Patch notes/Full

From Horizon Wiki
Jump to: navigation, search

Original patch notes from Zawinul, containing all the Horizon wisdom you'll ever need. Keep in mind that while it's a definitive source, some of the info here might be overridden in later patch notes and not true anymore. A bit like reading the Bible.

Horizon 1.0[edit | edit source]

Focused Specializations are a new way for your character to focus on one particular area of combat training. This system is on top of everything else, so it's not forcing you to do anything. Each specialization unlocks based on what perks you have in the perk tree. Primarily it's the source of gaining damage for specific weapons from the weapon-based perks.

Dogmeat has received an overhaul to allow multiple ways to upgrade him. You can now turn your faithful little pup into a weapon if you choose.

A new settlement device called the "Command Mailbox" is finally here. This is basically a mailbox that you can receive items/messages from various people.

I'm introducing a new loot element called "Damaged Ammo." This ammo helps fill out some of the gaps in making NPCs feel like they're actually carrying more ammo, but don't always have good quality stuff. See more on this below for details.

Crops are reworked, and you can now manually harvest crops again. It is rebalanced differently, so that harvesting a crop does not always give you an edible item. You may get a rotten crop or a dried up one. This adds some depth to the crops, and also lets people once again harvest them from any source (friendly or otherwise) and have it more evenly balanced with the game.


(NEW) Focused Specializations
- You can now focus on 1 specialization to gain increased damage bonuses
- Most weapon specs are separated by base weapons, and not by semi-auto and automatic
- Focused specs can be selected at level 15, and require at least 1 related unlock (more on this below)
- Focused specs can be choosen from the "Training Desk" which can be built at any settlement
- The Training Desk is located under "Resources/Misc" in the workshop, and is easy to construct
- Specs can be untrained, but require 1000 caps (this price may change later)

Weapon Perk Overhaul
- All weapon perks are redesigned around specializations
- Some weapon perks are more versitile in terms of the weapon types usable by them
- Energy weapons have their own category now
- Most perks based on specializations, are now only 4 ranks total
- All weapon perks are locked into tiers: Rank 1 = level 5, Rank 2 = level 10, Rank 3 = level 15, Rank 4 = level 20

Rifleman is now "Marksman"
- Rank 1: Keep your distance long and your kill-count high. All ballistic firearms have a +20% increased effective range.
- Rank 2: All ballistic rifles ignore 10% of the target's armor. Also increases the chance to hit in VATS by +5% for all weapons.
- Rank 3: Unlocks the Sharpshooter Specialization. All ballistic firearms now have a +40% increased effective range.
- Rank 4: All ballistic rifles now ignore 20% of the target's armor. Also now increases the chance to hit in VATS by +10% for all weapons.
- Rank 5: [REMOVED]

Specialization: Sharpshooter
- +25% damage to: Hunting Rifle, Combat Rifle, Pipe Rifles, Gauss Rifle, Railway Rifle

Gunslinger
- Rank 1: Channel the spirit of the Old West! Semi-automatic ballistic firearms have improved hip fire accuracy. All weapons can now reload 10% faster.
- Rank 2: Semi-automatic ballistic firearms have improved hip fire accuracy. Ballistic pistols and shotguns have an increased effective range of +20%.
- Rank 3: Unlocks the Duelist Specialization. The effective range of ballistic pistols and shotguns is increased to +40%.
- Rank 4: Ballistic pistols and shotguns cause +25% extra limb damage, and have a chance to disarm opponents.
- Rank 5: [REMOVED]

Specialization: Duelist
- +30% damage to: Any ballistic Pistols or the Double-barrel shotgun
- Grants a chance to stagger the opponent with these weapons

Commando is now "Future Soldier"
- Rank 1: Enlist today, and become the soldier of the future! Hip fire accuracy is improved for all energy weapons.
- Rank 2: Energy Weapons deal +25% extra limb damage.
- Rank 3: Unlocks the Cyborg Specialization. Hip fire accuracy is improved even more for energy weapons.
- Rank 4: Energy Weapons deal +50% extra limb damage, and have +25% increased effective range.
- Rank 5: [REMOVED]

Specialization: Cyborg
- +25% damage to: Any energy weapon (does not include flamers or explosives)

Heavy Gunner is now "Commando"
- Rank 1: A seasoned Commando can deal with any situation. Automatic ballistic weapons have improved hip fire accuracy.
- Rank 2: Stick around. You can now craft Throwing Knives. Combat Knives and Throwing Knives have a +10% chance to critically hit at any time. Hip fire accuracy is increased for automatic ballistic weapons.
- Rank 3: Unlocks the Master Commando Specialization. Ballistic firearms and Combat Knives now have a chance to stagger your opponent.
- Rank 4: Ballistic firearms and Combat Knives have an increased chance to stagger your opponent.
- Rank 5: [REMOVED]

Specialization: Master Commando (working title)
- +25% damage to: Submachine Gun, Light Machine Gun, Minigun, Combat Rifle, Combat Shotgun
- +20% critical chance to: Combat Knives and Throwing Knives

Big Leagues
- Rank 1: Swing for the fences! Melee attacks can ignore 10% of the enemy's armor (including Punching weapons.)
- Rank 2: You can now hit all targets in front of you with each swing from a Two-Handed Melee weapon.
- Rank 3: Unlocks the Marauder Specialization. Melee attacks now ignore 20% of the enemy's armor.
- Rank 4: Melee attacks gain +5% critical hit chance with all attacks.

Specialization: Marauder
- +30% damage to: Any melee weapon
- Power attacking with Blunt weapons have a 50% chance to knock down opponents.
- Power attacking with Bladed weapons have a 50% chance to cause opponents to bleed.

Demolition Expert
- Rank 1: The bigger the boom, the better! Your explosives effect a 20% larger radius. Each rank allows you to craft and disassemble different explosives at the Weapons Lab.
- Rank 2: You've rigged your explosives to expel extra shrapnel, which now deals +25% extra limb damage. Additional recipes are unlocked.
- Rank 3: Unlocks the Demolitionist Specialization. Additional recipes are unlocked.
- Rank 4: Your explosives now deal +50% extra limb damage. Additional recipes are unlocked.

Specialization: Demolitionist
- +30% damage to: Explosives, Missile Launcher, Flamer, Fat Man

Attack Dog 
- Rank 1: This little doggy has more bite than bark! Your faithful canine companions gain +3 base damage. You can now craft a device to call in a Guard Dog to assist you.
- Rank 2: Your canine companions gain another +3 base damage. When your canine holds an enemy, there's a chance he'll cripple the limb he's biting.
- Rank 3: Unlocks the Animal Handler Specialization. Your canine companions gain another +3 base damage.
- Rank 4: Go for the throat! Your canine companions gain another +3 base damage. When your canine holds an enemy, there's a chance he'll cause them to bleed.

Specialization: Animal Handler
- Your dogs gain +5 base damage
- Your dogs take -75% Weapon Damage
- Your dogs take -75% Explosive Damage

Robotics Expert
- Rank 1: Unlocks the ablility to craft certain robotic devices, such as mini-turrets. As long as you're not in combat, you can hack a robot to gain a chance to power it on or off, or initiate a self-destruct.
- Rank 2: You now gain +10% damage against Robots and Synths. When you successfully hack a robot, you can incite it to attack. Mini-turrets gain +1 base damage.
- Rank 3: When you successfully hack a robot, you can give it specific commands. Mini-turrets gain +1 base damage.
- Rank 4: Mini-turrets gain +1 base damage.
- (more styles of turrets will be added to certain ranks later)

Specialization: Combat Engineer
- Turrets gain +3 base damage
- Turrets take -75% Weapon Damage
- Turrets take -75% Explosive Damage

Iron Fist is now "Iron Defender"
- Rank 1: Channel your chi to defend yourself against harm! Take 10% less damage from melee attacks.
- Rank 2: Adrenaline now lasts twice as long.
- Rank 3: While under 20% health, you take 15% reduced damage.
- Rank 4: Intense focus allows you to withstand harsh elements. Gain +8 resistance to Cryo, Fire, and Poison damage.
- Rank 5: [REMOVED]
- (I may possibly add a specialization based on defense later)

Strength Rebalancing
>> Because strength had no hard cap, it was a balancing nightmare, and needed to be fixed
- The melee damage you gain from strength is rescaled to use a custom system now instead of the default
- Strength now has diminishing returns above 10 Strength
- 1-10 Strength = 10% melee damage per point
- 11-20 Strength = 9%, 8%, 7%, 6%, 5%, 5%, 5%, 4%, 4%, 4%
- 21-30 Strength = 3%, 3%, 3%, 3%, 3%, 2%, 2%, 2%, 2%, 2%

(NEW) Throwing Knives
- (WARNING: This item is still experimental and needs some adjustments)
- A throwable knife that is equiped in the grenade slot
- Consumed on use, cannot be picked back up (for balance reasons)
- Deals moderate damage
- Staggers the enemy on hit
- Is boosted by anything that effects the Combat Knife (crit, damage, strength, etc.)
- Requires Commando Rank 2 to craft, and requires adhesive and other materials
- Each craft makes 5 knives
- Is located in the Weapon Lab under "Grenades"
- These are somewhat difficult to use, so be aware of this
- NOTE: Throwing grenade-style items in 3rd person mode doesn't aim well.. they only work well in 1st person
- (I may alter how these knives work later)

(NEW) Deployable Pipe Mini-Turret
- Deploy a mini-turret in front of you that can attack nearby targets
- Can be crafted at the Robotics Lab, and requires Robotics Expert Rank 1
- The device is located in the AID tab, the same way Cargo Bots are called
- The Turret's damage can be improved with both Robotics Expert and the Combat Engineer spec
- The turret is a consumable and burns out when it's duration is up
- The recipe requires smokeless powder and other parts
- The turret currently has enough ammo for the duration of it's lifetime, but this may change in a future patch
- The pipe mini-turret is supposed to be a low quality turret, so it's accuracy is very poor at range
- (In the future, I'll be adding more turrets - higher rank turrets will have better accuracy too)

(NEW) Trained Guard Dog
- Training in the Attack Dog perk will allow you to summon a Guard Dog to assist you in combat
- Crafted devices use an electronic signal to call in a nearby trained Guard Dog
- When summoned, the Guard Dog will appear where you activated it, after about 6 seconds*
- The Guard Dog will remain in the area for 5 minutes (10 minute cooldown)
- The Guard Dog does not follow you (I may or may not change this later)
- The range that the Guard Dog will help you is fairly large
- The Guard Dog's damage can be improved with both Attack Dog and the Animal Handler spec
- Can be crafted at the Robotics Lab, and requires Attack Dog Rank 1
- The device is located in the AID tab, the same way Cargo Bots are called
- The recipe requires energy cells, brahmin meat, and some misc ingredients
- If the Guard Dog is taken down, it can get back up but only after combat has ended for awhile
- Currently the Guard Dog cannot be healed with an injector (although I may try to add this in later)

*As of right now, the dog appears where you when summoned it.. eventually I'll try to make it a little more immersive in how it is called in.

Dogmeat
>> Dogmeat's damage has been rescaled to offer better ways to improve him if you choose to
>> If you want Dogmeat to actually do damage, you'll need to train him.
>> Without training he does much less than vanilla damage, with training he does more than vanilla
- Dogmeat's base damage and level-based damage bonuses are completely designed to fixed values
- Dogmeat still does very low damage at low levels, but his damage will naturally scale up better
- Increase Dogmeat's damage with the Attack Dog perk
- Increase Dogmeat's damage penetration with K9 Training Manuals
- Increase Dogmeat's damage resistance with K9 Training Manuals

(NEW) K9 Dog Training Manuals
- These items are like magazines, which grant you perks to increase your K9 Training knowledge
- Each rank of K9 Dog Training improves Dogmeat
- K9 Training manuals can be received through the Command Mailbox based on specific events or conditions
- These manuals are tracked and processed through my new magazine system
(NOTE: Not all ranks are available yet. I will hopefully fill this out with the next patch.)

(NEW) Ballistic Ammunition Guides
- These books can increase ranks of your "Recipe: Ballistic Ammunition" perk
- They can work in addition to Guns and Bullets magazines
- Guides can be received through the Command Mailbox based on specific events or conditions
- These guides are tracked and processed through my new magazine system

(NEW) Energy Ammunition Guides
- These books can increase ranks of your "Recipe: Energy Ammunition" perk
- They can work in addition to Tesla Science magazines
- Guides can be received through the Command Mailbox based on specific events or conditions
- These guides are tracked and processed through my new magazine system

Companions
- (NEW) Moxie (Curie Only): Laser Gun - Does +4 rad damage - requires that "Emergent Behavior" is completed
- (NEW) Winter's Edge (Nick Only): Submachine Gun - Does +2 cryo damage - requires the perk "Close to Metal"
- All companions are now immune to poison (based on the way poison works now, it's best this way)

Caravan Travel
- (NEW) Caravan Travel Radio: A new craftable Travel Hub console with an indoor theme
- Outgoing Caravan Travel Radios are placed in: Goodneighbor, Railroad HQ, Prydwen
- These non-settlement transport consoles automatically bypass the settler requirement to use it
- The Goodneighbor Radio Console is located in the Memory Den
- The Goodneighbor Radio Console only appears after you are allowed to normally Caravan travel to Goodneighbor*
- The RR and BOS Caravan hubs are always enabled by default
*For now, it only unlocks upon loading your save game. If you really want it open immediately after the quest completes: save your game, and then reload it.

(NEW) Auto-Hack Devices
- Works just like other lock breaching devices, except on computer terminals
- Comes in 2 Tiers: Tier 1 = Novice/Advanced, Tier 2 = All levels
- Tier 1 Auto-Hackers require Hacker Rank 1 -or- Recipe: Hack Attack Rank 1
- Tier 2 Auto-Hackers require Hacker Rank 3 -or- Recipe: Hack Attack Rank 4
- When you use the option on a terminal, it will takes some time to hack in, displaying messages
- Will not work on terminals that cannot be hacked and require a password

(NEW) Command Mailbox
>> The Command Mailbox is a mailbox that you can receive mail from various sources based on events or training
- This settlement object can be constructed from "Resource/Misc" category
- Interact with the Mailbox to open the menu
- From the menu you can read your unread messages or open the mailbox inventory
- Unread messages do not deposit their items into the inventory until you read them
- When taking a wrapped package, the contents open into the mailbox, not your inventory (this is so you can see the items pop out more clearly)
- Mail is processed once every 12 hours
- You can only have a maximum of 2 unread mails at one time (you'll need to read them before you can receive any new mails next cycle)
- Stats are tracked on the menu, including the total amount of mail you've ever received
- You can choose to use the mailbox as a storage container, but it's not recommended as it makes it difficult to see your new items received
- (If you want a shared storage container for settlements, use the "Shared Storage" or "Scrap Storage")
- NOTE: Sometimes you have to click an item twice in the mailbox, but I'm not sure if that's fixable.

Command Mailbox Events
- Mail events are sent based on unlocking certain perks, completing quests, or having affinity with companions
- Most mail events will be undocumented, as they're supposed to be immersive content that you discover
- The number of events right now is very small, but more events will be added over time
- A few basic events that are included with 1.0:
- Level 1: Anonymous Sender = Sends you something after completing the Concord quest
- Level 2: Anonymous Sender = Sends you 1 Ammo Guide, if you have Gun Nut trained
- Level 2: Anonymous Sender = Sends you a tracking note for finding the first 5 magazines, if you have Gun Nut trained
- Level 2: Piper at 50 Affinity = Sends you 1 K9 Dog Training Manual (requires that you recruited Dogmeat too)
- Level 2: Codsworth at 50 Affinity = Sends you 1 Hacking Guide
- Level 3: Codsworth at 150 Affinity = Sends you 1 Energy Ammo Guide, if you have Science trained
- 2 additional issues of K9 Training can be acquired from companions based on different levels/perks

(NEW) Crop Overhaul
- The actual crop plants can now be harvested manually again
- Harvesting crops has a chance to gain either: 1 crop, 1 rotten crop, or 1 dried up crop
- Surplus food from crops now puts "Settler Rations" into the workbench, instead of crops
- Settler Rations are specifically intended for settlers and supply lines, and not the player
- Settler Rations are worth 0 value and are not used for any recipes
- Settler Rations can be eaten by the player for hunger if you wish, but gives rads equal to eating most crops
- Dirty water bottles produced into the workbench are mainly intended for settlers and supply lines
- Dirty water will not produce as many bottles into the workbench
- Homemaker Patch: Standard crop planters can now be harvested

Perks
- (NEW) Adrenaline now decays at 1 stack per 30 game minutes (15 mins for timescale mod)
- (NEW) Survivalist now has a chance to harvest an extra item from wild plants (increased each rank)
- Perk bonuses from Bobbleheads will now display in the perk list, so you can see what they are doing
- Well Rested no longer says it gives Endurance
- Aqua Boy/Girl: Rank 1 now adds +15% faster swimming
- Wasteland Survival 7: Reduced to +15% swim speed
- Astoundingly Awesome 5: Poison resist reduced to 2 (from 5) since poison is rescaled in Horizon
- Strong's perk now works with unarmed weapons
- [DLC Nuka]: SCAV - Some damage numbers were reduced
- [DLC Nuka]: SCAV Moneyless - Now gives Agility instead of endurance

(NEW) Faction Perks and Perk Icons
- Many perks now have icons to sort them better
- All of the perks from the "perk tree" currently do not have icons (I need to figure out how to remove tags from the chart)
- The main factions will now display a perk when you're allied or friendly with a particular faction
- Faction perks are updated either: when you load your save game, or once every game hour or so
- Perks sorted at the top are generally: temporary buffs (adrenaline, etc.) and your focused spec
- Perks sorted at the bottom are generally: factions, recipes, magazine perks, misc

(NEW) Perk Chart File Update
- I have a custom edited LevelUpMenu.swf file included with Horizon now
- This updates the perk chart so that Hunter and Future Soldier have appropriate looking graphics

(NEW) Appliance Container Harvesting
- Technologists can now harvest parts from certain appliance/machinery containers
- Objects include: Refrigerators, Washers, Dryers, Milk Vending Machines, Ice Machines, News Stands, Cigarette Machines
- Each type gives appropriate parts depending on the machine
- Technologist gives +20% chance to salvage parts per rank (each part isn't guaranteed to drop though)
- Depending on your random chances (and rank), you can harvest a full assortment of parts on 1 machine
- There are 10 different new junk parts total

Horizon's Doctor Menu
- Addictions are completely reworked, in order to fix problems and better scale it at the same time
- Curing Addictions now have a cost based on the amount of total addiction you have, not how many different addictions
- Curing 1 really bad addiction can actually be more expensive than curing 3-4 mild addictions
- Curing Addictions can be cheaper at a minimum, but can be more expensive for curing 1 really bad addiction
- Curing Addictions still maxes at 400 caps
- To cleanly prevent problems with curing "wounds only" when having rads, that option is now "Cure Wounds and Rads"
- Having a poison on you should now allow the "Cure Wounds" dialog option to appear (even if it does no damage)
- Far Harbor doctors should now use Horizon's doctor menu (this should work on all 3 of them)
- The institute doctor is no longer free, and brings up the doctor menu now
- When you cancel out of the doctor menu, it should no longer give you a message about not needing treatment
- Selecting the dialog option to Cure Addiction, should no longer tell you that you don't have enough caps

Vendors
- Most weapons on vendors are now sold in packages (this prevents unwanted loose ammo)

Quest Rewards
- The caps rewarded from quests are increased

(NEW) Damaged Ammo
- Weapons that drop as damaged, now also drop damaged ammunition
- Damage weapons can still drop normal usable ammo too, but the chances are lower
- Damaged ammo comes in different types: "Damaged Rounds", "Damaged Cells", "Damaged Shells"
- Damaged ammo is junk items that can automatically be scrapped for ammo crafting components
- One of the benefits to damaged ammo is you can use the scrap for anything

Regular Ammo
- NPCs who drop working weapons, now have a chance to drop more usable ammo

Legendaries
- Pickman's Blade no longer comes with the Stealth Blade mod
- Brandis' Gun no longer comes with Sharpshooter's grip

Weapons / Properties
- The "Assault Rifle" is now called "Light Machine Gun"
- Mutiny's legendary property is now: "20% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs)
- Kneecapper is now "10% chance to damage the target's legs." (this allows a more balanced way to eventually cripple the legs regardless of where you hit)

Crafting
- Tier 2 lock breaching recipes won't show up until level 5 now
- Explosive Charges I: Now can be crafted with either Recipe: Safecracker rank 1 -or- Demolitionist rank 1
- Explosive Charges II: Now can be crafted with either Recipe: Safecracker rank 4 -or- Demolitionist rank 3
- Locksmith Tools I: Now can be crafted with either Recipe: Safecracker rank 1 -or- Locksmith rank 1
- Locksmith Tools II: Now can be crafted with either Recipe: Safecracker rank 3 -or- Locksmith rank 3
- Autodialer I: Now can be crafted with either Recipe: Safecracker rank 2 -or- Technologist rank 2
- Autodialer II: Now can be crafted with either Recipe: Safecracker rank 5 -or- Technologist rank 4
- Memory Devices: Now can be crafted with either Recipe: Fact or Fiction rank 3 -or- Science rank 1

Alpha Wrist Device
>> The requirements and design for the wrist device are altered to be specifically based around having a stealthed Cargo Bot per slot
>> Changing all the faction/settler slots to be based on Cargo Bots makes it feel a little more believable than the original way
- Every transmitter module slot requires 1 Cargo Bot and 1 Stealth Boy, plus additional materials
- Materials required have been simplified
- Faction-based Cargo Bots, now only require that you're friendly with the faction, and doesn't require the companion's perk

Weapon Mods
- Many melee mod requirements are shifted around to match the new perk changes
- Flamer: Damage mods now properly add damage to the Flamer
- Flamer: Most upgraded mods now require Demolition Expert as a requirement
- Double-Barrel Shotgun: Rapid-Break Sawed-Off Barrel - Exceptional reload speed (requires Gunslinger rank 3)

Weapon Mods - Receivers
- (NEW) Combat Rifle: 5.56 Rapid Auto Receiver: Replaces the old rapid receiver and uses 5.56 ammo
- Most receivers now have a better progression (in terms of requirements) and purpose
- All receivers on ranged weapons now require weapon parts to craft them
- All Advanced receivers require rank 3 of their associated weapon perk
- 10mm: Powerful Automatic: damage increased to be slightly under Powerful Semi-Auto
- 10mm: 5mm Rapid Receiver: now requires Commando rank 2

Weapon Reload Speed Changes - Magazines
>> Each magazine now offers a specific advantage, even if it's only a small difference
- The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Gun,
- Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
- Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the fastest reload speed now
- Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
- Drum Mags: Slightly slower than standard mags, but holds more ammo
- Large Mags: Hold more ammo, but as no reload speed change
- Quick Eject Large Mags: Slightly slower than rapid eject mags, but holds more ammo

NPCs
- The lowest level Bloatflies are easier to kill now, and do less damage
- The lowest level Molerats are harder to kill, but they do less damage
- Deathclaws can no longer be knocked down or disintegrated
- Protectron limb damage is rebalanced
- Legendary Protectrons now give double xp, and have improved perception and damage

NPC Weapons
- Miniguns now drop bonus ammo for 5mm
- Damaged missile launchers drop damage missiles
- The damaged weapons NPCs can roll do slightly less damage than normal weapons (this gives some variety and shows that maybe their weapon was already in poor condition to begin with)
- Gatling Lasers can drop as damaged and their scrap gives both heavy and laser parts
- Gauss Rifles can drop as damaged and their scrap gives both heavy and rifle parts
- Gauss Rifles can roll bonus ammo now
- The Gamma Gun now has the proper critical damage ranged weapons usually have
- Submachine Guns have their own damaged weapon junk items
- Most BOS NPCs can roll damaged weapons now
- BUG FIX: Some NPCs were incorrectly rolling automatic weapons too often

Survival / Misc
- Ultra RadAway no longer causes immunity suppression, but requires extra materials to craft
- The "Rested" buff should now properly disappear when you are Tired, etc.
- Dirty Water bottles are worth 0 caps now
- The names of wild plants should now better match the wild fruits/herbs that get picked from it
- Decontamination archs in the world no longer work (this should have been disabled a long time ago)
- Decontamination archs in the world will grants +100 rad resists for 5 minutes
- The Horizon loader message now displays a proper looking version number
- [BUG FIX]: Fixed a bug that was preventing psycho from applying the property listed damage boosts

Installation
- Some of the core addons are moved to the same page as the difficulties
- A new addon called "Scavenger" will give increased ammo, but is only recommended for players who are absolutely having a hard time with the standard balance

Patches
- Homemaker patch now supports version 1.53
- Crossbows can now be crafted, and are no longer sold on vendors
- Raider overhaul: Chainsaw damaged is reduced

Horizon 1.0.1[edit | edit source]

Mini-Turrets and Guard Dogs
- Should now deploy with the proper factions, and no longer attack neutral/friendly NPCs

Crafting
- (NEW) 2 recipes added to convert rotten fruit, along with bone, into fertilizer (I may add a perk requirement to this later, but for now, it's free.)

Vendors
- Atomic Cats vendor now can sell fusing casings

Horizon 1.0.2[edit | edit source]

Items
- The icon for packaged Heavy Weapons is fixed
- Packaged Light Machine Guns are labeled properly
- Foam Rubber is now "Foam Rubber Bundle" (which is 60 packing material)
- (NEW) Foam Rubber - 10 packing material
- Rotten fruit, irradiated blood, and moldy food is tagged with a mushroom icon now to separate them as generic ingredients

DEF_UI Tags
- [Settings] and [Config] icon is added to the DEF_UI tags config

Factories (DLC Workshop02)
- The "basic" factory is now re-enabled and updated
- The following items can be created:
1> Steel Ball (default)
2> Bowling Pin (default)
3> Teddy Bear (default)
4> Foam Rubber (10 packing material) - requires plastic, rubber, and dirty water
5> Large Gas Canister (20 fuel) - slightly more efficient than crafting it by hand in the lab
6> Kickball (default)
7> Turret Deployment Parts 
8> Plastic Pumkin (default)
9> Fertilizer - requires rotten fruit, slightly more efficient than crafting it by hand in the lab
10> Fertilizer - requires rotten vegetables, slightly more efficient than crafting it by hand in the lab
11> New Toy Truck (default)
- I purposely chose workshop materials, since those are things that might be useful down the road to throw in the machine and have it stamp out a bunch.
(NOTE: some of these recipes may change again in the future)

Sim Settlements Balance Patch
- If you currently don't own a City Manager holotape, you can craft one from the Robotics Lab under "WORKSHOP"
- All crops use the Horizon crop gathering loot tables, and are removed from being destructible
- The Sensor is now crafted in the Robotics Lab under "WORKSHOP"
- Sensors: Requires less/easier materials (no rare mats)
- Residential Plots: Requires more wood/steel, and 1 cloth/12 packing material (for the 1 bed)
- Commercial/Industrial Plots: requires more wood/steel
- Farm Plots: Requires fertilizer, rotten fruit, and rotten vegetables (since it's random)
- Notes/Sensors/Holotape are tagged

Patches
- Raider Overhaul: Fixed the shishkebob tags

Horizon 1.0.3[edit | edit source]

This patch adds 2 new robotics devices for Robotics Expert, and 2 new dogs for Attack Dog.

The new robotic devices added with this patch are reusable, and will refund the items (except pipe turrets.) These items only require that you craft 1 of them, but they may require ammo or fuel/food, and tools in order to repair/heal them.

(Just in case, in order to avoid any problems, if you use a deployable turret or dog, make sure it's not active in your save game when you update.)

Robotics Expert
- Each rank now gives turrets -10% armor piercing

Robotics Expert - Devices
- Only 1 turret/robot can be deployed at a time
- Using any deployable turrets/robots brings up a menu with options
- Menu options: Retrieve device, Repair, Add Ammo, Remove Ammo, Follow me (robots), Wait here (robots)
- Turrets/robots can be repaired when disabled, and require an Auto-Repair Device
- If it begins to regen health (due to being out of combat), the repair option won't be available so you don't waste them
- By default, all mobile robots will automatically follow you when not in combat
- Mobile robots can be told to wait/follow
- Turrets/robots that are re-usable, will immediately refund the deployment device
- Turrets/robots last for 5 minutes, and essentially no longer have a cooldown when no devices are active
- When the device is picked up or expires, there's a 5 second window before you can deploy another device
- Turrets/robots don't have to be picked up when it's duration runs out*
*The reason I don't force you to pick up the turret manually, is in case it falls down a hole or something and you can't get to it.

Pipe Mini-Turret - Tier 1
- The pipe turret can now be activated to bring up a menu
- The pipe turret can now be repaired
- The pipe turret cannot be picked up, but can be destroyed to reset your cooldown
(NOTE: The tier 1 Pipe Mini-Turret is still supposed to be a 1-time use "throw-away" turret.)

(NEW) MG Mini-Turret - Tier 2
- Allows you to build and deploy an MG Mini-turret
- Requires Robotics Expert rank 2
- Requires and consumes special .17 Mini-MG Ammo
- Is much more accurate than the Pipe Mini-Turret
- The deployment item is used from the AID tab, and can be used as a favorite keybind
- The deployment item is re-usable, and is refunded after usage
- (Setting the item as a favorite should retain its bind as soon as the item is refunded)
- When you deploy the turret, it automatically takes up to 1000 rounds from your inventory
- When the turret powers down or is picked up, it automatically gives you back all the remaining rounds it had

(NEW) Microtron - Tier 3
- Allows you to build and deploy a mini version of a protectron
- Only 1 turret/robot can be deployed at a time
- Requires Robotics Expert rank 3
- Requires and consumes special Micro-Cell Ammo
- Has all the same functionality of Mini-MG Turrets

Attack Dogs
- All summoned dogs can now be interacted with to bring up a menu
- Only 1 summoned dog can be called at a time
- The device to call your dogs, is now re-usable, and is refunded after usage
- Every time you call a dog, it requires and consumes 1 Canned Dog Food
- Dog Food can be crafted in the cooking station with different types of meat
- The menu allows you to dismiss, heal, or follow/wait (spec only)
- When the dog is dismissed or the duration expires, there's a 5 second window before you can call another dog
- Can now be healed when downed, with an adrenaline injector (through the menu)
- By default, dogs will automatically follow you when not in combat
- Dogs can be told to wait/follow
- Dogs should have better running speed acceleration/decelerations

Guard Dog - Tier 1
- The guard dog no longer spawns with random outfits
- The guard dog is now named "Rocky"

(NEW) Attack Dog - Tier 2
- Another dog can be obtained with Attack Dog rank 2
- The attack dog is named "Bandit"
- Bandit has a different fur color, and equipment
- Bandit runs 40% faster, but has less resists
- Bandit is smaller than other dogs

(NEW) Armored Dog - Tier 3
- Another dog can be obtained with Attack Dog rank 3
- The armored dog is named "Tank"
- Tank has higher resistance and health than other dogs, but does -25% damage
- Tank has cryo resistance (other dogs don't have)
- Tank wears armor and a helmet
- Tank is larger than other dogs

(NEW) .17 Mini-MG Rounds
- Crafted in the Weapons Lab under Ammunition
- Each craft gives 100 rounds
- Requires 20 Smokeless Powder and other materials
- This ammo has a very low weight

(NEW) Micro-Cells
- Crafted in the Weapons Lab under Ammunition
- Each craft gives 100 rounds
- Requires 40 Energy Cells and other materials
- This ammo has a very low weight

(NEW) Auto-Repair Kit
- Used to repair mini-turrets and mini-robots
- Crafted in the Robotics Lab and requires Rank 1 Robotics Expert

Crafting / Items
- Canned Dog Food can now be crafted in the cooking station (has a few recipes to use different meat)
- Canned Dog Food uses a can icon now, and sorts on the top of most food
- Moved lock breaching tools to use a (Utility) tag, which sorts with bobby pins now

Settlements
- Medium Water Purifiers were reduced to only require 2 filters
- The material costs of filters and purifier filter modules were readjusted
- The amount of Settler Rations produced has been reduced

Feral Ghouls / Glowing Ones
>> Ferals are finally added to Horizon's NPC changes
- All health pools are scaled to fit Horizon's balance
- All ferals have scaling resists and damage now
- All legendaries give double XP
- Mid to High level ferals should now properly drop the bonus hunter loot
- A few new junk items were added to ferals, such as "ragged clothing scraps"
- Some types have their own loot table (such as Reavers)

Mutant Hounds
- All health pools are scaled to fit Horizon's balance
- All legendaries give double XP

Radstags / Brahmin
- All health pools are scaled to fit Horizon's balance
- All legendaries give double XP

Super Mutants
- Head damage increased to 3.5x

DLCs
- The Arcadia doctor should now allow you to activate the new doctor menu
- The Nucleus doctor should now allow you to activate the new doctor menu (untested)
- Many weapon mods have been tuned better to match Horizon
- Rifle mags match Horizon's reload speeds now
- Melee weapon mods that were overtuned have been toned down
- Many crafting requirements were fixed that didn't match Horizon's perks

Patches / Addons
- Strict Carry Weight: Should no longer have icons for Strong Back
- Raider Overhaul: Rebalanced a lot of the overtuned armor stats

Horizon 1.0.4[edit | edit source]

One thing I'm introducing in this patch, is special prefab buildings that I've always wanted. There's a few mods out there that have prefab houses and such, but I couldn't find any that had large snappable settlement-style buildings that fit in with custom walls/floors/etc.

The main prefab is a large tavern that's intended to be used with the Horizon "Full Bar" or any of the vendors, but it can obviously be used for anything. The other 2 prefabs are simple buildings that can be linked up.

(Let me know if there's any problems with the workshop menu not working if you don't have the Contraptions DLC)

Prefab images:

2 Taverns placed together to make a very large building

Empty Tavern

How it might look quickly decorated

Other prefabs

(NEW) Prefab Buildings
- 2 styles of buildings are included: Tavern (3x4), and 2 types of Warehouse Buildings (2x4)
- These buildings are located under: Structures/Warehouse/Prefabs
- Has a built-in deep foundation that can be used on hills or to raise above pesky plants
- Has full snap points all around the edges/foundation
- Has snap points for doorways to add doors in either direction
- The Tavern has an extra snap point inside to allow you to extend the loft area if you want
- The Tavern has boards (and some invisible walls) inside, that are setup to allow decorations to be placed better
- Most walls use opaque textures to give a cleaner/solid feel
- You can link 2+ of the same building together to create even larger buildings
- You can easily wall off the openings with standard walls*
- *Works best with the "Warehouse" set of parts, included with the Contraptions DLC
- NOTE: Connecting them in both directions doesn't always work, but you can connect 2 buildings with standard building pieces
- NOTE: Sometimes it's hard to place buildings looking up a hill, try placing it looking down the hill

Settlements
- Tier 1 Food Vendors now properly have no requirements (I must have missed this one before)
- Tier 2 Food Vendors only require Local Leader 1*
- Tier 3 Food Vendors only require Local Leader 1 and Cap Collector 1*
- The "Full Bar" now uses a better neutral color material
*I may reorganize some of the vendor stall requirements again in the future, but this is fine for now

(NEW) Settings Holotape
>> A new settings holotape is available for Horizon to toggle certain options
- It can be crafted in the Robotics Lab under "EQUIPMENT" (this recipe disappears if you have one on you)
- "Show Special Menu Options": This option shows/hides the Companion Affinity menu option at the mailbox
- "Lock Breaching": You can now toggle on/off each specific lock breaching controller, in case you wanted to use another mod for this feature
- (more options will be added as needed in the future)

Command Mailbox
- (NEW) 29 new mail events have been added, based on companion affinity
- A new menu option is added to check companion affinity, but is ONLY available if you toggle it ON in the settings holotape*
- The affinity chart only shows companions that are above 0 affinity, so that they don't spoil any content
*This option is OFF by default, in case some players find it immersive breaking

Specializations
- The Gatling Laser and Cryolator should now work with Cyborg

Guards Dog / Mini-Turrets
- Mini-turrets now have the sneak perk like companions*
- Guard Dogs and Mini-turrets now have agility like companions*
*This might help reduce the chance of these NPCs drawing too much aggro off of you (needs more testing)

Ammo Boxes
- Standard/Raider Ammo Boxes: Most types of ammo can now drop earlier
- Standard/Raider Ammo Boxes: A small amount of bonus ammo is more random now (slightly less on average)
- Standard/Raider Ammo Boxes: Increased chance of getting ammo scrap instead of generic junk

Super Mutants
>> Super Mutants are balanced based on their health/regen, and less on armor
- Some super mutant types have their base resists reduced
- Low level super mutants have slightly lower health
- Higher tier super mutants have increased health
- Some types of mutants give more XP now
- The health regen that super mutants get, now scales based on level scaling (it's less at low level, and more at higher levels)

Super Mutant Behemoths
- Adjustments to health/resists
- Now takes double damage from explosives
- Gives more XP
- No longer drops Deathclaw loot
- Now drops additional loot
- New junk items: Shopping Cart, Large Tattered Rags, Concrete Debris, Fire Hyrdant Weapon

Deathclaws
- Tier 1 " Deathclaws" are now "Young Deathclaws" and are smaller and have less health (similar to New Vegas)
- Mid to high tier Deathclaws now have higher damage output
- Perception on lower Deathclaws is slightly reduced
- Damage vulnerability to the underbelly is increased to 4.0x (was 3.5x)
- Some Deathclaw types are different sizes now
- Chameleon Deathclaws: Now have a "stealthed while moving" mechanic, like Nightkins have
- Chameleon Deathclaws: Have lower health/resists than other Deathclaws

Misc NPCs
- Radroaches: Legendary/Glowing radroaches have increased health/damage
- Mole Rats: Tier 1 Mole Rats no longer have a reduction to their damage

Synths
- In the ArcJet quest, Danse should properly have reduced damage again, and now has increased damage against synths [only] in there
- Low level synths have less health

Items
- Some Pre-war foods were slightly increased in value
- All Crops/Pre-war food was rebalanced to give a standard "rads per food value" now
- Ice Cold Nuka Cola Quantum now gives the same benefits as regular ones

Perks
- Sniper (rank 2): Bolt-action rifles now have a higher chance to knock down targets, and other rifles have a lower chance

Quests
- Some quests give increased caps (includes a few BOS quests, and DC wanted quests)

Loading Screen
- Many loading screen tips have been updated

Horizon 1.0.5[edit | edit source]

Command Table
- Fixed the broken menus from 1.0.4
- The menu system is now setup better to accommodate new future quests

Doctors
- Settlement doctors should no longer say you don't have enough caps (needs more testing)

Crafting / Settlements
- Scrapping Mini-Nukes in the Weapons Lab will now give you Nuclear Material
- Large Fuel Canister costs 5 steel
- Mailbox: Curie will now give the proper gift for the 2nd affinity mail

Horizon 1.0.6[edit | edit source]

I'm trying to get this patch out quickly to be available for the weapon pack. Hopefully I didn't forget anything major.


(NEW) Incinerator (Hand-held Flamethrower Weapon)
>> It looks exactly like it's supposed to.. like someone took a bunch of random parts and made a custom weapon
- Only available to Demolition Expert rank 1 and above
- Uses Flamer Fuel*
- Can be crafted in the Weapons Lab
- Can be modded, and has receiver upgrades for each rank of Demolition Expert rank 2 to 4
- Is considered a Flamer in terms of receiving bonuses
- It has a "Heavy Weapon" icon when being sorted in your inventory
- I had to customize a few mesh pieces from vanilla parts to make the attachments fit together
- I have plans to add more mod options to this weapon in the future
- NOTE: The texture on the fuel cartridge and the barrel/muzzle connection isn't perfect, but it looks good enough when using the weapon (I'll clean it up later)
*(I was originally going to have fuel cells to better fit the feel of the weapon, but theres's already enough crafted ammo as it is, so using flamer fuel directly is fine)



(NEW) Townhouse
>> A large 2x2 custom prefab building that I created
- Full connection points
- Full navmeshes to allow NPCs to get all the way up to the rooftop (they can even walk between rooftops if they're linked!)
- Can be linked together
- Located in structures/warehouse/prefabs
- As of right now (as a testing phase), it requires no perks.. but I may make this only unlock with Trailblazer later on
- TODO: Currently there's no connection points at the rooftop level, but I may add some later

Settlements
- (NEW) Robotics Lab: A new smaller version of the lab is available now (you can choose either)
- Placing the Tavern prefab may be easier to place now

Crafting
- Converting rotten fruit into fertilizer now gives 2 per craft, but requires 8 fruit and 1 bone

Loot
- .45-70 and 7.62 ammo can now drop in ammo boxes (level 7+)
- Flamer Fuel can now drop in ammo boxes (level 6+)
- The chance for getting nuclear material off of plasma crits is drastically reduced (I didn't even know this existed before)

Vendors
- (NEW) Ammo packs for Flamer Fuel now exists and is sold on some weapon vendors
- Ammo packs for .45-70 and 7.62 will appear more often on Commonwealth weapon vendors now
- The price per unit on some ammo packs were reduced
- Many ammo packs now give slightly more ammo
- The Diamond City weapon vendor should have less of a random chance to stock some ammo packs
- DC/GN/AC vendors can now carry Fusion Casings
- BOS vendor can carry more base power armor pieces
- BOS vendor no longer can carry high tier power armor mods
(Reminder: vendors won't have new items until they respawn their stock)

Armor
- (NEW) Insulated Weave (MK1 to MK5): Does the opposite of Ballistic weave, granting higher energy/fire/cryo resistance, and low physical resist
- Ballistic Weave's description is fixed to describe the balance of the values better (the actual values are unchanged)
- Many armor mod descriptions now show numeric values for bonuses (not completely done, but a fair amount is added)

Ammo Framework
- (NEW) .50 Incendiary Rounds (used in the Makeshift Anti-Materiel Rifle)
- (NEW) .308 Incendiary Rounds (used in the Makeshift Anti-Materiel Rifle)
- (NEW) .45 Incendiary Rounds (available for future usage)
- (NEW) .45 Cryo Rounds (available for future usage)
- (NEW) Overcharged Fusion Cells (used in the Holorifle)
- 5.56 Incendiary Rounds now use a simpler recipe that can make use of existing 5.56 rounds
- 10mm Cryo Rounds now use a simpler recipe that can make use of existing 10mm rounds

Weapon Modifications
- (NEW) Hunting Rifle: .45-70 Receiver (replaces the "Tuned Receiver")
- (NEW) Combat Rifle: 7.62 Receiver (replaces the "Hair Trigger Receiver")
- (NEW) Flamer: Concentrated Napalm Tank - Exceptional Damage
- Flamer Weapons: Setting enemies on fire now ticks for less damage per second, but weapon base damage can be upgraded higher now
- Combat Rifle: The automatic receivers are increased to right under semi (I must have missed a few of these before)
- 10mm Pistol: Hardened auto receiver is increased to right under semi
- 10mm Pistol: Cryo receiver was dropped down to Gun Nut rank 2, but requires Science rank 2 also
- The 10mm unique item sold on vendors no longer comes with a cryo receiver
- Light Machine Gun: .50 Receiver has increased damage (and now requires Commando rank 3)
- Light Machine Gun: Incendiary Receivers slightly increased in damage
- Light Machine Gun: Advanced receiver is now also automatic (since this weapon is supposed to be automatic-based)
- Fixed the order that some receivers display when modding weapons
- Fixed a bug with Curie's weapon not generating ammo
- Fixed a bug with Nick's 2nd weapon not generating ammo

Protectons / Mr Handy
- Cryo arm weapons now do Cryo damage
- More flamer fuel should drop from robots with flamer arms

Weapon Naming
- Added keyword support for all existing ammo types (not all weapons use the keywords though)
- Energy weapons should now sort with an Energy weapon icon (including the Gatling Laser)
(I'd like the icons to match with the specialization and style of a weapon)

Misc
- Tooltip typo fix on water curing effect

Zones
- Coast Guard Pier: The items inside the locked security room will no longer respawn
- Coast Guard Pier: The ammo box inside the locked security room is now a "Clean Ammo Box"
- Boston Police Rationing Site: The loose grenades in the area will no longer respawn
- The water fountain at the entrance to Vault 81 is properly removed

Sim Settlements
- Farm plots no longer require rotten fruit

Horizon 1.0.7[edit | edit source]

NOTE: This patch is REQUIRED if you want to use the official Horizon weapon pack (coming soon.)

DLC weapons are rebalanced and adjusted better. You now have options to use receivers with standard ammo in the DLC rifles.

Triggermen are overhauled quite a bit. Damaged submachine guns will only fire at a semi-auto rate, and can break in combat, forcing the NPC to use their concealed melee weapon. This game mechanic is only active on submachine guns for now, and may be extended to other damaged weapons in the future. This system does not screw with the ammo drop balance at all (which is great.)

This system won't work for "working" weapons, and I don't think I'd ever want it to. I still like the idea that NPCs can pin you down indefinately, provided they actually are using good weapons. This kind of gives you a sense that each NPC might be smarter, stupider, luckier, or lazier than others, when it comes to maintaining their weapon/ammo.

NOTE: Any NPCs that are already spawned may not be updated with some of these changes.

Radium Rifle (DLC Far Harbor)
- (NEW) .45-70 Powerful Piercing Receiver (replaces Calibrated Powerful)
- (NEW) .45-70 Powerful Piercing Auto Receiver (replaces Hardened Piercing Auto)
- All automatic receivers increased in damage
- Advanced receiver decreased in damage
- Calibrated receiver adjusted to match Horizon's critical damage balance
- Reload speed adjusted to match Horizon's tweaked
- Tagged to show it's caliber in the name

Lever Action Rifle (DLC Far Harbor)
- (NEW) .308 Powerful Receiver (replaces Calibrated Powerful)
- Calibrated receiver adjusted to match Horizon's critical damage balance
- Tagged to show it's caliber in the name

Handmade Rifle (DLC Nuka World)
- (NEW) 5.56 Powerful Receiver (replaces Calibrated Powerful)
- (NEW) 5.56 Powerful Rapid Receiver (replaces Rapid Automatic)
- All automatic receivers increased in damage
- Advanced receiver decreased in damage
- Calibrated receiver adjusted to match Horizon's critical damage balance
- Tagged to show it's caliber in the name
- BUG FIX: The reload speed is no longer unintentionally super slow

Ammo
- .45-70: Value increased, crafting mats slightly increased

Crafting
- The "Overcharged Fusion Cell" can now be crafted (for the Holorifle)
- Many ammo types have their recipe requirements lowered slightly
- Settlement beacons are slightly easier to build (only 1 crystal now)

Items
- Dirty and Sanitized water is now normalized for rad damage per value
- Any remaining food/water that wasn't normalized for rad damage is fixed (DLC's included)
- Ice Cold Gwinnett Beers now have the same value as regulars
- Removed the ($) suffix on Gwinnett Beers
- The value of a few pre-war foods were slightly increased
- All raw meat has high illness risk now (some are increased from "standard" risk)

Cooking
- Food recipes are sorted into categories that match the skill required:
- Simple Meals = standard recipes that don't require any skill-based perks (but a few may require magazine recipe perks still)
- Large Meals = Survivalist rank 1
- Exotic Meals = Survivalist rank 2 -or- special meals from exotic creature meat (deathclaw meals from quests, etc.)
- Reduced the amount of dirty water required for purified water and sanitized water
- DLC Recipes updated, and tweaked

Specializations
- The Gauss Rifle now also works for Cyborg (but doesn't benefit from Future Soldier bonuses - most of them wouldn't be great for the Gauss anyway)

Legendary NPCs
- Humans: No longer has a "Legendary" name prefix (it's just a normal named NPC who happens to have acquired a mutagen serum)
- Animals: Most legendary animals/creatures are now prefixed by "Mutant" instead of "Legendary"
- Robots: Most legendary robots are now prefixed by "Overcharged" instead of "Legendary"
- (Deathclaws can still be named "Legendary")

NPCs
- Gunners: Tier 1 Legendary Gunners should now have the proper scaling resists
- Humans can have more detailed resist scaling now (so far, only Triggermen take advantage of this)

Damaged Submachine Guns (NPC Only)
- These will be the first weapons in Horizon that can run out of ammo, causing the NPC to switch to a melee weapon
- This feature emulates the weapon breaking down while in combat
- The amount of "real" ammo on the NPC that drops is completely uneffected, and will NOT effect the existing ammo balance
- When an NPC rolls this type, it will always carry a small concealed melee weapon (switchblade, knuckles, lead pipe)
- The amount of ammo they can spend is random, but can still be a fair amount in some cases
- NPCs will fire damaged submachine guns at a semi-auto rate of fire, instead of full automatic
- This is considered a test, since Submachine Guns are fairly limited to mostly Triggermen
- The idea of this test, is that someone running around with a poorly maintained weapon, may actually break it in combat, and be forced to melee

Triggermen Overhaul
- Now have unique names, stats, combat AI, and weapons for each type
- Triggermen are the first NPCs that I'm removing level restrictions completely
- All tiers can show up at any time and scale based on your level
- This will allow you to see all the types at any given time, regardless of level
- This will allow the main storyline quest to scale better, so you don't feel like you have to do it at an optimal time
- The types that are chosen, are balanced so you will see common types more often
- All health pools remain as normalized values, but the added resists mainly come from the level scaling, and not the "base" NPC stats
- Better variety of weapons even at low levels
- Instead of every melee Triggerman having a baseball bat, they have a wider variety of weapons that fit in with the genre
- Has their own loot table for personal junk and rare personal junk now
- Triggerman Associate: Uses pistols, has weaker stats, uses light scaling
- Triggerman Soldier: Uses random weapons, and standard stats
- Triggerman Bouncer: Uses melee weapons, uses heavy scaling
- Triggerman Enforcer: Uses submachine guns
- Triggerman Hitman: Uses a combat rifle*, uses light scaling (these rifles are always damaged, for balance purposes)
- Triggerman Bodyguard: Uses random weapons, has higher base resists, uses heavy scaling
- Triggerman Captain: Uses a .44 Revolver, has higher resists, drops bonus ammo
- The Vault 114 guards with the boss, are specifically assigned as "Bodyguards", but are weaker versions to help with balance
- The Vault 114 bosses always drop modded weapons and extra ammo (as long as you're high enough level to even roll a mod)

DLC Nuka World: NPC Balancing - Stage 1
>> NOTE: Even though I'm trimming down some bloat, some of these creatures still won't scale well for low levels, I may add better scaling later
>> Be aware that this rebalancing is NOT done yet.. but it should help a bit for the time being, until I can go over it more
- Many creatures were reduced in health, and had some resists tweaked
- Some creatures had their damage reduced
- All raider types now have the proper Horizon raider scaling/health
- Most NPC types will now spawn earlier to match Horizon's leveling system

Misc
- Workshop building descriptions fixed for the Training Desk and Industrial Water Purifier
- Description for Survivalist is fixed

Horizon 1.1.0[edit | edit source]

(NEW) ZX-1 Experimentation Lab
- This new settlement workstation can allow you to build customized weapons
- This station is located in "Crafting Stations" section of the workshop
- The system does not use the standard crafting, but an entirely new customized menu-driven system
- When you use the workstation, it will access the computer terminal to begin crafting
- The Terminal offers a wide range of dynamic information for every menu/step
- Once you can build a weapon, you will go through a series of menus to customize it
- No materials are used until you reach the final menu and choose to actually build the weapon
- Currently, the system only supports creating weapons, but I will probably add in armor and other items in the future
- The materials can be pulled from your inventory, or your current Scrap destination (NEW - see further below)
- You can safely use the terminal's "BACK" key to go back and redo steps*
*There may be a few cases where some display information is not accurate when you use the back key. If this happens, go back to the main menu and start again.

Learning Weapon Schematics
- To unlock weapons, it requires reverse engineering the weapons in order to learn the schematic to rebuild it
- Reverse engineering does NOT grant you automatic access to build it. You may still require specific perks.
- When you attempt to reverse engineer weapons, it will look through your inventory for weapons you are carrying
- Reverse engineering does NOT destroy or alter your existing weapons
- Once a weapon is cataloged, you no longer need to carry it in order to rebuild a new one

Experimentation Points (EP's)
- When you reach the stage where you can improve the quality on a weapon, each material you use requires a certain amount of EP
- The base starting value is 100 EP, and you gain extra EP's based on your crafting skill
- EP's can max at 200 points (with 1000 skill)
- Titanium Alloy grants reduced EP cost for all grades

Calibration Points (CP's)
- When you reach the stage where you can calibrate your weapon, each calibration consumes 10 CP's
- CP's are determined based on the quality of the weapon (10 CP's per 1% quality)
- Steel Alloy grants 20 extra calibration points

Weapon Crafting Skill
- You can gain Weapon Craft Skill by crafting weapons and reverse engineering them
- Crafting gives skill based on the quality of the product, and the level of the base mod
- Crafting skill maxes at 1000 points
- For every 10 crafting skill, you gain 1 bonus "Experimentation Point" (max of 200 points)
- Reverse Engineering weapons gives 5 skill points per
- Weapon quality needs to at least be 1 in order to gain skill
- When you reach 250 skill, crafting weapons under 3 quality only gains half skill
- When you reach 500 skill, crafting weapons under 5 quality only gains half skill
- When you reach 750 skill, crafting weapons under 7 quality only gains half skill
- NOTE: Crafting skill is meant to be gained over the course of a playthrough. It's really not meant to be something you grind out to skill up.

Legendary Properties
- The "base" mod you apply to the weapon is similar to a legendary property
- Many base mods require certain perks in order to appear on the list, so not everything is unlocked for free
- Most base mods can optionally be upgraded during the process, to increase it's effectiveness
- All crafted weapons are flagged as "legendary" with a star icon and description, but do not have the "featured" pop-up
- All crafted weapon mods will be reflected with the item naming (i.e. the Quickdraw mod will say: 10mm Pistol "Quickdraw")

New Crafting Components (Alloys from prototypes and some junk items):
- 9 different grades of Steel Alloy (primary ingredient)
- 9 different grades of Aluminum Alloy (primary ingredient)
- 9 different grades of Titanium Alloy (primary ingredient)
- Beryllium Copper
- Tungsten Alloy
- Chromium Alloy
- Magnesium Alloy
- Nickel Alloy
- Zirconium Alloy

New Crafting Components (Materials from animals and creatures):
- Mutated Leather, Mutated Carapace, Mutated Plating, Mutated Fibers
- Mutated Bone, Mutated Claw, Mutated Acid
- Mutated Neurotoxin, Mutated Hemotoxin, Mutated Atracotoxin, Mutated Dortoxin, Mutated Bufotoxin
- (NOTE: Some of these creature parts aren't used for much yet, but they will be for armor and possibly consumables)

Acquiring Materials
- The primary source of these new components is "Prototype" devices (junk items) that can be looted
- Prototype devices are primarily found on legendary enemies, but can also exist in certain containers and some NPCs
- There are currently 50+ different types of prototype devices and animal parts, each with a different mixture of components
- Some components can also be found in standard junk loot now, but is usually lower grade materials
- Many rare junk items contain alloys now
- Many rare robot/synth parts (mainly salvaged with Technologist) now contain these new components

Weapon Selection
- Weapons are unlocked by reverse engineering them
- In most cases, weapons also require a perk to build (the pipe gun is one of the few that anyone can craft)
- Weapons are divided into different categories, which are based on the selection of base mods available
- After you select a category, and then a weapon, you will be brought to a confirmation menu which shows the materials/perk required to make this weapon
- Most weapons requires 3 components to craft, usually including weapon parts
- Each main faction has 1 signature weapon that requires being allied with them

A few examples of Weapon requirements
- Pipe Gun: No requirement
- Laser: Requires Science rank 1+
- 10mm Pistol: Requires Gun Nut rank 1+
- Laser Musket: Requires "Faction: Minutemen"
- Gauss Rifle: Requires "Faction: Brotherhood of Steel"
- Institute Laser: Requires "Faction: The Institute"
- Deliverer: Requires "Faction: The Railroad"

Base Modifications
- These mods are essentially legendary properties, which can enhance the weapon
- Every base mod has 4 different levels of upgrading to improve their stats
- Each upgrade level requires additional components and perk requirements
- Each upgrade level is cumulative, and requires ALL the components and perks before it
- Some upgrade levels have different mixtures of perk requirements, some of which might be from magazines recipes
- Currently there are 22 base mods (equaling 88 total legendary weapon mods possible to choose from)
- The damage bonus from "Quality" upgrades, is separate from the legendary base mod bonuses

Base Mod Types:
- Standard: (All weapons)
- Quickdraw: 5-20% Less action points (All weapons - no requirements)
- Hawkeye: VATS accuracy increased, but costs more AP (All ranged weapons - Marksman rank 1)
- Balanced +10-40% faster movement while aiming (All ranged weapons - Gunslinger rank 1)
- Rapid: 5-20% fire rate, 5-20% reload speed (All ranged weapons - no requirements)

- Heated Chamber: +1-4 fire damage (Ballistic weapons - Demolitionist rank 1)
- Chilled Chamber: +1-4 cryo damage (Ballistic weapons - Science rank 1)
- Electrified Chamber: +2-8 energy damage (Ballistic weapons - Robotics Expert rank 1)
- Radioactive Chamber: +2-8 rad damage (Ballistic weapons - Nuclear Physicist rank 1)
- Acid-soaked Chamber: +1-4 poison damage (Ballistic weapons - Chemist rank 1)
- Jagged Chamber: +2-6 bleed damage (Ballistic weapons - Commando rank 1)

- Focused Heat: +1-4 fire damage (Energy weapons - Science rank 1)
- Overcharged: +10-40% critical hit damage (Energy weapons - Science rank 3)

- Weighted: +10-40% critical hit damage (All melee weapons)
- Aerodynamic: VATS uses less AP (All melee weapons)
- Cavalier: 5-20% less damage while blocking or sprinting (All melee weapons)

- Sharpened: +2-6 bleed damage (Bladed melee weapons)
- Puncturing: -5-20% armor piercing (Bladed melee weapons)
- Poisoned: 2-6 poison damage (Bladed melee weapons)

- Armor Breaking: -5-20% armor piercing (Blunt melee weapons)
- Shell-Cracking: +10-25% damage against bugs/mirelurks/deathclaws (Blunt melee weapons)
- Skullcrusher: +10-25% damage against humanoids (Blunt melee weapons)

Quality
- Improving the quality of a weapon requires rare alloys (you need at least 1 to build any weapon)
- Each point of quality adds +2% base weapon damage (this value is NOT multiplied by receivers and other bonuses)
- Each point of quality gives you "Calibration Points" to work with in the Calibration phase
- You can only work with 1 type of alloy on a weapon
- Each grade of alloy, requires a certain amount of "Experimentation Points"
- Lower grade alloys will drastically reduce your ability to improve the weapon
- Each alloy type has different properties and benefits
- Steel Alloy: Adds weight, adds bonus calibration points
- Aluminum Alloy: Reduced weight, no extra calibration points
- Titanium Alloy: Reduced weight, reduced cost for experimentation points
- Improving the quality requires 1 alloy per experiment (potentially stacking many times with a high quality weapon)
- Because of it's cheaper EP cost, Titanium has the highest potential for Quality

Calibration
- You can spend Calibration Points to improve different weapon properties
- You can spend up to a maximum of 10 upgrades on each property
- Ranged and Melee weapons have their own set of properties to customize

Calibration Properties (Ranged)
- Range: Increases the range of the weapon
- Accuracy: Increases the sighted focus
- Recoil: Reduces the weapon's basic recoil
- Control: Reduces the weapon's recoil control
- VATS: Increases your chance to hit in VATS by +1% per point

Calibration Properties (Melee)
- Limb Damage: Increase the amount of limb damage
- Critical Hit Chance: Increases critical hit chance
- Critical Hit Damage: Increases critical hit damage
- Power Attack: Reduce the AP cost of power attacks
- VATS AP Cost: Reduce the AP cost in VATS

How to Craft a Weapon:
Step 1: Build a ZX-1 Experimentation Lab in your favorite settlement
Step 2: Acquire some alloy (either from a legendary enemy with a prototype item, or from specific junk that may contain some)
Step 3: Use the Lab, and follow the menu system (outlined below)

Reverse Engineering Process
Step 1: From the main menu, select "Reverse Engineering", then enter the Weapons menu for it
Step 2: You can view how many schematics you own, and how many are possible to learn (based on your inventory)
Step 3: Select "Reverse Engineer Weapons" to learn schematics for any weapons in your inventory
Step 4: Done. You can now return to the main menu

Weapon Construction Process
>> This system is easy enough to follow in-game, but I'll outline it just in case
Step 1: From the main menu, select "Construct Weapon"
Step 2: Select the category of weapon you wish to build (Ballistic weapons, energy weapons, etc.)
Step 3: Select the weapon you wish to build (if there's more than 10 weapons, select "Next Page" to view more)
Step 4: Look over the materials/perk required to craft this weapon, and confirm your selection
Step 5: Choose the base modification you wish to apply to your new weapon (these are legendary-like effects)
Step 6: (Optional) Choose to upgrade the base modification (requires additional rare materials)
Step 7: Choose the type of material you wish to work with (Steel Alloy, Aluminum Alloy, or Titanium Alloy)
Step 8: Select the grade of material you wish to experiment with, in order to increase the quality
Step 9: Repeat this process as much as you want, until you use most/all of your "Experimentation Points" or materials
Step 10: Based on the quality, you can now calibrate your weapon to improve range, accuracy, recoil, control, and VATS accuracy
Step 11: Repeat this process until you used up your "Calibration Points", then continue onward
Step 12: Review your weapon summary, and craft it if you are happy with your results
Step 13: The materials required will now be consumed and you will receive the weapon in your inventory

Experimentation Lab Compatibility
- The Lab system contains a special template which can be used inside of external weapon patches
- This template quest can be set up to have weapons added to the Lab (currently being used with the DLC weapons)
- The following DLC weapons are supported in the ZX-1 Lab: Lever-action Rifle, Radium Rifle, Handmade Rifle
- Sometime after 1.1 is released, the official weapon pack will have this added to it

Legendary NPCs and Weapons
- Legendary weapons/armor no longer drop from legendary-type enemies. That system is done with.
- Legendary-type humanoids/robots/synths usually drop prototype devices that can contain rare materials
- Legendary-type animals and creatures usually drop rare animal parts that can contain rare materials
- Animals and creatures often have at least 1 guaranteed part based on their type, plus another random part (i.e. you can always harvest a mutated stinger from a radscorp, plus an extra random piece.)
- Some NPC types are classified as "elite" and contain extra parts (i.e. Assaultrons, Sentry bots, high-ranking humans, Yao Guai, etc.)
- Your existing legendary weapons/armor will remain intact, but a few properties may have been altered
- FO4 Mods that edit or change legendary weapons/armor/NPCs, are NOT compatible with the new system
- (Unique weapons on vendors remain unchanged - for now)

Damaged Weapons Rework - Stage 1
- The current damaged weapon system is being replaced by real weapons with damaged properties
- There are 4 types of damage: Degraded, Deteriorated, Damaged, and Destroyed
- "Degraded", "Deteriorated", and "Damaged" weapons have reduced stats/value, but are usable weapons
- "Destroyed" weapons are completely unusable. Either scrap it or sell it (it's better to scrap, as it sells for little.)
- Destroyed weapons have a limit to how many shots an NPC can fire it, before it breaks and they have to switch weapons
- Melee weapons don't drop as Destroyed
- Institute weapons don't drop as Deteriorated/Degraded, but can be Damaged/Destroyed
- Certain NPCs (usually named ones) that drop pre-war weapons can have improved quality called "Pristine", which gives +10% base damage
- Damaged weapons can still be reverse engineered, and scrapped
- The naming convention is updated to show you the weapon condition in the name of the weapon (i.e. 10mm Pistol [DESTROYED] )
- Destroyed and Damaged weapons are prefixed with a "trash can" icon, and sort to the bottom (makes it easy to scrap these)
- Degraded and Deteriorated weapons use the normal weapon naming (these are still considered "usable" weapons)
- This new method also eliminates the problem with seeing the NPC still holding a weapon even after you loot
- Some weapon drops will purposely use the old damaged weapon system for balance (ex: Crylolator parts on synths will always drop as damaged junk items)
- NOTE: Not all weapons are ready for 1.1, some will still have the "old" damaged parts, until the next patches
- (The weapon pack weapons will soon be added to this system, as well as some loot tables on NPCs)

(NEW) Super Mutant melee weapons
- New weapons were created to specifically expand super mutant's melee weapons, to give them more variety
- They use the 2H Board animation so that super mutants can actually wield them (since many vanilla weapons can't be used by them)
- They can all be wielded by your character (although aren't really intended to be upgraded or anything - at least yet)

(NEW) Handmade Axe (a new weapon made mainly for Super Mutants)
- This weapon has no attachments

(NEW) Machete Glaive (a new weapon made mainly for Super Mutants)
- This weapon has no attachments

(NEW) Skull Pike (a new weapon made mainly for Super Mutants)
- This weapon has no attachments

(NEW) Killamajig (a new weapon made mainly for Super Mutants)
- This weapon has no attachments

(NEW) Water Pipe (a new weapon made mainly for Super Mutants)
- This weapon has no attachments

(NEW) Organ Pipe (a new weapon made mainly for Super Mutants)
- This weapon has no attachments

(NEW) Shovel (a new weapon made mainly for Super Mutants)
- It technically can attach some existing pre-made board misc mods, but you cannot craft them from scratch onto the shovel (yet)
- It uses a modified version of the "nails" attachment mesh to fit the shovel mesh
- The shovel in the Sanctuary cellar is replaced by this weapon now

Weapons
- (NEW) Scrapping melee weapons now gives much better and appropriate scrap for the base item
- Scrapping all ranged weapons now gives 4 weapon parts (down from 6), but this includes all damaged weapons too*
- Rolling pins, walking canes, and pool cues that spawn on NPCs will usually have spikes/razors on them, to better emulate a real improvised weapon
- The Deliverer is slightly lowered in damage to be closer to the 10mm
- The Deliverer no longer has a "featured" legendary pop-up
- Some signature companion weapons temporarily cannot be modded (I'm going to tweak this next patch)
*Unfortunately, I haven't figured an easy way to give different parts based on the new weapon system, but an average of 4 parts per drop balances the same as it was before.

