I do not own this mod or have any relation. I am simply suggesting this mod for this world because I gen a world for something like this. Please make sure you have at least 16gb of gam to run this world!
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-Fixed: Small loot/layout change to Wasteland's Red Mesa POI variant
Version 21.2.2.6
!!!EAC MUST BE OFF!!!
Game Version: 21.2
Wasteland Version: 21.2.2.6
-Mod Dependencies:
SCore v.21.2.101.931+
NPCmod v.21.1.0.20+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Added: Powered versions of shutters and cellar doors(unlocked with craftingElectrician)(can upgrade them from wood->iron->steel like the normal ones)
-Added: Mk.2 versions of the auto turret, electric fence post, and blade trap(unlocked with craftingTraps)(can be used to upgrade already placed regular versions to Mk.2s)
-Added: Mk.2 tripwire posts and relays(unlocked with craftingElectrician)(can be used to upgrade already placed regular versions to Mk.2s)
-Added: Steel darts for the dart trap
-Added: Scout scream now gives temp debuff
-Added: Several new rock/boulder and stump deco assets
-Changed: Dew Collectors now produce murky water
-Changed: Added particles to Industrial Generator when running
-Changed: Swapped mutant hounds to use Mutant faction so they don't aggro on normal mutants
-Changed: Gave both Chainlink Gates 2500 HP
-Changed: Slightly reduced chance of working vehicles spawning
-Fixed: Fixed low HP on Atom Coupe
-Fixed: Industrial Generator recipe called for wrong tool
-Fixed: Industrial Generator missing its sound
-Fixed: Some missing icons in Crafting Skills
-Fixed: questFindCemetery pointed to wrong POI
-Fixed: Journal tip when picking up generic vehicle parts was incorrect
-Fixed: Chainlink double door repaired with wood
-Fixed: Regular Drowned zombies had incorrect materials making them look like radiateds
-Changed: Vanilla pipe baton now falls under clubs skill
-Changed: Traders are now using sleeper volumes to try and fix the disappearing issues(can use feedback on this if there is any issue or odd behavior)
-Changed: Reduced energy weapon recoil/spread
-Changed: Added WL POIs to rwgmixer bias list to try and ensure spawns
-Changed: Balanced WL vehicle HP with vanilla
-Changed: Rebuilt workstation blocks to look correct with the tools they now use
-Changed: Slight increase in chance to harvest specialty parts from vehicle wrecks and their chance to spawn in general
-Fixed: Vehicle dismount system was broken due to A21 changes to vehicle buffs, should be working again(Most enemies can potentially knock you off a bike/minibike/motorcycle)
-Fixed: Ambulance seat positions were off
-Fixed: Snowberry unlock was missing from Seed crafting
-Fixed: Ranged hostile NPCs were missing corpse block property
-Fixed: Simple Electronics crafting being maxed also removed loot bonus for Robotics for Dummies
-Fixed: Tag issue causing regular Beo 50 to have reduced damage
-Fixed: Legendary Beo 50 wasn't swapped to be under Machine Gunner perk like the regular Beo 50
-Fixed: Beo 50 sound would cut out when firing full auto
-Fixed: Regular 500 Magnum did more damage than the legendary version
-Fixed: Legendary .44 SMG was missing from loot
-Fixed: Ignorance is Bliss buff wasn't removed if you respec'd
-Fixed: Couple various localization fixes/tweaks
Version 21.2.2.4
!!!EAC MUST BE OFF!!!
Game Version: 21.2
Wasteland Version: 21.2.2.4
-Mod Dependencies:
SCore v.21.2.49.751+
NPCmod v.21.1.0.18+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
Mutie Claus was seen flying away, taking his presents with him.
-Added: Limited amount of NPC hires to 2 per player(will likely rework this into a perk later)(also not sure how this will affect current saves; it may not apply to current hires but shouldn't break anything regardless)
-Added: Missing notes for Nuka Factory variants and associated quests
-Added: First pass at adding Wasteland weapons to NPCs(can give them a Combat Shotgun, Service Rifle, 10mm SMG, BAR, Beo 50, Battle Rifle, Heavy Sniper, AS-50, or Laser Rifle and they can now swap to them; more to come in the future)
-Changed: Gamestaged NPC sleepers(should fix them not spawning at higher GS; also better balance so you aren't running into the tougher ones as early, as often)
-Changed: 500 Magnum can no longer equip a silencer
-Changed: When a crafting perk is maxed, loot bonus for associated mags/books now goes to 1 instead of 0(vanilla change in 21.2)
-Changed: Scrapper perk also gives bonus to finding junk items
-Changed: Added repairable air vehicle helper to parking_garage_2 POI(will need a quest reset/chunk reset/new world to see)
-Fixed: Vault doors that use keycards can no longer be lockpicked
-Fixed: Hirable NPCs loot bags were referencing loot lists, not containers
-Fixed: Power Armor Statues could be reused
-Fixed: Overseer desk would break upon looting
-Fixed: M1 couldn't use silencer
-Fixed: Novac POI - Removed empty volume and tweaked others to make quests work/POI flow better
-Fixed: Missing Industrial Generator recipe(for real this time!)
-Fixed: Electrician crafting tier 4 was missing some entries, causing index errors
-Fixed: Arcade machines gave more parts when salvaged than needed to repair
Version 21.2.2.3
!!!EAC MUST BE OFF!!!
Game Version: 21.2
Wasteland Version: 21.2.2.3
-Mod Dependencies:
SCore v.21.2.18.1001+
NPCmod v.21.1.0.16+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
Fixed: NRE when spawning NPC sleepers at max level/high GS
Version 21.2.2.2
!!!EAC MUST BE OFF!!!
