· 10 years ago · Sep 05, 2016, 03:04 AM
1====================================================
2I N T R O D U C T I O N
3====================================================
4Created by the Kung Fu Man, for the Xbox One and PlayStation 4.
5Additional content with permission by TrickyVein and Jinxxed0. See Special Thanks and Credits for more details!
6
7What is Junkmaster?
8===================
9Current version: 1.15
10
11Junkmaster is both a massive restoration patch and an upgrade to Fallout 4. The game is overall quite lovely I will not lie, but it needed more, and
12hopefully this mod can fill that niche. In this mod you'll find weapon restorations, clothing restorations, items for decorating, weapon mods and much more.
13A few quests have also seen some improvements and upgrades, and a few very annoying character issues resolved (namely a ton involving Covenant).
14
15If you have downloaded previous mod restorations by me, feel free to disable them as they have been integrated into this main mod here with heavy improvements.
16While this mod is still in beta, more improvements, changes and restorations are coming down the pike. Additionally this mod is specifically intended to work
17with the Unofficial Bug Fix patch. While I fix some things he already did as more of a 'while I'm here under the hood' sort of deal, it should be put directly
18after his in your load order for maximum support.
19
20Q & A
21=====
22Q: Will this require DLC?
23A: To maintain the smoothest compatibility and fixes, this does require all the DLC released for Fallout 4, with the exception of Contraptions Workshop.
24
25Q: Where should this go in my load order?
26A: Preferably last, just keep in mind due to the large amounts of tables and items it modifies it may conflict with a few mods. Look over the changelog and compare to be safe. Above all else Junkmaster is designed to work with the Unofficial Patch mod, so there should be zero conflicts with it.
27
28Q: Will you support compatibility with other mods?
29A: I'd love to, and frankly moreso integrate content from other mods into this one with their author's permission. That said I don't want this to be a 'cheat'
30mod. I've worked pretty thoroughly to keep this bad boy lore-friendly, and would like to keep it that way. Whipping up a minigun at the chem station doesn't
31make a whole lot of sense...
32
33Q: What was the logic behind clothing armor mods?
34A: I tried to keep it within the instance rules the game itself sets forth, while fixing a lot of oversights:
35-Skin-tight armor is too tight to use Ballistic Weave, but uses a variation of vault-suit lining to compensate, as it's always underarmor.
36-Looser non-scavenged apparel supports regular Ballistic Weave, with the exception of the Railroad Armored Coat which supposedly already utilizes it.
37-Compound armor such as Brotherhood Fatigues allow chest armor upgrades, based off the intended upgrades for Railroad Armored Coat.
38-No hats were giving Ballistic Weave. This honestly seems like a mistake on Bethesda's part that some do, but to not hamper on player's fun won't adjust these (but seriously how does 110 DR/EDR from a newboy cap even make sense?)
39
40Q: I'd like to help/submit some material. Are you interested?
41A: Always interested! You can reach me at kungfuman@gmail.com. Additionally, if you see an aspect here you want work into your material? Feel free to! Just
42please don't upload the whole thing somewhere else, just in case I plan to do updates at some point.
43
44Q: Dogmeat was initially supposed to be his own companion, but this was cut. Why isn't that in this mod?
45A: Because someone else beat me to the punch. Since his work doesn't conflict with mine, I'd suggest downloading it as a companion mod:
46https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923154
47
48Q: The mod states changes to some settlers, but it doesn't appear in game?
49A: Unfortunately a lot of settler updates will require a fresh game start, due to the fact we have no 'reset' console command on the XB1/PS4.
50
51Q: Help! You added armor to a vendor that is currently suffering from a nasty case of death!
52A: Some armor only appears on Tier 4 vendors. There is actually another mod available on Bethesda.net, Lazarus by seifer69er, that lets you revive dead NPCs and brings them to you.
53https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2011375
54
55Q: A vendor isn't selling items that you describe.
56A: Try resting in game two days so they reset their inventory.
57
58====================================================
59S P E C I A L T H A N K S A N D C R E D I T S
60====================================================
61*BodySlide and Outfit Studio by Ousnius
62http://www.nexusmods.com/fallout4/mods/25/?
63Holy hell is this thing amazingly useful. Allowed me to remold many of the game's graphics easily.
64
65*Murdering Chainsaw and Crossbows of the Commonwealth by TrickyVein
66http://www.nexusmods.com/fallout4/mods/12102/?
67http://www.nexusmods.com/fallout4/mods/10484/?
68Very grateful for him letting me use his work in this mod, should add a great deal of replayability to the Commonwealth as a result!
69
70*Soul Survivor by Jinxxed0
71http://www.nexusmods.com/fallout4/mods/7219/?
72Utilized his open-source works for one of the restored La Coiffe mags. I feel it fits nicely in.
73
74*Enclave Skirt by TwistedSymmetry
75http://www.nexusmods.com/fallout4/mods/2136/?
76An amazing retexture of the Ratty Skirt (and far shorter), I incorporated his open source skirt as a new item for the scribe to carry.
77
78*Enclave Officer Uniform by Raziel990088
79http://www.nexusmods.com/fallout4/mods/11405/?
80A retexture of the Synth Uniform, it actually makes it really sing.
81
82*Special thanks to Vashdakkari for the idea of merging the Marine Helmet with Tactical Hood
83http://www.nexusmods.com/fallout4/mods/14340/?
84
85*Special thanks to Jet4571 whose own work pointed out the neck issue with the Trapper Diving Suit male mesh:
86http://www.nexusmods.com/fallout4/mods/14115/?
87
88*Special thanks to BSM, whose work pointed out a bug with the Fortifying legendary effect.
89http://www.nexusmods.com/fallout4/mods/14629/?
90
91*Homemaker by NovaCoru
92http://www.nexusmods.com/fallout4/mods/1478/?
93Helped greatly with defining where to put snappoints on the diner pieces.
94
95*Laundered White Nurse's Uniform by wildgravity
96http://www.nexusmods.com/fallout4/mods/2444/?
97-Now a standalone item.
98
99*Classic Red Scribe Outfit by GhanimaAtreides
100http://www.nexusmods.com/fallout4/mods/3944/?
101-Also a stand-alone item, and a much needed one for some BoS lore-friendly flavor!
102
103*Wasteland Jumpsuit Variations by rustyzombie01
104http://www.nexusmods.com/fallout4/mods/5072/?
105Now available as stand-alone items in the Commonwealth
106
107*Live Action Mr. Handy by Pyrotta111000
108http://www.nexusmods.com/fallout4/mods/9571/?
109The Handy eye lights are based off his original works, huge help
110
111*Automatron Securitron
112http://www.nexusmods.com/fallout4/mods/11910/?
113Helped serve as a guide for my own robot parts.
114
115*A Quoter1 Texture Pack
116http://www.nexusmods.com/newvegas/mods/61842/?
117Helped create the basis for the Sunset Sarsaparilla labels on the bottle.\
118
119*HI-RES Chems and Health Re-Texture by clintmich
120http://www.nexusmods.com/newvegas/mods/40302/?
121Helped serve as the basis for Fixer's new texture.
122
123*2 piece custom pool cue by Fudsey
124http://www.nexusmods.com/fallout4/mods/10541/?
125Allowed me to make the pool cue a lot more viable
126
127Special thanks also to the following:
128*KrazySkittlez (who brainstormed a lot of ideas for this mod I'm still going to implement)
129*Dadditude (compatibility issues)
130*Eternal1Oblivion & Gycee (Debugging, finding of odd issues)
131*And many others I can't all list here
132
133====================================================
134V E R S I O N H I S T O R Y
135====================================================
136>ver. 1.17
137==========
138
139Fixes from 1.16
140===============
141-Corrected an issue which allowed Nick to be hacked.
