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About this mod
Horizon compatibility patches for Accelerator, Wattz, Archimedes II, Plasma Sword, Break Action Laser, F4NV Recharger Weaponry and Courser Strigidae.
Also includes a personal tweaks addon.
No merging or file replacing required, just load the patch after the original mod and Horizon.
- Requirements
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Nexus requirements
Mod name Notes Accelerator Plasma Energy Weapon Only needed for the Accelerator patch. Archimedes-II Only needed for the Archimedes II patch. Bullet Time - Slow Time Only needed for the Bullet Time patch. CROSS_BreakActionLaser Only needed for the BAL patch. CROSS_Courser Strigidae Only needed for the Courser Strigidae patch. F4NV Recharger Weaponry Only needed for the F4NV Recharger Weaponry patch. Horizon v1.8 Of course you need that. Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul) Only required if using the main version of Pip-Boy Flashlight. Plasma Swords Only needed for the Plasma Sword patch. Wattz Laser Gun Only needed for the Wattz patch. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Probably more of a special thanks than a credits list, since there aren't assets in these compatibility patches. I'm just overriding values, you still have to download the original mods.
Links are already in the main thread.
Zawinul for making Horizon one of the best (if not the best) gameplay overhauls out there.
Quad Rioters for making an awesome energy weapon in a game where they got the short end of the stick imo.
ElminsterAU for making FO4Edit, an amazing tool, and without it, I couldn't make this patch to begin with.
ThaMan for making his merged weapon compatibility patch, allowing me to understand how some things work.
The Horizon community for the help they gave me when making this.Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Mandarin
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Translations available on the Nexus
Language Name Mandarin Author: so668 Accelerator Horizon Patch - Chinese - Changelogs
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Version 4.8
- - [Strigidae] Advanced visor now also has hazmat mods (I actually didn't think the regular gasmask also had visor mods until now, so...)
- [Strigidae] Visors are now sold separately from the set. Set costs 2 synth components, hazmat visor costs 2, advanced visor costs 4
- [Strigidae] Reworked visor mod costs and requisites to be closer to Horizon ones
- [Strigidae] Added new visor mods : +2 Perception, Horizon target scanner
- [Strigidae] Hacking visor mod now also has a +2 Intelligence bonus
- [Wattz] Fixed weird positionning of paint mods and receiver blueprint
- [Plus] Added "Weighted & Steel" Baseball Bat mod as an alternative to the Pack baseball bat colors that doesn't look like shit
- [Accelerator] Fixed ammo icons
- - [Strigidae] Advanced visor now also has hazmat mods (I actually didn't think the regular gasmask also had visor mods until now, so...)
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Version 4.7
- - [Plasma Sword] Added the damage resistance debuffs melee weapons inflict from their upgrades that I wasn't aware of (Reduce Armor/Energy)
- [Plasma Sword] Fire damage from the dedicated blade has been reduced but should scale better
- [Plus] Fixed missing science gain limiters on low-grade fusion cells (now capped at 15 science, with 0.2 skill gain per craft)
- - [Plasma Sword] Added the damage resistance debuffs melee weapons inflict from their upgrades that I wasn't aware of (Reduce Armor/Energy)
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Version 4.6
- - [Core] NEW : Core mod that will handle the workbench keywords and some advanced technicalities requiring scripts. This is only required for armor and weapon patches, pipboyflashlight and slowtime remain standalone.
- [Core] Comes bundled with a script allowing me to add/modify Horizon's Game Manager on game start, specifically available scopes and ammo types in the weapons kit.
- [Weapons] FeaturedItem is broken again when used while crafting, I removed it from the blueprints but added that you have to read them to get the perk on their description.
- [Ranged Weapons] Now uses Horizon's modular scope mechanic. Short scopes have been redesigned to be used as a base, all other scopes are now uncraftable.
- [Plus] Replaced spaces with "0" before "4x" and "6x" in scope mode names.