Game Version: 21.2
Wasteland Version: 21.2.2.2
-Mod Dependencies:
SCore v.21.2.18.1001+
NPCmod v.21.1.0.16+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
There are reported sightings of the fabled Mutie Claus roaming the snow biomes! Hunt him down and see what gifts you can get!
-Added: M1 Battle Rifle and .44 Magnum SMG
-Added: A few variants of normal POIs that can spawn repairable air vehicles(mostly POIs that had helipads already)
-Changed: Utilitrons crafted will be auto-hired by whoever places them down
-Changed: Biome fog now works on servers as well as SP(Big thanks to FuriousRamsay for this <3)
-Changed: Emptying either dead bodies or their corpse block will now make it disappear(if needing to harvest the body do it before looting)(also reduced the gore block HP so you can easily harvest if you want)
-Changed: Added air vehicle repairables/wrecks to some POIs(needs a new world)
-Changed: Added fist weapons to Big and Fast perk since they were missing their flurry perk
-Changed: Supply Run quests should no longer be shareable(no point for them to be)
-Changed: Tweaked power armor set buff to fix sound from looping
-Changed: Beo-50 moved to Machine Gunner
-Changed: Added some weapons to craftingSkills(unlock/quality levels may have shifted some due to this)
-Changed: Small tweaks to ghoul/rad ghoul/rad mutated radiation buff damage
-Changed: Set StabilityIgnore on rad blocks needed for quests so they won't break if the block underneath them is broken
-Changed: Various weapon balancing
-Changed: Removed RNG MagazineSize for guns to match vanilla
-Changed: Added limit to WL drugs so they can't stack more than 3 at a time for duration
-Changed: Slightly increased Brotherhood spawn rates; added Rad Cats to biome spawns; added both to wasteland spawns also
-Changed: Added TraderStage to item mods
-Changed: Small tweaks to NPC weapons to make them a bit easier to deal with(still dangerous)
-Fixed: Made some tweaks to the raider assets to try and stop their meshes from disappearing at certain angles
-Fixed: Airships seating positions
-Fixed: Supply Run quests completion dialog was wrong
-Fixed: Supply Run and Clear Rad quest rewards were limited to 2 choices
-Fixed: Added missing drug recipes
-Fixed: Added missing 45 ACP ammo bundle recipes
-Fixed: .50 Cal weapons broken version recipes will now increase in quality with respective perks(only craft up to Q4 though)
-Fixed: Blade and knuckle weapon crafting max crafting level was incorrect
-Fixed: Legendary 500 Mag and Beo-50 had HP ammo twice and no AP ammo available
-Fixed: Vehicle parts appearing in book loot
-Fixed: Survivalist Faceask and Lucky Piercings missing from loot
-Fixed: Some perks still mentioned crafting/updated some descriptions
-Fixed: Having more than one feral ghoul near you stopped the rad buff from damaging you
-Fixed: SPIFSAL and starter quest weren't working with new permadeath option
-Fixed: 5.56 AP not tagged for Heavy Weapons
-Fixed: Added missing Industrial Generator recipe
-Fixed: Added missing military/steel armor part recipes
-Fixed: Fixed drug addiction buffs not firing
-Fixed: Miner 69'er was missing the stamina reductions
-Fixed: Vehicle journal tip given from items was incorrect
-Fixed: Johnny was excluded from bartering bonuses
-Fixed: A Valuable Lesson quest was still using RandomGoTo that doesn't work on servers
-Fixed: Junk Eyebot crafting quality not increasing as it should
Version 21.2.1.1
!!!EAC MUST BE OFF!!!
Game Version: 21.2
Wasteland Version: 21.2.1.1
-Mod Dependencies:
SCore v.21.2.1.1646+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Changed: Removed inventory lock slots since they are in vanilla now
-Fixed: Missing recipes for several melee weapons
Version 21.1.2.82
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.1.2.82
-Mod Dependencies:
SCore v.21.1.111.950+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Changed: Tweaked most weapon's durability to closer match vanilla weapons
-Changed: Some small tweaks to SCore's fire system(slowed fire spread and lowered heat generated by fire sounds)
-Changed: Adjusted Deep Cuts unlock levels to be more like similar perks in other attributes
-Fixed: Added missing SexRex bit to Electrocutioner perk
-Fixed: Clear Radiation quests were missing the completion dialog text
-Fixed: A couple quest rewards were incorrect
-Fixed: Swapped energy ammo crit to a different passive to try and fix player cold resistance
-Fixed: A few regular zombies had feral eyes by mistake
-Fxied: Radiated POI marker fixed on dedis(now a rad symbol)
Version 21.1.2.81
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.1.2.81
-Mod Dependencies:
SCore v.21.1.97.930+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Changed: Expanded attachments on several weapons(some can use reflex, laser sight, etc)
-Fixed: Several weapon attachments(mostly laser sight stuff) mesh/visual issue
-Fixed: Reflex sight off on some weapons
-Fixed: Several POI issues(sleepers, loot, etc)
-Fixed: Tweaked textures on Nuka/Robo/OD crates so they look better
-Fixed: Dll file was old one by mistake(this will fix water buckets from farm bundles and enemies spawning around supply drops)
-Fixed: Thompson visual issue with extended or drum mags
Version 21.1.2.8
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.1.2.8
-Mod Dependencies:
SCore v.21.1.97.930+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Changed: Expanded attachments on several weapons(some can use reflex, laser sight, etc)
-Fixed: Several weapon attachments(mostly laser sight stuff) mesh/visual issue
-Fixed: Reflex sight off on some weapons
-Fixed: Several POI issues(sleepers, loot, etc)
-Fixed: Tweaked textures on Nuka/Robo/OD crates so they look better
-Fixed: Dll file was old one by mistake(this will fix water buckets from farm bundles and enemies spawning around supply drops)
Version 21.1.2.6
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.1.2.6
-Mod Dependencies:
SCore v.21.1.73.1834+
NPCmod v.21.1.0.11+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Added: Metal Bat weapon(T3 metal version of the normal bat, to add options besides the steel club. Slightly weaker than the steel club, but uses a bit less stamina and attacks slightly faster)
-Changed: Adjusted car wreck harvests to drop a bit more often(wrecks and repairable version both boosted)
-Changed: Wrist watch moved to normal workbench, Mip-Boy moved to Precision Workbench
-Changed: Adjusted Eco value on a few items so they aren't so crazy(beaker, soldering station, etc)