Weapon Mods
- (NEW) Hunting Rifle: .308 Incendiary-Calibrated Powerful Receiver (replaces Calibrated Powerful receiver)
- Hunting Rifle: .50 Receiver - The ROF was properly set to reduced rate of fire, instead of improved
- Submachine Gun: The rapid .38 receiver no longer has recoil reduction
- Pipe Revolver: .308 receiver no longer has improved rate of fire and reload speed
- Pipe Revolver: .38 receiver now has improved rate of fire and reload speed

(NEW) Production and Cargo Bot Re-routing
- The destination for production from the Resource Manager, and Cargo Bot drop-offs can be changed to settlement workshop workbenches
- This feature can be accessed through the Resource Manager
- Currently this feature only has 3 settlements: Sanctuary, Red Rocket, and the Castle (more will be added soon)-
- The destination can be changed at any time at any Resource Manager
- The destination effects the ZX-1 Lab's crafting*
*This feature does not work with supply lines yet (so the Lab will ONLY check that particular workbench itself, and not connected ones)

UI Tags/Names/Icons
- (NEW) Bonuses such as critical hit chance and VATS accuracy from crafted weapons, will appear in your perks tab on the top when a currently equipped weapon has them (this is a nice indicator for some stats that won't appear on your weapon tooltip)
- (NEW) Padded/dense armor will show an active armor buff perk on the top of your perk tab
- (NEW) Your lack of hunger will now display a warning perk on the top of your perk tab explaining the debuffs
- The perk chart can now remove text icon tags (Thanks to McGuffin for this SWF modification!)
- Computer terminals can now remove text icon tags (Thanks to McGuffin for this SWF modification!)*
- (Optional addon) The Workshop UI no longer shows text tags (Thanks to McGuffin for this SWF modification!)
- (Optional addon) The Crafting/Scrapping UI no longer shows text tags (Thanks to McGuffin for this SWF modification!)
- All perks on the perk tree will now show an icon in the Pipboy like I originally wanted
- All perks that are rank 2+ are named with their rank (you will never notice this normally, except inside the Experimentation Lab)
- Pistols should now have the standard [Auto] tag in the name if they're automatic, and no longer have the "Auto Pistol" name

*NOTE: These are not automatic, and only work on terminals that are updated specifically for this formatting. I will try to edit vanilla terminals to support this when I get the chance.

NPCs
- Human resist scaling was adjusted so that it scales upwards smoother
- Some humans have different levels of resist scaling now, so "light" or "heavy" armored NPCs will scale more appropriately
- Triggerman Bodyguards and Bouncers have less resists now (should be easier at lower levels)
- Kellogg now has human resist scaling, but less health
- Kellogg now drops a prototype part and extra ammo
- DC Guards have added resists (fire, etc.) and increased health, and are tagged as level 40+
- NPC loot lists are being setup to support external weapon patches and the weapon pack easier

Raiders
- The types of raiders will now spawn at much lower levels so you see much more variety
- The types of raiders have been normalized, so they scale better at all levels
- Raider outfits and weapon variety is being expanded (more will come later too)*
- Not all raiders automatically wear armor pieces now, depending on the type
- Forged no longer drop large amounts of flamer fuel
- Melee raiders can now wield rolling pins, walking canes, and pool cues (always modded with spikes/razors to look like real improvised weapons)
- Wasters: Now have their own customized variety of outfits
- Survivalists: Now have their own customized variety of outfits
- Veterans: Now have their own customized variety of outfits
- Pyro: Now has it's own custom outfit
- (NEW) Deranged Raider: variant of the Psycho that has a bizarre choice in fashion, equipped with molotovs
- (NEW) Frenzied Raider: melee variant of the Psycho that deals extra damage
- (NEW) Scrounger: melee variant of the Waster that now uses ranged weapons and has extra ammo/junk
- (NEW) Pit Fighter: melee variant of the Survivalist, has a custom outfit, custom AI, and uses a different selection of melee weapons
- (NEW) Pillager: grenade variant of the Survivalist, has a custom outfit. (Still armed with cluster bombs)
- (NEW) Chem Dealer: grenade variant of the Veteran, has high armor, drops chems/caps

Super Mutants
- Loot lists have been restructured to allow for better future balancing and weapon mods
- Ranged Super Mutants usually carry a "smaller" melee weapon as a backup
- The new 2H weapons I created can be carried by Super Mutants
- Boards, Bats, and Shovels wielded by Super Mutants will randomly have mod attachments on them based on level
- Dead Eye always carries a Machete Glaive
- Super Mutants can now drop random clothing/armor scrap junk items, since they generally don't drop armor

Synths
- Loot lists have been restructured
- Some minor loot errors were corrected

Crafting / Loot
- Breaking down .45-70 and 7.62 ammo now gives more gunpowder
- Some of the "1 of a kind" unique junk items now have better materials, so they feel like something special (for example, the championship bowling stuff has 1 gold, as if its branded with special gold engravings.)
- Curie's special ammo should no longer be visible
- Grognak's armor melee damage increased to 20%, but no longer provides strength

Perks
- Hunter rank 2: Now gains +20% damage to most mammals
- Hunter rank 3: Now gains +20% damage to bugs and mirelurks
- Hunter rank 4: Now gains +20% damage to radscorpions and yao guai
- Hunter rank 5: Now gains +20% damage to deathclaws
- Made it more clear that the term "animal" in Fallout usually means specifically "Mammal" type animals

Items / Loot
- The value of some smaller "concealed" melee weapons are reduced
- Lowered the amount of ammo found in the Coast Guard Pier

DLCs
- All legendary NPCs are updated for the new system
- Raiders/Trappers have their scrounger entries fixed
- Legendary Nuka Raiders now have the proper junk loot

Raider Overhaul Patch
>> Unfortunately, the Raider Overhaul patch is no longer officially supported. As much as I like some of what this mod does, keeping a patch to balance it properly is just unworkable. Horizon has it's own raider overhauling, which is what I really want to be the primary focus/balance for raiders in Horizon.
- The raider overhaul patch can still be located inside of the zip file, but is removed from the installer
- Lowered some armor values back to vanilla
- Removed Legendary prefixes on NPCs
- Moved food recipes into categories
- Adjusted some raiders to match Horizon's updated stats
(some loot lists for raiders will be broken as of 1.1, if you use this mod)

(Developer Notes for Patch Authors) Weapon/Ammo Loot Table Changes
- The loot tables are being reworked to make my job (and weapon patches) easier to deal with
- LL ammo management for weapons is simplified for: scrounger, bonus ammo, and damaged rounds
- Weapon patches can now use 1 "LL_Weapon_Ammo_xx" per weapon to automatically balance ammo rounds
- All NPC weapon loot is being overhauled to use an actual standard system for weapon LL's (I'll explain this later)
- This may effect existing weapon patches, but I'll go into this in detail once this system is fully completed

Horizon 1.1.2[edit | edit source]

WARNING: Be sure to prepare yourself BEFORE patching, as your carry weight may change upon loading your game!

WARNING: The Raider Overhaul compatibility patch will no longer work properly.. remove it. If you want to use RO, it's at your own risk. I can no longer support balancing large overhauls patches that directly conflict with my own NPC overhauling.

(NEW) Alpha Cargo Bot System (Overhauled)
- The Alpha Wrist Device no longer gives any carry weight bonuses (it may be re-used in the future, but currently does nothing now)
- All carry weight bonuses are obtainable from the "Cargo Bot Station"
- These new bonuses WILL work inside power armor or anywhere
- If you have existing Transmitter Chips in your Alpha Wrist Device, they can be extracted by swapping the mods to INACTIVE
- To manage your Cargo Bots, you need to construct a "Cargo Bot Station" in one of your settlements
- Using the station accesses a menu that allows you to see which Cargo Bots are active
- A sub-menu allows you to install Transmitter Chips to activate your Cargo Bots
- Transmitter chips (w/ the bots) are crafted in the Robotics Lab under the "Robotics" category
- The recipes to craft Transmitter Chips are more normalized to use roughly the same parts each bot
- When you craft Transmitter Chips, it will lock out the recipe if you are either carrying one, or have it installed already in the Station (this should help you avoid accidentially crafting a duplicate)
- Once you construct your bot, install the chip into the Cargo Bot Station
- Each Cargo Bot only grants 100 carry weight now (I may adjust this as needed - so don't freak out. I'm open to feedback)
- The Cargo Bot Station can access BOTH your Scrap Storage and Shared Storage containers
- The old "Scrap Storage" device can no longer be crafted (this replaces it), but existing ones that were built still exist
(In the future, I may give some type of universal upgrade, so you can have bots carry more than 100)
(I also have future plans to use this Cargo Station to allow you to access remote workbenches, provided they have a cargo station connected too)

Crafting
- The gold requirement for crafting Cargo Bots themselves has been removed, but some recipes that use Cargo Bots still require gold
- Cargo Bots are cheaper to craft now
- "Call Cargo Bot" devices are slightly cheaper to craft now
- There's now duplicate recipes of bottle crafting in the cooking station under "Utility"
- All lock breaching devices now give 2 items per craft
- The standard Memory Device recipes requires Science only now (the "or" for the magazine is gone)
- Medicated Bandages have 2 recipes: 1 for medic, and 1 for the magazine

Resource Manager
- Every non-DLC workbench is now available for changing the production/cargo destination*
- The ZX-1 Lab will now always check your scrap storage for components, even if you set an alternate destination
* I could use some help testing this further, as I didn't check every single workbench myself. Thanks!

(NEW) Primal Instincts (Perk)
>> Purposely choosing to bypass the VANS training system and use your instincts instead, will give you bonuses as originally planned
>> NOTE: This is considered an OPTIONAL hardcore system, that most people won't be interested in doing*
- You gain +5% Damage every 5 levels (up to level 30)
- As soon as you train even 1 rank in VANS, you lose this bonus completely
- Damage bonuses kick in at Level: 6,10,15,20,25,30 (the first step is offset by 1 level on purpose)
- (More benefits may be added to this in the future)
*If you don't like this concept, just ignore it and play as normal. It's one of the aspects I originally wanted to implement when I made VANS an optional selectable method of gaining perk points.

Doctor Menu
- The doctor menu will now stay active until you click the exit button to leave (allows you to cure individual things without exiting the menu)
- The minimum caps cost is only checked and applied for the FIRST treatment of that particular visit (you can see it change on the bill too)
- The doctor animation (with the screen fading) at the end of the treatment is completely removed
- There are now small delays inbetween treatments when you use "Cure Everything"
(for anyone who had crashes using "Cure Everything", please let me know if this still happens, as I can't reproduce this problem myself)

Legendary Weapons
- Custom modded weapons (i.e. legendary) can now sometimes drop on legendary-tier human NPCs (NOT guaranteeed drops)
- Unlike the vanilla system, the NPC's primary weapon is the legendary itself, so it will actually equip this weapon and use it against you!
- Each weapon has it's own pool of effects it can roll, which is appropriate to that style of weapon
- Only tier 1 and 2 mods can drop on NPC weapons (tier 2 can start dropping at level 15+)
- Most vanilla ballistic weapons are covered in 1.1.2, but more weapons will be added in the future
- Currently, very few melee weapons can roll with custom properties (I may leave it like this, because melee weapons already have such a limited ugprade abilities, that it takes away from crafting.)
- Some bosses may also have a chance to drop these weapons

Damaged Weapons
- NPCs that were still using the old system are converted over to the new system
- NPCs that use "Destroyed" weapons will have slightly more ammo to spend before their weapon stops working
- Damaged ranged weapons can be restored in the weapons workbench, using appropriate weapon parts and materials (in many cases, low-grade alloys)
- Restoring damaged weapons also requires specific perks depending on the type of weapon parts used
- Damaged melee weapons cannot be restored
- "Destroyed" weapons weigh drastically less (fixed weights) to emulate only carrying pieces of it, and to better match the ease of the old system
- "Destroyed" weapons will drop more often now on certain weapon types like they used to (especially pipe guns and lasers again)
- The "Damaged" tier is removed on ranged weapons ("Damaged" is still on melee weapons as it's worst tier)
- All tiers of damaged ranged weapons now give different amounts of scrap, like the old system had
- Melee weapons give the same amount of scrap regardless of the condition
- "Destroyed" = 2 parts, "Deteriorated" = 3 parts, "Degraded" = 5 parts, "Good Condition" = 6 parts
- Crafted weapons from the lab now give 6 parts
- In order to avoid weird problems, some NPCs such as settlers/minutemen will only receive weapons that aren't completely "Destroyed"
- Very rare "Pristine" condition weapons are worth 50% more caps now (instead of 40%)
- BUG FIX: Damaged energy weapons now properly have reduced energy damage
(NOTE: Energy and Heavy weapons may show multiple entries for "Destroyed" in the weapons workbench, this is intended)

(NEW) ZX-1 Base Weapon Mods
- First Strike: +10-25% damage if the target is at full health (any ranged weapon)
- Disruptor: +15-30% damage vs Robots and Synths (energy weapons only)

ZX-1 Lab
- (NEW) There's a new HELP menu, that explains a few parts of the crafting system in game
- Most weapon recipes require more weapon parts now
- The Aluminum Bat can be reverse engineered and crafted (see below)
- The Machete Glaive and the Handmade Axe can now be reverse engineered and crafted 

(NEW) Micro Sledge
- Based off the Micro Sledge from Fallout Tactics
- It is designed to give more variety to small concealed weapons for factions like the BOS
- It has mods similar to the Baton (including a re-sized stunpack that fits on the weapon properly)
- It uses the Baton animations when you take the weapon out and put it away
- VISUAL BUG: When the micro sledge drops on the ground, it breaks into pieces, but that's just a mesh problem, it doesn't really effect the item

(NEW) Thermic Lance
- Based off the Thermic Lance from New Vegas
- Unfortinately, it doesn't operate how you think it would, it just swings like a melee weapon (I may change this later)
- This is designed to give more cosmetic variety to melee Synths and other factions, and not really supposed to be a player-used weapon

(NEW) Institute Thermic Lance
- A "clean" looking institute version of the Thermic Lance (designed for internal institute use)
- This is designed for melee Synths inside the institute

(NEW) Electro-Blade
- This is a hybrid of the Electro-Suppressor (Shock Baton) and a bladed weapon
- By default this weapon has both physical and energy damage
- It currently cannot be modded (yet)

(NEW) Aluminum Bat
- Aluminum baseball bats are now a separate weapon from wooden baseball bats
- Both bats have their own attachments, and unfortunately can't share misc loose mods*
- This bat is designed to be used for the ZX-1 Lab
- It can drop randomly from enemies who might carry baseball bats
- 1 bat is sold in DC on the vendor
- (This bat type may be expanded to swap to other metal types in the future)
*I tried to make them interchangeable, but the game doesn't like it

Weapons
- (NEW) Submachine Gun: Semi-auto receiver (the NPCs used this one before, but it wasn't available to players)
- The Handmade Rifle is now categorized as a Combat Rifle (works for both Sharpshooter and Commando)
- The Lever-action Rifle is now categorized the same as a Hunting Rifle
- The wooden baseball bat can no longer be swapped to aluminum
- The Baton no longer requires Blacksmith for upgrades, but it requires higher ranks of Science
- The Handmade Axe is now set to dismember instead of explode
- The shovel, water pipe, and organ pipe, no longer explode or dismember
- The Machete Glaive was reduced in damage (this may be changed again if/when mods are added to it)

Weapon Weight Tuning
>> The weights of weapons and mods seem a bit unrealistic in terms of how drastic the mods effect the weight, so this is being rebalanced
>> My goal with reworking weights, is so that a weapon that roughly weighs a certain weight, stays closer to this average weight
- Most "Standard" mods for ranged weapons are reduced to 0 weight, so that they are not effecting the base weapon weight at all*
- Submachine mods are drastically lowered, but the base weight is slightly increased (so that the SMG hovers around 10 pounds)
- Weights on receivers for most firearms have been reduced
- (Other weapon mods will follow in time)
*This is mainly to help keep base weapon weight consistant, such as in "Destroyed" weapons

(NEW) Clothing Variations
>> These are new clothing variants that are re-colored textures of existing clothing styles
>> I want more variety in clothing, and to specifically fit better with factions like Raiders
- All of these outfits are new items, so the original outfits still exist the same as they were
- New Headgear: Slicker Hat, Black Bandana, Faded Bandana, Blue Newsboy Cap
- New Clothes: Wastelander Clothes, Padded Jacket, Shoreman Outfit, Survivalist Outfit
- New Clothes: Black T-Shirt and Jeans, Red Jacket and Jeans
- New Clothes: Blue T-Shirt and Jeans, Black Jacket and Jeans
- Some NPCs will wear/drop these armors
(more are planned)

Armor/Clothing Changes - Phase 1
- Some common clothing had it's SPECIAL stat buffs removed (mostly endurance and strength so far)*
*This is being done to begin overhauling armor to make buffs more reasonable and balanced on armor/clothing

Armorsmith Extended Patch
- Most of this patch's changes are compatible in the AE patch (at least the older version I'm using)
(WARNING: I am still currently not using the newest version of AE, so ballistic weaves and whatnot are NOT balanced yet)

Synths
- Synths now have 3 tiers of resist scaling: light, standard, heavy, to help scale the different NPC types better as you level up
- Most Synth resists/healths were rebalanced and normalized better
- (NEW) Synth Stalker: A legendary-tier melee synth armed with the new Electro-Blade (this synth replaces the legendary Patrollers)
- Synth Stalker: Can become stealthed, but only while moving (also drops a burnt stealth unit)
- Synth Stalker: Has a 1 in 3 chance of dropping a legendary Electro-Blade
- The Eradicator (the highest tier synth) now has a lot more health but lower resists (this type is still MUCH tougher than all other synths)
- Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons

Raiders
- Raiders have a better variety of clothing using the new color variations
- Veterans: Now have a chance to carry Handmade Rifles if you own Nuka World
- Wasters: Now have a chance to carry Lever-Action Rifles if you own Far Harbor
- Melee Forged raiders can now carry Thermic Lances, Machete Glaives, and Aluminum Bats (instead of wood)
- Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons

Gunners
- A wider variety of Gunner ranks will appear much lower in levels now
- The distribution of ranks is better, in where there are always more lower rank gunners around than high ranks
- Conscripts: Carries their own junky weapons until they prove their worth in the Gunners
- Private/Corporal: Carries either a melee weapon or a basic firearm
- Seargent: Carries rifles
- Lieutenant: Carries a sniper rifle
- Captain: Carries energy weapons (including a gauss above level 20)
- Major: Carries automatic weapons
- Colonel: Carries a sniper rifle and a chance of a stealthboy
- Brigadier: Carries automatic weapons and a stealthboy
- Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons

Super Mutants
- (NEW) Nightkin finally have a proper skin texture, which matches very close to the New Vegas colors
- Nightkin now have a chance to drop legendary Machete Glaives or Handmade Axes
- Some legendary-tier enemies will drop either good condition, modded, or legendary modded weapons
- Super Mutants have a more normalized health range now
- (more is coming soon with Super Mutants)

Railroad
- Railroad NPCs are more diverse now
- Agent: Uses standard random weapons
- Scount: Uses standard random weapons
- Heavy: Uses light machine guns, combat rifles, and combat shotguns
- Infiltrator: Carries pistols or laser weapons, and can carry a stealthboy
- Sniper: Carries sniper rifles, and can carry a stealthboy

Scavengers
- Scavengers now have their own loot tables and stats, instead of sharing it with settlers and raiders
- Scavengers should no longer have high settler-based resists if you have the Local Leader perks

Children of Atom (Commonwealth)
- Has better loot tables, capable of more random weapons
- Commonwealth Children of Atom can drop Radium Rifles, if you have the Far Harbor DLC
- Has higher energy resists, but lower physical resists

Cultists
- Has better loot tables, capable of more random weapons
- Bosses have their own stat balance

Misc
- The Power Armor frame in Concord only comes with 1 badly damaged left arm and right leg
- Some named human enemies now carry legendary weapons

Beta Testing (this stuff will not impact your gameplay)
- Leather Chest Pieces will show a Light/Medium/Heavy category when you go to mod your armor. You can't actually change anything yet, but it lets you visually see the 3 tiers of armor, and how the armor values differ. I plan to add this in for all armor pieces, and possibly allow you to change between the tiers, depending on your perks (usually armorer.)

Sim Settlements Patch (Requires v2.0.0)
- Updated for 2.0.0
- Commerical plots now require caps (to somewhat offset getting free vendors - this NEEDS to be balanced better somehow in the future)
- SMM recipes are updated to match normal recipes
- 10-pack of sensors added and moved to the Robotics Lab
- Martial Plots require a few pipe weapon parts (this will need to be balancd better too... I'm not sure how)

Raider Overhaul Patch
- Unfortunately I have to drop this patch completely now. The patch is no longer available in the zip file.
- Why? Because it directly conflicts against my own raider overhauling, and is too time-consuming to even try to make it work at all.


Patch v1.1.3

Installer
- The texture archive file should now be copied in when using the installer

Horizon Loading Manager
- Horizon now has a version upgrade detection system (this won't kick in until after the next update)
- This will help give proper warnings based on your current save game in the future
- New save games won't receive past-version warnings, since they should begin with the newest version already set


Patch v1.1.4

NPC Health Bug fix
- Triggermen, Raider Dogs, Children of Atom, and certain named NPCs, should no longer be receiving a phantom scaling health bonus
- NOTE: Any NPCs that are already spawned may still have bugged health
- NOTE: Please let me know if you run into any named NPCs that appear to be negatively effected (via some Quest), by this reduction in health

Triggermen
- BUG FIX: Triggermen should now properly be carrying their secondary concealed melee weapons again
- Triggermen levels shouldn't appear as high compared to their actual difficulty

Crafting
- Caravan Supply Kits are now called "Supply Kits", and will have more uses soon
- (NEW) There's a 2nd recipe for making Supply Kits that uses Settler Rations, requires Local Leader rank 3

Items
- (NEW) Used Duct Tape: 1 adhesive, 1 packing material
- Duct Tape: Now gives 2 adhesive, 1 cloth, and 1 packing material
- Duct Tape Pack: Now gives 6 adhesive, 3 cloth, and 3 packing material
- Military Duct Tape Pack: Now gives 7 adhesive, 1 Ballistic Fiber, and 3 packing material
- Some container loot has Duct Tape swapped with Used Duct Tape, so that finding full rolls feels more useful but you don't always get a full roll
- A few misc items had the wrong components in the DEF_UI components ESP file

Cargo Bots
- Cargo Bots have a steel colored texture, instead of bronze (I'm hoping to eventually add a carrying basket to them also)

Strict Carry Weight Addon
- Now only gives +20 lbs of carry weight per bot

Timescale Addon
- The "Worn Down" perk should now properly display if you're using the timescale addon

Horizon 1.2.0[edit | edit source]

PLEASE NOTE: v1.2 is considered a MAJOR update release. A few simple things will be required if you are using an existing Horizon save game.

1> Load your save game (and backup any save games if you wish)
2> Unequip ALL your armor/clothing (don't be inside Power Armor either)
3> Don't have any food/chem buffs on
4> If you care about Power Armor, check the patch notes below, and unattach any material mods that are changed
5> Save your game
6> Uninstall the old Horizon, and install the new version
7> If you manually install, make sure "Z_Horizon_Tags.esp" is deleted. It's no longer used.


Update v1.2.0 - The Commonwealth United

The Command Table has returned in full force. This update contains part of what I originally wanted to bring to the Command Table when it was first implemented, but so many other things in Horizon have been taking priority before it.

This update adds a new gameplay element to settlers, to allow them to perform tasks and missions for both you and the community you're creating by building up your settlements.

My end goal with the settlement progression system (which still isn't anywhere near done) is to make settlements feel ALIVE and part of the game. You should want to expand settlements and rebuild the Commonwealth on a global scale.

This new system should work perfectly fine in parallel with Sim Settlements. Settlers can have a Horizon job, and still live in a Sims residental house. Horizon jobs are very specific, so this isn't something you assign to all settlers. It will have a nice mixture and balance with standard jobs (farming, vendors, defense, etc.)

Future updates will include reworking the Resource Manager and production to work more like this new system does.

Armor and Power Armor is completely overhauled. Any existing PA in the a save game will need to be modded in a PA station to be upgraded.

There are bound to be minor errors with armor (tags/icons, etc.), so please let me know when you find something.



Full patch notes below


Tags Addon ESP (OBSOLETE)
- The file "Z_Horizon_Tags.esp" is no longer needed!
- If you installed using the installer, it should automatically remove it
- If you manually installed Horizon, BE SURE TO DELETE "Z_Horizon_Tags.esp"
- Leaving the old file in place will cause your item naming to be incorrect
- A blank version is included in the zip, in case anyone does not read the patch notes, so they hopefully overwrite it


(NEW) Settler Missions/Tasks (Command Table)
- Settlers can be assigned to specific roles, and sent on missions/tasks
- There is a maximum amount of personel that can be sent on missions/tasks, based on varying conditions (listed further below)
- You can have over this maximum of personal assigned, and they will gain settlement bonuses, but not be able to go on tasks/missions
- If you unassign a role that is used on a current task/mission, it will cancel that mission/task (this may or may not be working yet)

Job Assignment Roles
- All job stations add small mounts of happiness to the settlement
- Militia: Military personel that are assigned to both defense and offense.
- Technicians: These are salvagers and repairmen. 
- Hunters: Hunters can hunt animals for meat, and forage wild plants. 
- Engineers: Engineers can craft random devices, and help research technology. 
- Entertainers: Entertainers write literature and perform acts for other settlers.
- Doctors: Doctors that you assign to standard vendor stalls, count as Doctors.
- Traders: Traders that you assign to standard vendor stalls, count as Traders.
- (Doctors and Traders are tracked, but there are currently no tasks for them yet)

Job Stations
- Each job station declares what role this settler is filling
- Job stations are located in the "Resources->Misc" category of the workshop
- Some roles have multiple job stations, but these are for cosmetic variety only.. you can choose any of them you want.
- There's an Options Menu in the Command Table, where you can turn off job assignment messages

Job Assignment Missions and Tasks
- Militia: Assault missions, Scouting missions
- Technicians: Scrapping tasks, Scrounging tasks
- Hunters: Hunting tasks, Gathering tasks
- Engineers: Research tasks, Crafting tasks
- Entertainers: Book writing, Performing
- Craftsmen: Salvage/Scrap Armor, Salvage/Build Weapon Parts
- Doctors: N/A yet
- Traders: N/A yet

Job Skills - Overview
- All job skills are global for all settlements
- Skill can be gained up to 100 points
- Skills are gained by sending personel on missions and tasks
- Failing a task still gains skill for that job role
- Most tasks have a 45-50% base success chance
- Every 2 skill points increases the task's chance of success by 1%
- Most tasks give 2-4 points per success, and 1-2 per failure (tasks with more settlers usually give more xp)
- Above 79 skill, there is a -2 skill per day decay*
*This means settlers need to be honing their skills if they want to be in the "Master" skill level

Job Skills - Types
- Military: Gained from Militia missions
- Scavenging: Gained from Technician tasks
- Survival: Gained from Hunter missions
- Engineering: Gained from Engineer tasks
- Entertainment: Gained from Entertainers
- Smithing: Gained from Craftmen tasks
- Medical: N/A yet
- Trading: N/A yet

Tasks and Missions - Overview
- From the Command Table, you can send your personel out on tasks/missions
- Each task requires a certain number of personel, and supplies depending on the task
- Supplies are taken from either your inventory, the scrap storage, or your designated resource destination workbench
- Most tasks/missions have a starting 40-50% chance for success (this chance increases with skill)
- Most tasks take 48 hours (32 hours with timescale addon), a few larger ones take 72 hours
- The time it takes is NOT exact, as it is based on cycles

Tasks and Missions - Types
- Scouting: 2 Militia can bring back military supplies, with a chance of a scouting report*
- Assault: 6 Militia can assault an occupied enemy location, to obtain equipment and supplies
- Hunting: 1 Hunter can hunt wild game and return with raw meat, with a chance of a hunting report*
- Gathering: 1 Hunter can gather wild plants
- Salvaging: 3 Technicians can salvage nearby debris for raw materials and machinery parts
- Scrounging: 1 Technician can scrounge nearby buildings for small random items
- Engineer Crafting: 1 Engineer can use spare parts to try and craft up a random crafted device (lockpicks, cargo callers, etc.)
- Engineering Research: N/A yet
- Writing: 1 Entertainer can write a novel, to earn caps
- Performing: 1 Entertainer can perform in a major town, to earn caps
- Armor Scrapping: 1 Craftsman can salvage and scrap armor, to gain raw cloth, leather, and ballistic fiber (higher skill)
- Weapon Parts: 1 Craftsman can build weapon parts from Scrap Kits
- Medical Crafting: N/A yet
- Medical Research: N/A yet
- Market Trading: N/A yet
- Bargin Hunting: N/A yet

*Scouting Reports are not included in v1.2 - Coming soon..
> Scouting Reports: These are missions that the player is sent on to attack prime enemy targets that have been spotted by your scouts. They will always contain at least 1 legendary-tier enemy leader with a group.
> Hunting Reports: These are missions that give the location of legendary-tier creatures, spotted by your hunters.
(Reports will most likely only be gained from Tier-3 missions, which require 80+ skill, so by the time I finish this, you may be there)

Tasks and Missions - Rewards
- Tasks that fail give no reward
- Each successful task gives random rewards based on task type
- Rewards are placed into the Mission Container, which is accessed from the Command Table
- You can only withdraw items from the Task Container, you cannot store items in it
- Rewards can become increasingly better as settlers in this role become more skilled
- There are currently 3 tiers of rewards: 1-39 skill, 40-80 skill, 80-100 skill
- Example: Scrounging Tier 1 gives common junk, Tier 2 and 3 adds a chance for rare and unique items
- Example: Crafting Tier 1 gives Grade-1 Lockpicking tools, Tier 2 and 3 may give Grade-2 tools and various devices

Task Deployments (Maximum Deployments Slots)
>> The maximum amount of settlers you can assign to missions is based on your total settlement success in the Commonwealth
- Militia: 4 Starting, +1 per Successful Settlement, +4 per Military Outpost
- Technicians: 3 Starting, +1 per Successful Settlement, +2 per Industrial Park, +2 per Water Treatment Plant
- Hunters: 0 Starting, +1 per Farm, +1 at 1/3/6/10/15/21 Successful Settlements
- Engineers: 0 Starting, +1 per Industrial Park, +1 at 1/3/6/10/15/21 Successful Settlements
- Entertainers: 0 Starting, +1 per Recreational Park, +1 at 1/3/6/10/15/21 Successful Settlements
- Doctors: 0 Starting, +1 per Successful Settlement
- Traders: 0 Starting, +1 per Trading Market, +1 at 1/3/6/10/15/21 Successful Settlements

(NEW) Settlement Classifications
- Each "Successful Settlement" can further be molded into a specific classification for that settlement
- Each settlement can only be classified as one thing at a time, but can change based on it's current conditions
- Different classifications unlock more slots for personel to go on missions

Settlement Classifications are:
- Farming Communities: Requires 70+ food production
- Military Outposts: Requires 150+ Defense
- Trading Markets: Requires 25+ Trading Income
- Water Treatment Plants: Requires 100+ Purified Water Supply
- Industrial Park: Requires 200+ Power
- Recreational Parks: Requires 400+ Bonus Happiness

Notes on Jobs and Missions
- Keep in mind, these job roles are designed as specialists, so you don't need to be assigning LOTS of settlers to these roles. Just assign as many as you need to fill open task/mission slots.
- Settlers assigned to jobs do not technically ever disappear from their station even when sent on a mission. This is done on purpose (for now), to ensure there aren't any assignment problems.
- The assignment system will never be perfect because of the way settlements work. I would recommend (if you can spare them), to have 1-2 "extra" settlers of each job over what you can currently send out on missions.
- Doctors and Traders require vanilla or Horizon vendor stalls. They currently won't work with 3rd party vendor stalls. But currently they do nothing yet anyway.

(NEW) Settler Equipment Outfitter!
>> This brand new system allows you to walk up to a settler and quickly/easily equip them with weapons and outfits
- To access the menu for the outfitter, interact with a settler while you are CROUCHING*
*This is done so that the option doesn't conflict with popular mods such as Quick Trade

Settler Equipment Outfitter - **IMPORTANT NOTES**
- This system is experimental, and has limitations. Read before you use it.
- Don't keep any clothing/armor that you value on settlers, and it won't ever be a problem
- Equipping multiple settlers in a short time can cause a backlog. It'll go through but it may take a minute or 2.
- It's NOT recommended to leave a settlement (especially fast travel), until the settler's equipment swap is done

Settler Equipment Outfitter - Options
- There is an OPTIONS menu on the bottom, that allows you to switch how old equipment is dealt with
- Click on each option button to cycle through the available settings

Settler Equipment Outfitter - Weapons
- Weapons require weapon parts and some raw materials
- Weapons come in 2 Tiers: Standard (base weapon damage) and Powerful (+75% damage)
- Powerful weapons require Smithing skill (from Craftsmen) to be 50+
- These weapons CANNOT be modded, and have 0 caps value
- These weapons can be scrapped (usually 4 weapon parts)
- You can enable an option that will automatically move ALL old weapons/ammo into your inventory or scrap storage!

Settler Equipment Outfitter - Outfits
>> WARNING: Outfits will always REPLACE existing clothing/armor on the settler
>> The system attempts to move all existing clothing/armor on the settler first, before applying the new one*
- Clothing/Armor sets come in a variety of styles
- Equipment categories: Clothing, Leather, Metal
- Each category of armor usually requires different materials
- The destination of where the old clothing is put, can be selected in the options menu
- This automated process is done on purpose, because the game will DESTROY existing clothing
- WARNING: The system does NOT account for retrieving DLC armor/clothing or player-modded armor/clothing.. these items will be destroyed if replaced
*The system knows about most vanilla clothing/armor, but if it doesn't know how to "save" something, it will get DESTROYED. It will not destroy other items, such as weapons, ammo, etc.

(NEW) Equipment Shredder
>> This new settlement device can shred large quantities of clothing and armor into scrap
>> This device may not make casual scrapping much easier, but it's designed to make swapping/scrapping settler outfits easier
- It can shred: clothing, hats, armor, helmets, and eyewear
- It outputs based on the scrap you normally get: cloth, leather, metal, plastic, and glass
- It does NOT account for mods. If you want the best possible scrap on armor, scrap it manually
- To build this device, it's located under "Crafting" in the workshop
- To use this device, simply activate it to bring up the menu
- Select "Open Container" and add any clothing or armor you want to scrap
- After you activate the shredder, you can go about your business, and the shredder works in the background
- Notification messages will appear when the shredder processes each material type
- These messages can be disabled/enabled in the menu
- When the shredder is completed, you can take the processed materials out of it's container
- Any items that it doesn't know how to process, will remain in the container

Settlements
- Starting value for maximum settler population is now "20 + Charisma" (up from 10) to account for the Charisma changes
- The Mailbox container is now withdrawl ONLY (you cannot put items into it anymore)
- Opening the container on the mailbox will go back to the menu after
- The bonus happiness on the decorated pool table is increased considering it takes a lot of components
- Tier 3 vendors give more bonus happiness
- The Cargo Bot that you call out, is specifically called the "Cargo Bot 1-X", so that it has a unique name
- Fast Traveling no longer fails when you're over-encumbered and try to use the caravan transport (part of the point of a caravan is to carry stuff for you)
- BUG FIX: The Cargo Bot Station can now properly give you rank 9 of the Cargo Bot perk

Caravan Travel Hub
- Supply Kits only give 30 supplies (based on the new ingredients per kit, its actually a +10 buff)
- It only costs 400 caps for 30 supplies (slightly cheaper per supply than before)

Speech Check Overhaul
>> Dialog speech checks are changed to account for the changes in charisma (and because the default is not very good)
>> No longer should having 8 charisma FAIL on easy checks, and 10 is the maximum needed now
- REMINDER: Some survival debuffs reduce charisma... remember this before making incorrect bug reports!
- You need at least the minimum range listed below to have any chance to pass a check
- Easy (yellow) = Requires: 2-5 charisma (25%,50%,75%,100% chance)
- Medium (orange) = Requires: 5-8 charisma (25%,50%,75%,100% chance)
- Hard (red) = Requires: 8-10 charisma (35%,70%,100% chance)
- Lady Killer/Black Widow now give +20%/+40%/+60% chance (up from 10/20/30)*
*Example: you have 5 charisma, 25% chance on medium, but with a black widow rank 1 target it would be 45%


Chems
- Advanced Antibiotics are now called "Advanced Cure-X", and is priced higher
- Calmex's water breathing tooltip now properly states that it cures Insomnia too
- Calmex is reduced to 2 agility and 2 perception, but it's much more common now (on vendors and loot)
- Psychotats can be found more often on some vendors and loot
- Psychotats only lasts for 5 mins now, no longer gives perception, but gives +20 damage resist (up from 10)
- Psycho Raiders can now drop any of the 4 types of Psycho instead of just the regular one
- Psycho Jet is reduced back to the vanilla value of 25% damage, since it is more available now
- Refreshing Beverage requires Survivalist rank 2 and Survival Skills rank 5 now
- Poison Antidote gives a more stable version of the Poison Immunity buff now, and will display in the perk tabs while active
- Caps prices on some chems were adjusted
- Grape Mentats: Now gives +2 Int and 20% bartering bonus (up from 10%), but no longer gives charisma*
- X-Cell: No longer gives charisma, but lasts for 10 mins now (up from 5m, which was originally 2m), and has half the addiction cost
- Day Tripper: No longer gives charisma, but gives +4 luck and only -1 strength
- Day Tripper: Fixed the bugged duration so it lasts for it's listed duration now
- [DLC] Smooth Operator: No longer gives charisma
- (All beers still give +1 charisma)
*This type of buff does exactly what was needed for a long time. It's actually useful for any charisma level, and less overpowered for low charisma.

Doctors / Health
- Endurance now gives 20 health per point (up from 10), since you cannot gain it dynamically anymore
- Having "Dark Craving" should now be counted as an addiction to allow the menu you to cure you

Crafting
- NOTE: There are more menu categories in both the Robotics Lab and Weapons Lab, so you'll need to scroll down now
- (NEW) Portable Memory Device Mk-2 (Reusable) - Requires Science rank 2 and Recipe: Fact or fiction rank 3
- (NEW) Tool Kits - Used for tasks/missions (and future uses)
- Tool Kits: There are 4 recipes - 3 use various tools, and 1 is for Local Leader 3 that allows raw materials
- The Purified Water recipe now shows that it gives 3 bottles, and also refunds dirty bottles and a used filter
- The Purified Water recipe only requires 4 dirty water now
- The Sanitized Water recipe now shows that it gives 4 bottles, and also gives dirty bottles back
- The Turret Deployment Parts recipe now shows that it gives 2 parts per craft
- Supply Kit recipes require less ingredients per kit
- The Supply Kit recipes that requires Local Leader 1 and 2, now gives 3 supply kits each
- The Supply Kit recipe that was in the Contracted Work tab, is now in the Workshop tab, and has no requirements
- Auto-Repair devices now give 4 per craft
- Filters and Filter Modules are separated into 2 recipes each, 1 for each possible perk
- The Decorated pool ball sets are moved to the "Tools and Parts" category
- Disassembling Baseball or Flash grenades no longer requires any skill
- The individual Herbal immunity buffs require 1 less herb each

(NEW) Material Crafting
- There's a new category in the Robotics Lab called "MATERIALS"
- This category contains a few recipes that can be used to convert alloys into higher grades
- The maximum grade that can be upgraded to is Grade-5
- These recipes require both Blacksmithing and Chemist
- Grade-3 can be created using Grade-1 and Grade-2 alloys (requires rank 1 and 1)
- Grade-4 can be created using Grade-1 and Grade-3 alloys (requires rank 2 and 2)
- Grade-5 can be created using Grade-1 and Grade-4 alloys (requires rank 3 and 3)
- NOTE: This is an OPTIONAL way to get different grades.. not an intended way. Alloys are primarily gained from random loot.

Lock Breaching Tools
- All breaching device recipes have their own category
- All breaching device recipes now show how many they give per craft
- Locksmith Tools and Explosive Charges are labeled as "Grade-1" and "Grade-2", instead of roman numerals
- Autodialers renamed to "Safe Autodialers"

(NEW) Prismatic Shielding Generator
- Grants -90% damage reduction against most forms of damage
- Lasts 10 seconds
- There is currently only 1 in the game, located in Fort Hagen, and intended for the quest
- (This device may or may not be craftable in the future)

(NEW) Energy Converter (Utility Weapon)
- This device can convert Fusion Cores into raw Energy Cells
- Simply hold down the trigger as long as you like to convert Fusion Core power into Energy Cells
- It will convert a full Fusion Core (500 ammo) into roughly 100 Energy Cells (randomly varies a bit)
- Energy Cells are deposited directly into your inventory
- It does not do any damage, and does not fire any real projectiles
- This device can be constructed in the Robotics Lab
- Recipe #1 = Located under "EQUIPMENT" - Requires Nuclear Physicist Rank 1
- Recipe #2 = Located under "CONTRACTED WORK" - Requires VANS rank 2 and Tricks of the Trade rank 3

(NEW) Electron Charge Cell
>> The classic ammo type for Gatling Lasers has returned
- The Mini-Turret's "Micro-Cells" are renamed to "Electron Charge Cell"
- It has the classic red/white texturing on the ammo itself
- The beam color for this ammo type is now red (for the Microtron)
- Gatling Lasers now use Electron Charge Cells, instead of Fusion Cores
- Gatling Lasers will now drop with Electron Cells, for both regular and scrounger chances
- The energy cell requirements to craft this ammo is increased
- There's a 2nd recipe to craft this ammo now that matches the Fusion Core perk requirements
- The base damage on the Microtron was increased to 4 damage (up from 2)
- The base damage on the Gatling Laser was reduced slightly
(NOTE: The gatling laser still shows a fusion core when reloading the weapon, I may re-texture that later on)

Ammo Crafting
- All ammo is now sorted into multiple categories: Ballistic, Energy, Contracted Work, Imported
- Overcharged Fusion Cells no longer require copper
- (NEW) Overcharged Fusion Cells ammo recipe in the Contracted Work tab
- Most ammo crafting recipes now give ammo packs, so you can see how many rounds you're getting per craft
- The 10mm and .38 crafting recipes are increased to 20 rounds each, and the gunpowder is appropriately increased
- The 5mm crafting recipe is increased to 50 rounds, and the gunpowder is appropriately increased
- .45 Contracted recipe is lowered to VANS 1
- 5.56 Contracted recipe is lowered to VANS 1
- .44 Contracted recipe is lowered to VANS 2
- .17 and .223 scrapping recipes should properly be in the Weapons Lab instead of the Robotics Lab
- (NEW) 9mm ammo recipe for the Contracted Work tab
- The 9mm ammo recipe requirements are reduced to match the .38 recipes
- The caps price on contracted work ammo are cut in half (the powder requirement remains the same)

(NEW) Ammo Field Switching
- NOTE: Any existing weapons WILL NOT work with this until you drop them on the ground and pick them up again
- You can now use a device called the "Weapon Toolkit" to switch ammo and firing modes on certain weapons
- This device can be crafted in the Weapons Lab under "Tools and Parts"
- The device is located in the AID tab, and can be assigned to your favorites bar
- Certain ammo types may require additional tools called "Conversion Kits"
- You simply need to carry the appropriate Conversion Kit with you, in order to swap some ammo types
- Some ammo types that require a conversion kit cannot be swapped while in combat*
- Ammo types that don't require a conversion kit, can be swapped at any time
- There are 3 styles of kits: Pipe, Pistol, and Rifle - Each has 3 ranks
- Each rank of the conversion kit can be upgraded into the next rank
- You only need to carry the highest rank conversion kit, and the previous kit is consumed when you upgrade it
- The toolkit menu will tell you which ammo requires a conversion kit (and which rank)
- The toolkit menu will display how much of each ammo you currently have
*I may possibly remove this, depending on how the balance feels

Weapon Changes and Fixes
- (NEW) Many ballistic weapons now have a separate ammo mod with a few new ammo types
- (NEW) Some weapons allow you to change the firing mode now (Automatic and Semi-Automatic)
- Receivers are independent from the ammo loaded, so you can always upgrade to the best one
- Many ballistic weapons now have a chance to spawn on NPCs with different ammo loaded in them
- The Institute Laser Gun no longer has a damage penalty on the standard receivers
- Laser Gun: Sniper barrels now convert ammo to Overcharged Fusion Cells, and increase the damage
- Gatling Lasing: Charging Barrels - Reduced damage, converts ammo to Fusion Cells
- Laser Musket: 6-crank receiver lowered to Science rank 4 (still requires Future Soldier)
- Incinerator: now has a new properly textured ammo cell on the weapon itself
- "Pristine" weapon conditions are removed (they weren't used)
- Destroyed weapons should consistantly work better for NPCs (they shouldn't occasionally run out of ammo immediately)
- DLC: Melee weapons are properly added to Horizon
- DLC Automatron: The Tesla Rifle is properly flagged as an energy weapon
- DLC Nuka: The Wester Revolver is properly added to Horizon
- Machete Glaive: Slightly decreased the base damage*
- Handmade Axe: Slightly increased the base damage*
- Synth Blade: Increased caps value*
*These weapons will be rebalanced again if I ever add mod upgrades to them

Cryo Freezing Effects
- Freezing effects from the Crylotor or Cryo Rounds, now work on most enemies (to varying degrees)
- Consecutive hits on tougher enemies, only partially chill them, and still cannot completely freeze them
- Consecutive hits on weaker enemies can still freeze them solid as usual
- Some creatures now have Cryo Resistance (see further below)
- Creatures that have Cryo Resistance, are often susceptible to taking extra fire damage (useful when using Awareness)

API Rounds (Armor Piercing Incendiary)
- There is no more armor penetration on perks and weapon receivers, its only based on the ammo now
- API Rounds loaded into weapons will grant armor penetration based on the weapon and the caliber
- .50 API = -100% Armor Penetration
- .308 API = -85% Armor Penetration
- .45 API = -50% Armor Penetration
- 5.56 API = -50% Armor Penetration
- Some API rounds can shoot through walls and body parts based on the weapon and the caliber
- Lower caliber rounds have a lower hit chance in VATS to hit through walls and body parts
- All API rounds are now more expensive to craft, and require Tungsten alloy
- There are more sources of Tungsten alloy in loot/junk now
- (NEW) Tungsten Rod: scraps into 2 tungsten alloy (located rarely on some vendors or loot)

(NEW) HE Rounds (High-Explosive)
- These rounds explode on contact damaging everything in a small area for 20 damage per hit
- These rounds have a 20% chance of knocking down the main target you hit directly 
- The knockdown effect does not work on larger enemies
- These rounds do not pierce armor (they do not have the internal mechanics that API rounds have to penetrate armor, only raw explosive material)
- HE rounds are only available on weapons that use .50 and 12.7mm
- You can craft them in the Weapon Lab

(NEW) Irradiated Rounds
- Adds radiation damage, but reduces ballistic damage
- Irradiated rounds are only available on weapons that use .38 rounds

(NEW) Pulse Rounds
- Adds energy damage, but reduces ballistic damage
- Deals +50% damage against Robots and Synths
- Pulse rounds are only available on weapons that use .44 rounds
- Has a graphical EMP effect upon impact

(NEW) VENOM Rounds
- Adds 40 poison damage over 10 seconds, but reduces ballistic damage
- VENOM rounds are only available on weapons that use .44 rounds
- Has a graphical green cloud effect upon impact

Gauss Rifle
- All Gauss weapons that use 2mm EC, now have 50% Armor Penetration as a standard property
- The Gauss Rifle has been reduced in damage
- The Gauss Rifle is now located in the "High-Powered Ballistic" category in the ZX-1 Lab

(NEW) Handmade Gauss Rifle
- This new custom assembled gauss rifle is faster to use and smaller, but does less damage per shot
- This weapon does not require charging up like the large gauss rifle does
- It uses 2mm EC rounds, and can hold 4 shots per reload (4 high-voltage capacitors)
- Crafting it requires Science rank 2 and Energy Recipes rank 4
- It can use all of the same scopes that the laser gun can
- It has 3 upgrade options for receivers
- Legendary Gunner and Raider snipers can sometimes carry these above certain levels
- Railroad snipers can sometimes carry these above certain levels
- Can be crafted in the ZX-1 Lab

(NEW) Institute Gauss Rifle
- This new custom assembled institute gauss rifle is faster to use and smaller, but does less damage per shot
- This weapon's frame is 30% smaller than the standard institute weapon
- It uses 2mm EC rounds, and can hold 3 shots per reload (3 high-voltage capacitors)
- Synth snipers can sometimes carry these above certain level ranges
- It can use all of the same scopes that the institute laser gun can
- It has 3 upgrade options for receivers
- Can be crafted in the ZX-1 Lab

(NEW) Institute Tactical Pistol
>> This pistol is a rescaled copy of the institute laser gun, but smaller to match the size of the regular laser gun
- This weapon is 30% smaller than the standard institute weapon
- This version of the institute laser gun has a limited set of mod attachments
- It can use all of the same scopes that the institute laser gun can
- (NEW) Gamma Converter - This is a muzzle attachment that converts the weapon into a Gamma weapon
- The critical damage mods are moved to the barrel slot (I may do this for other energy weapons later)
- Some Synths can carry these weapons, and sometimes have a Gamma muzzle attached (beware!)
- Can be crafted in the ZX-1 Lab
- The meshes for this weapon were manually resized and adjusted
- This weapon does NOT replace the standard institute laser gun
- (More mod attachments will be added to this weapon later)

(NEW) Laser Musket - Overcharged Receivers
- This new receiver uses Overcharged Fusion Cells, instead of regular cells
- It only needs to be cranked (reloaded) once per 3 shots
- The base damage is significantly higher, turning it into an easier-to-use laser sniper rifle
- Tier 1 = Requires Science rank 1, Sets the base damage to 68
- Tier 2 = Requires Science rank 2, Sets the base damage to 82
- Tier 3 = Requires Science rank 4, Sets the base damage to 96
(This receiver has a very nice and fluid feel to it, and I think people who hate the normal musket receivers may really like this option)

Hunting Rifle
- Has a new mod slot to swap ammo types independently from the receiver
- Some receivers are changed, so that they are linear upgrades
- Each damage receiver upgraded (starting after "Hardened") requires the previous mod
- The base ammo is now .45-70
- NPCs at low levels will drop .45-70 ammo more often, but will carry more .308 as you level
- Sniper NPCs have a chance to use API and .50 rifles
- (NEW) Can use .50 HE Rounds

10mm Pistol
- This weapon is now named the "N99 Pistol" to match FO's lore better (also because naming it by the caliber doesn't make sense)
- Has a new mod slot to swap ammo types independently from the receiver
- Has a new mod slot for Firing Mode to switch between Semi and Auto
- The base ammo is now 9mm
- NPCs at low levels will drop 9mm ammo more often, but will carry more 10mm as you level
- The 5mm ammo swap is NOT effected by the receiver upgrades, and remains at a fixed damage range
- The 5mm ammo will naturally benefit more from ZX1 upgrades, so this will even out
- (NEW) Can use 12.7mm Rounds
- (NEW) Can use 12.7mm HE Rounds

.44 Revolver 
- The .44 Revolver is now named "Revolver" (for the same reasons as the 10mm pistol)
- Has a new mod slot to swap ammo types independently from the receiver
- The base ammo is now .357
- NPCs at low levels will drop .357 ammo, and usually won't drop .44 until higher
- (NEW) Can use .44 Pulse Rounds
- (NEW) Can use .44 Venom Rounds
- (NEW) Can use .357 Rounds: Faster rate of fire and reload speed. Reduced damage.

Pipe Revolver
- The base damage is increased to be close to other .45 weapons
- Has a new mod slot to swap ammo types independently from the receiver
- (NEW) Can use .44 Pulse Rounds
- (NEW) Can use .44 Venom Rounds
- (NEW) Can use .357 Rounds: Faster rate of fire and reload speed. Reduced damage.

Combat Rifle
- Has a new mod slot to swap ammo types independently from the receiver
- Has a new mod slot for Firing Mode to switch between Semi and Auto
- (NEW) Can use .45 Cryo Rounds
- (NEW) Can use .45 API Rounds
- (NEW) Can use 5.56 API Rounds
- (NEW) Can use .308 API Rounds

Light Machine Gun
- Has a new mod slot to swap ammo types independently from the receiver
- Has a new mod slot for Firing Mode to switch between Semi and Auto
- (NEW) Can use 7.62 Rounds
- (NEW) Can use .50 HE Rounds

Submachine Gun
- The base ammo is now set to .38, however NPCs still drop .45 often
- The starting damage for .45 ammo is much higher now, but the receiver upgrades are less of an increase
- Has a new mod slot to swap ammo types independently from the receiver
- Has a new mod slot for Firing Mode to switch between Semi and Auto
- The Semi-auto receiver should no longer bug out the firing sound effects
- (NEW) Can use .45 Cryo Rounds
- (NEW) Can use .45 API Rounds
- (NEW) Can use .38 Irradiated Rounds
- Some templates were fixed, which might have had the wrong SMG's spawning on NPCs

Pipe Gun
- Has a new mod slot to swap ammo types independently from the receiver
- Has a new mod slot for Firing Mode to switch between Semi and Auto
- (NEW) Can use .38 Irradiated Rounds
- (NEW) Can use .44 Venom Rounds
- (NEW) Can use .44 Pulse Rounds

Companion Signature Weapons
>> All Companion weapons are reworked*
- (NEW) All weapons now have their own damage receiver upgrades
- Damage can be upgraded from +25% to +125% (better than most regular weapons)
- All signature weapons now come with some built-in mods (such as scopes, better grips/stocks/mags, etc.)
- These weapons can't be modded with any other attachments
- Veracity deals 40% damage vs humans (up from 30%)
- Victory deals 40% damage vs super mutants (up from 30%)
- Justice deals 40% damage vs robots AND synths (up from 30%, and adds synths now)
*Unfortunately, your existing companion weapons won't have the intended starting mods.. but you can still use the old weapons.

ZX1 Experimentation Lab
- NOTE: All schematics will disappear in this patch, and weapons need to be reverse engineered again
- The system to track learning weapons has been altered, to work better for non-vanilla weapons
- The Synth Blade, Improvised Mace, Improvised War Club, and Thermic Lance can now be reverse engineered

Weapon Patch Support - (For weapon patch authors)
- Make sure every weapon in your copy of AddonItems_Z_TEMPLATE has a unique "Label" property
- Each label must be named something that no other weapon (including vanilla) will be named
- Try not to use any weird characters or anything, as I'm not sure what the game engine will do with them


Perk Changes

Perk: Penetrator -> Deadeye
- Penetrator is now called "Deadeye"
- No longer grants the ability to shoot through walls or body parts
- Deadeye rank 1: In V.A.T.S. you gain +10% chance to hit any target, on any body part.
- Deadeye rank 2: In V.A.T.S. you gain +20% chance to hit any target, on any body part.