- [Plus] Removed outdated label to Low-Grade Fusion Cell recipe.
- [Plus] Completely removed INT penality from using the save devices, imho xp penalty on revival mode is more than enough. Memory block unchanged.
- [Plus] Low-Grade Fusion Cells are finally available in the ammo swap menu for laser rifles and muskets.
- [Wattz] Swapped scope models between NV and non-NV - probably a naming oversight from the main modder, NV button was ON for non-NV scopes and vice-versa. This is mostly an internal change now that we're using Horizon's modular scope.
- [Wattz] Moved Wattz's "Targeting Recon Scope" effect to a brand new scope mode, which should be available for all weapons. It has harder pre-requisites and is more expensive than the recon scope, but in addition to the base recon effect, it also highlights living ennemies when aiming. Thanks to the script mentionned above, this scope can be installed from the weapons kit scope menu as well.
- [Recharger] Hyperbreeder should no longer trigger the featured item screen on get
- [Recharger] Removed Hyperbreeder keyword that could prevent it from being scrapped
- [Accelerator] Disabled Concentrated Plasma Cartridges. Heavy Focusing Barrel now uses Heavy Plasma Cartridges instead.
- [Accelerator] Heavy Focusing Barrel damage bonus reduced from x1.75 to x1.5 (aligning with heavy plasma cartridges bonus)
- [Accelerator] Concave Barrel damage bonus increased from x1.25 to x1.35 (aligning with plasma shotgun multipliers, and converting fire bonus to physical/energy)
- [BAL] BAL Volatile Fusion Cell recipe now has the same pre-requisites than the barrel that uses these (140 Science 80 Explosive).
- [BAL] Slightly rebalanced damage multipliers to be closer in balance to other laser options. Still has a lot of damage bonuses to compensate for the lack of barrels a regular laser rifle has, limited clip size, and enforced ammo type, but I think these are fair. My reasoning below :
Scatter : x2.25 damage modifier (x1.5 heavy cell, x1.25 shotgun spread (scatter mode bonus from regular laser rifle), x1.25 clip/ammolock compensation, x1.25 no barrel buffs compensation (same energy bonus than a gamma wave barrel))
Discharger : x2.25(+60) damage modifier (x1.5(+60) heavy cell mx, x1.5 clip/ammolock compensation, x1.25 no barrel buffs compensation)
Lobber : x3.75 damage modifier (x3.5 multiplier from expensiveness of ammo with aoe taken into account, x1.25 no barrel buffs compensation)
- - [Core] NEW : Core mod that will handle the workbench keywords and some advanced technicalities requiring scripts. This is only required for armor and weapon patches, pipboyflashlight and slowtime remain standalone.
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Version 4.5
- - [All] Market trades now also use the "Rare Trades" currency
- [Weapons] Decluttered Trevor's stock. Each patch now has its own market category, either corresponding to its pre-war manufacturer if known, or a division of the Mandelbrot Collective. Please note that there is a possibility a "master" ESLified ESP will be required for crafting categories in the future if I keep patching new weapons.
- [Weapons] Rebalanced some trade-only skill prerequisites to never exceeed the engineering + trade total from the alternative
- [Weapons] Re-added the "FeaturedItem" keyword on schematics to auto-read them on get, hoping this won't cause crashes again.
- [Weapons] Updated all schematics descriptions to use the new crafting costs - they were still using old alloy grade quality - and removed the useless assembly part.
- [Strigidae] Overcoat : Added Combat Armor material attachment. The base resistances are still locked to light combat armor, but this should allow the overcoat to compete a bit better with other options for this slot.
- [Strigidae] Overcoat : Halved innate fire resistance, added cryo resistance.
- [Strigidae] Visor : A new variant has been added which removes the gadget system for gas mask upgrade slots. Regular variant is unchanged. New recipes have been added to the Tech Lab to switch between those.