-Changed: Fish Spear damage lowered slightly, changed to forged iron for repair
-Changed: Vehicle Repair Impact Driver now repairs with Motor Tool Parts, same as normal impact driver
-Changed: Reduced chances of looting a Vehicle Repair Impact Driver slightly
-Changed: Removed Strong Mutated zombie's spawning game event as it seems to error on servers
-Fixed: Night Stalker Vol 4 didn't open entire backpack as it should
-Fixed: Various icon and loc issues
-Fixed: Some perks still said they unlocked certain item crafting
-Fixed: Tweaked a few zombie textures as they were too bright
-Fixed: The Break power attack damage was too high
-Fixed: Changed all spear weapons over to spear holdtype from shovel and fixed attack ranges
-Fixed: Legendary Deathclaw gauntlet repair item was wrong
-Fixed: 10mm Revolver's bullet textures were wrong
-Fixed: Jen's old POI had some missing terrain and misplaced barb wire
-Fixed: Soldier Bank POI still had crawler sleepers that spawned zombies instead of soldiers
-Fixed: Wasteland-specific book series were incorrectly resetting when using a Fergit'n Elixir
Version 21.1.2.5
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.1.2.5
-Mod Dependencies:
SCore v.21.1.56.1705+
NPCmod v.21.1.0.10+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-----WL FIXED/CHANGED-----
-Changed: Tweaked supply drop spawns to not be quite so crazy
-Changed: Reworked Novac POI from T5 to a T4, reduced rush spawns, etc(Hopefully won't break current games, but will need one or a region reset to see the updates on a current game)
-Fixed: NRE on interior door helper block
-Fixed: EAI exception on EntitySupplyCrate
-Fixed: stubSpawner mesh error
Version 21.1.2.4
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.1.2.4
-Mod Dependencies:
SCore v.21.1.56.1705+
NPCmod v.21.1.0.10+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2
-Added: Air Drops spawn enemies that will attack it(thanks to wookie for this <3)
-Added: Deathclaws, along with new resources and items(thanks to Alter for the assets <3)
-Added: Whiteriver Power Station POI
-Added: Bulk and Max Charge energy ammo types(Bulk gives you more ammo per craft, with lower damage and lower degradation. Max Charge gives you less ammo per craft but does more damage and more degradation)
-Changed: Moved vehicle repair to its own Vehicle Repair Impact Driver tool to allow it to be found earlier(it is loot/trader only)
-Changed: Added vehicle wheel harvest to more wheel deco blocks
-Changed: Added water filters to a few more loot pools
-Changed: Katana can now use the barbed wire mod
-Changed: Players can now place blocks in trader POIs(landclaims won't work)
-Changed: Several small tweaks to WL animal spawns
-Changed: Death Penalty buff made hidden again to reduce UI clutter(You can now see your current death penalty counter and time left on it in the extended player stats screen)
-Changed: WL Pipe weapons no longer break when durability hits 0
-Changed: Force Multiplier turret changed to fire much slower, but do more damage
-Changed: Supercharger can no longer be installed in Vertibird or Airship as it can makes the vehicle worse
-Changed: Vehicle mods are now unlocked by crafting magazines instead of schems
-Changed: Slight boost to base harvest chance on vehicle parts, including wheels from blocks
-Changed: Reworked energy weapons and ammo stats to more closely match their ballistic counterparts
-Changed: Shuffled energy weapon unlock order a bit
-Changed: Added some vehicle parts bundles to certain quest rewards
-Changed: Car Battery crafting removed
-Changed: Swapped Big Rocket spawns to sleepers for Rad Cats and normal trader spawn block for Johnny to try and fix spawning on servers
-Fixed: Made sure all traders have correct helper to ensure chance of usable workstations
-Fixed: Adjusted Johnny's prices to be in line with other traders
-Fixed: Vehicle crafting magazines still unlocked vehicles
-Fixed: Most custom animals had missing normals
-Fixed: Dark Drifter weapon and animation issues
-Fixed: Could hit the Drifter and aggro him
-Fixed: A few repairable vehicle blocks still missing their name display
-Fixed: Water Bucket gotten from T1 farming bundle not being usable(thanks Alter <3)
-Fixed: Fish Spear missing mesh
-Fixed: Cattleprod updated to fix charging/effect issues
-Fixed: Couple food recipes missing unlock in progression
-Fixed: Gauss Rifle was set to break when durability hits 0
-Fixed: Rebalanced weapons tier/rng damage bonuses to line up with A21 vanilla
-Fixed: Armor unlocks were wrong
-Fixed: Mutant textures were too dark
-Fixed: Custom nurse zombie had fire particles at their feet
-Fixed: Cleaned up flame placement from Burning Shaft mod on all custom melee weapons that allow it
-Fixed: Baton has spikes on it by default
Version 21.0.2.1
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.0.2.1
-Mod Dependencies:
SCore v.21.1.39.1623+
NPCmod v.21.1.0.6+
FullautoLauncher v.1.2.0
RandomMainmenuBackground v1.0.1
-Added: SPIFSAL books can be a reward for T4+ tier completion quests
-Added: Supply Run quests return with a few small tweaks
-Changed: Tweaked the death penalty a little: Halved the duration, though it will reset if you die multiple times in a short time. Otherwise the timer will keep going down if you've lived for long enough after a death
-Changed: A few small loot tweaks to zombies
-Fixed: Utilitron FarmBot unlock causing NRE
-Fixed: Utilitrons not using new controller, causing animation issues
-Fixed: Removed trader open/close times so they can still be talked to at night
-Fixed: Ranged NPCs that can be hired cannot use corpse looting, so I added back loot bags to those entities
Version 21.0.1.1
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
Game Version: 21.1
Wasteland Version: 21.0.1.1
-Mod Dependencies:
SCore v.21.1.34.952+
NPCmod v.21.1.0.6+
FullautoLauncher v.1.2.0
RandomMainmenuBackground v1.0.1
-Added: Custom menu music
-Added: Corpse looting/gore blocks
-Added: Energy weapon and Heavy weapon crafting skills
-Changed: Adapted to A21's crafting skill system
-Changed: Installing mods no longer increases an item's damage by default
-Changed: Removed my custom doors as they are mostly redundant with A21's new doors
-Fixed: Rad blocks used in Clear Radiation quests not being reset when activating rally markers(Rad POIs will show up for normal Clear quests now though, but will be marked as "Radiated" in the quest list)
Version 3.17
!!!EAC MUST BE OFF!!!