Perk: Marksman
- Rank 2 and 4 no longer give Armor penetration
- Rank 2 now gives improved hip-fire accuracy with semi-automatic ballistic rifles
- Rank 4 now gives +5% Critical Hit Chance with semi-automatic ballistic rifles
- Rank 4 now gives +15% VATS hit chance (up from 10%)
- Rank 2 and 4 now properly adds (instead of multiplies) the intended amount of hit chance in VATS (which is more now)

Perk: Sniper
- Each rank of Sniper gains +25% Sneak Attack Damage (75% total at rank 3) while using a Scoped Long-Ranged weapon*
- Each rank of Sniper gains increased stability with aiming through scopes (higher than vanilla)
- Rank 2 no longer grants the knockdown proc

Perk: Marauder Specialization
- Super Mutants and larger creatures can no longer be knocked down by this ability
- Damage bonus increased to 40% (up from 30%)

Perk: Ninja
- Sneak attacks from Ninja now only work for Melee (unarmed included), Pistols, and Shotguns

Perk - Blacksmith
- Blacksmithing is now heavily involved with constructing and repair Power Armor
- (NEW) Blacksmith: Rank 4

Perk: Fortune Finder
- Fortune Finder can now find other currency-type items in addition to caps
- Common finds: pre-war money, subway tokens, bobby pins
- Rare finds: rare coins, award medallions, book return tokens

Perks
- Hunters (Rank 2+) now have a very small chance of harvesting Mutated parts from some standard animals and creatures
- Iron Defender rank 3 now gives -20% damage reduction (up from 15%) under 20% health
- Action Boy/Girl may have been bugged due to the DLC addon, but it's properly removed from the DLC
- Astoundingly Awesome perks that give 5% damage at night, and with scoped weapons, is disabled (I'll replaced these later)
- Magazine perks that are disabled in Horizon will no longer appear in your perk chart
- BUG FIX: The Training Desk will now properly take 1000 caps to untrain your specialization (it said 1000, but took only 500 before)


Survival Mode
- You can now sleep in a sleeping bag or dirty mattress for up to 9 hours
- Sleeping bags and dirty mattresses no longer have a penalty to block you from getting "rested" status
- Sleeping bags and dirty mattresses still do not let you get the "Well Rested" buffs

NPCs
- Tougher versions of many NPC types will now appear much lower in level
- Gunners now have customized armor/clothing lists based on their rank
- Albino Deathclaws now have some Cryo resistance, and now take 300% extra fire damage
- Albino Mongrels now have some Cryo resistance, and now take 300% extra fire damage
- Super Mutants and larger creatures can no longer be knocked down by some knockdown abilities

Yao Gaui
- Tougher versions of Yao Gaui will now appear much lower in level
- Now take 400% fire damage (up from 200%)
- Now have some Cryo resistance, and some other stats were adjusted
- The non-legendary Dusky Yao Gaui give legendary materials
- The 2 highest tiers of legendary Yao Gaui gives extra materials

Behemoths
- Tougher versions of Behemoths will now appear much lower in level
- Now give mutated crafting ingredients and extra loot
- Now give more XP
- Now have the standard Super Mutant health regeneration
- Can no longer be knocked down
- Glowing Behemoths can now give irradiated blood or nuclear material

Radscorpions
- Tougher versions of Radscorpions will now appear much lower in level 
- Now have some Cryo resistance, and some other stats were adjusted
- Now take 400% fire damage (up from 200% - Albinos still take 500%)

Automatron / Far Harbor / Nuka World
- Most robots are reduced in health by a fair amount
- Many legendary enemies are now properly set to drop legendary materials
- (Legendary Trappers may still not always drop prototypes, this will be fixed later)

Magazines/Guides
- (NEW) The unpublished issue of Robco Fun #3 can now be found somewhere! (increases the Robco recipe perk)
- (NEW) There are now 5 guides (of each listed below) available from random loot (30 guides total)
- Some of these issues are the same previous ones from rewards (which allows you another method to obtain them)
- You CAN get duplicate issues, which do nothing. It's random.
- Settler Scavenging Missions have a small chance to recover a guide, based on their current skill
- Settler Assault Missions have a small chance to recover a guide, based on their current skill
- Some trunks/safes can have random guides
- Locked safes have a 2nd chance to drop random guides
- Locked ammo boxes have a chance to drop ballistic ammo guides
- Medkits have a chance to drop a medical journal
- Locked medkits have a 2nd chance to drop a medical journal
- Medical Journal (Issues #1-5)
- Locksmith Manual (Issues #1-5)
- Energy Weapons Guide (Issues #1-5)
- Ballistic Weapons Guide (Issues #1-5)
- Hacking Guide (Issues #1-5)
- Leadership Guide (Issues #1-5)
- Covert Ops Guide (Issues #1-5)
- K9 Dog Training Manual (Issues #6-10)

(NEW) Vault-Tec Training Manual
- Using this item will instantly grant 1 perk point
- This item is located in the "AID" tab
- 1 of these can be found in Sanctuary (this item will not be available for existing save games!)
- (I may add more of these later)

(NEW) Research Notes
- Using these items will instantly grant XP
- This item is located in the "AID" tab
- "Research Notes" - Grants 750 XP
- "Page from a Military Tactics Manual" - Grants 450 XP
- "Notes on the Local Wildlife" - Grants 250 XP
- "Tips on First Aid Treatment" - Grants 250 XP
- "Raider Notes" - Grants 250 XP
- These items can be found on some NPCs above certain level ranges
- These items can occasionally be found in loot

Items/Loot
- (NEW) Gold Coin, Silver Dollar, Collector's Coin, and other medallions/coins (drops for Fortune Finder)
- (NEW) Lead Piping: Can sometimes be harvested by Technologists from certain large appliances
- (NEW) Lead Bar: Rarely found in pre-war safes
- Gold, Silver, and Copper Bars can sometimes be found in pre-war safes
- When a safe has silverware (forks, knives, etc.), it rolls multiple pieces
- Nuka Cola in safes sometimes has multiple bottles
- Cans of smokeless powder, energy cells, and explosive material (from loot) give more components now
- Cap stashes have a wider random amount of caps to better emulate what different people are saving (it can be very low to moderately high)
- A few indoor areas have Prototype devices placed inside specific containers
- The Laser Musket in concord should now always spawn as degraded
- The Minigun in concord should now always spawn as deteriorated
- Removed the Clean Ammo Box from Home Plate, so that Horizon isn't editing that cell at all now
- There's 2 Portable Memory Devices in one of the Vault 111 desks now
- Purified Water may properly cleanse fire on you now if you were already buffed from it (needs more testing)
- Some loot containers (like trunks and safes) were giving the wrong amount (too few) of ammo
- The variety of ammo types found in trunks, safes, and ammo boxes is greatly expanded
- A few of the default placed Adrenaline Injectors are converted to real Combat Stimpaks
- Common items containing low grade alloys can now spawn in large tool chests and some other containers

Sanctuary Cellar
- The safe in there now contains preset items
- There is now a lead bar and a small can of gunpowder
- The crate now contains 1 Vault-Tec Training Manual (+1 perk point)

Vendors
- Weapon/General vendors in GN/DC have a lot more caps now
- Other vendors in GN/DC have more caps
- Rural and Farm vendors have a very low amount of caps, and focus on bartering
- Caravan have a low amount of caps, and focus on bartering
- DC Weapons: All armor is moved to Fallon's, Power Armor frame is moved to DC Surplus
- Melee weapons on vendors should now always be in good condition
- Most Caravans and rural area vendors have a lot less caps, and rely more on direct bartering
- Trauma Kits can now be sold by Doctors
- Herbal immunity buffs are found more often on doctors now
- 1 extra bandage may be sold on some doctors now
- Ultra Combat Stimpaks can rarely appear on doctors
- Atomic Scotch is now sold at the Third Rail in Goodneighbor
- Jet Coffee is now sold at the Dugout Inn in Diamond City
- Food/drink vendors no longer sell dirty water, but can sell Sanitized Water
- Prices on most crop bundles is lowered quite a bit

Vendors: Ammo
- All smokeless powder and energy cell packs give a lot more units now, and cost less per unit
- All explosive material containers give slightly more material now, and cost slightly less per unit
- The prices on .45 and 5.56 ammo packs is slightly lowered
- .357 and 12.7mm ammo packs are added to some vendors
- Some larger ammo packs are less caps per unit than smaller packs
- Some ammo packs now spawn at level 1 instead of level 8
- Some higher tier ammo packs were slightly lowered to appear on vendors sooner when appropriate


(NEW) Prototype Stealth Helmet
>> This really IS a prototype, in that the system is new and needs testing
- This is the first true "cheat-free" hidden helmet that I've seen
- It can be crafted in the Robotics Lab under EQUIPMENT
- It allows you to have a ballistic weave helmet, that is hidden and which doesn't use the top hair slots
- If you try to equip a real helmet, after you exit the pipboy it will immediately unequip it
- It uses a temporary hat in order to force the helmet off your head, which only takes less than a second of time
- You must remove the Stealth Helmet in order to wear another helmet
- This helmet uses the "Headband" slot.. so anything that uses that slot will remove the Stealth Helmet
- This helmet is still experimental, so please report any problems you see, and let me know if it works ok for you!
- NOTE: This hat switch occurs every time you equip any piece of armor, so you may see this hat flip on your head occasionally after you switched your clothing/armor.

(NEW) Costumes
>> A few pieces of armor are added for those who wish to have the cosmetic version of something without being restricted
- Hazmat Suit [Costume]: This suit has no rad resists, but can be outfitted with a lining and weave
- Cleanroom Suit (Hooded) [Costume]: No rad resists, but can have a lining, weave, eyewear, and head lining
- The armorsmith patch supports color mods for these outfits

Clothing Re-Colors
- (NEW) Army Fatigues (Dark) [Dirty] - A dirty army outfit with a black color theme
- (NEW) Army Helmet (Dark) [Dirty] - A dirty army outfit with a black color theme

(NEW) Synth Armor Colors
- You can now change the colors on synth armor (which were in the game, but unavailable for players to change)
- Paint styles: Dirty White, White, Metallic, Dirty Black, Black
- This effects both armor pieces and helmets

(NEW) Shoulder Bag
- This bag is extracted from the Postman's outfit
- This new bag can be carried on top of any other clothing (uses slot: "54 - UNNAMED")
- There are 2 types: a worn-down version, and a clean version
- It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)
- The clean version requires Armorer rank 2
- One of them can be found in Vault 111
- It has 3 levels of Carry Weight upgrades: +40 (default), +60, and +80
- It can be colored through a mod slot in any armor workbench
- Each type has 16 colors to choose from
- These use custom textures and palettes 

(NEW) Backpack (Upper)
- This pack is extracted from the Field Scribe's outfit
- This new pack can be carried on top of any other clothing (uses slot: "55 - UNNAMED")
- It has 3 levels of Carry Weight upgrades: +40 (default), +60, and +80
- It only has the 1 default texture style (for now)
- It can be equipped at the same time as any lower packs
- It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)
- Lucas (caravan vendor) and Fallon (DC) can sell packs

(NEW) Backpack (Lower)
- This pack is extracted from the Field Scribe's outfit
- This new pack can be carried on top of any other clothing (uses slot: "54 - UNNAMED")
- It has 3 levels of Carry Weight upgrades: +40 (default), +60, and +80
- It only has the 1 default texture style (for now)
- It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)

(NEW) Scarf
- This scarf is extracted from Desdemona's outfit
- The scarf itself is only 1 item, but has 16 different color mods to choose from
- The default texture skin is the original texture from Desdemona's outfit
- The colored versions retain some of the default scarf pattern
- It can be crafted in the Robotics Lab under "EQUIPMENT" (no requirement)

(NEW) Uniform
- This clothing is a copy of the Synth Uniform with the logo fully removed
- It has a full custom color palette with multiple color choices using the color mod slot
- It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 2 and Tricks of the trade rank 2)

(NEW) Vault Jumpsuit Mk II
- A new jumpsuit is added with a full color palette
- It's a plain suit, without a number on the back
- There are 14 colors to choose, which can be selected from a mod slot
- The default clean and dirty skins can also be selected from the mod slot
- Some normal vault jumpsuits can also use this new mod slot to color them, and will retain the numbers
- It can be crafted in the Robotics Lab under "EQUIPMENT" (requires Armorer rank 1)
- There is 1 Jumpsuit Mk. II in Vault 111 on top of some vault-tec boxes

Vault 81
- (NEW) Over decades of time, Vault 81 has adapted to the newer Mk. II suits for their vault dwellers
- Different job roles have different colors:
- Red = Overseer
- Black/white = Security
- Green = Maintenance
- Gray = Vendors
- Blue = Everyone else
- NOTE: NPCs will not have these new suits on if you already visited them in an existing save game

Armor Rebalancing - Phase 2
- Most clothing had it's SPECIAL bonuses removed
- All vanilla clothing effects for SPECIALs are disabled, which means it should automatically balance player-crafted armor too
- All glasses/sunglasses give +1 perception
- Most goggles and helmets that cover the eyes, have some fire resist now
- Many colors and "dirty" prefixes now read as: "Bandana (Red)" or "Fedora [Dirty]", to help find/read stuff easier
- Military Hat is now "Military Beret"
- Brotherhood Fatigues are now labeled to show the color

Armor Rebalancing - Clothing
- (NEW) Clothing has it's own custom mod slots for Horizon now*
- Body Clothing: Lining mod, Utility Mod
- Headgear (including Helmets): Lining mod (only)
- Eyewear: Utility mod (only)
- Gas Masks: (see below)
- NOTE: Any helmet that uses the eye slot will also have an eyewear mod
- The material slot for helmets no longer gives stats, only paint jobs
- Armor on clothing is more closely normalized, so that some clothing is not drastically overpowered over everything else
- Clothing like the Railroad Armored Coat, were drastically reduced
- Most clothing can be used with all armor pieces (chest, legs, arms)
- All clothing that uses the "body" slot, can use the ballistic weave slot
- All headgear that uses the "top of head" slot, can use the ballistic weave slot
- Clothing such as bandanas provide nothing and cannot be modded
*WARNING: Sorry, but some of your current Armorsmith clothing/headgear/eyewear mod attachments may disappear

Armor Rebalancing - Eyewear Mods
>> Eyewear has new utility mods available
- RobCo On-Screen Database v1.7: +1 Intelligence
- RobCo On-Screen Database v2.3: +2 Intelligence
- Sensor Array Mk I: +1 Perception
- Sensor Array Mk II: +2 Perception
- VATS Matrix Overlay: Increases VATS hit chance by +10%
- Recon Sensors: Sighted aiming marks enemies with a compass pip
- S.M.R.T. Targeting HUD: Grants target highlighting while aiming - Enemies = Red, Friendlies = blue, Corpses = white

Armor Rebalancing - Body Clothing Mods
>> Clothing has new mods available
- The Lining mod has an assortment of different resists
- The Utility mod has an assortmnt of different utilities

Armor Rebalancing - Hazmat suits
- Hazmat and Hooded Cleanroom suits can not be worn with armor (Either risk the loss in armor while wearing it, or upgrade a gas mask.)
- Hazmat Suits now provided 400 Rad resistance plus their built-in bonus of -50% rads
- Hooded Cleanroom Suits now provided 400 Rad resistance, and now add the hazmat suit bonus
- While wearing these suits, your AP refresh is reduced by 90%

(NEW) Gas Mask Upgrade System
- All vanilla gas masks now have 2 new mod slots
- The Assault Gas Mask covers the head, so it also has a ballistic weave slot, and a headgear lining slot
- All gas masks also cover the eyes, and have an Eyewear Mod slot
- Gas Masks scrap into "Used Filters"
- Rad Filter: This slot can be upgraded 5 times (+30-150 Rad Resistance)

Gas Mask Upgrade System: Advanced Rad Defender System[/color]
>> The concept behind these gas mask upgrades, is they are very useful, but you don't want to wear it all the time
>> The design of the Defender System is to provide high rad resists while allowing you to wear your regular armor
- Advanced Rad Defender System: This slot can be upgraded 5 times (+50-400 Rad Resistance based on rank)
- The Defender system does not remove rad damage you already have, it simply helps to prevent further damage to your body
- The Defender system reduces your AP refresh while wearing it (-40% to -80% based on rank)*
- The Defender system mods have a very unique crafting feel to them, with a progressive flow that requires different skills and recipes
- Each rank (above 1) requires the previous rank's loose mod
- To upgrade each rank, choose the standard mod to eject the current mod, exit the workbench, and then build the next rank with it**
- NOTE: Be careful not to build the same rank twice by accident, as it will do nothing
*I may make a better debuff system in the future, but I don't want to add more to the patch right now
**The loose mod requirements won't update properly unless you exit/enter the workbench again

Armor Rebalancing - Armor Pieces
- The weight differences between some mod options isn't so drastic on some armor types
- Biocomm Mesh is removed from armor pieces (you can get it on clothing)
- Armor pieces can be upgraded/downgraded to Light, Medium, Heavy, depending on your perks*
- All "paint-based" material slots for armor such as Combat Armor, no longer effect the stats, just the paint
*They are displayed out of order in the attachment list, but I really don't want to screw with all of those mods for something so trivial.

Armor Rebalancing - Scrapping
- All clothing and armor is organized into better categories for scrap
- All of the custom re-colored clothing I added, can now be scrapped
- All bandanas can now be scrapped for cloth
- All dog armor/accessories can now be scrapped for either leather or metal
- All goggles/glasses are properly in the "glass" category
- Full clothing gives 2 cloth, hats/misc give 1 cloth
- Large leather pieces give 2 leather, hats/misc give 1 leather
- Heavy Leather Armor can give 1 extra piece of leather
- Some metal armors can give more steel now

Armor Rebalancing - Legendary Mods
>> Some Legendary mods are being rolled into the "Lining" mod section of specific armor types
>> This gives much better flexibility for allowing something like Leather armor to only have certain mods
- Legendary mods are crafted inside the Armor workbench as all other mods are
- Legendary mods usually require raw materials found on legendary enemies
- Legendary mods that didn't make sense or don't fit/balance, are not carried over (which are many)
- Some existing legendary mods are disabled

Legendary Mods available so far:
- Leather Torso only: Chameleon - Enemies have a harder time detecting you, while you're sneaking and not moving.
- Leather Torso only: Poisoner's - +10 poison resistance.
- Leather Toros only: Sprinter's - Increases wearer's movement speed by 10%. Reduces weight.
- Leather Arms only: Lucky - +1 Luck
- Combat Torso: Cavalier - Reduces damage while blocking or sprinting by 15%.
- Combat Torso: Titan - Reduces damage while standing and not moving by 15%.
- Combat Torso: Punishing - Reflects 10% of melee damage back on attacker.
- Combat Arms: Duelist - 10% chance to disarm melee attacker on hit.

Armor Rebalancing - Ballistic Weaves
- All non-stackable headgear can now have ballistic weaves (this matches armorsmith more closely)
- All ballistic weaves (in Horizon) are balanced around the possiblity of having 2 weaves total
- Ballistic Weave was rebalanced
- Insulated Weave was rebalanced

Armor Rebalancing - Power Armor
>> The base armor value is no longer determined by the power armor itself, but with a new base structure mod
- Materials no longer give any stat bonuses (NOTE: some mods in this category are reworked)
- Winterized Coating is now "Winterized Paint" and retains it's paint style
- Added a missing misc mod (and ingredients) for the Minutemen paint job so that it will sort properly
- Motion-Assist Servos no longer give strength, but instead give +20% melee weapon damage
- Blood Cleanser is now "Contaminant Cleanser" - Increases poison resistance by 10
- Medic Pump is now "Winterized Insulation" which gives +5 cryo resist
- Emergency Protocols was always set to -25% DR, but the tooltip wasn't reflecting this before
- Photovoltaic Coating is now "Photovoltaic Plates", and is a Helmet utility addon, instead of a material
- Photovoltaic Plates gives +10% ap regen in the sun, and +5 fire resist
- Titanium Plating, Explosive Shielding, and Prism Shielding are removed
- Lead Plating is now "Rusty Paint", and allows you to put the rust texture back on any PA set
- (NEW) Lead Plating: a Torso utility addon that gives 150 rad resists
- Tesla Bracers were reduced to +30 energy damage per arm, and updated the tooltip to explain exactly what it even does
- Hydraulic Bracers show that it adds +15 damage per arm on the tooltip
- Tesla Coils is drastically reduced (this was way overpowered - may be changed again later)
- All armor pieces are named better and more consistant
- The battery drain is 5 times lower from normal running
- The battery drain is 10 times lower from sprinting
- The battery drain is 2 times lower when using action points (power attacks)
- Standard melee attacks now drain the battery by a very small amount
- Landing on the ground (shock absorption) now drains the battery by a small amount
- Jumping now drains the battery by a very small amount

Armor Rebalancing - Power Armor: Classes (T-45, etc.)
- Armor values are rebalanced so that the different classes of PA aren't quite as far apart in stats
- Each class of Power Armor has it's own differences, even if they're minor

(NEW) Armor Rebalancing - Power Armor: Base Structure Mod
>> This new mod slot is the core of Power Armor pieces now, which allows you to specify what material the base structure is made of
- There are 2 categories for these mods: Torso and Limb (includes Helm)
- Limb mods are 1/4th of the protection that the chest gives
- Structure mods are expensive/difficult to upgrade, but are interchangeable between different classes of Power Armor*
- Structure mods are the first mods that return their full materials inside of the "loose mod" item**
*Example: You can unattach an Aluminum Alloy mod from a T-45, and move it to a T-60
**What this means, is you can scrap your old detached mods and re-use the alloys again

There are 3 paths you can take in the structure system:
>> The path you take is based on your stat preferences, and the materials you can find/spare
>> Titanium is the best overall, but it can be costly as it is ALSO the best for weapon crafting
>> You can still get a nice balance by mixing Steel and Aluminum pieces, but it's not quite as high as full Titanium
- Steel Alloy (rank 1,2,3) -> Reinforced Steel Alloy (rank 4,5,6)
- Aluminum Alloy (rank 1,2,3) -> Leaded Aluminum Alloy (rank 4,5,6)
- Titanium Alloy (rank 1,2,3) -> Insulated Titanium Alloy (rank 4,5,6)

Each structure material has different properties:
- Rusted Steel: Very poor stats. Can sometimes be found on Power Armor you find on NPCs/frames
- Steel (Standard): Starting mod. This is the base default stats. Increased weight.
- Steel Alloy: Gives high Damaged Reduction (DR), low Energy Resistance (ER), adds armor health
- Reinforced Steel Alloy: Gives high DR, moderate ER, adds armor health
- Aluminum Alloy: Gives high ER, low DR, adds some fire resist, adds AP, reduced weight
- Lead-Lined Aluminum Alloy: Adds rad resists to Aluminum Alloy, moderate DR
- Titanium Alloy: Gives high DR and ER, adds armor health
- Insulated Titanium Alloy: Adds fire/cryo/rad resists to Titanium Alloy

Armor Rebalancing - Power Armor: Overall Condition
- The "Model" mod slot is completely reworked and simplified for crafting
- The slot is now considered an overall "condition" slot, which is long-term wear that can't be fixed with just simple repairs
- Model A = "Rusted" - Very poor protection/durability/value (uses the rusted texture)
- Model B = "Deteriorated" - Poor protection/durability/value
- Model C = "Degraded" - Below-average protection/durability/value
- Model D = "Functional" - Standard protection/durability (This is the standard working version)
- Model E = "Improved" - Improved protection/durability
- Model F = "Customized" - Superior protection/durability
- You can craft anything Functional and above, in order to restore old and busted PA
- These upgrades are cheaper than structure upgrades, since they are tied to the class of armor
- Each level has increased protection, and significantly increased durability
- Raider armor now has all 6 levels of mods, instead of 2
- Raider: Small bonus to Damage Reduction each rank
- T-45: Small bonus to Damage Reduction each rank
- T-51: Small bonus to Energy Resistance
- T-60: Small bonus to both DR and ER each rank
- X-01: Small bonus to both DR and ER each rank
- The T-51 "Model A" slot now properly shows a rusted texture like the other PA types
- All Model A mods now have a loose mod so they sort correctly

Armor Rebalancing - Raider Power Armor
- (NEW) Raider Power Armor now has a material slot
- (NEW) Now has a brand new texture map for palette colors
- (NEW) Now has a full palette of 16 possible colors patterns
- The default vanilla skin can be applied with a paint job called "Raider Paint"
- The default vanilla skin is automatically applied to "Deteriorated" and "Degraded" conditions
- The new "Rusty" paint is automatically applied to "Rusted" (The Model A)
- The new "Clean" paint is automatically applied to "Functional" and above
- These new palette-based paint jobs are very basic, but it adds a lot of variety to raider power armor

Armor Rebalancing - Power Armor from Loot/NPCs
- Power Armor on frames will often spawn with varying health damage
- Power Armor frames will no longer automatically have only the "highest" class of PA based on your level (T51, etc.)
- Raiders with power armor will spawn with some variety of quality and paint jobs

Armor Rebalancing - Armor/clothing naming
- Horizon's default armor/clothing naming/tagging system is fully expanded
- Every piece of vanilla/dlc armor and clothing will sort properly and have an appropriate icon
- You no longer require Armorsmith to have detailed icons/names, but it is still supported
- The Armorsmith patch itself now has the Horizon naming system, plus the AE tags as well
- All DLC armor/clothing is included with these changes
- Many DLC items no longer use the DLC naming rules, as Horizon's default rules account for mostly everything now*
*I'll still need to fine-tune this for DLC items as I go

Armorsmith Extended Patch
>> The armorsmith patch requires Armorsmith Extended 3.31+
>> The armorsmith patch requires Armor Keywords 3.2+
- Updated every damn item to be balanced and compatible with Horizon!
- All clothing uses Horizon's mods and balance now (let me know if I missed something)
- Fixed misc conflicts
- All of the Armor Keywords' armor/clothing naming rules now exist inside of this file, along with Horizon's naming rules
- Danse's PA pieces were missing in the patch, and updated with the proper Horizon balance
- All of the new ballistic weave recipes are disabled*
- All of the stats on existing weave mods were balanced closer to Horizon's level (in case you are already using them)
*Sorry, but I'd rather use Horizon's balanced weaves, which are always available regardless of the mods you use. Horizon currently has 2 styles of weaves, but I may add 1 or 2 more, so you can get a wider customized feel.

Armor Rebalancing - Notes/Future Plans
- I plan to add more mod attachments (some legendary) to certain mod groups, to make more use of Mutated creature parts
- I want a wide variety of options for armor attachments
- I want to make the upgrade attachments the real focus for gaining bonuses, not the armor itself
- I want upgrading your armor to have a progressive feel, so there's always something to work towards
- I want more options to buy/loot armor upgrades, so its not 100% tied to crafting

Horizon Setting Holotape
- (NEW) Poison FX: You can now toggle on/off some of the poison effects that appear on your character*
- NOTE: Not all poison effects may be included in the first version. 
- NOTE: This feature needs more testing!
*This effect can be toggled at any time, including when you already have poison already on you

Blur Removal Addon
- (NEW) Screen Blood Removal: The full version will install a BA2 archive which includes 1 texture that disables blood splatter on the screen*
*You can use this BA2 file with any blur removal version. Just copy or delete it in the data folder. The full version option in the installer automatically includes it.

(NEW) Camera Addon
- An optional addon can be selected, to remove camera shaking from FO4

Strict Carry Weight Addon
- Updated to support the Cargo Bot fix
- Updated mod tooltips

(NEW) Scrap Everything Patch (Optional)
>> NOTE: This patch is specifically tailored to what I personally want out of scrapping settlements. If you don't like it, don't use it!
>> My Goal: To be able to clean up settlements without the fear of accidentally deleting stuff that probably shouldn't be deleted
>> I limited what can be scrapped, so that it's safer to scrap areas without the fear of removing roads, sidewalks, foundations, and buildings.
- REQUIRES: Scrap Everything Ultimate v2.4 (All DLCs - I'm not making a patch for the regular version)
- Most scrap recipes are roughly balanced for Horizon, but its not fine-tuned or anything yet
- Most buildings, sidewalks, roads, bridges, large walls (i.e. permanent structures) are not scrappable
- Dirt hills, small grass, and large rocks are not scrappable
- Some recipes give no materials, such as removing corpses
NOTE: I've only tested this on Sanctuary, but you can freely scrap there without worrying about deleting structures. I'll tweak it as I go.

Developer notes for patch authors
- Using bandages, cargo bots, and memory devices will use a message form now, so you can translate those messages
- NOTE: I'm trying my best to use message forms from now on, for text messages, to make it easier for translations. I will attempt to update more of the older code in the future as I go.

Missing Patch Notes from 1.2.0

Armor Rebalancing - Armor Pieces
- (NEW) Armor pieces can be hidden/shown using a mod slot

Weapon
- Molotovs will now show a full description of what the fire damage does
- NOTE: Molotovs will appear with a legendary "star" (this is the only way to show the description)




Q: Can companions work jobs?
A: Yes, human/ghoul companions can be assigned to settler job stations. However, I have plans to make their own missions (and skills) eventually.

Q: What about Robots?
A: Robots don't count if you assign them. I plan to add special jobs that only work for robots, since some of the current job stations are too specific to humans.

Q: The "Resource->Misc" category is getting crowded.
A: I know. I'll figure something out. But this works fine for now.

Q: Can I remove the old ammo from settlers once they have a "Settler-Only" weapon?
A: Yes. The Settler-Only weapons use ammo that isn't visible to the player. By default, when you equip a weapon on a settler through the interface, it will give you all the old weapons/ammo automatically.

Q: The shredder doesn't seem all that efficient at saving me time to shred clothing.
A: It's designed to work best for the settler outfit system, and in the future I plan to have an option for your Cargo Bot 1-X automatically drop off clothing/armor into the shredder.

Q: I have player-created armor added, and it uses the Armorsmith attachment mods, is this ok?
A: It's fine. My main concern is making the base FO4 items automatically supported in Horizon. The Armorsmith mod slots are prefectly fine by themselves. If you want custom armor to use Horizon's mod system instead, it'll need a small patch.

Q: Why was charisma nerfed so hard?
A: Temporary charisma was WAY too unbalanced. It never made sense that you can stack so much charisma. It made actually having real charisma not mean anything. If you really want the benefits of charisma, you should have to put points into it.

Q: The carry weights on packs seem high since they add together?
A: I think they're ok, especially since my hardcore addon in the future may require you to carry a pack to get decent carryweight, since your starting value will be lower.


Feedback I'm looking for:
- Anything on the settler task/mission system
- Anything on the settler equipment outfitter system
- Bugs, oversights, problems, with anything

Special thanks to Kinggath for help with how to deal with certain parts of the settler assignment code.
Special thanks to Redbaron148 for helping with Power Armor ideas and balancing

Horizon 1.2.1[edit | edit source]

Armor pieces are receiving their 2nd pass at overhauling. All armor pieces are finely tuned to be balanced, yet have some diverse characteristics in terms of protection.

Pieces now start at a more normalized protection. The total amount of protection will be similar between all armor types, but their ratio of damage/energy resistance varies, which is what defines each armor type's characteristics.

The class/size (light, med, heavy) simply bolsters the base ratio directly by a smaller amount now. Whereas material mods add different amounts of protection, and give a lot more now.

For example:
1> Leather chest base starting values = 4 DR / 12 ER
2> Leather chest "heavy" class adds +4 DR / +12 ER (instead of +21 DR / +26 ER)
3A> "Boiled" upgrade adds +3 DR / +9 ER (instead of +2 DR / +2 ER)
3B> "Treated" upgrade adds +12 DR / +36 ER (instead of +6 DR / +7 ER)
3C> "Studded" upgrade adds +24 DR / +24 ER (instead of +8 DR / +10 ER)

This allows each type of armor to retain it's base characteristics better, and keeps the base class mods balanced better. It also makes the actual upgrade mods mean something now (which is how it should be.)

Armor Pieces - Phase 2 Overhaul
>> All armor pieces now have lower base starting protection for all sizes, but gain more protection from mods
- (NEW) The appearance slot can now also change the visual style of the armor (light, medium, heavy)
- All armor pieces have their base values re-adjusted
- All armor pieces have their size (light,medium,heavy) protection reduced
- All armor piece upgrades (Material slot) are much more potent and balanced better
- The weight added with some mods is lowered in some cases
- Medium and Heavy armor is reduced in caps value
- Material slots add more value to the armor in some cases
- Limbs and torsos now have a proportional "weight to value" ratio, so both are almost as good in terms of selling for caps
- DC armor and Vault Security armor is now FULLY modable using the leather armor mods*
- DC armor and Vault Security armor now has all 3 sizes (light, medium, heavy), but it uses the same graphic
- DC armor and Vault Security armor can now be properly hidden (may need more testing)
- DC Heavy Helmet now includes an eyewear mod slot, since it covers the eyes
- The "Light" armor mod no longer has any requirements, so that players can add a "Size" mod to DC/Security armor
- Size recipes have more appropriate ingredients
- Combat armor still sells for more than most other armors, but it's no where near as extreme now
- Torso: Lead lining now adds 30 rad resists, but now adds a straight 4 lbs, regardless of armor type
- Limb: Lead lining now adds 15 rad resists, but now adds a straight 2 lbs, regardless of armor type
- The different armor sizes have no bearing on the crafting recipe requirements for material mods now
- The metal helmet should have appropriate crafting requirements/materials now
- NOTE: Helmets still need to be reworked, which will be covered in the next patch

*In order to install a Material mod on to an existing piece of armor in your save game, you must install a SIZE mod first

Armor Pieces - DLC
- The extremely bloated numbers on armor, weight, and caps value of DLC armor pieces have been brought in line with vanilla armor
- DLC Armor pieces can now be properly hidden (may need more testing)
- The Trapper chest piece now has an "upper" backpack slot from Horizon (removes armorsmith's carry weight slot)
- Fixed some pieces of Trapper armor that were incorrectly set as raider armor by default*
- Removed an extra unused Trapper ultra-light build recipe
- Some Marine and Trapper armor mods will now have better descriptions
- Marine torso's ligher build gives the proper +5 AP
*This fix will remove those trapper mods from the standard raider armor mod list

Power Armor
- Power Armor paint jobs should now take priority over material swaps from other attachments
- Power Armor repair costs are tweaked

Ballistic Weaves
- Have a "No Weave" mod, to allow you to extract the existing mod
- Each rank must be crafted in order now*
- Requires rare materials for rank 3+
- The standard ballistic weave now also requires "Recipe: Ballistic Weaponry" to craft them
*Like other progression upgrades, you may need to exit/enter the workbench after you extract the current loose mod

Backpacks
- (NEW) All bags have a 2nd version called "(Double Slot)", which takes up both equipment slots and gives 2 carry weight mods
- Packs can now be hidden with the appearance mod slot
- Packs can have the carry weight mod set to nothing
- All bags are worth 10 caps
- Carry weight values are halved in the Strict Carry Weight addon

Weapon Toolkit (Ammo switcher)
- The N99 pistol, Revolver, Hunting Rifle, and Bolt-action Pipe, should now have the proper working order for ammo

Incinerator
- The Incinerator has a new look with better attached parts
- Now uses rifle animations instead of pistol



Institute Weapons
- (NEW) A new black texture set is now available for Institute weapons*
- (NEW) The Tactical, the Gauss, and the standard Institute guns can now be set as Black or White with a mod slot
*NOTE: The specular (i.e. shiny) textures are not completed for this yet, so it will appear a little strange up close, but it isn't too bad for now



Submachine Gun
- Now has a "Heavy" receiver
- All the recipe requirements are setup properly now

(NEW) Water Purifier - Pump
- A small ground-placed pump that can be used as a real water purifier
- It gives 10 water and is similar to the medium water-placed purifier
- Requires Technologist rank 1
- Works with the resource manager (let me know if there's any bugs with it)




Settlements
- (NEW) Tavern (Low) - This version has no foundation which makes it easy to place on flat surfaces
- (NEW) Townhouse (Low) - This version has no foundation which makes it easy to place on flat surfaces
- All job stations now have the proper recipe ingredients
- Added more components (mainly circuitry) to certain scrap items that really should give some
- Doctors and Traders should appear correctly on the mission menus (they aren't used yet though anyway)
- The Tier 3 food vendors no longer require cap collector, but require Local Leader 2
- Tier 3 Doctor vendors now require a "Scalpel (Surgical)", instead of the regular scalpel
- "Scalpel" can be converted to "Scalpel (Surgical)" by Medic rank 1, in the Robotics Lab under Tools and Parts
- The very large Horizon industrial water purifier only requires 1 module, and Trailblazer rank 2*
*(it wasn't worth building before because it was more expensive per water unit, but now it's worth it)

Settler Outfiter
- Powerful weapons now properly require 50+ Smithing skill, and also require Local Leader rank 3
- Powerful weapons can no longer be scrapped (standard weapons still can be)*
- Standard settler weapons now cost 2 weapon parts and 10 steel
- Powerful settler weapons now cost 3 weapon parts and 20 steel
- The N99 is now properly named on the outfitter menu
- When you equip 1 settler weapon to a settler, it will now give them all of the "Settler-only" ammo types**

*This allows you to scrap standard weapons to build powerful ones, but you can't get extra scrap from powerful ones with mods
**This allows you to trade weapons from one settler to another, and they will be able to fire them as long as they were equipped with at least 1 weapon from the menu

Crafting
- Dog/turret devices now properly say if they are reusable or single use
- Raw wood, steel, concrete, plastic, and packing material is no longer worth any caps
- (NEW) Wood, steel, and concrete, can be packaged into "Cargo Orders", which can be sold to vendors
- Cargo Orders do not directly contain any materials, but can be disassembled in the Disassembly category
- Disassembling Cargo Orders costs caps to pay someone to unload it (prevents infinite crafting XP loops)*
- The reusable Cargo Bot 1-X only requires Robotics Expert rank 1, and some ingredients were changed
- The reusable Portable Memory Device only requires Science rank 1, and some ingredients were changed
- The 2nd Medicated Bandage recipe should no longer conflict with the medic version of the recipe
- DLC firearms require a minimum of 4 weapon parts for receivers now, so that they will properly scrap into weapon parts
*Ideally you wouldn't want to disassemble these.. if you make them, you're intending to sell them

Items
- (NEW) A reusable Portable Memory Device can now be purchased from Daisy in Goodneighbor for 750 caps
- The memory drain on the Memory Device is now -3 INT (up from -1 INT)
- XP consumable items are now worth some caps
- A few vendors will can now sell Stealth Boys
- A whole bunch of vendors that I missed, now have weapons that won't show their ammo on the barter screen (or damaged rounds)
- The desk in Vault 111 now gives 5 Portable Memory Devices
- There's 1 supply kit in the sanctuary cellar crate now
- Level-action Rifle is reduced in caps value
- The shipment of packing material is greatly reduced in caps value, and increased in quantity
- A bunch of junk items have their component tags fixed (there may be some missing still)
- Fixed a few junk items from not having the same components in the DEFUI esp
- Fixed a bug where vault 81 vendors weren't giving enough crops and water
- Codsworth will now give 2 Sanitized Waters as his gift instead of tools

Perks
- All ranks of Trailblazer should now show an image when crafting something that requires it
- Technologist rank 4 is properly labeled

Magazine Guides
>> This now brings the total number of guides obtainable from loot to 50 issues
- (NEW) Tricks of the Trade (Issue 1-5) - Adds to the trading recipe perk
- (NEW) The Wanderer's Survival Guide (Issue 1-5) - Adds to the survival recipe perk
- Locked safes now have a greater chance of dropping a guide
- Some "boss-level" trunks have a higher chance of dropping a guide
- Some bosses have a guaranteed chance of dropping a guide
- Settler Missions: Scavenging has a higher chance of finding a guide
- Settler Missions: Assault missions have a higher chance of finding a guide (higher skills can find 2 guides)
- Settler Missions: Entertainers have a small chance of finding certain utility-based guides

NPCs
- Machinegun Turrets were incorrectly set, and not giving all the loot they were supposed to
- Machinegun Turrets will now give more than 1 ammo (bubble turrets are 10mm, tripods are 5.56mm)
- Laser Bubble Turrets will now give fusion cells
- The first tier of Mirelurk Hunters had higher DR than intended
- Fixed 1 type of Mutant Radroach that wasn't set to give legendary loot

Companions
- Companion data is updated to prepare them for a future patch for a companion XP system
- DLC Companions are updated also
- (The companion XP system is not enabled yet)

Strict Carry Weight Addon
- Pocketed mods for new Clothing mods now give half the carry weight, to match the other armor mods
- Backpacks give half the carry weight of the default mode

Scrap Everything Patch
- Starlight: Removed the "Projector" (which is a building) from the gadgets category, so you can't scrap it
- The Castle: The Armory Door should no longer be scrappable
- Tenpines Bluff: You can now scrap that destroyed tiny house, the small maple tree, and the plank of wood
- Home Plate: Removed being able to scrap any permanent structures (walls, floors, stairs)
- NOTE: I still haven't visited many settlements, so this patch is NOT finished yet

Horizon 1.3.0[edit | edit source]

This update cleans up and moves the old production system into the new assignment system. It also polishes and expands the Cargo Bot 1-X system.

Vendor stalls are reorganized and require a progression now. They are MUCH cheaper to build Tier-1 and Tier-2 stalls now, but there is a limit to how many of those you can build in a period of time. Once your Tier-2 vendors gain enough income, you can use that income to build Tier-3 stalls. This allows you to place Tier-2 vendor stalls without feeling like you're wasting materials since you eventually want Tier-3.

Pipe Turrets are expanded to 4 grades, and are aimed at being the "go to" turret for quick setup.

Ballistic Weaves can be acquired with or without the Railroad unlock. Settlers can help you craft weaves if you lack the skill to do it yourself.

A major overhaul of the Weapon Pack was done, along with a lot of other weapon changes.

This patch also introduces the alpha version of Horizon's hardcore mode. You don't have to restart your game to add it on, simply select it when you install. And if you do want to restart, the very begining of the game is not really any different, so you could always just load any early Horizon save, if you wish to save yourself the hassle of recreating the character again.

There's a lot of changes in this update, so please be patient and report any problems. Thanks!


Settlements

(NEW) Settler Skill Perks
- When your settlers reach certain skill levels, you will now gain a perk for it
- Rank 1 = 25 skill
- Rank 2 = 50 skill
- Rank 3 = 75 skill
- Rank 4 = 100 skill (not obtainable yet)
- To receive perks you are eligible for, visit the Mission Manager in the Command Table

(NEW) Settler Crafting
- The skill that settlers gain from tasks/missions, can now be used to directly craft items for you
- This allows you to have settlers craft some items that you normally would need specific perks for
- Many "Contracted Work" items now require settler skill ranks
- Some workshop objects require settler skills to build (such as rank 2-4 MG turrets)
- Ballistic weave mods can be crafted by settlers now (more details much further below)
- Items such as turret parts, cargo bots, and memory devices don't require settler skills (I want these widely available still, so I'm not sure how I want to deal with them yet.)
- (More recipes will be added next update)

The Resource Manager and the following workshop production devices are reworked:
- Water Purifiers
- Lumber Mill
- Stone Yard
- Steel Yard
- Oil Well

NOTE: If you're using an existing save game, each of these resource generating devices will need to be STORED and PLACED again, in order for them to count properly in the Resource Manager.

Workshop Production
- "Work Orders" are removed, and no longer needed
- Each production device will automatically be activated once you assign it a settler or give it power (as long as it's newly placed)
- Production will now track better in DLC settlements (could use some more testing)

Setter Assignments (Both Jobs and Resources)
- Assignments should be more accurate to the exact settlement now (There used to be a chance that 2 close settlements (like Red Rocket and Sanctuary), could count each other's resources, but it will now check to make sure each station is inside the settlement.)

Notes on Settler Assignments and Resources:
*** Placing job stations or resources very close to the border of settlements may not work
*** Very long distances between similar stations may not work for totaling up resources. Most settlements are fine, ex: if you place stuff on each end of Sanctuary, it should be fine. Whereas a place like Spectacle Island could have problems if you place stuff too far apart.
*** Settlements very close to each other can still occasionally have incorrect assignments (I fixed this so it should usually work fine)

Water Purifiers and Purification
- The upkeep on water purifiers is now 1 "Maintenance Kit" for each bottle produced, instead of fuel
- Each craft makes 4 Maintenance Kits which require 4 Clean Bottles and 1 Tool Kit
- Filters crafted from contracted work now require Settler Skill: Engineering rank 1

(NEW) Extra Crop Production
- You can now gain an additional yield of crops using fertilizer
- Adding 1 fertilizer will grant you 3 "fertilizer units" for settlers to use (for 3 crops)
- You can gain a bonus of up to 20% of your crops in surplus (+1 crop per 5 grown)
- You can allocate fertilizer from the resource manager's main menu
- You can choose exactly which crop types you want to have your settlers focus your fertilizer on
- Surplus crops are evenly distributed based on what you are currently fertilizing
- Surplus crops are always healthy crops, and never rotten
(Simply put.. if you want settlers to focus on a healthy surplus carrots and corn, disable all the others in the options menu, and you're done.)

Resource Manager
- (NEW) A smaller profile vault-style Resource Manager is now available
- The original Resource Manager cabinet has a cargo bot with shorter antennas
- The menu will now only show active production devices, it no longer shows inactive devices that don't have power or a settler assigned to
- (NEW) The Cargo Bot 1-X item destination is now separate from the production/crafting destination*
*The Cargo Bot was only depositing into the Scrap Storage anyway, but that is fixed now with the new destination

Settler Missions
- You now get 1 Engineer and 1 Entertainer task slot to start off with

Cargo Bot 1-X
- (NEW) Cargo Bot 1-X now has it's own skinned mesh that has a basket attached, and shorter antennas
- (NEW) There's a new option to automatically move all your junk items to the Cargo Bot, and then open the inventory
- You can now set the destination for the cargo deposit on the Cargo Bot menu
- The remote access to the command menu now properly requires Local Leader rank 3



More Patch Notes...

Caravan Transport
- NOTE: "Z_Horizon_DLC_AllCaravan.esp" is NO LONGER USED. Delete it if you manually install Horizon*
- The DLC addons no longer edit the Caravan system
- (NEW) You can now travel to the Nuka-World settlement if you own it
- Traveling should no longer consume supplies unless it actually traveled you somewhere
*An empty version is still included with the zip file, in case people aren't paying attention so that it overwrites the old file

(NEW) Vendor Credit
- Tier 2+ vendor stalls that gain income now earn Vendor Credits instead of caps
- Can be either cashed in for caps, or used to build to Tier-3 vendor stalls
- Credits are worth 1 cap each if you want to directly sell them to vendors
- Credits are prefixed as "(Currency)" and put in your misc tab with other currencies
- Can be crafted through supply lines into caps in the Robotics Lab under WORKSHOP
- NOTE: The prices to buy tier 3 vendors may possibly be a little cheap, but since this is a new system I want to see how it balances

(NEW) Vendor Contracts
- Vendor Contracts are required to build Tier-1 and Tier-2 Vendor stalls
- 1 contract can be bought by: Carla, Lucas, Daisy
- 2 contracts can be bought by: DC Surplus, Deb
- 3 contracts are sent to your mailbox if you are Local Leader rank 1
- Vendor contracts are cheap (30 caps), but you can only get so many over a period of time

Vendor stalls
- Tier-3 Weapon, Armor, and Clothing vendors no longer require Cap Collector, but instead require "Settler Skill: Craftsmanship" Rank 1
- Removed the ability for vendor stalls to be destroyed in an attack
- Vendor stalls are labeled with their tier number now
- (Bug fix): Tier 1 Bars no longer can income (they weren't supposed to)
- All Homemaker vendor mats are updated to match Horizon

Settlement Turrets
- (NEW) Pipe Turret Mk II: 6 defense, increased health, increased damage, has a smaller base without the tripod legs sticking out
- (NEW) Pipe Turret Mk III (MG): 8 defense, increased health, increased rate of fire
- (NEW) Pipe Turret Mk IV (Irradiated Rounds): 10 defense, increased health, adds radiation damage per hit
- Each tier of pipe turrets use +1 more turret deployment part; the Mk IV also requires radioactive material
- The basic Pipe Turret (and the mini-pipe turret) uses a better firing sound effect now
- The basic Pipe Turret should have better alignment for the muzzle flash and firing origin
- MG Turret Mk 1: Requires Gun Nut rank 2
- Heavy MG Turret Mk 3: Requires Settler Skill: Engineering 1
- MG Turret Mk 5: Requires Settler Skill: Engineering 2
- Heavy MG Turret Mk 7: Requires Settler Skill: Engineering 3
- The health/resists on some turrets were increased
- The damage was rebalanced on all turrets



Settlement Objects
>> I got tired of the lack of support columns, so I added a few. I also got tired of seeing crops floating above the ground.
- (NEW) Added new Razorgrain meshes that extend into the ground properly, even on fairly steep hills
- (NEW) Added new Corn meshes that have a wider stalk that extends into the ground properly
- (NEW) Wooden Support Column 
- (NEW) Wooden Support Column (Double)
- (NEW) Wooden Support Column (Thin)
- (NEW) Wooden Support Column (Y Bracing)
- (NEW) Concrete Support Column


Survival

Ground Meat
>> Ground Meat is a new type of raw meat that can allow you to mix different raw meats to make an edible meal
- (NEW) Ground Meat (Animal): New recipes in the cooking station let you convert raw animal meat into ground meat
- (NEW) Ground Meat (Exotic): New recipes in the cooking station let you convert raw creature meat into exotic ground meat
- (NEW) Wasteland Burger: Uses ground meat, gives low nutritional value
- (NEW) Hearty Soup: Uses ground meat and purified water, gives moderate nutritional value and hydrates
- (NEW) Animal Stew: Uses ground meat and purified water, gives high nutritional value and hydrates (Survivalist 1)
- (NEW) Bug-Kabobs: Uses exotic ground meat, gives low nutritional value
- (NEW) Mystery Soup: Uses exotic ground meat and purified water, gives moderate nutritional value and hydrates
- (NEW) Arthropod Stew: Uses exotic ground meat and purified water, gives high nutritional value and hydrates (Survivalist 2)
- Grinding meat into ground meat always only requires 1 raw meat
- Converting 1 raw meat into ground meat outputs a varied amount based on the size of the animal
- Example: 1 ground meat = squirrel bits, iguana bits, cat meat, radroach
- Example: 2 ground meat = dog meat, molerat meat
- Example: 4 ground meat = radstag meat, brahmin meat 
- Canned Dog Food only has 1 recipe now under "Utility", which uses "Ground Meat (Animal)"
- New Category in the Cooking Station: "Ground Meat"
- All Ground Meat recipes have their own unique output items, so that the list doesn't unsort while crafting

Raw Meat
>> Meat dropped from animals is redesigned
- All animals and creatures now drop low quality or bad meat, regardless of skill
- Only skilled hunters can learn how and where to harvest full non-diseased cuts from these post-war mutant animals
- 1 of 3 random meats will always drop from all animals regardless of skill:
- (NEW) Meat Scraps - These are generic scraps of meat that can only be converted into "Ground Meat"
- (NEW) Exotic Meat Scraps - Same as meat scraps, except drops from exotic creatures
- (NEW) Gristly Meat - Cannot be used for any cooking recipes, but can be converted to fertilizer
- (NEW) Diseased Meat - Cannot be used for any cooking recipes, but can be converted to fertilizer
- Different sized animals (small, medium, and large) can drop different amounts of these scraps
- All DLC creatures that are supposed to be accounted for, are included with these changes

Juices
>> New juices are available, which give you an option to "boost" purified water
- (NEW) V7 Juice: Cures Lethargy. Gives double the hydration as purified water. +10 dmg/energy/rad/poison/cryo resists
- (NEW) Ultra Carrot Juice: Grants Night Vision and +1 Perception for 15 mins. Hydrates/buffs the same as purified water.
- (NEW) Melon Juice: Resistance to all illness, +10 dmg/energy/rad resists for 15m. Double the hydration of purified water. 
- Juices require Survivalist rank 1/2
- Juice/water buffs are usually separate from food buffs, and should stack with food

Food
- Many medium/large cooked meals that give buffs have increased ingredients
- Some cooked food now weighs in relation to it's nutritional value
- Most DLC meat is included in the Ground Meat recipes
- Pre-war food is worth less nutrition and caps value now
- Cooked pre-war foods no longer hydrate you (the water is the cost of purifying this food)
- Raw meat now states in the tooltip that it has high risk of illness
- Harvesting Tarberries can no longer gives dried material, so you have a better chance of getting a good piece now

Illnesses
>> As you advance further through the Commonwealth, more deadly infections can emerge
- Infection does 4 damage per tick from level 1-4 (down from 5 damage)
- Infection does 8 damage per tick from level 5-9 (down from 10 damage)
- Infection does 12 damage per tick from level 10-19 (new)
- Infection does 18 damage per tick from level 20+ (new)
- Lethargy is reset back to it's vanilla value of -50% AP refresh rate
- Weakness now appears on the top of your perk chart as an alert
- Insomnia now also reduces your Rad Resistance by -30
- Parasites now also reduces your Poison Resistance by -10 (Note that your base resist is 10, so going to 0 can potentially be really bad.)
- The illness "Fatigue" is now renamed to "Overfatigue" so it isn't confused with the Fatigue bar



Chems/Aid
- (NEW) Rebound: Cures Overfatigue. +10 Max AP and +5 AP regen for 10 minutes.
- Rebound can be crafted with Chemist rank 1 and requires adrenaline, jet, mentats, and sugar bombs
- Rebound can drop from loot and some vendors, and has it's own unique graphic
- Rebound is considered a "Jet" chem, in terms of addiction
- Jet Fuel is changed to: +50 Max AP and +20 AP regen for 1 minute. (up from 35/10)
- Skeeto Tonic now also hydrates, but requires purified water to craft it
- (NEW) Fixer: Lowers addiction levels (is not a full cure)*
- Fixer has negative side effects: -2 agility for 5 mins, -20 health
- Fixer only drops rarely from loot and vendors, and has it's own unique graphic
*Fixer may need some tweaking, and I would also like to give players a way to see their actual addiction levels somehow, so you know what it's even doing

Doctors
- NOTE: The doctor menu has been moved to a better centralized system, let me know if any doctors have a problem with the menu now
- The doctor menu can now be accessed from certain objects
- (NEW) Medical Triage Station: There is a station located in Goodneighbor to allow you to use doctor services there now
- (NEW) Medical Triage Station: There is a station located in the RR HQ near the doctor
- (NEW) Medical Service: There is a wheelchair located in the BOS HQ near the caravan radio
- (NEW) Medical Service: A wheelchair can be placed in settlements that allow you easier/instant access to local doctors
- Medical Stations will only work if the doctor in the area is alive and NOT hostile towards you
- The Medical Service in settlements will not work unless you have an active doctor in the settlement
- Curing illnesses, limbs, and poisons at doctors costs more now
- The cannibal debuff should properly be checked now at doctors and on DLC doctors too




Items and Crafting

Item Graphics
- (NEW) Bandages are resized smaller and given a new white-colored texture
- (NEW) Pharmaceuticals, smokeless powder, and explosive material, now have custom textures on the bottles
- (NEW) Added a new box graphic for different boxed items, such as parcels and supply kits
- (NEW) Added a cleaner looking book with the jagged pages removed
- (NEW) Some books are different colors now, so they're not all red anymore
- (NEW) Rad-Off, Ultra Combat Stimpaks, and Ultra Radaway have unique graphics now
- (NEW) Locksmith Tools (grade-2) has it's a new graphic

Items
- Some kits were given more appropriate graphics
- Bloatfly Gland is now tagged as a tool (so it won't be auto-scrapped if you need it for the quest)
- You can disassemble the bloatfly gland in the robotics lab, to turn it into the old scrappable junk item
- "Scalpel (Surgical)" is now removed from the DEFUI addon, and won't be considered a junk item
- Loose mods for the N99 and Revolver are named properly
- The Shishkebab from the quest, should now always drop in good condition
- The icons for disposable armor buffs are no longer upside down
- The amount of smokeless powder in cans from loot is lowered (vendors are unchanged)
- Some of the alloy grades in prototype parts were tweaked
- The amount of tungsten in some items was reduced

Loot
- A couple new prototype parts can drop from legendary enemies (adds better variety of alloys now)
- Some prototype parts weren't correctly added to some loot (adds better variety of alloys now)
- The rare components that Technologist rank 5 can salvage, can sometimes roll prototype parts
- All Grade-2 alloys will drop more often from some sources
- More Filters can appear on vendors that normally stock them
- Filters can rarely appear in toolboxes now
- Rare items have a greater chance to spawn in locked medkits
- Locked medkits now have an extra chance to roll a useful medical consumable
- More clean bottles will appear on vendors that sell them
- Reworked some of medkit/mirror loot lists, to possibly fix a problem
- Bobby pin boxes will have a better chance to drop more than 1 pin now
- Humanoid NPCs can drop dirty water more often now, and rarely basic food
- Ammo loot in general was slightly reduced
- Specialty ammo should drop in smaller amounts
- Some calibers of ammo were giving a chance for a bit too much ammo
- Some fusion cores that are found on the ground, are now damaged junk that can be scrapped for components
- Power armor frames in the world should usually never roll a full set anymore (a few can, like raider armor)
- Fusion cores have a lower chance of dropping on power armor frames found in the world, and when they do they have less battery power also
(fusion cores in generators are still full power.. which makes finding an active generator rewarding.)

Safes
- Pre-war safes should now properly give bonus loot if they are locked
- Unlocked pre-war safes give less of certain types of loot
- Locked safes have a chance to drop low grade alloy items (pre-war is higher chance)
- Master locked pre-war safes always have at least 1 guide
- Locked pre-war safes have a chance to drop pistols (rare pistols and weapon pack included)
- The Deliverer can rarely drop from locked pre-war safes

Unopened Pre-war Parcels
- This item has been changed to a new item type that you manually open from your AID tab
- Many items have been added to the loot table for pre-war parcels (mainly clean pre-war items)
- Parcels can be found in a few more containers, such as rarely in pre-war filing cabinets
- Some vendors can occasionally have parcels
- Tier 2+ settler scavenger missions have a chance for parcels
- This item uses the new box graphic
- The old parcels may still exist in some containers in your existing save games (if it's broken, just vendor it)
- (This should replace the problem with the old items where it would randomly not open the box when you looted it.. plus it lets you manually open the box so you can notice what item you got.)

Crafting
- (NEW) Maintenace Kits: Used to maintain water purifiers
- Tool Kits were cut in half, so you only need 1 of each tool, but every recipe outputs only 6 kits now
- The Tool Kit recipe that requires Local Leader 3 also requires VANS 5 now
- Clean Bottles now give 4 bottles per craft (uses much less antiseptic per bottle)
- Pulse rounds now properly require it's rare material (Beryllium Copper) to craft them
- HE rounds now properly require it's rare material (Magnesium Alloy) to craft them
- The medicated bandages that only require recipe perks, have a minimum required level of 15 also
- Ingredient type items in the chem lab and cooking station are moved to a new category called "INGREDIENTS"
- Ammo categories are resorted and given new icons (DEF_UI addon)
- (DEF_UI addon) Unused menu categories are given icons in case some other mods use them 
- Vegetable Starch is moved to the chem lab under INGREDIENTS
- Fertilizer recipes are moved to the chem lab under INGREDIENTS
- Frag Mines require less explosive material to properly match their damage
- Jet Coffee and Atomic Scotch no longer mistakenly say they give 2 bottles per craft
- Rad-Off can be crafted in contracted work with Settler Skills: Survival rank 2
- The Weapon Lab has a description when you go to build one
- The Armor Keywords Ammo workbench is renamed to "AK Workbench"
- ZX1 Lab: ingredient requirements were tweaked (mostly reduced)
- ZX1 Lab: crafting weapons now gives double the skill gain per point of quality, but the maximum gain per craft is capped at +90 skill
- Crafting Antibiotics (Basic) now requires 4 moldy food per craft (up from 1)
- Crafting Antibiotics (Herbal) now requires 4 moldy food per craft
- Crafting Advanced Cure-X now requires Chemist rank 4 (up from rank 1! Sorry, this was way too good at rank 1.)
- Converting Fusion Cores to Energy Cells via the Energy Convertor now gives ~150 cells average per core (up from 100)

Magazine Guides
- (NEW) Blacksmithing Guide (issues #1-5): Adds to the Grognak magazine melee recipe perk
- Some guides have different colored books now
- The Hacking manual from Nick's mail will now require higher affinity and level to receive it
- Locked safes should drop guides more often now

Lock Breaching
>> Requirements to build devices has been redesigned..
- The Locksmith perk now gives you mail with Locksmith Guides at rank 1 and 3
- The Hacker perk now gives you mail with Hacking Guides at rank 1 and 3
- Locksmith Tools Grade-1: Now requires Recipe: Safecracker rank 1
- Locksmith Tools Grade-1: Now requires Recipe: Safecracker rank 3
- Auto-Dialer Grade-1: Now requires Recipe: Safecracker rank 2
- Auto-Dialer Grade-2: Now requires Recipe: Safecracker rank 5
- Explosive Charge Grade-1: Now requires both Demolition Expert rank 1 AND Recipe: Safecracker rank 1
- Explosive Charge Grade-2: Now requires both Demolition Expert rank 1 AND Recipe: Safecracker rank 4
- Auto-Hacker Grade-1: Now requires Recipe: Hack Attack rank 1
- Auto-Hacker Grade-2: Now requires Recipe: Hack Attack rank 4
- All Grade-2 tools still have a minimum requirement of level 5 for them to be craftable



Weapons and Armor

Ammo Swapping
- (NEW) When you swap ammo, it will now pause for a second and force a reload animation*
- Switching firing modes has a brief pause, but no reload animation*
- To avoid problems, the in-combat restriction for swapping ammo was removed from all weapons
- If you don't have any of the ammo you're trying to load, it will no longer swap to it
- The firing mode message can be toggled off via the holotape
- All ammo swaps are now adjusted properly for rate of fire
- Higher caliber rounds (or specialty rounds) now usually fire slower than before (both auto and semi)
- Ammo swap rate of fire adjustments should now stack better with firing modes and some other ROF adjustments from mods
*Swapping ammo or firing modes in the middle of combat is always a risk. Don't complain if you die because your character paused for 1 second while swapping. That pause is supposed to happen.