- [Strigidae] Visor : Nerf Situational Awareness Enhancer (30 AP -> 50 AP, 160 Science -> 180 Science)
- [Strigidae] Visor : Vital Point Recursion and Predictive Extremity Targeting requirements bumped to 140 Science (from 120 and 100 respectively)
- [Strigidae] The complete set is now sold packaged, with one set using the regular visor (advanced), and one set using the new filtered visor (hazmat). A dummy entry has been added to the trader to explain the differences.
- [Strigidae] Trade price is less expensive overall - 4 intact synth heads for the insulated set, 6 intact synth heads for the advanced set, 1 rare trade, no caps cost.
- [Strigidae] Removed the "not allied to the Institute" condition because I don't think that can be properly displayed on the market terminal. The only non-skill pre-requisite now is being part of the Railroad. Keep in mind this armor can be found in the Institute.
- - [All] Market trades now also use the "Rare Trades" currency
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Version 4.4
- - [Accelerator, Archimedes, Break-Action] Updated ammo icon to use the proper energy ammo one
- [F4NVRW] Added range bonus to Recharger Pistol projectile modification slot, the lack of barrel attachment made this weapon range so low it was unuseable, sorry about that !
- - [Accelerator, Archimedes, Break-Action] Updated ammo icon to use the proper energy ammo one
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Version 4.3
- - [All] Version bump to Horizon 1.9.4
- [Plus] Updated low-grade fusion cell market recipe for the 1.9.4 settlement changes
- [F4NVRW] Version bump to F4NV Classic Recharger Weaponry to 1.1
- - [All] Version bump to Horizon 1.9.4
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Version 4.2
- - [F4NVRW] Fix Recharger Rifle having 2 capacitors using Hyperbreeder loose mods.
- [Strigidae] Compatibility patch for Courser Strigidae ! First time patching armor, if I missed something, please let me know.
- - [F4NVRW] Fix Recharger Rifle having 2 capacitors using Hyperbreeder loose mods.
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Version 4.1
- - [Archimedes II] Fixed missing icons for orbital strike calibrations
- [F4NVRW] Reduced Recharger Rifle weight from 15 to 5
- [All] Added a very light patch for the "main" version of Pip-Boy Flashlight. Note that the more recent beta version doesn't require a patch.
- - [Archimedes II] Fixed missing icons for orbital strike calibrations
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Version 4
- - [All] Updated all patches for Horizon 1.9.3 !
- [F4NVRW] Added patch for F4NV Recharger Weaponry !
- - [All] Updated all patches for Horizon 1.9.3 !
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Version 3.5
- - [Break Action Laser] Fixed misplaced weapon recipes
- [Break Action Laser] Fixed missing DEF_UI icon on default projectile color attachment
- - [Break Action Laser] Fixed misplaced weapon recipes
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Version 3.4
- - [All] All patches are esl flagged. They should no longer count for the regular mod limit. Avoid udpating mid-playthrough, esl flagging changes all IDs.
- [All] Minor file header additions (author/description).
- [Accel/Wattz/PlasmaSword/Archimedes] Disabled "magazine found" screen for weapons schematics. You have to manually use the book in your pipboy for the perk to be given now, but it's better than being stuck in 2 overlapped screens and risking CTD when buying them.
- [Accel/Wattz/PlasmaSword/Archimedes] Better schematic flavor text.
- [Accelerator] Changed default packaged variant to smg instead of pistol
- [Wattz] Fixed Boosted Receiver requiring 80 adhesives (!!!!!!!) instead of 80 nuclear materials. Reduced to 60 nuclear materials (and 4 adhesives).
- [Break Action Laser] Horizon receiver changes applied
- [Break Action Laser] Outdated components fix
- [Break Action Laser] Minor changes (weaponslab ammo category)
- [Break Action Laser] Implemented schematic, buying packaged weapon from Trevor
- [Break Action Laser] Horizon energy weapon augments added
- [Break Action Laser] Replaced unique variants spawned by the original mod with regular ones
- [Break Action Laser] Discharger mode now uses Heavy Cells MX+ and inherits from its flat 60 "pierce" electric damage.