142
143Clothing and Armor:
144===================
145-All headgear can now be worn by Nick Valentine or any Gen 1/Gen 2 synth.
146-Nick Valentine's Worn Fedora is now a playable item, though otherwise exactly the same as the regular fedora.
147-Fixed an issue with the bowler hats, where improper flags on the Mr. Handy armor addon could cause them to appear improperly on ghouls or synths.
148
149Consumables:
150============
151-Addictol has been changed to Fixer, with a custom item box. This is done to prevent confusion with Jet, but also because there's a *Med-Tek Center right in bloomin' Boston!*
152For the above purposes, Vault 81 will still refer to Addictol, due to voiced player lines.
153-Sunset Sarsaparilla added. Now sold by Parker Quinn, Ron Staples, the Dugout Inn, and the Last Plank.
154-Ice Cold Sunset Sarsaparilla can now be generated by the Drinking Buddy.
155-Perfectly Preserved Nuka-Cola now heals more health, to be on par with its New Vegas cola counterpart.
156
157
158>ver. 1.16
159==========
160
161Fixes from 1.15:
162================
163-New jumpsuits and dresses added by Junkmaster that drop after this update will now spawn with their correct material swap after this update. This was due to an oversight with their template file.
164-Salvaged Diver Suit can now be worn with hats.
165
166Clothing and Armor:
167===================
168-Drifter Outfit now supports arm armor.
169-Enclave Officer Uniform now has gloves, to properly match original uniform it's a homage to.
170-Fortune Teller's Hat now has a unique world model.
171-Gas Masks and Gas Masks with Goggles can now be worn with headgear. This may result in clipping with some outfits, but was by popular demand.
172-Pint-Sized Slasher Mask added, reflects melee damage. Sold by Fellon's Department Store in Diamond City.
173-Hockey Mask added to raider headgear options.
174-Park Ranger Hat added, sold by Brooks and worn by woodland Trappers in Far Harbor.
175
176
177>ver. 1.15
178==========
179
180Clothing and Armor:
181===================
182-Agatha's Dress/Reginald's Suit will now spawn with a legendary descriptor affix.
183-AntAgonizer's Helmet (Insects have a chance to ignore you) and Armor (-1 CHA, +1 AGL, +15% melee damage) added. Both now sold by Anne Hargraves.
184-Brotherhood Officer Uniform now has proper material swap in first person.
185-Ceremonial Cape now has +10% movement speed legendary effect.
186-Combat Helmet, Marine Helmet, Tinker Tom Helmet now has headlamp option.
187-Corrected the Freefall legendary armor description to state both legs for total immunity.
188-Deep Pocketed mod for Vault-Tec security armor was missing crafting requirements, now fixed.
189-Fixed clipping issues in the legs for the Ratty Skirt third person model.
190-Headlamp distance doubled, now cast shadows.
191-Hooded Cleanroom Suit now offers 400 rad resistance, up from 100.
192-Laundered Nurse's Dress added, sold by various vendors.
193-Marine helmet now has Inquisitor and Zealot paint options. -Marine armor zealot/inquisitor options are now outright material swaps, which should allow their world models to look right.
194-Mechanic Jumpsuit (red rocket) renamed Red Rocket Jumpsuit.
195-Mechanic Jumpsuit re-textures by rustyzombie01: Petro Chico, Internment Camp, Red Racer, RobCo, NCR Engineer, Handyman. Sold by various vendors.
196-Mechanist's Helmet, Marine helmet, Synth Helmet, Synth Field Helmet, AntAgonizer's Helmet, Sentry/Assaultron/Eyebot helmets now support attachment mods, have minor rad resist to match similar headgear. now supports visor upgrades, based off Power Armor visor upgrades.
197-Medical Goggles (either) now supporting underarmor lining mods.
198-Metal Field Helmet added, offers more protection but covers more of the player's head.
199-Senior Science Scribe Outfit and helmet (red Science Scribe outfit, to match previous fallouts), added.
200-Super Mutant Chains can no longer be equipped by the player.
201-Vault 111 Security Armor and a clean variant have been added to
202-Psycho-Tic Helmet added, counts as a leather helmet for available mods.
203-Wrapped Glvoes added, added to rare clothing lists.
204-X-01 Headlamp will now properly emit light from the eyes, not the middle of the face.
205
206Companions and NPCs:
207====================
208-Codsworth, Curie and Nick Valentine now benefit from robot racial bonuses.
209-Doctor Patricia now wears a Laundered Nurse's Dress.
210-Gunner Assaultrons will now pull from the correct list, giving them their intended logo on spawning.
211-Isabel Cruz will now wear a RobCo Jumpsuit.
212-Live & Love robot companion perk fixed, will now affect Ada, Automatrons, Codsworth, Curie, and Nice Valentine (all were missing a keyword).
213-Mr. Handies and Mr. Gutsy's now have lighted eyes. Will activate in darkened areas or at dusk, and turn off when sneaking.
214-Ness no longer generates aggro. Would cause others to attack her, but would also cause other random encounters to possibly die in the storage room she's held in due to crossfire.
215-Rufus in Goodneighbor now wears the Handyman Jumpsuit.
216-Scribe Neriah now wears the Senior Science Scribe Outfit.
217
218Consumables:
219============
220-Fury chem now works with unarmed weapons too, throwing weapons, and bashing. No longer breaks if you have Big Leagues rank 2 either.
221-Matured Bloatfly Maggot added, offers same food benefits as raw Bloatfly Meat.
222-Rad-removing food items will now work properly with survival mode: X-111 Compound, Mutant Hound Chops, Ware's Brew, Refreshing Beverage.
223-Salisbury Steak (PreWar) renamed Preserved Salisbury Steak, to match similar items.
224
225Misc and Junk Items:
226====================
227-Carlisle Typewriter will now have gravity and physics.
228
229Perks:
230======
231-Basher renamed Strong Arm. Now boosts throwing damage as well as bashing damage.
232-Berserk perk now works with unarmed weapons too, throwing weapons, and bashing.
233-Ninja perks now check if you are engaged in a melee attack, not just weapon type, for the type of sneak damage boost to grant, allowing unarmed and bashing attacks to benefit. -Ninja perk descriptions now match the actual damage increase they offer
234-Rank 3 Strong Arm (compared to Basher) has a chance to disarm, with a greater chance at Rank 4.
235-Tesla and You and Energy Weapons Bobblehead now affect energy weapons, including Alien Blaster, Flamger, Cryolator, Gatling Laser.
236
237Vendors:
238========
239-Preserved Blamco Mac and Cheese, Salisbury Steak, Sugar Bombs, Fancy Lads Snack Cakes and InstaMash added to rare food item vendor lists.
240-Proctor Teagan now sells Brotherhood clothing items, as well as the Utility Gloves.
241
242Weapons:
243========
244-Alien Blaster conversion now properly halves ammo capacity.
245-Cryo and Taser bolts, as well as the Plasma Induction mod, will change the crossbow's damage association from ballistic to energy
246-Gatling Laser Ammo capacity increased to 999, up from 500 (would use up 1/4th of a core, then force you to reload, and then grab a *full* core)
247-Mr. Handy Buzz Axe, Tesla Cannon, Assaultron Blade now have legendary affix slot, added to Legendary loot lists.
248-Ripper-type weapons will no longer trigger the home run effect of Big Leagues.
249-Throwing Weapons created, can be crafted at a chem station: Throwing Spear, Electric Spear (electric damage), Explosive Spear (explosive damage), Silver Shroud Throwing Card (requires completion of quest, chance to fear or frenzy), Throwing Bowler Hat (bleed and knockdown), Throwing Saw Blade (bleed), Throwing Hatchet (stagger)
250
251Workshop/Settlements:
252=====================
253-New cage added: Monstrous Mirelurk. Will spawn either a Hermit Crab or Mirelurk Queen. Requires Beta-Wave Emitter.
