise range between the Behemoths of Horizon; there
are more variants, but none will be better than the "Ancient Behemoth"
"It just works!"
It may no be perfect, but it is playable. If you want to have an easy
"cover" for all heads, change the "chance none" for the headgear in the
LLists.
SMR contains a Vertibird-Sword, a Brush-Axe and some big SM weapons.
+ if any other mod adds supermutants, it may be that they have missing head textures & would require a patch, becuse of SMR
redux+
1.0 Edits more LLists AND overwrites some LLists from Horizon due to outfit distribution.
1.4 optional file to give Super Mutants more Weapon variety. Should work without super mutant equality (https://www.nexusmods.com/fallout4/mods/86503) but you could also use the specific patch in miscellaneous. THIS only edits the LLists for Super Mutant ranged Weapons and is NOT patching super Mutant equality!
#Patch is now an esp-replacer, so place it in Horizon Patch Section#
If you want the new animations as well, read on:
#IMPORTANT#: If using SMR_Equality_Patch.esp you NEED the original mod (verison Beta-0.4.1) and you have to unpack the mod and DO NOT use it's ESP (at least i had CTDs then), but use the loose files.
-------------------------------------------------------------------------------------------------------------
Mutant Bears you gotta find somewhere, Main Mod is not on nexus (yet?)
-------------------------------------------------------------------------------------------------------------
Mantises and Cazadores both add themselves as Workshop-Attacker, that conflict probably needs resolving (?)
Unique Creatures and Monsters Load order:
Unique Creatures and Monsters
UNPCs - Awkcr-free
Sea Claws
Horizon
Unique Creatures no AWKCR HZ1.9 Patch.esp
2.5 removed ghoul harvestable
2.6 mostly added diseased keywords and also forwared a few some things from UNCs, that it wins over Horizon (rare).
Point Lookout / Mutant Menagerie - Life Finds A Way Load order:
# Note: will only update Patch for Mutant Menagerie - Life finds a way Full Version without Backwater Beasts, also no updates for Point Lookout (sadface)
1. MutantMenagerie.esm (I recommend to use the FULL VERSION, as i used that file to make the patch)
2. CWPointLookoutFO4.esm (optional but recommended)
3. MutantMenagerie_BackwaterBeasts.esm (optional)
4. CWPointLookoutFO4Patch.esl (optional)
5. (MM - scripts optional)
# ClassicSniper Mod 1.5, but delete or not use the esp (optional)
-----------------------------------------------------------------------
6. z_Horizon.esp
7. z_horizon_DLC_all.esp ("optional" but recommended)
8. L-F-A-W-Horizon 1.9-Patch
9. Horizon_1.9_CWPointLookoutFO4_modified (optional)
10. LFAW-MM_BWB-HZ1.9.esp (optional)
------------------------------------------------------------------------
### Point Lookout Patch should be done (it is basically an update of
https://www.nexusmods.com/fallout4/mods/60755 this,if anyone bothers, i
take it off ofc)
### LFAW should be done, though there may be things "missing" or not working, but nothing game-breaking yet
### Backwater Beasts shares some things with Point Lookout
- No Harvesting yet
- scaling may be improvable
- LFAW-fishing maybe needs a bit more effort
XXX I am using all, so not checked if you can use them patches alone, but it should work for each mod XXX
- reduced the explosion of boombugs to 5 (small ones) and 10 (giant ones) (LFAW 3.1)
- made armors and weapons scrappable
2.7 & 3.4 forgot something on the marine armor and roughly checked with new lfaw-version
5.4 CW-Patch: Added scrap Recipes for .32 and BB Ammo, also added .32 to
the hunting rifle and revolver ammo-menu (only choosable on workbench
atm)
5.7 corrected the aim model(s) a bit
3.8 adds some weapons to the commonwealth
3.9 increased chance to loot from plants of mutant menagerie... was very small, sry
4.0 Last Note and Dells Rifle
4.1 there have been additions from lfaw to patch
4.2 unique variants are now protected... cuz they be dead all time (?)
2.8 just consistency for misc items to be alike those from mojave imports
5.8 "consistency" for mojave-items
4.4 LFAW - sorry, failed plant harvesting, fixed now.... update mid-game is no problem
4.7 meddled in LLists to have Creatures appearing on lower levels
4.8 you can now "scrap" LFAW meat and get some scraps out of it (cookingbench recipe meat scrapping)
4.9 removed harvesting from wendigos
5.0 added "featured item" to the mutant files
5.1 Added "Diseased" or "Diseasedminor" to more NPC, forwarded some "LVLNPC", so that LFAW wins over Horizon.
5.2 Added edits to "Trashers", tag to botany book and attempt to make ducks/chicken/rabbit harvestable (?)
5.3 removed harvesting from any race thats not clearly identified as an existing race, except the little ducks etc. because
5.4 shrinks wendigos
5.5 just some minor LList changes to make those edits equal to the plop patch
5.6 changed some food-sustenance to 20 or 40, changed a few ingestibles effects.