- [Break Action Laser] Increased nuclear material costs for receivers, in line with the nuclear material component changes from Horizon 1.7
- [Break Action Laser] Buffed Fusion Lobber and Scatter Arc damage, to compensate for their very low dps compared to regular laser weapons (because clip size)
- [Break Action Laser] UPDATED FOR HORIZON 1.8 BETA 7
- [Accel/PlasmaSword/Archimedes/BAL] Solved naming fuckery with all patches. All weapons should now have a DEF_UI icon on unpack.
- - [All] All patches are esl flagged. They should no longer count for the regular mod limit. Avoid udpating mid-playthrough, esl flagging changes all IDs.
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Version 3.3
- - [Accelerator] Fixed 2 receivers having the same science prerequisite.
- [Archimedes II] Fixed Experimentation Lab recipe still using old components.
- - [Accelerator] Fixed 2 receivers having the same science prerequisite.
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Version 3.2.2
- - Added links for mod dependencies in the fomod installer and readmes.
- [Plasma Sword] Fixed randomized condition from packaged variant
- [Bullet Time] Fixed overflow in Better Criticals perk description.
- - Added links for mod dependencies in the fomod installer and readmes.
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Version 3.2.1
- - Fixed installation problems with MO2 users.
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Version 3.2
- Pyrolusite's Horizon Patch Compendium v3.2 (NEW !)
- Packaged every patches in a single archive and made a fomod installation xml.
- Condensed readme and changelog files into a single txt file for each patch.
- Fixed oversights in Accelerator, Wattz, Plasma Sword and Archimedes II patches, making their caps value skyrocket.
- Weapon mod items now have a caps value of 0.
- Pyrolusite's Horizon Patch Compendium v3.2 (NEW !)
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Version 3.1
- Horizon Plus v3.1 :
- Fusion Cell to Low-Grade Fusion Cell recipe
- Made Fusion Core crafting more expensive in energy cells
--> scrapping recipe was giving too many cells compared to the craft, but I like the idea of sacrificing ammo
in limited supply to make energy cells a bit more available early to mid game,
so I adjusted the fusion core crafting instead, which should be a mid to endgame thing imho.
- Renamed ammo recipes - Accelerator Patch v3.1 :
- BLUEPRINT MECHANIC
--> Trevor now sells the book required to craft the Accelerator
--> 800 caps, 60 Engineering, 40 Trading
--> Reading the book gives you the required perk to craft the weapon
--> Weapon craft : 100 Science (unchanged), Specifications : Accelerator (the perk)
--> Weapon craft : Component costs unchanged
- DIRECT SALE
--> Trevor also sells the weapon directly (1200 caps, 100 Trading)
- Changed package and weapon base price to reflect the trading price
- Removed instance naming rules, hopefully fixing having to rename manually the weapon to get an icon
- Renamed weapon to "Accelerator" Plasma Gun
- Renamed weapon package variant
- Renamed ammo and ammo recipes
- Moved Accelerator to the "WEAPONS (ENERGY)" category
- Paintjobs now require Dyes and Pigments instead of Oil - Wattz Patch v3.1 :
- BLUEPRINT MECHANIC
--> Trevor now sells the book required to craft the Wattz-3000
--> 600 caps, 60 Engineering, 20 Trading
--> Reading the book gives you the required perk to craft the weapon
--> Weapon craft : 80 Science (unchanged), Specifications : Wattz-3000 (the perk)
--> Weapon craft : Component costs unchanged
- DIRECT SALE
--> Trevor also sells the weapon directly (1000 caps, 80 Trading)