Game Version: 20.7
Wasteland Version: 3.17
-Mod Dependencies:
SCore v.20.6.453.1912+
NPCmod v.20.6.02.0
FullautoLauncher v.1.1.2
RandomMainmenuBackground v1.0.1
-Changed: NPCs will no longer trample crops while hired
-Changed: Drones won't trample crops
-Changed: Disabled melee item damage degradation until it can be smoothed out more
-Fixed: Made NPCs resistant to mosquito buff that would slowly kill them
-Fixed: Removed remaining vehicle part schematics from loot/traders
-Fixed: Ignorance Is Bliss buff loc
-Fixed: Tags for drones were wrong
-Fixed: Blessed Metal mod missing from loot/recipes
-Fixed: Incorrect Quintuple Pocket Mod values
Version 3.15
!!!EAC MUST BE OFF!!!
Game Version: 20.6
Wasteland Version: 3.15
-Mod Dependencies:
SCore v.20.6.453.1912
NPCmod v.20.6.02.0
FullautoLauncher v.1.1.2
RandomMainmenuBackground v1.0.1
-Added: Fire Extinguisher and ammo(ammo is not comsumed on use but used to "recharge" it)
-Added: All workstations have a tools area now. In most cases, 2 of the tools unlock recipes, and the third is for crafting speed
-Added: Enemies have a chance to knock you off of bicycles and motorcycles(stronger enemies have higher chance)
-Added: Ohm Depot POI that has the potential to find parts for Utilitron crafting/hiring
-Added: Robotics for Dummies book that allows you to assemble Utilitrons(Robotics perk allows this plus part crafting)
-Changed: Zombie Fisherman torch will start fires now
-Changed: Allowed bicycle and minibike to still be picked up(both come with a movement penalty when carrying them though)
-Changed: Connecting water pipes to bedrock allows for unlimited water
-Changed: Reworked a few recipes
-Changed: UI can now show up to 7 ingredients for recipes
-Changed: Full suit of power armor reduces radiation damage(still need rad resist mod for the armor or high rad resist perk level to completely negate the damage)
-Fixed: Swapped energy weapon repair tool to their parts
-Fixed: Energy weapons scrap to their parts correctly now
-Fixed: Supply quests not requiring resources to be turned in
-Fixed: Incorrect harvests set for plants
-Fixed: Scrap Laser Pistol recipe not being unlocked by default
-Fixed: Missing Power Armor Impact Landing missing recipe
-Fixed: Missing harvests for some of the generic vehicle parts(should make them a bit less rare)
-Fixed: Power Helmet C missing cvar info and wouldn't give full set buff
Version 3.1
!!!EAC MUST BE OFF!!!
Game Version: 20.6
Wasteland Version: 3.1
-Mod Dependencies:
SCore v20.6.422.831
NPCmod v20.6.02.0
FullautoLauncher v1.1.2
RandomMainmenuBackground v1.0.1
-Added: Reworked the starter quest. Now it locks you in place and blacks out your screen until you use up your SPIFSAL points. Once your SPIFSAL points have been used up, you are free to progress and will receive the normal 4 skill points.
-Added: New vehicle system. No more vehicle crafting. Find them, salvage them, use the parts to fix another one. Each vehicle has a specific repair kit. All current vanilla and Wasteland vehicles can be found in the world. Most have several stages, from almost running to a basic wreck. The wrecks are more common, the rest are rare with even a tiny chance of a working vehicle spawning.
-Added: Enabled fire spreading from SCore(should affect wood/grass/cloth/organic blocks only atm)
-Added: Enabled crop management from SCore(crops can be trampled, need water nearby to plant/grow crops; there are metal pipes to carry water from a source or you can place water nearby; water blocks are consumed over time)
-Added: Enabled VehicleNoTake from SCore. Vehicles can no longer be picked up
-Added: Advanced Lockpicking from Xyth and sphereii(<3)
-Added: Made the wrecked Ambulance a drivable vehicle
-Added: New Atom Coupe vehicle (Thanks Ragsy for setting it up <3)
-Added: Rad quests now have a green "Radiated" to show that those quests/POIs need rad protection(Thanks to Alter for the patch <3)
-Added: Multiple radiated version of custom zeds(Fisherman, Drowned)
-Added: Quadruple and Quintuple Storage Pocket mods, as well as two backpack mods to reduce encumbrance
-Added: Plasma Caster energy weapon
-Added: Several energy weapon bundles to quest tier rewards
-Added: Survival and Luck boosting clothing items
-Added: Mutant armor pieces looted from enemy mutants can be used to add armor to a hired AEM mutant
-Changed: Reworked farming slightly. Got rid of the 50% bonus harvest chance from LotL. Now as you increase the perk level the chance of getting the seed back also increases. Seeds also cost less to craft at higher LotL levels
-Changed: Reduced raw meat gatherd from animals, added a small variance to it
-Changed: Reworked Radiated POIs so that they won't show for quests other than Clear Rad quests
-Changed: Tweaked illnesses and critical injuries so that they no longer insta-cure. Things like concussions and pneumonia will cure in a random time after taking the necessary med item(These effects will kill you if untreated unless actively healing. Taking meds quick enough should cure it before it can kill you from full health). Heatstroke can be reduced by drinking certain beverages.
