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This page was last updated on 24 April 2022, 3:49AM
- Changelogs
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Version 3.2
- Makeshift Pistol now denotes that it has increased critical damage.
- Added duration to the DR effect on the Tourniquet, which originally had a duration of 0 and was therefore ineffective.
- Renamed the Junk Sword recipe to call it by its name, instead of Makeshift Sword.
- The breakdown recipes for Junk Swords, Makeshift Scythes, and Makeshift Axes now yield a new Misc. item, the Dull Blade, instead of the intact blades they had before. It is no longer possible to infinitely repair said weapons by perpetually salvaging and re-crafting them.
- The new Dull Blade item has a value of 1, uses the Lawn Mower Blade's model and Pip-Boy icon (icon courtesy of the Misc. Item Icon mod's generous authors). At the cost of one Whet Stone, it can sharpened via the Crafting Kit into either a regular Bonesaw or Lawn Mower Blade. Alternatively, three of them can be broken down into one Scrap Metal, also via the Crafting Kit.
- Made a new base effect for Splints that will allow them to specify in the UI that they only SLIGHTLY restore limb condition.
- Removed conditions I erroneously added to the Splint that would cause it not to work outside of Hardcore Mode (although you should be playing DUST on Hardcore, regardless!!).
- Cannibal/Dine and Dash no longer allow for consuming of lootable skeletons.
- Reverted the .45 Auto SMG to totally vanilla properties -- I did most of this a while ago, but I changed a value that I thought made the weapon silent. I'm pretty sure now it doesn't.
- Added an object effect to the Gambler's Pal so it denotes its increased critical damage in the Pip-Boy.
- Replaced the icons for the Gambler's Pal and Wastelander Robes with new ones I made quick 'n' dirty. I couldn't made them quite as accurate as I'd have liked, but I think they're definitely better.
- Slightly raised the STR requirement (1 -> 2) for the Molotov Cocktail(Nuka) to be in line with other grenades.
- Added dummy recipe for Black Coffee. In other words, you'll be able to craft several at a time, even if you've only got one Coffee Pot in your inventory.
- Added a STR requirement to the Makeshift Grenade Launcher (6).
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Version 3.1
- Grunt Perk now affects the Makeshift and Mercenary's Grenade Launchers, and Bowie Knife (incl. Blood-Nap).
- Cowboy now affects the Volcanic Pistol (I know it doesn't quite meet the DESCRIPTION of the perk, but I think it meets the SPIRIT of it), Cosmic Knife and its variants, and Bowie Knife (incl. Blood-Nap).
- The Professional now affects the Plasma Defender (incl. GRA), .44 Magnum Revolver, Veronica's 10mm Pistol, Police Pistol, .45 Auto Pistol and SMG variants, unique Laser Pistol variants (incl. GRA), Sonic Emitters, the Nail Gun, MF Hyperbreeder Alpha, Tactical 12.7mm Pistol and 10mm SMG, 5.56mm Pistol, GRA variants of the Plasma Pistol, Hunting Revolver, and 12.7mm SMG, Makeshift Pistol (incl. Large Mag.), 9mm Revolver, Desert Eagle, Gambler's Pal, Makeshift Pulse Revolver, and Makeshift Particle Pistol.
- Added the Great Bear and Red Victory Grenade Rifles to the regular Grenade Rifle repair list; they are no longer uniques in DUST and therefore should be easier to repair or be used for repair.
- Upped the crafted Cosmic Knife variants' melee requirements from 0 to 50, matching other similar weapons.
- Added swinging, blocking, and other SFX to a slew of vanilla melee weapons, using YUP as a reference. Thanks again, YUP!
- Fixed FOMOD header so mod managers won't incorrectly show the mod version as 2.0 anymore.
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Version 3.0
- Added a new chem, UltraFixer. It permanently cures addictions, at the cost of a bit of Sanity for using something that cures addictions on the spot. It can be found rarely in First Aid Boxes or on NCR patrols. It can be crafted on a Campfire with 60 Medicine using Thorazine, Fixer, and a Leather Belt. It's worth up to 175 caps and is weightless.
- Made aesthetic changes(e.g. sound effects, weapon casings) to the following to match YUP: Irradiated Beer, Space Suit Helmet, Mexican Hunting Rifle, Psycho-Tic Helmet, Brotherhood Power Armors, Tribal Headdresses, Kings Jacket, Gambler's Suit, Shabby Gambler's Suit, Authority Glasses, and the Great Horned Helmet,
- These ammo types were changed to match YUP fixes: 40mm Grenades, 25mm Grenades, Electron Charge Packs(all variants), and 12.7mm HP.
- Changed Gecko-Backed armors to match YUP fixes.
- Fixed In Shining Armor and Heave, Ho! perks in accordance to YUP.