Mod Descriptions
- Many weapon and armor mods have much greater detailed descriptions now
- Many magazines now show the exact ammo capacity for each magazine mod (including the standard one)
- Burning damage numbers are now shown as the total damage added per shot
- Many weapon mods now show recoil, hip-fire/sighted accuracy, stability, bash damage, and VATS cost numbers
- A very few mod properties still don't show numbers, because the numbers could just be more confusing than the words
- Scopes now show the zoom level
(Energy weapons may be tweaked next patch, so some of the descriptions aren't complete yet for them)

Weapons
- Light Frame Receivers no longer have a damage penalty
- Degraded and Deteriorated weapons now have worse reload speed, sighted accuracy, recoil, ROF, and higher VATS cost

Grenades/Mines/Traps
- NOTE: Your old pre-existing items will NOT have the tooltips or some of the new special properties, and do NOT stack with new items
- (NEW) Most grenades, mines, and traps now have a full description tooltip (this requires them being marked as legendary items)
- (NEW) Pulse Grenades/Mines now deal +30% extra damage to robots/synths
- Cluster Bombs from NPCs will now break into 8 fragments dealing 25 damage each (was 12 at 10 damage each)
- (NEW) Baseball grenades can be crafted in contracted work using Settler Skills: Craftsmanship rank 1
- (NEW) Frag mines can be crafted in contracted work using Settler Skills: Craftsmanship rank 2

(NEW) Altered Mirelurk Egg
>> Performing gene and pheromone alterations on mirelurk eggs? Crazy.
- A grenade-style egg that will hatch into a mirelurk spawn after being thrown
- These spawns are friendly to the player and allies, and will follow you when they are not in combat
- Spawns will fight for you until they die
- Spawns will slowly die over about 10 minutes of time (not accounting for combat damage they take)
- Spawns are very hearty and start with very high health, but slowly loses this health over time
- Spawns are vulnerable to fire damage
- Is bolstered with adrenaline and does much higher damage than normal mirelurk spawns
- Each attack also deals 5 radiation damage (these creatures are best used against enemies without rad immunities)
- Unlike other grenades/mines, the egg projectiles are immune from being damaged, to ensure they aren't wasted
- They can be very powerful if you spawn a few at once
- There's no limit to how many you can have out at once, other than they will eventually die
- Can be crafted 2 ways in the weapons lab:
- 1. Chemist rank 1 and Animal Friend rank 1
- 2. Settler Skills: Survival rank 2
- Requires 4 mirelurk eggs per craft, but gives 4 egg grenades
- (sometimes the corpses of the spawns look like they are still alive, but I think that's a bug with the game itself)

DLC Traps
- Caltrops now deal 15 damage per spike
- Poisoned Caltrops now deal 15 damage per spike + 30 poison damage over 30 seconds
- Traps cost more materials to craft now
- Traps will craft into ammo packs, so you can see how many you get per craft
- Bear Traps have their own bleeding effect now, which deals 2 damage per second for 20 seconds (up from 1/10 sec)
- Bear Traps will no longer incorrectly be protected by the old vanilla Sneak rank 2 ability (for both you and enemies)

Throwing Knives
- (NEW) Throwing Knives deal +200% damage if the target is under 30% health
- Now deals 30 base damage (up from 20)
- Now craft into an ammo pack, so you can see how many knives you get per craft
- Now give 10 per craft (up from 5), but require 1 steel alloy grade-1

Ammo
- (NEW) .50 AE Round: This is a .50 caliber round for pistols
- Magnum Ammo Set: The magnum ammo set now includes .50 AE
- (NEW) Ammo Set: All 40mm grenade and missile rounds
- (NEW) Ammo Set: .223, .38, .45, 5.56 (Crude Blowback, That Gun, Varmint Rifle)
- (NEW) Ammo Set: 9mm, 10mm, .38, .223 (Deliverer)
- (NEW) Ammo Set: Auto/Semi Firing Mode ONLY (Mauser)
- There's a new category in the Weapons Lab for heavy ammo (includes 40mm, rockets, etc.)
- The smokeless powder required for some ammo was tweaked to better match their damage
- .45 rounds do less damage now, and are closer matched to the newer 10mm damage range
- N99 Ammo Set: 9mm and 10mm swapping requires Gun Nut rank 1 or a Rank 1 Conversion kit
- N99 Ammo Set: 12.7mm damage is reduced, and the crafting ingredients reduced



Scopes
- (NEW) The glass on the reflex sights for most weapons use custom textures now to clean some of the dirt off
- The camera will now move closer to the 10mm reflex sight, so the area of the sight doesn't look so tiny
(The 10mm dirt was especially horrible, you can actually see through the site now)

(NEW) 40mm Ammunition
- All 40mm ammunition is added internally to Horizon
- It includes: Frag, Cryo, Plasma, Pulse, Shotgun, Slug, Flechette, Incendiary, RPG, RPG Seeker, Mini-Nuke
- The ammo switching system now supports a 40mm set
- The speed at which most 40mm projectiles travel is slower
- The China Lake in the weapons pack now uses Horizon's ammo
- The 40mm ammo in the weapon pack is no longer usable, but can be sold for caps

(NEW) Pipe Launcher
- This is a new custom pipe gun that I assembled to use 40mm ammo
- It can be crafted in the Weapons Lab
- It is considered an entry level "stepping stone" weapon that you might use before you get a China Lake
- (the graphics still needs some work on this weapon)



(NEW) Katana
- This weapon was extracted from the Shishkebab, and modified as a 2H sword
- This weapon can be modded to remove the rust from the blade
- This weapon can be modded with the new damage enhancements (seen further below)
- Can be found on some melee NPCs, and rarely on some weapon vendors above level 11
- Can be reverse engineered and crafted in the ZX-1 Lab

(NEW) Wakizashi
- Smaller one-handed version of the Katana
- This weapon can be modded to remove the rust from the blade
- This weapon can be modded with the new damage enhancements (seen further below)
- Can be found on some melee NPCs, and rarely on some weapon vendors
- Can be reverse engineered and crafted in the ZX-1 Lab

Incinerator
- Now has the proper grip attachments for the 2 upgrades
- [Bug fix] should no longer be using the "flare gun" aim model, and should no longer have unintended recoil

Submachine Guns
- (NEW) 30-round Box Magazine (replaces the Rapid Eject mod)
- The Thompson SMG is now defaulted to semi-auto and uses .38 rounds
- Very low level SMG's always drop as .38 now
- Low level SMG's won't always drop as "destroyed" from triggermen now
- Swapping .45 rounds now requires Gun Nut rank 2 or rank 2 conversion kits
- .45 rounds do slightly less damage now
- Removed the VATS cost increase on some receivers
- Removed the range penalty on all receivers
- NOTE: 

Deliverer
- (NEW) Now has it's own ammo set: 9mm, 10mm, .38, .223 
- Defaults to 9mm now
- (NEW) Reflex Sight: Allows you to put a reflex sight on the deliverer

Revolver
- (NEW) .50 AE Rounds: Requires Gun Nut rank 3 or rank 3 conversion kits
- Swapping .44 now requires Gun Nut rank 2 or rank 2 conversion kits

Hunting Rifle / Pipe Bolt-Action
- Swapping .308 now requires Gun Nut rank 1 or rank 1 conversion kits
- Swapping .50 now requires Gun Nut rank 3 or rank 3 conversion kits

Combat Rifle
- .45 rounds do less damage now
- Swapping 5.56 and 7.62 now requires Gun Nut rank 2 or rank 2 conversion kits

Light Machine Gun
- Does slightly more base damage now

Institute Tactical
- Fixed a bug with the 2 crit barrels that caused the rifle stock to bug out
- Fixed a bug with barrels not firing their lasers from the correct position

Pipe Weapons
- .45 rounds do less damage now
- The long scopes were reduced to Science 2 and Gun Nut 2 (still requires Sniper)

Laser Weapons
- Burning damage now does real fire damage, but applies it slower
- Burning damage rank 1 does 10 fire damage over 10 seconds (from 9 over 3 seconds)
- Burning damage rank 2 does 20 fire damage over 10 seconds (from 15 over 3 seconds)
- The amount of burning damage is now noted on the mod's description

Gatling Laser
- Burning damage rank 1 does 5 fire damage over 5 seconds (from 9 over 3 seconds)
- Burning damage rank 2 does 10 fire damage over 5 seconds (from 15 over 3 seconds)

Plasma Gun
- Boosted Photon Agitator was fixed to match other critical hit damage mods

Melee Weapons
- Synth Blade: Can now be colored black or white just like the other institute weapons
- Micro Sledge: Can now be reverse engineered and crafted
- Pipe Wrench: Can now be reverse engineered and crafted
- Knuckles: Can now be reverse engineered and crafted
- Lead Pipe: Can now be reverse engineered and crafted

Machete Glaive / Handmade Axe / Synth Blade / Katana
- These new melee upgrades are cheap and based on skill rather than materials
- These mods cannot be transfered to other weapons
- (NEW) Sharpened (Average Quality) upgrade: +25% damage
- (NEW) Sharpened (Better Quality) upgrade: +50% damage
- (NEW) Sharpened (High Quality) upgrade: +75% damage
- (NEW) Sharpened (Master Quality) upgrade: +90% damage, causes the target to bleed
- The base damage was slightly adjusted on these weapons

Micro Sledge / Organ Pipe, Water Pipe
- (NEW) Hardened (Average Quality) upgrade: +25% damage
- (NEW) Hardened (Better Quality) upgrade: +50% damage
- (NEW) Hardened (High Quality) upgrade: +75% damage
- (NEW) Hardened (Master Quality) upgrade: +90% damage

Thermic Lance / Killamajig / Skull Pike / Improvised Mace / Improvised War Club
- (NEW) Enhanced (Average Quality) upgrade: +25% damage
- (NEW) Enhanced (Better Quality) upgrade: +50% damage
- (NEW) Enhanced (High Quality) upgrade: +75% damage
- (NEW) Enhanced (Master Quality) upgrade: +90% damage

DLC Weapons
- DLC firearms have their receivers setup to match Horizon
- The Handmade Rifle uses .45 by default so it can make use of the combat rifle's ammo switching
- The Handmade Rifle will still often drop as 7.62mm even though the weapon is defaulted to .45
- The Radium Rifle does less ballistic damage now
- The Radium Rifle no longer has any automatic receivers, and can only use .45*
- The Radium Rifle has a new slot for swapping semi/auto, but cannot use the field ammo switcher
*Since this weapon has built-in rad damage, it needs to be balanced separately. I may rework other ammo types for it later.

Companion Weapons
>> Crafting these weapons is made into a more varied and immersive "contracted work" style system
- Each item is crafted using a different assortment of items in which traders want in exchange for these weapons
- The ingredients and perks can vary for each weapon

Deployable Turrets/Dogs
- The order of the interaction menu is altered, so that double pressing the use key doesn't ruin your summon:
- Dogs: The first menu key is now "follow me", so you don't accidentally dismiss your dog and waste food
- Disposable turrets: The first menu key is now "exit", so you don't accidentally destroy it
- Re-deployable turrets/bots: The first menu key is still "pickup" since there's no consumable loss

Old Legendaries and Uniques
- All vanilla legendary properties are now considered either obsolete or only minor bonuses
- All vanilla legendary properties are reduced in strength
- Unique items sold on vendors are now considered minor optional upgrades
- Most unique weapons sold on vendors are weaker, and reduced in price
- Most uniques and old legendaries are no longer consider "featured" items, and can be scrapped

Ballistic Weaves
- Ballistic Weaves can be acquired with or without the Railroad unlock
- Mk1 weaves can be acquired 2 ways:
--- 1> Acquire a piece of gear from the railroad with an Mk1 mod, and re-use that mod*
--- 2> Settler Skills: Craftsman Rank 1 (i.e. 25 Smithing skill)
- Mk2 to Mk5 upgrades can be crafted normally at the Armor Workbench with the Armorer perk, OR through Settler Crafting
- Mk2 to Mk5 Ballistic Weaves now require rank 4,6,8,10 of the Ballistic Weapons recipe perk
- Mk2 to Mk5 Insulated Weaves now require rank 4,6,8,10 of the Energy Weapons recipe perk
- Mk2 to Mk5 weaves require Armorer rank 1-4
*This method is essentially the original way to unlock it, since they don't sell the armor until you unlock weaves

DLC Armor
- DLC Power Armor repairs now match the standard power armor
- Marine Armor is now considered "heavy" armor by default and given the proper base DR values
- The Zealot tier of Marine Armor is considered a base-level upgrade level
- Inquisitor/Assault Marine Armor upgrades now act as the top upgrade in terms of protection values


Misc Changes

NPC Humanoid Damage scaling
- Humans deal more damage now per level bracket (your level)
- Level 5-10 = +10% (up from 5%)
- Level 10-15 = +20% (up from 10%)
- Level 15-20 = +30% (up from 15%)
- Level 20-25 = +40% (up from 20%)
- Level 25-30 = +50% (up from 25%)
- Level 30+ = +60% (up from 30%)
- (Scaling effects humans, feral ghouls, and super mutants)

Horizon Tutorial Help Messages
- New help messages pop up at certain levels to explain Horizon game mechanics
- After getting the first help message, you can select the 2nd button to hide further messages
- Message: Level 2 - Explains that further levels won't heal you, and level 5 unlocks VANS
- Message: Level 5 - Explains the VANS system is available, so players remember to spend their next point on it
- Message: Level 15 - Explains that Combat Specializations are now open

NPCs
- Raiders should now spawn lower tier types more often than higher
- Raider Scavvers have their own selection of random outfits
- Shaggy Yao Guai's fur is now 2x more vulnerable to fire than other Yao Guai, but they have higher DR/ER resists now
- Deezer and Dora in Covenant should only be killable by the player (like how the abernathy cat is set)

Misc
- Some loading screen descriptions are updated for the N99
- DLC esps were cleaned up so that they don't contain any new form ID's for loot

Scrap Everything Patch
- Most friendly NPCs (cats, settlers, overseer, etc.) are no longer scrapable (covenant is still scrappable)
- Most NPC animation markers are now scrappable again (minor cosmetic animations like for cats and dogmeat, are still hidden.)
- The Doghouse is removed from the scrap lists, since it's a vanilla buildable item
- You can now scrap short stone walls
- If you want to actually "scrap everything" you can manually install "Z_Horizon_Patch_ScrapEverythingFull.esp", but only use 1 of the ESPs at a time

Homemaker Patch
- All of the vendor stalls are updated to match Horizon

Weapon Patch Authors
- Some of the keywords required for ammo swapping were changed
- Ammo swapping can now support separate menus from the actual mod attachment keywords for ammo sets
- More keywords were added for vendors
- A keyword was added for pre-war safes to drop rare sidearms



Horizon - Desolation (Alpha Version)

Desolation is a new hardcore mode that focuses on tougher survival. This version is very rough, and doesn't contain a lot of changes yet.

In this mode, there's a bigger emphasis on being more self-sufficiant, instead of relying on NPC vendors and doctors. Combat Stimpaks are harder to craft/buy, as there is more pressure to make sure you're healed up properly outside of combat.

Most illnesses and diseases should be cured as soon as possible. They are balanced so that you should no longer feel it's "ok" to just wait to cure them.

This mode will not change NPC damage multipliers or carry weight. You can optionally use the existing addons for those.

I definitely want feedback on it, but this mode isn't made for new players. If it's too taxing on you, turn it off.

Food/Medical
- All pre-war food (that isn't preserved) is considered garbage food and has high risk of disease (not recommended to eat)
- All pre-war food is worth very little caps
- The debuff on Combat Stimpaks is increased to -150 rad resists (up from -50)

Crafting
- Purified water can no longer be crafted by hand, and requires real purifiers to process it for you
- Some medical supplies require more antiseptic or other materials
- Crafting antiseptics from alcohol requires more pharmaceuticals
- Pharmaceuticals require more materials
- Cooked pre-war food is not available

Loot
- Less ammo drops on NPCs
- Ammo Boxes generally have less ammo
- Ammo and smokeless powder drops less from some containers
- Tools drop less from containers

Bartering
- Vendors don't trust you. All sell prices are 25% of the caps value (down from 50%)
- Combat Stimpaks and Blood Packs cost more caps

Survival
- Weakness makes you take 40% extra damage
- Lethargy reduces AP regen by -75%
- Insomnia also reduces your Rad Resistance by -100
- Parasites also reduce your Poison Resistance by -30
- Some poisons deal more damage per tick
- Infection does 10 damage per tick from level 1-4
- Infection does 15 damage per tick from level 5-9
- Infection does 20 damage per tick from level 10-19 (this can now kill you)
- Infection does 30 damage per tick from level 20+ 

Armor
- Power Armor repairs are more expensive (not implemented yet - next patch)


Q: My Submachine Gun or Mauser (or others possibly) won't work right with the ammo swapping.
A: Try throwing it on the ground and picking it up. If that doesn't fix it, you may need to get/craft a new version of that weapon post-patch if you want the ammo swapper to work properly.

Horizon 1.3.1[edit | edit source]

General
- The Command Menu should now work again
- The missing reflex sight textures are now included

Architect 1.0.0[edit | edit source]

Architect is settlement building system that allows you to place structures of any size, virtually anywhere.

Everything in Architect is optional, so you can use exactly what you want. It should be fully compatible with any mod (including Sim Settlements), because it uses very few Fallout 4 overrides. There are even specially designed platforms built specifically for Sim Plots.

I created this mod, because I have always wanted a way to place very large structures, WITHOUT the age old problems that are associated with placing large prefabs. Architect makes placing large structures very easy, and includes many options per structure. It also removes that horrible problem with prefabs, where you could accidentally move or scrap the building you're trying to decorate. On top of that, it doesn't count towards your settlement build limit.

Architect is included with Horizon, but will be released as a stand-alone mod soon.

Highlights of Architect
- Very easy to place ANY size structure with very little placing restrictions.
- You cannot accidentally scrap/store/move the buildings while you're decorating them!
- Does NOT effect your settlement build limit!
- Structures are grouped into categories, so that the ingredients required are appropriate.
- You can change Building Designs at any time (within it's category.)
- Many buildings contain their own stairs, doors, detailing, clutter, and furniture.
- The different layers of objects can be turned on and off individually (beds, clutter, doors, etc.)
- Buildings can be moved manually (by moving the controller object) or nudged around (via the menu) after they are placed.
- Multiple building designs can be selected via a UI system, based on the category of the structure.
- The master controller object can be used to access the options menu per structure.
- The controller objects are generally small immersive objects, such as mailboxes and power boxes.
- You can "lock" the structure in place, so that you can move the small master object around afterwards.

More Patch notes..

Technical Highlights
- All buildings have full navmeshes.
- Navmeshes in Architect are active immediately, and do not require any reloads or restarts.
- Authors who wish to create buildings for Architect, also do NOT need navcuts (if built properly.)
- Most of my buildings don't use glass in the windows on purpose, to keep framerates high.
- Most of my buildings don't overpopulate clutter, so it looks nice and runs fast.


Currently Available Structures by Category..

Small Houses
- Small House (2-Story): 9 colors, 4 beds (optional)
- Cabin: 3 colors
- Covenant Houses: 2 styles

Large Houses
- Large House (2-Story): 5 colors, 8 beds (optional)
- Large House w/ Garage (2-Story): 5 colors, 6 beds (optional)
- Sanctuary House (Refurbished): This is a grungy sanctuary house refitted with sheet metal panels

Small Urban Buildings
- Townhouse: 9 colors, 4 beds (optional)
- Old Townhouse: 4 colors, 4 beds (optional)
- Red Rocket: Has 3 connection points for a floor vendors behind the counters
- Drumline Diner: Has 1 connection point for a floor vendor behind the counter
- Military Bunker

Large Urban Buildings
- Brick Store: 6 beds (optional)
- Panucci's Pizza: Can have 5 beds enabled upstairs
- Large Brick Building
- Supply Yard

Warehouse Buildings
- Tavern (The tavern from Horizon which was filled out more)
- Warehouse Garage

Wooden Boardwalks
- Boardwalk (2 dockable plots for Sim Settlements)
- Large Boardwalk (10 dockable plots for Sim Settlements)

Metal Structures
- Military Platform
- Military Platform (Large)
- Industrial Platform
- Barge (Small)
- Barge (Large)

Foundations
- House Foundation (3x6)
- Warehouse Foundation (3x3)
- Stone Foundation (5x7)
- Bunker Foundation (5x6)

Natural Foundations
- Terrain (A large elevated dirt/grass terrain patch)
- Main Street Road (A large straight section of street)

Colossal Structures
- Falon's Department Store (A very.. very large 4-story building with a large roof top)
- Airship Construction Yard (A very large construction yard with industrial buildings underneath a large airship)

(..Many more buildings will be added over time, including ones from other authors!)

Author-created Structures
- Architect has support for authors to add their own buildings via an addon module
- Alternatively, authors can contact me about contributing structures directly to Architech
- Instructions, tips, and discussions will be provided to help you assemble all the parts of your building. I've worked out many easy shortcuts and processes to help make buildings relatively quick.
- Navcuts are NOT needed for Architect buildings, providing you follow my tips. Navmeshes work fully upon placement in Architect.
- Keep in mind, I don't have time to teach authors the basics on building structures in the creation kit, you need to have some understanding yourself.

Vendors
- Many of Horizon's vendor stall meshes are moved to Architect
- All Architect vendors are upgradeable (see further below)
- There are 2 styles of vendors: Standard decorated counters, and bare-bones vendors mats
- Architect vendors are located in the Arcitect menu, not the vendors menu (it's too cluttered in the vanilla stall menu)
- (Horizon Only) Vendor upgrades often require Vendor Credits, instead of caps
- (Horizon Only) All vendor stalls will count as Job Stations for Traders/Doctors

Upgradeable Vendor Stalls
>> These new vendor stalls can be upgraded as you progress, without the hassle of dealing with replacing tiered stalls
- All Architect vendors are classified as Tier-3
- All Architect vendors start with NO income gains, and require upgrade modules to add income and happiness
- All stalls have connection points on the sides, so they can snap together like (and with) vanilla vendor counters
- 4 upgrades can be added to each stall to increase their income and happiness ratings
- You do not need to upgrade them if don't care about income generation for your settlements
- Each module adds +2 Income and +5 Happiness to the settlement
- Upgrade 1: Caravan Beacon - Requires Local Leader 1
- Upgrade 2: Cash Register - Requires Local Leader 2 and Cap Collector 1
- Upgrade 3: Radio - Requires Local Leader 2 (Horizon: Local Leader 3)*
- Upgrade 4: Supplies - Requires Cap Collector 2 (Horizon: Settler Skills)
- There are separate supplies for each type of vendor, which require different materials/supplies
- Floor-mat vendors all use the same generic supply upgrade instead of specific supplies
*I may add alternatives for this slot, so it's more of an "advertising" type slot, and everyone isn't just using radios to attract customers

Upgradeable Vendor Mats
- These objects are a simple floor mat that can be placed behind any appropriately sized counter
- Along with the floor mat, there's also a crate on the floor, which is used to hook in supply and caravan upgrades
- Each type of vendor has decoration on the counter appropriate to the type, along with hooks for radio and register upgrades
- NOTE: These objects can fit behind most counters, but still require a certain amount of space for the upgrades (and they also require an appropriate HEIGHT)

Empty Vendor Counters
- A few styles of counters can be used with any vendor mat
- Each counter has connection points for a vendor mat to easily snap into
- Each counter has connection points so you can link them together from the sides
- (More counter types will be added in the future)

(NEW) Large Crops
>> Large crops give you an easier way to manage/produce your crops, without making you feel obligated to hand-pick them
- Each crop gives 3 food and 6 production rating (this rating is 4x higher than vanilla crops)
- These plants CANNOT be harvested manually by the player (since they yield more production)
- Each large crop has it's own new customized graphic
- Objects like Melon/Gourd crops, have a new trellis which looks much better on uneven terrain
- 1 settler only needs to tend to 2 of these plants (settlers can harvest 6 "food" total)
- (Horizon Only) Vanilla crops can be scrapped now, so you can re-use existing plants for large crops

(NEW) Farming Workbench
- Allows you to convert food items into fertilizer
- Allows you to convert wild plants and vault plants into plantable crops (Horizon: Requires Survivalist)
- The workbench can be constructed from "Arcitect/Farming"

(NEW) Garden Planters
- These new custom planters allow you to plant crops anywhere, just like the DLC Garden Plots
- The new large crops will automatically snap into slots per planter, making it very quick and easy to plant crops
- There are currently 8 planter types
- NOTE: You CAN move the planters WITH large plants attached to them, but the game doesn't update some of the farming data until you load your save game again. So your settlers may be harvesting the old locations, etc. until you reload.

(NEW) Defense Upgrade Options
- Horizon's Guard Stations are moved to Architect
- Most guard posts are set to +6 Defense, to flag them as a full-time defense assignment
- Guard Post: (+6 Defense) A simple floor mat for a guard to stand at
- Guard Patrol: (+2 Defense) A simple floor mat that allows patrols (Use 3 mats to create a patrol route)
- Guard Barrier: (+6 Defense) A simple sandbag guard post
- Sentry Chair: (+6 Defense) A simple chair for a guard to sit on
- Upgradeable Guard Tower: (+6 Defense base) Can be upgraded to add defense
- Guard Tower Upgrade: Watchman's Upgrade (+4 Defense)
- Guard Tower Upgrade: Command Tower Upgrade (+5 Defense)
- Command Tower Upgrade: Radar (+5 Defense)
- Command Tower Upgrade: Siren (+5 Defense)
- (More upgradeable guard posts are planned, especially a floor-mat style one that is smaller and can be placed behind existing barricades)

Pipe Turrets
- Horizon's Pipe Turrets are moved to Architect
- There are 4 grades of Pipe Turrets available
- Pipe Turret Mk I: 4 defense
- Pipe Turret Mk II: 6 defense, increased health, increased damage, has a smaller base without the tripod legs sticking out
- Pipe Turret Mk III (MG): 8 defense, increased health, increased rate of fire
- Pipe Turret Mk IV (Irradiated Rounds): 10 defense, increased health, adds radiation damage per hit
- (Horizon Only) Each tier of pipe turrets use +1 turret deployment part; the Mk IV also requires radioactive material

Caravan Transport
- Horizon's Caravan Hubs are moved to Architect

Workstations
- A new vault-style Chemistry stations is added
- A new cooking stove is added

Decorations
- Pinball Machines: Gives +5 Happiness. There are 16 styles, each has different magazine perks as requirements
- Arcade Machine: Gives +5 Happiness
- Pinball and Arcade machines are limited to 1 per settlement (per type.. you can have 1 of each pinball machine active)
- Giddyup Buttercup: Gives +10 Happiness.
- Decorated Pool Table: Gives +50 Happiness. Requires a full set of pool balls (Horizon sorts these as crafting ingredients)
- Pool Ball sets are crafted in the chemistry lab under utility (located in a different workbench in Horizon)
- Intact Giddyup Buttercup misc items can be assembled from individual parts in the chemistry lab under utility (located in a different workbench in Horizon)

Beds
- 2 new beds are added that have covers and pillows
- Personal Beds can be crafted that are only usable by the player and do not count as settler beds

Power Pylons
- Telephone Pole: Gives 3x the range of standard pylons
- Small Traffic Light: Gives 3x the range of standard pylons

Directional Stools
- 5 vanilla stools that have very small (and appropriate looking) markers added to them so you know which way they are facing
- The small marker piece is located at what is the BACK of the stool
- Located in the vanilla category with other chairs and stools

Structural Objects (with connection points)
- Blocks (1x1): 13 styles of foundation blocks (most match the textures I use for buildings)
- Stairs: 4 styles of concrete stairs, and 4 styles of large wooden stairs
- Walls: White plaster wall, White plaster doorway wall
- Support Columns: 5 styles of support columns
- (More pieces will be added, but I don't plan on building up a large library of pieces.. these are simply appropriate pieces to go along with textures and parts that I use in my buildings.)

Misc Objects
- Red Carpets can be crafted or stored (The ones from the airport)
- Bars can be crafted or stored (The ones from the airport)
- Added 3 workshop stairs useable in Homeplate, in case you scrap the stairs in there with SE

Workshop Menus
- Architect has it's own menu located on the main menu, which contains sub-menus for everything
- Some Architect objects will exist in the vanilla menus, but I may move more into this menu over time
- The vanilla icons for Resources, Food, and Water were replaced
- (Horizon Only) The Architect Menu will appear at the front of the workshop menu for easy access (this directly edits vanilla records)

Addon Module: Architect Extras
- WARNING: This addon is optional! If it causes mod conflicts, either don't use it, or you're responsible for patching it yourself. This is separate from Architect for just that reason.
- The Architect Menu will appear at the front of the workshop menu (this directly edits vanilla records)
- (More stuff will be added here over time)

Addon Module: Build Limits
- NOTE: This addon mod should be loaded BEFORE other mods that edit settlements (such as Scrap Everything)
- Increases the height you can build in settlements
- Increases the height that settlers will travel around (i.e. sandboxing)
- (Horizon Only) This addon mod is NOT required if you are using Horizon's Scrap Everything patch, as that automatically adjusts the limits

Tips and Comments on placing your structures:
- Be sure to move your building around BEFORE you decorate it with your own objects. Objects you place do NOT move with the building. Walk around your building, and make sure it's in a good position first.
- It's recommended to position your building before enabling beds, since this makes moving the structure slower.
- Don't worry about having the controller in a bad spot.. you can move it separately later on, by "locking" all objects. Then you can move the controller freely (or even on or inside the building itself.)
- If you try to move the controller object before it's done "building", only the controller will move.
- Be sure to NOT block off the controllers. There's currently no way to access the menu if you bury the controller. I may add some recovery option in the future.

Horizon 1.4.0[edit | edit source]

Architect is a major portion of this update. The concept of Architect is to give Horizon a foundation to make building up multiple settlement easier, more fun, and look way more awesome. I want the option to be able to actually REBUILD The Commonwealth.

More Patch notes..

Now that we have a good foundation and large buildings to put things in, the next update (v1.5) will probably contain more settlement progression. I want settlements to actually feel like you're rebuilding The Commonwealth, and visually be able to see it happen.

A new optional death/revival mechanic is addded to Horizon, to partially remove the cheesy feeling of "dying and reloading save games with all your stuff restored with no conscequences other than losing real time." This system is still in beta testing, but you can choose to enable it in the Horizon holotape settings. (I may default this feature to ON in the future once it's tested more.)

I would really appreciate any testing and feedback on this update:
- Is there any textures or meshes missing? (possibly due to me missing something in the BA2 archives)
- Is there any issues with placing or removing structures in Architect?
- Any problems when dying and reviving in a settlement?
- Any issues with the Caravan Hub travel system?
- Any issues with newly placed Water Purifiers or Vendors?
- Any feedback or reports is appreciated. Thanks!


(NEW) Player Revival (BETA Testing)
- Upon normal death, you're instead incapacitated, where you're dragged back to a settlement by either your companions or settlers
- You can choose to enable this new mode from your Horizon holotape settings
- The closest settlement to your last known outdoor location is choosen
- If you have no settlements, it will revive you at Vault 111 (I may change this later)
- When you awaken, you will have only 25 health
- If you die with 1000+ radiation, you'll awaken with 970 rads (I may change this, but for now, it works)
- You lose the amount of caps based on your health/rads restored (currently its set to the same as doctors charge)
(Keep in mind this is a beta feature, I still want to add more depth to this system, such as limitations of settlements based on certain conditions, and more penalities so you can't abuse the system in certain cases. But I'd like to test it as-is for now.)
- NOTE: Just because the system allows you to bypass the need for reloading saves, doesn't mean you shouldn't save your game OFTEN. The game can crash. I may even implement an auto-save feature in the next updates.
- WARNING: Don't kill yourself with rad overdose inside the pipboy, or it gets stuck there.

Resource Manager
- Crops are measured in terms of "Rating", where some types give better ratio of "rating per food" than others
- You now always produce crops at 5% of the "total rating" of each crop (without fertilizer)
- You now produce extra crops at 5% of the "total rating" of each crop (using fertilizer)
- These values look smaller, but they are actually double the potential crops if you use the new crop types
- Vanilla crops will produce roughly 2x less in total (regular production and fertilizer combined)
- [Bug fix] Crops for production should now only count if you actually own the settlement

Settlement Crops
- All vanilla-placed crops are scrap-only, and will give you 1 crop now when you scrap them
- Regular crops are now only worth 1/4th the value for production (both settler rations and fertilized production)
- Regular crops still give 1 "food" per plant for settlers (note that "Food" is NOT the same as "Production Rating")
- Tarberries are added to the resource manager now
- Tarberries are worth more production rating than other crops (enough to get +1, and another +1 with fertilizing)
- Planting "Domesticated Crops" is changed (see further down)

Obsolete Objects in Horizon
- WARNING: All Horizon-specific objects listed below will be phased out:
- Vendors / Defenses / Decorations / Beds / Water Pumps / Power Generators / Caravan Hubs
- These objects will continue to function for a few patches until I remove them in the future
- All of these objects can be replaced with Architect
- Scrapping all of these objects should refund you the FULL amount of all materials, so you can replace them

Settlements
- Standard Small Power Conduits/Pylons now give 2x the range for lights
- Large Power Pylons now give 4x the range for lights
- Fixed a few bugs with Armor and Clothing stalls for tracking traders
- Vanilla Tier-1 and Tier-2 Doctor stalls now require 2 vendor contracts and 100 caps
- Homemaker doctor stalls are updated for this change also

(NEW) Workshop Menus
- Horizon now has it's own menus in the workshop
- Resources->Utility: Resource manager, command table, mailbox, etc.
- Resources->Job Stations: All job stations
- Resources->Production: All Horizon production devices
- NOTE: Currently there is no uninstall for this if you remove Horizon (Horizon was never meant to be uninstalled from an active save game, but I may add the menu uninstaller later)

Crafting Stations
- A weapon lab and robotics lab were added to the RR HQ and the memory den
- Weapon labs were added to a few indoor raider-based areas

Vault 81
- Now has crafting stations
- The middle oven in the kitchen area is a clean version of the new kitchen stove
- One of the storage rooms is converted into a crafting room, with armor and weapon workbenches
- A robotics lab is located near the generator room
- The medical lab has the new vault-style chemistry station

(NEW) Scrapping Tools (BETA)
>> Please note that this is brand new, so it may need some testing
- This kit allows you to scrap junk items in your inventory into raw components
- Use this kit from the AID tab, and then exit your pip-boy
- You will get a pop-up message to press a button and turn your items into scrap
- The scrapping process averages 5-15 seconds depending on the amount of junk
- Crafting the kit requires either Scrapper rank 1, or Settler Skills: Salvaging rank 1

(NEW) ZX-1 Experiementation Lab: Weapon Tinker Kits
- These kits are used to gain Weapon Crafting Skill more quickly in the ZX-1 Experimentation Lab
- Tinker kits can be used in the ZX-1 lab under "Tinkering"
- Each kit grants 50 skill and some experience points
- Each kit requires a large assortment of materials (you need to scroll down the list when you craft it)
- Some of the materials required include: grade-1 alloys, adhesive, many pipe weapon parts, tools, and other components
- They are crafted in the Robotics Lab under WORKSHOP

Crafting
- (NEW) Adhesive - Craft bubblegum, beer, acid, and hubflower into 2 adhesives (requires Survivalist rank 2)
- (NEW) RadAway Chew - Removes 50 rads slowly over time (requires Survivalist rank 2)
- (NEW) Supply Kits: Craftable using Mutfruit, Melons, Tatos, and only 1 water (the melons hydrate) - Requires Local Leader 2
- Supply Kits that use settler rations, require Local Leader 3 now
- Supply Kits can also be assembled in Cooking Stations now too
- Clean Bottles now give 5 per craft, and require liquid fuel instead of oil
- Maintanence Kits now give 5 per craft, and can also be crafted in the Cooking Station
- Military Kits now use Supply Kits instead, so you're not forced to use rations only for food (they're also slightly cheaper to craft this way for Local Leaders)
- The single-use Cargo Bot caller device no longer has any perk requirements (other than placing one of the scrap storage objects)
- The single-use Cargo Bot caller in the contracted work tab is removed
- The multi-use Cargo Bot caller requires more materials now to craft, and also requires Robco Secrets rank 2
- The single-use Memory Device no longer has any perk requirements
- The single-use Memory Device in the contracted work tab is removed
- The multi-use Memory Device requires more materials now to craft, and also requires Fact or Fiction rank 2

(NEW) Grenade Swapper (BETA)
>> This is a proof of concept item I'm testing, but it's available for you to try out
- Using this device gives you a popup menu to select a grenade or mine in your inventory
- Inside the [Mine] menu, you'll find an option that you can toggle to make grenades/mines automatically throw as soon as you press the button
- This device can be crafted in the weapons lab, and is located in the AID tab
- You can add this item to your favorites bar

Icons/Tagging
- New icons are added to some items so they look nicer and you can spot them faster
- Tags in the AID tab are rearranged to sort categories better, but still have an order of importance
- Category order: Meds, Cures, Buffs, Tools/Devices, Chems, Water, Drinks, Food, Crops, Liquor, Prewar, Raw, Wild, Junk
(I consider all the stuff on the bottom as junk you throw into your settlements, so its easy to scroll down and just chuck everything upwards into a container really fast)

Items
- (NEW) Sealed Literature Package: A sealed package that contains a random guide or magazine
- (NEW) 5 volumes of books are added to expand the "Unstoppables" magazine recipe perk
- (NEW) 5 volumes of books are added to expand the "Amazingly Awesome Tales" magazine recipe perk
- The misc item for Beryllium Copper is properly labeled
- Atomic Scotch and Jet Coffee only give 1 per craft now
- The Trailblazer's guide is renamed to "A General's Guide to Leadership"
- (NEW) "Prototype Acid Canister": can drop from legendary humans above level 15
- Charge Cards are labeled as "Currency" and are no longer scrappable
- Pre-war money is labeled as Currency instead of crafting material
- Some Nuka World items are labeled as Currency

(NEW) Dynamic Magazines
>> Static placed magazines often ruined part of the exploration aspect for many players. So now, many magazines are now random to help remove that "meta-gaming" knowledge of knowing where stuff already is.
- Many vanilla pre-war Magazines that are placed around the world are now randomized loot
- Not all placed magazines are replaced
- Magazines are replaced with a "Sealed Magazine Package", which has it's own envelope style package graphic
- "Sealed Magazine Package" will always give a vanilla pre-war magazine, and not a Horizon guide
- "Sealed Literature Package" are different, and located in other sources, and contains random guides or magazines

(NEW) Micro-Drone
- Hand launch a small drone that flies slowly until it impacts a target
- Explodes for 175 damage
- Requires Robotics Expert rank 1 and Demolition Expert rank 1
- Settler Engineer missions can sometimes make you Micro-Drones
- (This device is intended to be a seeker, but I can't get that working yet with grenades)

(NEW) Pipe Bomb
- Grenade-style explosive that deals 65 damage
- Requires Recipe: Inconceivable rank 1
- Drops from some loot that can drop grenades
- Some raiders and super mutants can carry these

(NEW) Pumpkin Fire Mine
- Mine that deals 35 damage plus 60 fire damage over 30 seconds
- Requires Recipe: Inconceivable rank 2

(NEW) Handmade Frag Mine
- Mine that deals 85 damage
- Requires Recipe: Inconceivable rank 3
- Drops from some loot that can drop mines

(NEW) Unknown Improvised Enemy Mines
- While rare, a few improvised mines are placed in some Commonwealth interiors.. watch out!
(more may be added later)

Weapons
- The pipe gun should properly show the .223 ammo count on top, and the other ammo counts should be shifted correctly now
- The 12.7mm ammo requires higher rank perks now
- Fixed the "Outdated" receiver on the Submachine Gun, in case you somehow still have or find an old SMG
- Fixed some NPCs from possibly dropping the old damaged weapons
- Possibly fixed smg sound effects for some people (I can't test this, because I don't have the problem)
- [Bug Fix]: Vendor-sold missile launchers should now always roll as "good condition"
- Scrapping some heavy melee weapons give more materials
- Scrapping Synth Blades now gives laser parts
- Scrapping the Micro Sledge now gives baton materials

Survival
- All thirst levels are pushed up by 8 hours, but everything still requires the same amount of water per hour of time passed
- The first thirst level is now 16 hours (up from 8)
- Each additional thirst level is every 8 hours after

(NEW) Trap Disarming
>> Many traps and mines now require skill (perks) to disarm them, but with some freedom in choices
- There are 4 classifications of traps: Basic Traps, Basic Mines, Class-1 Tech, Class-2 Tech
- Basic Traps can be disarmed with: Master Thief 1, Hunter 2, Technologist 1, Sneak 2, or Recipe: Covert Ops 4
- Basic Mines can be disarmed with: Demo Expert 1, Master Thief 1, Technologist 4, Sneak 4, or Recipe: Covert Ops 6
- Class-1 Tech can be disarmed with: Science 1, Technologist 2, Master Thief 3, or Recipe: Covert Ops 8
- Class-2 Tech can be disarmed with: Science 3, Technologist 5, Master Thief 4

Perk: Pickpocket is now "Master Thief"
- Rank 1 now grants the ability to disarm Basic Traps and Basic Mines
- Rank 3 now grants the ability to disarm Class-1 Tech Traps and Mines
- Rank 4 now grants the ability to disarm Class-2 Tech Traps and Mines
(I will probably add more benefits to Master Thief in the future)

Perk: Sneak
- Sneak level requirements are changed to: 1, 6, 12, 18, 24
- Sneak rank 5 no longer gives you magical invisibility, but instead gives you another 10% bonus to sneaking (I thought I did this months ago, I must have forgot it)
- Reworded rank 3 to "moving at normal speed" instead of "running" so that it actually makes sense, since you don't "run" while sneaking*
*Many players often don't understand the difference between walk mode and run mode, so hopefully this helps

Attack Dogs
- Your Attack Dog will now stay out for 10 mins (up from 5 mins)

Companion Revival
- The timers were reduced for how long it takes for companions to get back up after combat ends
- (Keep in mind, I have plans to rework how companions are revived, but I'm not ready yet)

Enemies
- All insect type creatures have their endurance removed to match all other NPCs (please let me know if you notice any weird problems with this)*
- All raider types and gunner ranks will now spawn starting at level 1**
- Some legendary raiders should have the proper templates for faces
*This includes DLC Ants and Crickets
**Since the levels were mostly low as it was, I want to see if this helps fix distribution of types better

Mutated Creatures/Parts (i.e. legendary)
- Stingwings, bloodbugs, bloatflies, Yao Guai now have their own custom loot distribution for mutated parts
- For many mutated creatures, the guaranteed part that drops is now more specific to that specific creature type
- Stingwings: Always drops 1 Mutated Stingwing Stinger (new)
- Bloodbug: Always drops 1 Mutated Bloodbug Gland (new)
- Bloatfly: Always drops 1 Mutated Bloatfly Stinger (new)
- Radscorpion: Always drops 1 Mutated Radscorpion Stinger (new), and sometimes a carapace or claw
- Mirelurk King: Always drops 1 Mutated Poison Gland (new), and a carapace
- Mirelurk Queen: Always drops 2 Mutated Poison Glands (new), and 2 carapaces
- Yao Guai: Always drops 1 Mutated Yao Guai Fur (new), and sometimes some teeth, and 1 extra part above level 15
- Deathclaw: Always drops 1 Mutated Deathclaw Hand (same as before)
- Glowing and high-tier Feral Ghouls: Now also drops a mutated organic part, in additional to the random prototype
- Feral Ghouls have a small chance to give a mutated organic part for Hunter rank 2+
- Hunter rank 2+ has a chance of getting mutated parts from more creatures now (most are medium/large animals and creatures)
- Hunter chance for mutated parts uses a better distribution of parts based on the specific creature
- The weights on mutated parts are now setup based on the components
- The radscorpion stinger drops 3 different poisons, which is loosely based on some real-life scorpions
- The stingwing and bloatfly stinger drops 2 different poisons, which is loosely based on real-life bees/wasps

Graygarden
>> The crop plants in Graygarden were altered in order to fix numerous issues with them
- All mutfruit plants are converted to "Withered Mulfruit Plants" which are small mutfruit-sized trees
- All planters are coverted to "Withered" crops
- All withered plants are static scrap objects, which can be scrapped for materials
- Each withered plant will give 1 crop of the appropriate type, which you can use to re-plant a new crop if you wish
- The vendors are updated to reflect these changes (requires a vendor recycle)
(I feel these changes fit fine with the quest and the story behind Graygarden, so I don't see it removing any immersion.)

(NEW) Graygarden Robot Controller
- A craftable AID item that can disable (or re-enable) the Graygarden robot animations
- Located in the Robotics Lab under Workshop
- This recipe only appears after you own Graygarden

Armor
- Horizon's "No Weave" slot for ballistic weaves is now activated
- Armorsmith's "No Weave" slot is disabled in the patch, so there aren't duplicates
- The value of loose mods for weaves is increased
- The value that weaves add to armor is increased
- Ballistic Weave Mk1: DR reduced to 15 (from 20)
- WARNING: Horizon still does not support the newer Armor Keywords and Armorsmith yet. This will come soon in the next patches. For now, use v3.2(?)

Misc
- (NEW) The memory den now has a wheelchair up front so you can use the doctor's services before the basement is open
- Reworded the Blacksmithing description
- Fixed some texture mapping problems on the training desk
- Renamed the old parcel package, in case you somehow still have a bugged one, so you know its just vendor junk
- The shovel is no longer incorrectly added to the defui addon

Sim Settlements Patch
- Updated to work with the newer versions

Scrap Everything Patch
- (NEW) Now increases the height limits for settlement building to 10,000 units for all settlements
- Increases the height range that settlers can sandbox around
- Removed the ability to scrap graygarden pipes, and railroad tracks
- Added the "Dead Tato plants" to a scrap list so you can now scrap them
- Air ducts can now be scrapped
- All animations markers are scrappable
- Added bird markers to the animation marker list
- Small rocks can now be scrapped (I cant test all of them, so let me know if any cause holes in the terrain - I still don't allow large rocks/cliffs to be scrapped though)
- Sanctuary: houses can now be scrapped (since you can easily place new houses now)
- Sanctuary: steps, driveways, and footpaths can now be safely scrapped (none of them appear to have any bad terrain under it)
- Sanctuary: Moved over that fallen tree (and 2 other trees) in the back leaning on the house, so it's inside of the scrappable area now
- Sanctuary: Adjusted a few dirt mounds so edges weren't sticking out when you scrap foundations and steps
- Starlight: You can now scrap the broken wing, and some of the pieces
- Abernathy Farm: All buildings and the tower is now scrappable
- Abernathy Farm: The wire connecting the electrical tower is disabled so isnt hanging there if you scrap the tower
- Sunshine Tidings: All buildings are now scrappable
- Taffington Boathouse: All buildings are now scrappable
- The Castle: The small interior portal door was removed from the scrap list

Places to be cautious of when scrapping everything:
>> The following settlements don't scrap well, so save your game and scrap only certain objects
- Warwick Homestead (major problems.. scrapping the buildings leaves problem areas)
- Croup Manor (minor problems.. but you can work around it as long as you don't fall into the pits.)

Horizon 1.4.1[edit | edit source]

Architect
- (NEW) Restrooms: A medium size building that has restrooms with toilets/sinks/showers [Medium Urban]
- (NEW) Shed: A very small shed, great for forcing on top of floating workbenches (because of scrapping) [Small House and Tiny Buildings]
- The Large House was updated: better looking sinks, a better bathroom, a patched up roof, smaller painting, and a few other tweaks
- (NEW) Large House (Worn Down): This style of large house uses the old mesh with the broken roof, except it also has broken glass and dirty walls
- (NEW) Large House (Yellow)
- The UV mapping for the bay window on the small house is fixed

Fixes
- The new death mode can now be toggled on or off
- The new death mode is enabled by default for new games*
- The new trap disarming system should now be functioning properly (could use some testing feedback on this)
- The caravan radio upgrade for vendors now costs caps instead of vendor credit
- Some references to Robotics Labs fixed
- Horizon's old guard defense should now appear again
- Drumlin Diner properly named
- Walking speed is reverted back to normal
- You can now properly scrap all of the obsolete Horizon objects for full materials (without needing the Scrapper perk)
- Some withered plants at greygarden were still showing as mutfruit plants if you don't use the SE patch

*If you are currently playing an existing save game, it will be in whatever state it was. Be sure to turn the option ON now if you want it on!

Weapons
- The handmade rifle no longer can use .308 ammo (BUG: it might still be selectable through the workbench.. if so, I'll fix that later)

Perks
- Scrapper: Changed the vanilla description to note that it also works on settlement scrap (this is only valid on stuff you can build, not the static junk you scrap)

(NEW) Nuclear Fragments
- 20 Nuclear Fragments can be combined to create 1 Nuclear Material
- 1 Nuclear Material can be split to create 20 Nuclear Fragments
- Conversion recipes are located in the Tech Lab under "MATERIALS"
- Nuclear Fragments are found in pre-war junk that used to contain nuclear material
- Some additional junk items have nuclear fragments added to them now
- Some settlement scrap has nuclear fragments, such as cars
- Some glow sights now use 3-5 nuclear fragments instead of full material

Scrap Everything
- Some large objects now give more scrap (ex: cabins give 280 wood)
- Both versions of the patch should have all the greygarden stuff sync'd up now
- Trees are sorted better, and generally give more wood
- Sanctuary houses give more scrap
- foundations give more concrete

Horizon 1.4.5[edit | edit source]

This patch is very large, and covers a lot of things, so there's bound to be something I forgot to finish, or left in some testing state. Hopefully it's nothing big.. and I'll try to fix any problems tomorrow if I need to hotfix another patch.


(NEW) Architect: Slocum's Joe!
- A large coffee house with an apartment on the 2nd floor
- Located under "Large Urban"
- Has a fire escape in the back that leads up to both rooftops
- Contains 1 door, 4 booths, 2 stools, 2 lights, 6 beds (all optional as usual)
- Has 2 connection points for vendor mats behind the counter
- Has 3 detail layers, in which you can turn off the logo signs separately from other detail

(NEW) Architect: Cargo Yard
- This very large foundation is the first structure in the "Colossal Foundation" category
- This structure allows you to basically cover a large area of a settlement
- There's lots of space on top for many buildings, and comes with 2 optional detail layers
- This structure was designed specifically for the expanded Murkwater settlement, but can be used anywhere

(NEW) Architect: Sanctuary Houses
- 3 Colors of refurbished houses, with full post-war textures
- 1 Color of a pre-war clean house

(NEW) Architect: Large Park
- A large circular park with 3 benches and 3 detail layers
- The healthy trees can be toggled off using the "clutter" option
- The gazebo structure can be toggled off using the "signs/misc" option

(NEW) Architect: Capsule Homes
- 3 sizes for capsule homes: single, double, and large
- Included in the Small and Large House category

(NEW) Architect: Switching Tower
- The small white wooden tower you see near railroads is now included with small houses

(NEW) Architect: Small House Garage

Architect
- (NEW) The buttons on the management menu will now only show if that building actually has those layers to toggle
- (NEW) A 3rd detail layer has been added, which was created to toggle off company logo signs without removing other detail
- (NEW) Cash Register (Gray): An alternate color for the cash register upgrade in case you don't want a bright blue one
- (NEW) Thin Wooden Stairs (without rails)
- The clutter button was moved up with the detail layer buttons, and renamed to "Detail (Clutter)"
- Fallon's, Panucci's Pizza, and Drumlin Dinner, now all have a separate layer for signs*
- The Small House now uses the "Stairs (Secondary)" toggle for the back steps separately
- The Small House now has 2 snap points for front and back stairs if you want to add your own stairs
- The Small House now comes with back stairs without rails
- The Bar and Diner Vendors now have the proper snap heights for the cash register and radio upgrades
- The Restroom building now properly has the clutter layer working
*You need to re-select the design in order to add them, but that shouldn't ruin your placement at all

Architect: Settler Outfitter - Overhaul
>> The outfitter is overhauled and moved into Architect
- Settlers now equip their new outfit very fast, without the slow processing it used to have to do!
- Settlers use custom armor items now, which eliminates ALL of the balance issues with using "real" armor..
- Settler outfits are worth 0 caps
- Settler outfits cannot be worn by the player
- Settler outfits have their armor ratings balanced specifically for settlers (or companions)
- Settler outfit scrap is balanced based on the costs, so you can exchange outfits without (usually) losing any materials
- If a settler already has an Outfitter outfit, it will automatically refund you the full cost
- Weapons are refunded the same way as well
- Added many new outfits
- Vanilla FO4 armor/weapons are now given directly to your character
- Added an option to suppress messages when you equip a settler (located in the options sub-menu)
- Horizon: The old settler weapons are still usable, but non-refundable. They can be sold for caps though if you wish to discard them.

Settlements:
- Murkwater has it's borders expanded in the Scrap Everything Patches or Settlement Limits addon
- NOTE: Do NOT use an SE patch and settlement limits addon at the same time

Holotape Config and Perk Loading System
- (NEW) You can now disable the new trap disarming system if you wish
- Some of the options will now active upon toggling the option without requiring a reload
- (Some of the automatic perks you gain in Horizon were moved to another system.. let me know if you see any weird problems with Faction perks, Brute Strength, Primal Instincts, or Trap Disarming Skill not showing up properly)

(NEW) Auto-Save
- You can now enable auto-saves from your Horizon Holotape
- The main option is: OFF, 5 mins, 10 mins, 15 mins, 30 mins
- It will print the save message 2 seconds BEFORE saving the game, this way its not as surprising and jarring when it lags for a second to save the game
- There's an option to turn off the message each time it saves (ex: "Saving Game...")
- There's an option to stagger autosaves and real saves: OFF, Every 5, Every 10
- Having the stagger option off, means it will ALWAYS save a "real" save game every time
- Having the stagger option on, means it will only make a real save game every 5 or 10 "autosaves"
- NOTE: Remember that your save games will keep adding up. It's recommended to delete old saves if you've accumulated over 100. The stagger option will reduce this quite a bit, but many people like myself prefer it to save real saves everytime.

(NEW) X-25 Laser Pistol
>> This new laser pistol is assembled using different weapon parts to make a unique looking pistol
- It has a similar damage range to the vanilla Laser Gun, but with a much smaller profile
- The laser beam effects are smoothed out better, and don't have that flood of swimming particles in your face
- There are 6 barrel to mod. Each barrel defines special properties with the weapon.
- Most barrels have different colored beams
- Standard Barrel: Standard. 20% Reduced Recoil. +20% Sighted Accuracy.
- High Intensity Emitter Barrel: Adds +5 Burning damage. Ignores 50% of the target's damage resistance. Improved range. -50% Ammo Capacity.
- Photon Agitator Barrel: +10% Critical Hit Chance. +25% Critical Hit Damage. +15% Hip-fire Accuracy.
- Prismatic Emitter Barrel: Adds +5 Fire, Cryo, and Radiation damage. Better range. +25% Sighted Accuracy. +25% VATS Cost.
- Gamma Wave Sniper Barrel: Adds +15 Radiation damage. Exceptional range. +25% Sighted Accuracy. +25% VATS Cost.
- Ultraviolet Modulator Barrel: Emits low visible light levels and sound. +15% Sighted Accuracy. +20% VATS Cost.
- There's a separate color mod slot to change the color of the beam (does not work with ultraviolet)
- Beam colors: Red, Blue, Cyan, Yellow, Orange, Green, Purple, White
- Scopes are sorted better so you can read them easier
- Unlike the vanilla laser gun, this actually has a dot reflex sight
- Grips: Standard, Weighted, Sharpshooter's, and Gyroscopic Stabilizer Grips offer different options
- Works with the Experimentation Lab system

(NEW) Combat Plasma Rifle
>> This new rifle is assembled using combat rifle, plasma weapon, and other parts
- It has a similar damage range to the vanilla Plasma Gun, but with the profile of a combat rifle
- The modding system for this weapon uses a new format which I would like to expand to most energy weapons
- Barrel: This slot is now used to change different styles: Critical hits, Long range, or AP (burning damage)
- Receivers: All receivers are linear damage upgrades
- Magazine: Standard, Quick, and Large magazines offer versatility for what works best for you
- Sight: Uses most of the standard combat rifle scopes and sights
- Stock: Standard, Weighted, and Markman's stocks offer different options
- Firing Mode: Semi-Auto, Automatic, Splitter (shotgun), Plasma-thrower
- Works with the Experimentation Lab system

(NEW) Crude Laser Gun
>> This new laser pistol is a crudely handmade energy weapon to give more variety to some NPCs
- Deals damage similar to the laser gun
- Cannot be modded (it's supposed to be a crude junky weapon for NPCs)
- Raiders, Super Mutants, Gunner Conscripts, Minutemen, and some Railroad agents, can use these at any level

Shotguns
- (NEW) 12ga Double Slug Shells: increased damage. increased stagger.
- (NEW) 12ga Cryo Shells: +4 cryo damage, chance to freeze
- (NEW) 12ga API Shells: +8 fire damage, -50% armor piercing
- (NEW) 12ga Terror Shells: causes the target to flee for 10 seconds
- (NEW) 12ga Mind Cloud Shells: chance to blind the target so they can't find you at a distance
- (NEW) 12ga Irradiated Shells: +15 rad damage
- Standard "Shotgun Shells" are now called "12-gauge Shotgun Shells"
- Double-barrel and Combat shotguns can now be used with the weapon toolkit (drop your current weapon on the ground and pick it up for it to work)
- Terror and Mind Cloud shells require Chemist and make use of rare toxins (from Mutated creatures)
- The Double-Barrel and Combat shotguns both have significantly less spread now, and should feel a little bit closer to a real shotgun, but still has a video game feel (if you want the most narrow spread, use a long barrel)

(NEW) Lever-Action Shotgun
- Requires Far Harbor DLC
- Uses the Lever-Action Rifle graphics
- Holds 5 rounds, Can use all 12-gauge rounds
- Fires similar to the (newly updated) double barrel
- In the event that the DLC is removed (somehow), it reverts to a double-barrel shotgun graphic
- Works with the Experimentation Lab system

Minigun
- (NEW) 5mm API Rounds: +1 Fire damage. Ignores 50% of the target's armor
- 5mm API Rounds are exclusive to the Minigun, and not available to other small arms that can use 5mm rounds
- The minigun can now work with the weapon toolkit (drop your current weapon on the ground and pick it up for it to work)
- Barrel upgrades are increased in damage so the minigun scales better as you level
- A 3rd barrel upgraded was added in the middle, to give more upgrade options while leveling
- Barrel stats are tweaked so they each have a different feel, but still upgrade in damage with each tier
- The resources required for barrel upgrades is changed

Weapons
- 7.62 ammo is increased in damage, and increased in crafting materials
- .223 requires the proper powder to craft now
- Combat Rifle scopes are sorted better
- The critical effect from plasma kills that generates nuclear material on the corpse, now drops nuclear fragments instead but at a higher droprate

Perks
- Cap Collector is now called "Marketeer"

(NEW) Market Trading Terminal
>> This station allow you to trade items and currencies for an assortment of goods
- Requires Marketeer Rank 1 to build, located under Resources->Utility
- The Market is a crafting station, but has a different feel with a unique style of random items
- Every 48 hours, the market changes, in which each category cycles to it's own random set of items
- Each menu category is a unique trader or faction (5 standard traders, 4 factions, 1 black market)
- Marketeer Rank 3 unlocks the Black Market
- Some traders require Vendor Credits or Pre-war Money as currencies
- Some traders require different items in exchange for their goods
- There is currently no limit to how many of each trade you can do, but the costs can be fairly steep or limited based on rare items or currencies
- Faction traders require that you are on good terms with them (i.e. the faction perk you gain)
- The faction traders should be hidden until you are at least introduced to them
- The faction traders don't offer much yet, but I'll add more (there's currently no trades for institute or MM yet)
- (More items will continue to be added to the market over time)

Aid
- Medicated bandages now only have -20% AP regen penalty (down from -40%)
- First Aid Kits now also heal 20% limb damage slowly over time, and only -20% AP regen penalty

Crafting
- Bandage crafting is changed, so it doesn't feel like a ripoff to "top yourself off" with a small bandage
- Medicated bandages no longer use bobby pins and instead use 2 adhesives
- First Aid Kits requires 3 adhesives and have other materials altered
- Locksmith Tools use Tool Kits now instead of specific tools
- Some lock breaching recipes are tweaked
- Converting Fusion Cells to Overcharged Cells with Contracted Work no longer requires settler skill
- Converting Fusion Cells to Overcharged Cells with Science only requires Fusion Cells

Item Shredding
- (NEW) The Equipment Shredder (and the new toolkit) now shreds items immediately as you move them into the container
- WARNING: Don't put good equipment in there... there's no "undo" button
- WARNING: Don't put good equipment in there... there's no "undo" button
- WARNING: Don't put good equipment in there... there's no "undo" button
- (I may add some type of warning popup for first time usage, but I'll add that later)
- Items that do not shred into scrap, will be immediately handed back to the player
- The new Personal Toolkit can use this feature as well
- If you have any existing items in the shredder before the patch, you can still retreive them
- The Shredder now requires power

(NEW) Item Shredding: Weapons
- You can now put weapons in the shredder or personal toolkit
- Weapons do NOT give the same materials as workbenches, and usually only give weapon parts
- Each rank of Scrapper gives you +1 weapon part per rank, regardless of condition*
*This technically means you can get MORE parts by scrapping destroyed and deteriorated weapons this way if you are a skilled Scrapper

(NEW) Personal Toolkit
- The Scrapping Tools have been renamed to the "Personal Toolkit", and now has multiple menus
- There are currently 4 categories: Junk Scrapping, Armor scrapping, Science Tools, and Medical Tools
- Science tools can be used to convert 20 fusion cells to 10 overcharged cells
- Medical tools can be used to craft basic bandages
- Clothing/Armor scrapping uses the new shredder functionality
- Crafting the toolkit itself no longer requires any perks (recipe removed from contracted work)
- The specific button options in the menu now require perks based on what they do
- Both scrapping features require the "Scrapper" perk (rank 1)
- (This toolkit may have more uses in the future)

Scrapping
- Clothing/armor scrapping has been overhauled
- Some clothing/armor now gives the proper amount of materials it was supposed to
- Gas masks properly give 1 used filter like they were supposed to
- Hazmat suits now give a lot more scrap including 1 filter and 1 used filter
- Degraded weapons now only give 4 parts, instead of 5
- (NOTE: DLC armor/clothing may not be fully included with these changes yet)

Fixes/Tweaks
- Some API recipes were incorrectly set to Gun Nut instead of Demolition Expert
- The Resource Manager should now show the correct production cycle time if you're use the timescale addon
- The damage on the Handmade rifle is reduced to only be slightly higher than the combat rifle
- Made changes that may possibly fix the "Worn Down" perk from getting stuck
- The "Worn Down" perk now states the amount debuffed in the name
- Crafting a Power Armor station now requires Blacksmithing instead of Armorer
- Swapping between 9mm and 10mm ammo types at the workbench for N99's no longer requires Gun Nut, however it still requires the conversion kits to do it in the field
- The range on the double-barrel shotgun barrels for short, long, and rapid-break were increased slightly
- Fixed a vanilla bug where the dirty Lab Coat wasn't using the dirty texture for female characters
- Nuclear Fragments are now included in any component scrapping tools or functions
- Some small artifacts on the scarf and backpack textures are fixed
- Fixed the placed pumpkin mine
- Crop production is worded better, to state that it gives you double the yield (it does not lower the rating requirements)
- I think I forgot to include my cleaner scope textures in 1.4.1, but they're included now

Vault 111
- The Horizon Holotape can now be acquired in Vault 111 next to a computer terminal
- One of the 10mm pistols is removed
- The other 10mm pistol is restored to a standard 10mm pistol, but is moved to the exit, and has it's tutorial script removed (so it should work with the weapon toolkit now)

HC_Manager
- JacobBruce's VATS Freeze Fix has been incorporated into Horizon's HC_Manager
- This fix isn't fully tested in Horizon yet, so it will need more testing
- NOTE: Just because the HC_Manager has a possible fix to crashes in VATS, doesn't mean OTHER parts of the game that apply potions still can't possibly crash VATS

Horizon 1.4.6[edit | edit source]

Fixes
- Fixed the missing meshes for many of Horizon's custom weapons (missing in 1.4.5)
- More NPC types will now carry the new laser/plasma weapons, and lever-action shotgun

Horizon 1.4.7[edit | edit source]

Architect Structures and Horizon Job Stations (and Water Purifiers)
- You can now place these objects near the borders of settlements
(it should even work fine with expanded settlement sizes, like my expanded Murkwater)

Settler Outfitter
- All armor sets should now use 1 item for the full armor set (to avoid caps value and other problems)
- All armor sets now have the proper armor ratings
- Outfitter minutemen outfits should now have hands
- Fixed all the icon tags on outfits

Scrap Everything
- Added the missing "Marsh Moss" and Car wrecks to the scrap lists, so you can scrap them
- Added more scrappable zones to Murkwater so you can scrap the stuff on the sides too

Fixes
- Double-Barrel long barrel requires gun nut rank 2 now
- Combat Rifle hardened receiver requires gun nut rank 2 now

Horizon 1.4.8[edit | edit source]

In some cases, Armor Penetration was bugged or not giving the proper amounts (mainly for API rounds.) This was fixed, and in some cases AP was changed in other areas of the game. Horizon does not support any external changes for passive AP from other mods modifying the Armor Penetration actor value (unless it comes from the weapon itself.)