-Changed: Added working stations back into the world(workbench, etc)
-Changed: Made some tweaks to entitygroups(mostly adding the new rads into groups like specialinfected)
-Changed: Made some perk name/desc changes to suit things better
-Changed: Made Scrap Laser Pistol recipe unlocked, added Laser Shotgun to New Age Cowboy instead
-Changed: Armor pocket mods limited to legs and chest
-Changed: Tried to get energy weapons in line with normal weapon tiers in loot
-Changed: Reworked my lever action rifle to use the vanilla holdtype, added a better scope for it
-Changed: General loot balancing, still a WIP
-Fixed: All Rad types(including vanilla ones) should now correctly have a chance to give you rad poisoning(or greatly increase its % if already sick)
-Fixed: Game time was still visible on the Journal page
-Fixed: Updated 10mm Pistol icon for the newer model
-Fixed: Missing recipes for some armor mods
-Fixed: Missing item loc, redid some to make more sense
-Fixed: Nav Tek-incubator loot was wrong
-Fixed: Rad hound and scorpion were missing radiated tag so Rad Remover mod didn't work on them
-Added: More one-off books for weapon/tool parts(instead of Working Stiff Weekly unlocking them all)
-Added: Energy Weapon parts to bring their recipes to vanilla standard
-Added: MRN terminal block that can be used to call in a supply drop if you find a key(found in Raider/Soldier loot)
-Changed: Vanilla Rad zombies can now give you rad poisoning when they hit you
-Changed: Cemetery_03 is now a proper Rad POI
-Changed: Slightly raised potential weapon/tool part loot/trader amounts
-Changed: Gave weapon/tool parts a bit higher repair amount
-Fixed: Economic values of some blocks were wrong
-Fixed: Shotgun shell textures
-Fixed: Incorrect positioning on some shotgun attachments
-Fixed: Missing Rally marker for Nav Tek POI(will need a new game if you've already discovered it on a current save, or need to reset chunk)
-Fixed: Traders will now properly offer Supply Run quests(T2-T4)
Version 3.0
Game Version: 20.6
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
-Mod Dependencies:
SCore v.20.6.297.1109
NPCmod v.20.6.01.01
FullautoLauncher v.1.1.2
RandomMainmenuBackground v1.0.1
-Added: New drone companion(replaces vanilla one)
-Added: .50 cal weapons: 500 Magnum, Beowulf 50, AS-50(guns and ammo are loot only)
-Added: Some new tier 2,3,4,5 quests
-Added: Several new "radiated" blocks used by some of the new quests(these replace the rad ghouls as POI guards)
-Added: Working clock block, can spawn where the normal wall clocks spawn; sold by traders and all traders have one in their POI that you can't take(Thanks, Gup!)
-Added: Normal style watch mod that will restore the time to the HUD like vanilla
-Added: Mip-Boy custom watch item that displays additional stats besides the time/day (Thanks to Alter for this beauty!)
-Added: NavTek POI, and several modified others for the rad quests
-Added: Utilitron robots (A couple in NavTek, and they can spawn in the wild; will have more done with them later on)
-Added: Higher tier generator
-Added: Several new deco blocks(mostly used in the NavTek POI)
-Changed: Traders can now die(Death anims are weird I know)(This and the trader protection can be edited in xml now if needed, check near the top of blocks.xml)
-Changed: Beefed up trader POIs a bit so they can stand up to some damage
-Changed: Changed wasteland biome spectrum so it isn't so foggy all the time
-Changed: Removed the News window from the main menu
-Changed: Reworked rad ghoul to be a harder version of the feral ghoul(weakened his AOE, can now spawn in BM/sleepers/biome)
-Changed: Added ability to upgrade POI solar banks to working version and can then harvest for a working one, also small chance to salvage solar cells from the broken solar banks
-Changed: Added arcade blocks to traders
-Fixed: Added mutants back into BM hordes
-Fixed: Various missing loc/icons
Version 2.991
Game Version: 20.6
!!!EACH MUST BE OFF!!!
-Mod Dependencies:
SCore v.20.6.229.1021
NPCmod v.20.6.01.01
FullautoLauncher v.1.1.2
RandomMainmenuBackground v1.0.1
-----WL FIXED/CHANGED-----
-Changed: Swapped the 10mm pistol model for a better one (Thanks Alter for finding/setting it up)
-Fixed: SPIFSAL books still using old buff system that would break attribute levels
-Fixed: Hostile NPCs should now set mines off properly
-Fixed: Hunters and Mosqs had crazy scales set that would make particles huge on them
-Fixed: Several small loc fixes
Version 2.99
Game Version: 20.6
!!!EACH MUST BE OFF!!!
-Mod Dependencies:
SCore v.20.6.229.1021
NPCmod v.20.6.01.01
FullautoLauncher v.1.1.2
RandomMainmenuBackground v1.0.1
-----WL FIXED/CHANGED-----
-Added: Legendary junk turret(loot only)
-Added: Bell now bong
-Changed: Added some new code supplied by Alter to slightly rework how SPIFSAL points are handled. They now are like their own points you can spend only on attributes in the skill menu. No more reading the books, you just buy them in the menu similar to vanilla. Your remaining points are displayed in the top right of the Skills menu.