5.7 overseen pig-rat damage, nerfed now to reasonably numbers
5.9 tweaked some healing items, minor adjustments
6.4 & 3.1 nerfed handmade spear, added thirst/hunger to food description, edited some ingestibles
6.7 i think the "leftovers" from scrapping wont show now anymore
7.0 some tweaks to consumables, then overtaking the updates and changes to leveling made by Kumbiya and most of his tweaks, as they made too much sense. Thank you for that very much.
7.2 renamed scrap recipes "new exotic mutant" or "new animal mutant" for orientation
3.3 BWB adjusted shotgun damage
7.4 adjusted shotgun damage, minor edits to some consumables
6.6 Point Lookout adjusted shotgun damage and Sniper
-------------
Pack 1.4 due to the possible clothin distribution changed light and heavy leather slots for less conflicts andf more clipping
1.6 Moving of Radtoad-Files was due to a conflict with BTI. Moving Survival Footlocker 01 was due to a conflict with A Forest.
1.7 just a little change2 to clothing distribution (Point Lookout)
2.1 LFAW Scavenging Station now add a Hunter's Job, a little food and generally Herbs/Fish/Animal items can be received by hunter missions
(Herbs from gathering, Fish from fishing, animal pieces from hunting). Moved to respective workshop construction tab (farming/jobs), updated description and adjusted costs. wonder not, the herb station unlocks if you find something that makes sense... :) (it should be the easiest to be built station)
2.3 updated due to the changes in the point lookout patch (BWB no REQUIRES my point lookout patch
2.6 small adjustments to some weapons
2.8 updated due to Point Lookout changes
2.1xxx (Point Lookout Patch) now weapon distribution is integrated in the main patch
2.5xxx (point Lookout Patch) small adjustments to some weapons
3.2xxx (point lookout patch) corrected weapons, added component tags, backpacks for miniguns/flamer now occupy upperbackpack slot
3.6xxx (point lookout patch) backpack are now fully functional on PL heavy weapons, they add + 100 magazine capacity per upgrade but increase carry weight only by half value of horizon (10, 20, 30, 40) - they can be modifed on the weapon bench and are attached to the weapon
5.1xxx added the makeshift stock for the DKS-501 & some tweaks
5.5xxx i do have the feeling, some things simply dont get saved sometimes. sorry fo that...
###I highly recommend using https://www.nexusmods.com/fallout4/mods/84819 and my patch for it! great job from leaftongue!
BTW; Very Zen Mutant Menagerie still works :)
LFAW_Proto_Patch Load Order:
MutantMenagerie.esm
ProtoLLOverridePatchNPCs.esp
PLOP_MMLFAW.esp
-----------------------------------------------
Z_Horizon.esp
Z_Horizon_DLC_ALL.esp
-----------------------------------------------
PLOP_Horizon 1.9-Patch.esp
L-F-A-W-Horizon 1.9-Patch.esp
PLOP_LFAW_Horizon 1.9-Patch.esp --- This file also adds in/back LLD of animals and creatures, but only from mutant menagerie and it adds LFAW-Items to various LLists. Those Lists are original Horizon, only added with LFAW-Items
#Recommendation: Using these manual LL-Overrides you should check LLists and maybe even create your personal merge. Dont worry, it is easy with PLOP! AND nothing gets lost with using PLOP.
1.2 contains the same overrides to the inject-LLs that i had done to LFAW itself, to easier see/find/edit them. E.g. wendigoinjected also contains vanilla ghouls.
1.3 corrected the meat-scrap-output for exotics
You may want to check you leveled npcs//MM-LFAW scripts will partially be overwritten, i think better to let that happen :p
If you find crashes or left out content, tell me. Anyways - welcome to the
sandbox (MM got a big nerf with this, so it should not disturb the
Horizon economy, but provides an incredible amount of monster-variety - i
just love this mod (well, both)...
https://www.nexusmods.com/fallout4/mods/68187?tab=description --- yes, fallout is the post nuclear fantasy game i do love and play since fallout 1.
Gunner Outfit Pack-Patch:
Anything that is just clothing is just clothing. Helmets are either "army helmets" or "combat helmets". quite some became "assault gas
masks". Armorsuits/sets have armor ratings and weights according to
their looks, as good as my eyes could see to horizon. values are a bit
flat, just taken base clothing and adding the value of each armor piece.
those sets use the armorslots they show in game and no clothing can be worn
underneath. so the sets all have railroad slots and if they include a
helmet and/or goggles, helmet and vision slots.
i hopefully added everything more or less accurate with the weights though.
Gunner helmets do not cover long hair, because that way it should be possible
to wear balaclavas with most of them. may cause minor clipping issues.