- Reintroduced the Long Haul perk. Its effects are: Gear that enhances Carry Weight(e.g. Backpacks) no longer inflict an AGI penalty, and also grant additional capacity equal to their weight. Only affects items from DUST, unless someone can point out to me how to make it work dynamically.
- Old World Gourmet now properly affects Blamco Mac & Cheese, Cram, and their irradiated variants.
- The Lead Belly perk now affects Sunset Sarsaparilla, certain overlooked Nuka Cola variants, Bubblegum, Strange Meat Pie, and the Mississippi Quantum Pie (yes, I know it's not obtainable in the vanilla game). Thank you to kapsk8 for finding the solution to this issue!
- Perks requiring a certain level of radiation now display how much in the perk description. Unfortunately, I'm not sure how to properly make it visible in the requirements field without breaking the perks.
- Renamed Makeshift Laser Revolver/Repeater to Makeshift Pulse Revolver/Repeater, since it describes their projectile a little better.
- Changed how the Revolver Training perk works under the hood. It now checks if a weapon is in a certain leveled list(similar to vanilla Cowboy/Grunt perk behavior), rather than having each individual weapon be listed for perk conditions. This should make it easier for people to manually patch in revolvers from other mods.
- Revolver Training now properly gives both of its buffs to the 9mm Revolver, instead of mistakenly giving the Crit. Chance buff to the 9mm Pistol. It now also properly affects Makeshift Pulse Revolvers, That Gun, 5.56mm Pistols, GRA Hunting Revolvers, Gambler's Pal, and Revolving Carbines.
- The Cowboy Perk now properly affects the revolvers mentioned above, as well as High-Yield GRA Time Bombs, Henry 1860 Repeaters, Makeshift Pulse Repeaters, Makeshift Axe, and Never Misses(name of a unique gun).
- The Grunt perk now affects Automatic Rifles, Great Bear/Red Victory Grenade Rifles, the Bozar, 25mm Grenade APWs, GRA Assault Carbines, the Auto-Materiel Rifle, Homemade Frag Grenades, Makeshift Machine Guns, and Makeshift Submachine Guns.
- The Grunt/Cowboy Perks will no longer negate their buff to Combat/Sacrificial Knives by simultaneously applying their drawback. However, using both perks at once WILL negate the buff, just like it does for all other affected weapons.
- The Professional perk now affects 9mm Revolvers, Desert Eagles, Flare Guns, the Gambler's Pal, Makeshift Pulse Revolvers, the Makeshift Particle Pistol, both ballistic Makeshift Pistol variants, Makeshift Submachine Guns, Volcanic Pistols, That Gun, and the Weathered 10mm Pistol.
- Semi-Auto Training now reduces the spread of all intended weapons, instead of just the .45 pistols. It has been expanded to benefit the Alien Blaster, Laser Pistols (incl. GRA and uniques), Plasma Defenders (incl. GRA), Plama Pistols (incl. GRA), Recharger Pistols, Silenced .22 Pistols, the Weathered 10mm Pistol, Makeshift Pistols (incl. Large Mag. variant) and the Debug Megapistol (lol). It no longer benefits 5.56mm Pistols, since they are affected by Revolver Training now instead.
- Shotgun Training now reduces enemy DT the correct amount (thanks, YUP).
- Shotgun-related perks now affect the Sturdy Caravan Shotgun and Makeshift Shotgun.
- The Pyromaniac perk now affects Makeshift Incinerators, Scotch and Nuka Molotov Cocktails, Makeshift Flamethrowers, Homemade Incendiary Grenades, and both variants of Makeshift Flamer.
- Laser Commander no longer applies its -15% damage nerf to weapons in its own list. It now affects recharger weapons, Makeshift Ion Blasters, Makeshift Particle Rifles, and Makeshift Particle Pistols. However, it no longer affects the Pulse Gun.
- Plasma Spaz now affects the Makeshift Plasma Rifle.
- Fixed an error that may have made it impossible to get the Certified Tech perk unless your Science and Repair were both EXACTLY 50.
- Lessons Learned perk now properly grants the advertised XP bonus for levels below 25. It now properly shows that having 65 Survival is an alternative requirement to having 8 Intelligence; however, you'll no longer be able to acquire the perk with Survival boosted to 65 via temporary means.
- Damage taken from Makeshift Pulse Revolvers/Repeaters, Gauss Rifles, and Laser RCWs is now properly reduced with Energy Resistance.
- Added/improved Pip-Boy icons for the Human Skin Mask (for real this time), Surgical Masks (thanks, bentobart! Original mod at https://www.nexusmods.com/newvegas/mods/55547?tab=description ), Face Masks (I edited this one!!), Makeshift Pulse Revolvers, Makeshift Assault Rifles, and the King Arthur perk.
- Human Skin Mask value reduced from 50 caps to 2, because ew, who's gonna pay for that?
- Added world models (meaning they won't disappear when dropped from your inventory) to Surgical Masks and Face Masks.