- I never mentionned it, but you can find this weapon, packaged, in one of the places where the unique variants used to be found
- Changed package and weapon base price to reflect the trading price
- Renamed weapon to Wattz-3000
- Renamed weapon package variant
- Paintjobs now require Dyes and Pigments instead of Oil - Archimedes II v2.1
- BLUEPRINT MECHANIC
--> Trevor now sells the book required to craft Euclid's C-Finder MK-II
--> 1200 caps, 60 Engineering, 40 Trading
--> Reading the book gives you the required perk to craft the weapon
--> Weapon craft : 140 Science (from 160), Specifications : ECF2 (the perk)
--> Weapon craft : Component costs unchanged
- DIRECT SALE
--> Trevor also sells the weapon directly (1600 caps, 140 Trading)
- Renamed weapon to "Euclid's C-Finder MK-2" (Archimedes II is the satellite, not the weapon)
- Created packaged variation
- Moved Euclid's C-Finder MK-2 to the "WEAPONS (ENERGY)" category - Plasma Sword v3.1 :
- BLUEPRINT MECHANIC
--> Trevor now sells the book required to craft the Plasma Sword
--> 600 caps, 60 Engineering, 30 Trading
--> Reading the book gives you the required perk to craft the weapon
--> Weapon craft : 100 Science (unchanged), Specifications : Plasma Sword (the perk)
--> Weapon craft : Requires Aluminum Grade-4 instead of Grade-6
- DIRECT SALE
--> Trevor also sells the weapon directly (1000 caps, 100 Trading)
- Overwrote unused leveled lists
- Added a packaged version
- Moved Plasma Sword to the "WEAPONS (ENERGY)" category
- Horizon Plus v3.1 :
-
Version 3
- Horizon Plus v3 :
- Horizon 1.8 BETA 7 Compatibility update
- Better Critical III : now gives +10% critical hit chance instead of +9%.
- Aquaboy/Aquagirl II : Disease resist when swimming - Accelerator Patch v3 :
- Horizon 1.8 BETA 7 Compatibility update (Component replacements and nuclear mats costs)
- Default variant have its condition randomized (packaged variant still in good condition) - Wattz Patch v3 :
- Horizon 1.8 BETA 7 Compatibility update (Component replacements and nuclear mats costs)
- Reduced Recon/NV scope nuclear material costs
- Weapon crafting now requires Titanium Grade 2 instead of Aluminum ("lore consistency")
- Skill conditions increased (from [40 Engi + 60 Science] to [60 Engi + 80 Science])
- Ultimate Capacitor : +130% damage, +25% critical damage, +20% AP cost (from +130% damage only)
- Default variant have its condition randomized (packaged variant still in good condition) - Archimedes II Patch v2 & Plasma Sword Patch v3 :
- Horizon 1.8 BETA 7 Compatibility update (Component replacements and nuclear mats costs)
PLASMA SWORD :
- Horizon 1.8 BETA 7 Compatibility update (Component replacements and nuclear mats costs) - Bullet Time patch v2 :
- Horizon 1.8 BETA 7 Compatibility update
- Additional benefits added while in Bullet Time are now mentioned on their corresponding perks.
- Applied Horizon Plus Better Critical III minor buff for compatibility's sake.
- Horizon Plus v3 :
-
Version 2.6
- Accelerator Patch 2.4 :
- Compatibility with v5 ! You should be able to use the new skin, and I added the new aim model for some auto barrels, which should mean recoil reduction.
- Accelerator Patch 2.4 :
-
Version 2.5
- Wattz Patch v2.4
- Replaced unique weapons by their unique paint in cells. Removing their enchants was the first step.
- For both unique weapons that didn't have an unique skin, one of them has been replaced by something you might find more... interesting. The other has been replaced by a Wattz Weapon Pack, allowing you to get one without crafting it.
- Ultimate Capacitor Blueprint. Required to craft the Ultimate Capacitor, you must find it first, otherwise it's Mastercrafted for you.