-Changed: Old SPIFSAL books are now a super rare loot item that will add a level to whatever attribute it is for
-Changed: Vanilla pipe pistol is now Pipe Revolver(just a simple name change to separate it from my pipe pistol, and it looks more like a revolver anyway)
-Changed: Bumped power armor physical protection up some
-Fixed: Missing RCW recipe
-Fixed: Some odd textures on the Service Rifle
-Fixed: Hopefully sorted Awareness perk and radar mods so they should work properly now (thanks to Alter for the new method)
-Fixed: Couple small loc errors
-Fixed: Missing laser recycler mod recipe
-Fixed: Legendary power armor arm piece bugging out when switching from third to first person(ie: using vehicles)
Version 2.98
Game Version: 20.4
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
-Changed: Tweaked Harpoon Gun, Railway Rifle, and Fat Man sounds to use a modified m136 fire sound that isn't as loud to zeds
-Fixed: Reworked Early Bird and Night Owl so they function properly
-Fixed: Early Bird and Night Owl now raise current health almost as much as max health
Version 2.97
Game Version: 20.4
!!!EAC MUST BE OFF!!!
-Mod Dependencies:
SCore v.20.4.119.941
NPCmod v.20.4.01.01
FullautoLauncher v.1.1.2
RandomMainmenuBackground v1.0.1
-Added: New T4 Mutant settlement POI (From arramus <3)
-Added: Cursed Manor POI (From arramus and WildPig <3)
-Added: Gauss Rifle and 2mm EC ammo
-Added: Gauss Rifle mods
-Added: R75 motorcycle with sidecar variant(can use all but the seat mod)
-Added: Lots of gore deco stuff (Available in Dev mode in the POI editor)
-Added: Several new fence/wall pieces (Can craft the variant blocks)
-Changed: Hopefully last few items should now use their parts for repair
-Changed: Now have a small chance to harvest goodies from the claw machine :)
-Changed: Swapped the Early Bird perk to give bonuses to Agility instead of Fortitude as it made no sense boosting Fortitude when it was already maxed (Shouldn't break saves)
-Fixed: Added missing Scorpfly Filet recipe
-Fixed: Power Armor statues found placed in the world would give wrong item when picked up
-Fixed: Survival Machete missing mesh
-Fixed: Snowberry Smoothie not showing Heat Resist properly
-Fixed: Reflex sight being way off on several weapons
-Fixed: Vanilla flashlight mod being positioned wrong on some weapons
Version 2.92
Game Version: 20.3
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
-Mod Dependencies:
SCore v.20.2.84.158
NPCmod v.20.3.01.08(EXP build needed)
FullautoLauncher v.1.1.1
RandomMainmenuBackground v1.0
-Added: Several background images to use with closer's randomizer mod
-Added: Power armor statues will play a sound when used the first time so you know you got the attribute bonus
-Added: A couple stronger zombie variants
-Changed: Repair kits need more items to craft
-Changed: Reworked how the power armor statues work, they now have to be "used" to add an attribute level (will only be needed on new games or if you haven't found it before)
-Changed: Reworked the 2 main Check buffs used in this mod to help dedi performance
-Fixed: Some Mutants missing AI
-Fixed: NPCs with rocket launchers being stuck in reload
Version 2.9
Game version 20.3 (Will require a new game to function properly)
-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
-Mod Dependencies:
SCore v.20.2.84.158
NPCmod v.20.3.01.08(EXP build needed)
FullautoLauncher v.1.1.1
-Added: Big Rocket Rad Cat POI (Thanks to arramus for most of the work on it <3)
-Added: Rad Cats NPCs that are hirable (Only found at Big Rocket)
-Added: New Rad Cat Johnny trader
-Added: Power Armor wearing NPCs that can be hired
-Added: Charismatic Nature book set (Works on allied players and hired NPCs)
-Added: Candyman book (made candies craftable)
-Added: Auto mod for energy weapons
-Added: Gatling Laser weapon
-Added: Laser RCW rifle
-Added: Recycler mod for energy weapons
-Added: Acid recipe using car battery
-Added: A couple loading screen tips
-Added: A handful of new loading screens (Thanks to arramus for the original images <3)
-Added: New menu background, moved the menu layout around some (Yes, this might possibly break your menu UI mods. No, I'm not undoing it/separating it/making a compat patch, sorry.)
-Changed: Gave bandits and mutants their voice back
-Changed: NPCs now resistant to WL specific buffs since you can't cure them yet(Venom debuffs, sickness, etc. Radiation will still kill them)
-Changed: Nerfed Magnum Buckshot
-Changed: Removed snowberries from pine forest
-Changed: Increased Motor Tool parts repair value so auger/chainsaw don't need stupid amounts to repair
-Changed: Reworked Light and Heavy Armor books to function more like normal books sets(5 books, all have same effects that stack, can see them in the book list now)
-Changed: Removed laser shotgun ammo as it can now use regular MFC ammo
-Changed: Added some mods to weapons that were missing where it made sense(stock, foregrip, etc)
-Changed: Removed desert UFO POI, just using the same one everywhere
-Fixed: Missing/incorrect tags for plasma mods, reworked what some do
-Fixed: Mutant's Supa Sledge missing
-Fixed: Mutant hound ragdoll issue
-Fixed: Missing economic values for a few item mods
-Fixed: Incorrect localization for Cemetery note quest
-Fixed: M79 and laser shotgun having rocket launcher firing sound sometimes
-Fixed: Wrong positioning on some NPC sniper rifles
-Fixed: Some duplicate entries in loot, added some missing weapons
-Fixed: Updated some old localization for items under different perks now
-Fixed: Some incorrect names in buffs causing them to not work correctly (rad resist, etc)
Version 2.8 (20.2)
-----FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!