254-New Robot Workshop Parts added: Mr. Handy Union Jack faceplate, Protectron Police/Medic/Fireman head armor, Drinking Buddy Torso, Securuitron parts! (Torso, wheel, 5 shoulder armor, 3 rear armor, left and right arms, six faceplates)
255-New Robot Workshop hat options added for Mr. Handy (under Top Armor), Sentry Bot, Protectron. Note not all head armor compatible with hat options.
256-New Robot workshop Mr. Handy eye options added, revolving around lights: Red, Blue, Bright, No Light.
257-New Robot workshop paints added, specific to Mr. Handies, Assaultrons, and Protectrons.
258-New workshop items added: Dresser with Changing Table, Desk (steel), Desk (beige). Can be found under the container menu.
259-Post-War dressers will now use a reskin of the pre-war version. No longer need to build items with damaged hanging shelves like you bought them from IKEA.
260
261
262Fixes from 0.9
263==============
264-Cryolator conversion mag bugs corrected.
265-Fixed hair issues with Marine Tactical Helmet and BoS Hood. Will no longer work with the Wrapped Cap as a result.
266-Rad Chicken food production reduced to 0.5 for better balance.
267-Removed tatoo unlocks, as tattoos aren't actually working on the XB1, to free up some storage space.
268
269Companions and NPCs:
270====================
271-Corrected a few flag issues that occurred between revisions regarding settlers and protected status.
272-Angler variants other than glowing no longer drop glowing loot.
273-Arlen Glass and Leonard Moore are now marked as protected.
274-Commonwealth Children of Atom enemies will now randomly use Crossbows and Radium Rifles as well.
275-Jun Long, Marcy Long and Mama Murphy are now all marked as protected instead of essential.
276-Graygarden Mr. Handy's renamed Mr. Handy Drone, can now be additionally renamed at a robot work bench.
277-Mother Isolde now uses a Radium Rifle instead of a Gamma Gun.
278-Several robot NPCs have had compontents swapped to allow for modification: Deezer, Drinking Buddy, Dr. Goodfeels, Graygarden robots drones, Supervisor Browne, Supervisor Greene, Supervisor White
279-Young Gulper renamed Gulper Newt to match legendary naming.
280
281Clothing and Armor:
282===================
283-Diamond City Guard Helmets will now work properly.
284-Enclave Officer Uniform (by Raziel990088) and Enclave Moral Officer Uniform (by TwistedSymmetry) added to the game, sold by The Scribe
285-Gray Knit Cap should no longer hide longer hair.
286-Flowery Dresses (3 versions) added to Pre-War dress list, uses placeholder world model.
287-Loose Vault Suit mods now renamed Underarmor, as they affect under armor exclusively.
288-Marine Helmet, Medical Goggles, Synth Helmet now have attachable mod options replicating several power armor headgear options.
289-Several clothing items have had their rad resistance values increased to better balance with similar items: Flight Helmet (Red, Yellow, Brown) (0 -> 15), Flight Helmet (BoS) (0 -> 5), Hunter's Hood (0 -> 5), Marine Wetsuit (10 -> 20), Marine Tactical Helmet (5 -> 15), Marine Armor Helmet (0 -> 20), Sack Hood (2 -> 3), Sack Hood with Straps/Hoses (5 -> 10), Synth Field Helmet (0 -> 10) Trapper Helmet (0 -> 5), all Bandanas (0 -> 5)
290-Wrapped Cap now provides 1 DR and 2 Rad Resist.
291
292Workshop/Settlements:
293=====================
294-Ironing Board changed from Misc item to workshop item under decorations.
295-Fog Crawlers moved from Mirelurk Cages to their own cage. Angler and Gulper cages also created.
296-Monstrous Mirelurk cage created. Will spawn hostile Mirelurk Queen or Hermit Crab.
297
298Vendors:
299========
300-Enclave Officer Uniform, Enclave Morale Officer Uniform added to the Scribe's inventory.
301-Crossbows and Chainsaws added to Allen's store in Far Harbor.
302
303Weapons:
304========
305-Bolt - Hypodermic now does radiation damage, not poison. Crafting requirements adjusted accordingly.
306-Five new throwing weapons restored, can be found under "Throwing" at Chemistry stations: Throwing Spear, Exploding Spear, Shocking Spear, Throwing Hatchet, Throwing Saw Blade
307
308
309>ver. 0.9
310
311Fixes from 0.8
312==============
313-Corrected clothing issues with the Bandolier, Ceremonial Cape
314-Corrected issue with female character animation and character creation. (Tattoos are apparently not behaving on Xbox, pending fix)
315
316Clothing and Armor:
317===================
318-Fortifying legendary effect on armor will now properly affect stats.
319-Mama Murphy's Beaded Blazer recreated as Fortune Teller's Hat, Fotune Teller's Coat (both uses placeholder world model)
320
321Companions and NPCs:
322====================
323-All companions will now longer affect your sneaking ability, including DLC companions.
324-Chase now uses Courser perks/ability list, no longer essential.
325-Curie (Both) now has proper Sneak, Inspirational, and Live & Love perk checks.
326-Curie (Robot) now has resistance boost and limb loss resistence, based off Codsworth.
327-Curie (Synth) no longer has Poison immunity (Gen 3 Synth traits)
328-DiMa is now immune to Radiation and Poison (Gen 1 Synth traits)
329-Dogmeat will now walk to you while sneaking, not run.
330-Enraged Fog Crawler damage resistance fixed (extra zero made it 4000 instead of 400)
331-Knight Captain Larsen now has the Knight perk.
332-Live & Love perk list applied to all companions.
333-Old Longfellow now has Live & Love, Sneak, and Radiation Immunity Perks to match other companions.
334-Paladin Brandis now has both Knight and Paladin perks.
335-X6-88 now has full Courser perk list.
336
337Vendors:
338========
339-Fortune Teller's Hat, Coat added to Anne's store inventory.
340
341Workshop/Settlements:
342=====================
343-Boston Airport and The Mechanist's Lair will now function as full settlements.
344-Brahmin will now produce Unpasturized Milk
345-Following Flora items added to food crafting menus: Aster, Bloodleaf, Hubflower, Lure Weed, Mutated Fern, Silt Bean, Tarbbery, Wild Mutfruit
346-Institute corn stalks now produce Fresh Corn.
347-Planters are now constructible upon completing Troubled Waters: Carrot, Corn, Fresh Carrot, Fresh Corn, Fresh Melon, Gourd, Melon, Mutfruit, Tato. Fresh variants require interior building space.
348-Rad Rabbits and Chickens can now be caught. Rabbits produce 5 happiness, Chickens produce 0.5 food. Uses placeholder cage design.
349-Ruined Rugs added, allows Mutant Hounds to rest upon them.
350-Wild Corn and Tarberries will now just produce their regular counterparts. "Wild" variant identical, except useless for crafting.
351
352Consumables:
353============
354-Experimental Plant renamed Glowleaf
355-Mirelurk Eggs are now worth 25 caps apiece.
356-Rad chicken eggs created, used for Chicken Egg Omelette.
357-Unpasteurized Milk created, high chance of disease.
358-Fresh Brahmin Milk can now be created at cooking stations from two Unpasturized Brahmin Milk.
359
360Weapons:
361========
362-Ammunition crafting tab created at Chemistry stations. Crossbow bolts now craftable.
363-Crossbows and chainssaws added by TrickyVein. Both have several mods and upgrade options.