There is only Torsolining for the sets, no limb lining, so a combination of
real armor and clothing should still be better overall. Also the Sets
are not upgradeable with polymer, fiberglass, shadowed or reinforced -
just to keep them more for npc and the looks and not create op
armorsets.
Almost all Outfits have an edited version(s), if you dont use the optional esp to only get edited outfits, its a 50% chance a gunner will have an outfit from either GOP or Horizon.
The chance for most of the fullarmors is pretty rare on normal gunners, even with only edited outfits. i did try to rather invent smaller chance by stacking some leveled list in the main outfit (Outfit_gunner_No_defense), but each step is possible, only the chances get smaller.
i did not add the balaclavas to any list, but all other things should possibly spawns somewhere, although some might be rare.
if any gunner has to much items in his inventory, please tell me. also feedback about spawnrate would be cool, if something feels absurd.
have fun!
Load order:
GunnersOverhaul.esp
MoreFactionEnemy_Gunners.esp
DT_GunnerOutfitPack.esp
--------------------------------------
z_Horizon.esp
z_Horizon_DLC_all.esp (dunno if needed, but some armor looks like marine armor and got the slots, so better with it)
-----------------------------------------------------------------------
(Horizon patch section)
GunnersOverhaul_Horizon 1.9-Patch.esp (optional) --- makes gunners neutral, contractors may give you quests, if you steal or attack them, they turn hostile
GunnersOverhaul_MoreGunner_Horizon 1.9-Patch.esp (Optional) --- adds some more gunner variants in, some very special
GunnerOutfit_Life_Horizon 1.9-Patch.esp (optional) --- new gunner clothing, from helmets to fullsuits. More intended to give NPCs amore varied looks
GOP_Horizon19OnlyEditedOutfits.esp (optional)
Gunner_Overhaul_MoreGunner_Outfits_Horizon 1.9-Patch.esp (optional) --- Adds in the clothes from gunners outfit pack to the "new" gunners also
if you use any gunner Horizon west-tek patches, probably load them after this (?) - but probably the LLists need to be patched, especially if you use only edited outfits. btw. More Clothes Textures should be working without a patch :P
2.1 just a tiny adjustment to the veterans outfit.
2.2 Contractor Outfit is also armored (partially)
2.3 a tiny adjustment or i just saved the file with a wrong number -.-
2.4 Gunner wear either GOP-gear or Horizon-Gear
2.6 Removes Boni from Gunner Power Armor paint job
2.7 Most Armors should be repairable now (usually combat armor, some minor suits as leather)
2.8 Added a scrap-quest from horizon template for every armor/clothes
3.0 spec ops mask is a hat now and some small ll-edits from 2.9
--------------
Pack 1.9: Patches could be used standalone but need to have master removed if you want that:
As is, you can choose to not use the Outfit Pack. MoreGunners-patch needs GunnersOverhaul as master, but you could remove that.
2.1 removed the footstepsets from clothing, because it does not fit with the changed outfits.
2.2 removed eye-slot from gunner spec obs beret with gas mask / breather / facemask. still a gas mask.
3.1 increased chance for better gear on gunners
3.2 tiny adjustment to bandanas
3.3 removed double-slot neck on conscripts - i think
3.6 one outfit added, sorreeee
3.8 one more set for standard gunners, some lil tweaks
4.0 one Armorset had wrong parts - half-naked gunner
4.1 one armorpiece wrong in one set
4.3 reworked the outfit LList for More Gunner completely (if using Gunner outfit pack as well)
4.5 minor slot conflict in initiate outfit
4.6 removed one lining slot from full or almost full suits
4.7 minor slot conflict conscript/ enlisted
5.0 seem to have missed head slots ranger outfit. damn me.
Atomic Radio/Tales of the Commonwealth & Settlers EXO-Patch-Patch:
3dnpc_fo4.esp
3dnpc_fo4_dlc.esp
3dnpc_fo4_settler.esp
3dnpc_fo4_UFO4p.esp
3dnp_fo4-patch.esp (https://www.nexusmods.com/fallout4/mods/43974)
atomicradio.esp
3dnpc-exopatch.esp
--------------------------------
Horizon
--------------------------------
atomicradio_totc_EXO_horizon 1.9-patch.esp
- Patches Armors, Weapons, Ingestibles and NPCs. Adds Tags.
Gunmetal Armor Skins - Patch
Changes the required ingredients, adds tags to the omods and puts alot paints into a modcol and adds them to the respective armors. will conflict, if any mods does also edit the armors to e.g. add an attachment point, change template or whatever. i tried to not use any paint that is not working, but it seems the original mod also had some baddies. maybe thats just due to missing or changed material swaps, dont know. all in all working - adds a lot paints and npcs run around with coloured armors. sometimes those colors seem to vanish after loading a game. i presume that is due to there not being a template for any colour, but that is just guessing. Have fun.