-Added: Support for SCore and NPCmod(these are now required to use Wasteland)
-Added: Reworked most NPCs to use new AI and features(no more dumb dumbs)
-Added: Additions to mutants: They now have some ranged versions, and they now random roll their armors on spawn(each piece that gets equipped when they spawn adds a bit of Physical Resistance)
-Added: Bandit Settlement POI by arramus, with mplogue's Hugh Manatie <3
-Changed: Reworked several loot groups(ammo, variant blocks, etc)
-Changed: Made death penalty max health debuff visible, penalty now won't occur on death until you hit level 5
-Changed: Nerfed Luck's loot GS boost a little
-Changed: Almost all POIs with mutants or raiders have been tweaked(sleeper count lowered, attack volumes removed, etc)
-Changed: Combined all guns into one asset file to save space
-Changed: Edited schematic description to add info about rereading them to gain quality levels
-Fixed: Power Armor radar mods not working
-Fixed: Awareness perk not working
-Fixed: Scorpfly using Hunter's attack
-Fixed: 4 POIs (store_grocery, both area51s, and barracks) that had an incorrect sleeper group assigned, causing clear quests to be impossible to finish
-Fixed: Snake venom not being cleared by antivenom
-Fixed: Rad Z not clearing properly, lowered its water drain
-Fixed: Missing recipes for Plasma mods
-Fixed: Some incorrect localization due to mod changes(ammo type, repair items, etc)
-Fixed: (Hopefully) Rad-B-Gone having a chance to give you rad poisoning if taken when you didn't have it already
-Fixed: Added missing localization for drug buffs
-Fixed: Unlocked levels of attributes not showing correctly(still dark with green locks)
Version 2.5
!!!EAC MUST BE OFF!!!
-Added: Attribute/Perk Overhaul, READ the green note you spawn with
-Added: Default backpack is now 60 slots, starts with 30 free slots, 30 encumbrance slots unlocked through perks/mods (Thanks to Khaine for letting me use his 60BBM mod <3)
-Added: Ability to level up crafting level of a single item by reading multiple schematics for the item, maxes out at quality level 5 this way
-Added: Broken versions of all non-primitive guns/bows that can be used to craft a working item with less parts needed
-Added: Glock 19 and Micro Roni pistols
-Added: Semi Auto Crossbow
-Added: Cattleprod spear
-Added: Mutant Scorpionfly, with new foods made from it
-Added: Snowberry can be farmed like other crops
-Added: Drink/Food using Snowberry and Super Corn
-Added: More normal armor mods and Power Armor mods
-Added: Drugs
-Added: Plasma weapon mods
-Added: More serious heatstroke/cold/pneumonia buffs
-Added: Powered variants of the new roll up doors, with 2 relay blocks that hide wires to use with them
-Added: Bicycle block that will give you a complete bicycle when picked up, is a rare spawn in place of some of the sedan/bus/work truck spawns
-Added: Vehicle mod support
-Changed: A20 Vanilla pipe weapons may only use the basic ammo(No HP/AP) and now require a workbench
-Changed: Vanilla pipe pistol switched to use .44 magnum ammo
-Changed: Vanilla pipe machine gun switched to use 9mm ammo, increased reload time, decreased rate of fire
-Changed: New lever action rifle now uses .44 magnum instead of 7.62
-Changed: Slightly lowered amount of RNG on items
-Changed: Increased death penalty that reduces max health by 3 for each death, up to 45, for an ingame week
-Changed: Infection gets worse much quicker(was 7 hours to hit 100%, now ~4 hours)
-Changed: Trader POIs no longer have protection (Protect Jen!) (Thanks to Khaine for the patch. <3)
-Changed: Reworked custom doors to hopefully help sync issues
-Changed: Armor now degrades twice as fast
-Changed: Repair Kits don't repair nearly as much
-Changed: Most weapons now use their parts to repair where it makes sense
-Changed: Some weapons have new sounds
-Changed: Nerfed gas crafting/vehicle usage increased
-Changed: Lowered amount of gas salvaged from cars
-Changed: Reduced ammo loot from zombies
-Changed: Reduced misc loot in trash
-Changed: Vending machines nerfed, less items, restock every 3 days
-Changed: Various trader inventory tweaks
-Changed: Rad Z will slow the speed of radiation poisoning for its duration
-Changed: Power armor pieces are now dye pieces that install into Power Armor Frame armor parts
-Changed: Full set of Power Armor will partially negate encumbrance debuff
-Fixed: Missing loc/icon for rad food buff
-Fixed: Various loc errors
-Fixed: Missing UnlockedBy values
-Fixed: Missing AltTypeIcons on some books
-Fixed: Rad-B-Gone showing rad screen effects when taken without rad poisoning
-Fixed: Missing colliders on some custom zeds for vehicle collisions
-Fixed: Oil Filter Suppressor on 10mm Revolver not following reload animation
-Fixed: Cop NRE when trying to target bandits
Version 2.4
Game Version: 19.6
-----WL FIXED/CHANGED-----
-Added: A couple new various POIs, from arramus <3
-Added: Periodic screen effects when you have rad poisoning
-Added: 2 new single shot shotguns
-Added: Magnum Buckshot ammo
-Added: 2 1911 pistol versions
-Added: Thompson SMG
-Added: Vector SMG
-Added: .45 ACP ammo types
-Added: Harpoon Gun, with Harpoon Bolt and Net ammo types (Gotta loot it from a specific zed...)
-Added: Several new zeds, with multiple texture variants. Regular and Feral versions. Should spawn everywhere vanilla zeds do
-Added: Mutant Dogs, spawn in all biomes, more in wasteland and desert
-Added: Mutant Scorpions, spawn in desert and wasteland
-Added: Hunters, can spawn everywhere
-Added: Mosquitoes, can spawn everywhere
-Added: Aliens...?