- Four Eyes now affects Tribal Headdresses, MP Trooper Helmets, Great Horned Helmet, Tribal Wolf's-Head Hood, and all three Masked Helmet variants.
- MP Trooper and Great Horned Helmets no longer allow eye glasses.
- All former Legion helmets that have goggles attached use the eye glasses biped slot now.
- Changed the projectiles on the Makeshift Rifle, Makeshift Submachine Gun, Dust Musket, and 10mm Pipe Rifle to match what they're loaded with.
- Removed some redundant ammo counts on the new 40mm Grenade recipes.
- Reverted odd changes to the .45 SMG that made it totally ineffective in combat and prevented NPCs from firing it. The only difference from vanilla is that it's no longer considered silent.
- Makeshift Harpoon Guns are now fixed with Miniguns, not Grenade Launchers.
- The Propeller Blade weapon now indicates in the Pip-Boy that it knocks down enemies upon critical hits. It also now requires Bumper Swords for repair instead of Sledgehammers.
- Mutilated Skull recipes moved to Misc. section instead of the Weapons section.
- Added pickup/drop SFX to the Claw Hammer.
- Homebrewed Sunset Sarsaparilla recipe tweaked to make my Purified version of SS, as opposed to the vanilla one that is now irradiated by default -- its ingredients aren't irradiated. It also makes two bottles now, since the benefits to the original recipe are almost entirely negated by the drink not being good for restoring health anymore. As such, the recipe calls for an additional bottle and cap.
- Homebrewed SS and SS Molotov Cocktails can now also be crafted with the non-floating version of the Empty Sunset Sarsaparilla Bottle, which is only placed in a small number of locations, but is visibly identical in the Pip-Boy. These versions of the recipe will be hidden unless you're carrying at least one of that bottle variant. Similarly, Homemade Nuka Cola and Molotov Cocktail(Nuka) recipes now have versions that allow for crafting with either Empty Soda/Nuka-Cola Bottles, which are both very prominent in the world but not normally interchangeable. Again, these variants will be hidden unless you're carrying one.
- Made the False Authority perk unobtainable -- it doesn't work, and fixing it is above my pay grade. If someone can throw together a working script/quest/whatever to make it happen, I'd be interested.
- Reworked the Face Mask. It no longer allows wearing glasses/mouth items that would clip with it. It can be repaired with similar-looking Masked(old Legion) Helmets, rather than Legion body armors. It's now Head Wear, not Body Wear, allowing Jury Rigging to work properly on it.
- Reworked the Surgical Mask. Its Equipment Type is changed from Big Guns to Head Wear. It now only weighs 0.1 lbs instead of 1.0 lb. Replaced instances of a less-functional but otherwise identical version with this one, and made it possible to repair the good version of the mask with the inferior one for people with existing saves.
- Fixed some Tunnelers near one of the spawn locations to be very aggressive towards the player, instead of unaggressive. I'll miss you, friendly Tunnelers. You helped your friends kill a group of six survivors and allowed me to loot them in peace at the start of a playthrough.
- Fixed some Cloud Victims that were mistakenly named "NCR Trooper" or "Gambler".
- Differentiated two near-identical "Tattered Rags" armors. One kept its name, but now has +2 AGI instead of +1. One was renamed to Worn-out Rags, and kept its +1 AGI and +1 END. However, they can now repair each other due to their similarity.
- Cloth Strips have been slightly reworked. Tattered and Worn-out Rags can now be converted into Cloth Strips. All recipes for making them have been moved to the Breakdown subcategory. Said recipes have been renamed to "Cloth Strips from XYZ" instead of "XYZ to Cloth Strips", so it's easier to see all you options for making them in one place.
- The Space Suit helmet can no longer be repaired with Head Wraps, instead calling for Radiation Suits(because of their dome-shaped visors). It weighs 2 lbs. now instead of nothing. It now allows for headbands to be worn under it. It is no longer the most-protecting, easiest-to-maintain, inventory-saving helmet in DUST. You'll have to work to keep it, it's basically better than an actual Combat Helmet!
- Renamed some Tribals that were mistakenly still named after legionnaires.
- Replaced three instances where moveable static Shovels were placed instead of the weapon variant. This mechanic made sense in the vanilla game when they want you to buy one from Chet, but not so much in DUST.
- Fixed a Super Mutant who was intended to use a heavy weapon, but wasn't set to spawn with ammo.
- Added a Crafting Kit recipe for Bighorner Steaks.
- Making Mass Purified Water now works similarly to Weapon Repair Kits -- you can craft several batches at a time with one set of Glass Pitchers and Surgical Tubing. They won't appear as ingredients if you have enough of both, but if you don't, you'll see what's required.
- Restored the +2 Strength effect of the Solar Powered perk. It was present in vanilla and even mention in DUST's description of the perk, but it had been removed.
- Scoped Hunting Rifle, Henry 1860 Repeater, and Never Misses now show in the Pip-Boy that they have an increased critical hit chance.