ChemRedux-Patch:
Load after z_Horizon_DEFUI
- Chemicals will be displayed as in chemredux but with horizon values
Mutilated dead bodies patch:
- Attempt to patch the eviscerator to Horizon
- added balance perk to a few npc
GammaGunREDUX Patch:
- Mod-Gammagun attachments changed stats to better fit Horizon
- Damage is slightly reduced, maybe tweak to your liking
RaiderOverhaulForged Patch:
- patches the Armors to have all the Horizon slots and offer no protection without upgrades. Armors spawning on NPCs should have upgrades to be of use and give them defense
Ransacked Relays and Shuddersome Subways:
- Tags, some minor changes to item values and little adds to some NPC
Fishermans Gambit:
- adds tags and patches the few items and weapon and NPC with horizon values/perks
Vault-Tec-Story:
- Patches some Armor, Weapon, NPC to Horizon, adds tags and edits the Container_Loot_Mailbox to have a minor chance of containing a vault-tec application
Grieving Raider:
- Changes some NPC Stats for Balance and adds tags
Wilderness-Patch:
Patches the few NPC, Armor, Weapon to Horizon and adds Tags
N.E.S.T.-Bunker-Patch:
- Adds Tags and patches the few items. Custom 10mm goes R55, .44 goes Revolver
- Recommend to use the esp from optimization patches collection
Inside Jobs-Patch:
- Adds Tags and patches the few items
- recommend to also use its UFO4P
StumbleUponInteriors-Patch:
- Adds Tags and patches a few items
P.O.E. 1.82:
- Adds tags and patches a few items and moves the door of the ghoul-infested shop to the next building, to "solve" a conflict with beantown interiors project
MoreXplore-Patch:
- Adds Tags and patches a few Items
- using the replaced version from "optimization patches collection" - optional
Commonwealth and forgotten spaces 2.0:
- Adds Tags, change some Recipes and NPC stats
TheZone-Patch:
- Adds Tags, patches a few npc and armors, also patched weapon to just be "common" but kept the unique names on them
Raider Gangs Extended Patch:
- this patch adds Tags, and edits NPCs for balancing. It only needs:
RaiderGangsExtended(fixed&Cleaned).esp and 4estGimp Edit - Raider Gangs Extended.esp
Raiders of the Pink Paste Patch
Adds Tags, patches NPC, should also NOT produce errors with TexGen. Other changes are from the mod.
Flashy Infestations-Patch
- Changes the Bloater Stats to Horizon values (weaker than glowing one, but same direction), also some body part data
- Adds the infection Chance for Plague
- Tags - well, one tag
- except for one NPC and the plague infection, flashy infestations i think is almost conflict-free anyway
- and no, its not this patch if exploders dont act/react. there is something in infestations that does something with them.
Radraptors-Patch:
- More or less use Deathclaw stats, hence i gave them slightly less hitpoints, but they should be faster.
- manually added to Deathclaw-LList
Ghouls Galore-Patch
- Adds Tags, patches ingestibles, recipes and NPCs to Horizon. My FGEP-DE Patch is included in this. If you want to use another patch for one of those mods and horizon, load that after my patch, but youll have to check LLists then. Maybe check LLists anyway, especially if using more mods.
- deactivated constructible NPCs
Some of the Creatures are quite strong (Hunter Beta, Nemesis...) - so this may turn to an undead nightmare.
1. Follow Installation Instructions for Ghouls Galore
2. Load Order:
1. ProtoOverridePatchNPCs.esp (Ploptop)
2. "Required Mods and Load order for Ghouls Galore"
3. Plop_GhoulsGalore.esp
------------------------------------------------------------------------------
Z_Horizon.esp
Z_Horizon_DLC_all.esp
------------------------------------------------------------------------------
PLOP_Horizon 1.9-Patch.esp (If you dont use that or edit the Proto-LLs yourself, all LLists from PLOP will use vanilla-leveling and NOT Horizon leveling and NPCs)
PLOP_Ghouls_Galore_Horizon 1.9-Patch.esp.esp
As said, recommend to check LLists. Maybe to tweak to personal likings.
Recommendation: Also Load Worldwide GhoulsV400.esl somewhere up your load order. It places (mostly) leveled Ghouls in the commonwealth, about 400. Those will be picked from the PLOP-LLists...:)
1.8 corrected/changed some speed multipliers which were tot low for some npc to even move (i think) (shamblers)
1.9 reduced Nemesis damage about 25% and reduced XP given
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Im gonna add my personal ghoul-setup, which has loads of required mods and needs a lot of patches, it is not fully tested but maybe its of interest for someone
(only if you LIKE to have lots of post-apocalyptic ghoul action). to me, it feels quite lore-friendly, but opinions may differ.
