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Changelogs
Version 2.60
ATTENTION: This is probably the last update in a while, I'll NOT support this mod anymore because I can't be bothered as I have little to no time for this. I've decided to re-open this mod because I was getting a lot of PM's to do so.
Don't ask for new features or bug corrections because they might not come at all. I've cleaned a lot of things and fixed some bugs, should be more clean now.
PS: I've seen reports of some overlapping workbenches in Vault 81, this is NOT caused by my mod, I think it's from the ELFX Horizon compatibility patch if memory serves me right.
->>General Fixes and Improvements:
->Z_Horizon_WeaponsPatchAIO:
- Updated for Horizon v1.6x. - Added STR requirement to Rifles. - Added support to Weapon Augments. - Added support for the updated Weapons Conditions. - Fixed some of the legendaries ammo sets. - Updated Wattz Laser Gun receivers to match the vanilla Laser's. - Updated Wattz Laser Gun barels to match the vanilla Laser's. - Added Wattez Laser Gun support for laser beam colours. - Tweaked several crafting recipes for certain weapon's mods. - The Enclave variant of the Wattz now shoots plasma projectiles and uses the correct (plasma) ammo. - Tweaked and cleaned the leveled lists a little bit more. - Removed the Beretta 92 Sword Cutlass - Fixed some duplicate animations on RACE. - Updated all tags to match the new Horizon v1.6x tags. (If you have any existing weapons from this patch, drop them and pick them up. In case the old tags still persists, go to the weapons workbench and switch it's ammo or apply a mod to the weapon, this will fix the incorrect tag) - Removed the Ak5C quest entirelly. - Cleaned up a bunch of stuff.
>NOTE: The hidden Vendetta's MK14 mod is STILL present here, I'm not removing it to replace for WarDaddy's MK14 yet since I dont have time for this now. If you've missed this weapon before it was hidden, use the corresponding remover .esp for it.
-> Z_Horizon_WeaponsPatchAddon:
- Updated for Horizon v1.6x. - Added STR requirement to Rifles. - Added support to Weapon Augments. - Added support for the updated Weapons Conditions. - Removed some duplicate animation records. - Fixed the AK74M location bug, should work fine now.. - Removed the RU 556. - Updated all tags to match the new Horizon v1.6x tags. (If you have any existing weapons from this patch, drop them and pick them up. In case the old tags still persists, go to the weapons workbench and switch it's ammo or apply a mod to the weapon, this will fix the incorrect tag)
>> Beretta M9-FS Compatibility Patch:
- For version: 1.0.2 only. - This is a standalone patch, it is not merged into any of the main files, so all you need is to download the mod and replace with my .esp - Should spawn on Level 8-10 on Raiders and Gunners. - This works with the same blueprint system as in the other patches. - Load this after BOTH Z_Horizon_WeaponsPatchAIO.esp and Z_Horizon_WeaponsPatchAddon.esp! - There's already a patch provided by KimHD, which is basically the same, but it is made for people who don't use this mod.
>> RU 556 Compatibility Patch:
- For version: 3.0 only. - This is a standalone patch, it is not merged into any of the main files, so all you need is to download the mod and replace with my .esp - Should spawn on Level 18 on Raiders and Gunners. - This works with the same blueprint system as in the other patches. - Load this after BOTH Z_Horizon_WeaponsPatchAIO.esp and Z_Horizon_WeaponsPatchAddon.esp! - There might be some unbalanced mods like Lower Rail attachments, but nothing major.
Version 2.57
->>General Fixes and Improvements:
->Z_Horizon_WeaponsPatchAIO:
- Fixed the Bozar unique variants missing their weapon tags (In case you already have any of the variants, go to a workbench and attach a mod to it like a standard receiver, and then exit the workbench, that should do the trick).
- Fixed several wrong crafting recipes for some weapons.
- Fixed Wattz Laser and it's variants having some wrong receiver proprieties .
- Fixed Paint Kits having wrong "Oil scrap" component requirement preventing it to be crafted, now it just requires Oil and should be able to be crafted at the Tech Lab.
>NOTE: The next update will probably have the AK5C quest removed entirelly, so keep that in mind.
->Z_Horizon_WeaponsPatchAddon:
- Fixed SCAR having mismatched receiver crafting recipes.
- Fixed Paint Kits having wrong "Oil scrap" component requirement preventing it to be crafted, now it just requires Oil and should be able to be crafted at the Tech Lab.
>> (BETA Version) Z_Horizon_WeaponRemover:
- Made some changes to ALL remover .esp's. It should get rid of the weapons appearing on NPC's once for all (This still needs to be tested, so any feedback will be extremelly appreciated!).
>NOTE: As this is still considered a Beta feature, bugs may appear. In case you decide to give up using the remover .esp's, it's safe to remove it on your playthrough.
Version 2.56
>>Z_Horizon_WeaponsPatchAIO (Main File)::
-> General Fixes:
- Fixed an issue where the Colt 6520 had lots of duplicate Standard Grips (Thanks @Greb for pointing it out for me).
- Reworked some of the MK14 EBR mods crafting recipes.
- Tweaked some Ak5C attachments crafting recipes.
Version 2.55
->>New Content:
>>Z_Horizon_WeaponsPatchAIO (Main File)::
>NEW: Makarov PM:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "Deliverer" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 12-13 on Raiders and Gunners.
-Crafting is compatible with the new recipe system that I previously added to the game.
-Removed the Reflex Sights that was mounted on the weapon itself because due to a bug in the original mod, it was possible to attach duplicate scopes. Now you have to craft the Rail Mount system in order to add Scopes/Reflex sights.
-Fixed Flashlight AddonNode dirty edits causing errors in xEdit.
-The "Big" receivers and the normal receivers have the same stats, it's just a cosmetic feature now (This might be changed later on).
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
> This weapon doesn't come packed in a .ba2 archive (it comes with loose files), so you can pack it later if you want.
> I recommend downloading the optional reduced textures, the quality difference is quite minimal but the filesize will be considerably smaller.
>UPDATE: Bullpup Bozar:
- Updated the merge to be compatible with the lastest version of the Bullpup Bozar (v1.2).
- The changes are minimal, so you shouldn't need to store the weapon somewhere else before updating.
- Removed a duplicate paintjob (Assassin Paint, it's the same as the Black Paint)
> The update procedure is the same as of any weapons, although I recommend extracting the archive, removing any traces of the old version of the mod, and add the new files and pack everything back
-> Improvements:
- Overhauled the way you craft the weapon paints. Now it is only possible by crafting a "Paint Kit" under the Tech Lab (This applies to ALL weapons. The crafted kit should come in a pack of 6 units. This is the same method used by Comprehensive Power Armor Merge, I've asked Greb and Yvile if I could borrow their idea (Thanks to both of you guys!)
- Further tweaks on the leveled lists
- Fixed inconsistencies on some weapons receivers crafting recipes.
-> General Fixes:
-Fixed the Colt M1911 Rail Mount attachment having the wrong perk requirements
NOTES:
> I'm going to remove the AK5C quest and ALL it's related stuff. Sorry, this has to go. I've got lots of complaints from other users asking me to do it, and I can't find a good balance to the NPC's and Items that the AK5C quest adds, so unfortunately I'll be removing it entirely. I'll let everyone know beforehand so stay tuned and remember to read the changelogs here when I post a new version of my patch.
>> Z_Horizon_WeaponsPatchAddon (Skyman's merge):
-> UPDATE: AK74M:
- Updated the merge to be compatible with the lastest version of the AK-74M (v3.5).
- Added all the features from the new updated version of the mod, plus some new barrel types for the AK-74M.
- Tweaked the reload speeds a little bit, the original mod had abnormal fast reload speeds.
- The AKS-74u now uses the same sounds as the AK-74M, this is because only the AK-74M have semi-auto firing sounds, but the difference is extremely minimal
> The update procedure is the same as of any weapons, although I recommend extracting the archive, removing any traces of the old version of the mod, and add the new files and pack everything back
-> General Fixes:
- Fixed the Garand receivers showing the wrong ammy type in it's tags
- Fixed the names of SVT-40 Unique variants
- Changed the SVT-40 "Vodka/Red" Receiver to match the mastercrafted receiver (both in stats, and for crafting)
-> Improvements:
- Overhauled the way you craft the weapon paints. Now it is only possible by crafting a "Paint Kit" under the Tech Lab (This applies to ALL weapons. The crafted kit should come in a pack of 6 units. This is the same method used by Comprehensive Power Armor Merge, I've asked Greb and Yvile if I could borrow their idea (Thanks to both of you guys!)