364
365>ver. 0.8
366
367Fixes from 0.7
368==============
369-Workshop markers for leaning forward shops moved forward
370-Fixed animation issue with other marker, cooking ovens.
371-The Longs can now be applied to supply lines.
372-Fixed issues with Covenant settlers not properly getting the CanBeAssigned flag.
373-Beds cannot support more than one settler, corrected counts and bed tallies for all of them.
374-Coastal Armor now appears with the proper naming standard.
375-Covenant dialogue fixed.
376-Corrected error that caused Utility Coveralls to appear as invisible when worn.
377-Disabled unfinished T-45 and X-01 BoS Officer paints.
378-Explosive T-60 paint will now show the proper color.
379-Synth torso armor has color slot added.
380-Totally Tatoo mags implemented in game accidentally used wrong covers in inventory.
381-Utility Overalls have gloves restored to them.
382
383Companions and NPCs:
384====================
385-Codsworth no longer loses hat options if modified.
386-Combat Sentry Prototype MKIV, Deezer, Dr. Goodfeels now commandable. Sentry Bot can be moved and sent on supply lines.
387-Danse's fusion core can now be removed (if you previously met Danse or finished Blind Betrayal, both will still use old version)
388-Dr. Goodfeels will no longer vanish if you use the Sunshine Tidings Co-Op workbench.
389-Supervisor White is now hackable.
390-The following robots are now modifiable at a robot workbench: Deezer, Dr. Goodfeels, Graygarden Robots, Supervisor Browne, Supervisor Greene, Supervisor White. Old parts will still appear on them (sometimes with their in-game engine names) and can be swapped out for their Automatron parts accordingly.
391
392Workshop/Settlements:
393=====================
394-Renamed Diner Floor to Ceramic Floor, corrected connection points
395-Renamed Bench (Diner) to Diner Booth.
396-Ghouls, Settlers, and Traders that appear in the settlements already dead should now be scrappble.
397
398
399>ver. 0.7
400
401Fixes from 0.6:
402===============
403-Modified clothing armor now tied to proper instance naming rules.
404
405Clothing and Armor:
406===================
407-Assaultron Helmet no longer prohibits eyewear.
408-Freefall armor mod restored to Marine combat armor legs.
409-Lab Coat female model fixed, will now use proper 'dirty' appearance instead of Vault Tec lab coat.
410-Larsen's Brotherhood Fatigues renamed Brotherhood Knight Captain Fatigues.
411-Legend of the Harbor now has the intended Enchantment (+1 Endurance, +1 Agility alongside the +2 Perception bonus)
412-Marine Helmet now has Marine Tactical Helmet mesh on neck, can now support linings.
413-Marine Wetsuit, Marine Tactical Helmet resistance bonuses swapped (Helmet offered twice the protection as the full body suit?)
414-Rescue Diving Suit no longer uses wrong world model when dropped by female characters.
415-Salvaged Diving Suit and Helmet created. Separated items, lacks water breathing bonus.
416-The Captain's Hat now uses the proper model when worn.
417-The following outfits now support Ballistic Weave: Brotherhood Fatigues (all variations), Chase's Outfit, Cage Armor, Clean Black Suit, Coastal Armor, Colonial Duster, Covert Sweater Vest, DB Tech Varsity Uniform, Drifter outfit, Engineer's Armor, Explorer Outfit, Field Scribe Armor, Flannel Shirt and Jeans, Gunner Flannel Shirt and Jeans, High Confessor's Robes, Hunter's Pelt Outfit, Institute Division Head Coat (all), Institute Jumper, Institute Lab Coat (all), Kellog's Outfit, Leather Coat, Letterman's Jacket and Jeans, Quinlan's Armor, Radstag Hide Outfit, Scavenger Outfit, Science Scribe Armor, Spike Armor, Teagan's Armor, Tattered Field Jacket, Traveling Leather coat, Undershirt & Jeans, Winter Jacket and Jeans
418-The following outfits now support torso armor lining: Cage Armor, Coastal Armor, Helmeted Cage Armor, Helmeted Spike Armor, Kellog's Outfit, Minuteman General's Outfit, Rescue Diving Suit, Railroad Armored Coat (all variants), Salvaged Diving Suit, Spike Armor
419-The following outfits now support vault-suit style lining: Cleanroom Suit, Corset, Helmeted Cage Armor, Helmeted Spike Armor, Hooded Cleanroom Suit, Trapper Wetsuit, Marine Helmet, Marine Tactical Helmet, Marine Wetsuit
420-Trapper Helmet restored, added to trapper outfit lists.
421
422Companions and NPCs:
423====================
424-Angler Gunk Ball, Angler Stalk added to Angler death items.
425-Angler (DLC03_EncAngler01Template) renamed Lantern Angler to match legendary version.
426-Eyebots (all varieties) will now do energy damage with their shots, not physical.
427-Far Harbor Yao Guai, Mirelurk, and Radstag variants will now appear in the Commonwealth.
428-Gracie, glowing wolves bought from Erikson will no longer irradiate you.
429-Glowing Mirelurks, Irradiated Yao Guai and Glowing Fog Crawlers now drop the proper glowing enemy loot upon death.
430-Preston receiving a gift will now cause a small message to appear notifying you.
431-Jun Long, Mama Murphy, Marcy Long, Ted Huntley can now be moved or assigned to a supply line. (NOTE: Will currently silence all but Ted).
432-Vicious Dogs and Wolves (all variants) that are tamed should now properly used doghouses.
433-Valentine's Coat he himself wears now grants him +2 perception like the player version instead of just +1.
434
435Quests:
436=======
437-Airship Down will no longer set the Institute Division Heads to essential.
438-If you failed Tradecraft for any reason, completing Appropriation will now unlock Ballistic Weave.
439
440Workshop/Settlements:
441=====================
442-Bed (Vault style) renamed Twin-Sized Bed, changed it and additional clone to match Covenant version that supports two.
443-Bunk Bed, Queen-Sized Bed created, mainly for Covenant maintenance (Bunk Bed still only supports one character, Queen supports two)
444-Cooking Oven variants created: Blue, Yellow, White, Stainless, Raw Metal, Pre-War
445-Diner counter pieces now appear under Structures -> Metal -> Miscellaneous, 19 pieces added.
446-Diner bare sign added to miscellaneous.
447-Diner-counter-style Emporiums/Restaurants are now buildable, as are stand-alone animation variants.
448-Double sided Counter now constructible, no logner a scrap-only item.
449-Fog Crawlers can now be caught in Mirelurk cages, will need beta wave emitter to keep them tame.
450-Gourd (Institute) renamed to Institute Melon Gourd, will now properly create resources and now adds 1 food, not 0.5.
451-Gorilla cages can now be built if you've completed Airship Down (non-conflictory if you destroy Institute afterward)
452-Guard post animation marker variant created.
453-Institute Melon Gourds now craftable upon completing Building a Better Crop.
454-Metal Shelf variants 2 and 3 created.
455-Restored compact Power Armor workstation, uses same resources to create as regular.
456-Restored Ground Pot Cooking station, uses the same resources to create as campfire cooking station.
457-Scavenging stations will no longer forcibly scale the user to 1.0.
458-Sleeping Bag description updated to reflect survival effects, can now be used by children.
459-Shack Wall pieces restored: 1 shack bridge, 2 shack walls, 1 floor supports, 2 shack wall doorways, 2 shack wall caps
460-Statues added to the creation list, unlocked by the same Picket Fences mag: 7 fountains, 1 plinth, 4 various.
461-Wasteland Workshop Dog, Raider Cages can now be built in Far Harbor settlement locations.
462-Wasteland Workshop Trapper cages can now be built, replace Gunner cages. Only buildable in Far Harbor.