I just want to point out, that this was only possible to PLOP and want to thank all mod authors of these mods which are needed.
And no, this may need you to check fopr conflicts.
Some files are not required as master, but i recommend to use them... :)
Load Order/ required Mods and patches:
Mutant Menagerie.esm
(Optional) WorldwideGhoulsV400.esl
ProtoOverridePatchNPCs.esp
(Optional) Feral Ghoul Bite Skills + Keep Standing
PLOP_MMLFAW.esp
Defective_Synth.esp
Radical.esp
Radical-EXOPatch.esp
fo3friedghouls.esp
Ghoulblood.esp
(Optional) Patch Ghoulblood FeralPriest.esp
[Arreth] FGEP-DE.esp
FGEP-Legendary.esp
FallEvil - Complete Edition.esp
FO3 And FO4 Ghouls.esp
NemesisStandaloneHappo.esp
PLOP_GhoulsGalore.esp
----------------------------------------------
Z_Horizon.esp
Z_Horizon_DLC_All.esp
----------------------------------------------
(Optional, but recommended) PLOP_Horizon 1.9-Patch.esp
RadicalEXO_Horizon 1.9-Patch.esp
L-F-A-W-Horizon 1.9-Patch.esp
PLOP_LFAW_Horizon 1.9-Patch.esp
PLOP_DefectiveSynths_Horizon 1.9-Patch.esp
PLOP_Ghouls_Galore_Horizon 1.9-Patch.esp
GhoulsGalore_LoreFriendly_Horizon.esp OR GhoulsGalore_NoVanilla_Horizon.esp
I think this is quite crazy but it feels really good :PPP. Mind you, with all that great content you can edit all the LLists in a way that you like, i think this covers any preferences; just needs a bit of work setting the LLists up to your liking...
Oh, untested if the MFG-Variants (Legendary and Ambush) do work, so thats the BETA-point of this.
# NoVanilla: does exactly that, except for Corpses there are NO vanilla ghouls(neither FO3 nor FO4, except Glowing Ones from FO3) on the LLists. Zombie Dogs wills spawn as in PLOP.
# LoreFriendly: Removes Lickers and Ravagers from LLists, distribute all other ghouls somewhere. Only Glowing One has been swapped for the FO3-Version, no other FO3 ghouls are on the LLists. Vanilla ghouls are not favored but are still on the lists, mostly as minority. Some Creatures will only spawn in DLCs. Zombie Dogs are not edited and will spawn as in PLOP.
For Both versions, mind Nemesis. While by far not being as tough as a deathclaw, they still hit as HARD. And Wendigos are only in NukaWorld i think.
#If there are handplaced NPCs somewhere, those are not affected by the LList-Changed, except for placed LVL-Npcs (i think)
2.2 removed nemesis from ambush-LLists. They cant move in small rooms/ through doors, so itd be a bit ridicule.
Atom's Thread-Patch:
Patches the COA Clothes added by Atom's Glory Threads.esp with 4estGimps - Sots Atom's Storm Atoms Glory Threads CoA.esp. Also Needs CF_AtomicWarlord.esp and i recommend this patch(es): https://www.nexusmods.com/fallout4/mods/64835 to be used with. Adds the clothes to CoA LList.
Load Order:
SouthOfTheSea.esm
CF_AtomicWarlord.esp
AtomsGloryThreads.esp
4estGimp - SotS Atoms Storm Atoms Glory Threads CoA.esp
--------------------------------------------
Horizon
--------------------------------------------
Horizon 1.9__South of the Sea__patch.esp
Atoms_Threads_HZ1.9-Patch.esp
Horizon 1.9 and South of the Sea - Additions.esp
#Worth noting: Due to the mega-combined-patch by jbianculli, which cut out some SotS or CoA items (because he made a really sophisticated integration and thus cut items that were basically the same out) if you use this patch without additions, you may get unpatched items/loot. it is a simple addition to get ALL! gear
1.3 seems there was a circular LList, sorry and removed
2.9 / 1.6 tweaks to ashland armor
1.8 "balancing" on ingestibles
Commonwealth Responders-Patch:
- Adds Tags, patches consumables, Weapon, Clothes and NPC, clothing scrappable. No world edits.