PLEASE NOTE: There's a small chance your character's Armor Penetration stats may be bugged, but Horizon will attempt to fix this only WHEN you swap ammo with the Weapon Toolkit. Melee weapons and energy weapons that give AP shouldn't be effected or cause any problems. A message box will pop up letting you know if it found a problem, and fixed it. You shouldn't see this message more than once.. if you keep seeing it, let me know.

(NEW) Architect: Progression Mode
>> A very simple mode which puts restrictions on building based on your total population
- This system is optional, and can be turned on or off
- Architect (Perk): "Rally your settlers to help construct larger and more complex structures."
- This perk has 10 ranks (rank 1 is automatic)
- Ranks are gained by having total settler population across all settlements
- Rank 2: (10 Settlers) Small Houses, Boardwalk Foundations
- Rank 3: (25 Settlers) Large Houses, Warehouses, Small Urban Buildings
- Rank 4: (50 Settlers) Medium Urban Buildings, Metal Platforms, Natural Foundations
- Rank 5: (75 Settlers) Large Urban Buildings, Colossal Foundations
- Rank 6: (100 Settlers) Colossal Structures
- Rank 7: (150 Settlers) Sewage Treatment Units
- Rank 8: (200 Settlers) ?? (nothing yet)
- Rank 9: (300 Settlers) ?? (nothing yet)
- Rank 10: (400 Settlers) ?? (nothing yet - some type of achievement-style decorations maybe)
- This perk is currently only updated upon loading your save, or opening the new Global Options Menu

(NEW) Architect: Cargo Bot Supply Lines
>> This new system lets you add supply lines that don't require settlers
- Build a "Cargo Bot Station" to manage all of your Cargo Bot utilities in 1 device
- Each station can establish 1 supply line to any of your owned settlements
- Home Plate can be linked as a supply line
- All DLCs can be linked as supply lines
- You can build multiple stations in the same settlement if you want multiple links
- Rejects selections if there is already a supply line (by either Cargo Bots or settler caravans)
- This station comes with a "Personal Storage" which is a new shared container for you to store whatever you want safely out of settler's hands
- This station also allows you to access the Compost Bin and Plant Nursery, but only if you have Local Leader rank 2
- Located under Architect->Utility
- (Horizon) Located under Resources->Utility
- (Horizon) This station allows you to open the scrap and shared storage containers
- (Horizon) This station allows you to upgrade your personal cargo bots (carry weight)
- (Horizon) The old Cargo Bot stations are obsolete but can be scrapped for a full refund

(NEW) Architect: Options Menu
- You can turn on/off Progression Mode
- You can turn on/off Settler Outfitter or Settler Outfitter (Companion)
- An uninstall option for the workshop menu (this is mainly for the stand-alone version)
- Craftable in the Cooking Station under Utility
- (Horizon) Craftable in the Tech Lab under Workshop

(NEW) Architect: Apartment Complex
- This very large building is 6-stories tall, but has only a moderately sized footprint
- It is designed to fit inside most settlements, but allows MANY settlers to live in it
- There are 9 styles to choose from
- The lower levels have a few areas for vendors or whatever you want
- The largest room on the first floor is designed to be a bar, with 10 stools and a static bar included
- The bar itself only requires that you place a floor mat vendor behind it, and its ready to go
- This bar room also has extra space on the opposite side of the room for another vendor or whatever you want
- The upper 4 stories are apartment style floors with 24 optional beds in total!
- The rooftop has 3 planters for growing crops
- For immersion, there's a public bathroom and kitchen area
- This building is the first structure to use the "Detail (Debris)" layer

(NEW) Architect: The Gallows (Colossal Structure)
- This massive building is designed to be placed in Hangman's Alley, but it can be used anywhere
- While this structure is much larger than 9 stories, it has 9 useable floors
- This structure currently does not have any layers, and is intended as a large empty platform for whatever you want
- NOTE: For Hangman's Alley, use the new "Locking Plate" system to snap this structure into place, so that it locks into the place where it's designed for, otherwise it will look bad and stick outside of the default build area.
- (In the future, I may make a shorter version of this structure, for those who just want something more simple, like 2 floors above hangman's alley)

(NEW) Locking Plate System
- This new system is designed to drop "Locking Plates" down in certain settlements, to help align colossal structures
- The menu can be accessed from any controller
- Currently only Hangman's Alley uses this so far

(NEW) Architect: Atomic Cat's Garage
- Located under Warehouse (Large)
- Contains 2 vendor hookpoints, 5 stools, and 5 beds (optional)

(NEW) Architect: Marina Warehouse
- Located under Warehouse (Large)
- Lightly detailed with 3 layers so there's room to build what you need
- The marina sign can be turned off separately
- The clutter layer is mostly indoor furniture/objects that you can turn off if you want a little more room inside
- The sand areas can actually be used to plant crops
- Because this structure is so large, it has an "escape ramp" underneath it in case you spawn under it (this may not always work)

(NEW) Architect: Utility Warehouse
- Located under Warehouse (Small)
- A small warehouse building

(NEW) Architect: Pier Bridge
- A very long 1x16 bridge
- Located under Wooden Foundations (with Boardwalks)
- Great for connecting far harbor with longfellow's, or making shortcuts across the sanctuary water

(NEW) Architect: Foot Bridge
- A small wooden bridge
- Located under Wooden Foundations (with Boardwalks)

(NEW) Architect: Concrete Bridge (Large)
- A very large concrete bridge
- Located under Foundation (Large)

(NEW) Architect: Custom Lighting
- Architect now has it's own set of custom-modified lights
- All Architect lights do not require power*
- Architect lights should be more efficient than standard lights, since they do very little interaction with the workshop code
- When lights are added to buildings, they will now automatically and immediately light up
- All lights are usable, which will turn them on or off manually
- There's so many lights available (50+), that it's divided into 4 sub-categories under Architect->Lights
- Many of the lights are types that weren't previously available in the workshop before
- Some lights are brand new styles, such as the Telephone Pole with a light
- Some light types now have a larger/brighter range than standard workshop lights, so they actually light up the area now
- A few light types have 2 versions: normal and bright, so you can choose which you want
- Some light types use a warmer light color now
- Some "DLC style" lights are added, but they were re-created from 100% vanilla assets/data to create new lights (they don't require the DLCs)
- RECOMMENDED: If you want the new lights in your existing buildings, you may need to toggle OFF/ON your devices in the menu (in some cases you may need to re-choose the building design to reset it.)
*(This was done mainly to minimize vanilla bugs with workshop lighting and power objects, but it also makes placing lights much less annoying)

(NEW) Architect: Workshop Ration System
>> This new system will compensate you food/water while you're inside of a settlement, which allows you to spend as much time as you want to build freely without feeling like your survival supplies are wasting away
- This system can be disabled in the Global Options Menu if you wish
- As time passes, you build up "ration points" which will automatically give you a "Workshop Ration" every few game hours
- Workshop Rations give you both food and water, which is most (but not all) of the hunger/thirst you lost
- When you first enter a settlement, it takes up to a half of a game hour to kick in
- When you exit a settlement, after a short amount of time it will stop counting ration points
- There's a small grace period where if you step out of a settlement, you have some time to get back inside before it resets your timer to the longer duration
- Your ration points are stored permanently until it uses them, so it will resume the next time you enter a settlement again
- Your ration points are displayed in the Global Options Menu
(In the future, I may change this system to automatically feed you the ration, but for now its better to visually see the food in your inventory to make sure its working well)

Architect
- (NEW) New layer: Detail (Debris) - This layer is primary used for junk/garbage/debris (most buildings don't use this yet)
- (NEW) New category: Warehouse (Large)
- (NEW) New category: Urban (Large)
- (NEW) New category: Foundation (Large)
- (NEW) Metal Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
- (NEW) Vault Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
- (NEW) Comfortable Mattress - A mattress that can be stacked on a top bunk, or used by itself
- (NEW) Comfortable Mattress (Vault) - A mattress that can be stacked on a top bunk, or used by itself
- (NEW) 4 new colors of standard covered bed are added (Red, Blue, Brown, Beige)
- The default covered bed texture is smoothed out a bit
- Most buildings will now use different colored beds for variety
- The Telephone Pole and Traffic Light only act as simple wire connectors now (Sorry, but I want NO part of power radiation anymore! Goodbye power radiation.)
- The Telephone Pole and Traffic Light are moved to a new category under Architect->Lights->Power
- The existing Traffic Light is renamed to "Power Connector" (since there's a new Traffic Light with a light)
- The Red Rocket now has 3 doors and 1 light
- The Drumlin Diner now has 2 lights
- The Brick Store now has 3 more styles
- Changed the default stairs for small/large houses, so they don't have rails, and the back steps are wider (if you want the rail stairs again, you can just disable stairs, and place your own from the structure menu)
- The large house now has an alternate stairs layer for the side entrance
- The Tavern has more appropriate stairs that fit the front steps and match the railings
- The "Signs" layer should properly be removed/added when you adjust the position
- A few new styles of stairs/steps added
- Some errors with Slocum's Joe were fixed
- Slocum's and Panucci's will now place the proper non-scrappable beds

Revival System (Alternative Death Mode)
- When you disable the system, it will immediately disable the functionality, but further reloads won't prevent other mods from enabling their own death modes
- Reviving will now cure poisons, but has an added caps penalty (which is more than doctors charge)
- The caps penalty for healing health/rads is 2x at level 10+, 4x at level 20+, and 6x at level 30+

Market Trading Terminal
- (NEW) Railroad: Ballistic and Energy weave rank 1 can be purchased if they are unlocked and you are allied with the RR
- (NEW) Black Market: Alloy Trading - Allows you to trade rare alloys, but at a steep exchange rate*
- (NEW) Black Market: Mutant Part Trading - Allows you to trade rare toxins and some mutated parts, but at a steep exchange rate*
*These recipes are always available on the Black Market, regardless of what trading cycle you're on

Changes/Fixes
- The ZX-1 Lab will now check your local workbench even if it's not your designated workbench
- All vanilla power pylons are reverted back to their default values (the increased ranges seemed to just add to the pylon bugs)
- All vanilla weapons now properly have the new Creation Club "Material" slot for weapons
- Scrap kits cost slightly more than the materials they use, so they have a real crafting cost associated with it
- Many unique items found on vendors no longer have high level mods attached by default
- The Lever-action Shotgun should now properly appear on some weapon vendors at level 5+
- The pre-war sink should no longer be useable
- Post-war sinks and fountains now show they give dirty water on the activation text
- .223 rounds are renamed to ".22 LR"
- The rate of fire on 7.62 is decreased for automatic mode
- Standing power attacks in first person mode should now properly animate

Power Armor
- Repairing T45 can be done with either Science 1 OR "Recipe: Energy Weaponry" rank 4
- Repairing T51 can be done with either Science 2 OR "Recipe: Energy Weaponry" rank 6
- Repairing T60 can be done with either Science 3 OR "Recipe: Energy Weaponry" rank 8
- Repairing X01 can be done with either Science 4 OR "Recipe: Energy Weaponry" rank 10

Settlements
- Horizon's workshop menus for utilities, job stations, and production, are moved into the Architect menu
- The maximum storage for Fuel/Maintenance/Fertilizer, now increases by 10 per successful settlement (up from 5)
- The minimum storage for Fuel/Maintenance is increased to 30 (up from 20)

Desolation Mode
- "Full" cans of smokeless powder (or energy cells or explosives), drop a lot less often than "used" or "damaged" cans now

Weapon Toolkit (Ammo Swapping)
- The Weapon Toolkit is changed to swap ammo smoother and remove the problem with AP not applying correctly
- Any possible errors with your Armor Penetration stats will be automatically fixed when you swap ammo
- The popup message you receive when it fixes your AP, will only popup once
- NOTE: Please report any problems with this, as it may still need a little testing
- 7.62mm on the Combat Rifle now requires rank 2 conversion kits

Perks
- (NEW) Fusion Core Ejection: You can now craft an item in the Tech Lab to toggle the fusion core ejection system (requires Nuclear Physicist rank 3)
- Nuclear Physicist rank 3 no longer automatically grants fusion core ejections
- Big Leagues no longer provides Armor Penetration, but instead just gives the same amount in standard damage bonus*
- Blackmith ranks are now: 0, 7, 14, 21 (down from 24)
- "Recipe: Architect" is renamed to "Recipe: Construction"
- Hunter rank 2+ now has a greater chance to get mutant parts off standard deathclaws, radscorps, and yao guai
*I will probably change this in the future to something more interesting, but I wanted to remove AP from skills for now

Grenades
- (NEW) Explosive Molotov: Explodes for 50 damage. Deals 180 Fire Damage over 30 seconds.
- Explosive Molotov crafting requires Demo Expert rank 3
- Crafting standard Molotov Cocktails now gives 4 per craft, and all ingredients except adhesive are increased

Missile Launcher
- (NEW) Missile (API) - Increases direct damage by a large amount. Direct hits ignore 100% armor and add 140 fire damage*
- (NEW) Missile (Nuclear) - Explodes with a nuclear blast. Direct hits ignore 75% armor piercing and add 120 radiation damage
- Direct hits from standard Missiles from the Missile Launcher ignore 25% of the target's armor
- These new bonus damages do NOT work from the explosive itself, it requires a direct hit
- The Missile Launcher can now use the weapon toolkit to swap ammo
- All missiles can be crafted in the Weapons Lab
- Standard missiles now require a lower rank of Energy weapons recipes
*API Missiles are very strong if they directly hit a target, but require 1 tungsten alloy per rocket. The area damage is the same as normal missiles.. so don't miss.

Armor
- Combat Armor now properly has Horizon's "Paint" slot for all pieces, instead of just the helmet
- Marine Armor provides less starting protection, but is setup by default as "Heavy" armor
- Marine Armor now has armor upgrades like other armor types, so they scale upwards better
- The Marine Armor cosmetic styles are now considered the "size" mod attachment, and have only small defensive bonuses

Sim Settlements Patch
- Recipes are fixed for 3.0 (keep in mind, these are NOT tuned well yet.. a more thorough balancing is still needed for plots)
- Some tags are added (not all yet)
- All aid items are fixed
- All health restoration and endurance/health buffs removed from beers
- All Sim crops cannot be harvested by the player anymore (they still count for Horizon's production system though)
- Power Armor vendors have less items and no cores
- Decontamination Archs no longer cure rads
- Ammo/weapons/explosives production now instead gives stuff like weapon parts, gunpowder, and explosive material
- Chem production has a high chance to give nothing
- Nuclear production only gives nuclear fragments
- Processed Fuel now gives Liquid Fuel instead of oil
- Paper gives packing material instead of cloth
- Hazardous ore gives nuclear fragments instead of full nuclear material
- Uncommon junk cannot give adhesives
- Purified water production gives less
- (the missing output from some industrial production should now work properly from the stand-alone patch)

Scrap Everything Patch
- Deco parts are no longer scrappable, so places like hangman's alley aren't a mess. I can't remember if any settlements actually needed these parts to be removeable, but I may manually edit those parts in some cases.

Horizon 1.4.8[edit | edit source]

In some cases, Armor Penetration was bugged or not giving the proper amounts (mainly for API rounds.) This was fixed, and in some cases AP was changed in other areas of the game. Horizon does not support any external changes for passive AP from other mods modifying the Armor Penetration actor value (unless it comes from the weapon itself.)

PLEASE NOTE: There's a small chance your character's Armor Penetration stats may be bugged, but Horizon will attempt to fix this only WHEN you swap ammo with the Weapon Toolkit. Melee weapons and energy weapons that give AP shouldn't be effected or cause any problems. A message box will pop up letting you know if it found a problem, and fixed it. You shouldn't see this message more than once.. if you keep seeing it, let me know.

(NEW) Architect: Progression Mode
>> A very simple mode which puts restrictions on building based on your total population
- This system is optional, and can be turned on or off
- Architect (Perk): "Rally your settlers to help construct larger and more complex structures."
- This perk has 10 ranks (rank 1 is automatic)
- Ranks are gained by having total settler population across all settlements
- Rank 2: (10 Settlers) Small Houses, Boardwalk Foundations
- Rank 3: (25 Settlers) Large Houses, Warehouses, Small Urban Buildings
- Rank 4: (50 Settlers) Medium Urban Buildings, Metal Platforms, Natural Foundations
- Rank 5: (75 Settlers) Large Urban Buildings, Colossal Foundations
- Rank 6: (100 Settlers) Colossal Structures
- Rank 7: (150 Settlers) Sewage Treatment Units
- Rank 8: (200 Settlers) ?? (nothing yet)
- Rank 9: (300 Settlers) ?? (nothing yet)
- Rank 10: (400 Settlers) ?? (nothing yet - some type of achievement-style decorations maybe)
- This perk is currently only updated upon loading your save, or opening the new Global Options Menu

(NEW) Architect: Cargo Bot Supply Lines
>> This new system lets you add supply lines that don't require settlers
- Build a "Cargo Bot Station" to manage all of your Cargo Bot utilities in 1 device
- Each station can establish 1 supply line to any of your owned settlements
- Home Plate can be linked as a supply line
- All DLCs can be linked as supply lines
- You can build multiple stations in the same settlement if you want multiple links
- Rejects selections if there is already a supply line (by either Cargo Bots or settler caravans)
- This station comes with a "Personal Storage" which is a new shared container for you to store whatever you want safely out of settler's hands
- This station also allows you to access the Compost Bin and Plant Nursery, but only if you have Local Leader rank 2
- Located under Architect->Utility
- (Horizon) Located under Resources->Utility
- (Horizon) This station allows you to open the scrap and shared storage containers
- (Horizon) This station allows you to upgrade your personal cargo bots (carry weight)
- (Horizon) The old Cargo Bot stations are obsolete but can be scrapped for a full refund

(NEW) Architect: Options Menu
- You can turn on/off Progression Mode
- You can turn on/off Settler Outfitter or Settler Outfitter (Companion)
- An uninstall option for the workshop menu (this is mainly for the stand-alone version)
- Craftable in the Cooking Station under Utility
- (Horizon) Craftable in the Tech Lab under Workshop

(NEW) Architect: Apartment Complex
- This very large building is 6-stories tall, but has only a moderately sized footprint
- It is designed to fit inside most settlements, but allows MANY settlers to live in it
- There are 9 styles to choose from
- The lower levels have a few areas for vendors or whatever you want
- The largest room on the first floor is designed to be a bar, with 10 stools and a static bar included
- The bar itself only requires that you place a floor mat vendor behind it, and its ready to go
- This bar room also has extra space on the opposite side of the room for another vendor or whatever you want
- The upper 4 stories are apartment style floors with 24 optional beds in total!
- The rooftop has 3 planters for growing crops
- For immersion, there's a public bathroom and kitchen area
- This building is the first structure to use the "Detail (Debris)" layer

(NEW) Architect: The Gallows (Colossal Structure)
- This massive building is designed to be placed in Hangman's Alley, but it can be used anywhere
- While this structure is much larger than 9 stories, it has 9 useable floors
- This structure currently does not have any layers, and is intended as a large empty platform for whatever you want
- NOTE: For Hangman's Alley, use the new "Locking Plate" system to snap this structure into place, so that it locks into the place where it's designed for, otherwise it will look bad and stick outside of the default build area.
- (In the future, I may make a shorter version of this structure, for those who just want something more simple, like 2 floors above hangman's alley)

(NEW) Locking Plate System
- This new system is designed to drop "Locking Plates" down in certain settlements, to help align colossal structures
- The menu can be accessed from any controller
- Currently only Hangman's Alley uses this so far

(NEW) Architect: Atomic Cat's Garage
- Located under Warehouse (Large)
- Contains 2 vendor hookpoints, 5 stools, and 5 beds (optional)

(NEW) Architect: Marina Warehouse
- Located under Warehouse (Large)
- Lightly detailed with 3 layers so there's room to build what you need
- The marina sign can be turned off separately
- The clutter layer is mostly indoor furniture/objects that you can turn off if you want a little more room inside
- The sand areas can actually be used to plant crops
- Because this structure is so large, it has an "escape ramp" underneath it in case you spawn under it (this may not always work)

(NEW) Architect: Utility Warehouse
- Located under Warehouse (Small)
- A small warehouse building

(NEW) Architect: Pier Bridge
- A very long 1x16 bridge
- Located under Wooden Foundations (with Boardwalks)
- Great for connecting far harbor with longfellow's, or making shortcuts across the sanctuary water

(NEW) Architect: Foot Bridge
- A small wooden bridge
- Located under Wooden Foundations (with Boardwalks)

(NEW) Architect: Concrete Bridge (Large)
- A very large concrete bridge
- Located under Foundation (Large)

(NEW) Architect: Custom Lighting
- Architect now has it's own set of custom-modified lights
- All Architect lights do not require power*
- Architect lights should be more efficient than standard lights, since they do very little interaction with the workshop code
- When lights are added to buildings, they will now automatically and immediately light up
- All lights are usable, which will turn them on or off manually
- There's so many lights available (50+), that it's divided into 4 sub-categories under Architect->Lights
- Many of the lights are types that weren't previously available in the workshop before
- Some lights are brand new styles, such as the Telephone Pole with a light
- Some light types now have a larger/brighter range than standard workshop lights, so they actually light up the area now
- A few light types have 2 versions: normal and bright, so you can choose which you want
- Some light types use a warmer light color now
- Some "DLC style" lights are added, but they were re-created from 100% vanilla assets/data to create new lights (they don't require the DLCs)
- RECOMMENDED: If you want the new lights in your existing buildings, you may need to toggle OFF/ON your devices in the menu (in some cases you may need to re-choose the building design to reset it.)
*(This was done mainly to minimize vanilla bugs with workshop lighting and power objects, but it also makes placing lights much less annoying)

(NEW) Architect: Workshop Ration System
>> This new system will compensate you food/water while you're inside of a settlement, which allows you to spend as much time as you want to build freely without feeling like your survival supplies are wasting away
- This system can be disabled in the Global Options Menu if you wish
- As time passes, you build up "ration points" which will automatically give you a "Workshop Ration" every few game hours
- Workshop Rations give you both food and water, which is most (but not all) of the hunger/thirst you lost
- When you first enter a settlement, it takes up to a half of a game hour to kick in
- When you exit a settlement, after a short amount of time it will stop counting ration points
- There's a small grace period where if you step out of a settlement, you have some time to get back inside before it resets your timer to the longer duration
- Your ration points are stored permanently until it uses them, so it will resume the next time you enter a settlement again
- Your ration points are displayed in the Global Options Menu
(In the future, I may change this system to automatically feed you the ration, but for now its better to visually see the food in your inventory to make sure its working well)

Architect
- (NEW) New layer: Detail (Debris) - This layer is primary used for junk/garbage/debris (most buildings don't use this yet)
- (NEW) New category: Warehouse (Large)
- (NEW) New category: Urban (Large)
- (NEW) New category: Foundation (Large)
- (NEW) Metal Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
- (NEW) Vault Bunk Bed - Covered with sheets and a pillow, has 1 bed, and can have a 2nd bed attached
- (NEW) Comfortable Mattress - A mattress that can be stacked on a top bunk, or used by itself
- (NEW) Comfortable Mattress (Vault) - A mattress that can be stacked on a top bunk, or used by itself
- (NEW) 4 new colors of standard covered bed are added (Red, Blue, Brown, Beige)
- The default covered bed texture is smoothed out a bit
- Most buildings will now use different colored beds for variety
- The Telephone Pole and Traffic Light only act as simple wire connectors now (Sorry, but I want NO part of power radiation anymore! Goodbye power radiation.)
- The Telephone Pole and Traffic Light are moved to a new category under Architect->Lights->Power
- The existing Traffic Light is renamed to "Power Connector" (since there's a new Traffic Light with a light)
- The Red Rocket now has 3 doors and 1 light
- The Drumlin Diner now has 2 lights
- The Brick Store now has 3 more styles
- Changed the default stairs for small/large houses, so they don't have rails, and the back steps are wider (if you want the rail stairs again, you can just disable stairs, and place your own from the structure menu)
- The large house now has an alternate stairs layer for the side entrance
- The Tavern has more appropriate stairs that fit the front steps and match the railings
- The "Signs" layer should properly be removed/added when you adjust the position
- A few new styles of stairs/steps added
- Some errors with Slocum's Joe were fixed
- Slocum's and Panucci's will now place the proper non-scrappable beds

Revival System (Alternative Death Mode)
- When you disable the system, it will immediately disable the functionality, but further reloads won't prevent other mods from enabling their own death modes
- Reviving will now cure poisons, but has an added caps penalty (which is more than doctors charge)
- The caps penalty for healing health/rads is 2x at level 10+, 4x at level 20+, and 6x at level 30+

Market Trading Terminal
- (NEW) Railroad: Ballistic and Energy weave rank 1 can be purchased if they are unlocked and you are allied with the RR
- (NEW) Black Market: Alloy Trading - Allows you to trade rare alloys, but at a steep exchange rate*
- (NEW) Black Market: Mutant Part Trading - Allows you to trade rare toxins and some mutated parts, but at a steep exchange rate*
*These recipes are always available on the Black Market, regardless of what trading cycle you're on

Changes/Fixes
- The ZX-1 Lab will now check your local workbench even if it's not your designated workbench
- All vanilla power pylons are reverted back to their default values (the increased ranges seemed to just add to the pylon bugs)
- All vanilla weapons now properly have the new Creation Club "Material" slot for weapons
- Scrap kits cost slightly more than the materials they use, so they have a real crafting cost associated with it
- Many unique items found on vendors no longer have high level mods attached by default
- The Lever-action Shotgun should now properly appear on some weapon vendors at level 5+
- The pre-war sink should no longer be useable
- Post-war sinks and fountains now show they give dirty water on the activation text
- .223 rounds are renamed to ".22 LR"
- The rate of fire on 7.62 is decreased for automatic mode
- Standing power attacks in first person mode should now properly animate

Power Armor
- Repairing T45 can be done with either Science 1 OR "Recipe: Energy Weaponry" rank 4
- Repairing T51 can be done with either Science 2 OR "Recipe: Energy Weaponry" rank 6
- Repairing T60 can be done with either Science 3 OR "Recipe: Energy Weaponry" rank 8
- Repairing X01 can be done with either Science 4 OR "Recipe: Energy Weaponry" rank 10

Settlements
- Horizon's workshop menus for utilities, job stations, and production, are moved into the Architect menu
- The maximum storage for Fuel/Maintenance/Fertilizer, now increases by 10 per successful settlement (up from 5)
- The minimum storage for Fuel/Maintenance is increased to 30 (up from 20)

Desolation Mode
- "Full" cans of smokeless powder (or energy cells or explosives), drop a lot less often than "used" or "damaged" cans now

Weapon Toolkit (Ammo Swapping)
- The Weapon Toolkit is changed to swap ammo smoother and remove the problem with AP not applying correctly
- Any possible errors with your Armor Penetration stats will be automatically fixed when you swap ammo
- The popup message you receive when it fixes your AP, will only popup once
- NOTE: Please report any problems with this, as it may still need a little testing
- 7.62mm on the Combat Rifle now requires rank 2 conversion kits

Perks
- (NEW) Fusion Core Ejection: You can now craft an item in the Tech Lab to toggle the fusion core ejection system (requires Nuclear Physicist rank 3)
- Nuclear Physicist rank 3 no longer automatically grants fusion core ejections
- Big Leagues no longer provides Armor Penetration, but instead just gives the same amount in standard damage bonus*
- Blackmith ranks are now: 0, 7, 14, 21 (down from 24)
- "Recipe: Architect" is renamed to "Recipe: Construction"
- Hunter rank 2+ now has a greater chance to get mutant parts off standard deathclaws, radscorps, and yao guai
*I will probably change this in the future to something more interesting, but I wanted to remove AP from skills for now

Grenades
- (NEW) Explosive Molotov: Explodes for 50 damage. Deals 180 Fire Damage over 30 seconds.
- Explosive Molotov crafting requires Demo Expert rank 3
- Crafting standard Molotov Cocktails now gives 4 per craft, and all ingredients except adhesive are increased

Missile Launcher
- (NEW) Missile (API) - Increases direct damage by a large amount. Direct hits ignore 100% armor and add 140 fire damage*
- (NEW) Missile (Nuclear) - Explodes with a nuclear blast. Direct hits ignore 75% armor piercing and add 120 radiation damage
- Direct hits from standard Missiles from the Missile Launcher ignore 25% of the target's armor
- These new bonus damages do NOT work from the explosive itself, it requires a direct hit
- The Missile Launcher can now use the weapon toolkit to swap ammo
- All missiles can be crafted in the Weapons Lab
- Standard missiles now require a lower rank of Energy weapons recipes
*API Missiles are very strong if they directly hit a target, but require 1 tungsten alloy per rocket. The area damage is the same as normal missiles.. so don't miss.

Armor
- Combat Armor now properly has Horizon's "Paint" slot for all pieces, instead of just the helmet
- Marine Armor provides less starting protection, but is setup by default as "Heavy" armor
- Marine Armor now has armor upgrades like other armor types, so they scale upwards better
- The Marine Armor cosmetic styles are now considered the "size" mod attachment, and have only small defensive bonuses

Sim Settlements Patch
- Recipes are fixed for 3.0 (keep in mind, these are NOT tuned well yet.. a more thorough balancing is still needed for plots)
- Some tags are added (not all yet)
- All aid items are fixed
- All health restoration and endurance/health buffs removed from beers
- All Sim crops cannot be harvested by the player anymore (they still count for Horizon's production system though)
- Power Armor vendors have less items and no cores
- Decontamination Archs no longer cure rads
- Ammo/weapons/explosives production now instead gives stuff like weapon parts, gunpowder, and explosive material
- Chem production has a high chance to give nothing
- Nuclear production only gives nuclear fragments
- Processed Fuel now gives Liquid Fuel instead of oil
- Paper gives packing material instead of cloth
- Hazardous ore gives nuclear fragments instead of full nuclear material
- Uncommon junk cannot give adhesives
- Purified water production gives less
- (the missing output from some industrial production should now work properly from the stand-alone patch)

Scrap Everything Patch
- Deco parts are no longer scrappable, so places like hangman's alley aren't a mess. I can't remember if any settlements actually needed these parts to be removeable, but I may manually edit those parts in some cases.

Horizon 1.5.0[edit | edit source]

WARNING: Architect has undergone major changes. Your old Architect data in your save game will be obsolete, however most of the objects/data will remain until you're ready to replace it.

Architect's main file is now "Z_Architect.ESM" instead of ESP. "Z_Architect.ESP" is now a separate optional conversion addon that contains the old data if you are using an existing save game.

If you are starting from a new playthrough, you don't have to worry about the old data, and you DON'T need to load "Z_Architect.esp" at all either.

If you have existing Architect objects in your save game:
1> Before you upgrade, remove all items from your: Scrap Storage, Shared Storage, Personal Storage, Compost Bin, Plant Nursery, Mailbox, and Mission containers
2> Save your game, and backup your saves
3> Install the new version of Horizon/Architect
4> You can scrap and replace the old Architect objects as you go (There's no immediate rush to replace everything unless you need to actually move/use something.)
5> If (or when) you're sure you have scrapped all your old stuff, you can stop loading Z_Architect.esp

You don't HAVE to scrap anything that doesn't need to be scrapped. You can leave your old buildings if you wish. Just realize farther in the future the old conversion system may be removed from Horizon.

Architect Framework
- Many of Horizon's settlement systems are moved to Architect, to make Architect a large central framework
- This allows either Horizon players or stand-alone Architect players to use the same framework for addons and patches

Z_Horizon_Patch_Architect.esp
- WARNING: This file is no longer used, and should not be loaded. If you chose to manually install Horizon, delete this file. If you don't read the patch notes and ignore this warning, its your own fault.

(NEW) Turret Platforms
>> This new system allows you to place platforms in which you can change turrets at any time
- Turrets unlock based on your Technology level for your settlements (globally)
- Placing the platform will automatically pick a random turret that is currently unlocked
- Turrets on platforms do not require external power, so you don't need to screw with wires

Turrets available on platforms:
- Laser and Heavy Laser
- Shotgun
- All 4 Pipe Turrets
- (NEW) Heavy MG Turret Mk III
- (NEW) Heavy MG Turret Mk VII (API)
- (NEW) Gauss Turret
- (NEW) Plasma Turret
- (NEW) Radar Tower
- (NEW) Surveillance Camera
- (NEW) Decoy

(NEW) Upgradeable Command Tower (Overhauled)
>> The upgradeable Guard Tower is changed to automatically upgrade itself now
- Upgrades are based on your Workshop Tech Level
- Starts with one mk-1 pipe turret on one of the platforms
- Tech Level 2 adds the barricade and center platform
- Tech Level 3 adds another mk-1 pipe turret on the other platform
- Tech Level 4 adds the side platforms
- Tech Level 5 converts one mk-1 turret into an mk-3 pipe turret
- Tech Level 7 converts the other mk-1 turret into an mk-3 pipe turret
- The old tower upgrade modules are obsolete, but can be scrapped for a full refund

(NEW) Upgradeable Watchman's Tower
>> This version of the upgradeable tower does not have turrets, so you can use the platforms yourself
- Cheaper material cost over the Command Tower
- Upgrades are based on your Workshop Tech Level
- Tech Level 2 adds the Watchman Tower barricade upgrade
- Tech Level 4 adds the Command Tower upgrade
- Tech Level 3 adds +4 defense
- Tech Level 5 adds +2 defense
- Tech Level 7 adds +2 defense
- Tech Level 9 adds +2 defense

(NEW) Guard Post (Metal)
- A small guard post that uses modified pieces from the BOS-style metal barriers
- Gives 6 defense
- (does not have any upgrades or anything)

(NEW) Equipment Workstation
>> This new workstation contains 5 workstations in 1, all placeable by 1 object
- Weapons Workbench
- Armor Workbench
- Tech Lab
- (Horizon) Weapons Lab
- (Horizon) Experimentation Lab

(NEW) Command Workstation
>> This new workstation contains 6 workstations in 1, all placeable by 1 object
- Cooking Station
- Chemistry Station
- Command Table
- Mailbox
- (Horizon) Market Trading Terminal
- (Horizon) Training Desk

Workbenches
>> Many Horizon workbenches are moved into Architect, including keywords used for most menus
- Workbenches effected: Tech Lab, Weapons Lab, Trading Market
- The old benches in Horizon can be used or scrapped for full refund

Vendor Stalls
- All vendor stalls use a new method of tracking, which is faster, more efficient, and less prone to problems
- Vendors will attempt to automatically assign a settler when placed or moved
- Vendor addons are now obsolete, but can be scrapped for a full refund
- All equipment Vendors provide 6 income per stall (like vanilla)
- Food/Bar Vendors now provide 3 income per stall (like vanilla)
- Medic Vendors now provide 1 income per stall (like vanilla)
- (Horizon) Horizon automatically scales all income, which starts at 0 for the base Workshop Trading Level 1

(NEW) Settler Recruitment Items
- A new aid item was added, which allows you to radio in a settler to the current settlement you're in
- Each settler queued takes ~6 seconds to arrive at the settlement
- Up to 10 Settlers can be queued up at one given time
- If you're not inside a valid settlement, or theres too many settlers, you'll get a popup message and the item will be refunded
- (Horizon) Assault Missions have a high chance to rescue a settler, and give you a Settler Recruitment item
- (Horizon) Entertainer Missions have a small chance to recruit a settler

(NEW) Settlement Status Levels
>> This new system allows you to globally unlock settlement upgrades, to make upgrading existing settlements much easier
- (NEW) Workshop: Technology Level - This level determines what technology might be available (such as turrets)
- (NEW) Workshop: Trading Level - This level determines how much income your settlements can make globally
- The old "Architect" perk is renamed to "Workshop: Population Level"
- Tech and Trading levels can be upgraded by crafting recipes that require specific perks and materials
- Each different upgrade recipe will increase your level independently, so that you have more upgrade options
- The upgrade levels will continue to add together, up to level 8
- Most unlocks will occur by level 5-6, so you shouldn't feel pressured into unlocking all of them, however the high levels may still give special bonuses so they feel worthwhile
- Population Rank 2 now only requires 5 people
- Population Rank 3 now only requires 20 people
- (Horizon) Income starts at 0 with level 1, and you'll only gain income slowly with each level

(NEW) Documentation System
- A new menu-driven documentation system is added, which allows me to easily add new sections
- The following sections are available:
- Architect - Building: A summary of building things in Architect
- Architect - Missions and Production: Details on how missions work
- Horizon - Skills: Details on each skill in the skill system
- More will be added with future patches

Mailbox System (Overhaul)
>> Horizon's mailbox system is moved to Architect and overhauled
- The new mail system allows me to add new mails more easily, as well as allow addons to be created from other authors
- Mail is now sent every 36 hours (instead of 12), so you don't feel you have to check it as often
- Mail is now sent every 24 hours in the Timescale addon
- You can receive up to 3 mails at a time per cycle
- Most of the mail from the old system is added, as well as a few new mails
- (NEW) 15 new mails are added that give you a Settler Recruitment Radio after you complete certain quests*
- The mail system's data is brand new, so you will receive the same mails that you already did in the old system
- A new method of checking delivery time is now used, which is more accurate, efficient, and less prone to timer problems
- The old mailbox from Horizon can be scrapped for full materials
- WARNING: Be sure to clean out your old mailbox container BEFORE you upgrade to v1.5
*Some of these may need some testing

Settler Missions
>> Horizon's Settler Missions/Jobs are moved to Architect
- All job stations use a new method of tracking, which is faster, more efficient, and less prone to problems
- (NEW) Job stations will attempt to automatically assign a settler when placed or moved
- (NEW) A new menu button that allows you to deply all possible jobs at once!
- (NEW) A new menu button that allows you to complete all missions with 1 total report!
- (NEW) Hunter Mission: Fishing - Requires 1 "Fishing Pole (with Bait)"
- Scavenging and Salvaging missions have a greater chance to find tools
- Entertainer and Militia missions have a chance to recruit/rescue a settler (via the Settler Recruitment radio)
- Assault missions have a more random chance of getting prototype parts
- A new method of checking mission timers is now used, which is more accurate, efficient, and less prone to timer problems
- Missions should now give the proper skill gains for multi-person missions
- Mission timers are now properly scaled in the Timescale Addon
- (Horizon) Leadership Skill 100-200 reduces the duration that settlers take to complete missions (from 5-30% faster)
- WARNING: Be sure to clean out your old mission container BEFORE you upgrade to v1.5

Production Stations
>> Horizon's production stations are moved to Architect
- All stations use a new method of tracking, which is faster, more efficient, and less prone to problems
- Stations will attempt to automatically assign a settler when placed or moved
- The Lumber Yard mesh is split into 2 separate stations now
- The Scrap Yard mesh is split into 2 separate stations now
- The Stone Yard mesh is split into 2 separate stations now
- Each station has 2 recipes which vary slightly with material costs
- Lumber Yards give 100 wood per cycle now (up from 75)
- Oil Wells now require 5 Power (down from 8)

(NEW) Power Surplus Converter
- This device converts raw Power into "Power Units"
- Requires 20 Power
- Requires Workshop Tech Level 5
- Power Units produced are added to your production destination container

(NEW) Power Units
- Power Units are items that can be used for various recipes and requirements
- There is a recipe that can construct Energy Cells from Power Units
- One of the Workshop Tech Level recipes makes use of Power Units
- (More recipes and uses will come in the future)

(NEW) Generator - Solar Panel
- Gives 5 Power
- Requires Workshop Tech Level 2

(NEW) Generator - Windmill (Large)
- Gives 20 Power
- Requires Workshop Population Level 2
- This object uses the new dynamic building system to apply the animated blades after the tower is built, which also makes it have a small footprint for placing it

(NEW) Generator - Windmill with Sails (Large)
- Same as the other windmill, but the blades have cloth sails attached

Resource Manager
>> Horizon's Resource Manager is moved to Architect
- (NEW) Supply Kits are gained for every 20 surplus rating of food/water that your settlements aren't using
- (NEW) The resource manager now controls all income, and sends it to your production container
- (NEW) Power Units can be produced from surplus power
- Resource production can give 3-10 Supply Kits maximum per cycle based on your progression
- Resource production can give 3-30 Purified Water bottles maximum per cycle based on your progression
- Resource production can give 10-30 of each crop maximum per cycle based on your progression*
- Resource production can give 500-2000 income maximum per cycle based on your progression
- Using Resource Manager will now fix your production timer, just in case somehow it wasn't rolling over
- The Scrap Storage is now called "Production Storage"
- The Shared Storage is now called "Personal Storage #1"
- The Personal Storage is now called "Personal Storage #2"
- The Documentation Menu can be accessed from here
- WARNING: Be sure to clean out your old scrap/shared containers BEFORE you upgrade to v1.5
*Using fertilizer will double this value

Command Table
>> Horizon's Command Table is moved to Architect
- The stats that are checked for things like "Successful Settlements", should now check all settlements including player-made ones (provided they are properly created)
- Trailblazer is now automatically granted based on your successful settlements
- The options menus are sorted and labeled better (includes Architect options now)
- The Documentation Menu can be accessed from here

Cargo Bot 1-X
>> Horizon's Cargo Bot 1-X is moved to Architect
- The caller device is now reusable only, the old single-charge items are no longer a thing
- You can now access the Resource Manager if you have Local Leader rank 1
- All old devices from Horizon are obsolete, and can be sold for caps
- The caller device can be crafted or purchased through the Trading Market Terminal

(NEW) The Gallows (3-Floor)
- A shorter version of The Gallows with just the first 3 floors only
- Located in both Colossal Structures and Colossal Foundations*
*It's cheaper in foundations, but I put it in structures also, in case you want to downgrade the big version

(NEW) Parking Garage
- Located under "Foundation (Large)"
- Contains: 1 detail layer, and 1 debris layer

(NEW) Warehouse Strip
- Located under "Warehouse"
- Contains: 1 detail layer, 1 clutter layer, 1 signs layer, 10 beds

Item Conversion
>> Many kits are now migrated to Architect
- Supply Kits, Military Kits, Maintenance Kits, Tool Kits, Turret Deployment Parts, and Cargo Bots
- All of these items can be converted if you have old versions of them in an existing save game
- A menu at the top of your Tech Lab will appear if you have any items that need to be converted over
- You need the old items on your character for the recipe to work (you can't have them in a workbench)
- When you no longer have any items to convert, the menu will no longer appear

(NEW) Settlement Build Limit Budget
>> You can now increase/decrease the build budget per settlement in game!
- These options can be found in the Command Table under "Settlement Options"
- Each adjustment only modifies the current settlement you're in
- There are 3 options: Show current values, Increase, and Decrease
- Each increase/decrease goes by 2,000,000 polygons at a time
- The system makes sure you can't increase/decrease the limits by too much
- All changes should be permanent in your save game
- WARNING: You cannot undo this back to the default, but you can attempt to decrease them if you want

(NEW) Fishing Pole (with Bait)
>> Inspired by RickTheNexus's fishing pole!
- Fishing Bait can be crafted in the cooking station using 1 of 4 recipes
- To create a Fishing Pole, use the bait in your AID tab, and have a Fishing Rod in your inventory
- The baited Fishing Pole is located in your AID tab
- You must be standing in water for the pole to operate (only has to be shallow)
- Fishing takes 4 seconds to complete
- Results are either a failed attempt, or 1 of 3 types of fish, or junk
- Fish can be converted into exotic ground meat in the cooking station
- Your starting chance to fish up something is 25%
- Your success chance is boosted by your Survival Skill
- Fishing gains a very small amount of Survival Skill per cast
- The condition of your fishing pole slowly degrades until it will finally break
- The condition is reduced randomly by 10-20% per cast
- Baited Fishing Poles can also be used with Settler Missions to send Hunters out to fish
- WARNING: This is the most boring activity in FO4 possible!

Architect
- (NEW) Tarberries: Can be planted in water (requires rare materials in Horizon)
- (NEW) Industrial Platform (Style 2): Alternate texturing version
- Cargo Bot Station: Home Plate should now properly be able to establish outgoing supply lines
- Cargo Bot Station: The text for The Slog and Greentop should display properly now
- The workshop recipes for buildings/foundations now list some of the designs that each one has
- Workshop Rations: The system now requires that the settlement you're in has at least some food/water output
- Workshop Rations: The system now checks to make sure you actually own the settlement
- The debris layer will now properly be deleted when you move/alter a building with the debris layer on
- All lights use different addon nodes now, so they hopefully don't conflict with any mods
- You can no longer try to equip a settler weapon on a Follower from the Outfitter
- Concrete blocks can now be stacked on top of each other

(NEW) Z_Architect_Extras.esp Addon
- Allows you to manually override the workshop menu to put the Architect menu first
- Increases the height at which settlers can pathfind in settlements (this is included in the SE patch also)
- NOTE: This is not compatible with mods that manually edit the workshop menu

Horizon

Take note that the skill system is a rather large addition to the game. Please report any bugs you notice.

All skills are balanced so that you can stack both the benefits from perks AND doing things AND finding magazines/bobbleheads/etc. AND in some cases Settler Skills. In most cases, if you really want to reach very high skill, you'll need all sources, because the skill you can gain by doing things is limited. This gives you the option to "dabble" in skills to unlock a few recipes, even if you're not a master. But if you want to master your skills, you'll need to invest in the perks as well, so that you are fully trained.

Weapon skills are balanced slightly different, where the higher skill sometimes provides better scaling bonuses. Which means, that taking the perks by themselves may not feel worth it, until you ALSO skill up the weapons by using them too. Weapon skill above 100 can begin to gain larger chunks of bonuses. Making 100-200 better than 0-100.

Many recipes now use skills instead of specific perks, to give you more opportunities. However, most weapon/armor mods still require the actual perks, because replacing this would be too daunting right now. This may or may not change in the future.

Don't let the system overwhelm you at first.. it's simple once you're used to it. The short answer to gaining skill is this: Just play the game. In most cases there's no need to worry about "wasted" sources of skill.

NOTE: You won't see skills in your perk list until you have at least 10 points in the skill. The perk ranks are only updated every 10 skill points.

RECOMMENDED MOD for 1.5: "DEF_UI Iconlibs Rescaled and Fixed" (by Phlunder)
https://www.nexusmods.com/fallout4/mods/31088


(NEW) Dynamic Skill Advancement
>> This new system uses a REAL advancement system for skills, allowing you to gain skill in different ways
- Some skills can be gained by just doing normal activities while you play the game (ex: picking locks)
- Some skills can be gained by crafting items
- The amount of skill you can gain by doing activities/crafting is often capped at a certain point
- Skill can be gained from level-up perks (ex: Locksmith)
- Skill can be gained from magazines, guides, and bobbleheads
- Settler Skills can sometimes grant you a small bonus to your own total skill
- A small amount of skill can be gained from your hard points spent in SPECIALS (NOT from buffs or equipment)
- Skill usually goes from 0-200
- Many skills are balanced so that if you want to reach 200 skill, you need to gain skill from all sources possible
- A few skills may benefit above 200, in the case that you gain increases to loot chances that aren't capped out yet
- Skills that grant bonuses to loot will continue to increases even "in between" the perk ranks
- Many recipes now require Skill instead of specific perks
- The Personal Toolkit functionality now requires Skill instead of specific perks
- NOTE: Some of the numbers may be tweaked in the future, to fine-tune the skills better.. however any future patches will retroactively adjust your total skill automatically!
- A few skills have an ongoing decay multiplier based on how often you use them*
*Skill decay can be toggled on/off in the options

Skill: Lockpicking
- Allows you to pick locks
- Grants access to crafting recipes for lock breaching tools
- +30 per Locksmith rank (90 total possible)
- +5 per Master Thief rank (20 total possible)
- +5 per Lockpicking magazine recipe rank (50 total possible)
- +10 Lockpick Bobblehead
- +1 per Perception
- Up to +50 from picking locks
- Skill above 75 gives a chance when crafting lock breaching tools, to gain an extra tool from the materials
- Skill at 200+ allows you to never break bobby pins
- This skill is subject to skill decay (from p	icking locks) if the option is enabled

Skill: Hacking
- Allows you to hack computer terminals
- Grants access to crafting recipes for hacking tools
- +30 per Hacker rank (90 total possible)
- +5 per Hacking magazine recipe rank (50 total possible)
- +10 Science bobblehead
- +1 per Intelligence
- Up to +50 from hacking terminals
- Skill above 75 gives a chance when crafting hacking devices, to gain an extra device from the materials
- Skill at 200+ allows you to never get locked out of a terminal
- This skill is subject to skill decay (from hacking terminals) if the option is enabled

Skill: Hunting
- Increases your chance to harvest meat and other parts from animals and creatures
- +25 per Hunter rank (125 total possible)
- +3 per Survival magazine recipe rank (30 total possible)
- +5 per Settler Skill: Survival rank (20 total possible)
- Up to +50 from killing animals and creatures
- Skill 10-100 gives 10-100% chance to harvest meat from animals
- Skill 10-200 gives 5-100% chance to harvest meat from creatures
- Skill 10-200 gives 5-100% chance to harvest extra parts from both animals and creatures
- [Desolation Mode]: Skill above 200 works in Desolation mode, and continues to increase your loot chance
- [Desolation Mode]: The perk description in game is updated for Desolation mode so you can see your proper percentages

Skill: Survival
- Grants access to crafting recipes
- Increases your chance to harvest twice as much from wild plants
- +30 per Survivalist rank (90 total possible)
- +5 per Survival magazine recipe rank (50 total possible)
- +5 per Settler Skill: Survival rank (20 total possible)
- Up to +40 from harvesting plants and cooking food

Skill: Ballistics
- Grants access to ammo crafting recipes
- +25 per Gun Nut rank (100 total possible)
- +5 per Ballistic Weapon magazine recipe rank (50 total possible)
- +5 Large Guns Bobblehead
- +5 Small Guns Bobblehead
- +1 per Intelligence
- Up to +30 from crafting ballistic ammo and certain items
- Skill above 75 gives a chance to craft extra ballistic ammo

Skill: Science
- Grants access to certain crafting recipes
- +25 per Science rank (100 total possible)
- +10 per Nuclear Physicist rank (30 total possible)
- +5 per Energy Weapon magazine recipe rank (50 total possible)
- +5 Science Bobblehead
- +5 Energy Weapons Bobblehead
- +1 per Intelligence
- Up to +30 from crafting energy ammo and certain items
- Skill above 75 gives a chance to craft extra energy ammo

Skill: Stealth
- Improves your sneaking ability
- +30 per Sneak rank (90 total possible)
- +5 per Covert Ops magazine recipe rank (50 total possible)
- +10 Sneak Bobblehead
- +2 per Agility (20 total possible)
- Up to +30 from dealing Sneak Attacks, Sandman Kills, and Picking Pockets
- +50 Assassin Specialization (this is not required to reach 200 skill, but it gives you an advantage earlier on)
- Skill 10-200 gains 5-100% Improved Sneak ability
- Skill 60-200 gains 5-50% Speed while sneaking
- Skill 100-200 gains 5-30% Reduced light detection
- Skill 100+ Sneaking at normal speed no longer reduces stealth.

Skill: Engineering
- Grants access to certain crafting recipes
- +20 per Robotics Expert rank (80 total possible)
- +5 per Technologist rank (20 total possible)
- +5 per Robco Fun magazine recipe rank (25 total possible)
- +10 Repair Bobblehead
- +1 per Intelligence
- +5 per Settler Skill: Engineering rank (20 total possible)
- Up to +35 from disabling robots and crafting engineering tools and devices
- Skill above 75 gives a chance to craft extra tools, turret parts, maintenance kits, auto-repair devices, and other items

Skill: Medical
- Grants access to certain crafting recipes
- +25 per Medic rank (100 total possible)
- +5 per Medical magazine recipe rank (50 total possible)
- +10 Medical Bobblehead
- +1 per Intelligence
- Up to +30 from using stimpaks/radaway, or crafting certain medical supplies

Skill: Chemistry
- Grants access to certain crafting recipes
- +25 per Chemist rank (100 total possible)
- +5 per Chemistry guide recipe rank (50 total possible)
- +1 per Intelligence
- Up to +40 from crafting certain items

Skill: Leadership
- Grants access to certain crafting/trading recipes
- Companions gain +1% XP per skill point (up to +240%)
- Skill 100-200 reduces Settler Missions by 5-30%
- +20 per Local Leader (60 total possible)
- +20 per Inspirational (60 total possible)
- +5 per Leadership guide recipe rank (50 total possible)
- +5 Speech Bobblehead
- +1 per Charisma
- Up to +20 from successful speech checks
- +5 per Trailblazer (35 total possible - this perk is not accounted for to reach 200)
- Eating corpses, murdering, and stealing has a negative effect on your leadership skill
- All skill gained from magazines, charisma, and speech checks, are effected by this penalty
- Local Leader and Trailblazer are applied after the penalty, so these perks always work

Skill: Trading
- Grants access to certain crafting/trading recipes
- Grants access to the Trading Market Terminal at 30 skill
- +30 per Marketeer (90 total possible)
- +5 per Trading guide recipe rank (50 total possible)
- +5 Speech Bobblehead
- +10 Barter Bobblehead
- +1 per Charisma
- Up to +40 from successful speech checks
- Skill 10-200 gains 2-40% Buying price discount at vendors
- Vendors gain additional inventory/caps at: 20, 60, 100, 140, 200 skill (5 tiers)
- NOTE: The Black Market still requires having Marketeer rank 3

Skill: Exploration
- Effects your loot chance for finding extra ammo and junk in containers*
- +30 per Scrounger or Fortune Finder rank (120 total possible)
- +2 per Luck
- +5 per Fact or Fiction recipe rank (50 total possible)
- Up to +40 from exploring locations and clearing dungeons
- Skill above 200 may continue to increase for certain sources of loot
*(This chance can actually go above 200 skill, even though your display perk stops at 200)

Skill: Explosives
- Grants access to certain crafting recipes
- Allows you to disarm conventional mines at
- +30 per Demolition Expert rank (90 total possible)
- +10 Explosive Bobblehead
- +1 per Perception
- Up to +40 from disarming mines and crafting certain explosives

Skill: Salvaging
- Effects your loot chance for looting parts from appliances, machinery, robots, and synths
- +25 per Technologist rank (100 total possible)
- +15 per Scrapper rank (30 total possible)
- +10 per Settler Salvaging Skill (40 total possible)
- +1 per Perception

Skill: Fitness
- Grants you bonuses to your sprinting AP drain, power attack AP drain, breath holding for scopes, swimming, and jumping
- +3 per Strength (30 total possible)
- +3 per Constitution (30 total possible)
- +3 per Agility (30 total possible)
- +5 per Moving Target, Action Boy, Aquaboy ranks
- +5 Melee Bobblehead
- +5 Unarmed Bobblehead
- (NOT FINISHED - more ways to increase your fitness skill will be added in the future)
- Fitness skill 10-100 gains 2-20% reduced AP while sprinting
- Fitness skill 100-200 gains 20-70% reduced AP while sprinting
- Fitness skill 60-200 gains +5-45% reduced AP while holding your breath for scope aiming
- Fitness skill 40-200 gains +5-25% Swimming speed
- Fitness skill 80-200 gains +2-14% Jumping height

Weapon Skill: Firearms (Standard)
- Includes: ballistic pistols, shotguns, standard rifles, and other similar weapons (not heavy weapons)
- Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
- Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
- +25 Gunslinger rank 1-2
- +25 Marksman rank 1-2
- +10 Small Guns Bobblehead
- Up to +90 from kills made with Firearms
- (Keywords required: Ballistic)
- (Keywords rejected: Sniper, Heavy)

Weapon Skill: Sniper
- Includes: Hunting rifle, laser musket, bolt-action pipe, gauss weapons, and other similar weapons
- Skill 10-100 gains 5-50% Sneak Attack Damage, 2-20% Range, and increased aiming stability
- Skill 100-200 gains 50%-100% Sneak Attack Damage, 20%-60% Range, and increased aiming stability
- +25 Marksman rank 1-2
- +25 Sniper rank 1-2
- +10 Big Guns Bobblehead
- Up to +90 from kills made with Sniper weapons
- (Keywords required: Sniper, Scope)
- (Keywords rejected: Pistol, Shotgun, HeavyGun)

Weapon Skill: Energy (Standard)
- Includes: Laser guns, plasma guns, and other similar weapons (not heavy weapons)
- Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
- Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
- +25 per rank of Future Soldier
- +10 Energy Weapons Bobblehead
- Up to +90 from kills made with Energy weapons
- (Keywords required: Energy or Laser or Plasma)
- (Keywords rejected: Ballistic, HeavyGun)

Weapon Skill: Heavy Weapons
- Includes: Flamer, missile launcher, minigun, gatling laser, broadsider, and other similar weapons
- Skill 10-100 gains 2-20% Hip-fire Accuracy and 2-20% Range
- Skill 100-200 gains 20-40% Hip-fire Accuracy and 20-60% Range
- +25 per rank of Commando
- +10 Big Guns Bobblehead
- Up to +90 from kills made with Heavy Weapons
- (Keywords required: HeavyGun)

Weapon Skill: Melee
- Includes: Any melee or unarmed weapon
- Skill 10-200 gains 5-100% Critical Hit Damage
- Skill 10-200 gains 3-60% Limb Damage
- +25 per rank of Big Leagues
- +5 Melee Bobblehead
- +5 Unarmed Bobblehead
- Up to +90 from kills made with Melee weapons
- (Keywords required: Melee 1H or Melee 2H or Unarmed)

Weapon Skill Notes
- Weapon Skill is usually based on the weapon itself, and NOT the mod attachments (except Sniper which requires a Scope)
- Weapons can only be 1 skill. ex: Gatling Laser is a Heavy Weapon and NOT a "Standard" Energy Weapon
- Weapon Skill is gained upon killing enemies, based on your current equipped weapon
- Synths are worth 2x skill gain
- Robots are worth 1.5x skill gain
- Legendary enemies are worth 5x skill gain
- If you can't figure out what skill your current weapon uses, there's a button in the skill menu that can tell you
- NOTE: Killing enemies with explosives or other means, still gives the "credit" to the main equipped weapon. While this isn't a perfect system, it's acceptable enough considering the tracking method is fast, and should keep combat efficient.