NOTES:
> The Addon Merge from Skyman still needs some work, there are a couple of issues that I need to get rid of, so expect some bugs and oddities to appear.
>> (BETA Version) Z_Horizon_WeaponRemover:
- Added the Makarov PM remover .esp.
Version 2.52
->>General Fixes and Improvements:
->Z_Horizon_WeaponsPatchAIO:
- Slightly tweaked the MK14 base damage (from 28 to 31) so it scales better because it's a mid-late game weapon.
- Changed the MK14 Leveled Lists, it now spawns up to levels 19-20 (Previously, levels 17-18).
- Fixed some weapons appearing at "Good Condition" too often.
- Fixed Super Mutants not equipping any of the weapons in this patch.
->Z_Horizon_WeaponsPatchAddon:
- Fixed some problems in the Leveled Lists that caused some weapons to spawn repeatedly (like two of the same weapon) in some NPC's
- Fixed Super Mutants not equipping any of the weapons in this patch.
- Fixed the Immersive Recoil "Unforgiving" optional not installing in the Data folder.
->SVT40SkinPacksAll:
- Fixed missing keywords preventing the paints to be applied.
->Optinal .ini's:
- Fixed both optional .ini's missing the Lee-Enfield's archives.
Version 2.51
>SVT40SkinPacksAll.esp:
- I've packed the wrong file in the main FOMOD archive, so this is the correct one which fixes the missing keywords, now the paints can be used again.
Version 2.50
>Z_Horizon_WeaponsPatchAIO:
->New - MK14 EBR Redux:
- This is replacement of the old MK14 mod, If you already have the old MK14 in your inventory, you won't need to craft it again because I've used the same forms.
- You are free to choose the Sounds and Animations optionals from the MK14 EBR Redux page.
- The optimal updating procedure is:
>If you already have the weapon in your inventoy, go to the weapons workbench and dettach ALL mods, then store it in a container, save and exit.
>Once you get back into the game, the weapon will still be in the container you've stored, but all the older mods will disappear and the ones that remain in your inventory will be useless.
>If using the archived .ba2 method, I recommend extracting everything to a separate folder and delete all traces of the older MK14 before adding the new files.
>If you have missing textures and/or invisible weapon meshes/weird animations, start over the archive packing from scratch.
These are my recomendations because usually when you replace a weapon mod, there might be unwanted leftovers. I've had trouble in the past when I've replaced stuff without deleting the old mod leftover, so keep that in mind and don't blame me if something goes wrong because you're lazy.
NOTE: Beware that this mod have 4k textures and no optional lower resolution textures, so it might cause problems if you have less than 4Gb of VRAM and less than 8Gb of RAM
Unfortunately, there's nothing I can do about it, you'll just have to wait for the author to make a reduced texture size on his good will. Alternatively, if your computer starts to struggle, use the remover .esp for the MK14 until someone make a 2k/1k texture.
->Fixes and Imrpovements:
- Tweaked magazines drop rates, now they will me even more rarer.
- Nerfed magazines values to prevent exploiting it for caps.
- Tweaked varios weapons micmods values and weights.
- Tweaked the optional .ini files to load the new MK14 archives instead of the old MK14 mod.
- I've decided to make my weapon mods compatible with the recoil changes from Immersive Fallout.
- You can select either the Normal version or the Unforgiving version, to match the original Immersive Fallout recoil of your choice.
- The original mod isn't required, but it would be pointless to use this without the original mod itself.
- You can choose the optionals for both my main merged .esp and the addon.esp
NOTE:
->
>Z_horizon_WeaponsRemover (BETA VERSION):
-> Improvements and Fixes:
- Tweaked the MK14 remover plugin, to be compatible with the new MK14.
NOTE:
-> Be aware there are some reports saying that the removed weapons still have their blueprints appearing on loot, as it's already stated this is still a beta feature and I'm working on how to get rid of this.
Version 2.45Beta5b
Re-upload of the original file: Added the Lee-Enfield to the .ini's
>>This update is ONLY (it means that it's not required for everyone) meant for people who are having a hard time with the archive packing and unpacking procedures, so I came up with a workaround for that. Read more below:
-> I'm providing an optional .ini file that forces the game to load ALL the weapon mods assets that comes packed in .ba2 archives. You can just install all the mods you want via NMM or MO2, disable their .esp plugins and done, you don't need to unpack everything anymore, nothing else is required.
-> There are a few notes and insights regarding this method that I must make it clear for everyone:
- This method works just like some grass mods that add's a custom .ini, forcing a specific change into the original game .ini (Fallout4.ini).
- It edits the [Archive] part of the Fallout4.ini, adding all archives and making the game load them without the need of doing anything else.
- This WILL NOT modify your original Fallout4.ini, it just overrides a specific entry (like True Grass, for example).
- REMEMBER: keep in mind that if your game in on an HDD, you'll not benefit from the decreased loading times and/or reduced weapon switching lag, becase not all weapons are packed into a .ba2 archive.
->For users with custom/personal texture packs loaded into Fallout4.ini [Archive] section:
- If you have a custom/personal texture pack that you've made yourself, or any other archive that you've forcibly loaded in Fallout4.ini, these settings WILL be overriden by my .ini. If that's your case, feel free to add your texture pack to my provided .ini files, so it can be loaded fine.
-> For other Horizon patch authors out there:
- If you're going to replicate the same procedure with your merged pack, you can safely make a compatible .ini for your patch and mine. Hit me on Horizon discord if you need any help with that!
Version 2.45Beta5
>Z_Horizon_WeaponsPatchAIO:
->General Tweaks:
- Changed some of crafting recipes requirements ofr the Lee Enfield.
- Added a Hair Trigger receiver to the Lee Enfield (Just the faster bolt operation, without the increased reload speed).
- Fixed some miscmods tags
>Z_Horizon_WeaponsPatchAddon:
-> Improvements and Fixes:
- Made a workaround for the VSS and AS VAL firing rates so it doesn't throw your DPS values into the stratosphere when in full-auto mode.
- The ammo is now changed to use the LMG (Assault Rifle) ammotype.
- Fixed a a compatibility problem in the leveled lists that prevented the Lee Enfield from the main merged patch to spawn correctly.
NOTE:
-> To actually see the change in the VSS and AS VAL calibers, store the weapon somewhere in a container, save your game and exit, install this updated patch, lauch your game and profit.
-> If you're still having trouble seeing the new caliber change, go to the workbench, and change the caliber there. After that, it should no longe cause problems.
Version 2.45Beta4
>Z_Horizon_WeaponsPatchAIO:
->New - Lee-Enfield No.4 Mk.1:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "Hunting Rifle" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 10 on Raiders and Gunners.
-Crafting is compatible with the new recipe system that I previously added to the game.
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
- Removed the Electric Receiver. (See more on the notes below)
- Removed the QUEST feature of the mod. (See more on the notes below)
>Installation Procedure: This mod comes packed into a .ba2 file, follow the same procedure as on the Packing Guide on this page
NOTE:
-> I did not implement the Quest that comes with the original mod, and I don't intend too. There's a couple of reasons behind this: I will not add any kind of feature that adds new NPC's or Quests because I do not want people comming here asking me to fix some problem or bug from the original mod, PERIOD.
-> The electric receiver might be implemented in future versions.
>Z_horizon_WeaponsRemover (BETA VERSION):
-> Improvements and Fixes:
- Added the Lee-Enfield Remover option.
- Fixed an issue that if using the Defense Gun remover, the weapon would still be present on the world.
NOTE:
-> Be aware there are some reports saying that the removed weapons still have their blueprints appearing on loot, as it's already stated this is still a beta feature and I'm working on how to get rid of this.