- Slight tweaks to the Mastercrafted Capacitor craft cost (Titanium-G4 instead of Gold).
- Rewritten loading screen tips related to Wattz. - Bullet Time Patch v1.1
- Better Criticals : +15%/+20%/+25% Crit Chance for 4 seconds (from 5%/10%/15%)
- Quick Hands : +100%/200% Reloading speed
- Grim Reaper's Sprint : +15%/+30%/+50% Crit Damage - Archimedes II Patch v1
- Initial release.
- Wattz Patch v2.4
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Version 2.4
- Accelerator Patch 2.3 :
- Launcher barrels : nerfed ammo capacity (from 4 to 1), increased explosion radius (launcher explosion has the same radius than a regular missile), slight physical damage increase for the lobber
- Automatic Sniper barrel : reduced fire rate by 50%, because it was stupidly fast and you could empty your 10-cartridge clip in 1 second... litteraly.
- Shotgun barrel : incrased damage, added more deviation (comparable with the regular plasma fire mode).
- Moved some weight from the launcher barrels to launcher grips
NOTE : All 1.7.4+ patches are ofc compatible with 1.7.6b
- Accelerator Patch 2.3 :
-
Version 2.3.1
- Wattz Horizon Patch 2.3.1 :
- Fixed experimentation lab using old basic circuits. - NOTE : All 1.7.3 patches are compatible with 1.7.4.
- Wattz Horizon Patch 2.3.1 :
-
Version 2.3
- Accelerator Patch 2.2 :
- Horizon 1.7.3 compatibility changes (replaced nuclear fragments)
- Renamed capacitors - Wattz Laser Gun Patch 2.3 :
- Horizon 1.7.3 compatibility changes (replaced nuclear fragments).
- Capacitor costs tweaks reflecting the Horizon 1.7 changes, but made them slightly more costly than their laser counterpart (kept reduced silver/gold costs). - All the others 1.6.4 patches didn't have any components to change, thus making them compatible with Horizon 1.7.3.
- Accelerator Patch 2.2 :
-
Version 2.2
- Accelerator patch v2.1 :
- Reworked grip stats, made their description more accurate and their names clearer.
- Made launcher barrels heavier.
- Fixed an oversight making launcher barrels really stupidly slow to reload.
- Reduced gravity impact on the Heavy Reactor barrel projectile (from 0.5 to 0.25). - Wattz Laser Rifle patch v2.2 :
- Removed reload speed penalities on Gamma Wave and Ultraviolet Sniper barrels, they now have a fire rate penalty instead. The only reload speed penalty will now come from ammo choices.
- Probably other small changes I forgot to mention.
- Accelerator patch v2.1 :
-
Version 2.1
- Accelerator Plasma Energy Weapon patch v2 :
- Implemented new Horizon changes (Augment), making it compatible with Horizon 1.6.4+
- Moved Accelerator special ammunition back to the Energy category
- Capacitors are now damage boosts only
- Barrel fixes and tweaks, specifically : Launcher barrel buffs, they should now be worth your time (they had pitiful aoe radius)
- Fixed some description errors, like the shotgun barrel wrongly indicating 2 ammo are used per shot. - Wattz Laser Rifle patch v2.1 :
- Nerfed legendary paint mods. They now give +10% base damage to a weapon applied to it, not scaled up by capacitors, instead of their vanilla legendary effects that might conflict with the experimentation lab ones. If legendary effects can stack, then I'll probably revert those changes and just change the Institute one.
- Enclave legendary paint no longer have a legendary effect, but increased physical damage to 24 instead of 18.
- Replaced the atrocious-looking blue "power beam" effect from the legendary Institute paint by it's regular, cleaner counterpart.
- Fixed a small inconsistency in the Gamma Wave Barrel description.
- Accelerator Plasma Energy Weapon patch v2 :
-
Version 2
- Plasma Sword :
- Added Horizon 1.6 new keywords and attachments.