- Scoped Hunting Rifle skill requirements raised to match other scoped weapons, 100.
- Jet, Psycho, Morphine, and Hydra were fixed for the Chemist and Day Tripper perks (thanks, YUP!)
- The more irradiated version of Radroach Meat has been renamed to indicate such (thanks, YUP!).
- Red Beret weight reduced from 1 lb. to 0.1 lbs, because it's functionally the same as the regular Beret in DUST.
- Made a repair list for the five different Gambler Suit variants. 'None of those have any actual benefits when worn, anyway', you say? Shut up!
- Riot Armor/helmets(named Veteran Ranger Combat Armor in vanilla) can be repaired with Riot Gear.
- Added Super Mutant DT effect to some who didn't have it.
- The world model for Old NCR Armor no longer has insignia visible on the front, similar to when the armor is worn. Credit for the texture goes to PreWarTech. Thank you!
- Fixed Junk Food not affecting starvation or thirst.
- Gave a rotten corpse a name so it wouldn't interact strangely with Loot Menu.
- Renamed the salvaging recipe for the Junk Sword to call it that instead of a Makeshift Sword.
- Changed some manhole covers that no longer lead anywhere to appear as [INACCESSIBLE].
- Adjusted the position of some manholes to look better (thanks, YUP).
- Changed McCallum Rifle to use proper, more centered iron sights animations.
- The recipe for Incendiary 40mm Grenades no longer produces regular 40mm Grenades.
- Halved the weight of Throwing Knives. They're smaller, harder to obtain, and not to mention do less base damage than Throwing Spears. Wanted to make them a little more worth carrying when you find them.
- Reverted numerous mistakenly-edited room markers in Vault 19. Credit goes to samyazaawol for sharing his fix for the problem. Thank you!
- Rewrote the notes found in some Powder Ganger camps to be relevant to DUST.
- Rewrote some loading screens to be DUST-appropriate and/or tell players in-game about new things they can do while using this patch.
- Restored the Confederate Hat found on one survivor. Added Pip-Boy icon, world model, changed to head wear from Big Guns, allowed repair with Pre-War Baseball caps, assigned a small cap value instead of none, fixed armor slots, added weight of 1 lb, removed radiation resistance, and reduced item health to 15 from 100.
- Marked Cards should no longer give the player a note for a quest that no longer exists in DUST. They now have weight, just 0.2 lbs.
- Opportunist Outfits are can now be repaired by/used to repair jumpsuits.
- Replaced all instances of one of the Opportunist Outfits so only one will actually appear in-game. They were nearly identical, but the one I kept has higher DT by one point, and a Repair bonus. Anyone who already has the variant I replaced in their save will still have it, and be able to use/repair with it normally.
- Insane characters can now craft their very own Human Skin Masks via the Crafting Kit. It requires one Human Flesh and one of any of the human/mangled head variants. Most of these recipes will be hidden unless you have the specific type of head on you, there are eight different possible variants!
- Changed the world model for Wood to be a smaller plank, more in line with the size of other items that can be picked up, and the size of items you salvage wood from.
- Fixed a child survivor that had the voice and body scale of an adult.
- Replaced a couple instances of duplicate Merc Grunt/Adventurer outfits being put on NPCs instead of the ones used by almost everything else. Added the duplicates to the repair list in case anyone already ended up with one. You'll know if you have one, they're 8 lbs. instead of DUST's default 2 for those outfits.
- Renamed the backpacks' object effects in the Pip-Boy to fit in better with others.
- Backpacks can now be repaired with one another, rather than by an oddball assortment of pre-War clothing, bonnets, Enclave and merc gear.
- Distinctive Cigarette Butts are no longer Quest Items.
- Added spread to the Large Mag. Makeshift Pistol, equivalent to the two-shot version's.
- Changed Grenade Launcher repair list back to the correct one, instead of the Minigun's.
- Reworked the Makeshift Grenade launcher; its skill is changed from Guns to Explosives, spread reduced from 30 times(!!) the normal Grenade Launcher's to 6 times, and changed its firing SFX(the sounds from the Railway Rifle it originally had don't seem to work), and added an object effect to indicate its bonus limb damage, critical chance, and super-high spread.
- Added a different object effect to the Makeshift Minigun to indicate its extremely high spread in addition to the critical chance mentioned in a previous version.
- Replaced the item and recipe for Tanned Gecko Hide with Tanned Tunneler hide.
- Renamed Gecko Kebab recipe to Tunneler Kebab.
- Gecko-Backed armors have been changed to Tunneler-Backed armors, and as such require three Tanned Tunneler Hides, as opposed to three different types of Tanned Gecko Hides.
- Recipes for tanning Golden/Fire Gecko Hides are now hidden unless you're carrying at least one of the required hides -- as far as I know, they don't exist in DUST and just clutter up the crafting window.