Version 2.45Beta3
-> Bugfixes and Improvements:
>> Z_Horizon_WeaponsPatchAddon (Skyman's merge):
- Hotfix for the weapon crafting recipes, now they require the correct blueprints. (Thanks @Reaper!)
Version 2.45Beta2
-> Bugfixes and Improvements:
>>Z_Horizon_WeaponsPatchAIO (Main File)::
- Reworked the QUEST entries responsible for all the ZX-1 Labs part
- More tweaks to the reverse enginnering skills/materials required. Now the material cost to reverse engeneer a specific weapon has the Skills, Weapon Parts and Screws corresponding to the weapon crafting recipe in the Weapons Lab. (Note that Adhesive is still the tertiary component required to reverse engineer).
- Fixed some of the Scopes on the M14 Rifle.
>> Z_Horizon_WeaponsPatchAddon (Skyman's merge):
- Fixed crafting recipes for some weapons.
- Fixed a bug where the MP443 couldn't be reverse ngineered.
- Tweaked ZX-1 Labs requirements to reflect the changes on the main merged esp
>> (BETA Version) Z_Horizon_WeaponRemover:
- Weapons that are removed shouldn't appear on ZX-1 Labs anymore
- Fixed some weapons that still persisted in some certain Cells
Version 2.45Beta
-> NEW: Weapon Remover Addon:
>>>>ATTENTION: THIS IS STILL A WIP VERSION, SO USE IT AT YOUR OWN RISK<<<<
>>>>> It is absolutely required to SCRAP of any of the weapons you've acquired that you intend to remove BEFORE installing the remover .esp's <<<<
>>>>> Do not sell to/place in/equip NPC's any of the weapons you intend to remove! <<<<
- Now you have the option to disable any of the weapons you don't want in the game.
- All weapons can be disabled, meaning that you can mix and match anything you want.
- The system works by adding an .esp plugin for each weapon you want to be removed. You can then select whatever you want as the removers doesn't conflict with each others.
- You can delete the files from the downloaded weapon mod which you want removed.
- All blueprints/schematics for the particular weapon removed will be gone from the corresponding menus/crafting benches.
- The system removes the weapons and anything related to them from the worldspace, so you'll wont see anything in-game.
Notes:
> This is a proof of concept that I've always wanted. Because it would be a very demanding task to update single .esp's files for each weapon, this introduces back the ability to choose what you want, with the only downside of having more plugins in your loadorder.
> Since my motherboard and VGA broke, I cannot test this extensively. I've managed to to some trial runs on my laptop, but it was unbearable even in an interior cell, spawning 4 or 5 NPC's dropped my FPS to single digits and making the system run out of memory very quicly (not to be confused with CTD's or general game problems), so my ability to further test things are VERY limited for now.
> While this is still in early beta, my (limited) testings showed no critical problems, nor CTD's related to the plugin.
> Always make a backup of your savegame first, just in case.
> Do NOT try to spawn the removed weapons via console.
> If any crashes or something out of the ordinary occur, please report in the BUGS section with a detailed description.
Version 2.44
-> Critical Bugfix:
- Magazine textures will have the correct texture now, instead of being pink. If you want to remove the old files by hand, do it BEFORE installing this new version to be sure that are no leftovers. The files to be removed are in the following path:
- Fixes various bugs preventing some weapons to be crafted.
- Fixed several magazine issues not showing the correct message when picked up.
- Fixed Caravan Shotgun Blueprint.
- Fixed several bugs regarding crafitng some of the weapons.
- Fixed a bug where the AS VAL and VSS craft recipes appeared on Chem Lab.
- Magazines now have their propper textures when dropped on the ground.
>>These changes applies to both the main plugin and skyman's merged plugin.
Version 2.42
- Fixed the main plugin FOMOD archive paths, now the plugin will be installed on the correct path.
- Nothing else changed on the plugins.
Version 2.40
NEW:
-> Skyman Weapons patches merged (BETA VERSION):
- Packed in to an FOMOD archive.
- Updated the patches to be compatible with Horizon v1.5x.
- Rebuilt several patches completely from scratch.
- Fixed lots of inconsistencies from the original weapons
- Fixed lots of issues missing stuff from the old patches.
- Fixed M1 Garand reload sounds.
- Fixed missing M1 Garand skins
- Fixed AK74 sound loop.
- Fixed AK74 Unique (Frontliner) so it shows the correct tags on the weapon.
- The Mosin Nagant have two types of receivers. The Sniper receiver allows you to attach scopes, and the |nfantry Receiver doesn't
- Removed some weapons from the worldspace
- Added Quick eject mags to SVU and MP443.
- Added Stock options to the SVU
- Fixed Mosin Nagant reload script (the reload count is still bugged even on the original mod)
- Removed all legendary effects from vanilla FO4, so it doesn't interfere with Horizon
- Fixed several bugs on the weapons mods
- All weapons now have several Object Templates (Legendary, Crafted, Random, Automatic Rifle/Pistol)
- Added missing barrels/grips to some weapons (no cosmetic changes on some weapons, sadly)
- Added blueprint system
- Added weapons to general NPC's on loot
- Weapons are craftable on Weapons Lab, with the proper skills, blueprints and components requirements
- More things that I can't remember now.
- Weapons are distributed to the following NPC types: Gunners, Raiders, SuperMutants and Triggermans. They're generally spawn at level 6-10 and 13-20
- SVT-40 Skinpacks are included and updated for the merged compatibility.
- M1 Garand Skinpacks are included and updated for the merged compatibility.
NOTE:
- This is still a BETA version, so it might have some small issues.
- Weapon scrap feature isn't implemented yet.
- You NEED to load it AFTER my merged .esp, like this:
- You NEED to disable all the original weapons .esp's.
- The installation and .ba2 packing procedure is the same as my main plugin, you just need to name the .ba2 archives after the name of the .esp, like:
- Tweaked the McMillan CS5 crafting receipes for the receivers to match Horizon's v1.5.4 changes.
- Reworked the weapon crafting recipes under Weapons Lab. Now it requires Skills rather than Perks to craft.
- Changed some of the crafting components. Now they include Screws, Gears (or Wood, for shotguns) and Springs. I've also changed the Alloys required to a higher grade (Mostly Grade 3 and 4), if you have trouble finding them, you can craft them at the Tech Lab under MATERIALS section.
- Tweaked the levels of Trading Skill required to craft the Blueprints under Tech Lab.
- Added new categories to the Weapons Lab's crafting section, weapons are now divided into categories in the menu:
So, from now on, every gun will be added into the proper category, to avoid the whole mess in the "WEAPONS" section at the Weapons Lab. The original "WEAPONS" tab may be a little misplaced in the middle of the other categories, probably there's no other way around it.
NOTE:
-> All of these features may still require further tweaks, although I think it's pretty fair now. The whole point is to make things a little harder and "forcing" you to be a scavanger.
-> I'm thinking about changing the weapons drops on NPC's to have all types of conditions EXCEPT good condition. This way you'll need to craft a weapon in case you want it on the best shape possible (I'm not sure about this yet, so it might not be implemented at all, it's just an idea)
Version 2.34
-> Improvements and Bugfixes:
- Fixed Five-Seven Mastercrafted receiver, now it shows correctly on the crafting menu.
- Fixed Five-Seven blank sounds in case anyone had problems, now it uses the N99 Pistol sounds (previously, it used the Deliverer sounds).
- Fixed HK G36 sound looping when firing in Automatic mode.
- Fixed Wattz (and all it's instances) not showing the Fire-Selector mode. Automatic firemode now have a 15% VATS cost (previously 10%).
- Changed the MTs-255 firing sound to use the Double-Barrel Shotgun instead. The reason is because the original sounds that came with the mod was to quiet, therefore lacking the "oomph" when fired). Let me know in the comments section if I should switch it back to the original sounds.
NOTE:
- I am aware that the new Horizon v1.5.4 introduced some fixes to the hunting rifle receiver crafting recipes, I'm having issues with my ISP today and I couldn't download the new version to update the CS5 receivers (since it uses the Hunting Rifle as a baseline). This patch should still be 100% compatible with the new Horizon version.
Version 2.33
-> Improvements and Bugfixes:
- Updated the merge to support the lastest AKM update (v2.2).