Skill Recalculations
- Skills aren't updated in realtime, instead they're only checked once in awhile to keep them efficient
- Skill recalcs are done every time you exit your level-up perk chart
- Skill recalcs are done once every 6 game hours if they haven't been checked by then*
- Skill recalcs are done briefly after you load a save game
- The very first time you load the game after updating to v1.5, it may take about a minute to fully set all your skills
*If you're in combat it will delay the recalc, and re-check again later. This is done so that your perks aren't being altered while you're in mid-combat

Skill: Karma (Beta Test)
>> Karma is currently considered a beta test, and isn't fully implemented yet
- Karma's skill rating can go from 0 to 200, 100 being "neutral"
- The perks display karma as -9 to +9 in terms of ranks
- Murdering reduces your karma, but only above 10 murders* 
- Assaults reduces your karma, but only above 10 assaults* 
- Stealing reduces your karma only above 20 thefts* and above 110 skill**
- Pickpocketing reduces your karma only above 20 pickpockets* and above 110 skill**
- Eating corpses reduces your karma above 80 skill**
- Sandman kills reduces your karma above 70 skill**
- Completing quests improves your karma
- More to come later...
- (Karma is currently not used for anything yet - mainly because it's not setup fully)
*Having a threshold allows some of the buggy counts to not ruin your rating
**Some penalties only occur if you're already above a certain karma level (i.e. its not "evil" to steal for neutral karma, but if you're a good karma person it will lower your karma)

(NEW) V.A.T.S. Overdrive Module
>> This new optional system turns VATS into special attack system
- Provides 100% accuracy for a short burst of shots in VATS, after which a cooldown activates
- While the system is on cooldown, VATS turns into 0% accuracy (i.e. unusable)
- The base cooldown is 10 minutes, but can be lowered with certain perks
- Quick Hands rank 1: reduces the cooldown by 1 minute
- Quick Hands rank 2: reduces the cooldown by 2 minutes total
- Marksman rank 3: reduces the cooldown by 2 minutes
- The item to toggle this system on/off is crafted in the Tech Lab

(NEW) Pickpocketing - Overhaul
>> Pickpocketing is changed so that it's actually useful yet not unrealistic/overpowered
- Instead of always have a max of 90% chance of success, you can actually reach 100% now*
- Your Pickpocketing chance is (mostly) binary, which means either you can steal something guaranteed, or not at all
- Pickpocketing can no longer loot equipped items (sorry but that was stupid as hell, and exploitable)
*This allows you to not be scared of turning the whole town on you, and making you feel like you need to reload your save

Trap Disarming
>> Requirements for disarming is shifted around a bit, requiring one of the following for each type..
- Basic Traps: Engineering Skill (20), Hunting Skill (40), Stealth Skill (60), Master Thief (1)
- Basic Mines: Explosives Skill (30), Engineering Skill (60), Stealth Skill (90), Master Thief (1)
- Tech Class1: Science Skill (30), Technologist (3), Master Thief (3), Stealth Skill (140)
- Tech Class2: Science Skill (100), Technologist (4), Master Thief (4)

Magazines / Bobbleheads
- Many perk bonuses granted directly by magazines are removed, since they contribute to skill instead
- Perks from magazines that no longer provide any direct bonuses, are no longer displayed
- Most bobbleheads now give skill instead of direct bonuses (some provide both)
- Some bobbleheads give more than 1 skill type

(NEW) Chemistry Guide: Jacob's Guide to Chemistry
- 10 issues of a Chemistry guide are added, which can improve your chemistry skill
- These guides generally drop from the same sources that other magazines and guides drop from

Specializations
- (NEW) Secondary Spec: You can now select a 2nd specialization at level 30
- Marauder: Damage reduced to +20%, and now gains "Incoming melee damage is reduced by 15%."
- Cyborg: Damage reduced to +20%, and no longer includes heavy weapons
- Duelist: Damage reduced to +20%
- Sharpshooter: Damage reduced to +20%
- Commando: Damage reduced to +20%, and includes heavy weapons, assault weapons, and combat shotgun
- Demolitionist: Damage reduced to +25%
- The menu now shows ALL the specs, and what they require if you don't already have them unlocked
- The specialization perks now give more information in the description on what they provide

(NEW) Specialization: Assassin
- Requires: Sneak rank 3 and Ninja rank 2
- Grants +50 Stealth Skill
- Increases melee critical hit chance by 10% and melee sneak attack damage by 100%
- Reduces your VATS melee range, and cancels any effects from the Blitz perk
- NOTE: You can technically use this spec for ranged stealth improvements, but it's somewhat overkill, since ranged stealth detection is already much easier as it is
- (This spec may need some testing/tuning for how well the sneaking works with non-vats melee)

(NEW) Specialization: Vanguard
- Requires: Iron Defender rank 3
- Damage taken is reduced by 15%
- Limb damage taken is reduced by 15%
- Falling damage taken is reduced by 15%
- Incoming staggering is reduced
- Damage dealt is reduced by 15%

Perks
- The default melee range for VATS is decreased
- Blitz's improved VATS range is increased
- Blitz's improved VATS range no longer works while sneaking (sorry, but it needed to go already)
- Blitz rank 1 can now be taken at level 1
- Blitz rank 2 can now be taken at level 18
- Marksman rank 1 and 2 gives +25 firearms and +25 sniper skill
- Marksman rank 4 now gives +10% critical hit chance (up from 5%), but only +10% VATS hit chance (down from 15%)
- Marksman rank 4 now requires level 25
- Gunslinger rank 1 gives 25 firearms skill, and 10% reload speed
- Gunslinger rank 2 gives 25 firearms skill, and Ballistic Pistols and Shotguns cause +10% Limb Damage.
- Gunslinger rank 3 Ballistic Pistols and Shotguns cause +15% Limb Damage
- Gunslinger rank 4 now requires level 25
- Big Leagues rank 1 gives +25 melee skill
- Big Leagues rank 2 gives +25 melee skill
- Big Leagues rank 3 deals +10% damage
- Big Leagues rank 4 deals +20% damage and +5% critical hit chance to melee
- Big Leagues rank 4 now requires level 25
- Sniper now includes most Ballistic and Energy weapons, except Heavy Weapons
- Sniper's sneak attack damage no longer requires a scope
- Sniper rank 1 and 2 give +25 sniper skill each
- Sneak is reduced to 3 ranks
- Sneak rank 4 and 5 gives an extra +30 skill each if you already have it*
- Ninja no longer gives critical hit chance
- Ninja only works on melee weapons now
- Moving Target is reduced to 2 ranks
- Moving Target rank 3 should remain if you already have it, but is changed to +75 resists instead of AP drain
- Mister Sandman is reduced to 2 ranks
- Mister Sandman rank 3 gives extra sneak attack damage if you already have it*
- Hacker is reduced to 3 ranks
- Hacker rank 4 gives an extra +30 skill if you already have it*
- Locksmith is reduced to 3 ranks
- Locksmith rank 4 gives an extra +30 skill if you already have it*
- Local Leader is reduced to 2 ranks
- Local Leader rank 3 gives an extra +20 skill if you already have it*
- Inspirational is reduced to 2 ranks
- Inspirational rank 2 now includes the +25 carry weight bonus
- Inspirational rank 3 gives an extra +20 skill if you already have it*
- Technologist is reduced to 4 ranks
- Technologist gives +25 salvaging skill and +5 engineering skill per rank
- Technologist only gives +5 Energy Resist per rank now
- Technologist rank 4 no longer allows you to disarm basic explosives
- Technologist rank 5 gives an extra +25 skill if you already have it*
- Robotics Expert now states in the description that it provides AP on mini-turrets

*NOTE: These perk ranks give unbalanced extra bonuses, but since you may have already spent a perk point on them, you'll get extra skill for it

(NEW) Companion Advancement System
- All Companions can now gain XP while they are travelling with you
- Each level grants them additional passive stats as they level up
- The XP they gain is based on your own XP gains, so they learn as you do
- You can view the current stats gained by using the Training Desk
- You can view an overall status of all companions in the Training Desk
- Only companions that have gained XP are shown in the Training Desk

(NEW) Companion Weapon Overhaul
>> NOTE: All companion weapons are reworked, and REQUIRE a conversion to work properly
>> You can convert your existing weapons by having them in your inventory, and using the menu option at the Training Desk
- All weapons can be used by any companion now
- All weapons can no longer be equiped by the player
- All weapons now have a higher damage bonus, but cannot be upgraded (your follower damage upgrades now come from the follower itself)
- All weapons do not require ammo for the companion, and no longer use the ammo generation effect
- Each weapon still unlocks based on having access to specific companions
- Moxie is now an X-24 Laser Pistol (existing ones will look buggy until you exchange them)
- Moxie fires a white laser beam
- Freedom fires a blue laser beam
- Victory fires an orange laser beam

Followers / Combat Pets
- Some minor problems were fixed to ensure damage/resists were scaling with levels and perks

(NEW) Personal Toolkit - Follower Menu
>> Contains menu commands to tell all of your current followers (and combat pets) to do things
- Follow and Wait
- Set follow distance: Near, Medium, Far
- Issuing a command gives the same command for ALL active followers, so if you press "Wait" everything following you will wait
- You can also access the Follower Skills menu from this menu

(NEW) Personal Toolkit - Skills Menu
- Allows you to access the skills menu from the toolkit

Settlements
- (NEW) Vanilla Guard Towers and Vendors will automatically assign a settler when placed or moved (if the option is enabled)
- Small Power Generator is lowered to 5 Power
- Medium Power Generator is lowered to 15 Power
- Windmill Power generator is lowered to 10 Power
- The vanilla small/med/large generators are all now styled as low-tech gas-powered generators
- Settler Supply Lines are now unlocked with 30 Leadership Skill instead of Local Leader rank 1
- Standard guard towers give a full 6 defense now to make up for the lack of patrols
- Removed the power connection and requirement from Market Terminals (it didn't work anyway)

Water Pumps and Purifiers
- Purified water production is now based on your total water output
- Purifiers no longer need scripts that require registering their data with the system
- Producing bottles of water now requires 20 units of water per bottle
- Purifiers no longer require Filters, but instead just require more materials directly
- All water devices (except the basic water pump) are considered purifiers now
- Basic water pumps can only have 1 placed per settlement*
- Basic water pumps still give dirty water when pumped manually
- This new system also allows water to automatically contribute from other mods (such as Sim Settlements)
- [Vault 88]: The water purifer only gives 40 water now, but adds bonus happiness
*This is mainly done for balance purposes, but having more than 1 manual pump in a settlement makes no sense anyway

Settlement Vendor Stalls and Income Generation
- All Architect vendors now give higher total income, but all income generated starts at 0 with Workshop Trading Level 1
- Increasing your Workshop Trading Level, will slowly increase your income
- Income is now calculated globally across all settlements, and deposited into your production destination
- This new system also allows vendor income from mods (such as Sim Settlements) to automatically be balanced with Horizon!
- All vanilla vendor stalls of the same type are now the same tier, base income, requirements, and materials

Vendors - Overhaul
- Most vendors across the Commonwealth now use a new system where your Trading Skill determines what items are available
- The 5 tiers of bonus inventory are based on Trading Skill: 20, 60, 100, 140, 200
- This system includes standard vendors and workshop vendors
- Many vendors of the same type still have some unique differences
- At Tier 3 and 5, some vendors offer a box for sale containing a random prototype part
- Most vanilla unique items on vendors are gone (sorry, but they are terrible and cause problems)*
- Atomic Cats: You can no longer buy the full set of armor, without Tier-3 Trading Skills
- Some general vendors can sometimes sell Cargo Bots (higher chances with more trading skill)
- General vendors sell less medical supplies
- The covenant doctor should no longer have double the inventory
*I may replace these with something else later on

Quests
- "The Commonwealth United" was removed for now, but will return in the future
- "Engineering an Empire" was removed for now, but will return in the future

Unique Items
- Artist's Blade: Replaces Pickman's Blade with a new Horizon-generated weapon
- Antique Revolver: Replaces Kellogg's Revolver with a new Horizon-generated weapon
- (More unique items that are dropped by NPCs or quest containers may be replaced later on)

NPCs
- Human scaling for rad resists are greatly reduced (makes rad damage more useful now against humans)
- Super mutant scaling for rad resists are reduced
- NPCs that roll API weapons, should no longer roll .50 API, and can now also roll lower caliber 5.56 and .45 API as well
- Some NPCs should roll a better variety of ammo calibers
- A few unique NPCs now carry random-generated legendary weapons and more loot
- Some NPCs (such as feral ghouls), should be more random in their selection of which types spawn
- Most scavengers were adjusted so they should spawn normal weapons (instead of stuff settlers spawn with)
- Codsworth properly has 30 Fire Resist instead of 30 Poison Resist
- Stealth synths should no longer go stealthed when they're not in combat*
- Dealing damage to the Yao Guai head now deals 3.0x damage (up from 2.0x)
- Dealing damage to the Radstag left head now deals 1.0x damage (up from 0.25x)
- Dealing damage to the Radstag torso now deals 1.0x damage (up from 0.75x)
- (Nuka World) Rad-rats have less health and resists now
*Enemies such as Nightkin and Chameleon Deathclaws can still be stealthed out of combat

Insects (Stingwing/Bloatflies/Bloodbugs)
>> I'm once again trying to figure out the health bug problem with some insects
- Adjusted the level ranges to be much lower (usually this doesn't effect much.. but in this case lets try it)
- Overall DR and health is reduced for most insects
- Damage output is reduced on some types
- Dealing damage to the wings now deals 3.0x damage (up from 1.0x)
- Dealing damage to the torso now deals 3.0x damage (up from 1.0x)
- Dealing damage to the head now deals 6.0x damage (up from 4.0x)
- (This may make non-bugged insects feel very easy, but I'd rather it this way than having super insects that take too many hits to kill)

Crafting
- (NEW) Scrap Kit: Resource Station - Includes the base materials to build one, but does NOT include the Cargo Bot!
- Tool Kits, Bandages (basic only), and Trauma Kits can now be assembled in Cooking Stations
- Nuclear Fragment conversions can also be done in the Chem Station now too under Ingredients
- Many workshop recipes that required specific tools now just requires generic Took Kits instead*
- Crafting tools now requires alloys, and also some engineering skill in addition to Blacksmith
- The recipe for unique or reusable items, will disappear from the crafting menus if you are already carrying one on you
- The Market Trading Terminal now requires 30 Trading skill
- The Market now has some of the Horizon backpacks and clothes, to allow you an option to bypass Armorer
- The powder/cell/explosive exchange requires 100 Trading Skill, and now has a small tax aside from just vendor credits (which are also increased)
- Marty: will now buy Power Units for vendor credit (during certain cycles)
- Crazy Eddie: will now buy Jangles for 20 pre-war money
- Black Market: will now buy packs/cartons of cigarettes for vendor credit
- Weapon Tinker Kits can also be crafted in the Weapons Lab too
- You can now see the Far Harbor traps in the weapons lab even if you can't craft them, since they require skills to craft now
- Filter Modules are now obsolete
- The old Horizon prefab buildings are now obsolete, but can be scrapped
- Some of the extra "meat-only" food recipes are removed, since the ground meat system solves that problem
*This also means you can get a few tool kits from scrapping vanilla workbenches

Circuitry
>> Circuitry is split between 2 types of circuitry now
- (NEW) Basic Circuitry: This component is primary used in settlement crafting
- Advanced Circuitry: This component is the standard circuitry and used for devices/weapons/etc.
- Some junk items now give different amounts of basic and/or advanced circuitry
- Settlement scrapping generally gives Basic Circuitry

(NEW) Carbon Fiber
>> This is a new crafting component
- Requires Energy Cells, Smokeless Powder, Plastic, Oil, and Cryogenic Fluid
- Requires 30 Ballistics Skill and 10 Science Skill
- Used to craft Bolts and other items
- Crafted from the Tech Lab or Weapons Lab under "Materials"
- Can also be traded in the Trading Market Terminal

Ammo
- (NEW) Bolt Ammo is now added to Horizon
- (NEW) 7.62mm API Rounds: Provides -60% AP
- (NEW) Rifle Conversion Kit (Rank 4)
- (NEW) Pistol Conversion Kit (Rank 4)
- (NEW) Pipe Conversion Kit (Rank 4)
- .22 LR rounds are now dirty rounds that deal 4 Rad damage but have reduced ballistic damage and reduced recoil
- 9mm rounds are now hollow points and deal 4 bleeding damage over 10 seconds, but have reduced range
- .50 API rounds used in an LMG only provides -75% AP
- .308 rounds are removed from assault rifles (Combat Rifle, Handmade Rifle)
- All ammo swapping mods and kits use Ballistics Skill instead of Gun Nut
- API rounds give less rounds per craft now (especially .50)
- API rounds no longer deal less physical damage
- Pulse rounds give slightly less rounds per craft
- HE rounds require more explosive material per craft
- .45, .44, .357, 7.62, and 5.56 now craft 20 rounds at a time
- Fusion cells, plasma rounds, and gamma rounds now craft 20 rounds at a time
- Some of the menus that mention .223 were fixed to .22 LR
- The duplicate recipe for 12ga Double Slug is removed
- Cryo rounds deal more cryo damage now
- Cryo rounds now have a small cryo explosion effect when they impact
- Some weapon vendors will now sell packs of 30 Overcharged Fusion Cells
- Some weapon vendors will now sell packs of 50 Gamma Rounds
- Containers that drop powder can now drop energy cells instead sometimes
- The types of ammo given from some loot containers was adjusted
- The tagging for the hunting rifle should no longer say it has .45-70 ammo when it doesn't
- The tagging for the handmade rifle should no longer say it has 7.62 ammo when it doesn't
- The tagging for the Deliverer should no longer say it has 10mm ammo when it doesn't

Weapon Parts - Overhaul
- All weapons that give parts, now give the same starting amount of parts (generally 2 parts)
- You gain extra parts based on your Salvaging Skill (up to +3 parts.. giving 5 total)
- Extra parts are gained at: 30 Skill, 60 Skill, and 90 Skill
- You gain a very small amount of Salvaging Skill every time you scrap a weapon
- Scrapping from the Personal Toolkit AND the Weapons Workbench now gives the same amount of parts (including the bonus parts)
- Weapons that give parts will ONLY give weapons parts now as their base scrap (no screws or anything)*
- Heavy weapons give 2x skill per scrap, pipe weapons give 0.5x per scrap
- Hybrid weapons can give different parts
- The Combat Plasma Gun should now scrap into parts
- Some weapon parts can be disassembled in the Tech Lab (not all types)
- You can no longer upgrade a damaged weapon to good condition
*If there are mods attached, it can still give raw materials for the scrap

(NEW) Repeating Bolter
>> A new pipe weapon that fires crossbow Bolts
- Each magazine holds 4 bolts (7 bolt magazine for upgrade)
- Has 3 barrel attachments which changes the bolter and has a different balance of stats each
- This weapon is considered a Sniper weapon and uses "Weapon Skill: Sniper"
- Some NPCs have a chance to carry one of these
- Bolts can be sold at some weapon vendors
- Bolts can be crafted
- Ammo: Bolt: Standard damage
- Ammo: Bolt (Cryo): Adds cryo damage and a chance to slow or freeze targets, reduced ballistic damage
- Ammo: Bolt (Heated): Adds fire damage, reduced ballistic damage
- Ammo: Bolt (Shock): Adds energy damage, increased damage against robots/synths, reduced ballistic damage
- Ammo: Bolt (Explosive): Area damage on impact, chance to knockdown some targets
- Ammo: Bolt (AP): Increased damage, -50% armor penetration
- Ammo: Bolt (Whisper): Emmits no sound, adds Rad damage, reduced ballistic damage
- Ammo: Bolt (Venom): Emmits no sound, adds Poison damage, reduced ballistic damage

Crossbows of the Commonwealth Patch
- Crossbows now use Horizon's bolts instead of their own
- Crossbows now use Horizon's ammo swapping system
- Does more damage per shot since the ROF is slower than the pipe bolter
- Mods are altered to work around the ammo swapping system
- Any existing bolts you have are useless but can be vendored for caps

Weapons
- Most weapon mods use Skill requirements to craft
- Most standard mods require very simple materials to craft
- Most scopes of the same style have similar requirements and materials to craft
- Most scopes are sorted better in the workbench
- Switching firing modes on weapons should no longer reload the weapon
- The Shishkebab now has the proper blade enhancement slot, for physical damage upgrades
- The Shishkebab flame jets upgrade now works, and gives +4 fire damage
- Fixed a vanilla bug where medium institute scopes were the same as short scopes
- Crude Laser Guns have their own scope mod which also won't show up in the name
- Crafting a Handmade Gauss or Combat Plasma Rifle, should now guarantee it's a standard "good condition" weapon
- [Far Harbor]: Radium Rifle is rebalanced and now deals direct rad damage, instead of adding "rads"
- [Far Harbor]: Radium Rifle will now scale with receiver upgrades

Gamma Gun
>> The gamma gun is changed to work differently now, so that NPCs don't annihilate you so quickly, and at the same time the weapon will be more useful for you to use yourself
- Being hit reduces your rads by 50 over 5 seconds
- This rad DOT cannot stack, but can have it's time extended if you're hit again
- Being hit also adds an instant radiation damage which immediately damages your health (not rads), but still uses rad resistance
- Dish upgrades deal much higher instant damage now, which helps make the weapon feel more effective against NPCs
- Gamma guns will appear as legendary weapons so that they can display a tooltip explaining the rad DOT
- (NEW) Improved Short Dish: Damage upgrade
- (NEW) Advanced Deep Dish: Damage upgrade

Power Armor
- Repair recipes now use Science skill instead of the Science perk
- Lining recipes now use Science skill instead of the Science perk
- Some T60 lining recipes that incorrectly required Armorer instead of Blacksmith were fixed
- Standard Steel limb plating's DR was reduced to where it should be
- Rusted Steel torso plating's DR was slightly increased

Armor/Clothing
- (NEW) Gas Mask (Stealth Prototype): An invisible gas mask (mouth-only slot)
- The invisible gas mask is craftable in the Tech Lab
- (NEW) Glasses/Sunglasses now have a mod slot to hide the graphic
- The 2 smaller gas masks no longer use the "headband" slot, so they can be used with helmets like the stealthboy helmet
- Using the Energy Weave Mk1 loose mod recipe incorrectly had perk requirements, when it was supposed to have none

(NEW) Loot Balancing
- A new method of balancing loot lists is implemented, to help balance addons such as Desolation
- Global variables are used to control a number of different loot lists
- These globals can more easily be tweaked (by me, or mod authors) to make loot more difficult
- Most of these globals are only used for containers and NPCs (generally not for vendors)
- The following is affected: ammo, chems, food/drinks, caps, rare junk, unique junk, medical supplies

(NEW) World Item Respawn Addon
>> This new addon manually stops many world items from respawning
- This covers all items that are generally seen as useful or valuable
- Many junky items still continue to respawn (such as empty bottles, cans, and such) to cut down on the number of edits, as well as provide some immersion from NPCs adding new trash
- A few "randomly generated" placed items may still respawn
- Reduces some loot such as purified water, chems, etc.
- Many Fusion Cores (not in generators) are now "damaged fusion cores" (junk items)
- Most cells that don't reset (like workshops) aren't included (I'm fairly certain they shouldn't be needed)
- This addon contains some of the changes that Horizon originally had for placed items
- There is a separate ESP file for all of the DLCs (requires all DLCs)
- NOTE: This addon does not require Horizon, so you can load these ESP files higher up in your load order, if other mods edit cells too

World Item Respawning
- The default respawn time for cells is reduced in survival mode to match vanilla
- Cleared cells respawn in 20 days
- Uncleared cells respawn in 7 days
- This timer can be changed in the holotape to: default, 10, 20, 40, never
- After you change your timer, you must save your game and reload it
- NOTE: It's unknown if changing the timer will work until the cell has respawned

Containers
- A few more types of containers will no longer respawn (most containers were already disabled from respawning in Horizon)
- Types that usually respawn: rusted ammo boxes, rusted chem/aid boxes, crates, trunks, toolboxes

Loot
- Aluminum Alloy Grade-8 and Steel Alloy Grade-9 are now available in 3 obtainable prototypes
- Random pieces of power armor (usually rusted) can sometimes be found in certain containers (trunks, crates, and even large trash bins)

Misc
- (NEW) Sealed magazine packages are larger with a new custom texture now
- Pre-war and post-war literature packages have a different texture each
- Some items that crafted in multiples from packs, no longer show loot messages
- The materials for the Caravan scrap kit were fixed
- A few inconsistencies with junk items were fixed in the DEF_UI addon
- Auto-saves can be staggered up to 20 now in the holotape options

Consumables
- Eating raw/diseased/gristly meat, moldy food, and rotten fruit now immediately gives you parasites (along with a very high chance of other diseases)
- Most disease tooltips will no longer show up for non-survival modes
- Stimpaks should apply the proper rad debuff based on normal vs desolation mode (50 vs 150)
- Soups and Stews that use a purified water to craft, will give back a clean bottle when eaten
- Poison Immunity for antidotes should be fixed
- The perk toggle items no longer weigh anything
- The amount of ground meat required for dog food is doubled to 8
- Memory Devices have a 5 minute cooldown now

Survival
- Immunity suppression from Radaway items only last for 5 minutes now (down from 20 mins)
- Radaway tooltips now show how long that debuff lasts
- (NEW) Radiation Poisoning: similiar to standard poison, it puts a debuff on you and may add rads over time

Doctors
>> Doctors now use a brand new system that dynamically changes as you play
- All prices for healing increases as you level up (levels 5-45)
- Doctors have a limited number of personal supplies to heal you with per week 
- The number of supples for default Horizon is very high, and Desolation Mode is very low
- All supplies are shared between all doctors*
- Doctors restock their personal supplies every 10 days (6 days in the Timescale Addon)
- Addiction costs can go all the way up to "1000 + Level Multiplier" in caps now if you have a ton of addictions
- Radiation healing now also heals the amount of health it cured, but charges you caps for that healing
- Wound healing can now be performed separately (since rad healing covers it's own part of the health bar by itself)
- Radiation Poisoning has its own button and cost listed on the menu
*(this keeps the system simple and reliable, and so you don't feel you need to micro-manage different doctors)

Desolation Mode
- Crops/rations and Wild plants now have a moderate chance of disease (which makes cooked food much more valuable)
- Maintenance Kits cost more
- Resource production can give 3-10 Supply Kits maximum per cycle based on your progression
- Resource production can give 1-3 Purified Water bottles maximum per cycle based on your progression
- Resource production can give 3-10 of each crop maximum per cycle based on your progression
- Resource production can give 500-2000 income maximum per cycle based on your progression
- Desolation makes use of the new loot balancing system (loot overall will generally be more scarce now)
- All leveled list changes are removed from Desolation
- Some recipes (such as bandages) are no longer penalized, because of the new reduction of medical supplies from loot
- Hunting Skill is -50% as effective in terms of harvesting items
- Exploration Skill is -50% as effective in terms of scrounging extra items
- Salvaging Skill is -25% as effective in terms of harvesting items
- Doctors have a much stricter price increase per level
- Doctors have a very limited amount of healing per week compared to default mode
- (All numbers below are in relation to the default Horizon balancing.. NOT the old Desolation balance)
- Ammo boxes: -90% chance
- Ammo misc: -80% chance
- Ammo from NPCs: -85% chance
- Medical supplies: -50% chance
- Tools: -65% chance
- Unique junk: -30% chance
- Rare junk: -30% chance
- Food/drinks: -90% chance
- Chems: -90% chance
- Caps Bonus: -90% chance (partial coverage of rewards and loot)*
- (these chances generally don't influence things like hunting, or vendors)
*This reduction usually only covers half of each reward/loot, so instead of getting the full amount you might only get around half or less in caps.)

DEF_UI AID Tab Sorting (For the sub-menu config option)
- The sub-menus for the AID tab are reworked...
- Cures, Chems, and Buffs: radaway, cures, chems, various buffs
- Food and Water: Clean water (on top), Clean food, crops, pre-war food
- Beverages: Colas, liquor, dirty water, misc beverages
- Ingredients: Raw meat, wild plants, rotten food, etc.
- Utilities: Perk Toggles, etc.
- By default, all toolkits and turrets/robots are kept in the main AID tab
- Some menu colors were tweaked
- NOTE: If you really want to move toolkits and such into "Utilities", it can be done so in the lyrConf.xml

DEF_UI MISC Tab Sorting (For the sub-menu config option)
- The sub-menus for the MISC tab are reworked...
- Mostly everything is sorted into sub-menus now, except currency

Loading/Leveling
- Horizon's level-up healing removal is now activated starting from level 1
- The level-up healing will attempt to delay the healing adjustment until after VATS has ended
- The level-up healing system is cleaned up a bit (let me know if you notice any problems)
- The Horizon config holotape will now automatically be added (only once, if you want to throw it away, it shouldn't come back)

Difficulty
- "Very Hard" by default in Horizon should now be 1.5x damage to the player
- Veteran and Outcast modes now give the proper damage multipliers in non-survival mode

(NEW) Addon: Z_Extras.esp
>> This is just a simple mod I use for sticking misc tweaks that I didn't want to include directly inside Horizon.. you can use it if you want
- Enables the console in survival mode
- Removes the cooldown on companions gaining affinity from stuff you do
- Changes the Holotape audio volume to use the "Voice" channel instead of "Sound Effects" (this helps a lot if you can't hear your holotapes and you like to keep your voice volume high)
- Contains a modified version of Home Plate: has a better floor, removes some of the support columns that are in your face, makes scrappable/nonscrappable pieces more polished (requires SE)

Weapons Pack (requires using the ESP included with Horizon)
- DKS and Makeshift AMR has the proper 5.56mm default now to match the ammo swapping system
- Some weapons have recipes updated
- Misc tweaks

Sim Settlements Patch
- The recipes for plots are updated
- Some tags added to items
- The Architect's T-Square is labeled as the "City Planner's T-Square" to avoid any confusion

Homemaker Patch
- All vendors now match Horizon's normalized vendor system
- Misc recipe changes to use skills

Patch Author Notes
- When using Skill perks for requirements, do NOT use the perks with a "DISPLAY" suffix
- Keep in mind that skills below 100 are usually (eventually) reachable without level-ups, and skill above 100 usually requires perks and other sources together
- An example of converting perks requirements: If something needs Gun Nut rank 1, requiring 30 ballistics skill usually works, Gun Nut rank 2 would be 60 skill. Most levelup perks give 25-30 skill, so you can base conversions on this. I also consider that you'll get a few magazines as you level, so 25+5 = rank 1, 50+10 = rank 2.


Q: Can you also add Skills for stuff like Armorcrafting and Blacksmith?
A: I might. But there's already a lot going on in this patch with even just weapons, so we'll see how it goes and maybe I'll just converts all those over too in the future.


Known bugs:
- (Rested) tag is incorrect (fixed in next patch)
- Farming Workbench doesn't work (fixed in next patch)

WARNING: Many of your old Horizon patches (that aren't made by me) may be broken until they are updated. Please keep this in mind!



Horizon 1.5.1[edit | edit source]

Bug Fixes
- You can no longer equip DESTROYED weapons
- The Farming Workbench now works
- The (Rested) tags are fixed now
- Sniper Skill will now recognize non-ballistic sniper weapons
- Sniper Skill will now properly give sneak attack damage above skill of 40
- Sniper Skill no longer requires a scope, since it's supposed to be based on the weapon itself

Skills
- Fitness: Temporarily you can only reach 70 Fitness Skill (a future patch will expand this further)

(NEW) Emergency Fixes Menu
- Located under the Architect Options menu (on the bottom)
- New option: Reset all Workshop Menus to Default - this will erase all mod-added menus from your workshop menus in case you had something bugged*
*You may need to save/reload your game in order for your current mods to re-add their menus back

Weapon Pack
- The DKS is now classified as a Sniper weapon
- A few of the weapon attachment recipes now use skills

Horizon 1.5.2[edit | edit source]

Doctors
- (NEW) The days left before the next supply is now displayed on the menu
- A bug was fixed where the supplies weren't added properly the first cycle in a new game
- You will automatically get your supply restocked if your game didn't already spawn it yet
- The penalty on supplies as you level up is less strict now (mainly for desolation mode)

Command Table
- (NEW) You can now view your total settlement statistics for stuff like total water and total income

Skills
- Scrounger will now properly give it's Salvaging Skill
- Fortune Finder will now properly give it's Trading Skill

Misc
- Harvesting plants should now show what you're looting

Installer
- The DLC Loot Respawn addon now specifies it requires certain DLCs
- The Weapon Pack replacement ESP can be selected in the options

Horizon 1.5.3[edit | edit source]

Power Armor
- (NEW) You can now see which perks/skills you're missing when you're trying to repair power armor

Companions
- (NEW) Attack Dogs can now level up! (all dogs are counted as 1 category)
- Curie should now level up properly
- Mercenaries (mod-added companions) should now level up properly

Settlements
- The new auto-assigning should no longer try to re-assign your supply line provisioners*
- The older Horizon guard posts will now have the new auto-assigning capability
- The 2 vanilla guard posts will now have the new auto-assigning capability

*It's possible you might have a bugged out provisioner who was assigned previously, if you see a settler working some job in the middle of no where, try to re-assign them manually

Loot
- The amount of Bolts that can drop from loot is increased
- Bolts can drop in certain containers now
- The amount of ammo in certain containers was unintentionally too low, but the chance for ammo to drop in these containers is slightly lowered
- All raw meat has a pickup sound effect

Weapons
- The Combat Plasma scopes now have the proper detailed descriptions
- A few misc tweaks to descriptions

UI
- Some of the item and menu icons were changed to match the new library by Phlunder (which looks awesome, and the next update coming out will be even better)

Horizon 1.5.4[edit | edit source]

(NEW) Trained Guard Dogs
>> Allows you to place a dog house which comes with 1 guard dog
- Grants 6 defense
- Located in Architect/Defense
- Up to 4 guard dogs can be placed per settlement
- Requires "Guard Dog Certificates" to build
- Certificates can be acquired in your mailbox when you take ranks of Attack Dog
- Certificates can be sold by some vendors
- Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

(NEW) Trained Junkyard Mongrels
>> Allows you to place a dog house which comes with 1 mongrel dog
- Same defense as Guard Dogs
- Certificates can sometimes be purchased at Cricket, and the Railroad (tier-4 Trading Skill)
- Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

(NEW) Trained Mutant Hounds
>> Allows you to place a dog house which comes with 1 mutant hound
- Same defense as Guard Dogs
- Certificates can sometimes be purchased at the Slog vendor, and Cricket (tier-5 Trading Skill)
- Certificates can be acquired from settler Assault missions or a very low chance for Hunting missions

(NEW) Refurbished Synths (Gen-1)
>> Allows you to deploy Synths in your settlements
- Can be assigned to mostly anything except supply lines
- Available in 2 colors: black and white
- Crafted from the Tech Lab under workshop, using "intact synth parts"
- Can be outfitted with the Settler Outfitter system
- Can equip most equipment except standard body clothing
- Comes equipped with a Settler N99 pistol

(NEW) Refurbished Synths (Gen-2)
>> Similar to Gen-1 Synths
- Can be outfitted with the Settler Outfitter system
- Can equip most human equipment
- NOTE: Wearing some types of clothing will have texture issues on the arms and other areas

(NEW) Intact Synth parts
- Parts include: head, torso, leg, arm
- Can randomly drop from synths
- Can rarely drop from settler salvaging missions
- Can appear on institute vendors and containers
- Can appear on railroad vendors at higher trading tiers
- Parts can be crafted in the Tech Lab with Workshop Tech Level 9

(NEW) Income Bonuses
- Supply Stockpile: Crates/barrels - Provides +6 Income and +5 Happiness
- Trading Storage: Large shipping containers that can be stacked - Provides +6 Income and +5 Happiness
- Shipping Manager: Assign a settler to manage your shipping routes - Provides +16 Income and +10 Happiness (Limit: 1 per settlement)
- Shipping Mangers act as 1 Trader job (although this job type isn't currently used)
- These objects require Vendor Contracts, but can be used as variety for creating Trading Market communities, instead of just having all vendor stalls

Mail System
- (NEW) The mail system now has the optional functionality to allow multiple choice rewards on mails
- (NEW) 4 new mails based on the Trailblazer rank, which allows you to select 1 of 4 rewards each
- (NEW) 9 new mails give 1 Vendor Contract for each Workshop Trading Level you gain
- (NEW) 3 new mails give 1 Guard Dog Certificate for each rank of Attack Dog
- The read mail button will now say "5+" mails if you have 5 or more mails ready
- [DEVELOPER]: The data for misc mail objects are changed (I'll explain the details if anyone needs)
- [DEVELOPER]: The addon quest is now implemented. You can now add your custom mails to the mailbox system.

Settler Missions
- When using the "Send all" button, it will pick missions more randomly now
- Entertainer missions have a chance to acquire Vendor Contracts

Settlements
- You can no longer open up multiple instances of the mailbox, resource manager, or command table while its trying to process
- The Experimentation Lab only requires 10 of each skill now
- The Military Bunker under urban buildings, no longer has a requirement for it to appear in the list
- The Local statistics panel in the Command Table now shows all the requires to meet successful/communities
- The statistics panels now state income is "Income Rating", to help clarify its not the caps amount you gain, but the vendor's actual value
- The income multiplier is displayed on the resource panel
- Income is now increased by +20% for all Workshop Trading Levels now (instead of the old system with diminishing returns)
- Income bonus from Trading Markets is now +20% for 1 market, +40% for 2 markets, +60% for 3 markets
- Trading Market communities require 70 Income Rating now
- Unlocking the Goodneighbor route for the caravan hub should work better now (needs testing)
- Robots can now be used for job stations and count as traders/doctors

Power Armor
- BOS NPCs wearing PA now have greatly increased armor, and usually drop destroyed PA pieces instead of real ones
- There's a 1 in 5 chance of getting 1 piece of usable PA per NPC
- The destroyed pieces are junk items with different amounts of components
- BOS NPCs cannot have their fusion cores stolen
- NOTE: Other PA NPCs will be updated in the future
- (This may need some testing, so don't freak out if you run into some power armor frame that doesn't work.. some are locked out on purpose)

Combat Plasma Rifle
- (NEW) The Combat Plasma Rifle has 4 "Condenser" mods (a new slot) to change the shape/speed of the projectile
- (NEW) Flame Condenser - adds fire damage and changes the plasma projectile into a small plasma fireball
- (NEW) Fiery Plasma Cartridge - Craftable in the weapons lab
- The textures on the magazines will change to match flame condenser
- Other condensers have minor differences
- The fire damage on the AP barrel was reduced
- The rad damage on the Sniper barrel is increased
- Marksman's stock requires Future Soldier rank 2
- Some material requirements were tweaked for barrels
- Mastercrafted receiver requires 180 science skill now (like other mastercrafts do)
- The flame-thrower mode now deals more physical damage
- The muzzle flash is toned down quite a bit (looks better now, and isn't flashing in your face)
- The ammo type is now reflected in the text name
- Crafting Plasma Cartridges requires more powder and cells now
- Plasma ammo will drop slightly more in ammo boxes
- Plasma ammo packs can be found on more vendors now (may require trading tiers)
- NOTE: Using a Flame condenser will still have a green flame for flame-thrower mode

Laser Gun
>> The vanilla Laser Gun now uses the new X-24 modding system
- Has all the custom barrel mod options as the X-24
- Can now change beam colors
- Can switch firing modes in the weapon toolkit

Weapons
- The Pipe Bolter will now add text suffixes for it's ammo
- You can no longer select .308 (which was supposed to be removed) on the ammo menu for Combat Rifles
- You can now select 7.62mm API on the ammo menu for Combat-style Rifles
- 7.62mm requires rank 3 ammo swapping kits now
- The hunting rifle receiver recipes are fixed
- Added modified collision to the .308 and .50 shell casings to avoid them blocking your shots in certain cases (thanks Reaper)
- 7.62 rounds use 5.56 casings instead

Basic Circuitry
>> The following items now give Basic Circuitry:
- A few types of appliance parts
- Certain robot/synth parts
- Certain prototype parts
- A few types of settlement scrap give more basic circuitry
- 2 more vendors sell basic circuitry shipments
- Scrapping weed wackers were incorrectly not giving basic circuitry before
- Some objects (such as Alarm clocks) give basic instead of advanced

Items and Loot
- (NEW) MRE - New Vegas style MRE food package, and has a custom texture using the package mesh
- MRE's are valued at 16, has no rads/disease, and can rarely be found in loot that can roll pre-war foods
- The orientation of the package object in the preview is aligned better
- Vendor Contracts can appear more often on many vendors at higher trading tiers
- Disarming laser trip wires should give the proper scrap
- Some bosses or boss trunks now have a small chance to have a prototype or mutated part*
*the list of prototypes can be almost anything in the game

Loot Respawn Addon
- Many of the fusion cores in generators, will have real cores again

Perks/Skills
- A possible fix to a Lockpicking/Hacking bug some players get (needs more testing and research)
- Decay is disabled (for now), which effects Lockpicking and Hacking
- "Rested" is renamed to "Revitalized" so its not as confusing, and has a different icon
- Sharpshooter, Duelist, and Cyborg should now properly give +20% damage (instead of 25%)

Player Movement Speed
>> Apparently only pistol speeds (and some PA modes) were being reduced this whole time.. so I went through and fixed the others
- Strafe/backpedal speeds are properly reduced for non-pistols in both first and third person
- Pistols and 1-handed melee allow you to move faster than rifles and 2-handed weapons
- Base swimming speed is reduced (although I'm not certain this is working)

Companion Leveling
- (NEW) Robotics Engineering: Mini-Turrets, Microtron, and Mini-EyeBot pets can now level up on their own category!
- Engineering pets should no longer gain XP for the Mercenary class

Cargo Bot 1-X
- When you click the button to move all junk, it will also move tools and ingredients
- Items included: Most tools, crafting ingredients, raw meat, wild plants, crops, hard alcohol
- Items excluded: bloatfly gland, green paint, fishing rod (items that you would want to carry on you for quests, etc.)

Misc
- Menu colors are tweaked to match Phlunder's colored icons
- The collision for using the 4 workstations on the Equipment Workstation should be better
- Single bottlecaps will no longer show up as "Bottle Cap" with no icon
- When you go to revive a companion it will now say "Revive" instead of "Stimpak"
- The pipe gun ammo swapping menu should properly tell you that you need rank 1 kit to swap low level ammo
- Fixer can now cure Insomnia too
- Atomic Scotch recipe uses nuclear fragments now
- Nuka-Cola text wording is fixed
- Drifter outfit weighs less
- All of the caps symbol items are now sorted properly together
- "Auto-Repair Device" is renamed to "Engineer Repair Kit"
- Robot Repair Kits have a different icon
- The defense buff (against other NPCs) that DC Guards have is slightly reduced so they aren't quite as powerful
- Kellogg now uses "Heavy" armor scaling
- Kellogg should no longer drop his vanilla weapon with the new one
- Pickman's blade should no longer drop with the new one
- The costume version of the hazmat should have its helmet, and is labeled properly for non-AE horizon
- The damaged hazmat suit should no longer block the headband slot
- The Ultra Combat Stimpak mesh should now display properly in Desolation Mode
- The loading message should properly say that its v1.5.4

DEF UI
>> NOTE: It's HIGHLY recommended to use Phlunder's modified DEF_UI icon library
- The DEF_INV_TABS.xml was updated to set better icons
- Mags/holotapes/notes are filtered out in the "misc" tab now
- The icon for junk is now properly a junk/component icon, and not the tool icon
- (NEW) Food tab - contains all food-type items, separated from chems/meds/devices
- (NEW) Tools tab - contains all tool/workshop ingredients, separated from misc items
- Holotapes and notes are combined in 1 tab
- Magazines have their own tab, since it helps moving magazines around easier (since you probably do it more often)
- Some items were changed to new icons

Extras Addon
- The custom Home Plate uses its own unique floors, just to make sure they can't be scrapped and the collision works properly

Horizon 1.6.0[edit | edit source]

Settlement Water Production
- All production of Purified Water bottles now requires "Water Purification Units", which are separate from pumps that give water
- All existing water devices are now just called "Water Pumps", with no purification ability by themselves

(NEW) Water Purification Unit
>> This new workshop device is what now determines whether or not your water production is being purified
- This object does NOT provide any "Water" rating at all
- Each bottle of Purified Water produced requires 20 Water rating and 1 Purification Unit
- Grants +40 Bonus Happiness to the settlement you place it in
- Currently, there's no requirement that the purifiers must be placed in the same settlement as your water pumps (but I may require it in the future, if it's possible)
- Crafting a Purification Unit requires 1 "Purifier Module" (see below)
- [Desolation Mode]: The crafting requirements are much higher

(NEW) Water Purification Unit (Compact)
>> This unit is engineered to be more compact, but requires a higher Workshop Tech Level (4 in default, 6 in Desolation)
- Requires the same parts that the standard unit requires
- Gives the same benefits the standard unit does, but with a smaller footprint

(NEW) Purifier Module
- This item is used for building Water Purification Units
- Modules can be crafted in the Tech Lab by having Workshop Tech Level 2 (Desolation Mode requires Tech Level 7)
- Modules can sometimes be found on DC or GN general vendors (not in Desolation Mode)
- Completing the Graygarden quest, you will send you a mail with 1 Purifier Module
- Earning "Local Leader II" will send you a mail with 1 Purifier Module
- Earning "Settler Skill: Engineering II" will send you a mail with 1 Purifier Module

(NEW) Recruitment Station
>> This device is a replacement for the vanilla Recruitment Radio
- Located in Architect->Utility
- You can only place 1 per settlement
- Requires power, and being turned on to work
- Each day it adds +1 chance for a settler (in the timescale addon a "1 day cycle" is 16 hours instead)
- Each chance is based on different factors such as: available food/water/beds, happiness, and tech/trade levels
- Every time you visit the settlement, it checks to see if there are any possible settlers to recruit for that settlement
- Up to 30 chances can be stored at one time (i.e. 30 days)*
- A maximum of 10 settlers can be recruited at one given time*
- You can see your current recruitment statistics for that settlement by using the station
- You can turn the station on/off from the station menu
- Unlike the vanilla radio beacon, it does not require you to open your workshop mode for it to correctly recruit settlers
- The vanilla radio beacon will remain intact, in case other mods use it, or you prefer that one
- If you try to place a station in a settlement along with a vanilla beacon, it will be disabled and give a message**
- If you try to place a station in a settlement along with another station, both will be disabled and give a message**
*NOTE: This really doesn't effect you if you visit your settlements in a reasonable timeframe
**Sorry, no cheating!

Recruitment Station - Chances
>> Different factors increase the daily chance of recruiting a settler
- Base chance = 10%
- Available food for a new settler = +10%
- Available water for a new settler = +10%
- A bed for a new settler = +5%
- 2 available Defense for a new settler = +5%
- Workshop Tech Level = +1% for every level above 1
- Workshop Trading Level = +1% for every level above 1
- Happiness = +0.5% for every happiness above 60% (100% happiness = +20% chance)

(NEW) Milk Brahmin
>> Allows you to place a Brahmin that provides milk
- Requires 1 "Milk Brahmin Certificate" to place each Brahmin
- Produces 1 "Brahmin Milk" per production cycle (per Brahmin)
- Gives +2 Food and +5 Bonus Happiness
- Each Milk Brahmin incurs a -3% penalty to your "Crop Stabililty"
- The stability penalty is shown on the crop management menu, so you can clearly see it
- Your milk production is shown on the main menu of the Resource Manager
- The placeable object itself is a custom brahmin feeding trough
- After being placed, it automatically spawns a brahmin and a pen around the area
- You can move it at any time, and it will respawn everything
- The Brahmin should usually stay close to the trough
- NOTE: The pen does not have any collision, so it doesn't box the brahmin out

(NEW) Milk Brahmin Certificate
>> Ingredient required to build a Milk Brahmin pen
- Completing "Out of the Fire" for Finch Farm will send you a mail with 1 certificate
- Earning "Settler Skill: Survival II" will send you a mail with 1 certificate
- Earning "Trailblazer II" will send you a mail with 1 certificate
- Earning "Trailblazer IV" will send you a mail with 1 certificate
- Earning "Trailblazer VI" will send you a mail with 1 certificate
- NOTE: Milk Brahmin are supposed to be limited right now, but I may add more methods of acquiring certs

(NEW) Brahmin Milk
- Gives 21 thirst value
- Cures 50 rads slowly over time
- Low risk of disease
- Adds Fatigue & Suppresses Immunity for 5 minutes
- Used in cooking recipes

Mailbox System
- You should now properly receive selectable rewards for earning Trailblazer rank 2-7
- Some of the selectable reward choices for Trailblazer are tweaked
- You should now properly receive mail for having Workshop Trading Levels
- New mails are added for the Kill Tracking system (see further below)

(NEW) Crop Rows
>> A full row of crops that requires 1 settler (so that settlers aren't split between multiple plants)
- Gives 6 Food and 12 Crop Rating per plant
- Works with Architect's auto-assign system
- Custom meshes added for each type of crop
- Crops are in a line, so they should work fairly well even on hills depending on how you angle them
- Easily snaps into the center position of most of Architect's planters
- All crop types can be rows, including Tarberries

(NEW) Large Garden Planters
- There's 2 versions: a flat version for floors, and an extended base for uneven ground
- There are 4 snap points for Crop Rows
- There are NO snap points for other crops, but you can manually place any crop on the dirt where you want
- There are 12 snap points for "Balcony" objects, which is designed for you to attach "Shack Steps" if you want
- NOTE: The collision on this object isn't perfect.. settlers may have trouble getting on it without steps, but they will eventually get up to it.

(NEW) Planter Steps and Planter Stairs
- Similar to the standard "Shack Steps", but it matches the wood from the planters
- The planter stairs look like shack stairs except the texture is cleaner (these work well for the truck planters)
- Both objects can be used anywhere, just like standard steps/stairs
- The recipe is located next to the larger garden planters, so its easy to access

(NEW) Food and Water Depots
>> Allows you to place food/water in any settlements, including ones that don't allow it normally
- Requires 1 settler to be assigned to it
- Does not contribute to any crop production
- Can contribute to water required for Water Purification Units
- Located under Architect->Farming->Supply Depots
- There are 3 types of Depots:
- 1> Food Depot: Gives 10 Food (Workshop Trading Level 2)
- 2> Food and Water Depot: Gives 10 Food and 10 Water (Workshop Trading Level 2)
- 3> Food and Water Depot (Large): Gives 30 Food and 30 Water (Workshop Trading Level 5)
- The Large depot only requires 1 settler, but requires 2 vendor contracts

(NEW) Finch Shack
>> A copied version of the Finch Farm shack
- Located under Small Warehouses
- Contains: 1 door, 1 stairs, 1 detail layer, 1 debris layer, 4 beds, 1 light

(NEW) Solar Panel (3x)
- A 3-panel solar panel that gives 15 power
- Has snap point on the ends to chain panels together
- The 1-panel solar panel now has snap points as well

(NEW) Extended Sky Bridge
>> These new bridges use extended segments to allow you to cross long distances without the bridge unloading from memory
- There are 3 sizes: 1 segment, 3 segments, and 7 segments
- The 7-segment bridge can reach from the Castle to Spectacle Island

(NEW) Town Sheriff
- Assign a settler to become the Sheriff of this settlement
- Gives 20 defense and 10 bonus happiness
- Can only build 1 per settlement
- Requires Trailblazer Rank 2 and Settler Skill: Military Rank 1
- NOTE: This station will give more benefits in the future, and more unique settler jobs may be coming soon!

Architect / Settlements
- (NEW) The production summary notification now displays in a large help message for 15 seconds, and includes all of your production gains
- (NEW) Upon reaching "Workshop Population Level 4" (50 settlers) you receive a mail with a free Workshop Tech Level upgrade
- (NEW) "Free the Robots" sign, available under Architect\Decorations (requires Settler Engineer Skill rank 1)
- There are now 15 ranks of "Workshop: Technology Level" (only 13 are currently obtainable)
- Some of the recipes for "Workshop: Technology Level" are altered, and 3 new ones are added
- New menus added under Farming for Crop Rows and Supply Depots
- Disabling Progression Mode will no longer give you free ranks of Workshop Population Level, but instead uses a different check now to allow you access to all buildings
- The Heavy Laser and Heavy MG now unlock based on Tech Level, instead of mistakenly by Population Level
- If you have no settlers assigned to any crops, the stability will now start at 25% instead of 100%
- The "last production output" should properly display income in the Resource Manager
- Turrets on platforms are increased to a minimum of 8 (and a max of 12)
- The radar tower is increased to 12 defense (up from 8), but now requires Tech Level 4
- The doorway wall piece in Architect has a snap point for a door now
- The standard 3-food Tarberry plant is smaller now, and always shows berry graphics
- Standard power generators should now once again be placeable in places like the airport, as well as indoor settlements
- The DLC fusion generator now requires Workshop Tech Level 4
- Some power/water devices should properly auto-repair now if they didn't before
- Turret Deployment Kits now only require 2 basic circuitry for a pack of 4 parts

Vendor Credit and Settlement Income
>> Vendor Credit is being further separated from Bottlecaps, so that settlement income stops ruining the standard bartering system
- Vendor Credit (the item) is worth 0 value now
- Exchanging Vendor Credit in the Trading Market Terminal costs 100 credits for 25 caps (10 caps in Desolation Mode)
- Your existing Vendor Credit must be converted to use a new item (which is owned by Architect now)
- Converting old vendor credit can be done in the Tech Lab under "Item Conversions"
- All of the same recipes are still available in the Trading Market, and even more will be added
- (NEW) Random Pool Ball: Purchased from Crazy Eddie for 25 credits
- Buying wood/steel/concrete/plastic from Marty now costs Vendor Credit instead of caps
- Vendor Credit has it's own custom textured mesh now

Trading Market Terminal
- Marty will sometimes trade Basic Circuitry for vendor credit and other materials

Settler Missions
- Salvaging missions now have a chance (based on skill) to yield extra Basic Circuitry

(NEW) Settlement Progression: Commonwealth Strength
- NOTE: This rating isn't used for anything yet, but will be in the future
- This is an overall rating for how large and successful your entire Commonwealth empire is doing
- Displayed in the Command Table on the main menu
- Different stats increase this rating by different amounts:
- Total Population = +0.1 per settler
- Total Population above 100 and Happiness of 95%+ = +20
- Total Population above 100 and Happiness of 85%+ = +10
- Total Population above 100 and Happiness of 75%+ = +5
- Successful Settlements = +2 each
- Communities = +5 each
- One of every Community = +80

Caravan Travel
- (NEW) Nuka World Entrance (Travel route): Unlocks when completing "All Aboard"
- (NEW) Nuka World: There's a Caravan Radio to the left of where you spawn into the entrance
- (NEW) Nuka World: Using any Caravan Hub will automatically start "All Aboard" (bypassing the standard level 30 requirement)
- If for some reason your game doesn't like traveling to a certain settlement, a possible fix might allow you to still travel to the workbench (thanks redbaron)

Crafting
- (NEW) Antiseptic - Wild (2 Count): Create 2 antiseptic from wild herbs (requires 30 survival skill)
- All antiseptic recipes show the method in the item's name now
- Cargo Orders are no longer craftable (but you can still trade common materials in the Trading Market Terminal)
- The "Item Conversions" menu will always be available, but is now on the very bottom of the Tech Lab
- Items that give skill gains are usually suffixed with "(+Skill)" now
- Converting outdated parts/kits, will no longer require you to have those items on you for the recipe to appear
- Crafting locksmith tools now gain Lockpicking skill instead of Engineering*
- Crafting explosive charges now gain Explosives skill, and require less skill for grade-1, and more for grade-2
- Crafting auto-hackers now gain Hacking skill
- Crafting auto-dialers now gain Engineering skill, and require Engineering skill
- Crafting most explosives now gains Explosives Skill
- All breaching tools give much less skill gain for grade-1 tools
- Most breaching devices require less Advanced Circuitry now
- The description for crafting Cargo Bot 1-X is more detailed to tell you what it does
- Unique reusable items no longer say they are reusable in the item name
*Any skill you already gained on engineering will stay

Architect Extras Addon
- The Architect menu has been moved to the very first slot (before the "Special" menu)

Armor
- (NEW) Leather Paint: Black - This new color is much darker than the default "shadowed black" color
- (NEW) Black Hood: variant of the Green Hood
- The FO4 Paint slots are now properly working (you can now use the Creation Club paints)
- Horizon's leather/combat/metal/synth paints are now moved to the FO4 Paint slot*
- All armor sizes are labeled as L/M/H, instead of Light/Medium/Heavy, so the armor names are shorter
- Raider armor limbs should now correctly have recipes that will work for the appearance slot
- A graphical bug with the male version of the Vaultsuit Mk.II was fixed, so it should look as good as the female version now
- The craftable invisible helmet and gas mask is renamed so it doesn't sound like it provides some stealth benefit
- Nick should be able to wear most clothing/headgear now
- The Hazmat suit helmets are fixed
- [DLC]: All armor sets that are supposed to be heavy or light, are properly labeled and given the proper base DR/ER now
*This may reset your paint colors when you first load your save

Armor Slots (Super Mutants)
>> Super Mutants (including Strong) can now wear a few select pieces of human headgear that don't graphically look bad on them:
- Green Hood, Mascot Head, Tricorn Hat, Wrapped Cap, Faded Visor, Flight Helmet (Brown), Flight Helmet (Red), Mining Helmet
- Some Super Mutants can spawn with a few of these pieces now
- Nightkin wear a Black Hood now

Power Armor
- (NEW) Power Armor now grants +200 Carry Weight (+100 in the strict carry weight addon)
- The landing impact effect should no longer effect targets who aren't hostile to you (needs testing)
- Power armor tiers are now unleveled, but the pieces that frames and containers can drop are based on the rarity of the tiers
- Raiders in PA now have higher resistances, and drop damaged PA pieces (like BOS do)
- Repairing Raider Armor now requires 20 Metalworking Skill
- Repairing T-45 now requires 30 Metalworking Skill and 20 Science Skill
- Repairing T-51 now requires 50 Metalworking Skill and 40 Science Skill
- Repairing T-60 now requires 70 Metalworking Skill and 60 Science Skill
- Repairing X-01 now requires 100 Metalworking Skill and 80 Science Skill
- DLC Power Armor repair recipes are updated
- (The updates to the skill requirements are also shown when you try to repair)

(NEW) Power Armor Frame Salvaging
>> You can now salvage power armor frames for different purposes
- Requires "Settler Skill: Salvaging (Rank 1)"
- Salvaging the frame causes the frame to be removed completely
- Salvaging the frame will give you a "Power Armor Frame Voucher", which you can use later
- Vouchers can be sold, traded, or disassembled (in the Tech Lab)
- Vouchers will eventually allow you to recruit Power Armored militia settlers (this feature is N/A yet)*
- Trading Market Terminal: Silent Jay will give you 100 Vendor Credit per voucher (requires 50 Trading Skill)

(NEW) Weapon Augments
>> A new slot has been added to weapons to allow them to be slotted with an extra mod
- Augments cannot be crafted
- Augments rarely drop from some locked containers, boss containers, and legendary enemies
- Augments drop by themselves (not attached to a weapon), so they are more clearly visible
- Augments can be added or removed from weapons at anytime
- The loose mods can be found in the "Mods" tab of your inventory
- Adds a suffix to the name of the weapon when an augment is added: [A+]

- Ballistic Augment: Critical Damage - Adds +5% Critical Hit Damage
- Ballistic Augment: Critical Damage - Adds +10% Critical Hit Damage
- Ballistic Augment: Critical Damage - Adds +15% Critical Hit Damage
- Ballistic Augment: +10% Base Damage
- Ballistic Augment: +1 Piercing Energy Damage (ignores armor)
- Ballistic Augment: +2 Piercing Energy Damage (ignores armor)
- Ballistic Augment: +3 Piercing Energy Damage (ignores armor)

- Energy Augment: Critical Damage - Adds +5% Critical Hit Damage
- Energy Augment: Critical Damage - Adds +10% Critical Hit Damage
- Energy Augment: Critical Damage - Adds +15% Critical Hit Damage
- Energy Augment: +10% Base Damage
- Energy Augment: +1 Burning Damage
- Energy Augment: +2 Burning Damage
- Energy Augment: +3 Burning Damage

- Melee Augment: Critical Damage - Adds +10% Critical Hit Damage
- Melee Augment: Critical Damage - Adds +15% Critical Hit Damage
- Melee Augment: Critical Damage - Adds +20% Critical Hit Damage
- Melee Augment: +10% Base Damage
- Melee Augment: +2 Piercing Energy Damage (ignores armor)
- Melee Augment: +3 Piercing Energy Damage (ignores armor)
- Melee Augment: +4 Piercing Energy Damage (ignores armor)
- Melee Augment: Melee Defense - Reduces incoming melee damage by 10%
- Melee Augment: Melee Defense - Reduces incoming melee damage by 15%
- Melee Augment: Cryo Damage - Adds +3 Cryo damage
- Melee Augment: First Strike - +20% damage if the target has 100% health

- (More augments may be added over time)


(NEW) Armor Augments
>> A new slot has been added to armor pieces (chest and limbs) to allow them to be slotted with an extra mod
- Augments cannot be crafted
- Augments rarely drop from some locked containers, boss containers, and legendary enemies
- Augments can be added or removed from weapons at anytime
- The loose mods can be found in the "Mods" tab of your inventory
- Adds a suffix to the name of the armor when an augment is added: [A+]

- Chest Augment: +4 Damage Resistance
- Chest Augment: +4 Energy Resistance
- Limb Augment: +2 Damage Resistance
- Limb Augment: +2 Energy Resistance

- (NOTE: This is only the FIRST phase for Armor Augments, more augments will be added in upcoming future patches)

(NEW) Workbench Mod Attachment Icons
- Most Horizon attachments and slots now show icons in the workbench
- Horizon custom mod slots are usually sorted to the bottom so the icons for menus look cleaner

Weapon Condition - Overhaul
- (NEW) Weapon condition now has a new slot, which should no longer be subject to those weird FO4 workbench bugs
- Weapon condition comes in 6 levels: Good Condition, Degraded (-5%), Degraded (-10%), Deteriorated (-15%), Deteriorated (-20%), Ruined (Unusable)
- Weapon suffix tags now show the -X% so you know exactly what the penalty is
- Weapon suffix tags are shortened to just the -X% numbers if you use the new optional naming addon
- Each degraded level reduces the effectiveness of ALL stats by that number: damage, speed, recoil, reload speed, and vats cost
- Most weapons can now be repaired to "Good Condition" once again (from any level of damage)
- There are different repair recipes for each style of weapon, including 3 types for melee
- Existing weapons from a pre-1.6 save game should automatically be converted to the new system
- Existing weapons may have different condition names so that you know it's an older weapon, such as: "Refurbished Condition" and "Damaged"

(NEW) Melee Poison Upgrades
>> Most melee weapons now have an additional mod slot for applying poisons
- Poisons are permanent once crafted
- Most poisons require the rare mutated animal ingredients
- Poisons come in 3 flavors right now: Poisoned, Irradiated, and Poisoned+Irradiated
- Each type of poison has 3 levels of upgrades each
- Each upgrade requires specific skills

(NEW) Weapon Equipping Requirements
- Equipping most heavy weapons and large melee weapons require a certain base strength now
- Temporarily buffed strength does NOT allow you to meet the requirements
- Temporary debuffs shouldn't effect your ability to equip weapons
- Being in Power Armor will bypass any strength requirement on weapons
- Exiting Power Armor will unequip the weapon if you lack the strength
- NOTE: This may not work on weapons you already have in an existing save game until you drop the weapon on the ground and pick it back up

Melee Weapons
- Most mods that required Science now require Science Skill instead
- The Combat Knife's stealth blade mod now requires Blacksmith and Stealth Skill
- The Machete Glaive now has tape on the grip, and the blade can become bloody
- The Handmade Axe's blade can now become bloody
- The Board is properly categorized as a 2h weapon now

Power Fist
- (NEW) Bladed: A new blade attachment; adds bleeding damage
- Now has an enhancement slot for damage upgrades
- The Heating Coil now deals fire damage, but it's reduced
- The puncturing mod does less damage now

Grognak's Axe
- (NEW) A separate version of the Grognak Axe is created, which can be reverse-engineered
- The custom version is acquired from certain steps in the Silver Shroud quest (via your mailbox)
- Both versions can be upgraded with Enhancement and Augment slots
- NOTE: The original version of Grognak's Axe that you find cannot be reverse engineered

(NEW) Bladed Polearm
- A new 2h weapon with the standard melee upgrade mods
- Can be carried by Super Mutants and rarely from Raiders
- Can be purchased at Diamond City and from Cricket (requires Tier 1 inventory from trading skill)
- Can be purchased through the Trading Market Terminal
- Can be crafted in the Experimentation Lab

(NEW) Robot Mace
- A new 2h weapon with the standard melee upgrade mods
- This weapon has 4 unique mod attachements that change the head of the weapon with different robot parts
- Can be purchased at Goodneighbor and the Railroad
- Can be crafted in the Experimentation Lab
- [Automatron Only]: Can be carried by Rust Devils

(NEW) Scythe
- A new 2h weapon with the standard melee upgrade mods
- Can be carried by Super Mutants
- Can be purchased through the Trading Market Terminal
- Can be crafted in the Experimentation Lab

(NEW) The Grasshopper
- A new 1h weapon with the standard melee upgrade mods
- Crafted in the Weapons Lab under Weapons
- Requires 1 Gilded Grasshopper as an ingredient

(NEW) Custom Rifle
>> A new custom-made rifle, designed to be an alternative to the Combat Rifle
- Uses the .45 ammo set that the Combat Rifle uses
- Has a selection of drum magazines and a quick-eject box magazine (similar to the SMG)
- Both Semi-auto and automatic firing modes available
- Has all of the usual mod attachment uppgrades
- Includes most of the standard rifle sights, including all scopes
- Can be crafted in the Experimentation Lab

(NEW) Custom Plasma Rifle
>> A plasma version of the Custom Rifle
- Has all of the same mod attachment uppgrades that the Combat Plasma Rifle has
- Includes most of the standard rifle sights, including all scopes
- Can be crafted in the Experimentation Lab

Combat Scopes
- Custom Rifle, Combat Plasma Rifle, and Custom Plasma Rifle share the same scopes (not sights)
- The loose mod items can be re-used on any of these weapons

(NEW) Combat Pistol
>> A new custom-made pistol based on the combat rifle
- Uses the .22/.38/.45 ammo set
- Semi-auto only
- Has all of the usual mod attachment uppgrades
- Sights only include: iron sights, reflex (dot), and reflex (circle)
- Can drop from various enemies and some vendors
- Can be crafted in the Experimentation Lab
- NOTE: Yes, the hammer on the outside doesn't actually hit anything when it moves.. consider the hammer mechanism interal, and the lever just sticks outside the gun. It's mainly there for decorative flavor.