- Changed skill requirements (Metalworking replacing Blacksmith perk, reduced Science requirements)
- Fixed shorter blades descriptions.
- Added "Amplifiers", having the same function than the new melee damage upgrades.
- Buffed base damage to 26 (from 20) for it to compete with Synth 1-handed melee. - Wattz Laser Gun :
- Added Horizon 1.6 new keywords and attachments (fire mode, ammo swap, augments)
- Removed Economy Barrel & Wattz Bulk Fusion Cells.
- Barrel overhaul : Prismatic, Gamma Wave, etc.
- Capacitor overhaul : 5 tiers of damage increasing capacitors, the side bonuses from the older capacitors being moved to barrels.
- Added Ultraviolet Short Barrel, a non-existent option on regular lasers, allowing you to make lighter silenced laser weaponry, more fitting for pistols and smgs.
- Now compatible with the weapon kit, you can now change fusion cells type on the go. (Thanks again to the Horizon community and Zaw for their help on that)
- Plasma Sword :
-
Version 1.6
- Cross Break Action :
- Fixed shotgun mode hitting like a wet noodle. Should now outdamage OC laser snipers by 20%.
- Buffed grenade mode.
- Cross Break Action :
-
Version 1.5
- Aquila :
- Included Horizon beams in the color customization.
- Aquila :
-
Version 1.4
- Accelerator :
- Buffed and tweaked all barrels to put them in line with their vanilla counterparts like they should have at launch (an accelerator with a heavy sniper barrel now vastly outperforms a plasma rifle with an improved sniper barrel)
- Fixed shotgun barrel still using the ammo consumption script.
- Internal changes for lisibility
- Accelerator :
-
Version 1.3
- Accelerator :
- Moved special ammo to it's own ammo category.
- Increased original crafting cost.
Wattz Laser :
- Added the Economy Short Barrel. It grants the same stats than the Improved Short Barrel, but uses Wattz Bulk Fusion Cells, resulting in a 25% damage decrease.
- Created a Wattz ammo category.
- Added a new ammo type : Wattz Bulk Fusion Cells. Twice as many cells with the same amount of components. Not affected by Science crafting bonuses.
- Non-improved sniper barrel now uses regular Fusion Cells. Damage increase from 175% to 10%.
- Reduced perk requirements for crafting.
Plasma Sword :
- Short blades no longer have half their damage in electric damage. (That change prevented damage boosts from applying properly, making shorter blades weaker)
Aquila :
- Initial release.
- Accelerator :
-
Feedback & bug reports are appreciated.
Load the core mod before loading all my patches ! See "Load Order" below.
Contains patches for :
- Accelerator Plasma Energy Weapon
- Archimedes-II
- CROSS_BreakActionLaser
- F4NV Recharger Weaponry
- Plasma Swords
- Wattz Laser Gun
- Courser Strigidae
- Bullet Time - Slow Time
- Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul) (main version)
Load Order
Z_Architect.esp
...
[Required original mods]
...
Z_Horizon.esp
[Horizon official DLC patches and additional esps]
...
P_Horizon_Patch_CoreMod.esp
P_Horizon_HorizonPlus.esp (optional)
[Patches from this mod]
Core philosophy
1. Complete integration with Horizon and its mechanics :
-> Use of skills instead of perks
-> Initial rebalancing using existing weapons as a point of reference
-> Weapon parts overhauls
-> Experimentation Lab support
-> Removal from leveled lists for maximum compatibility
2. Opinionated changes if I find some aspects of a mod too convoluted and/or script-heavy
(ex: Accelerator ammo script calls removed and replaced by specialized ammo for some barrels, untying projectile customization from skins or receivers...)
3. At least 2 ways of obtaining gear :
- Weapons -> Crafting from blueprint, Trading, sometimes found in the world
- Armor -> Special Trading, sometimes found in the world