- Recreated the recoil values for the Bullpup Bozar, should give a better kick when fired.
-> NOTES:
- I'm gonna rework the recoil of all the weapons present in this patch in the next update. This means that ALL weapons will have a more aggressive kick when fired from the hip. Upon release, don't expect it to be perfect, it's probably gonna need further tweaking from time to time.
Version 2.32
-> Bugfixes:
- Fixed some weapons requiring wrong crafting materials to craft specific mods.
- Removed some easy to find weapons that I've overlooked before.
- Fixed Raider's magazine spawning bug.
- More tweaks to the packaged weapons values.
- Fixed a critical bug of some missing keyword's in certain weapon mods.
Version 2.31
-> Bugfixes:
- Fixed CBJ-MS Mastercrafted receiver skill requirements.
- Fixed MTs-255 having an incorrect accuracy value.
- Fixed PX4 modcols.
- Tweaked some redundant changes on the leveled lists.
- Fixed some legedaryweapons templates having an incorrect ammo drop.
Version 2.30
--> General Improvements:
- Tweaked all Packaged weapons values.
- Created Legendary templates for all weapons.
- Added more templates to some weapons (For example: M14 Standard Rifle/Sniper variants, G36 AutoRifle variants, Laser Gun Pistol/Rifle Variants).
- Reworked the entire Leveled Lists drops. You'll see the apropriate guns on apropriate NPC's like a M14 Sniper variant on Sniper NPC's, Laser Guns on Energy focused NPC's, Shotguns/Rifles on Supermutants, More advanced military weapons like G36 or AK5C on Gunners rather than Raiders (with some exceptions), 1911's and Browning on Triggermans and AKM's/Chinese Assault Rifles on Raiders, that's just a rough example.
- Added some of the weapons (mostly low/mid end stuff) to vendors, with a 15% to 45% of not appearing at all based on vendors inventory rotation. They come as a packaged form, like what you see in the Weapons Lab, and they're located under MISC category on some traders.
- Reworked loot drop chances: Normal weapons have a range or 5% to 20% of not showing on the NPC, Legendaries have a fixed 10% chance of not dropping at all..
- Decreased Blueprints drop chances on containers.
Version 2.28
->Bug Fixes:
- M14 Rifle (from NPC's) now shows the correct name instead of "Random".
- Five-Seven (from NPC's) now shows the correct weapon name/ inventory tags instead of "Random".
- Ak5C (From NPC's) now shows the correct weapon name/ inventory tags instead of "Random".
- Five-Seven now comes with the default Short Barrel instead of the Long Barrel when crafted at the Weapons Lab.
- Fixed the Beretta PX4 screwed up mod menus in the Weapons Workbench.
- AKM Bayonet mods now moved to the TOOLS AND PARTS section of the Weapons Lab.
Version 2.27
->Bug Fixes:
- Fixed Widow Shotgun weapon condition when crafting.
- Fixed McMillan CS5 to use the standard ammo for the weapon category (5.56mm) instead of 7.62mm.
- Removed some duplicates under Weapons Lab
Version 2.26
->Bug Fixes:
- Caravan Shotgun now gives weapon parts when scrapped.
- Caravan Shotgun can be found in the worldspace (like the original mod, head over the mod page if you want to know more).
- Removed the original Bullpup Bozar mod grip enchantments (I've overlooked this when i've first patched it)
- Fixed some issues on naming and tags for the following weapons: M14, Ak5C, Defense Gun and MTs-255 (Those 4 weapons could appear with strange names when crafted).
Version 2.25
->New - Caravan Shotgun:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "Double barrel Shotgun" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 5 on Raiders, Super Mutants and Gunners.
-Crafting is compatible with the new recipe system that I previously added to the game.
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
->I've uploaded the Skin Packs that I've previously patched, because some new users might not have them from my older FOMOD files. You don't need them if you already have it, nothing has changed since the release.
->General Fixes/Improvements:
- Tweaked crafting under WEAPONS LAB to give a little but more info. Now, when you see the list of craftable weapons, there's a description on it's name, showing the standard ammo and damage. For example:
>> Beretta PX4 (9mm - 16 DMG)
>> AKM (5.56mm - 31 DMG)
- Fixed issue where crafting some weapons could generate a random type of ammo, instead of the correct ammo type.
- All weapons in this patch have a 10% - 15% chance of of not appearing at all on the NPC's. This is to prevent the weapons from being too common, "flooding" the leveled lists. (This value may be increased/decreased in the future).
- Tweaked parcels values.
- Changed the requirements to craft a weapon on ZX-1 Labs to use Skills instead of Perks.
Version 2.20
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
******Major changes on the plugin*************
>New - MTs-255 Revolver Shotgun:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "Shotgun" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 10 on Raiders, Super Mutants and Gunners.
-Crafting is compatible with the new recipe system that I previously added to the game.
-Removed ammo types to prevent issues.
-Unique NPC's from the original mod are not present, nor the unique variants (you can craft the same gun under the workbench, it's pointless)
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
>New - CBJ-MS:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "10mm Pistol" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 9 on Gunners and Locked Safes.
-Crafting is compatible with the new recipe system that I previously added to the game.
-The gun can still be obtainable in teh same way the original weapon mod is.
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
>New - Colt 6520:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "10mm Pistol" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 7 on Gunners, Raiders and Minutemans.
-Crafting is compatible with the new recipe system that I previously added to the game.
-Removed the QUEST for now, might implement later, although there's no point because it already spawns on NPCs.
-Removed the XP bonus for obvious reasons.
-Added new grips. (no cosmetic changes).
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
>New - Chiappa Triple Treat:
-Tweaked all receivers and mods to be in line with Horizon.
-Weapon belongs to the "Double-barrel Shotgun" category, uses the same type of ammunition.
-Leveled list integration. Should start appearing starting from level 12 on Gunners, Raiders (Rare-ish).
-Crafting is compatible with the new recipe system that I previously added to the game.
-The gun can still be obtainable in teh same way the original weapon mod is.
-You have a chance to find the Magazine blueprint, like the other weapons patched here.
>Improvements:
-> Fixed the weapons not giving parts when scrapped
-> Fixed the crafting issue where you' would get the weapon i nrandom condition/mods. Under the WEAPONS section in the weapons lab, you'll see the weapons listed as Sealed Parcels. Once crafted, they go straight to your WEAPONS tab in the pip-boy, in good condition and without any mods. (Big thanks to @Reaper at Horizon discord!!!)
-> Fixed ZX-1 Labs giving random mods/conditions to weapons.
-> NPC's now have a random type of weapon condition/mods attached based on Level.
NOTES:
- All the major issues should be finally gone, but there may be a few minor stuff like: You may get a weapon named as "Default, Ramdom or SImple"; Please report here if you find this, and which weapon it is.
- The AKM haven't been updated to the newest version yet.
- The Honey Badger gives an incorrect RANGE info on the pip-boy.
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
Version 2.13Beta
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
>>>>THIS IS A BETA VERSION, KEEP THAT IN MIND!<<<<<<<
-I've made some changes on how the weapons are implemented to the leveled lists, now you'll have all the weapons appearing on the NPC's just like it was supposed to be. It spawns more often now (for example, in a group of 10 raiders, 1-3 WILL have some of the weapons, instead of 1 out of 50 raiders you see).
-The reason why this is a beta version, is because the weapons are applied to the NPC's leveled lists, instead of Horizon's leveled list implementation.
-The downside of this, is that I cannot make it work on separate patches, otherwise you'll get a lot of conflicts. That is the sole purpose of the way Horizon's leveled list method works, is to manage leveled lists by itself, eliminating conflicts. Should I ever have Horizon's system working, it will be ported back to my patches.
Here's some info about the weapon drops, if you consider this as a spoiler, stop reading at this very point.
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
-Updated the patch to the lastest AKM version (v2.03).
-Updated the patch to the lastest Service Rifle Version (v1.1)
-Fixed Service Rifle receivers textures.
=Added the BUIS sight (not all receivers can use it, just the ones without the handguard.
-Tweaked the Barrels.
-Tweaked some of the crafting materials required for crafting the Barrels
NOTE:
-I'll add the SMG receiver once I've finished tweaking it.