(NEW) R55 Pistol
>> A new custom-made pistol
- Uses the 10mm ammo set (same as the N99)
- Has semi-auto and automatic firing modes
- Has all of the usual mod attachment uppgrades
- Sights only include: iron sights, reflex (dot), and reflex (circle)
- Can drop from various enemies and some vendors
- Can be crafted in the Experimentation Lab
- Has a chance to drop when rare sidearms spawn inside pre-war safes

(NEW) VICE Gauss Rifle (Voltage Induced Core via Electromagnetism)
>> This new gauss rifle fires a special 2mm VICE slug that explodes with energy damage
- This weapon is considered a Sniper weapon for Sniper Skill
- This weapon is counted as an Energy weapon for specs (unlike regular Gauss rifles which are ballistic)
- It inflicts mostly energy damage, with a small amount of physical damage
- There are 4 receiver upgrades, and all of the standard rifle sights/scopes
- You can swap between 2 types of VICE ammo
- (NEW) 2mm VICE Cartridge: Standard ammo
- (NEW) 2mm VICE (AP) Cartridge: Armor-piercing ammo - Adds +30 unstoppable energy damage
- VICE cartridges can be crafted in the Weapons Lab under Energy Ammo
- Fusion and Electron cells can be traded to a trader in the Trading Market Terminal for standard VICE cartridges
- Can be crafted in the Experimentation Lab

Gauss Rifles
- No longer grants armor piercing on the mod attachments
- The Handmade Gauss now has a less spammy muzzle flash, and the appropriate firing sound

(NEW) Hunting Bolter
>> A new gas-powered weapon that uses Bolts, and is assembled with hunting rifle parts
- Uses all types of Bolts, and has the same basic setup as the Pipe Bolter
- This weapon is bolt-action (slower ROF), but has higher base damage than the Pipe Bolter
- Can use any CC paint that works on the hunting rifle
- Can be crafted in the Experimentation Lab

Pipe Bolter
- Damage increased, so that it does more than a 5.56mm (which is what it is roughly balanced against)
- No longer has super high stability by default

Armor-piercing for Energy Damage
- (NEW) Damage Type: "Piercing Energy Damage", a new damage type that ignores all armor
- All energy weapons properly use the new system now, since Energy weapons couldn't benefit from ballistic AP
- This special armor-piercing damage is added on top of existing damage, so it doesn't mean your laser gun's total damage will pierce 100% armor, just the added damage

Fusion Cell Ammo
- "Overcharged Fusion Cells" are now called "Heavy Fusion Cells"
- NEW: Fusion Cells (MX) - Adds armor-piercing Energy damage
- NEW: Heavy Fusion Cells (MX) - Adds armor-piercing Energy damage
- These ammo types work for most laser weapons

Gatling Laser
>> The Gatling Laser now uses the X-24 style modding system
- All custom barrels are added to work similar to the X-24 system
- Barrels no longer have different ammo types
- Old barrels and receivers are converted to outdated mods
- Beam colors can be changed
- Damage on receivers have been adjusted
- You can now swap between Electron and Fusion cells (in the toolkit also)
- Uses the "Heavy Weapon" icon in your inventory now
- The Gatling Laser is now craftable in the Experimentation Lab (after you reverse engineer it)
- NOTE: Outdated mods will disappear from the workbench once you sell/discard the old loose mods

Electron Charge Cells
- Crafting electron cells costs more energy cells
- Engineer pets that use electron cells do slightly more damage

Laser Barrels (All)
- Prismatic barrels now deal Cryo, Physical,and Radiation damage
- High Intensity barrels now just deal fire damage, and no AP
- Crit barrel does +10% crit chance and +20% crit damage
- The Gamma Wave barrel no longer uses a different ammo type (since ammo is controlled separately now)
- The Gamma Wave barrel properly adds 11 Rad damage
- The Gamma Wave barrel adds +25% base energy damage
- The Gamma Wave barrel "charge up" time for full power is cut in half, to 1.5 seconds (down from 3 seconds)
- The X-24's Gamma Wave barrel now has a custom graphical attachment which displays the lights for the "charge level" for damage
- Vanilla Laser/Institute guns have a new standard Long Barrel for a lower-level option
- Outdated barrels will graphically display as a standard barrel attachment
- X-24 barrels properly add reduced stability (scope sway)
- All barrels have reduced stability (scope sway)
- Most laser barrels have reduced range

Laser Guns (All types)
- (NEW) Can now "ammo swap" between: Fusion Cells, Fusion Cells (MX), Heavy Fusion Cells, Heavy Fusion Cells (MX)
- The Institute Tactical's damage was brought in line with other lasers
- The unused receivers are now called "Outdated" and should no longer allow you to attach old loose mods
- You can now switch firing modes from the workbench
- Beam colors are labeled better
- (Any unused loose mods can be sold for caps)

Laser Musket
- NOTE: Existing Laser Muskets may have buggy stats until they are properly modded with an Ammo type*
- The following ammo can be swapped at any time using the Weapon Toolkit: Fusion Cells, Fusion Cells (MX), Heavy Fusion Cells, Heavy Fusion Cells (MX)
- The 2 styles of firing are now based on the ammo currently swapped in
- The "Overcharged" receivers are now phased out, however they will work as standard receivers if you already paid for them
- All barrels have increased range
- The musket can now use CC skins (even though the game doesn't enable this by default)
- The overcharged ammo mode will now have a proper firing delay between shots
*New Muskets that drop will be properly set by default

Incinerator / Flamer
- The direct damage gained on the upgrade mods is significantly increased
- The fire DOT they apply is reduced
- The Flamer now has 3 damage upgrade levels instead of only 2
- The requirements and materials are increased for the highest damage upgrade

Plasma Weapons
- The High Intensity barrel no longer has armor piercing, but instead gains direct Piercing Energy damage
- The crit barrel's critical hit damage is reduced to +20%
- The Combat Plasma Rifle's automatic ROF is slower now, and has a -10% base damage penalty
- The Combat Plasma Rifle's iron sights are now properly aligned

Armor Piercing
>> API rounds are redesigned to be much more expensive, but more consistantly powerful and useful
- Horizon no longer uses the vanilla Armor Penetration actor value stats, due to it being prone to bugs
- Any mods that use the vanilla actor value for AP, will no longer gain AP from this source
- Horizon uses a new system that has a specific armor piercing perk for each API mod, which can also be tweaked without bugging out AP values
- Most API rounds now deal -100% Armor Piercing, so that any API round feels like it's fully effective for it's damage
- API recipes are greatly increased, and also require Zirconium (which is somewhat plausible for realism)

(NEW) Grenade Launcher (40mm)
- An alternate version of the Pipe Launcher using missile launcher parts
- Craftable in the Tech lab
- Works with any CC skin that works on the vanilla missile launcher
- Uses all existing 40mm rounds in Horizon, as well as the ammo swapping menu

40mm Changes
- (NEW) 40mm RPG (API) - Same stats as the API Missile
- 40mm Shotgun is now called Irradiated Shotgun, and adds rad damage
- 40mm Slugs are now Venom Slugs that add poison damage
- 40mm Flechettes are now Heated Flechettes, and adds fire damage and -50% armor piercing
- The Pipe Launcher's animation will now actually load a 40mm shell into the chamber

Creation Club Paint Skins
- Most armor pieces should now properly work with the paint slot
- Many of Horizon's paint mods are moved into the default FO4 paint slot now
- Most weapons now work with Creation Club skins: Handmade Gauss, all Instititute weapons, X-24, Incinerator, VICE Gauss Rifle
- The Submachine Gun now has a paint slot (NOTE: the CC skins don't do anything for it)
- If you have progressed far enough into the Silver Shroud quest, you can now paint regular Submachine Guns with the Shroud paint

Weapons
- The Flare Gun now has a tooltip explaining what it does
- All Laser Musket barrels have reduced stability (scope sway)
- Crafting Throwing Knives now requires 30 Metalworking instead of Commando
- Combat Shotguns can now switch firing modes from the workbench
- The Micro-Drone now has a proper ground item model, so it can be dropped and picked up
- Wakizashi based damage increased
- The N99 12.7mm and 10mm Cryo have less of a firing rate penalty
- Scrapping certain melee weapons gives basic circuitry instead of advanced
- The scrap parts from the combat plasma should properly unpack the parts instead of giving you the misc item
- Degraded is now labeled as "[Degraded-]" (more minuses mean it's worse)
- Deteriorated is now labeled as "[Deteriorated--]"
- The reward weapon from the Silver Shroud quest, should hopefully not come damaged anymore*
*If yours is already busted, you can just use a regular SMG and paint it to look the same

Icon Library
- (NEW) Horizon now includes a new version of Phlunder's Icon Library
- (NEW) All weapon icons used in Horizon are reworked, and show a symbol to denote the skill and damage type
- Ballistic Skill = 2-bullet symbol
- Energy Skill = lightning bolt symbol
- Sniper Skill = crosshairs symbol
- Heavy Weapons Skill = flame symbol
- Damage type colors are: blue = ballistic, yellow = energy, green = plasma, red = fire, purple = radiation, white = cryo

Weapon Naming/Icons
- Melee weapons have different icons for 1h blunt, 1h bladed, 2h blunt, 2h bladed, and unarmed
- Melee weapons sort below ranged weapons
- Standard ballistic Pipe weapons have their own icon, and no longer annoyingly switch icons if its pistol or rifle
- Gamma and Flame weapons have their own icons
- Alien blaster is sorted with energy weapons
- The Flare Gun has it's own icon and sorts with grenades
- Grenades and mines are sorted better with different icons based on energy or ballistic categories
- Artillery smoke, synth relay, and vertibird grenades each have their own unique icons
- Micro-drones have their own new icon
- Combat and hunting weapons no longer change their name based on the mods*
- Pipe guns only change their name based on pistol or rifle (not smg, or sniper, etc.)*
*The vanilla name changes before were confusing and misleading for no reason

Ammo
- 2mm EC recipes in the Weapon Lab are moved to Ballistic Ammo
- Crafting most Energy ammo now requires Aluminum instead of Advanced Circuitry
- Crafting Pulse Rounds and Shock Bolts require less Advanced Circuitry
- Crafting Fusion Cores requires 2 Advanced Circuitry
- Crafting 40mm Shotgun shells now requires raw materials instead of shotgun shells
- Crafting 40mm Shotgun and Slugs now gains ballistic skill
- A new Overcharged Fusion Cell recipe that lets you craft 40 at a time
- Explosive rounds no longer have a penalty for their direct damage, the area damage is just added on top
- The 9mm ammo for the N99 is now setup properly for "9mm JHP" like the deliverer (I must have forgot to finish this before)
- 9mm ammo is properly named "9mm JHP"
- 12.7mm's powder/price was reduced
- 12.7mm is now sold in packs of 25
- [Far Harbor]: Crafting Harpoons properly gives the 10-pack, instead of 10 individual harpoons

Experimentation Lab
- All base damage gains are reduced in half, to a maximum of +30% damage (down from +60%.... sorry!)
- All range gains are doubled!
- Recoil control was reduced (it was too high)
- Miniguns and Gatling Lasers can now be reverse engineered
- Melee "vanilla" armor piercing was converted to the new AP system
- The property "First Strike" should now properly work
- All upgrade tiers on base mods require unique materials each
- The Bleed properties no longer work on robots/synths (keep in mind, bleed damage is unresistable.. so its still good on many things)

Companions
- (NEW) Brutality: A companion-only handmade axe that unlocks for Strong, purchased via the Trading Market Terminal from Trevor
- (NEW) Mercy: A companion-only katana that unlocks for Strong, purchased via the Trading Market Terminal from Trevor
- You should no longer see Mercenaries leveling up randomly, even if you have no companion
- Mercenaries are no longer automatically detected, you'll need to patch your mod-added companions to use a keyword
- If you previously had no companions actively with you, they should no longer gain free xp when one initially joins you
- The rank-up messages for Robotics Engineering are shortened so they aren't split into 2 lines
- Moxie now comes with a Prismatic Barrel 
- (if you want your existing weapon to receive this, have the weapon in your inventory, then use the Companion Menu and select the "convert old weapons" button)

(NEW) Slayer (Enemy Kill Tracking)
>> This new system allows you to track what types of enemies you've killed and receive bonuses based on it
- Unlike the standard game stats, the types of enemies tracked are more specific
- You gain bonus xp for the first kills of each enemy type (varied based on type)
- Bonus xp drops to 0 once you reached a preset limit
- Bonus xp is not modified by xp penalities or buffs (intelligence, debuffs, etc.)
- You still always gain the standard base xp per kill no matter how many you have killed
- Some npcs have rebalanced base xp because of this system
- Some enemies who you have killed a lot of, may give you bonus perks or rewards (varies per type)
- Companions and pets will give you kill credit, even if you don't get the base xp rewarded
- This system is NOT retroactive, you must gain kills after playing v1.6
- NOTE: The system may not properly track multiple kills at the same time (from 1 single explosion).. I'm looking into this to see if it can be resolved

Enemy Kill Types
>> Enemy types have a priority (ex: dogs are checked as dogs first, even if they are flagged as being Raiders)*
- Factions: Raiders, Gunners, Triggermen, Minutemen, Institute, Brotherhood, Railroad, Children of Atom, Rust Devils
- Super Mutants, Feral Ghouls, Glowing Ones
- Mole Rats, Rad-rats, Radstags, Brahmin, Yao Guai, Mongrels/Dogs, Wolves, Mutant Hounds, Small Animals (misc)
- Mirelurks: Standard, Hunters, Kings, Queens, Spawns
- Deathclaws, Gatorclaws, Fog Crawlers
- Bloatflies, Bloodbugs, Stingwings, Radroaches, Ants, Cave Crickets, Bloodworms
- Radscorpions, Gulpers, Anglers
- Mr Handy/Gutsy, Protectrons, Assaultrons, Sentry Bots, Turrets, Eyebots/Swarmbots
- Synths, Coursers

*If you see any types that seem to be taking a priority that seems wrong, let me know

Enemy Kill Rewards
- If you are allied with the BOS, killing 50/100 Super Mutants sends rewards to your mailbox
- If you are allied with the BOS, killing 50/100 Synths (or Institute Personel) sends rewards to your mailbox
- If you are allied with the Minutemen, killing 50/150 Raiders sends rewards to your mailbox
- If you are allied with the Minutemen, killing 50/150 Feral Ghouls sends rewards to your mailbox
- If you are allied with the Institute, killing 50/100 BOS Personel sends rewards to your mailbox
- If you are allied with the Institute, killing 25/100 Railroad Personel sends rewards to your mailbox
- If you are allied with the Railroad, killing 50/100 Gunners sends rewards to your mailbox
- If you are allied with the Railroad, killing 5/20 Coursers sends rewards to your mailbox

Enemy Kill Reward Perks
- Slayer: Whack-A-Mole - Killing 50/150 Mole Rats will grant you -5%/10% damage taken from them
- Slayer: Loaded for Bear - Killing 10/30 Yao Guai will grant you -5%/10% damage taken from them
- Slayer: Ghoul Patrol - Killing 50/150/300 feral ghouls will grant you -5%/10%/15% damage taken from them
- Slayer: Devil Dogs - Killing 50/150/300 dogs/wolves/hounds will grant you -5%/10%/15% damage taken from them
- Slayer: Deadliest Catch - Killing 50/150/300 mirelurks will grant you -5%/10%/15% damage taken from them
- Slayer: Exterminator - Killing 100/200/300 insects/arachnids will grant you -5%/10%/15% damage taken from them
- Slayer: Rage Against the Machines - Killing 50/150/300 robots will grant you -5%/10%/15% damage taken from them
- Slayer: Big Game Hunter - Killing 20/50/100 deathclaws/fog crawlers/gatorclaws/behemoths will grant you -5%/10%/15% damage taken from them
- NOTE: Some bonus perks may offer additional unlocks for crafting

Crafting Changes
- Crafting Cryo Resists onto clothing now requires "Slayer: Loaded for Bear" rank 1
- Crafting Fire Resists onto clothing now requires "Slayer: Deadliest Catch" rank 1
- Crafting Poison Resists onto clothing now requires "Slayer: Exterminator" rank 1

Combat Pets
- All pets are now considered real teammates, and will use the default follower UI
- In order to access the special pet menu, use the "Talk" option on the pet
- Mobile pets can now be commanded like normal companions
- Mobile pets should now sneak when you sneak
- All pets should now properly gain follower XP
- All pets should now have the proper Player Ally faction set
- All pets should now try to spawn at a reachable location
- You can now disassemble Engineer pets in the Tech Lab (if you don't like them or want to exchange/upgrade it for another type)

(NEW) ** Adaptive Difficulty **
>> Adaptive Difficulty is intended to figure out how well you're doing, and make the game more difficult based on this
- NOTE: When I mention "adaptive difficulty", I mean an overall "game design", it's not a specific game mechanic itself
- The goal is to make the game more challenging, but without punishing you if you're having a hard time keeping up
- This allows the game to feel more ALIVE, and responsive, and not just a bunch of pre-placed NPCs and objects
- Starting with v1.6, different areas of the game will begin to use adaptive game design
- Some game mechanics for 1.6 listed below will be the first to be adaptive..

(NEW) Player Threat Level
>> The "Threat Level" of the player helps Horizon determine how difficult to make certain game mechanics
- The amount of ammo, meds, cures, food, and water you are currently carrying increases your threat
- Each type of item increases threat by different amounts
- Bandages/stims are separated into 3 categories to account for different healing amounts
- Food/water is separated into 3 categories to account for different meal sizes
- Ammo is separated into 4 categories to account for different calibers and ammo types
- This value is done "behind the scenes" and will probably never be shown to the player (so don't ask)

(NEW) Dynamic Enemy Encounters
>> This new system will spawn random enemies in your nearby area who are actively hunting you down
- NOTE: This system is somewhat considered a beta at first, but it can be disabled in the holotape options
- This system is adaptive, and scales based on your progress and/or Threat Level
- There are 2 separate categories of spawns: "Predators" and "Death Squads"
- "Predators" usually consist of animals, creatures, and common enemies
- "Predators" will spawn more enemies based on your Threat Level
- "Death Squads" usually consist of faction-based enemies
- "Death Squads" will usually only start appearing once you've pissed off a faction
- "Death Squads" will spawn more enemies based on how many of that faction you have killed

Dynamic Encounters - Basic Mechanics
- Spawn events can only occur outdoors
- Spawn events won't trigger while you're inside of a settlement*
- Spawn events won't trigger while you're inside or near Diamond City and Goodneighbor
- Spawn events won't trigger while you're near certain vendors/doctors (includes Far Harbor and Nuka World)*
- Spawn events won't trigger while you're already in combat*
- Spawn events won't trigger while you're in a dialog scene*
- Spawn events won't trigger while your health is below 5% or you're knocked out*
- The rate at which enemies will spawn, is based on your threat level and some randomization
- Enemies that are too far away from the player, will be removed
- Enemies and their corpses that are in range will remain until the next spawn cycle (you should have plenty of time to loot them)
* NOTE: Keep in mind, they can spawn before you are actively meeting one of these requirements

Dynamic Encounters - AI
>> NOTE: Predators and Death Squads are SUPPOSED to be actively hunting you down, they're NOT passive spawns
- All spawns have a large bonus to perception, and can see through stealth much easier than standard enemies
- After they first spawn, they will begin to path in your direction
- They will not engage in combat with you, unless they actually spot you
- If any enemies fail to ever reach you, they will be removed before the next spawn
- NOTE: The spawn locations aren't guaranteed to be perfect spots.. so every once in awhile you're likely to get some spawns in weird places or spots they won't reach you, but this shouldn't happen too much hopefully

Dynamic Encounters - Types
- Animals: mole rats, mongrels, wolves, rad-rats, yao guai
- Insects: bloatflies, radroaches, stingwings, bloodbugs, crickets, ants
- Creatures: radscorpions, deathclaws, mirelurk hunters (a new smaller type)
- Factions: raiders, gunners, triggermen, children of atom, BOS, RR, minutemen, institute, rust devils
- Humanoids: super mutants, feral ghouls
- NOTE: The DLC enemies above can spawn in the Commonwealth; if you don't have the DLCs, they are replaced by vanilla types

Dynamic Encounters - "Extra" Spawns
>> Some enemies have a chance to spawn an "extra" enemy with them
- Each Raider has a small chance to spawn with an Attack Dog
- Each Minuteman has a small chance to spawn with a Guard Dog
- Each Brotherhood has a small chance to spawn with a Guard Dog
- Each Super Mutant has a small chance to spawn with a Mutant Hound
- Each Rust Devil has a moderate chance to spawn with a robot
- Each Yao Guai has a small chance to spawn with a Young Yao Guai (i.e. a parent teaching it's young how to hunt)
- Each Deathclaw has a small chance to spawn with a Young Deathclaw

Dynamic Encounters - "Boss" Spawns
>> Some enemies have a chance to spawn a "boss" enemy with them
- Boss enemies unlock based on certain conditions being met, such as killing a certain amount of a faction
- Boss enemies also have random chance, depending on the NPC type
- Usually only 1 boss enemy can spawn per pack of NPCs
- Boss enemies aren't always necessarily "bosses", they can be different based on the type of NPC spawn
- Raiders can randomly spawn a "Raider Overlord" or a raider in Power Armor once you kill a certain amount of Raiders
- Triggermen can randomly spawn a "Triggerman Kingpin" once you kill a certain amount of Triggermen
- Gunners can randomly spawn a high-ranking Gunner or Gunner Sentry Bot once you kill a certain amount of Gunners
- Super Mutants can randomly spawn a minigun boss once you kill a certain amount of Super Mutants
- Vicious Dogs can sometimes spawn with an Alpha dog (killing the alpha dog, will demoralize the pack)

TECHNICAL NOTES on Dynamic Encounters:
- Firstly, this initial version of the dynamic spawn system is somewhat of a beta feature, you can turn it off if it's causing any problems or it's too difficult for you.
- Second, I'm trying to keep this system as clean and simple as possible, so that things don't linger around longer than needed and eat performance/memory. This may mean it isn't perfect as to where/when things spawn/despawn, but it should be efficient on your game.
- Third, I'm trying to keep it balanced, adapative, and actually fit in with the game itself. I don't want it to just be some random spawn thing that is stuck on top.

(NEW) Enemy Durability Scaling
>> Certain enemy types now have increased "durability" which somewhat emulates health scaling, but without the terrible drawbacks that the vanilla health scaling system had
- Durability reduces most damage taken based on the player's current level
- Some special types of damage are allowed to penetrate durability, such as certain DOT-type attacks (bleeds, electric dots, etc.)
- This system can allow certain NPCs to take better damage from lower caliber rounds without as much of a DR penalty (at ALL levels)
- Just like Horizon's other resistance scaling system, this stat applies dynamically, even if the NPC was already spawned 20 levels ago (which is why health scaling fails)
- This system is customized per NPC type and sub-type, to allow much better fine tuning

NOTES: Durability vs Damage Resistance
>> The rule of thumb is that most enemies generally fall into 1 of 2 categories: High armor or low/no armor
- Enemies that are seen as having thick armor plating, often have resistance scaling (and no durability scaling)
- Enemies that are seen as having low/no armor, often have durability scaling (and no resist scaling)
- The base resists can still vary on all enemies.. so some enemies may have higher base resists, but they use durability as you level, instead of increasing resists
- This allows low calibers to still have a use, without getting washed away by vanilla DR as you level up
- And vice versa, where some enemies will shrug off low calibers much easier, and really require high calibers or even armor piercing to effectively kill faster
- Many high armor enemies will now start with lower DR at low levels, and scale upwards smoother
- It's recommended to use the Awareness perk if you need help in-game to figure out what resists enemies have

NOTES: Durability/Resistance Cheat Sheet
- Low calibers now work better against: Feral Ghouls, most animals, most insects, most humanoids (depends on their equipped armor), gulpers
- Low calibers scale worse against: Deathclaws, mirelurks, robots, radscorpions, power armor, heavily armored humanoids, fog crawlers, anglers

Enemy Levels
- Many sub-types of NPCs are now given specific hardcoded levels, so they balance with the intimidation perks
- NOTE: Enemy levels for humans only determines what gear they have equipped (same as usual)
- NOTE: Enemy levels do NOT effect health (same as usual)
- NOTE: Enemy resists and durability may be effected by the player's current level, NOT the enemy's level
- NOTE: Enemy damage output is effected by the player's current level, NOT the enemy's level\
- In short.. a "Skull" enemy doesn't necessarily mean it's going to be overpowered

General Notes on Enemy Spawns
- Most sub-types of enemies will now spawn at all levels! (which adds much more variety at any level)
- Common sub-types may spawn more often than uncommon types
- Sub-types of enemies are no longer vastly different in difficulty, however many have different strengths and weaknesses
- XP for sub-types is normalized better, but varies based on their specific difficulty (and legendaries still give double XP)
- Most NPCs who are immune to radiation, were given 9000 rad resists too, just in case some types of effects didn't properly check the immunity
- "Boss" type enemies will no longer spawn with weaker sub-types
- Some enemies that are supposed to be rolled as Legendary, no longer have a chance to roll non-legendary types (which was reducing your chance of seeing legendary enemies)

Feral Ghouls
- Now uses durability scaling
- Health is increased; Resists are greatly reduced
- Pink Ghouls should now be properly balanced like standard ghouls
- COMBAT SUMMARY: Ferals will take decent damage even from low caliber hits

Molerats
- Now uses durability scaling
- Health is increased on some types; Resists are greatly reduced
- Are no longer flagged as completely immune to radiation, but now have 100 rad resists
- COMBAT SUMMARY: Molerats will take decent damage even from low caliber hits

Mongrels / Dogs / Wolves / Mutant Hounds
- Now uses durability scaling
- Health is increased on some types; Resists are greatly reduced
- Are no longer flagged as completely immune to radiation, but now have 100 rad resists
- Wolves can now spawn in the commonwealth with the dynamic spawn system
- COMBAT SUMMARY: Canines will take decent damage even from low caliber hits

Yao Guai
- Now uses durability scaling
- Health is increased on some types; Resists are greatly reduced
- Yao Guai cannot be knocked down anymore
- Yao Guai's head vulnerability is reduced to 2.0x (down from 3.0x)
- Are no longer flagged as completely immune to radiation, but now have 200 rad resists
- COMBAT SUMMARY: Yao Guai have high health, but will take decent damage even from low caliber damage, and are vulnerable to fire damage

Radroaches
- Now uses durability scaling
- Health is increased on some types
- Glowing Radroaches have greatly increased energy resists and damage output
- Some types of radroaches weren't properly edited by Horizon previously and now are
- The smallest size of radroaches are now slightly larger
- Mutant radroaches are always larger than regular roaches now
- COMBAT SUMMARY: Radroaches will take decent damage even from low caliber hits

Mirelurks
- All resists scale based on the players's level
- Health increased
- Now have some fire resists
- Mirelurks usually have less energy resist than damage resist (except glowing types)
- Mirelurk heads now take 4.0x damage (up from 3.0x)
- Mirelurk bodies (the soft area in the front) now take 3.0x damage (up from 2.0x)
- Mirelurk limbs now take 1.0x damage (up from 0.5x)
- (The shell still takes 0.1x damage)
- COMBAT SUMMARY: Mirelurk shells will absorb a LOT of damage, so always aim for their exposed frontal area

Radscorpions
- All resists scale based on the players's level
- Radscorpion heads only take 2.0x damage (down from 4.0x)
- Radscorpion stingers only take 1.5x damage (down from 2.0x)
- Hunters and standard Radscorpions are smaller now
- Radscorpion Stalkers can now stealth while moving (like Chameleon Deathclaws do)
- Radscorpion Stalkers are slightly smaller, and move faster
- Albino Radscorpions are much smaller
- Glowing Radscorpions have very high energy resistance, and take less bonus fire damage, but have lower physical resist
- COMBAT SUMMARY: Radscorpions are more resistant to lower caliber damage, but are vulnerable to fire damage

Deathclaws
>> Deathclaws should be more feared now, and will remain difficult even at higher levels
- All resists scale based on the players's level
- Different types of deathclaws have different scaling ratios
- Some types can spawn at lower levels now
- On average, deathclaws have much higher resists now
- Deathclaws now take double damage from explosives
- Belly vulnerability is reduced to 2.0x (down from 4.0x)
- Head vulnerability is increased to 1.25x (up from 1.0x)
- Only Mythic Deathclaws can grab you now
- Young Deathclaws are much weaker and smaller than full-grown ones now
- Alpha Deathclaw is just named "Deathclaw", so it doesn't make it sound like it's a high-tier leader or something
- Savage Deathclaws deal more damage now
- COMBAT SUMMARY: Deathclaws are more resistant to lower caliber damage, but take some extra damage from explosives

Mr Gutsy
- Damage resistance now scales based on the player's level
- Has lower resistance at low levels, and more resistance at higher levels
- Damage output now scales based on the player's level

Sentry Bot
- Damage resistance now scales based on the player's level
- Damage output now scales based on the player's level
- Sentry Bots have increased armor, but will now take +200% damage from explosives
- The highest tier Sentry Bot has much higher DR/ER, but takes +300% damage from explosives

Synths
- (NEW) Synth Demolishers: Synths that use X-01 PA with the Institute Paint job
- Synths have slightly more Fire Resist scaling now
- Overcharged Synth Seekers should now properly have the stealth capability
- Synth heads now take 1.5x damage (up from 1.0x)
- Synth arms now take 2.0x damage (down from 2.5x)
- Patrollers can now sometimes wield melee weapons
- Many unedited synth spawns are now fixed for Horizon, so synth types spawn with appropriate weapons

Behemoths
- Now uses durability scaling
- Behemoths no longer throw boulders that seek targets
- Damage output now scales based on the player's level
- Now takes +200% increased damage from explosives (up from +100%)

Ants / Rad-Rats / Crickets / Bloodworms / Brahmiluffs / Gulpers
- Now uses durability scaling
- Health/resists adjusted
- Damage output now scales based on the player's level
- Crickets no longer have the improper vanilla endurance (which was bloating them)
- Ants and Crickets can now spawn in the commonwealth with the dynamic spawn system

Rad Rats
- All types are slightly larger, and mutant versions are larger than normal types
- Can now spawn in the commonwealth with the dynamic spawn system

Angler / Fog Crawlers / Hermit Crabs
- Damage resistance now scales based on the player's level
- Damage output now scales based on the player's level
- Health/resists adjusted

Super Mutants
- (NEW) Super Mutant Ogre: A super mutant that is larger than normal
- (NEW) Super Mutant Runt: A super mutant that is smaller than normal
- Now uses durability scaling
- Specific types have better base resists than others
- All types now use level multipliers to determine their level
- Super Mutants have much less fire resist now
- Super Mutants have much less (or none) poison resist now

Triggermen
- Now uses durability scaling
- (NEW) Triggerman Kingpin: Only spawns with dynamic spawns

Raiders
- Now uses durability scaling
- Raiders in Power Armor now use the new PA system that BOS were converted to previously
- Veterans no longer have an unintendedly high chance to drop magazines/guides
- (NEW) Raider Overlord: Only spawns with dynamic spawns

Settlers
- Settlers now have a new random variety of outfits

Vertibirds
- Greatly increased DR/ER
- Now takes +400% increased damage from explosives

NPCs
- Some of the Scavenger data was tweaked

Hunting
- Animals and creatures drop more diseased meat, gristly meat, and meat scraps based on their size
- Regardless of your Hunting Skill.. radstags, brahmin, and gazelles always give at least some usable "Meat Scraps"*
*This makes these standard game animals feel more worthwhile to purposely hunt down

VATS
- The base chance to hit the head (or weak spot) of most enemies is reduced, making VATS accuracy bonuses more meaningful
- MacCready's perk only gives +10% headshot accuracy now (which I think may still be too high)
- Marksman rank 4 only gives +5% VATS hit chance now

(NEW) Detailed Survival Messsages
- Shows the food/thirst values you still need after eating or drinking
- Has 3 options you can toggle in the holotape: On (Every Use), On (Stages Only), Off
- "Every Use" will show a message every time you eat or drink, even if the stage doesn't change
- "Stages Only" will show a message only if the stage of hunger/thirst changed-
- The "Every Use" option is the default in Horizon

Survival
- The first stage of being tired from lack of sleep no longer has an XP penalty (this stage should be more of a minor warning, than an actual debuff)
- The first stage of being tired only has -5% AP refresh (-10% on the timescale addon)
- Adrenaline Injectors now give +5 adrenaline stacks per use

Food
- (NEW) Tato Pot Pie: Requires crops and wild plants
- (NEW) Wild Salad: Requires crops and wild plants
- (NEW) Cheese: Requires Brahmin Milk and other ingredients
- (NEW) Wasteland Pizza: Requires cheese, crops, and wild plants
- All cooked food and recipes (including DLCs) were rebalanced
- Many cooked food recipes have been rescaled downwards, so they are easier to cook but smaller meals
- Some basic recipes have been added back (they were disabled before)
- Some basic recipes have reduced or removed buffs
- Some recipes that quench thirst were properly rebalanced
- Many food buffs were tweaked
- All recipes were properly sorted into appropriate menus
- WARNING: It's best to make sure you have NO food buffs on you before you upgrade to v1.6

Revival Mode (alternate death)
- (NEW) The revival penalty will now take Caravan Supplies first, and then caps if not enough supplies are found
- (NEW) The revival penalty will now take 1 Adrenaline Injector, and if you don't have one you suffer an Anemia debuff for 10 minutes
- (NEW) Anemia: A debuff that reduces your AP regen by 10% and you take 10% extra damage for 10 minutes
- Automatic Poison curing costs 6 supplies or 120 caps
- (NEW) Automatic Infection curing costs 6 supplies or 120 caps
- The absolute minimum penalty is now 2 supplies or 40 caps per revival
- The increased penalty based on level is more fine-tuned to increase at: 10, 15, 20, 25, 30

(NEW) Rocket
>> This chem will allow you to remove your tiredness debuff that normally requires sleeping
- Cures all tiredness and gives +10 AP regen for 1 minute
- Gives 30 rads
- This chem is treated as "Jet" for addiction purposes
- Crafted with 60 Chemisty skill and 60 Survival skill
- Can sometimes drop where rare chems drop/sell
- NOTE: This may still need some testing to make sure it consistently works properly

(NEW) Skill: Metalworking
- Ranks of Blacksmith give +25 (100 max)
- Ranks of "Recipe: Crush your Enemies" gives +5 each (50 max)
- Base Strength gives +1 each
- Crafting items gives up to +40*
- Replaced in all recipes that required the Blacksmith perk

(NEW) Skill: Tailoring
- Ranks of Armorer give +25 (100 max)
- Ranks of "Recipe: Inconceivable" gives +5 each (50 max)
- Base Strength gives +1 each
- Crafting items gives up to +40*
- Replaced in all recipes that required the Armorer perk

*NOTE: There may currently not be any way to achieve this yet

Skills
- All skill perks have a potential to go to 220 now
- 220 skill is usually (but not always) intended for only specializations to reach
- The weapon range bonus is doubled for Ballistic, Energy, and Sniper skills (not heavy weapons)
- A potential fix to Lockpicking (and maybe others) not properly being added
- Loading a save game will force a full recalculation of all skills (which may take a full 20 seconds or so to fully update)
- The notifications for skill gains will only appear for specific skills that increase immediately
- Exiting your Pip-boy will show skill gain messages for any new skills you just increased
- Lockpicking and Hacking will now update after you successfully pick/hack something
- Skill gains from crafting will now display notifications
- Since the skill gain messages make more sense now and aren't spammy, they're enabled by default (retroactively in old saves too.. if you don't want it on, turn it off in the skill menu options)
- Crafting Engineer Repair Kits will give a small amount of skill up now
- Crafting certain items will now show that they give skill in the name by stating "(+Skill)"
- Stealing no longer adversely effects Leadership Skill
- You can now remove each Focused Specialization individually

Skill: Stealth
- Stealth can now benefit up to 220 skill (only via the Assassin Spec)
- Stealth improvements from 100-200 skill are reduced

Attack Dog
- (NEW) Trained Wolf: Available for rank 3 of Attack Dog (Requires Far Harbor)
- The Trained Wolf caller can be crafted in the Tech Lab with the other guard dogs

Perks
- Iron Defender now reduces the amount of sleep you need to become "Well Rested", by 1 hour per rank for ranks 1-3 (thanks Pranj for the idea)
- Brute Strength now diminishes to 20 strength (down from 30) in order to balance melee damage better and make players not feel so obligated to stack so many strength consumables
- The description for Future Solider and Commando rank 3/4 now properly indicate they give weapon skill (display bug only)

Magazines/Guides
- The clean book mesh now has proper collision, so it will drop to the ground and be usable
- Fixed a bug where some guides weren't giving any recipe ranks*
*If you have a guide that didn't give you a perk rank, try throwing it on the ground and pick it back up.. if that doesn't work, you can try placing it into a settlement magazine rack and grabbing it off the rack

Movement Speed
- The strafe (sideways) speed for 1h/2h melee and pistols/rifles was increased (not power armor)

Personal Toolkit
>> Due to the personal toolkit now being such a pivotal tool in Horizon, a few changes were made..
- You will now automatically receive a personal toolkit if you don't already have one
- The toolkit now weighs nothing, as it shouldnt effect your survival choices
- You can access the documentation menu directly from the main menu now
- A new sub-menu was added called "Game Options", which now contains game perk toggles

Equipment Scrapping (Personal Toolkit or Shredder)
- You can now scrap Power Armor pieces (gives random materials based on helm, limbs, and torso)
- Power armor pieces can no longer be scrapped off the ground in settlements
- Items won't be scrapped until you close the window now, so it won't be as risky to accidentally click the wrong items

Documentation Menu
- Details on each skill now shows how much skill each source can give
- Some small errors were fixed

Help Popups
- (NEW) Help Popup: The first level you gain, will now tell you about the Personal Toolkit
- (NEW) There's a button on the help popups that will take you right to the Documentation Menu
- (NEW) There's a button on the first help popup that will enable/disable Revival Mode
- The help popup will stay active until you click the OK button
- (NEW) The holotape now has an option to enable/disable help popups

(NEW) Range Finder on Kill
- This feature lets you see how far your target was on the killing blow
- This lets you get an idea of what your weapon range is, and if you're losing damage because you're attacking too far
- Over time, this will help you better learn and judge distance, even if/when you turn the feature off
- This only works if your character delivers the killing blow
- The number displayed is the weapon range (which is actually in feet)
- Can be toggled on/off at any time from the Game Options menu in the Personal Toolkit

(NEW) Game Options Menu
>> The Game Options menu is located in the Personal Toolkit
- VATS Overdrive: This option is now toggled in the personal toolkit instead of an item
- VANS Navigation: This option is now toggled in the personal toolkit instead of an item
- Grenade Throwing Arc: This option is now toggled in the personal toolkit instead of an item
- Fusion Core Ejection: This option is now toggled in the personal toolkit instead of an item
- NOTE: All of these options still require the appropriate perks
- All of the old perk toggle items are outdated junk, and can be sold to a vendor (don't use them, or they disappear)

Level-up Events
- The healing after leveling up was changed so its more stable (please let me know if anything seems wrong)

Misc
- Rad weaves should now properly use the Rad weave loose misc items, and not the insulated ones
- The Experimentation Lab will no longer display heavy/misc weapon categories
- The BOS dog tags should no longer have a def_ui scrap suffix on them
- The condition slot for many pieces of power armor should now have the proper values and order for loose mods
- Vault 81: Added a workaround to fix that hall doorway bug where a corner piece was showing up invisible
- Cage Armor is no longer worth so much value
- Architect's chem station now costs the same as other chem stations in Horizon
- The Combat Sentry Prototype MK IV sentry bot has it's defenses reduced so it can eventually die from NPCs easier
- Mines placed by Horizon are no longer considered a "crime" when you disable/recover them

Loot
- Some appliance parts now give basic circuitry when they didn't before
- Many appliance parts, robot parts, and prototype parts, now give more basic circuitry than they did before
- The damaged fusion cores (junk items) are replaced with ammo-based "Malfunctioning Fusion Cores" which should allow the generator to turn off properly (needs testing)
- The new damaged fusion cores can only be sold to vendors for caps
- Deliverers that can rarely drop inside of pre-war safes, will now drop at lower levels

Wild Razorgrain
- The vanilla meshes for this were fixed so you can now harvest them properly
- The size of the plant was increased slightly so you can spot them easier
- [Loot Respawn Addon]: The loot addon now places 6 additional wild razorgrain plants around the commonwealth

Vault 88
- The charisma buff now gives +5 energy resist instead*
- The endurance buff now gives +5 damage resist instead*
- *NOTE: It is HIGHLY recommended to not have these buffs on you before you upgrade to v1.6

Automatron
- The main quest should now appear at level 10 (instead of 15)

Loot Addon
- Some lootable items were removed from Covenant

Scrap Everything Patch (Standard patch) - HIGHLY RECOMMENDED!
>> This update polishes settlement scrapping so every settlement can safely be scrapped without holes, while keeping settlements unique
>> Some settlements were also overhauled, and have larger build areas
- The Slog: The main parts/animations of Arlen's shack are now unscrappable, so his work area is uneffected by scrapping
- The Slog: Lantern/candle light was removed, and those objects are shown as off now
- The Slog: Both doorway lights are now activate, on both sides
- Jamiaca Plain: Holes are filled in where the houses can be scrapped
- Jamiaca Plain: The main building with the workbench is fleshed out, so it's a usable building
- Jamiaca Plain: The damaged walls on the 2nd floor of the main building can be scrapped so the roof is flat
- Jamiaca Plain: Lights were removed, and the lamps are shown as off
- Abernathy Farm: The lights and fog areas in the house are removed
- Abernathy Farm: The workbench is moved to the side of the build area
- Sanctuary: Lights were removed, and the lamps are shown as off
- Croup Manor: The building itself is repaired and changed to be unscrappable
- Croup Manor: The buildable area is expanded
- Croup Manor: Lights were removed, and the lamps are shown as off
- Croup Manor: An ugly patch of terrain, and some random debris was removed
- Covenant: The buildable area is slightly expanded, so that the items in front can be fully scrapped
- Covenant: The main gate, the Covenant sign, and the area near the workbench are no longer scrappable
- Covenant: The turret swivels and chair can be scrapped now
- Covenant: Most lights were removed, and the lamps are shown as off
- Boston Airport: The buildable area is expanded out towards the water
- Boston Airport: The graphical border for the buildable area is crudely extended, but it's fairly accurate
- Boston Airport: The workbench is changed so this settlement is now treated as a real settlement
- Boston Airport: Some of the debris/plants by the water were removed
- Boston Airport: The benches on the 2nd floor are removed so that settlers aren't tempted to path over there
- Red Rocket: Some unscrappable debris around the workbench is permanently hidden (included in the full patch too)
- Oberland Station: Some unscrappable plants are permanently hidden (included in the full patch too)
- Greentop Nursery: Lights removed; Workbench moved to the greenhouse
- Hangman's Alley: All lights removed
- Somerville Place: All lights removed
- Graygarden: The workbench is moved inside the greenhouse
- Graygarden: The floor and a few misc objects are no longer scrappable
- Graygarden: A few lights were removed
- Sunshine Tidings Co-op: The small shed is now unscrappable
- Sunshine Tidings Co-op: The workbench was moved to the shed, so the middle area is clear
- Sunshine Tidings Co-op: All lights removed
- Kingsport Lighthouse: All lights are removed (except 1 by the workbench)
- Kingsport Lighthouse: The boat by the dock will stay
- Kingsport Lighthouse: Moved the beached whale close enough inside the border so it can actually be scrapped
- Taffington Boathouse: The build area is expanded
- Taffington Boathouse: Lights removed; Workbench moved to the ground
- Egret Tours Marina: The trashy/useless central buildings can now be scrapped
- Egret Tours Marina: The dock building is now immune to scrapping
- Egret Tours Marina: The workbench is moved to the dock building
- Egret Tours Marina: All lights are removed
- Egret Tours Marina: An ugly part of the terrain was patched up with sidewalk pieces
- Coastal Cottage: The wrecked house debris is all scrappable now
- Coastal Cottage: The lights, walls, and the 2nd floor of the wrecked house were removed
- Coastal Cottage: The workbench garage is immune to scrapping now, and the roof is repaired with plywood
- Coastal Cottage: The unscrappable tree mound was replaced by a rock/dirt mound instead so the hole in the ground is covered
- Warwick Homestead: All of the buildings will safely remain intact now
- Warwick Homestead: The catwalks were rebuilt so you can access the back building and the vats easier now
- Warwick Homestead: Some lights and debris were removed
- Warwick Homestead: The interior will keep some lights and machinery, so the lighting/effects can remain
- Tenpines Bluff: The hole in the terrain under the shack is patched up now
- Tenpines Bluff: Removed the lights, and the unscrappable plank of wood
- Tenpines Bluff: Changed the matresses so you can scrap them
- Nordhagen Beach: The workbench shack should be immune to scrapping
- Nordhagen Beach: All lights were removed
- The full patch now has a few of the original changes the standard patch had

(NEW) CC Patch: Handmade Shotgun
- Adds Horizon support for the CC Handmade Shotgun
- Adds the shotgun to the Experimentation Lab
- Adds the shotgun to standard raider weapons
- Adds the shotgun to the weapon scrap list

(NEW) CC Patch: Prey Space Suit
- Adds Horizon support for the defalt Prey Suit so that it matches other Hazmat suits
- (NEW) Morgan's Space Suit (No Helmet): A craftable suit with no helmet that acts as standard clothing (not hazmat)
- (NEW) Morgan's Space Helmet: A craftable helmet that acts as standard helmet
- All 3 items are craftable in the Tech Lab under Equipment
- The standard pieces requires 30 Tailoring skill to craft
- The full hazmat suit requires 60 Tailoring skill and 60 Science Skill to craft
- You no longer get a free suit automatically

(NEW) CC Patch: Branded Attire (T-Shirts)
- Adds Horizon support for all shirts and notes
- Some NPCs such as Raiders and Settlers will now wear some of these T-shirts if they roll shirt-style clothing
- Vault 111 has 2 of the Vault 111 T-Shirts inside one of the dressers
- Fallon's shop in DC sells 1 random T-Shirt, and a 2nd at Tier 2 and a 3rd at Tier 4

Difficulty Addons
- Novice mode now deals 1.5x damage from the player (up from 1.25x)
- All difficult addons should now contain adjustments for all the FO4 difficulties now (i.e. missing edits for VE and VH)

Official Weapons Pack
- (NEW) Most weapons can now be purchased through the Trading Market Terminal from Trevor (requires trading skill)
- All pack weapons have support for augments
- Attachment recipes that didn't use skills are updated to use skills now
- ZX1 Lab recipes now require skill instead of vanilla perks now

Extras Addon
- Removes combat music from normal enemies (not bosses or legendaries - needs more testing)
- Lowers the volume on cash register noise from XP gains
- NOTE: If you don't like some of the changes in the extras addon, either tweak them yourself, or don't use it

[Developer] External Weapon Addon System
- The Forged have separate loot tables for weapons: standard, pistols, and melee
- Keyword pairs are created for each table

Reference Notes on Enemy Tactics:
- Enemies with cold resistance usually means it takes increased fire damage
- "Albino" creatures usually have very high DR, but are vulnerable to fire damage
- "Glowing" creatures usually have very high ER, but low DR
- Softer targets that have very low DR allow lower calibers rounds to deliver their damage without be penalized as much
- Softer targets usually consist of: feral ghouls, molerats, dogs, flying insects, radroaches, etc.
- Creatures like Deathclaws are SUPPOSED to be tough, and may be bullet sponges. Take advantage of their vulnerabilities if possible.
- Some robots are supposed to be tough, so use armor piercing or anti-robot weapons/ammo against them.. and find their vulnerabilities

Horizon 1.6.1[edit | edit source]

NPCs
- (NEW) Dusky Radroach: a variant that has higher DR than ER, and takes extra fire damage
- (NEW) Large Radroach: a variant that has more health and is larger than average
- Glowing Radroaches should spawn less frequently
- Generic Bloatflies should spawn more frequently than special types

Dynamic Encounters
- Dynamic encounters shouldn't occur at all until after you reached level 3 now*
- Dynamic encounters will spawn less frequently below level 10
*This can be changed using a global variable if you want to make your own patch tweak

Misc
- You should now receive a Personal Toolkit at level 2, in case your previous one was removed in the vault
- The Short-Names addon should now properly tag melee weapons
- The icon tag for melee enhancements should be correct now
- The CC Prey suit should no longer give you a suit for free (you only should have got the no-helm one anyway)

Horizon 1.6.2[edit | edit source]

Dynamic Encounters
- The minimum level check for encounters should now actually work (I missed something in 1.6.1)

NPCs
- Companions should properly be compensated in carry weight for the strength they lost
- Common/Rabid molerats should spawn more frequently now than rare types
- Minor tweaks to many other creatures so the common types spawn more often

DEF_UI
- (NEW) A new option in the installer to install a Z_Horizon.ini file that will set your UI to use colors properly
- Pipboy_MapPage.swf and MainMenu.swf were incorrectly included, and removed from the installer now

Misc
- All the new firearms should properly give weapon parts when you scrap them now
- The version number should properly say 1.6.2 in game and the installer

Horizon 1.6.3[edit | edit source]

(NEW) Workbench Item Transfer System
- You can now transfer ALL items from all supply-linked workbenches to your current settlement
- To do this, access the option from a Resource Station
- A confirmation box will pop up first when you select the option on the main menu
- NOTE: This is a beta feature and needs more testing.. save your game FIRST before using it!

(NEW) Snuffles (Molerat companion)
- The caller device is crafted in the Tech Lab 
- Requires Animal Friend rank 1
- Cannot be used at the same time as guard dogs
- Requires dog food (I may change this later)
- Because Molerats don't have a CC ability like dogs, I'll be tweaking it so the molerat has slightly better defenses/damage than a dog (let me know if it seems too powerful or too weak compared to a guard dog)
- BUG: Snuffles currently won't gain any XP. I'll fix this next patch.

Companions
- The level-up system should now automatically try to fix any broken carry weight stats*
*You may not see the fix immediately, or until your companion ranks up

Misc
- The Combat Pistol comfort grip should no longer cause the icon to disappear
- The Combat Pistol non-standard receivers should no longer be tagged as 9mm

Dynamic Encounters
- The option to disable it in the holotape now properly works
- The option showing ON/OFF was backwards before, and should show ON by default now
- The time inbetween potential attacks under level 10 is longer now

NPCs
- (NEW) Large Mole Rat: larger than a standard mole rat, and does not tunnel underground
- Mole Rat Brood Mothers no longer tunnel underground
- Rabid Mongrels now have the proper DR value instead of the vanilla value
- Albino Mongrels now have lower DR at low levels, but their DR increases greater with levels
- Glowing/Stalker/Predator/Deathskull Radscorpions no longer tunnel underground
- Hunter Radscorpions are smaller now (i.e. all tunnelers are smaller than the non-tunnelers)

Weapons
- Standard Laser weapons that use Heavy Cells can now work in automatic and shotgun mode properly
- The CC Handmade Shotgun now has a condition slot, and can drop damaged from raiders

Horizon 1.6.4[edit | edit source]

Companions
- (NEW) Companion Classification: Animal Companion
- Snuffles can now gain XP under Animal Companion
- Snuffles has a custom skin color now (requires him to be dismissed and called out again)

Weapons
- (NEW) Hammer (1H)
- (NEW) Frying Pan (1H)
- (NEW) Spatula (1H)
- (NEW) Plunger (1H)
- (NEW) Copper Pipe (1H)
- (NEW) Buttercup Leg (1H)
- (NEW) Water Pump Handle (1H)
- (NEW) Clothing Iron (Unarmed)
- (NEW) Coffee Pot (Unarmed)
- (NEW) Broom (2H)
- (NEW) Mop (2H)
- (NEW) Hoe (2H)
- (NEW) Weed Whacker (2H)
- Average citizens of the commonwealth can carry some of these weapons
- Raiders can sometimes carry some of these weapons
- Super Mutants can wield weed whackers

Skills/Perks
- Armorer now properly states that it gives you Tailoring Skill

Loot Addon
- Malfuctioning Fusion Cores are moved into Architect, so they can be scrapped at the Tech Lab under Disassembly
- Some fusion core loot is converted to misc junk items instead of the malfuctioning core

NPCs
- Many generic NPCs now use a real loot table for weapons
- Many generic NPCS now often carry a secondary melee weapon in addition to a ranged weapons
- Many Vault 81 residents should now carry degraded N99's instead of pipe weapons
- [CC T-Shirts]: Removed NPCs from spawning with the vault 111 shirts, because they seem too out of place

DEF_UI Config
- An updated "Translate_en.txt" file is now included with Horizon, with some minor tweaks (thanks Phlunder!)*
- The "lyrconf.xml" now has the proper Magazine tag for the sub-menus
*If you need a non-english file, you'll need to get one yourself from DEF_UI

Scrap Everything Patch
- Patched up the hole under the corner of the Red Rocket building

Horizon 1.7.0[edit | edit source]

This update contains an brand new settlement scrapping mod (optional addon), expanded version of Home Plate (optional addon), a new combat pet system, new follower revival system, many updates to the dynamic encounters system, new settlement features, new weapons, and a lot more.

Even though v1.7 is a very large update, I consider it as a beta. Why? Mainly because there is a lot of different things all being added/tested all at the same time. I look at v1.7 as the beta preparation for v1.8. As long as things go well, update v1.8 is going to add a lot of new settlement activities and features. Some of these things I don't even want to spoil with teaser images until it's ready to be released.

Does this mean 1.7 is unstable? No, not really. I'm sure it's fine.. just keep in mind that I may have forgot to adjust a few things, or something may still be throwing debug messages or something. If you see anything like that, just tell me and I'll patch it.

On the plus side, there's been a large amount of prep work for v1.8 already done and tested. I don't have an estimated release for it, but a lot of the hard parts are done, they just aren't included with 1.7 at all.

NOTE: As always, MAKE SURE your LOAD ORDER is set properly for Horizon when you uninstall v1.6 and install v1.7 (read the mod description tab for installation instructions.) Wrong load orders are the #1 problem people have that ruin their playthrough. Make sure its set properly BEFORE you play Horizon. Avoid being "that person" who plays for 20 hours until they realize their load order (and Horizon) has been completely broken!