Private Contract and Talon Company-Patch:
- Adds Tags, patches NPC, Armors and Weapon to Horizon 1.94
It may need quite alot:
https://www.nexusmods.com/fallout4/mods/51945 Private Contract - Talon Company Mercenaries
https://www.nexusmods.com/fallout4/mods/60452 Commonwealth Hit Squads
https://www.nexusmods.com/fallout4/mods/10095?tab=description Talon Company Power Armor Paint job
The Patch for Private Contract and the Power Armor Paint
I recommend to also use Random Encounter Framework and the respective Patches and maybe the Gunner Outfit patch
My Load Order is:
REFramework.esm
PrivateContract.esp
GunnerHitSquads.esp
Talon PA.esp
PCTalonCompanyPA.esp
CHS-PC_patch.esp
GHS-GunnerOutfit.esp
---------------------------------
Z-Horizon.esp
---------------------------------
REPatch_CommonwealthHitSquads.esp
REPatch_PrivateContractTalonCompanyMercenaries.esp
PContract_TalonGunner_Horizon 1.9-patch.esp
Facials_Divers_WS-HZ-Patch: (removed orphans)
Adds the Diverse faces of:
DiverseSettlers.esp
DiverseBoS.esp
DiverseCoa.esp
DiverseDisciples.esp
DiverseForged.esp (removed in 1.3)
DiverseGunners.esp
DiverseOperators.esp
DiversePack.esp
DiverseRaiders.esp (removed in 1.3)
DiverseRailroad.esp
DiverseScavengers.esp
to
Facials.esp and its Horizon Patch: https://www.nexusmods.com/fallout4/mods/69033
(load Facials_Divers_WS-HZ-Patch.esp after that one)
Raider Overhaul one by Madmax71 (and 4estGimp):
Okay, this can be complicated because i try to also add a description with other Raider Mods (Gangs of Lexington und Raider Children. Youll probably gonna need my patches for them).The Patch for RO1 is an ESP-Replacer to get rid of LIF-requirement - means, you can delete LIF after having installed RO1.
Let's see Load Order Example.
Recommendation only:
Raider Gangs Extended NPC (Fixed & Cleaned).esp
4estGimp Edit - Raider Gangs Extended.esp
---------------------------------------------------------------------------
Original Mods:
1. GangsOfLexington.esl (optional) (https://www.nexusmods.com/fallout4/mods/75718?tab=files&file_id=298030 - older version)
2. Setdressing_GangsOfLexington.esp (optional)
3. USAF_Olivia_GangsOfLexington.esp (optional)
4. USAF_Olivia_Setdressing_GangsOfLexington (optional)
5. Raider Children.esp (replaced by Big Al and Serum Changes, optional) (https://www.nexusmods.com/fallout4/mods/67367)
6. Less Hostile Raider Children.esp (optional) (https://www.nexusmods.com/fallout4/mods/67837)
7. Facials.esp (optional) (https://www.nexusmods.com/fallout4/mods/37180)
-----------------------------------------------------------------------------------------------------------
Horizon
Z_Horizon_CPAM.esp (optional)
-----------------------------------------------------------------------------------------------------------
Recommendation only:
Grease Rat Garbs original & https://www.nexusmods.com/fallout4/mods/69732
RGE-GreaseRatGarbs-Horizon.esp (my patch)
RGE_4estGIMPedit_Horizon 1.9 Patch.esp or go nuts and also use GMotW2287 & and that patch(es).
Patch RGE & Altyns Assault Helmet:
Patches Altyns Assault Helmets and adds them to the Raider Gangs Extended Gear (optional: Metro Gas Mask too).
Altyns Helmets give additional +5 elecricity resistance, visor up = combat
helmet / visor down has eyewear support. They can be crafted in the
EquipmentLab.
These Raiders are harder than usual, just saying.
[#NOTE]: Not tested with any injection.
Load Order:
1. Altyns Assault Helmet.esp (From https://www.nexusmods.com/fallout4/mods/25967) Original Altyn's Helmet Mod
2. Altyn Assault Helmet.esp (From https://www.nexusmods.com/fallout4/mods/77554) 4estGimp's compacted version
--------------------------------------------------
3. Gas Masks of the Wasteland.esp (From https://www.nexusmods.com/fallout4/mods/17491) (Optional)
--------------------------------------------------
4. Raider Gang Extended NPC (Fixed & Cleaned).esp (From
https://www.nexusmods.com/fallout4/mods/42414) Original Raider Gangs
Extended Mod
5. 4estGimp Edit - Raider Gangs Extended.esp (From https://www.nexusmods.com/fallout4/mods/57675?tab=files)
---------------------------------------------------
z_Horizon.esp
z_Horizon_DLC_all.esp (optional ?)
---------------------------------------------------
1. Horizon_GasMasks.esp (From
https://www.nexusmods.com/fallout4/mods/70035?tab=files)(optional) Patch for GMotW2287 and Horizon 1.9
2. GreaseRatGarbs.esp (OPTIONAL: Original Mod and ESP-Replacer Patch: https://www.nexusmods.com/fallout4/mods/69732)
OR use the patch i added in this pack.
---------------------------------------------------
AltynHelmet_Horizon 1.9-Patch.esp (optional)
RGE_4estGIMPedit_Horizon-Patch.esp
RGE_OdigoFactions_Horizon-Patch.esp (optional)
RGE-GreaseRatGarbs-Horizon.esp (optional)
RGE_4estGIMPedit_Altyn_Metro_Patch.esp (optional)
--------------------------------------------------
(Alt. Version) CWRaiders.esl (Replacer Patch, optional - works with the FaceGEN From Wonderglue)
(Alt. Version) Odigos_RaiderGangFactions.esp (optional, only CORE)
(Alt. Version)
Z_Horizon_Facials.esp (optional)
RaiderOverhaul.esp (Replacer Patch, works With the FaceGEN Version)
(Alt. Version) RaiderOnlyEditedOutfits_RO1.esp (Optional; makes almost all Raiders only use the changed Outfits)
(Alt. Version) Desert Punk Raiders.esp (Replacer Patch, optional)
(Alt. Version) DaksBallisticMask.esp (Replacer Patch, optional
(Alt. Version) GhostWire Masks.esp (Replacer Patch, optional)
(Alt. Version) JUMod_Outfit_JUHelmets.esp (its the REDUX Version, Replacer Patch, optional)
(Alt. Version) Mercenary.esp (Replacer Patch, optional - only edits Rust Devil Outfits to appear more "militarized")
(Alt. Version) Raider_RO1_CWR_MZ_MergeClothes.esp
(Alt. Version) Raider_RO1_GW_Dak_JU_CWR_MergeClothes.esp
/Alt. Version) DesertPunksRO1_Horizon1.9-Patch.esp (Sorry, this needs both patches above due to same LLists, remove yourself if want)
(Alt. Version) Raider_OdigoFactions_Horizon-Patch.esp
RO1_Horizon_CPAM-PATCH (optional)
RaiderFaceMerge.esp (optional) --- Adds RO1 Faces to Horizons Facials Patch
(Alt. Version): RaiderFaceMerge_RO1_CWR.esp
Gangs_Of_Lexington_Horizon1.9-Patch.esp (optional)
GoL_Setdressing_Horizon1.9-Patch.esp (optional)
LarC_RChildren_Horizon 1.9-Patch.esp (optional)
RaiderStoryMerge.esp (optional) --- Merges changes of Gangs of Lexington and RaiderChildren to work with RO1 (Inventory Items, Faction, "Corpses")
The Gangs of Lexington patch pack now has the facegen data attached, btw. it is based on version 2.14 of gangs of lexington. (which is sadly unavailabe, but maybe works with 2.01 also - this one can still be downloaded if you manage to find it)
If using Perpetual Beta and my patch, load it here: (optional)
PerpetualBeta_OppressorDogArmor.esp
DogArmors_RO1_Perpetual_HZ_MergeLList.esp --- just adds all the Dog Armors to the LList
What this patch (should) do/ does:
# Besides, Horizon already overhauls the raiders in a very, very good way! So i did not try to just blam this patch over, instead using almost the same style, just to add a bit of "Mad Max" and "Chaos" and - they attack anyone, anwhere - for any reason. And look it! Being a Raider is not a Hobby, they are sworn goups, like the Khans or any other "tribal-like" society in the wasteland, making a living - why do all the hard work, if you can get anything at gunpoint range?
--- So you will not find any radical changes here (well, maybe the Power Armors). Well, they may also wear i little bit better / more armor with better mods. But thats it.
1. Raider have a 50% chance to get an Outfit with RO1-Items - and more, if the injection stays active. Outfits are always at least a bit a mix of RO1 and Horizon
2. Adds RO1-painted Sets to the Raider Power Armors
Loot Manager:
3. Injects all RO1 Armors to the scrap List
4. Injects all RO1 Weapons to some Weapon Lists
5. removed clothes injection
6. Makes most Raider Outfits to have a 50% chance to be a modified Outfit with RO1 Gear
7. Adds a lot of Unique Outfits to the Unique Raiders from RO1
8. Patches all Clothes, Weapons and Ingestibles and NPC from RO1 with Horizon values (Simple, so no specific ammo menues or such)
9. Injects or adds Ingestibles and Magazines to some Containers and Loot
10. Adds some Raiders to the LLists
Most of these things you may change by either deleting the outfits/restore standard outfit "LLA" (or only use RO1-Outfits). You can also disable a specific Loot Manager Quest. By Default this patch throws all in, so check for yourself in the ESP if you are picky.
Also: I think it is better to NOT use A Bundle of Tape, Buzz Axe, Mad Can / Crowbar, Forged Armors Standalone, Pipe Shotgun or anything that is included in RO1 simultaneously!
1.2 Put a bit more love to the Forged
5.3 Added Alternative Standard Raider Outfits and removed CPAM necessity (if you use CPAM, you need the Patch for the Painted PAs to be distributed to Raiders.
corrected a few LLists which were flagged wrong :( not many. Hopefully finished.