-Added: Several new foods based on new creatures
-Added: Two new magazines
-Changed: Both Rad and Feral Ghouls will heal zeds and mutants that are within their buff range
-Changed: Feral Ghouls now have a small health drain as part of their buff
-Changed: Small changes to the Power Armor Stealth Crouch perk: Faster crouch walk, no stam use when crouch running, harder to detect when crouching
-Changed: Removed crosshairs on most weapons when aiming
-Changed: Updated POI list for KingGen 13.1
-Changed: Various loot tweaks
-Fixed: Bull Rush perk being lost on death(will need to read the book again if you died since reading it the last time)
-Fixed: Incorrect downgrade block on van wreck
-Fixed: BAR iron sight offset
-Fixed: Couple missing item unlock info
Version 2.3
-Added: Atom Car
-Added: Old Semi
-Added: Old Pickup
-Added: Incinerator mods
-Added: New T4 POI
-Changed: Metal box no longer uses loot list that destroys on close
-Changed: Reverted the NPCs AI so hopefully the ranged ones will attack more consistently
-Changed: Old Ambulance loot changed to more appropriate one (will take effect on new worlds only I think, maybe unvisited chunks)
-Fixed: Vault 101 small sleeper error
-Fixed: Nuka Factory Rad Ghoul sleeper issue
-Fixed: Scale issue on Rad B Gone and Rad Z drop meshes
Version 2.2
Game version: 19.5 -----FIXED/CHANGED-----
-Added: Ice Cream Truck vehicle
-Added: Police Car vehicle
-Added: Arcade POIs
-Added: Nuka Factory POI variants
-Added: Rad Z rad resistance meds
-Added: Radiated POIs
-Added: Rad Adder weapon mod
-Added: Several new wrecked/burned car variants
-Changed: Hazmat suit protects from radiation damage and poisoning
-Changed: Mesh for loot bags for Raiders/Soldiers and Mutants/Ghouls
-Changed: Removed ability for trigger mods on the Incinerator
-Fixed: Missing loc for nuclear material
-Fixed: Incorrect path for modLongRifleBarrel
-Fixed: Sound conflict with Tactical Action mod
Version 2.1
Game version: 19.4
-----FIXED/CHANGED-----
-Added: Feral Ghoul to spawning lists
-Added: Radiation Sickness (can be contracted from the Feral Ghoul)
-Added: Rad-B-Gone
-Added: Rad Resistant Power Armor mod
-Added: SCAR rifle
-Added: 5.56 ammo
-Changed: Minigun, Service Rifle and Tactical AR now use 5.56
-Changed: All mutants are now zombie class entities
-Changed: Made Crowbar more effective against blocks
-Changed: Tweaked several item's economic values
-Changed: All Sunset Sarsaparillas give Star caps now
-Changed: Sunset Sarsaparilla flier now costs 100 Star caps
-Changed: Various loot tweaks (guns, melee, nuka stuff)
-Changed: Bottlecap Mine now crafted at workbench
-Changed: Added pipe weapons to a few loot sources
-Changed: Mushrooms no longer require a water source
-Fixed: Burning shaft mod causing issues on WL melee weapons
-Fixed: Johnny's quests not advancing tier
-Fixed: Loot had old water filter that no longer works
Version 1.1.0.2
!!!EAC MUST BE OFF!!!
Game Version: 1.1
Wasteland Version: 1.1.0.2
-Mod Dependencies(Included):
SCore v.1.1.22.1530
NPCmod v.1.0.13
FullautoLauncher v.1.3.1
RandomMainmenuBackground v1.1.0
Quartz v3.1.0
-----WL FIXED/CHANGED-----
-Changed: Reworked Power Armor fall damage a bit, no longer can get 100% reduction(this was breaking the impact landing mod)
-Fixed: Cattle Prod was broken
-Fixed: Cattle Prod used incorrect repair items
-Fixed: Cattle Prod recipe used stun baton item instead of parts
-Fixed: Power Armor leg mods couldn't be equipped into power armor chest
-Fixed: Added missing tags and farmer bonus food health to WL foods.
-Fixed: How Much You Bench challenge caused error when trying to accept your reward
-Fixed: Bowler and Inmate zombies were missing loot lists for corpse looting
-Fixed: Challenge localization wasn't working properly on custom challenges
!!!HAS TO BE INSTALLED ON BOTH SERVERS AND CLIENTS!!! !!!EAC MUST BE OFF!!! Official Wasteland Discord<-- Chat with other Wastelanders and see updates here My Official Forum Thread <-- Keep up with Wasteland and my other mods here
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Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:
-SPIFSAL System-
Wasteland uses a progression system similar to vanilla, but with a few changes:
Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items (glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
Fergit'n Elixir can be used to respec and will give you your 21 SPIFSAL points back. It isn't cheap though.
There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!
-New Enemies-
There are several new enemies added into the game, from additional zombies to mutants and raiders!
There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
There are a few other enemies you might come to encounter, so always keep your eyes open!
-New Items-
There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:
There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
Melee weapon options have been expanded for all types; replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
Energy weapons are also available. There are both laser and plasma types, from pistols to rifles and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
Extra clothing items that help boost your attributes.
Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled hunter eggs or deathclaw souffles are just a few options.
Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.
-Additional POIs-
Currently this mod includes a nice mix of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.
Trader POIs are no longer invincible. Traders can also be killed.
Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.
-Gameplay Changes-
While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:
There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
Working versions of workbenches can again be found in the world.
Weapons and armors typically use their respective parts to repair them.
Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. An impact driver is required to upgrade the repairable vehicles (Use the secondary action to upgrade). Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world. (Ones with rims, not just tires.)
Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.
There is a death penalty in this mod. Your max health is reduced by 3 for each death. This lasts for 3.5 hours per death. The amount of death penalties and the current penalty's remaining time can be seen in the Extended Character Stats area.