-The Honey badger isn't obtainable by loot or crafting yet (although the weapon is present in the game), it needs further tweaking too.
The next update should come soon with those two features.
>>> If not using the .ba2 method, simply replace the previous version on your mod manager, and disable/delete the original mod .esp.
>>> If using the .ba2 archive method, unplack both the Main and Textures archives to a separate folder, delete the older files and extract the newer ones and finally pack everything again.
Version 2.11
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
>>>There may be some inconsistencies along the patch, but nothing major<<<
-Updated the patch to the lastest AKM version (v2.0).
-Fixed some of the receivers.
-Added the Drum magazine and Glow Sights.
-Tweaked some of the weapon's proprieties.
-Tweaked blueprints drop chances.
-Tweaked Beretta PX4 Storm weapon templates.
>>> If not using the .ba2 method, simply replace the previous version on your mod manager, and disable/delete the original mod .esp.
>>> If using the .ba2 archive method, unplack both the Main and Textures archives to a separate folder, replace the older files with the newer ones and finally pack everything again.
Version 2.10
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
>>>There may be some inconsistencies along the patch, but nothing major<<<
-Updated the patch to the lastest Horizon version (1.5.3)
-Crafting takes advantage of the new Skill system. (Probably needs a bit more tweaking down the line)
-Added support for the new P220 Animation Overhaul version (v2.0) *NOTE: BE SURE TO GRAB THE HOTFIX ON THE AUTHOR PAGE TOO* - The update process is simple: Delete the .esp, extract the files and overwrite the old ones, and pack into the .ba2 again. Optionally, you can leave it unpacked and do it later.
-Added Calibrated Receiver to the CS5.
-Added Calibrated and Hair Trigger receiver to the MK14 EBR.
-Tweaked the pre-war money ammount required for the blueprints.
-Blueprints have their own category under Tech Lab.
NOTES:
-I still have some things to do, such as tweak the materials required to craft weapons and tweak the leveled lists to make things less scarce.
-Whenever you craft a weapon, you may still get it with random mods attached and/or damaged/deteriorated conditions. This is kinda hard to solve because of the way the game engine works and interpret things, it randomizes the weapon templates when you craft or add via console, other mods that add crating ability to weapons also have this problem, so I've yet to come with a solution or workaround for this.
-I still don't have any ETA on updating my separate patches (sorry folks), i want to do correct some of the issues described here to port them back into the separate patches.
-If you happen to craft a weapon and get a degraded/damaged item in your inventory, scrap and add it again via console. Another option is to reverse engeneer it on the ZX-1 Experimentation Lab (this way you won't feel like cheating),
Version 2.1
****ATTENTION: THESE CHANGES ONLY APPLIES TO THE MERGED PACK FOR NOW.****
> Magazine Crafting:
-Revamped the crafting system, it feels alot more polished now. The whole process is the basically the same as before, the difference now is that you'll get a less buggy approach. It works in the same way as the perk magazines in Horizon now. -Once you craft the desired Blueprint under the TECH LAB, you'll get a "Sealed Blueprint Package" with the corresponding weapon name. This works in the same way as Horizon's Sealed Magazine Packages now, you'll have to use the item located in the AID tab on your inventory, exit the pip-boy and receive the blueprint. -Sealed Magazines Packages now have a (very rare) chance to appear in Vendors list and can be bought with Caps. The magazines packages prices are scaled with Pre-War Money values, so expect to be expensive bottlecaps-wise. -Sealed Magazines Packages now have a (rare/very rare) chance to appear on the world, just like Horizon's Sealed Packages, so be on the lookout. -You can either find Random, Rare and Normal magazines on vendors and containers. -Random Packages can reward you with any of the available weapons. -Rare Packages can reward you with the most higher-end weapons. -Normal Packages can reward you with the most basic weapons. -Tweaked the ammount of Pre-War money required to craft magazines.
>General Improvements and Fixes:
-Further tweaks to weapons leveled lists. -Tweaked the Alloys required to craft weapons. -Moved P220 Light Toggle items to TOOLS in WeaponsLab -Moved AKM bayonets to to TOOLS in WeaponsLab -Krebs AK should never appear as Simple/Standard anymore.
There's a couple of reasons why I didn't include these changes on the separate stand-alone patches:
-It's more easy to test, balance and incorporate changes like this on the merged version. -I'm still figuring out a way to add the magazines on loot on the standalone patches without making a mess of conflicts with everything else.
NOTE: THERE'S NO ETA ON STAND-ALONE PATCHES RIGHT NOW.
Version 2.02
-Fixed the problems with McMillan CS5, the changes made to the stand-alone .esp carried over to the merged patch.
NOTE: If you're still experiencing texture bugs, try rebuilding everything from scratch, following the procedure on the main page. This is quite "normal" because there might be leftovers from the previous mod version in the Textures/Meshes/Materials folders, causing possible conflicts or maybe something went wrong in the whole process.
Version 2.01
Hotfix for the McMillan CS5 (Stand-alone .esp version ONLY):
-Paints should appear correctly now. -Made some improvements to the receivers aswell. -Tweaked the leveled list.
Sorry guys, but the merged patch will probably take some time to update since I'll have to do some things from scratch to prevent future problems.
Version 2.0
ATTENTION: If using the merged version of my patches, you'll have to REBUILD the whole .ba2 packages. To accomplish this, you'll have to extract the files all over again, following the steps provided in the main page.
My advice is to keep the folder where you extracted the weapons assets, so when something is added and/or updated, it will save you some time when rebuilding it.
NEW: Updated McMillan CS5 to v2.0
NEW: H&K G36 Complex
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "Assault Rifle" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 18 on Gunners and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game. -I've removed the quest from the mod, sadly I've found too many conflicts with Horizon. So if you'll want to acquire the weapon, it's the same procedure as any other guns that i've patched.
NEW: Bullpup Bozar
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "Assault Rifle" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 19 on Gunners and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game. -Removed the enchantments from the paintjobs (for ballancing reasons), so it's just aesthetic now.
NEW: Ak5C, M1 Garand and SVT-40 Skin Packs
-Patched versions of the following skin packs here on nexus. -If using the M1 Garand and SVT-40 Skin Packs, you must download Skyman's Horizon Patches. -The Ak5C Skin Pack ONLY WORKS with the Merged version of my patches, the standalone will come eventually. Do not attemp to use this with the standalone Ak5C patch.
Version 1.98
ATTENTION: The original P220 WITHOUT FiddlerGreen animations pack is DISCONTINUED and no longer maintained.
Makarov PM by AlexScorpion:
-Updated patch to version 0.1g. -Added back the "Big Slide" receivers. -New paints now work as intended.
General Fixes:
-More optimization to leveled lists. -Fixed all pistols magazines to match the correct reload speeds. -Fixed P220 paint values. -Cleaned ALL PLUGINS from dirty edits and errors! (Makarov PM still throw some errors in FO4Edit, but it's perfectly safe to use though).
Version 1.97
Sorry for the inconvenience guys, I've repacked things in a hurry and forgot some things, should be all good now!
-Fixed Beretta 92FS Sword Cutlass FOMOD dir. -Fixed FOMOD version number
Version 1.96
-Fixed the missing Browning 9mm .esp. -All handguns should appear now on Safes (though it's a rare chance).
-NEW - DOOMBased M1911
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "10mm pistol" category, uses the same type of ammunition. -A little bit more powerfull than a standard 10mm handgun -Leveled list integration. Should start appearing starting from level 15 on Gunners conscripts, Raider Veteran's and a rare chance to spawn on safes. -Crafting is compatible with the new recipe system that I previously added to the game.
Version 1.95
-Minor tweaks and bug corrections to the leveled lists of ALL previous patches, so be sure to reinstall them!
NEW - AKM by ngabber
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "Assault Rifle" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 17 on Gunners and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game. -I didn't touched the bayonet addon yet, it is craftable in the Chemistry Lab. Expect an update to fix this.
NEW - Beretta 92FS Sword Cutlass by jmenaru
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "10mm pistol" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 10 on Gunners, Minuteman and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game.
NEW - Beretta PX4 Storm by GaigeStorm
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "10mm pistol" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 8 on Gunners, Minuteman and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game.