- Added Tunneler-backed Armors to the leather/metal armor repair lists, giving players the option to use their old set for repair parts if they get a chance to make the reinforced variant later on.
- Fixed certain Tunnelers dropping Fire Gecko items.
- Removed GRA tag from Bozar, and reduced its value by 80% since it's no longer unique.
- Renamed and changed the inventory of a cannibal in Hill Town who still had the appearance of an NCR Trooper.
- Fixed a certain survivor spawning with a Nail Gun as their weapon, but no ammo.
- Use message for Tourniquet no longer refers to it as its former name, "Snakebite Tourniquet".
- Fixed scripting on several doors, including Doc Mitchell's, that prevented entering/exiting certain areas. These fixes are courtesy of EddyK28(A.K.A. _ALIEN_) -- thank you!
- Turned the Crafting Kit into a Quest Item to prevent hotkeying it, which causes crashes. I removed its weight since it can no longer be dropped. I may implement a nicer fix that allows for hotkey at a later time.
- Renamed Novac to Land of Mo-Tel, better matching notes talking about the area.
- Renamed some keys on Mo-Tel cannibals to better suit the changes in the town.
- Added the key for the Courier's old room in Mo-Tel's onto one of its denizens.
- Changed the ammo a certain unique Cannibal is carrying so they can actually fire their weapon.
- Revised a few notes from Ghost Town and The Land of Mo-Tel.
- Renamed Coyote Meat/Steak/Hide to Night Stalker Meat/Steak/Hide -- Night Stalkers seem to have replaced Coyotes, but also appear to intentionally drop both Night Stalker and Coyote items on death. I figured renaming the items would be the best way to reconcile this.
- Night Stalker Steaks now have an 11 rad penalty, as opposed to 1 rad -- the meat they're cooked from gives a whopping 63 rads, after all!
- Made ingested radiation from Nuka Cola and Night Stalker Meat affect the player all at once, like most other Aid items, instead of over the course of a few seconds. This also makes it easier to quickly see just how much they'll irradiate you in the Pip-Boy.
- Made it possible to cook Giant Rat Meat into a new aid item, Giant Rat Steak. It can be done at either a Campfire or Crafting kit(w/ Hot Plate) with 40 Survival. Similar to Night Stalker Meat, cooking it both removes the STR penalty and significantly reduces the ingested rads.
- Snow Globes are no longer scripted quest items since House is dead and you probably won't be getting to any vanilla display for them. Now they're just normal trinkets, weighing 2 lbs. and are worth 20 caps -- at the very most. This one may take a new playthrough to be effective.
- Moved a note near Three Crosses Camp to make it possible to pick up.
- Renamed some barracks in Three Crosses Camp to agree with the new DUST location name.
- Removed "Ranger Toughness" perk from various Researchers that I missed the first time around.
- Renamed the Weathers Slave Key to something more fitting for the changed area.
- Changed Legion Raid Plans and Patrol Notes into regular misc. items, and reduced their value drastically; they're just outdated intel from a bygone war.
- Removed reputation from some locations' map markers where it is no longer relevant.
- Denizens of Aurelia should no longer massacre their human cattle.
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Version 2.0
- Bandages and cloth strips have both had their Pip-Boy icons and World Models changed to the Bandana's, as it seemed more appropriate than rubber tubing.
- Bandages had their use sound changed from the stimpack sound I originally picked to the clothing pickup sound. Still not quite on the mark, I think... but closer.
- While I was at it, I made it so Bandanas can be converted directly into Bandages via the Crafting kit.
- Jumpsuit Armor reworked a little more. Renamed to Armored Jumpsuit, which I think sounds a little more natural. It was also given a world model and Pip-Boy icon, both of which are from the Armored Vault 13 Jumpsuit, which resembles the armor pretty well.
- The former Marked Men outfits were renamed from Old Legion/NCR/Ranger Armor to Patchwork Legion/NCR/Ranger armor, to differentiate them from the other sets by the same name.
- The other set of Old NCR Armor has recieved a rework. Its health and weight have been brought in line with existing NCR Trooper armor variants - it originally had been four pounds heavier and TEN times more fragile than the rest! It now also has the NCR Trooper Armor icon rather than the Leather Armor icon. It now has a world model. Lastly, it has been added to the NCR Trooper Armor repair list, so it can be used to repair other NCR Trooper Armor variants.
- The Patchwork NCR/Ranger armors can now be repaired with Old NCR Armor, seeing that all other variants of NCR Trooper variants were also options for repair parts already.
- Wastelanders Hood renamed to just Wastelander Hood, to be consistent with its robes.
- Made some aesthetic changes(e.g. changing pip-boy icon) to the Authority Glasses and U.S. Army Duster to make them match YUP fixes.
- Roamer's Leathers were given a raider armor world model, which isn't terribly fitting but I can't think of anything much better due to how unique the armor is. At least they won't disappear when you drop them now!