463-Wasteland Workshop Radstag, Yao Guai, Mirelurks now include Far Harbor variants.
464-Wolves can now be caught in Dog cages, will need beta wave emitter to keep them tame.
465
466Consumables:
467============
468-Melon (MelonWarwick) renamed to Institute Melon Gourd.
469
470Vendors:
471========
472-Anne Hargraves will now also sell clothes from the following companion's sets: MacCready, Cait, Piper, Hancock, Longfellow.
473-Brooks now sells Bar Harbor themed cups, bowls and plates.
474-Garden Gnomes added to general trader lists.
475-Ron Staples and Parker Quinn will now sell Far Harbor food items.
476
477Weapons:
478========
479-45-70, Harpoon ammo added to Scrounger perks.
480-Assaultron Blade now has Stun Pack mod available, to be on par with the Revolutionary Sword.
481-Assaultron Blade, Mr. Handy axe and Tesla gun added to legendary item lists.
482
483
484>ver. 0.6
485
486Fixes from 0.5
487==============
488-Gamma Gun signal Splitter changed to dish. Cannot create two mods on a gun that change projectile type.
489-Box mags for Combat Shotgun now produce correct mods.
490
491Companions and NPCs:
492====================
493-Brotherhood armored soldiers will now spawn with their proper armor. Sentinels will appear as armored-only after level 108.
494-Brotherhood Knights and of higher rank now gain the appropriate Knight/Paladin perks as applicable.
495-Four stronger variants of the Mutant Hounds added. After level 108, they will now scale with the player in terms of health.
496-Glowing Hound renamed Irradiated Hound.
497-Glowing Behemoth renamed Towering Behemoth (not actually glowing nor radioactive).
498-Legendary Brotherhood Star Paladins will now have the proper "Legendary" affix tied to them.
499-Legendary enemies will now tell you what's been beefed up when they mutate, as originally intended.
500-Legendary enemies that mutate to cause poison damage will now use the proper visual effect.
501-Legendary Mutant Hounds are now actually *called* Legendary.-Preston receiving a gift will now cause a small message to appear notifying you.
502
503Outfits:
504========
505-Timothy (random encounter synth asking about Bunker Hill) will now be wearing a Dirty Institute Jumper, making it used.
506
507Locations:
508==========
509-Adjusted the terminal angle at Bobbi's place to be accessible, letting you loot her safe.
510-Museum of Freedom left hand side restored. Two doors added, misplaced floors re-located.
511-Fatman room in Fort Strong now completely accessible.
512-Stone Urn and Dud Warhead moved to appropriate places in the Cabot house.
513-T-51 Power armor with the Railroad paint applied will now spawn as a full suit in Railroad HQ (reduces the costs of doing Plugging a Leak over Tradecraft).
514
515Clothing and Armor:
516===================
517-Armor with a lining upgrade attachment now has mod support tied to them, based off the leather torso lining mod list. Affects the following: Brotherhood Fatigues (all variants), Quinlan's Armor, Teagan's Armor, Science Scribe Armor, Engineer Scribe Armor, Field Scribe Armor, Tattered Field Jacket.
518-Bomber Jacket now allows leg armor and Ballistic Weave, to be in line with similar outfits.
519-BoS VII power armor paint scheme renamed BoS VIII (There's a rank between Sentinel and Elder, despite not being in the game)
520-Brotherhood Lab Coat Ballistic Weave support fixed.
521-DC Guard Helm (light), Hazmat Suit (both variants) will no longer hide beards, can be worn with glasses and bandanas.
522-Institute Killer Weave can now be constructed after completing Randolph Safehouse 6. Still...utterly...useless.
523-Lorenzo's Crown Replica created, place on the Parson Asylum desk with the Charisma bobblehead.
524-Metal, Combat and Synth helmets will now appear on legendary item lists.
525-Minutemen General Uniform now supports Ballistic Weave, to be in line with all other Minutemen outfits.
526-'No Weave' now constructible, allowing you to un-equip Ballistic Weave from items.
527-Skin-tight underarmor similar to the Vault-Tec suit (BoS Uniform, Synth Underarmor), now support similar lining mods. These include: Bomber Jacket, BoS Uniform (Both), BoS Officer's Uniform, BoS Hood, Brotherhood Lab Coat, Field Scribe Hat, Hazmat Suit (both variants), Maxson's Battlecoat, Synth Underarmor.
528-Synth Helmet no longer prevents mouthwear, beards.
529-Vault 75, 95, 114 vault suits added to their respective vaults, one each (regular and clean)
530-Vault 101, Vault 81 - New and Vault Security Helmet - Clean added to Vault 81 general store.
531-Zeke's Jacket loses unused lining attachment, replaced with Ballistic Weave support to be in line with its regular counterpart.
532
533Misc and Junk Items:
534====================
535-Misc: Jacob's Password from Covenant now renamed Covenant Terminal Password to avoid weird issue of two items having the same name.
536-Misc: RobCo Fun #3 issue restored at Bobbi's place in Goodneighbor, will give you the RobCo Defragmenter. Bit of a joke about mags sending the wrong files
537out sometimes.
538-Misc: Taboo Tattoos #4 now uses proper cover image.
539-Misc: Six issues of Taboo Tattoos restored, each with their own unlocks to Concord Speakeasy, Meat Locker, Bridgeway Trust, Old Corner Bookstore, Hester's Consumer Robotics, Mega Surgery Center.
540
541Perks:
542======
543-Brotherhood Knight (reduced damage from Synths, Supermutants, and Ghouls) and Brotherhood Paladin (Heal while in power armor) perks restored, gained when player rank is obtained.
544
545Text:
546=====
547-"psycho and jet" -> "psycho and other drugs". Jet didn't exist until after the war.
548
549Weapons:
550========
551-Cryolator fusion core mag restored (NOTE: please test this! May cause conflicts with the barrel!)
552-Several miscmod leveled item lists corrected, would spawn some mods starting at level 111 instead of 11.
553-Institute Pulse Grenades will now use the proper projectile.
554
555>ver. 0.5
556*Initial Release
557
558====================================================
559C H A N G E S A N D C O N T E N T S
560====================================================
561Clothing and Armor:
562===================
563-Resized most clothing world models so they're more uniform and fit on shelves more easily.
564-Agatha's Dress now uses Red Dress material, now allows arm armor like every other dress.
565-Agatha's Dress and Reginald's Suit now both apply the Heavy Drinker perk effect.
566-Airship Captain's Coat restored. Adds +1 Charisma and Endurarance. Added to vendor lists.
567-Armor Sizes now given their own category, will now appear more visibly on dropped loot.
568-Armor with a lining upgrade attachment now has mod support tied to them, based off the leather torso lining mod list. Affects the following: Brotherhood Fatigues (all variants), Quinlan's Armor, Teagan's Armor, Science Scribe Armor, Engineer Scribe Armor, Field Scribe Armor, Tattered Field Jacket.
569-Assaultron Helmet no longer prohibits eyewear.
570-Batting Helmets: Red and Green variants restored, added to all related vendor/random spawn lists.
571-Bomber Jacket now allows leg armor and Ballistic Weave, to be in line with similar outfits.
572-Brotherhood Fatigues (Cade's unique) now renamed Brotherhood Medical Fatigues.
573-Brotherhood Fatigues (Kells) now renamed Brotherhood Lancer Fatigues.
574-Brotherhood Lab Coat restored, adds +1 to Per and Int. Found in The Scribe's inventory.
575-Burnt Pink Dress restored, added to appropriate vendor lists.
576-Cait's Bandolier now renamed Bandolier.
577-Ceremonial Cape restored. Adds +2 Charisma. Added to vendor lists.