NEW - 9mm Pistol (Browning Hi-Power) Redux by DeadPool2099
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "10mm pistol" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 12 on Gunners, and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game. -Removed the "Unique" variants from the game, since it was causing conflicts with Horizon. Don't worry, because they all had the same stats besided the paint applied.
Version 1.81beta
-Fixed some minor leveled lists bugs that I've encountered with the following weapons: Makarov PM, Five-Seven, Defense Gun and Chinese Assault Rifle. -ZX-1 Experimentation Lab should recognize their proper names now.
Version 1.80beta
NEW - Ak5C by asXas
-ATTENTION - THIS IS CONSIDERED AS A BETA PATCH, USE AT YOUR OWN RISK!
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "Assault Rifle" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 20 on Gunners and Raiders Bosses. -Crafting is compatible with the new recipe system that I previously added to the game.
NOTE:
-The main weapon quest made by the author is functional, although I highly recommend NOT doing it, since it'll start on fairly low levels, plus i've made some edits to the quest that I don't know for sure wheter it's working as intended or not. So my advice is to leave it for now. -The sidequests to acquire paints and some particular mods to the weapon should work fine, as opposed to the main weapon quest.
Service Rifle:
-Small fixes to leveled lists and some mods.
Version 1.72
Service Rifle:
-Fixed crafting requirements for the receivers that I've forgot to add the propper perks.
Version 1.71
Service Rifle:
-Fixed a duplicated crafting magazine. -Tweaked some of the Grips and Barrels. -Tags should work properly now.
Version 1.70
NEW - Service Rifle by WastelandMelody
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "Assault Rifle" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 18 on Gunners and Raiders (might add it to Minuteman leveled lists later on). -Crafting is compatible with the new recipe system that I previously added to the game. -Removed the SMG receiver. Unfortunately I couldn't figure a proper way that wouldn't make a mess with Horizon's weapon toolkit and ammo changing system. If somehow in the futere I figure out how to make it work, I'll try to implement it back.
NOTE: Despite the patch being perfectly fully funtional, there might be some oddities with the Instace naming rules (the tags that are applied to your gun when you attach a certain mod to it). I've decided to release it in this state because I might not get the chance to update it anytime soon due to the Holidays.
Version 1.67
ATTENTION:
I have NOT updated the Makarov PM to the lastest mod version, I'm waiting for the author to fix some inconsistencies before updating. Despite that, the original Makarov patch is updated like any other patch here, just don't upgrade the original mod yet. Changes are applied to ALL weapons, EXCEPT the regular P220 without the animations. I'm probably going to discontinue the regular P220 patch anyway, only maintaining the animated one.
General Tweaks and Fixes:
-Reworked pre-war money crafting requirements for all weapons. -Fixed Five-Seven misplaced receivers and crafting requirements. -All weapon mods that previously required Nuclear Material now requires Nuclear Fragment. -Tweaked M14 and MK14 base damages. -Cleaned up the patches and made lots of and fixes that I can't remember right now.
Version 1.66
M14:
-Fixed and issue where the plugin wouldn't be correctly installed to the Data folder.
McMillan CS5:
-Fixed a bug within the Raider leveled lists where the weapon could appear on level 1 NPC's, now it should spawn on level 20-25 on Raider category just like other factions.
Version 1.65
NEW - M14 Rifle
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "Assault Rifle" category, uses the same type of ammunition. -Leveled list integration. Should start appearing starting from level 15 on Gunners and Raiders. -Crafting is compatible with the new recipe system that I previously added to the game.
NOTE: There's might be something that I've missed, but I don't think there should be any problems,
'm going to do some tweaking all my previous patches on the next update (probably v.17), that includes crafting requirements for the guns and it's mods and some further tweaking on the magazine crafting system, and probably won't include any new weapons on the next update too.
Version 1.61
Makarov PM
-Forgot to change magazine descriptions, weight and bonuses to match Horizon's values. -Reduced magazines sizes, to prevent unbalancing.
Version 1.60
NEW - Makarov PM
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "10mm Pistol" category, uses the same type of ammunition. -It is slightly underpowered than 10mm Pistol -Leveled list integration. Should start appearing starting from level 15 on Gunners. -Crafting is compatible with the new recipe system that I previously added to the game.
NOTE: You'll notice some gun mods won't receive the apropriate keywords (such as the Sniper Barrel) because I'm still learning about Instance Naming Rules, once I get a hold of it, I'll fix it.
Version 1.56
P220 and P220 Animation Overhaul Replacer:
-Fixed and issue with the reload speed being too slow on both patches.
Version 1.55
Two new weapons included in this update. I've had started to work on them quite a while ago and got halfway done but didn't had time to finish, thankfully got some little spare time today and decided to do it.
NEW - Defense Gun
-Removed most of the receivers, and kept/edited the relevant ones to prevent it from being unballanced. -Weapon now belongs in the "Pipe" category, and uses the same type of ammunition. -It is slightly more powerful than Pipe gun. -Leveled list integration. Weapon should appear starting from level 7, on Raiders, Minutemens and Supermutants. -Crafting is compatible with the new recipe system that I previously added to the game.
NOTE: You might notice that you won't get the appropriate tag when applying certain combination of mods to the gun (for example: pistol grip with a long barrel), it will not change the tag for, let's say Defense Pistol [Long]. But if you apply a rifle stock, it will appear as Defense Rifle [Long]. That's because of the tagging system in Horizon, if you do the same with a regular Pipe gun/rifle, you'll notice the same thing happens, so technically it's not an issue.
NEW - FN Five-Seven
-Tweaked all receivers and mods to be in line with Horizon. -Weapon belongs to the "10mm Pistol" category, uses the same type of ammunition. -It is slightly underpowered than my previous patched pistols (it matches the standard 10mm pistol if I'm not mistaken), that's because of the gun standard large magazine (20-rounds), preventing it to be overpowered. -Leveled list integration. Should start appearing starting from level 10 on Gunners. -Crafting is compatible with the new recipe system that I previously added to the game.
NOTE: You'll might experience a bug with the invisible pistol magazine if using the mod "Pistol Reanimation Pack" like I do, this is NOT a bug regarding the original mod or my patch. Haven't got the time to dig to much at this, but I heard that if you set the FOV value to the same as vanilla, or something below 90, the issue should be fixed, but that's not something I can confirm.
Version 1.51
Added the previous changes to regular version of P220 without animations.
Fixed crafting requirements of it's unique version "Diplomat" (on both standard version and the animation overhaul).
Still doesn't include magazine textures as i'm waiting for permission to use the asset
Version 1.50
NEW: Revamped crafting system
-In order to craft the new weapons, you need to go to the ROBORTICS workbench, and under CONTRACTED work, you will see the new crafting recipes there. -All recipes requires Local Leader perk. -Recipes now requires PRE-WAR MONEY as a crafting component. -Changed crafting components to all weapons to include the new alloys added by Horizon. -Weapons does not require bottlecaps anymore (that's the whole point of crafting the recipe first).
NOTES:
-I have not yet changed the regular P220 yet, simply because I didn't had enough time to do it, but it will be added in the next update. -Magazines (Recipes) still doesn't include the new textures, because I haven't got a response from the original author yet, will be included in the next update too. -My original idea was to get the legendary effect with descriptions when you acquire the magazine recipe, but sadly I had to remove it because it conflicted with the workbench effect, and somehow gave me CTDs. If I figure it out, I'll include this later.
-Let me know in the COMMENTS section what you think of the now system, what could be changed (components, if I should add more pre-war moneys as requirements, etc).
Version 1.40
P220 Animation Overhaul:
-The plugin now comes as a REPLACER from both the original mod and my standard P220 Horizon patch, so you'll only need this one.
NOTE: Your weapon can disapear if migrating from the other .esp's. That's because the FormIDs have been changed. But i'm not sure if this will happen though, it's more of a friendly advice just in case.
Version 1.37
Small changes made to MK14, Wattz Laser Gun and Krebs AK, weapons should appear with their respective names and tags.
Fixed FOMOD installer, all plugins should go to the correct path now.
Version 1.34
P220 Animation Overhaul:
-Fixed a bug where reload was considerably slow even with quick eject magazines. -Fixed paint swaps to correctly check if the player meet the requirements.