- Renamed the Roving Traveler Hat/Outfit back to Roving Trader Hat/Outfit because, come to think of it, "Roving" and "Traveler" are synonomous.
- Seeker Armor and hoods renamed to be Wasteland Seeker Armor/Hoods, in order to differentiate from the Wastelander Robes/Hood. However, these robes and hoods have been added to the same repair lists, due to their similarity. I added a couple of other hoods that didn't quite have a place in, too. The Roving Trader outfit is also usable to repair these as well.
- Revolving Carbine mods renamed to just say "Revolving Carbine" instead of "1873. RevCarb."
- 44 Magnum Pistol Extended Mags renamed to Desert Eagle Extended Magazine for clarification.
- Makeshift Machine Gun mod names fixed. "Machine Gun" instead of "Machinegun" and "Duel Mag" fixed to "Expanded Drum", as the mod increased magazine size, rather than adding a dual mag/faster reloading.
- Fixed the Explorer perk, whose skill requirement wasn't visible before due to using the wrong function.
- Some Legion Mongrels have been renamed to Tribal Mongrels to match the NPCs they protect.
- Fixed a handful of former-Legion NPCs who should have been renamed to Tribal.
- Fixed the Communistic Wisdom icon, for real this time.
- Added an icon for The Scurrier perk.
- Made new variants of the water purification recipes with mixed amounts of dirty/irradiated water, e.g. 1 dirty and 3 irradiated water. To prevent cluttering the crafting windows, my new recipes will be hidden unless you have enough ingredients to make them.
- Weapon Repair Kits no longer have Wrenches and Hammers as ingredients, per se. Instead, the recipe only appears if you have at least one Hammer and one Wrench in your inventory. Meaning, you won't have to enter the crafting window several times to make Weapon Repair Kits if you have fewer Wrenches and Hammers than the other ingredients. However, I didn't want to make crafting them into guesswork if you forgot which items were needed, so I added a dummy recipe that shows Hammers and Wrenches as an ingredient. The dummy recipe is only visible if you don't have at least one Hammer and/or Wrench.
- A similar change has been made for crafting kit recipes that call for Hot Plates. Ditto to a recipe for the reloading bench that allows you to craft BBs with a Hot Plate.
- Explosive Bolts and Harpoons have had some minor naming changes to match other ammo in the game.
- The following fixes have been made to ammo with YUP as a reference: Using Incendiary .50 MG ammo now produces spent casings, 12 ga. Bean Bag rounds have had their spread reduced, 5mm Junk Rounds have DT reduction like other 5mm ammo types, and 12.7mm Junk Rounds no longer weigh 1/10th as much as normal 12.7mm rounds.
- Great Khan Spike Helmets and Vagrant Helmets can now be used to repair one another due to their similarity. There were two different Vagrant Helmets, so I renamed the one with goggles for differentiation. Unique headwears "Medicine" and "Great Horned Helmet" can also be repaired with them, due to visual similarity.
- Vagrant Armor can now be repaired with Merc outfits, also due to visual similarity.
- All-Purpose Science Suit now repairable with other Radiation Suits, rather than labcoats.
- Makeshift Breathing Masks, Makeshift Gas Masks, Breathing Masks, and Blastermaster Helmets now can repair one another, as well as be used to repair the Hazmat Mask Mk II(it's repaired with Head Wraps in the vanilla game lol).
- Made some revisions to a couple notes and a key from the Strip. Mostly fixing typos like saying Ultra Lux instead of Ultra Luxe.
- All mangled/severed head misc. items now have a world model. It's just a skull, mind you, but still better than having them disappear into thin air upon dropping them.
- Bone weapons(Femurs, Claw Hammers, Bone Hammers, and Cultist Scepters) can now be repaired with one another, rather than with Sledgehammers or Lead Pipes.
- In addition to their ability to craft Mutilated Legs into the Femur melee weapon, insane characters can use mutilated limbs to create Skull Hammers, Claw Hammers, and Cultist Scepters as well. And, if they're having a hard time finding Mutilated Skulls, they can now, uh, "craft" them via the Crafting Kit using any sort of severed head they may find. Only one of these Mutilated Skull recipes is visible by default, the rest are only visible when their exact... ingredient... is in your inventory.
- Splints have had a rework. First, they have a new icon resembling a Medical Brace(Courtesy of The 3rd Type and DekoMan91, who allow the assets from their Misc. Item Icon mod to be used in free mods as long as they recieve a link. Thank you!). They are also now six times more effective, which is less impressive than it sounds - with this buff, it would take SIX of them to get the same results as a single Doctor's Bag. They're now affected by the Fast Metabolism perk, similar to Doctor's Bags - however, they only get marginally better, as they aren't very effective in the first place.
- Added a new Object Effect to allow Biker Goggles to both grant minor radiation resistance(DUST effect), as well as benefit people who have the Four Eyes trait(vanilla trait).
- Riot Gear helmets are now classified as Light Armor helmets, matching every other piece of headwear in the game. This will be useful for Jury Rigging users who could only repair the helmets with Heavy body armor before.
- Moonshine and Absinthe now reduce rads and restore sanity, similar to other alcohol. Due to their rarity, they're slightly more effective at doing so.
- Sunset Sarsaparilla(and its irradiated variant) has been buffed, it now restores 10 HP as opposed to restoring none.
- Similar to water and alcohol, there are now recipes to make radiation-free Sunset Sarsaparilla, using either its normal or highly irradiated variants. Also similar to water and alcohol, I've added recipes that allow combinations of regular and highly-irradiated Sunset Sarsaparilla to be purified, in groups of four. These recipes are hidden unless you have the minimum ingredients required, in order to not pollute the crafting interfaces.
- Several weapons have had their skill requirement changed to follow DUST's rule that certain weapon types all require the same skill level. This includes: Tribal Rifle(100->65), Hunting Revolver(50->100), Tactical 12.7mm Pistol(75->50),
- Coyote Meat now only deals 3 rads as opposed to 63(!).
- All GRA ammo types that became unusable with DUST are now usable again. Specical thanks to KaPks8 for pointing this out to me!
- Mole Rat Stew campfire recipe renamed to say Mole Rat Steak, because that's what it makes. Thanks to KaPks8 for this one, as well!
- The Unstable Microfusion Cell recipe has been hidden, as it doesn't yield anything. The actual Unstable Microfusion Cell weapon wasn't used anywhere in DUST besides a test room, and MFC Grenades already exist, anyway. I may test it and allow it to be crafted if it doesn't cause crashes and is otherwise balanced... But, probably not.
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Version 1.0
- Roving Traveller Outfit spelling fixed to "Traveler". Roving Trader Hat also renamed to match it.
- Makeshift Submachine Gun now repairable with 9mm SMGs, not 10mm SMGs. It not only uses 9mm ammo, but also resembles the 9mm SMG more.
- Junk Blade now repairable with Bumper Swords instead of Rebar Clubs(thanks to again YUP, which made me notice this).
- Hoarder trait adjusted to penalize you when your carry weight is below 70 lbs rather than 160, because you probably can't reach 160 pounds of carry weight in regular DUST. It may be possible to have strength so low that you're always either penalized, overencumbered, or even both... I'm not sure of a better solution yet that wouldn't just make Hoarder too good NOT to use every time.
- Researcher NPCs had the "Ranger Toughness" perk removed from them, because they're unarmed and presumably untrained scientists in labcoats - the perk gave them 30 DR! For reference, that's about as much DR as Combat Armor provided in Fallout 3.
- I'm not a graphic designer, but I changed the following items' icons to ones that better resembled them: Makeshift Submachine Gun, Makeshift Minigun, and Seeker Armor.
- Added icons for the following: Scotch Molotov Cocktails, Human Skin Mask, Communistic Wisdom, False Authority, Insanity, Opportunist Armor and Headgear(Opportunist icon textures courtesy of Zeus_II. Thank you!). All the following icons are courtesy of djabend(thank you!): Makeshift Pistol variants, Pipe Rifle variants, Makeshift Scythe, Makeshift Rifle, Nuka Molotov Cocktails, Laser Revolver, Junk Sword, and Makeshift Axe.
- The two Makeshift Pistol variants were fixed up and differentiated. One had its first person textures fixed, skill requirement set to 50 to match similar weapons, and had its missing custom icon replaced. The other was renamed to denote its larger magazine size, and had its icon switched from the Silenced .22 Pistol to the custom icon from the other variant. Both guns are now added to a new repair list so they can be used to repair each other.
- Opportunist Armors and Headgears(the helmet and armor each have two slightly different variants) have been added into a new repair list so they can, well, repair each other - they're almost identical. I made the headgear also repairable with Biker Goggles because they seemed similar enough.
- Many weapons and clothing items were changed aesthetically in some way to match YUP. Usually pickup sounds, or adding the "Dummy Knife Effect" on weapons to show they have a higher critical chance(e.g. on the Makeshift Minigun).
- Yao Guai/She's Embrace, Bladed/Tribal Bladed, and Mantis Gauntlets set as unarmed weapons rather than melee(matched YUP).
- The following perks were altered in some way to match YUP fixes: And Stay Back, Certified Tech, Ninja, Pyromaniac, The Professional, Them's Good Eatin', Tribal Hunter, Tribal Wisdom, and Unstoppable Force.
- The Nuka Grenade and all Molotov cocktail variants were changed so that enemies would need fire resistance to reduce damage from them, rather than energy resistance(or some even had no resistance set). Similarly, their critical death effect was changed to match the Flamer rather than plasma weapons.
- Similarly, LAER and Recharger Pistols were changed to Energy Resistance.
- Nuka Grenades should now be possible to blow up in VATS(thanks again, YUP!)
- Marked Beast helmet variants all added to the same repair list, which also includes items from the combat helmet repair list(YUP's version).
- A new repair list was made for Raul's armor and all the ranger clothing. Specifically: Casual Outfit, Red Scarf Outfit, Roamer's Leathers, and Vest Outfit.
- All non-vault jumpsuit outfits I could find were put into the same repair list. Specifically: Jumpsuit Armor, RobCo Jumpsuit, Red Racer Jumpsuit, Marked Jumpsuit, Lobotomite Jumpsuit, Yangtze Camp Jumpsuit, and Handyman Jumpsuit. A couple outfits were added to this repair list because they either didn't have one(Jumpsuit Armor) or had one that only included itself(Red Racer Jumpsuit).
- Boomer outfits were added to the Vault Suit repair list. I renamed one of them to Survivor's Flightsuit, as both variants were named Survivor's Jumpsuit before. Additionally, the list was updated to match suits YUP adds to it(vaults 34, 11, 19, and 24). Thanks Yukichigai!
- BoS Robe repair list expanded to include all the armored robes you'll find out in the wastes. Specifically, Armored Blue Robes, Armored Leather Robes, Armored Scribe Robes, and Dyed Leather Robes. Any of said outfits that didn't use that repair list do now.
- Duster repair list expanded to include all dusters you may find on your journey. Specifically: Blackjack Duster, Hunter's Duster, Leather Duster, Legion Duster, NCR Duster, Old World Duster, Sheriff's Duster, and US Army Duster. Any outfits that originally didn't use that list now do(meaning no more repairing certain dusters with Leather Armor variants!)
- Human Skin Masks and Patched Skin Outfits are now in repair lists that allow them to repair each other, as well as be repaired by the Human Flesh and Human Remains Aid items! Now you can MacGyver dead people into clothing, just like many of DUST's other inhabitants do!
- Similarly, the Tribal Wolf's-Head Hood can now be repaired with Dog and Coyote Hide. Heh heh.
- Oh, yeah, I renamed that hood because I spent an admittedly embarrassing amount of time trying to figure out what "Wolfshead" was.
- A repair list was made including all the Pipe Rifle variants(9mm, 10mm, and the Dust Musket). All three now can be repaired with one another, and the 9mm and 10mm variants were renamed to say which they were.
- Irradiated versions of Scotch, Whiskey, and Beer can now be purified in batches of four with an Experimental Rad-X, similar to Dirty/Irradiated Water. This can be done via both Campfire and Portable Crafting Kit.
- Hunting Dogs in Novac should hopefully drop Dog Meat now instead of Brahmin Meat.
- Makeshift Machinegun renamed to Makeshift Machine Gun(just added a space).
- 9mm Revolver skill requirement switched from Energy Weapons to Guns.
- First Recon Beret renamed to Red Beret so that it's distinct from the now-equivalent green one.
- Added stimpack use sound for bandages, the sound originally picked wouldn't play. I'm not totally satisfied with this sound, trying to think of a more fitting one that isn't silence.
- Renamed a small handful of Tribals who had their original Legion ranks as their name.
- Gecko Kabob renamed to Tunneler Kebab, as the recipe calls for Tunneler meat, and that's not how you spell kebab!
- Toaster and Teddy Bear Mines given a disarm sound, and had their Explosives skill requirement increased from 0 to 25, matching Frag Mines.
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- Author's activity
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April 2022
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28 Apr 2022, 6:14AM | Action by: Manan6619
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'File \'Manan\'s Dust Tweaks v3.2\' description changed.'
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24 Apr 2022, 3:49AM | Action by: Manan6619
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'Name changed to \'DUST Tweaks - Bug Fixes - Better Repair - and More\'.'
January 2021
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20 Jan 2021, 6:23AM | Action by: Manan6619
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Description changed.
December 2020
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20 Dec 2020, 10:57PM | Action by: Manan6619
File added
Manan's Dust Tweaks v3.2 [version 3.2]
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20 Dec 2020, 10:49PM | Action by: Manan6619
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Change log added for version 3.2
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02 Dec 2020, 7:25PM | Action by: Manan6619
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Manan's Dust Tweaks v3.1 [version 3.1]
November 2020
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21 Nov 2020, 6:06AM | Action by: Manan6619
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September 2020
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09 Sep 2020, 7:14PM | Action by: Manan6619
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09 Sep 2020, 5:46AM | Action by: Manan6619
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09 Sep 2020, 5:45AM | Action by: Manan6619
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09 Sep 2020, 5:25AM | Action by: Manan6619
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09 Sep 2020, 4:55AM | Action by: Manan6619
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Manan's DUST Tweaks v3.0 [version 3.0]
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09 Sep 2020, 4:49AM | Action by: Manan6619
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Users have permission to modify this file as long as they credit the original creator.
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09 Sep 2020, 4:44AM | Action by: Manan6619
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