578-Combat Armor now has decal support, 9 options to show on the torso piece, including None.
579-Covert Sweater Vest now uses unique texture.
580-DC Guard Helm (light), Hazmat Suit (both variants) will no longer hide beards, can be worn with glasses and bandanas.
581-Dirty Army Helmet now uses proper texture for world model.
582-Flight Helmets and variants should no longer remove beards, now allow for scarves.
583-Freefall armor mod restored to Marine combat armor legs.
584-Gunner Guard Outfit world model now appears proper color, removed gloves.
585-Gunner Leathers restored, added to Gunner outfit pool.
586-Institute Killer Weave can now be constructed after completing Randolph Safehouse 6.
587-Lab Coat female model fixed, will now use proper 'dirty' appearance instead of Vault Tec lab coat.
588-Larsen's Brotherhood Fatigues renamed Brotherhood Knight Captain Fatigues.
589-Legend of the Harbor now has the intended Enchantment (+1 Endurance, +1 Agility alongside the +2 Perception bonus)
590-Lorenzo's Crown Replica created, place on the Parson Asylum desk with the Charisma bobblehead.
591-Marine Helmet now has Marine Tactical Helmet mesh on neck, can now support linings.
592-Marine Wetsuit, Marine Tactical Helmet resistance bonuses swapped (Helmet offered twice the protection as the full body suit?)
593-Metal, Combat and Synth helmets will now appear on legendary item lists.
594-Minutemen General Uniform now supports Ballistic Weave, to be in line with all other Minutemen outfits.
595-'No Weave' now constructible, allowing you to un-equip Ballistic Weave from items.
596-Rescue Diving Suit no longer uses wrong world model when dropped by female characters.
597-Salvaged Diving Suit and Helmet created. Separated items, lacks water breathing bonus.
598-Skin-tight underarmor similar to the Vault-Tec suit (BoS Uniform, Synth Underarmor), now support similar lining mods. These include: Bomber Jacket, BoS Uniform (Both), BoS Officer's Uniform, BoS Hood, Brotherhood Lab Coat, Field Scribe Hat, Hazmat Suit (both variants), Maxson's Battlecoat, Synth Underarmor.
599-Synth Helmet no longer prevents mouthwear, beards.
600-Synth armor color category for mods created, seven restored options including metallic.
601-The Captain's Hat now uses the proper model when worn.
602-The following outfits now support Ballistic Weave: Brotherhood Fatigues (all variations), Chase's Outfit, Cage Armor, Clean Black Suit, Coastal Armor, Colonial Duster, Covert Sweater Vest, DB Tech Varsity Uniform, Drifter outfit, Engineer's Armor, Explorer Outfit, Field Scribe Armor, Flannel Shirt and Jeans, Gunner Flannel Shirt and Jeans, High Confessor's Robes, Hunter's Pelt Outfit, Institute Division Head Coat (all), Institute Jumper, Institute Lab Coat (all), Kellog's Outfit, Leather Coat, Letterman's Jacket and Jeans, Quinlan's Armor, Radstag Hide Outfit, Scavenger Outfit, Science Scribe Armor, Spike Armor, Teagan's Armor, Tattered Field Jacket, Traveling Leather coat, Undershirt & Jeans, Winter Jacket and Jeans
603-The following outfits now support torso armor lining: Cage Armor, Coastal Armor, Helmeted Cage Armor, Helmeted Spike Armor, Kellog's Outfit, Minuteman General's Outfit, Rescue Diving Suit, Railroad Armored Coat (all variants), Salvaged Diving Suit, Spike Armor
604-The following outfits now support vault-suit style lining: Cleanroom Suit, Corset, Helmeted Cage Armor, Helmeted Spike Armor, Hooded Cleanroom Suit, Trapper Wetsuit, Marine Helmet, Marine Tactical Helmet, Marine Wetsuit
605-Trapper Helmet restored, added to trapper outfit lists.
606-Utility Gloves created, separated from Utility Overalls. Increases carry weight, wearable on outfits without gloves.
607-Vault 75, 95, 114 vault suits added to their respective vaults, one each (regular and clean)
608-Vault 101, Vault 81 - New and Vault Security Helmet - Clean added to Vault 81 general store.
609-Wraparound Scarf created (third piece of Metal helm trio). Added to random enemy apparel lists, metal armor lists.
610-Zeke's Jacket loses unused lining attachment, replaced with Ballistic Weave support to be in line with its regular counterpart.
611
612Companions and NPCs:
613====================
614-Angler Gunk Ball, Angler Stalk added to Angler death items.
615-Angler (DLC03_EncAngler01Template) renamed Lantern Angler to match legendary version.
616-Brother Matthew added to the possibilities list of Pillars of the Community boss leaders.
617-Brotherhood armored soldiers will now spawn with their proper armor. Sentinels will appear as armored-only after level 108.
618-Brotherhood Knights and of higher rank now gain the appropriate Knight/Paladin perks as applicable.
619-Cait's Infatuation idle lines (high affinity but not romanced) will no longer only fire if Danse is your current companion around her.
620-Combat Sentry Prototype MKIV, Deezer, Dr. Goodfeels now commandable. Note this will only affect robots on a new game.
621-Covenant settlers now all flagged as protected. Brian, Swanson, and Jacob can now be assigned to tasks.
622-Covenant Generic settlers renamed Brad Finnegan and Dolly Madison, after two cut NPCs.
623-Deezer is now flagged as movable in workshop mode, and now generates 10 happiness.
624-Dr. Goodfeels will no longer vanish if you use the Sunshine Tidings Co-Op workbench.
625-Eyebots (all varieties) will now do energy damage with their shots, not physical.
626-Far Harbor Yao Guai, Mirelurk, and Radstag variants will now appear in the Commonwealth.
627-Four stronger variants of the Mutant Hounds added. After level 108, they will now scale with the player in terms of health.
628-Glowing Hound renamed Irradiated Hound.
629-Glowing Behemoth renamed Towering Behemoth (not actually glowing nor radioactive).
630-Glowing Mirelurks, Irradiated Yao Guai and Glowing Fog Crawlers now drop the proper glowing enemy loot upon death.
631-Gracie, glowing wolves bought from Erikson will no longer irradiate you.
632-Gorillas added to settlements can now be moved to other settlements.
633-Honest Dan is no longer commandable or moveable in workshop mode (would lead to odd bugs if pulled to a settlement)
634-Jun Long, Mama Murphy, Marcy Long, Ted Huntley can now be moved or assigned to a supply line. (NOTE: Will currently silence all but Ted).
635-House Cats within settlements, such as Maisie and Dora, will now generate 10 happiness, like their Wasteland Workshop counterparts.
636-Legendary Brotherhood Star Paladins will now have the proper "Legendary" affix tied to them.
637-Legendary enemies will now tell you what's been beefed up when they mutate, as originally intended.
638-Legendary enemies that mutate to cause poison damage will now use the proper visual effect.
639-Legendary Mutant Hounds are now actually *called* Legendary.
640-Preston receiving a gift will now cause a small message to appear notifying you.
641-Post Blind Betrayal Danse will now still comment on the Commonwealth while idling if you betray the Brotherhood.
642-Supervisor White is now hackable.
643-Tina de Luca no longer flagged Essential.
644-Several characters reflagged as Protected (can die unless you attack/kill them): Anne Hargraves, Clarabell, Dr. Goodfeels, Deezer, Maisie, Tina de Luca,
645Trader Rylee, Vault-Tec Rep.
646-The following robots are now modifiable at a robot workbench: Deezer, Dr. Goodfeels, Graygarden Robots, Supervisor Browne, Supervisor Greene, Supervisor White. Old parts will still appear on them (sometimes with their in-game engine names) and can be swapped out for their Automatron parts accordingly.
647-Vicious Dogs and Wolves (all variants) that are tamed should now properly used doghouses.
648-Valentine's Coat he himself wears now grants him +2 perception like the player version instead of just +1.
649
650Item Fixes:
651===========
652-All alcholic beverages will now provide the Live & Love #5 issue perk. Would not due to timing bug.
653-Institute Transmitter now has proper scrap values asigned to it.
654-Poisoned Wine is now actually poisonous and will reduce your health over 180 seconds.
655-Vault Suit Ultra-Light Build mod now generates proper mod when unequipped.
656-Synth limb armor Sleek mod now generates proper mod when unequipped.
657-Railroad Armored Coat Dense mod now generates proper mod when unequipped.
658-Exemplar's T-60c Torso and Visionary's T-60c Helm no longer have the "c" in their names, as they can spawn at/be modded for different armor classes.
659
660Locations:
661==========
662-Adjusted the terminal angle at Bobbi's place to be accessible, letting you loot her safe.
663-Museum of Freedom left hand side restored. Two doors added, misplaced floors re-located.
664-Fatman room in Fort Strong now completely accessible.
665-T-51 Power armor with the Railroad paint applied will now spawn as a full suit in Railroad HQ (reduces the costs of doing Plugging a Leak over Tradecraft).
666
667Outfits:
668========
669-Cait will now spawn with her Bandolider
670-DC Guard Helmet (light) added to Gunner headgear pools.
671-Gunner Leathers added to Gunner underarmor pool.
672-Gunners will now spawn with the Gunner decal on their armor.
673-Lancers on the Prydwen command deck will no longer spawn with a second set of underarmor.
674-Lancer pilots will now spawn with their proper bomber jackets and flight helmets.
675-Road Goggles added to Forged outfits so they're not so stupidly rare.
676-Timothy (random encounter synth asking about Bunker Hill) will now be wearing a Dirty Institute Jumper, making it used.
677-Utility Gloves added to Sturges/Tinker Tom/Abbot/Deacon disguise utilizing Utility Overalls.
678
679Perks:
680======
681(Note: These are gotten in a situational for the most part. Once you miss them, you've mised them.)
682-Brotherhood Knight (reduced damage from Synths, Supermutants, and Ghouls) and Brotherhood Paladin (Heal while in power armor) perks restored, gained when player rank is obtained.
683-Heavy Drinker perk will now appear with a name in the perk list.
684-In the Blood: +5% Rad Resist, -5% Maximum Health. Get for taking Tinker Tom's shot.
685-Secret Agent: +10s on Stealth Boy time. Gotten for completing Memory Interrupted
686-Station Master: 5% Bonus for Selling items. Gotten for establishing Mercer Safehouse.
687-'The Heavy': This perk is now outright applied when you complete Randolph Safehouse 6. You still get the weave, which is still useless compared to the
688Ballistic Weave.
689-True Hero: +1 Luck. Gotten for saving Kent during the Silver Shroud quest.
690
691Quests:
692=======
693-Airship Down will no longer set the Institute Division Heads to essential.
694-Completing The Nuclear Option with the Minutemen will allow A New Dawn to occur if Blind Betrayal has already been completed.
695-Curtain Call will now reward players with both outfits, regardless of their gender.
696-Elder Maxson will now wear his power armor during Red Rocket's Glare (and technically Precepice of War).
697-If you failed Tradecraft for any reason, completing Appropriation will now unlock Ballistic Weave.
698-Once you complete the quest involving Covenant, questions regarding it will no longer appear when talking to members of the town.
699-Tactical Thinking will no longer force PAM to go into lockdown, now waits for you to get actual orders to kill the Railroad.
700
701Weapons:
702========
703-45-70, Harpoon ammo added to Scrounger perks.
704-Assaultron Blade now has Stun Pack mod available, to be on par with the Revolutionary Sword.
705-Assaultron Blade, Mr. Handy axe and Tesla gun added to legendary item lists.
706-Broadsider Ignition Coil restored, now allows the weapon to do twice the normal damage, plus splash damage.
707-Cryolator fusion core mag restored (NOTE: please test this! May cause conflicts with the barrel!)
708_Combat Rifle/Shotgun Improved Glow Sight Ring restored. Regular sight ring loose mod name fixed.
709-Combat Rifle Ported Barrel renamed to Fluted (Barrel is visibly not actually ported, and no ported model exists)
710-Combat Rifle Medium and Drum Mags restored, small mag now uses proper small mag graphics.
711-Combat Shotgun Box Mag (Large magazine) restoed, Drum Mag creation perk requirements bumped up one rank each.
712-Combat Shotgun Glowing Iron Sights mod restored.
713-Cryolators have been added as a possible legendary weapon type after level 50.
714-Junkjets and Broadsiders have also been added as possible legendary drops, appearing after level 99.
715-Fatman launchers can no longer spawn in the wild with a MIRV attachment (fixes issue with Recon Target Seeking Fatman, see below).
716-Gamma Gun will no longer spawn with the (very useless) Ghoul or Super Mutant Slayer legendary types.
717-Gamma Gun signal splitter restored.
718-Gamma Gun's loose Signal Carrier mod name fixed.
719-Gamma Gun mod Lorenzo's Dish now looks like the dish instead of a generic box, value increased to 200 caps.
720-Pool Cue now has stun pack, polished weapon mod options.
721-Recon Target Seeking Fatman is now a legendary drop that makes use of the Targeting Computer. The MIRV cannot be attached to this weapon.
722-Several miscmod leveled item lists corrected, would spawn some mods starting at level 111 instead of 11.
723-Shishkebab Extra and Quadruple Flame Jets mods separated. Extra now has only two, Quad offers four and higher damage boost.
724-Shem Drowne's sword now does 50 radiation damage over ten seconds, on par with the Irradiated legendary effect.
725-Shem Drowne's sword now has two unique mods that increase radiation damage (Reforged and Reforged with Stun Pack). Requires Radioactive Alloy.
726-Sledgehammer now has Stun Pack option.
727-Institute Pulse Grenades will now use the proper projectile.
728-Walther PPK added in, basically a non-unique version of Deliverer. Will appear at level 99 or higher as a legendary drop possibility.
729
730Power Armor:
731============
732-BoS VII power armor paint scheme renamed BoS VIII (There's a rank between Sentinel and Elder, despite not being in the game)
733-BoS T-60 Initate, Knight SGT and Knight CPT power armor paints now craftable (Initiate requires Knight unlocked, all others Paladin unlocked)
734-BoS paints now have numbered I-VII in constructable list so they appear in order.
735-BoS Paint for the T-45, T-51 and X-01 are now available once you unlock the Knight paint.
736-Danse's power armor parts are now flagged as playable, named "Danse's" to designate them from other armor pieces.
737-Gunner paint created, boosts Endurance. Uses the same formulas as Military paint, appears as a darker sheen.
738-Lead and Titanium Power Armor 'paints' for Raider Power armor fixed (checked for bad keyword)
739-Explosive Paints for all versions now use yellow coloring.
740-Tesla Bracers naming keyword changed to appear as 'Shocking', primarily to avoid "Tesla bracers Tesla T-60" in DLC.
741-Targetting HUD for helmets will now only activate with weapon out, and will highlight friendlies in green.
742-X-01 Thermal Paint now uses Winter coloring instead of none.
743-Institute X-01 Paint now unlocked as long as you've completed Institutionalized by joining the Institute.
744
745Consumables:
746============
747*Drink: Amontillado Wine bottle now properly named, no longer just "Wine"
748*Drinking Buddy will now be able to refrigerate Beer, Milk, Deezer's Lemonade and Perfectly Preserved Nuka Colas.
749*Drink: Rum & Nuka: Offers bonuses of Rum and Nuka cola. Craftable, sold by Sheffield.
750*Drink: Fresh Brahmin Milk: Sold by rare food vendors, Non-alcholic lists.
751*Drink: Perfectly Preserved Nuka Cola: Sold by Sheffield. Nuka without the rads.
752*Food: Melon (MelonWarwick) renamed to Institute Melon Gourd.
753*Food: Missippi Quantum Pie: Similar to the Fallout 3 item. Sold by Sheffield.
754*Food: Ground Molerat now craftable, just restored to list.
755*Food: NukaLurk Cakes now craftable, +10 Max AP for five mins, restores health, +4 Rads.
756*Food: Pre-War Fancy Lads Snack Cakes, Sugar Bombs, Blamco Mac and Cheese now have 'Preserved' in title.
757*Chem: Party-Time Mentats created. Requires 1 Coffee tin, 1 Whiskey, 1 Mentats. +2 Int, +2 Per and +5 Charisma for 2 mins. Stackable with other Mentats (per F:NV)
758*Chem: PSycho and its variants no longer innately boost DR. This is now consistent with previous versions of it. The addiction chance of Psychotats and PsychoJet
759are reduced in light of this.
760*Chem: Slasher added. Can be made at a chem station for +25 damage and DR, using 2 muitfruit, 1 stimpak and 1 psycho.
761*Misc: Railroad Stealth Boy now has Carrington's Prototype model, giving it more purpose.
762
763Junk and Misc. Items:
764=====================
765*Misc: Issues 2, 3 and 4 of La Coiffe are now restored and one issue will appear in Carla, Deb and Diamond City Surplus store listings. Anchorage haircut now
766requires issue 4, 2 unlocks soul survivor, and 3 unlocks Warhawk for Women, Summa Cum Laude for Men.
767-Misc: Jacob's Password from Covenant now renamed Covenant Terminal Password to avoid weird issue of two items having the same name.
768*Misc: RobCo Fun #3 issue restored at Bobbi's place in Goodneighbor, will give you the RobCo Defragmenter.
769*Misc: Taboo Tattoos Issue 4 now has proper horseshoe cover.
770*Misc: Six issues of Taboo Tattoos restored, each with their own unlocks to Concord Speakeasy, Meat Locker, Bridgeway Trust, Old Corner Bookstore, Hester's Consumer Robotics, Mega Surgery Center.
771*Junk: Pre-War Toaster now renamed Untarnished Toaster.
772*Junk: Following items created/restored to junk loot tables: Pre-War Blast Radius Board Game, Clean Teddy Bear, Pre-War Hairbrush, Pre-War Red Toothbrush,
773Pre-War Blue Toothbrush, Unopened Toothpaste, Pre-War Feather Duster, Pre-War Mr. Handy Fuel, Pre-War Clothing Iron, Pre-War Milk Bottle, Power Cable Spool,
774Barber Mirror, Distress Pulser, Inactive Distress PUlser, Trifold American Flag Case, Ironing Board, Radioactive Alloy, Thermal Coupling, Lawnmower,
775Nuclear Warhead Core (Dud), Damaged Transmitter, Empty Briefcase, Robot Model Parts Box, Books (1-6), Opened Comic, Opened Magazine
776*Junk: Several items will now appear on robot corpses, related to said robots in question: Mr. Handy Central Processor, Sentry Bot Circuit Board,
777Protectron Personality Unity
778
779Vendors:
780========
781-Anne Hargraves will now also sell clothes from the following companion's sets: MacCready, Cait, Piper, Hancock, Longfellow.
782-Brooks now sells Bar Harbor themed cups, bowls and plates.
783-Doc Anderson now has her full inventory assigned to her vendor container, rather than just carrying it around with her.
784-Garden Gnomes added to general trader lists.
785-Tina DeLuca's status as a vendor completed, now sells rarer chems.
786-Parker Quinn now has his own vendor container instead of being a copy of Ron's. Sells rare food items and a few rare junk items when assigned to a
787trading emporium.
788-Sheffield is now a Tier 4 bartender, specializing in various Nuka Cola items.
789-Fixes Ron Staples so he now checks for the right kind of store when you assign him to one. Previously, he would need to be assigned to a trading
790emporium to access his full inventory.
791-Ron Staples and Parker Quinn will now sell Far Harbor food items.
792-The Scribe now sells a full assortment of BoS footsoldier apparel.
793-Institute Requisitions now sells Institute junk items, all the basic lab coats, and hooded cleanroom suit.
794-Coffee Tin added to Rare food items vendor list.
795-Pre-War Salt Shaker added to vendor lists.
796-Pre-War dresses expanded on vendor lists.
797
798Text:
799=====
800-"psycho and jet" -> "psycho and other drugs". Jet didn't exist until after the war.
801
802Workshop/Settlements:
803=====================
804-Bed (Vault style) renamed Twin-Sized Bed, changed it and additional clone to match Covenant version that supports two.
805-Bunk Bed, Queen-Sized Bed created, mainly for Covenant maintenance (Bunk Bed still only supports one character, Queen supports two)
806-Cooking Oven variants created: Blue, Yellow, White, Stainless, Raw Metal, Pre-War
807-Covenant's turrets now use the same template as Workshop Heavy Turrets, meaning they should be scrappable and apply defense.
808-Diner counter pieces now appear under Structures -> Metal -> Miscellaneous, 19 pieces added.
809-Diner bare sign added to miscellaneous.
810-Diner-counter-style Emporiums/Restaurants are now buildable, as are stand-alone animation variants.
811-Double sided Counter now constructible, no logner a scrap-only item.
812-Electromagnetic Actuators, Relay Dishes, Reflector Platforms, Beam Emitters, and Control Consoles can be build and stored after their respective quests complete.
813-Fog Crawlers can now be caught in Mirelurk cages, will need beta wave emitter to keep them tame.
814-Ghouls, Settlers, and Traders that appear in the settlements already dead should now be scrappble.
815-Gourd (Institute) renamed to Institute Melon Gourd, will now properly create resources and now adds 1 food, not 0.5.
816-Gorilla cages can now be built if you've completed Airship Down (non-conflictory if you destroy Institute afterward)
817-Guard post animation marker variant created.
818-Institute Melon Gourds now craftable upon completing Building a Better Crop.
819-Losing player ownership of a settlement now generates a message box instead of a tooltip.
820-Metal Shelf variants 2 and 3 created.
821-Restored compact Power Armor workstation, uses same resources to create as regular.
822-Restored Ground Pot Cooking station, uses the same resources to create as campfire cooking station.
823-Mr. Handy, Sentry, and Protectron robots now have hat armor options available. Mr. Handy bowler hats can be found under Top Armor, while the others have separate categories.
824-Scavenging stations will no longer forcibly scale the user to 1.0.
825-Settlement attack warnings will tell you *what* is attacking your settlement.
826-Shaun's Crib can now be built at any settlement.
827-Sleeping Bag description updated to reflect survival effects, can now be used by children.
828-Shack Wall pieces restored: 1 shack bridge, 2 shack walls, 1 floor supports, 2 shack wall doorways, 2 shack wall caps
829-Statues added to the creation list, unlocked by the same Picket Fences mag: 7 fountains, 1 plinth, 4 various.
830-Wasteland Workshop Dog, Raider Cages can now be built in Far Harbor settlement locations.
831-Wasteland Workshop Trapper cages can now be built, replace Gunner cages. Only buildable in Far Harbor.
832-Wasteland Workshop Radstag, Yao Guai, Mirelurks now include Far Harbor variants.
833-Wolves can now be caught in Dog cages, will need beta wave emitter to keep them tame.