Version 1.33
NEW - Wattz Laser Gun:
-Reworked all receivers to match Laser Gun/Rifle values, with some diferences. -The weapons are NOT craftable, because it's quite easy to find some of it's variants in the world (DeadPool2099 added some of the unique variants to the Commonwealth, I did not remove them because it doesn't break immersion afaik). -Default gun and it's variants should appear in the leveled lists (starting from level 20), mainly on factions bosses/containers. Each faction NPC should have the correct paint applied. -Adjusted damage (slightly different from one gun variation to another). -Weapons now have the correct naming corresponding each mod applied.
NOTES:
-"Liberator" now comes with a Disabled receiver, to fit the original author concept of the weapon being broken. This is obviously intentional, and to restore it's working condition, simply go to the workbench and craft a new receiver.
-Completely DISABLED the "Fire Selector" mode. The reasons are: 1- As of now, Horizon doesn't touch too many aspects of energy based weapons. As you can see with original Laser guns, it does not have any kind of firing modes, There's just Semi and Auto receivers. 2- Selecting automatic firing mode would throw DPS values skyhigh, something like 900 DPS, call it unbalanced lol And 3- Zawinul mentioned that he will be modifying energy guns in the future, when it happens it should be easier for me to patch it.
NEW - Chinese Assault Rifle:
-Reworked all receivers (added Mastercrafted too) to match Assault Rifle values, with some diferences. -Weapon is craftable in Weapons Lab. -Added a new receiver, called Prototype Receiver -Should appear on Gunners and Raider bosses starting from level 20.
NOTE:
-You NEED to download the Animations from WarDaddy and install it, it's NOT optional. (Link is on Main page.
Version 1.31
-All weapons are integrated to the leveled lists now! You should find them in the world from level 15 to 25. -The Widow Shotgun is craftable ONLY (not integrated to LL), it's supposed to be unique -Finally fixed the Weapons Lab crafting system. Now every weapon will be crafted at it's default values, meaning no more random mods and conditions. -The McMillan CS5 Sniper should spawn on Raiders, Gunners, BOS and Minuteman Snipers with it's propper paintjobs! (up to level 25) -The P220 paints from P220 Animation Overhaul now Requires Urban Artist perk magazine.
Follow the same standard procedure before updating.
Version 1.3
READ BEFORE BEFORE UPDATING:
Follow the standard procedure as usual, store the weapon somewhere, save and exit, update, and reacquire the weapon.
IF YOU'RE STILL HAVING PROBLEMS:
before updating, detach all mods from your weapon, store BOTH mods and weapon in a container, save and exit, update, reacquire the gun AND it's mods, go to the workbench and attach everything back on.
General Changes:
Mods are now packed in FOMOD installer!
All plugins are updated, so you'll need to delete or replace the older versions.
Weapons Changes:
-Added receivers to every gun, matching Horizon's weapon category (Pistols, Shotguns, Rifles, etc) -Tweaked all weapons mods stats to reflect Horizon's changes (Grips, Receivers, Sights, Stocks, etc) -All weapons noew have Mastercrafted receivers. -Again, specializations should work as intended. -Tweaked base damage and weight for all guns. -Krebs AK now have more barrel options (no aesthetic change). -Fixed a bug P220 Animation Overhaul where animations didn't showed up correctly.
Version 1.2
McMillan CS5:
-Weapon should fit into the Sniper category. Please let me know if the specialization works fine. -Added 3 receivers: Heavy Frame, Light Frame and Mastercrafted receivers. -Mods description tweaked to fit horizon's changes (Scopes, Receivers, Grips, Mags, etc). -Tweaked all receivers and added a Mastercrafted receiver. -The weapon stats are similar to the Hunting Rifle, slightly more powerful. -Ammo switching should work aswell. -Weapon uses default Hunting Rifle ammo list. -Tweaked crafting requirements for mods. -Adjusted base damage and weight (might need a little more balancing). -Painting the gun requires Urban Artist II magazine perk.
NOTE: Let me know if the weapon appears on NPCs (it should), I'm testing to see if the leveled lists changes are working. Right now, the gun can be crafted at the Weapons Lab too.
MK14 EBR:
-Weapon should fit into the Sniper category. Please let me know if the specialization works fine. -Tweaked all receivers and added a Mastercrafted receiver. -Firing modes should work as intended now. -Ammo switching should work aswell. -Weapon now uses regular Assault Rifle ammo. -Tweaked crafting requirements for mods. -Adjusted base damage and weight (might need a little more balancing).
Version 1.1
Widow Shotgun:
-Tweaked receivers to match Horizon's Double Barrel Shotgun -Tweaked some of the perk requirements for ammo crafting -Adjusted weapon weight
NOTE: Since shotguns doesn't have ammo swapping on Horizon, I cannot add it to this one because of it isn't supported, so you cannot change ammo types on the fly.
KNOWN ISSUE: Receivers are misordered on crafting menu, will fix it on next update.
Krebs AK:
-Tweaked the receivers to match Horizon's Assault Rifle stats (Next update will include more receivers options). -Tweaked weapon base damage, value and weight. -Tweaked mods weight. -Ammo swap toolkit should work without problems.
-KNOWN BUG: The last two receivers are misplaced on the crafting menu, just ignore it for now. It will be fixed on the next update.
P220:
-Further changes to the receivers. -Tweaked weapon value. -Reduced weapon weight )Both standard P220 and it's unique variant) -Tweaked weapon base damage. -Tweaked weapon crafting requirements under Weapons Lab.
P220 Animation Overhaul:
-Carried over the the above changes.
P99:
-The recievers stats will be similar to the N99 pistol. -Tweaked weapon value. -Tweaked base damage. -Tweaked weapon crafting requirements under Weapons Lab. -The ammo change toolkit should work properly now.
Version 1.0
P220:
-The ammo swap toolkit function should work propperly now, just be sure to move the weapon into a container and reaquire it. -Tweaked the MODS weight to match Horizon's values. -Moved the "flashlight toggle" item to the Weapons Lab workbench. -Tweaked some receivers to be in line with Horizon's values.
I'm no longer active nor maintaing this mod, and will not support it anymore. Maybe sometime in the future IF I get back to FO4, I can consider starting over from scratch, sorry everyone. I don't have enough mental strength to further provide updates and bugfixes.
Description :
Since Horizon changes every aspect of the game, especially guns, additional patching is required to make things work. It's a tedious and painfull task and even more for those who don't know sh*t about modding. So I've decided to do my best and make things better for all of us who can't stand the crappy vanilla experience, playing with our beloved Horizon mod!
Please bear in mind that I'm not a "professional" modder or so to say, I'm doing my best with the little free time that I have.
To all newcomers: Do NOT update the original weapon mod UNLESS i release the updated patch here, otherwise things will not behave as intended. And if you have any sort of bug, check the original weapon mod page on the comments or bugs section FIRST before reporting here.
(I am no longer extensively supporting this mod)
Remember to ALWAYS check the POSTS and FORUM sections, since the front page is only updated with basic information regarding what mods are patched and their versions.
General Information:
This is a compilation of weapon mods that i've patched, all in one file. NO ASSETS are available here, that means you'll need to download the weapons listed on this page, because I am not allowed to distribute the files here, I only provide the .esp plugin.
You will need to follow the Merge guide on the bottom of the page, otherwise this will not work at all.
If you don't want the hassle of packing the files into the .ba2 archive, you can alternatively leave the files as it is. The only absolute requirement would be to extract the files from mods that have their assets packed in a .ba2 archive. This is because all packed files need an .esp to load the assets into the game, and since we're not going to use the original mod's .esp's, the asets wouldn't be loaded at all, this is because of how the game engine works.
If using the Addon weapons, follow the same procedures for unpacking/packing.