TESTERS WANTED! (any help would be most appreciated!)
- Testing needed on the new Settlements Enhanced addon
- Testing needed on the new Home Plate Enhanced addon
- Testing needed on Construction Yards, Workshop Construction Levels (perks), and Settlement Communities
- Testing needed on the new combat pet system, and reviving pets/companions
- Testing needed on the new auto-outfitter on assignments

Full Patch Notes inside the spoiler tags:
________________________________
Spoiler:  Show

ITEM CONVERSIONS
>> The following items have been moved into Architect, but some can be converted through crafting recipes
- Ground Meat, Meat Scraps, Gristly/Diseased Meat, Rotten Fruit/Vegetables
- Ground/Scrap Meat can be converted in the cooking station
- The old rotten meat/fruit is trash, so use it up before you patch
- PATCH AUTHORS: You must update any patched recipes using these items

COMPONENT MIGRATION
>> ALL custom Horizon components are planned to be migrated into Architect (between v1.7 and v1.8)
- PATCH AUTHORS: All patches that use Horizon components will need to be updated!
- Save game data will be mostly uneffected by this change, as existing misc items will automatically have the new components
- This includes: Packing Material, Liquid Fuel, Basic Circuitry, Nuclear Fragments
- NOTE: The rest of the components will be migrated in upcoming patches for v1.8 (alloys, mutated parts, gunpowder, cells, etc.)

(NEW) Combat Pet Menu System
>> A brand new system for calling out pets now exists
- There are 3 caller devices: Engineering Devices, Attack Dogs, and Animal Companions
- Each device brings up a menu to allow you to pick the various pets in each category
- Using the device once will bring up the pet selection menu
- Using the device twice (quickly double tap your keybind) will automatically summon your last pet again
- Pets can be dismissed from the menu (but NOT in combat)
- The pets available on the menu automatically unlock based on your perk ranks
- The base duration of engineer devices is 5 minutes, and +5 minutes per rank for Robotics Expert rank 2-4
- The base duration of attack dogs is 10 minutes, and +5 minutes per rank for Attack Dog rank 2-4
- The base duration of animal companions is 10 minutes, and +5 minutes per rank for Animal Friend rank 2-4
- There's no cooldown on calling/dismssing pets, but dogs and animals consume Canned Dog Food per summon
- You can no longer trade with pets
- You can no longer use the "talk" option with pets (the old menu is removed)
- Turrets will now make a sound with sparks when deployed
- The caller devices make a different sound now
- The old devices are no longer functional, but can be converted in the Tech Lab for a full refund
- Animal Friend rank 1 can now craft Canned Dog Food too

(NEW) Companion/Pet Revival Overhaul
>> All companions and pets now use a new customized version of reviving them when they fall in combat
- The vanilla "use stimpak" revive option is overridden by the new activator option
- All humanoid companions and dog/animal pets require an Adrenaline Injector to revive them
- All robot companions and engineering devices require an Engineer Repair Kit to revive them
- When a companion/pet needs to be revived the activator text will say "Revive"
- When a companion/pet was just revived, it will say "Recovering..." and using it will do nothing
- When a companion/pet is Recovering, it will take roughly 5 seconds for them to recover and get up (in combat)*
- Companions/pets will still automatically get up on their own after combat ends
- The new system uses animations for both 1st and 3rd person like the vanilla revival does
- [Automatron]: Robot Repair Kits can be converted to Engineer Repair Kits in the Tech Lab
- Please report any problems you have with this (and note that Horizon does NOT use the survival mode quest system)
*This will NOT work properly if you (or a mod) decided to change your game setting for follower death time (it's recommended to NOT change this game setting)

(NEW) Beast Master Specialization
- Available for selection if you have Animal Friend rank 3
- Animal Companions gain +5 base damage and -75% damage taken
- Allows you to have up to 2 trained animal companions at once

Perks/Specs
- (NEW) Animal Friend rank 4
- Animal Friend grants +3 base damage to Animal Companions per rank
- Animal Handler is now called Canine Handler
- Canine Handler allows you to have up to 2 canine companions at once
- Big Leagues rank 3-4 properly shows that they give melee skill
- Nuclear Physicist properly shows the correct skill it gives
- Local Leader rank 2 now requires level 15

Companions/Pets
- (NEW) Hans: A Glowing Mole Rat pet that unlocks with Animal Friend rank 2
- (NEW) Rizzo: A Rad-Rat pet that unlocks with Animal Friend rank 1 (Requires Nuka World)
- (NEW) Nicodemus: A Glowing Rad-Rat pet that unlocks with Animal Friend rank 2 (Requires Nuka World)
- Changing the follow distance should properly set it now (this was bugged before)
- The distance setting you last picked, will now be saved, so that re-summoning pets won't reset to medium distance
- The frequency in which companions receive updates to check new xp gained is reduced (it was incorrectly set to my testing values)


** IMPORTANT NOTES before using the new Home Plate addon **
- WARNING: Do NOT store any buildable workshop objects before installing the new Home Plate addon!
- This addon "reboots" Home Plate with a new workbench, which will need to be activated to claim ownership
- Any buildable objects (not items in workbench) that were stored, will be LOST
- Do not place any objects in the northern area, as they may be left behind the wall that was moved
- This addon will attempt to move your old items in the vanilla workbench over to the new workbench
- This addon will flag the location as "[CLEARED]" if (for some reason) you already had settlers or npcs in the cell

Before you installing Horizon 1.7's Home Plate addon in an existing save game, you must do the following..
- Step 1: Place any stored buildable objects you wish to save, in the SOUTHERN area of Home Plate
- Step 2: Save your game OUTSIDE of Home Plate (being outside is optional, but recommended)
- Step 3: Completely uninstall all of the files for the previous version of Horizon
- Step 4: Install Horizon 1.7 with the Home Plate addon
- Step 5A: If you saved your game inside of Home Plate, you MUST exit to Diamond City first
- Step 5B: Enter Home Plate and use the new workbench (when you enter, you should also see it say if it moved your old items)
- Step 6: Now you can store any utilities or workbenches, and re-place them so they will properly link with the new workbench

(NEW) Home Plate Enhanced (Z_Architect_HomePlate.esp)
- There is now a large underground area in Home Plate! Smash your way through the walled-off passage and discover a hidden area!
- Home Plate is now a fully functional settlement, and not just a workshop
- The crafting/living area is fully decorated and comes with crafting stations
- The bed is a covered "Personal Bed" and cannot be used by settlers
- The decorations can't be scrapped by accident, but CAN be toggled on/off by a switch on the wall near the workbench!
- The side by the other door is mainly untouched, and you can use this for whatever you want
- The front area is stretched slightly to make room for the staircase leading down
- Multi-workstations will now properly link to the workbench (since its now registered as a real settlement)
- You can now send settlers/companions to Home Plate, as well as recruit them using the Recruitment Station
- Now has a map marker, and will show your active supply lines to/from Home Plate on the pipboy map
- Brahmin should not spawn in Home Plate (I'm not sure about vanilla caravans though)
- Has it's own self-sufficient scrapping recipes so you can scrap most of the objects/debris in there
- Has custom walls and pieces that prevent scrap mods from scrapping them, so "scrapall" should usually be safe
- Automatically comes with 30 Defense since it's protected within Diamond City (mostly for recruiting purposes)
- The fusebox only gives 5 power now
- No longer comes with workshop lights or conduits in the front area

Home Plate Enhanced - UNINSTALLING INSTRUCTIONS
- WARNING: If you choose to uninstall this addon at any point, you MUST take all your items from the workbench first, or they will be lost forever
- Any workshop objects you built must be scrapped, or they will be left behind. Storing them will not carry over.

Architect Lights
>> Many of the Architect lights look MUCH better now, and theres new lights too!
- WARNING: A few Architect lights needed to be rotated, so some of your placed lights might need to be rotated
- (NEW) Industrial Light (the vanilla workshop one)
- (NEW) Red Rocket Light
- (NEW) Metal Ceiling Light (lower hanging)
- (NEW) Small Emergency Wall Light
- (NEW) Fluorescent Bar Light
- The 3 subway lights look much better, and have a light beam coming down from the 2 ceiling lights
- The Hanging Cage light looks much better
- The emergency flood light has 2 light beams coming off the lights now
- NOTE: The collision box on some lights isn't perfect, so it may not be accurate in terms of highlighting them to move/use them

Settlements / Architect
- The order of the buildings menu is changed so it displays in the order of Construction Levels now (small warehouses are first)
- Armor, Weapon, and Power Armor workbenches no longer require a perk*
- Armor, Weapon, and Power Armor workbenches require slightly more ingredients to craft them
- Power Convertors in Desolation Mode require Tech Level 7 and more materials
- The Command Table's activation text will now change based on whether it's processing or not
- The Atmoic Cats preview in the design window now shows the right 3d model
- The bugged bed layer is removed from the Marina for now (I may place proper beds in the future)
- The Free The Robots sign should place better
- Guard Dogs should spawn in front of the doghouse now
- Milk Brahmin should spawn in a consistent spot now, and should usually stay inside of the pen
- The Milk Brahmin's pen now has collision and is aligned so the brahmin can walk around inside the pen better
- When you approach a settlement that wasn't loaded, it will reset the positions of any dynamic npcs (guard dogs, brahmin, etc.)
- Settlers are no longer allowed to randomly sandbox vanilla Armor/Weapon workbenches (to prevent a bug, and also so they stop getting in your way; Horizon benches are already like this)
*At this point, I see no reason to even have this, since most other benches never had a requirement. It also prevented you from storing/placing existing benches, which was annoying

Settlement Workshop Ratings
- Many of the workshop ratings displayed and used by Horizon, will now use the active ratings instead of the maximum ratings
- This means objects that are not powered, not assigned, or damaged, should no longer give ratings to some of the Horizon systems
- These ratings include: happiness, defense, power, food (not crop ratings), water, vendors, and bonus happiness
- The Recruitment Station is NOT included with this change, because its bonuses are SUPPOSED to count unassigned objects
- Individual crop ratings are NOT included with this change, and still use the "stability" system (this may change in v1.8)

New Item Keywords (Mainly noted for developers and patch makers)
- Junk, food, water, and many other items are now flagged much more accurately using specific keywords
- Using keywords allows common items to be found by scripts without having to be put into lists
- Cargo Bot item transfer filters are more accurate using these keywords
- Many keywords are used by the new vendor filtering system
- DLC items now work with these types of filters
- Items on patched external mods can easily make use of these filters by just adding the keywords to the items
- DEVELOPER NOTE: All of the new ObjectType keywords are located in Architect, so they can be used with any external mod patch

Examples of Item Keyword Types
- No Value: Very low quality junk that isn't worth even 1 cap (burnt books, plastic forks, folders, etc.)
- Common Junk (low quality): Very basic low quality junk (bottles, vases, kitchenware, lots of other items)
- Common Junk (low quality - medical): Low quality junk, but doctors may buy/sell these (flasks, test tubes, etc.)
- Common Junk (low quality - ammo): Damaged rounds and shell casings
- Common Junk: Common items that either have useful components, or are purposely filtered to stay in the environment (toasters, etc.)
- Organic Junk: Bones, animal parts, etc.
- Quality Junk: Items that have valuable components
- Legendary Junk: Items that have legendary-quality components (alloys, mutated parts, etc.)
- Other keywords: Quest items, different food types, devices, medical items, cures, sellables, utility, and many others

(NEW) Master Workbench Synchronization
>> The Workbench synchronization is further expanded to allow you to assign a permanent destination
>> Cargo Bots once again help you to efficiently manage your items for crafting and settlements!
- All workbench sync options can be accessed from the main menu of any Resource Station
- Once you select a "Master Workbench", all workbenches in your supply line will be sync'd to it at certain times
- ALL items inside ALL workbenches in the supply line will be transported to your Master Workbench
- You can change the Master Workbench at any time

Master Workbenches are sync'd up when..
- You first select a Master Workbench
- You press the "refresh" button on the sync menu
- You first open the ZX1 Lab
- You first open the Resource Management menu
- Every 30 minutes (real time)

Crafting - Resource Checking and Consumption
- The ZX-1 Lab is now much faster if you have a Master Workbench assigned
- Once a master is assigned, Horizon crafting systems will always use the Master Workbench instead of wasting time searching supply lines
- The containers that are checked for components goes by the following now...
- No master assigned: Player inventory, production storage, local workbench, connected supply lines (if enabled)
- Master assigned: Player inventory, production storage, master workbench
- The settler mission system should now be able to take items from the above sources

Cargo Bot 1-X
- (NEW) Can automatically fetch junk from you (based on your filter option) every [5/10/20] minutes!
- (NEW) The filter can be toggled in 2 modes:
- Filter Mode 1: Junk and Ingredients (tools, raw meat, etc.)*
- Filter Mode 2: Junk, Ingredients, Crops, Alcohol*
- (NEW) Cargo Bot 1-X now requires power to operate some of it's functionality
- Cargo Bot 1-X can still be called out even if it has no power, so that you can insert more power
- Without power, you cannot access the container or settlement utility menus
- By accessing the menu, you can add Energy Cells which each add +1 Power (up to 10 at a time)
- Crafting the caller device requires less Nuclear Material (acts as it's "low power mode" power so it can still move)
*NOTE: Some items are purposely flagged to be ignored by the filter (such as Blue Paint, Supply Kits) so they aren't fetched from you

(NEW) (BETA FEATURE) Cargo Bot 1-X: Area Scavenging
>> This new option allows CB1X to automatically loot any low quality junk in your immediate area
- This option is located in CB1X's menu and can be toggled ON or OFF
- Requires "Workshop: Technology Level 3"
- Items are brought back to your Cargo Bot destination container
- CB1X only loots very low quality junk items (items with common components, bottles, kitchenware, very small junk, etc.)*
- This does NOT loot high quality junk, or larger common junk that is supposed to stay in the environment (toasters, telephones, lamps, etc.)**
- This does NOT loot weapons, armor, food, aid items, etc.
- This does NOT loot items owned by anyone, even if you are allied with them
- This does NOT loot items inside of containers or corpses (I may do this in the future)
- This should NOT loot items for quests (if you notice it looting stuff you're supposed to take for a quest, let me know)
- WARNING: Loot might be taken from behind locked doors. While this is somewhat unimmersive, remember that it's only low quality junk, so its hardly considered a cheat taking an empty bottle or a pencil.
* Very small junk includes stuff that is hard to see, like flip lighters and fuses, even though they might be considered "higher" quality items
** I did this so large visuals aren't taken away from the environment, but these items aren't as numerous as some of the other low quality junk

(NEW) Scrap Kits
- The new version of Scrap Kits no longer contain components
- Instead they automatically unpack their contents when you transfer them to a container (i.e. a workbench)
- This allows scrap kits to not scrap themselves when crafting
- It also prevents the Junk Scrapper and Cargo Bot from thinking it's common junk
- The resource station scrap kit will now include a Cargo Bot with it
- Any existing scrap kits before the patch will remain as they were

(NEW) Settler Oufitter - Auto-Equip Option
- Outfits can be applied automatically to settlers when they are assigned to jobs or defense
- The first time a job tries to be assigned, it will popup a help message to give you the option to change the defaults
- The options can be changed in the "Settler Outfitter Options" (under Architect Options)
- You can choose a default outfit style for Militia and Guard posts: Mercenary, Minuteman, Army, Off
- For now, there is only simple outfits for each role, but I may add faction-based options later on
- Defense and Militia: (based on the option mode selected)
- (If defense outfitting if off separately, Militia will default to an army outfit)
- Technician: Mechanic outfit w/ random headgear
- Engineer: Engineer outfit w/ random headgear
- Craftsman: Random blacksmith outfit w/ headgear
- Entertainer: Random suit w/ random hat
- Hunter: Shoreman outfit w/ hat
- Doctors: Doctor outfit w/ random eyewear
- Vendors: Random suit w/ random hat (includes Shipping Managers)
- Lumber Yard: Flannel Shirt w/ Hard Hat
- Stone Yard: Flannel Shirt w/ Mining Helmet
- Steel Yard: Flannel Shirt w/ Hard Hat
- Farmer: Random farmer outfit
- Supply Depot: Random suit w/ random hat
- Town Sheriff: A random sheriff outft
- The military outfits have a new selection of random headgear
- +75% Damage Weapons now require Settler Skill: Craftsmanship III, instead of Gun Nut
- By default the Companion Outfitter is disabled (only for new games)
- NOTE: If everything tests out OK with this first phase, I'll see about adding in better customization as to choosing specific sets per role, including more faction choices

Jobs / Settler Assignments
- (NEW) Custom auto-assign messages will now show for crops, defense, etc. (will be hidden if job messages are off)
- (NEW) The auto-assigning functionality will now retry every few seconds if there is another auto-assign already in progress*
- The Town Sheriff is now under Job Stations
*This will help if you place a couple objects in a short amount of time, so that FO4 doesn't try to assign the same settler to all the objects and then wind up failing all by 1 of them

Caravan Travel
- Traveling to/from indoor locations will now use the outdoor locations to determine the supplies used*
- Nuka World and Far Harbor still cost 10 supplies to/from the Commonwealth
*Example: traveling from Oberland Station to Home Plate will only cost a few supplies now

(NEW) Workshop: Construction Level (Workshop Perk)
- This perk is required to construct Architect buildings and structures (replaces the Population perk requirements)
- This perk is gained by increasing settler population and Construction Depots (see below)
- Up to 7 ranks total can be acquired
- Having 5 settlers adds +1 rank (i.e. your first rank)
- Having 50 settlers adds +1 rank
- Each Construction Depot adds +1 rank (Up to a maximum of +3)
- If you have at least 1 Construction Depot and 100 settlers, you gain +1 rank
- If you have at least 2 Construction Depots and 200 settlers, you gain +1 rank
- The highest rank needed is rank 6 for Colossal Structures (this gives you some flexibility)
- NOTE: If you have "Progression Mode" off in Architect, you can still bypass these requirements
- (Some of these numbers may change in v1.8)

(NEW) Construction Depot
- This depot constributes to your "Workshop: Construction" levels
- You can only place 1 Construction Depot per settlement
- Placing more than 3 depots will have no effect (this might change in 1.8)
- Requires: Workshop Tech Level 3 and 25 total settlers globally
- The construction depots are global, so you do not need them in the same settlement as your large buildings
- The depot spawns with a construction-style protectron that wanders around the depot
- The construction bot will help defend the settlement, altho it's probably not very good
- The number of Construction Depots is displayed in the Command Table under total stats
- The foundation has snap points to connect foundation blocks or floors
- NOTE: This depot uses a new method of tracking job/production stations, and is considered a beta test to help for v1.8. Please report any inconsistencies you see with placing construction depots. Thanks!

(NEW) Wilson Factory
>> A modified version of Wilson Atomatoys Factory is now available
- Located in "Medium Urban Buildings" and "Large Urban Buildings"
- Layers: Detail, Clutter, Debris, and Sign
- This building does not contain any beds
*This building is very large, but its in both catgories for now. If I add more features to it, I may remove it from medium.

(NEW) Build Category: Water-based Structures
- This category has a buoy as it's controller object
- Contains the barges and some of the platforms that metal structures does, but will be expanded more later on
- The large barge now spawns a ramp that can make connecting the barge to the shore easier

Architect - Building Pieces
- (NEW) Pier Floor: A simple pier floor piece, located under structural pieces
- (NEW) Pier Platform (Style 1): A simple pier platform piece, located under structural pieces
- (NEW) Pier Platform (Style 2): A simple pier platform piece, located under structural pieces
- (NEW) Pier Platform (Style 3): A simple pier platform piece, located under structural pieces
- These pieces are custom modified and fitted so they align properly and match the standard workshop floors
- These pieces use standard workshop floor connection points

(NEW) Enhanced Settlements (A new ESP addon mod!)
>> This mod is a fully functional settlement scrapping mod designed for Architect and Horizon
>> This mod is loosely based on Scrap Everything, so I want to thank Shadowslasher410 and Vlits for all their work/research/help
>> This mod has all of the same custom features that my custom SE patch had, plus many new features and changes
>> This mod includes all of my custom settlement changes, extended border adjustments, custom scrap lists, etc.
- IMPORTANT NOTE: This mod is NOT compatible with scrapping mods like Scrap Everything or other similar mods
- IMPORTANT NOTE: This mod is NOT compatible with mods that expand settlement borders
- (NEW) Some workshops now have special interactable devices that you can use to hide workbenches, salvage buildings, or upgrade areas!
- Some interactable features require materials, and some give materials
- If you "reverse" an action, it will give/take the materials back in reverse
- Most settlement repairs/upgrades require owning the settlement
- Sanctuary: 3 activators are located near the bridge (on the stone post) that allow you to dynamically alter Sanctuary
- Sanctuary: 1 activator allows you to salvage or replace the houses
- Sanctuary: 1 activator allows you to hide/unhide the workbench
- Sanctuary: 1 activator allows you to upgrade the bridge to a restored version
- Sanctuary: Houses are no longer scrappable, and can only be scrapped from the activator switch
- Sanctuary: Some house fixtures (like showers) are no longer scrappable but will be removed with the activator switch
- Sanctuary: A concrete block is now located under the workbench so it's not floating (this will be hidden if you use the hide option)
- Sanctuary: A few bushes/fences near the borders are now close enough to scrap
- The Castle: 1 activator is located near the workbench, that allows you to dynamically upgrade The Castle!
- The Castle: The upgrade fills the walls in, adds extra stairs, and adds a front gate with large sliding metal doors
- The Castle: The flare box is moved to one of the shelves, which is now blocked from being scrappable (neither box will be floating anymore)
- The Castel: The cables that stabilize the radio tower are no longer scrappable
- The Slog: The buildable area is greatly expanded outwards, deep into the water area and passed the diner!
- The Slog: The buildable area on the water side, goes further than the border graphic shows, allowing you to build large docks, etc.
- The Slog: The platform and diner are permanent landmarks and won't be accidentally scrapped
- The Slog: A catwalk staircase is added on the side of the building, which leads to the roof
- The Slog: 1 activator (to hide the workbench) is located on the main building near Arlen's shack
- Greygarden: 1 activator to disable the robot animations is located near the doorway of the greenhouse
- Greygarden: 1 activator to turn the water sprayers on/off is located near the doorway of the greenhouse
- Taffington Boathouse: The buildable area is expanded slightly further than before
- Taffington Boathouse: 1 activator is located on the stone wall on the side, that lets you hide/show the workbench
- Taffington Boathouse: The blood is hidden now
- Croup Manor: The buildable area is greatly expanded outwards into the water! (very far)
- Croup Manor: The water area has special border markers on the sides/corners so you know the edges (just something I'm testing out)
- Oberland Station: The buildable area is greatly expanded!
- Oberland Station: Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn't break them)
- Jamaica Plain: The buildable area is greatly expanded outwards towards the water area and includes the church!
- Jamaica Plain: The buildable area is displayed by new custom borders so that the visible area is mostly accurate
- Jamaica Plain: 1 activator is located inside the church that allows you to repair the roof and fix the floor!
- Jamaica Plain: Some objects that are prone to scrapping problems are hidden by default (certain telephone wires, bushes, logs, etc.)
- County Crossing: The build area is greatly expanded! (easily enough to fit a large town now)
- County Crossing: Some of the random encounter triggers were moved outside of the build zone (hopefully this doesn't break them)
- County Crossing: 1 activator (to hide the workbench) is located on a telephone pole by the edge of the build area by the roadway
- Greentop Nursury: The buildable area is slightly expanded
- Greentop Nursury: 1 activator (to hide the sanctuary house) is located in the greenhouse
- Somerville Place: 1 activator (to hide the workbench) is located on a new telephone pole by the edge of the build area by the roadway
- Warwick: The shed that contains the quest console is no longer scrappable
- Sunshine Tidings: You can now scrap the "off" subway lights that I replaced
- Starlight Drive-in: The shed that contains the workbench is no longer scrappable
- Starlight Drive-in: The lights in the main building are now off
- Spectacle Island: Is now properly setup so that everything can be scrapped, except for the dockhouse
- Spectacle Island: The workbench has been moved to the dockhouse
- Spectacle Island: WARNING: Never use "scrapall" until you own the workbench after completing the quest
- Misc tweaks and fixes
- The scrap items given by the scrapping mod does not give Horizon/Architect components anymore (i.e. packing material)
- NOTE: In the future, more settlements may have expanded borders (within reason), but some may not
- TESTING FEEDBACK NEEDED: Please let me know if (and where exactly) job stations (etc.) don't register properly when placed in the expanded buildable areas

(NEW) Enhanced Settlements - DLC (Addon)
>> This addon only includes changes for Far Harbor and Nuka World
- Cells are open to allow scrapping of objects that were inside of precombines
- This currently does not include any specific DLC objects (this may be tweaked in time)

Documentation Menu
- New documents were added to the settlement menu regarding: 
- Water production, crop production, cargo bot supply lines, Cargo Bot 1-X
- Workshop levels for Tech, Trading, and Construction
- Settler outfitter, Experimentation lab

Dynamic Encounters
>> SUMMARY: Spawns should reliably spawn at better distances, and not as often unless you're a high enough threat
- Enemies spawn further away from you now, and also have a more randomized distance
- The system will attempt to not spawn enemies too close to the player
- Enemies will spawn faster together as a group now
- Enemy spawn locations can come from more directions now
- A group of enemies usually spawns together from 1 general location
- When packs are large enough (6+), they have a random chance to split up at 2 locations for a pincer attack*
- The perception message will now correctly display AFTER all the enemies have spawned
- The timings for spawning events should be much smoother (and random) now
- When you exit a "safe area" the encounters shouldn't just immediately want to attack you
*More attack patterns like this will be added in the future

Dynamic Encounters - Threat
- Active companions and pets EACH add a significant amount of threat now (lots of pets = lots of threat!)
- Being inside of Power Armor now adds a significant amount of threat now
- Item threat values are reworked to be more accurate, and more easily support DLC and external items*
- Encounters are less frequent if your threat level is fairly low, and even less if its very low
- Feral Ghouls have a chance of spawning with lower threat now
- If you have the Ghoulish rank 3 perk, there's less of a chance Feral Ghouls will attack you
- NOTE: Threat increases the size of animal/creature groups, and increases the frequency of all encounters
*Threat is based on keywords now, so patches can easily make use of threat by just adding appropriate keywords to items. Many of these same keywords are used for other systems as well.

Dynamic Encounters - Misc Fixes/Tweaks
- There's a new option stage in the config holotape called "ON (Casual)", which allows slower spawns without disabling them completely
- Checking to see if you're inside of a settlement should work better now (especially after you caravan travel)
- Some additional areas should now block dynamic spawns
- The simulation zone in Far Harbor should block spawns (needs testing)
- NOTE: v1.7's spawn system is much smoother, but realize this type of system will never be perfect, you'll still rarely get spawns in weird spots

(NEW) Dynamic Traps (BETA Feature)
- NOTE: As with dynamic spawns, things may not always be placed in good spots, or be easily visible
- Mines and traps can now dynamically spawn in outdoor environments.. watch out!
- Dynamic traps use a custom-crafted trap system that have a different system than vanilla mines
- Dynamic traps work very similar to vanilla mines in many regards..
- They are triggered when you walk to close to them
- They can be disabled like regular mines, except that some traps require multiple disarm stages (see more below)
- After disarming a trap, you can salvage it just like how you "Pick Up" a mine
- Salvage is random, and different types of traps give different salvage
- They can be destroyed by shooting them (or taking any damage)
- Most traps have a slightly longer warning period (before they explode) than standard mines
- TIP: Traps/mines aren't always meant to be disabled.. if you have to run, just RUN!

Dynamic Trap - Stages
- Some traps have different levels of disarming stages
- Each disarm stage requires you to use the item to advance further
- Example: Stage 1: Disarm Casing
- Example: Stage 2: Disarm Fuse
- Example: Stage 3: Disarm Wiring
- Not all traps have 3 stages, some have 1 or 2 only

Dynamic Trap - Types
- Fragmentation Mine: Standard frag mine with a standard explosion
- Handmade Mine: Improvised Hot Plate mine with a standard explosion
- Typewriter Mine: Improvised mine with a standard explosion
- Stash Mine: Improvised Caps Stash mine with a standard explosion
- Paint Can Mine: Improvised mine with a standard explosion
- Board Game Mine: Improvised mine with a gamma explosion that leaves a radiation hazard
- Pumpkin Mine: Improvised mine with a molotov-style fire explosion
- Bucket Mine: Improvised mine with a molotov-style fire explosion
- Fuel Mine: Improvised Mr Handy fuel mine with a molotov-style fire explosion
- Teddy Bear Mine: Improvised mine with a standard explosion
- Cigar Box Mine: Improvised mine with a standard explosion
- Toaster Mine: Improvised mine with a standard explosion
- Electrical Trap: Electrical trap with an electrical explosion
- Radiation Trap: Radiation trap with an explosion that leaves a radiation hazard
- Cryo Mine: Same as cryo mines
- Plasma Mine: Same as plasma mines
- Pulse Mine: Same as pulse mines
- Nuke Mine: Same as nuke mines
- Bottlecap Mine: Same as Bottlecap mines

Kill Tracker
- (NEW) A 3rd Minutemen mail reward is added for killing Feral Ghouls and Raiders
- Each faction mail reward is now unique
- The kill requirements for some mail rewards is increased
- Children of Atom should properly be tracked now

(NEW) Dynamic Loot Quantities
>> The loot addon now contains a few types of items that can be given with random quantities
- Gasoline Can: Empty, 20%, 40%, 60%, 80%, 100% (Liquid fuel given is 1-5 based on percentages)
- Cigar Box: Can contain random amounts of cigars, with a low chance for a lighter or other items
- Cigar Boxes always give an empty Cigar Box
- Cigarette Carton: Contains random amounts of cigarette packs (1-10), with a low chance for a lighter
- (More items may be added in the future, provided these changes above work out well)

Loot
- Individual cigars are now considered valuable items and worth caps (single cigarettes are still not)

Power Armor Frame Salvaging
- WARNING: Marking frames for salvage will no longer automatically loot all the items inside it
- (NEW) Accessing the frame options can be done without a perk requirement now and brings up a new main menu
- The main menu contains the following options: Lock/Unlock Frame, Salvage Frame
- (NEW) You can now "Lock" a power armor frame to be completely unusable by NPCs (and you)
- Accessing the options again allows you to unlock a frame
- Salvaging still requires "settler skill: salvaging", but the button will tell you it's blocked
- When you mark a frame for salvage, a marker flag appears on the ground in front of the frame
- Once you mark a frame, you can no longer interact with it (sorry, there's no way to back out of it)
- The frame and marker will remain for 30 seconds until they disappear (just for some immersive flavor)
- The perk itself was moved to Architect, and can be disabled in the Architect Options

Skills
- When you hack or lockpick, it should refresh the proper skill now at that time (this bug was basically only a display bug, you were still getting the right credit for the skill you performed)
- Each lock picked grants less skill now (NOTE: this is retroactive, you may lose some skill)

Survival
- The Hunger Pains debuff perk is now more descriptive for each stage, so its more apparent that the debuffs are different
- The first stage of hunger no longer reduces your Charisma by 1*
*It will say "0 CHR" on the debuff, but that should allow it to properly restore your charisma if you currently lost some from it before the patch

NOTES: I chose to reduce the first stage to 0 CHR, only because its one of those things where it can accidentially screw over your speech checks if it just rolled over and you didn't notice it (which is annoying.) I think the first stage of conditions should mostly just be a mild "warning" like how I already have the thirst/sleep ones. So now, all 3 conditions should have very mild 1st stages, so you don't have to frantically worry about it ruining your choices, or make it completely necessary to eat/drink down to 0 food value. You can leave it at like 16 food value if you want, and it won't be that bad now. The 2nd stage of hunger is not nerfed though.. so it jumps up quite a bit if you let it go.

Baseball Caps
- (NEW) 5 new colors that can be changed via a mod slot in the armor workbench
- Dark Green, Blue, Dark Red, Black, Brown
- The Settler Outfitter can make use of these new colors for outfits
- Some NPCs can spawn with them
- Color tags are written in the item name

Knit Caps
- (NEW) 5 new colors that can be changed via a mod slot in the armor workbench
- Dark Green, Gray, Dark Red, Black, Brown, (Blue is the Default, which FO4 called "Gray")
- The Settler Outfitter can make use of these new colors for outfits
- Some NPCs can spawn with them
- Color tags are written in the item name

Mechanic Jumpsuits
- (NEW) 3 new colors that can be changed via a mod slot in the armor workbench
- Dark Gray, Red, Blue
- The Settler Outfitter can make use of these new colors for outfits
- Some NPCs can spawn with them
- Color tags are written in the item name

Leather Trench Coat (Piper's)
- (NEW) 4 new colors that can be changed via a mod slot in the armor workbench
- Black, Black w/ tan, Brown, Beige
- The Settler Outfitter can make use of these new colors for outfits
- Some NPCs can spawn with the non-red colors
- The red color only spawns on Piper (to keep her unique from other npcs)
- Piper's coat can be modded to other colors, and standard coats can be made red through the workbench
- Color tags are written in the item name

(NEW) Bomber Jacket with Jeans
- A Bomber Jacket with jeans instead of the BOS flightsuit
- 2 versions: White shirt and black shirt
- The Settler Outfitter can make use of these new colors for outfits
- Some NPCs can spawn with them
- NOTE: This piece isn't perfect, there are some texture/mesh problems, but you can't really notice them from a distance

T-Shirts
- (NEW) Red T-Shirt with Dark Jeans
- (NEW) Green T-Shirt with Black Jeans
- Horizon's Blue T-Shirt and Black T-Shirt now looks a lot better
- The Settler Outfitter can now choose from CC T-Shirts if you have the Horizon patch loaded

Beaded Blazer
- (NEW) Beaded Blazer: A separate body piece (without the hat) from Mama Murphy's outfit
- (NEW) Beaded Hat: A separate hat from Mama Murphy's outfit
- The Blazer and Hat can sometimes be found on clothing vendors, or some NPCs
- The Beaded Blazer Outfit from Mama Murphy is now visible and usable

Armor Augments
- (NEW) Headgear Augments: Fire Resist, Cryo Resist, Rad Resist
- (NEW) Chest Augments: +4 Fire Resist, +4 Cryo Resist, +10/20 Rad Resist, +8 DR, +8 ER
- (NEW) Limb Augments: +4 DR, +4 ER, +4 Rad Resist
- All headgear now has an augment slot (requires augments specifically for headgear)

Armor
- (NEW) Doctor Lab Coat re-texture: The dirty lab coat is still grungey, but no longer disgustingly dirty*
- A few color names are added to the naming tags
- Missng armor piece upgrade recipes are added to Horizon and updated to use skills
*A new separate item was created for this, so the old dirty one is still available in the game in some places

Mailbox
- (NEW) Mama Murphy will send you a mail with a clothing set after you build her chair

Personal Toolkit
- (NEW) Shows your hunger/thirst on the main menu
- (NEW) Survival Statistics Menu: Shows your hunger/thirst and revival mode stats
- (NEW) The Architect Options Menu and Settlement Options Menu can now be accessed from the main menu
- Putting items into the shredder or equipment scrapper, should now properly scrap them

(NEW) Custom Bolt-Action Rifle
>> A new custom made bolt-action rifle based on the hunting rifle
- This weapon uses the .357/.44/.45-70 ammo set (same as the Lever-action Rifle)
- The bolt-action is much faster than the hunting rifle
- (NEW) Has 4 bolt upgrades (a new attachment slot), which improves the bolt-action speed even further
- Has 4 receiver upgrades
- Has 2 barrel upgrades
- Shares the same magazines, scopes (and sights), and muzzles as the Hunting Rifle*
- Is sold at certain vendors
- A few types of NPCs can carry these
- Can be crafted in the Weapons Lab
- Can be reverse-engineered and crafted in the Experimentation Lab
*This means those loose misc mods can be re-purposed on both rifles

(NEW) Custom SMG
>> A new custom made SMG that is designed to be an alternative to the Pipe Gun (especially if you hate the pipe gun)
- This weapons uses the .38/.22LR/.44 ammo set (same as the Pipe Gun)
- Has a nearly indentical feel to the pipe gun in terms of recoil/damage/etc.
- Has 4 receiver upgrades
- Has 2 barrel upgrades
- Has 2 grip upgrades
- Is sold at certain vendors
- A few types of NPCs can carry these
- Can be crafted in the Weapons Lab
- Can be reverse-engineered and crafted in the Experimentation Lab

(NEW) R5A Machine Pistol
>> A new variant of the R55 Pistol that is specifically designed for the 5mm ammo set
- Has a modified 3d model that is different than the R55
- Can have all the standard upgrades that the R55 pistol has
- Can share the same loose mods with the R55, except the magazines
- Magazines sizes are 50-round for standard, and 100-round for large
- This weapon cannot use a suppressor
- This is an automatic weapon, and does not have a semi-auto firing mode
- Can be crafted in the Weapons Lab
- Can be reverse-engineered and crafted in the Experimentation Lab

Ammo
- (NEW) 5mm Irradiated Rounds
- (NEW) 5mm Cryo Rounds
- The 10mm ammo set can no longer use 5mm rounds (existing 5mm ammo swaps are converted to use 9mm)
- 5mm projectiles that aren't fired from the minigun are smaller and no longer have guaranteed tracers
- The gunpowder required for .38 ammo is lowered (it should have been slightly lower than 9mm, not higher)
- The gunpowder required for shotgun shells is lowered
- .50, 12.7mm, and .308/7.62 API rounds can now upgrade weapons to sever or explode limbs (if the weapon couldn't normally)
- .45 API and 5.56 API can now sever limbs (if the weapon couldn't normally)
- Explosive and HE rounds can now explode limbs
- 2mm AP or 2mm VICE MX rounds can now explode limbs
- 40mm shotgun rounds will no longer explode limbs, but they can still sever them
- 40mm flechette and railway spikes are no longer recoverable from corpses
- The .45 and 5.56 ammo for the Combat Pistol has a slower ROF

Weapons
- Some adjustments were made to the Handmade Rifle (which may possibly fix vanilla bugs - needs testing)
- The 4 laser guns now have consistent types of receivers, including the recipe requirements
- All laser receivers now use 5 materials like most Horizon recipes (so you don't have to scroll down)
- Some laser receivers were renamed so certain terms weren't used in other places
- Institute Gauss receivers no longer require the previous mods
- The R55 should no longer come in damaged condition when crafted
- The R55 has some mesh and texture adjustments to make it look better
- Hammer is now called Ball-Peen Hammer
- Coffee Pot is now called Weighted Coffee Pot
- You can convert the Ball-Peen Hammer weapon into a craftable tool in the Tech Lab under Tools and Parts
- You can convert the Buttercup Leg weapon into a craftable Front Leg in the Tech Lab under Tools and Parts
- Grognak's axe now has similar damage/speed/cost to other 2h weapons
- The Deliverer should no longer come with a hardcoded name (and the wrong tag)
- The Comfort grip for the R55 should no longer cause the weapon to lose its icon
- The railway rifle's mods now have the proper Horizon descriptions
- The Katana and Wakizashi can now be scrapped, and give steel alloy
- [Nuka World]: Some Handmade Rifles should no longer come with top-tier mods
- [Nuka World]: Baseball bat and sledgehammer mods are rebalanced
- [Nuka World]: Heated mods on the melee weapons actually add fire damage now

(NEW) Gas Pump Part
- A new 1H melee weapon made of a gas station pump part
- Can sometimes be found in containers/vendors where tools drop
- Average citizens of the commonwealth have a chance to carry this

Revival Mode (alternate death)
- In non-Desolation Mode, for level 1-3, you'll be revived with extra health and not charged any penalties
- In non-Desolation Mode, for level 4-6, you'll be revived with extra health if your death count is above 1 time
- In non-Desolation Mode, for level 7-9, you'll be revived with extra health if your death count is above 3 times

Loot
- (NEW) Hacking Guides now have an Issue #6 and #7, so that you can actually reach 10 magazine recipe ranks total
- (NEW) La Coiffe and Taboo Tattoos will now add to the "Urban Artist" perk, so you can reach 10 ranks
- Low tier Augments can now drop more often from all loot sources for augments
- Some legendary robots and synths now have a chance to drop augments
- The amount of Packing Material contained in many junk items is increased
- [Far Harbor]: Some placed loot (like water and radaway) were removed in Far Harbor
- [Far Harbor]: Some chests have reduced caps
- Most Spatulas that drop as loot in containers will now drop as a spatula weapon instead
- Most Clothing Irons that drop as loot in containers will now drop as a Clothing Iron weapon instead
- Most Plungers that drop as loot in containers will now drop as a Plunger weapon instead
- Most Brooms that drop as loot in containers will now drop as a Broom weapon instead
- (Items on the ground are untouched, and won't be changed)

Vanilla Legendary Mods
- Furious is now converted to "Quickdraw - Costs 10% less Action Points"*
- Relentless is now converted to "Advanced - +10% Damage"*
*Sorry, but some of these should have been changed a long time ago, this was just an oversight by me

Quests
- Calvin will now only buy up to 50 tools maximum before he no longer wants anymore
- The Jamaica Plain laser tripwires may not trigger anymore from companions (needs testing)
- The Grognak axe mail reward now requires a further step in the kent's quest
- [Far Harbor]: Reduced the amount of pre-war money from rewards in vault 118
- [Far Harbor]: The named feral ghouls are significantly tougher to kill

NPCs
- Ruined weapons will (for now) no longer cause the NPC to run out of ammo (until I can figure out a better balance for this)
- Radiation damage from Feral Ghouls now scales based on your level, and not the type of ghoul
- Rust Devils should now properly track as Rust Devils instead of generic Raiders for kill counts
- Raiders that Bethesda purposely placed as unarmed, are now labeled as "Raider Brawlers" so you know they are not bugged
- A few bosses (and named NPCs) should now have the proper boss loot table, and not ruined weapons*
- Fahrenheit now spawns with a random legendary minigun and more 5mm ammo*
- Settlers should no longer spawn with the old horizon NPC weapons*
- Minutemen should no longer spawn with ruined weapons*
- Rare types of radroaches are easier at very low levels, but scale up with more resists and damage at higher levels
- Some types of Ants were slightly reduced in damage and health
- Crickets do less base damage; leap attacks do less damage; poison attacks on Piercers do less damage
- Some types of Crickets have their health lowered, but some types scale up higher with damage or DR now
- Rad-rats do less damage now; Glowing rad-rats gain scaling energy resists
- Melee-specific raiders now deal more damage
- NPCs that can roll API, roll API less often, and some types no longer roll it at all
- If an NPC tries to consume Berry Mentats, it should no longer give the player the buffs
- Lucy Abernathy should spawn with farmer loot and not raider loot
- The Sentry Bot at the Training yard will always spawn as a Siege Breaker now, instead of a random type
- Most synths should no longer spawn with special barrels on their institute lasers
- NPCs who fire the institute laser should have a proper firing sound effect when in rifle mode
- Eyebots no longer drop loose weapon mods
*This obviously does not effect any NPCs already spawned in your save game

Vendors
- (NEW) Some vendors will now only buy/sell certain types of items
- Doctors: will usually only buy meds, food, chems, and tools/junk
- Weapon Vendors: will usually only buy weapons, ammo, power armor, and tools/junk
- Clothing Vendors: will usually only buy armor, clothing, and tools/junk
- Farms: will usually only buy food, meds, weapons/armor (not power armor), and tools/junk
- General Vendors: will usually buy anything
- Food Vendors: will usually only buy food, meds, and chems
- Teagan: will buy armor, weapons, meds, food, water.. but doesn't want stuff like chems or collectables
- Some vendors will only buy quality junk items
- Certain "valuable" items ($) can usually only be sold by people who actually want them (like general vendors)
- Most vendors don't even bother to buy/sell really crappy junk like burnt magazines, plastic forks, etc.
- Some clothing vendors have a wider possibility of having most clothing in the game now*
*Higher Trading Skill will also allow many more outfits on the clothing vendors for a better chance at finding something unique

Trading Market
- Some recipes have their vendor credit costs increased (these are designed to be "credit dumps", and NOT supposed to be easily afforded)

(NEW) Public Water Drinking Disabled
- By default, Horizon will block you from being able to drink from disgusting public water sources (rivers, puddles, etc.)
- If you want, you can re-enable this in the Horizon holotape options
- The quest in Far Harbor that requires you to drink SHOULD work because I added a special bypass for that area (needs testing)
- NOTE: Even though drinking is blocked, it still has a "Drink" activator, but it won't do anything if you use it

Food/Water
- (NEW) Cram, Salibury Steak, Potted Meat, and Pork n' Beans can now be salvaged for small amounts of Ground Meat in the cooking station
- The prewar meat salvaging recipes require 20 Survival Skill
- The Institute Water to Purified Water conversion should now properly work
- Bartenders and food vendors will no longer block Nuka Cola on the buy/sell list
- Stew that takes 2 waters to craft, now gives 2 bottles after you eat it
- All empty bottles are prefixed with "Empty" now
- DLC drinks now give you an empty bottle when you drink them
- All Purified water/juices, Brahmin Milk, and Jet Coffee should no longer be classified as generic water, for the sake of preventing settlers from drinking it through the supply lines*
*The keywords were changed so it's classified as a generic drink instead. This should still allow it to appear on bartender inventories and such

Recruitment Station
- Recruitment now receives a hidden +25% chance for the first settler for each settlement (shares the same flag as the vanilla beacon)
- Recruitment now receives a hidden +25% chance for the first 10 settlers recruited from Horizon stations (globally)*
- If the population is full, it will now show 0% chance to recruit
- The menu now shows your global population
*This gives new games a chance to get a kickstart on settlers a little faster, and also represents the chance of extra settlers roaming before your settlement homes exist. This bonus will also work in existing save games for the first 10 settlers recruited after you patched.

Recruitment
- (NEW) A new unique synth can be recruited when you achieve Settler Engineering: Rank 3 (via the mailbox)
- Synth settlers have an added tweak that should stop them from randomly disappearing*
- Synth settlers will now be placed in front of you instead of randomly around you
*Unfortunately this will not apply to existing synth settlers

Settler Missions
- Armor Crafting missions can sometimes yield a random piece of clothing (body, head, eyewear, or bandana)

Crafting / Items
- (NEW) Packing Material (Bulk): crafted in the Tech Lab under Materials (required Tech Level 3)*
- (NEW) Packing Material (Foam Rubber): crafted in the Tech Lab under Materials (required Tech Level 5)*
- The old foam rubber recipe is removed
- Some junk items were adjusted to have more proper weight values
- A few quest-related items are tagged as quest items or tools now
- The 3 other synth settler recipes should be properly hidden until you kill at least 1 synth (only the black one was hidden before)
- The Giddyup Buttercup recipe is altered
- [Automatron]: You can convert Robot Repair Kits into Engineering Repair Kits in the Tech Lab under Devices
- [Far Harbor]: You can convert a Lumberjack Saw into a Carpenter Saw in the Tech Lab under Tools and Parts
*These recipes may change in v1.8, but they are added for now because of the rebalanced Packing Material in the new scrap mod

Translate_en.txt
>> If you use your own file, obviously you won't get these changes
- The "STIMPAK" button is now properly renamed as "ADRENALINE INJECTOR"
- The "COOK" button is changed to "CRAFT"

Scavenger Mode
>> NOTE: Scavenger Mode is designed for players who want an easier looting experience like vanilla FO4
- Now adds more rare junk back into some of the container loot and vendors (including adhesives, antiseptic, etc.)
- Food/water can be found slightly more in some containers
- Crafting Vegetable Starch is easier in this mode

Weapon Patching Addon
- Some "Standard" loot keywords are removed to streamline loot tables and make them less confusing
- A few tweaks were made to weapon loot tables so that many "standard" tables actually use the pistols and rifles tables, instead of directly using pistols and rifles individually
- A few new keyword/LL combos have been added for factions

Official Weapon Pack
- The Crude Blowback now shows the proper ammo in the name
- Minor tweaks

Horizon 1.7.1[edit | edit source]

Misc
- The new scrap item for basic circuitry should now properly contain basic circuitry and not advanced circuitry
- The auto-outfitter will no longer function (or give the setup popup) until you are level 2
- The auto-outfitter setup message should (usually) only display once now, instead of multiple windows at the same time
- The loot manager should properly display it's message, instead of showing "[message"
- Missing icons were added to a few architect junk items

Personal Toolkit
- The stats menu will now show a rough "Threat Level" that ranges from 0 to 5*
*While I wanted to avoid showing your threat numbers, this rough value may be useful, especially for debugging

Home Plate Enhanced
- The default wooden stairs are hidden and replaced with new stairs (in case you scrapped the vanilla ones before installing the addon)

Homemaker Patch
- Fixed the recipes to use the new Architect components

Horizon 1.7.2[edit | edit source]

Equipment Scrapping
- Any items you lost when scrapping in the toolkit, should be returned to you when you try to scrap
- The item return for failed items takes 15 seconds after it attempts to scrap them
- You must wait a few seconds now if you wish to immediately open the scrap container up again
- NOTE: This is just a workaround to get your items back. I'm not sure if the bug itself will be fixed or not.. I'll need people to test this for me. Thanks!

Combat Pets: Attack Dogs
- (NEW) Buster: A brown german shepherd with a new custom skin (unlocks with Attack Dog Rank 1)
- (NEW) Thunder: A silver german shepherd with a new custom skin (unlocks with Attack Dog Rank 2)
- (NEW) Lightning: A black german shepherd with a new custom skin (unlocks with Attack Dog Rank 3)
- Each dog has different gear, and are slightly different sizes
- Lightning runs faster, but has slightly lower resists (like Bandit)
- Thunder has higher health/resists, but deals -15% less damage (like Tank)
- These dogs are located in the Dog Caller menu
- NOTE: I just added these today, so they may need some testing still. Also note that I may change the requirements in the future.
- NOTE: The low-res textures will look really bad up close, but I'm not sure if this is for LOD or for low quality video settings?

Companions
- If you don't have enough injectors when you revive a companion, it will now show a better error message

Enhanced Settlements addon
- Croup Manor should now properly have the new graphical workshop border
- The floating block in sanctuary is removed

Architect
- Turret platforms now ignore your default layer settings, so they aren't blocked by the device layer being off by default
- The shed now uses stairs without railings
- A few tweaks were made to the workshop code for buildings to match some of the other changes I made in 1.7*
*(let me know if any architect buildings are saying they are "out of bounds" when they shouldn't be - this could also be a bug with the expanded borders in my new addon)

DEF_UI Config
- The Architect settings item should properly go into the Utility sub-menu under the AID tab
- The following tags will go into this sub-menu: Mod, Town, City, Menu

NPCs
- Dora and Maisie (cats) should no longer be agro to most attacking enemies

Misc
- The in-game version message should now say the current version

Horizon 1.7.3[edit | edit source]

WARNING: It's recommended to NOT have any engineer pets active before updating to 1.7.3 or you'll lose it's ammo

Combat Pets
- NOTE: All active pets will be automatically dismissed when you first load your save game for v1.7.3
- Engineer pets will no longer receive or return ammo
- The "double tap" option will now automatically call out all your last pets depending on your max pets allowed!
- Dismissing pets (of the same category) will dismiss all of them closer to the same time
- If pets are dismissed while you have the command cursor active, it will no longer crash the game
- NOTE: .17 ammo can be disassembled in the Weapon Lab for smokeless powder refund

Perks: Attack Dog
- (NEW) Attack Dog rank 5: Allows you to have 3 attack dogs out if you have the Canine Handler spec
- Attack Dog rank 5 requires level 40, and also increases the duration that attack dogs can stay out by +10m
- Attack Dog rank 4 now requires level 25, and increases the duration by +10m (up from +5m)

Perks: Animal Friend
- (NEW) Animal Friend rank 5: Allows you to have 3 animals out if you have the Beast Master spec
- Animal Friend rank 5 requires level 40, and also increases the duration that animals can stay out by +10m
- Animal Friend rank 4 now requires level 25, and increases the duration by +10m (up from +5m)

Perks: Robotics Expert
- (NEW) Robotics Expert rank 5: Allows you to have 3 devices out if you have the Combat Engineer spec
- Robotics Expert rank 5 requires level 40, and also increases the duration that devices can stay out by +10m
- Robotics Expert rank 4 now requires level 25, and increases the duration by +10m (up from +5m)
- The base duration for Engineering pets is doubled to 10m (up from 5m)

(NEW) Engineer Power Cells
- These cells are batteries for robot pets, and craft in large quantities
- Crafted in the Tech Lab under Devices, in batches of 100 or 1000
- NOTE: Expect to have large amounts of these cells, they are scaled differently than most materials

Combat Pets: Engineer
- (NEW) Laser Mini-Turret: Fires standard red lasers
- (NEW) Dozer (Utility Microtron): Has 1 arm that fires a nailgun and 1 melee arm
- (NEW) Blaze (Medic Microtron): Has 1 arm that fires a flamethrower and 1 melee arm (and no, it does not heal anyone)
- (NEW) Frosty (Firefighter Microtron): Has 1 arm that fires a cryo stream and 1 melee arm
- (NEW) Engineer pets now use a univeral ammo/power source called Engineer Power Cells
- Power cells are taken directly from your inventory per shot fired (instead of being transfered to the pet beforehand)
- Standard projectiles consume 2 power cells per shot, and flamethrower type weapons use 1 per tick
- Flamethrower type weapons are usually less cost-effective, but can usually deal higher dps
- Mobile robots require 1 power cell per deployment (this value may change in the future, its low for testing purposes)
- Turrets do not require power cells per deployment (since you are supposed to be able to deploy/redeploy them more often)
- When you run out of power cells, and a robot/turret tries to fire they will be dismissed
- Double-tapping the device key while the maximum devices are already out, will dismiss turrets (only)*
- Engineer turrets are slightly larger now
- The mini-eyebot is now named "Zap"
- The microtron is now named "Blitz"
*This allows you to pick up turrets easier, without dismissing your mobile robot(s)

Followers
- The amount of damage you need to do to enemies to get credit for follower kills is now 5% (down from 25%)

Cargo Bot 1-X: Auto-fetch Junk
- The auto-fetch system should now properly check all owners and factions instead of just some*
- The debug message should no longer keep saying that it found items
- The fetch radius is doubled
- (Please note that this particular system is still a beta feature, and needs more testing)
*This should stop the system from stealing objects it's not supposed to, but it still needs more testing

Architect
- The Atomic Cats building should no longer have invisible collidable objects

Enhanced Settlements
- Hiding workshop workbenches should now properly work*
- The desk in Sanctuary is edited, so the UFO4P doesn't block it from being scrappable
*NOTE: If you currently have it "hidden" from the bugged versions, you need to unhide and then hide it again after updating to v1.7.3

Command Table
- Checking the local settlement stats should no longer show incorrect values if you try to use it before the total stats are ready
- The local settlement stats should no longer show incorrect values due to the hide workbench bug

Equipment Scrapping
- Using the equipment scrapping system should work properly now

Misc
- Power Generator scrap kits will now properly give you 2 fuel instead of 1
- The scripts are removed from shipments so other mods that edit that script won't effect them. the basis of that concept fails if you craft from your inventory, so I'm just removing

Weapons
- The R5A Machine Pistol is now be actually obtainable via crafting
- The requirement to craft the Custom Bolt-Action Rifle was lowered
- The default Custom Bolt-Action Rifle should properly be tagged as .357 instead of 5.56
- The standard receiver on the Custom SMG should no longer bug out the reflex sights

NPCs
- Some Nightkin spawns should no longer have the wrong skin color
- Some Ogres and Runts should no longer have the wrong size

Horizon 1.7.4[edit | edit source]

Settlements
- There was some debugging messages running in 1.7.3 by accident, which is now removed

Combat Pets
- The "no food" messages for animals and engineer devices were backwards and is fixed now

Cargo Bot 1-X
- (NEW) You can now toggle the notifications button 3 times: SHOW ALL, HIDE AUTO-FETCH, and HIDE ALL
- Showing all notifications will now show how many items the auto-fetch found, but only if it found something
- Hiding just the auto-fetch message will still show the messages when CB1X physically leaves
- The "not ready" message is reworded for summoning cargo bot 1-x
- The auto-fetch pulse is extended to 30 seconds (up from 20 seconds)
- The auto-fetch timer resets when you first load your save to 60 seconds, so it gives your game time to load up
- (Please note that the auto-fetch system is still a beta feature and a work in progress - you can disable it in the menu if it causes you any problems)

Horizon 1.7.5[edit | edit source]

Crafting
- When you craft 1000 Engineer Power Cells it should now give you 1000 instead of 500

Items/Loot
- The Scrap Kits should no longer bug out if you throw them on the ground
- Many prototype devices and robot parts now have some Energy Cells
- Additional sources of augments have been added
- Rare clothing now has a low chance to spawn inside dressers
- The preview book when you pick up a Blacksmith Guide should face the right way

Misc
- Auto-Hackers will now display the correct messages
- Empty Gwinnett Stout Bottles and Cigars used by the Kellogg quest are now flagged as quest items and won't be picked up by Cargo Bot 1-X
- Fixed the 7.62 text in the ammo swap for the LMG
- The red and black jean/jacket clothes now have the proper Horizon texturing again
- The leather coat (piper's type) now has a new mesh replacement to fix the male version, so the textures actually work properly
- Watcher's Bandage is now unequippable by the player (it can be equipped on Strong)

Weapons
- The receivers on the Custom Rifle now have the proper damage multipliers

Skills
- Scrapping weapons should now properly add your crafting skill gains to the total*
- You can now gain up to +30 Salvaging Skill from scrapping weapons
- The documentation menu for Salvaging Skill now shows that you can gain skill from scrapping weapons
*NOTE: All the skill gains from scrapping weapons previously were tracked, so you will get credit for them now

NPCs
- Instead of being a random type, Dead Eye is now always a nightkin, and is also legendary and drops additional loot
- Some named npcs now drop specific types of augments
- Raider Psychos will always have more appropriate headgear now
- Raider Scavvers and Survivalists will have bandanas more often now so they look more like criminal bandits
- Raiders no longer spawn with the leather coat (piper's type)

Workshop Testing
- The error messages when it says it "can't find a workshop for this resource" should now have numbers to help debug any problems
- Note that these messages most likely only occur because of the new construction depots (testing help is still needed for these)

Recruitment Station
- (NEW) Recruitment Station (Console): An indoor style alternative to the larger recruitment station
- The new recruitment station has a snap point where you can dock a small power source (seen below)*
- (NEW) You can adjust the limit to how many settlers you wish to allow recruited per settlement (located on the beacon's menu)
- The recruitment limits are: Standard (normal limit), 15, 20, 25, 10
- The menu will now show 0% chance when you have reached your limit or the station is powered off
*NOTE: You must still attach the wire from the battery to power the station

Settlements
- (NEW) Wall-mounted Power Generator: Gives 5 power, must be attached to a wall
- (NEW) Battery: A car battery that gives 1 power, can be snapped to the side of the recruitment station
- (NEW) Electron Battery: A small battery that gives 1 power, can be snapped to the side of the recruitment station
- (NEW) Fission Battery #1: A small battery that gives 2 power, can be snapped to the side of the recruitment station
- (NEW) Fission Battery #2: A small battery that gives 2 power, can only be placed on the ground
- Architect windmills can now be placed in water
- The description for Atmospheric Condensers should no longer say it requires dirt
- Some water and power devices can no longer be damaged in combat (however, some workshop events can still cause them to take damage)
- The Construction Depot now requires the proper materials to build it
- The settler assigned as the Sheriff should be permanently assigned now (unlike generic jobs, which can potentially switch)

Resource Station
- The Master Workbench now displays the name of the master workbench right on the menu (let me know if this doesn't work for you)

Outfitter
- The auto-outfits from assignments should ignore companions now

The following objects can no longer be placed in interior settlements:
- All windmills and solar panels
- All large guard posts and guard towers
- Architect buildings and foundations
- Construction Yards and Water Towers

Enhanced Settlements
- Sunshine Tidings: The AC ducts are now scrappable
- Sunshine Tidings: Undoes what the UFO4P does to prevent you from scrapping the terminal
- Sunshine Tidings: Added a Sunshine Tidings sign to the shed, since it's considered a permanent structure
- Covenant: Undoes what the UFO4P does to prevent you from scrapping the terminal
- County Crossing: The tractor tiller is now scrappable
- Starlight Drive-In: Removed the emergency light beam in the back, and removed some sound markers in that building
- The workbenches that are moved to a new location, will only move once
- If you ever need to make the workbench move again to the same new location, there's a global variable to force it to move on every load

Home Plate Enhanced
- (NEW) Access Panel: Call Unassigned Settlers - This button by the main door allows you to summon all unassigned settlers*
- Settlers that are summoned are automatically teleported to the front area, in order to bypass any problems with moving settlers to Home Plate from other settlements

Horizon 1.7.6[edit | edit source]

Master Workbench
- If you have a large amount of dirty water and settler rations, the sync will evenly distribute them to all settlements in the supply line

Misc
- The books and bandages on top of the mailbox, training desk, and chem stations should now have the proper textures
- The Vault 81 tool quest should now properly use Horizon's changes (a script file was missing)
- Some of the error messages for missing resources should show an ID number now
- The pipe turret pet was removed from the trading market (this device may return later on.. you probably can use the ones that you already have)
- Fixed a typo with one of the vanilla survival mode loading screen messages

Enhanced Settlements
- You can now scrap all the robot parts and the machine near the workshop

Desolation Mode
- Now has the proper fix for Berry Mentats

NPCs
- Super Mutant Behemoths no longer regen health (this may not work on already spawned ones)
- Super Mutant Behemoths will now take +300% damage from explosives (up from +200%)