5.4 Hand + one patch file
5.5 one mask was double on LL
5.8 Tarwalker Hands
5.9 added a modcol the RO1-Vaultsuits so they dont always spawn with a lining
5.9 only a small change in the DogArmorMerge
6.0 changed names of miscmod receivers
6.1 small tweak on handmade hazmat suit; 1st person slots and rad-resist (leather less, metal more)
6.2 slightly increased chance for RO1-outfits on normal raiders
6.6 one more modcol for variety, minor changes. unless bugs/fails occur this is it.
6.7 SCRAM-Suit takes upper Backpack slot
6.8 corrected a tiny mistake of me in the LList
6.9 Reinforced Vault Suit Left Arm Armor Tag, added DR and ER +8
7.3 if using facials and its horizon patch, load this patch after (changed headgear LLists) Added RO1 Raider PA to another List (50%)
7.4 50% chance for raider deathitem... mostly trash or misc from ro1
7.6 "tweak" LList Raiders a bit & Skeleton Costume Hands
8.0 some tweaks. Skeleton Suit Hands, changed RO1 Recipes to consist mostly of trash dropped by raiders (contained in LLD raider, small chance)
still weapons are not scrappable in the field?
8.5 forged should now always have underarmor
8.9 should solve some armor sets regarding slots, i should stop now and wait for redo it all a bit organzied - i think i could do this more...structured.
9.7 backpack changes to scramsuit, leather hazmat and metal hazmat. should be last thing here until doing it anew...
9.9 one Armor-set had double left arm
(All fixes and corrections are in the alt. version)
--------------------------------------------------------
Only Alternative Version now. its less invasive and adds Capital Wasteland Raiders and Gear (rare).
Any unneded ESP can be deleted/ deactivated.
If you dont want only a 50% chance for raiders to get changed outfits, you need to edit the outfits and remove the original horizon LList (or remove my mess and just use the gear yourself...)
6.6 finally got working naming for collars and earrings...
6.7 removed 2 clothes with conflicting bipeds
6.8 neck bandana swapped to correct list
7.9 adds gloves (utility and skeleton) and gives a replacer esp for the mercenary pack (no awkcr and very reduced) to "militarize" the Rust Devils. Becuase it feels right (to me)
8.4 some things seem to not have saved as they should, sorry. Checked with creation kit also now
8.8 a bit more variation
8.9 Raider Schizo just had only one weapon to get, added weapons
9.2 some "tweaks" because some edits/changes seem to not occure
9.9 added desert punk outfits, corrected 3 outfits to not "use all" - stupid me
10.0 Fiend Stew needs also 3 Radaway now
10.3 added a handle to the destroyed concrete sledge. oops.
10.4 removed chance to get 2 items for eyeslot same time on raiders (goggles/roadmask)
10.6 added sackhood from goodneighbor manually instead of with a quest, to work better and be more compatible
10.8 forgot to "switch" on scrapquest & changed (Dreadnaught) Armor a little
11.0 scrap sknife (hopefully)
11. some - i think - betterments to dreadnaught armor LLists
11.3 removed one LList to easier work with faction reinforcements-patch
# weapon scrapping not working still
11.4 minor slot conflict
11.6 cut down minor llist for a better overview, changed a litte outfit, added alternate version for only edited outfits (the alt. version adds a chance for the "normal" raider to wear fancy-mod-added-outfit. about 25%
11.8 removed "bloodsports" from regular raider modcol for armor/ reverted to horizon
12.1 reduced chance for selfmade hazmat suits, some tiny adjustments
12.2 removed Muzzle-Slot from Chopper Barrel
12.3 should remove the institute colors for bot raiders
12.4 removed one kind of lining for the b-90 armor
12.6 removes robot raider having both b90 and underarmor by chance
I Really Recommend to use my RGE Grease Rats, Raider Children, Gangs of Lexington and even Oppressors Dog Armor for an overall refreshing Raider experience
:P. There is a file without Altyns now.
Also recommend for further variety: https://www.nexusmods.com/fallout4/mods/40315?tab=description
#Note: The scripts 4estGimp/LIF used are still packed in the BA2s, so be sure to not use LIF (which is anyway not good with Horizon i guess!), so they stay inactive.
#Note: If you encounter a Raider with a missing body (should not, but could) please leave a comment so i can repair that if possible. And jump to 5.3 is just because i put a version for the package up first, then i just took the RO1-version.
IF i update this once more when Horizon gets an update, i feel i gotta do it from scratch... this was fun, but its ridiculously bloated LLists :P
#Note# Patches are simple and are generally just patching NPCs with Horizon perks, gear and weapons
according to Horizon 1.9 values and stats as good as possible, adding
tags to items and changing ingestibles/misc items to be more in line
with horizon. As good as i think at least.
AND --- if anyone feels like improving or reworking any of these patches, feel free to take it,
BUT please tell me when youre done where i can find the better patch :P!
And lastly i want to thank all modders, the community and everyone keeping such a great game alive and a surprise behind every corner! Thank you!