The .esp plugins should be ALWAYS be placed after Z_Horizon.esp example:
Z_Horizon.esp Z_Horizon_DLC_All.esp Z_Horizon_Diff_Veteran.esp Z_Horizon_WeaponPack01.esp Z_Horizon_WeaponsPatchAIO.esp - This is the Main File. Z_Horizon_WeaponsPatchAddon.esp - This is the Optional Weapons Addon Pack. **Optional Skinpacks.esp**
REMEMBER: ALWAYS DEACTIVATE THE ORIGINAL WEAPON MODS .esp FILES
Weapon Blueprint System:
The crafting system revamped. All weapons present on the patch requires a special blueprint, crafted at the Tech Lab, in order to the gun to be crafted.
All magazines require Pre-War money in order to be crafted, and Trading skills.
The requirements from skills and pre-war money is different for each weapon.
Once crafted, you can see the blueprint in your inventory, as an consumable item. The ystem works just like sealed magazine packages. Consume the item to receive the blueprint.
Weapon Crafting System:
Should you even want to craft a specific weapon, the new system takes full advantage of Horizon's Weapons Lab. It is located under the "Weapons" submenu.
Here, you will see a list of all the weapons added by the patch, After it's name you can see the information about the default caliber the weapon is chambered once crafted, Damage value corrsponding to the default caliber, the crafting requirements and finally the Skills required. (Note: This image is for references only, It may differ from future versions of the patch in case something has changed).
Once crafted, the weapon will appear in your intevory tab, in it's basic version without any mods, and in Good condition.
Weapons Patched:
All weapons can be found on NPC's, but they're always in random conditions, meaning that a weapon good conditions will be less common.
I've carefully distributed them accordingly to specific NPC's: Raiders will have older and mostly lower to mid-end weapons, while Gunners have a more advanced arsenal on their hands.
There's also a level requirement for each weapon to be spawned into their specific NPC's, meaning that high-end weapons will spawn when the player is close or above level 20.
Weapons have a chance to not spawn at all, ranging from 5% to 30% chances of not spawning at all, to keep them a little bit more uncommon
All the weapons listed here are required, but I've made an optional feature that let's you remove the weapons you don't want and it is included in the FOMOD installer. If you intend to use it, you can skip downloading the weapons you're gonna have removed.
Note that the actual statuses that you see for each weapon in the images may change in future patch versions, this is for references only. All the weapons shown on their respective screenshots are represented in its most basic condition (no mods attached).
Lee Enfield No.4 Mk.1 v1.4.5 - (Note: The new v1.4.5 update is redundant, if you have v1.3 or 1.4.2 there's no need to download it if you don't want)
Sig Sauer P220 v1.03 and animations patch (v2.0) by FiddlerGreen *Note: only FiddlerGreen animation version is supported. Download the main weapon, and the animation files AND the hotfix.
This is entirely optional, you can use it if you want. All weapons listed here are required, there are no weapon removers for this. All the features on of the main plugin are present here too.
Important: The installation and .ba2 packing procedure is the same as my main plugin (described below), you just need to name the .ba2 archives after the name of the .esp, like: Z_Horizon_WeaponsPatchAddon - Main.ba2 Z_Horizon_WeaponsPatchAddon - Textures.ba2
Merged Plugin Installation Instructions:
Spoiler:
Show
Packing files into a .ba2 archive isn't absolutely necessary, although it's the best practice. You can safely use the merged plugin without packing the files into the archives BUT you still need to extract the files from the original mods that are originally packed, so it's entirely up to you.
As for skin packs or any addon (like the AK5C Skin Packs) that might come out to any of the weapons in the merged patch, you won't be able to use them unless I make a compatibility patch, wich will be done eventually, as it's rather simple to do it. There's also no need to extract Skin Packs files, just replace the original .esp with the one i provide here
I've made this entirely for my personal use, and i've been building it for quite a while now until it was polished enough to use it. The reason behind this, is to decrease load order build-up and increase game performance. There are lots of benefits from using the merged version, you will be able to switch weapons faster as it takes less amount of time for the game to actually load the files, it can eliminate or reduce stutters and decrease loading times (although not everyone will notice this, but this is only achieved by packing files in .ba2 archives. (Performance increases depends on lots of things like the user hardware and what kind of mods are installed, so your mileage may vary).
The installation procedure is quite simple, if you take your time to read it carefully and do things right, so follow these steps:
Step A:
A1 - Download the Creation Kit if you don't have it.
A2 - Once installed, go to the following directory: Fallout 4\Tools\Archive2 and open Archive2.exe. Minimize the application and proceed to the next step.
Step B:
B1 - Create a folder somewhere with any name you want (let's use an example: WEAPONS), pick ALL the .zip/.rar archives from your weapon mods. Open them and EXTRACT ALL the contents into the previously created "WEAPONS" folder. What you'll want to extract from your zipped archives are the following folders and their contents: Materials/Meshes/Scripts/Sounds/Textures. Remember that you don't need to extract ANYTHING else other than these folders, nor the .esp's inside the archives. Once you've extracted everything, the folder structure will look like this:
B2 - There are certain mods with assets already packed in a .ba2 archive, like the Wattz Laser, for example:
You'll need to extract them aswell (if you skip this step, things will not work). What you are going to do is open Archive2.exe, select File and then select Open, let's say for example, WattzLaserGun - Main.ba2. Once opened, go to the Archive tab, and select Extract All to and point to the WEAPONS folder that you've created, where all the other weapons files are:
When you're done, open WattzLaserGun - Textures.ba2 and do the same. You will need to do this with every mod that has archived assets like the Wattz Laser Gun.
B3 - You may get some errors on the LOG section of the Archive2.exe tool, there's nothing to worry about, because sometimes modders leave some junk files and the tool just ignores them.
Step C:
C1 - Once you're ready to proceed, open Archive2.exe and select File, then select New. When the next window pops up, choose the following:
Format: General Compression: None
Leave the rest untouched and hit OK.
C2 - In this next step we will create the main archive. Select the Archive tab, and then select Add Folder. Select the Materials folder and hit OK. When it's done adding the previous folder, do the same thing for the Meshes and Scripts and Sounds folders (You can also drag and drop the folders into the Archive2.exe window too, it's way simpler). Once you've added all of the 3 folders, it's time to save and pack the archive. Select the File tab and then select Save As, type the following name:
Z_Horizon_WeaponsPatchAIO - Main
It is VERY IMPORTANT that you type EXACTLY like this. Once it is done packing the archive, go to the WEAPONS folder and check the name to see if it's the same as the above.
>>If you're having problems with the weapon sounds being mute, see step C4<<
C3 - In this step, go to Archive2.exe and select File, and then New. once the window pops up, choose the following:
[b]Format: DDS Compression: Default
you will do the same thing you've did in step C2, but you will select ONLY the Textures folder. Once you're done adding, give the archive the following name:
Z_Horizon_WeaponsPatchAIO - Textures
Check the WEAPONS folder again and see if the names of the archives are correct. Exactly like this:
C4 >>This is an optional step for those having mute/blank weapon sounds<< - Note that only the Sounds folder remained outside the packed archives, that is on purpose because like the Weaponsmith Extended mod, there's a bug preventing sounds from playing when you pack them in the Archive2.exe program. The correct way would be packing everything under the Creation Kit, but it's far more complicated to do it, this method is much more simple. So, you will have to manually move the Sounds foder into your Data folder. If you're using Mod Organizer 2 like me, just create a new empty mod and move the newly created archives and the Sounds folder into it.
C5 - The last required step is to download my merged plugin and put into the same folder as your packed .ba2 files, and you're done! The end result is going to look like this:
A few tips regarding archive packaging:
- Always keep a backup of the Main.ba2 and Textures.ba2 archives. - Keep a backup of the unpacked mods files (if you have enough storage space), it can save you some time later. - Mod Organizer 2 makes managing stuff alot easier. - If you're on a fast M.2 SSD or a regular SATA SSD, you can skip repacking the assets into the archives although you'll be missing the optimization of the .ba2 archives. The game loads the assets way faster because it takes less time to actually seek the files on the disk since the archives store aseets on block-level. HDD users might see more results regarding loading times. - If you're experiencing pink textures of invisible weapons, make sure the archive names are correct like in the images. If everything else fails, re-do the archive packing from scratch. - Once a weapon is updated or added, you can just open the Archive2.exe and add the corrsponding files for each archive:
Once added, hit the File tab, and Save. - If you want more in-depth information about the whole packing/repacking archives, there's another great tutorial here: