About this mod
Tweaks for naugrim04's DUST Survival Simulator mod. Fixes/tweaks a wide variety of things. Item names, lots of repair lists, some new recipes, missing Pip-Boy icons, among other goodness. Now with a shorter description!
- Requirements
- Permissions and credits
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Translations
- Russian
- Mandarin
- Changelogs
Improved Item Names: Misspellings, words that should be separated, separate items with the same name, that sort of thing. Pipe Rifles, Makeshift Pistols, Opportunist Armor, Boomer outfits, all come to mind. If two different items had the same name, I tried to pick whatever stat or characteristic that differentiated them, and put it in the name of at least one. I'm good with
Expanded Repair Lists: I noticed a lot of items that were similar, or even nearly identical, that couldn't be used as parts to repair each other. Jumpsuits, dusters, armored robes, bone weapons, and Pipe Rifles, to name a few major groups. So, I've taken the time and added or altered numerous repair lists, as well as which items use them. Every Jumpsuit/Duster/Armored Robe variant I could find can now be used to repair one another. This is a fairly major balance change in your favor, but if you're skeptical about this, I believe I can make an argument for it:
One last bit of justification, I found myself thinking about some common vanilla apparel while I made my changes. Think about all the generic wastelander clothing, merc outfits, and Combat Armor. Brahmin-Skin, Settler, Wanderer, Roving Trader, Doctor, and Surgeon outfits all can be used to repair one another - despite their minor differences. This is good, because it allows for variation without making upkeep unnecessarily difficult. I feel that lots of the repair changes I've made are the same way - common, similar apparel in DUST should be available for repair parts, especially with how much more variety there is with formerly-unique armors being dispersed throughout the (repair-vendor-lacking) world.
Oh yeah, Patched Skin Outfits and Human Skin masks now allow you to use Human Flesh, Human Remains, as well as each other as repair parts. Similarly, Dog and
Laser Commander just works in the first place now; previously, using it nerfed literally every weapon in the game, while keeping its inadequate list of laser weapons at status quo. Now it buffs weapons it is intended to, with some additions from me.
Semi-Auto Training now reduces the spread of all intended weapons, instead of just the .45 Pistol variants. It was expanded to include far more weapons that made sense. Revolver Training now affects more revolvers than it did before.
Other combat perks just needed minor additions, such as shotgun-related perks applying to the one shotgun DUST adds. Plasma Spaz affects DUST's Makeshift Plasma Rifle.
Non-combat Perk Improvements: Four Eyes, Old World Gourmet, Lead Belly, Lessons Learned, and others now do a better job of what they say they do. More details:
There are tons and tons of other perk fixes and adjustments, which can be found in the Logs section.
More Crafting Improvements: Some craftable armor has been restored, there are more food options and some of them make more sense than they did before. More details:
Coyote meat, steaks, and hide have all been renamed as Night Stalker meat, steaks, and hide; coyotes have been removed, but their dropped items appear to have intentionally been added to Night Stalker lists. This is how I reconciled that fact.
Crafting Kits now allow for the crafting of Bighorner Steaks on the go, as well as Giant Rat Steaks, a new aid item that allows for eating Giant Rat without taking STR and sizeable rad penalties.
Helpful Loading Screen Tips: I've replaced or edited numerous loading screens that had strange grammar, were wrong, or had become irrelevant in DUST. Some give tips relevant to normal DUST gameplay, and others will help inform you about new options you have with my mod installed. No screenshots, unfortunately, Steam won't let me take any during loading screens.
Bugfixes implemented from other files: The authors of the DUST Bug Fixes and DUST Survival Simulator - Vault 19 Fix mods have allowed me to include their fixes in my file, so I've taken the fixes for the Vault 22 elevator, broken doors (e.g. Doc Mitchell's), and the room portals for Vault 19 (and others).
Speaking of bone weapons, they all may now be used to repair one another. However, this means you can no longer repair them with Lead Pipes or Sledgehammers.
Expanded Drink Options: Purifying drinks with Experimental Rad-X has been improved. Instead of requiring 4 Irradiated or 4 Dirty Water to make Purified Water, you can use any combination of the two(as long as the total number of bottles is 4). This applies to both the Crafting Kit and Campfires. Keep in mind, a number of these recipes are hidden unless you have exactly the number of ingredients - I didn't want to flood the crafting menu with every permutation of purifying water! Also, you can now purify Sunset Sarsaparilla(which has been buffed to heal some health again, by the way). This works similarly, you can purify both regular and highly irradiated variants in batches of 4.
You can now also purify Sunset Sarsaparilla, Irradiated Beer, Scotch, and Whiskey. Not only does this allow you to avoid the rads, but you get back the benefits of gaining sanity and reducing rads that non-irradiated alcohol in DUST gives you.
Craft more than one batch at a time: Weapon Repair Kits no longer use Hammers and Wrenches as ingredients, although they are still required. Meaning, the recipe only appears if you have at least one Hammer and Wrench in your inventory, but since they aren't actually ingredients, you'll be allowed to craft several kits at once, even if you only have one Wrench and Hammer. I've also added a dummy recipe that only appears if you don't have those tools, so it won't be guesswork trying to remember what parts are required if you don't have all of them on hand.
Similarly, Crafting Kit and Reloading Bench recipes calling for a Hot Plate no longer use it as an actual ingredient, but require you have one on hand to be visible. No more cooking one steak at a time! If you don't have a Hot Plate, I've added dummy recipes for these as well so nobody has to wonder why they can't cook with the Craft Kit anymore.
I definitely haven't patched over all, or even the majority of conflicts with YUP that DUST has, but I have been working on what I've come across. Namely, lots of instances of adding clothing pickup SFX to apparel, or having weapons show in the Pip-Boy that they have an increased critical chance.
Possible Future Plans and Ideas
- Make skeletons inedible to Cannibal perk users, using the method suggested in the comments.
- Wade through the various now-useless quest items and start making them droppable, and maybe useful.
- I could probably make a version of the Wastelander Robe icon without the sticks on it, and Gambler's Pal without the barrel.
- See if it's possible to make certain quests be unmarked instead of visible. I get lots of Quest Failed notifications in DUST for quests that are no longer accessible. I think it would be best to not have these notifications appear, if they can be removed without damage to other parts of the game.
- Similarly, I want to look into having now-disbanded faction reputation notifications show up. I've seen a number of them stating that I'm vilified by Powder Gangers, the Followers, etc. for killing Cannibals who have no association(anymore).
- Begrudgingly make certain NPCs hostile who aren't, but should be(certain tunnelers, for example).
- Adjust a certain location in Freeside that I think is far, far too generous.
- Sort through perks and traits that have been broken or could otherwise be improved with YUP fixes and/or just made practically useful in DUST in some way.
- Find an meaningful way to make differences between the three or four variations of makeshift flamethrower that exist in DUST.
- Proofread notes and terminal entries and make corrections, obviously with the fact in mind that many of them are intended to be imperfect English. This one's probably a long way off, because I don't want to spoil things for myself.
- Look into making Ghost People, and any other enemies I hear about having no faction relations, hostile to creatures/NPCs besides the player.
- Look into distributing special GRA ammo types back into the wasteland -- sparsely.
- Try changing more of the various Human Cattle found in different settlements so that other denizens don't elect to waste them on the spot when you get in render distance. Maybe make them unaggressive toward the player if you kill the rest of the residents, or just cowardly so they don't fight back.
